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Dying Light

Before you startMedium missable risk
Difficulty
Starting on hardest is not required. Complete and learn the campaign on your preferred difficulty. Hellraid's Wake up! requires Nightmare; the base campaign can use any difficulty.
Difficulty details

The campaign permits an easy difficulty, but timed parkour, the Bozak trials and a Nightmare Hellraid clear require practice and reliable combat.

Missables
Medium missable risk; the count is not settled.
Missable details

Restart Challenge before the first Burning Rubber timer expires if the run is going badly. All base-game text pickups remain available for cleanup.

Co-op
Co-op or other online play is required for 5 achievements.
Online details

Polyamory needs four players to complete five quests together. Keep the same group for the entire set.

Save planning
No save precautions recorded; check the guide before irreversible choices.
Unofficial guide. Locations are not verified in game. Details

Filters

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Unofficial Dying Light 100% achievement guide: how to unlock all 78 achievements, plus all 110 collectibles with step-by-step directions and landmarks, area by area. Tick them off as you play.

Slums

The Tower and nearby sports court

  1. Note #5. Take the Tower elevator to the ground floor. Beside the elevator, inspect the lower part of the blue bulletin board used for quests and challenges; the note is attached there.
  2. Battle Journal #0. On the Tower's ground floor, face the quartermaster's counter and inspect the shelving to his left. Check the right end of the second shelf down from the top for Journal #0.
  3. Note #4. Walk west from the Tower entrance and its stairs to the missing-person photographs on the memorial wall. Look on the ground beside the teddy bear below the pictures for the note.
  4. Battle Journal #1. Go to the Sports Court shelter north of the Tower, visited during First Assignment. Clear the infected and restore its lights, then enter the building and inspect the space beside your stash for the journal.
  5. Battle Journal #12. On floor 19 of the Tower, face the headquarters door and follow the hall on your right, passing the restroom. Enter the sickbay and check the chair beside the man lying in the bed on your right.

Gunslinger — Dawud's pawnshop

  1. Note #7. Find Dawud's pawnshop east of the Tower, southeast of the shelter south of the Safe Tower. Kill or lure away the infected outside, lift the partly open shutter and inspect the open desk drawer beside the front cash register.
  2. Note #6. During Gunslinger, take Dawud's shop key to the pawnshop east of the Tower. Clear the shutter entrance, lift it and unlock the back-room door. Move the door from inside so you can see the bulletin board behind it; collect the note from that board.

Fishing Village and Gas Mask Man

  1. Battle Journal #3. Enter the Fishing Village on the Slums' east coast, south of the highway bridge. Find the building marked Fish Market and Still Open, then climb onto its roof. Inspect the chair beneath the tarp for the journal.
  2. Note #10. At the east-coast Fishing Village, enter the workshop opposite the two-storey merchant building. In its bedroom, collect the note from the lower bunk's mattress. This is the village visited for Rais's second payment in Pact With Rais.
  3. Note #9. During Gas Mask Man, enter the upper floor of the Fishing Village's merchant building. In Gursel's room above the Fish Market shop, inspect the bookshelf just left of the entrance for the note.
  4. Battle Journal #7. Visit Shakur's house during Gas Mask Man and walk around its rear. Find the damaged green car beside the building and look into its partly open trunk to take the journal.

Black Serpent Bazaar and Dahlia

  1. Note #3. Go to Black Serpent Bazaar south of Jaffar's safe-zone building. At the north or back end of the market, find the merchant beneath the wooden overhang and inspect the table beside him for the note.
  2. Note #15. At Black Serpent Bazaar south of Jaffar's building, enter Dahlia's room on the southwest side of the market. Take the note from the table inside her room.

Goodnight Mr. Bahir — drugstore

  1. Note #1. Finish Goodnight Mr. Bahir by defeating the drugstore's bandits northwest of the Tower. Once it becomes a shelter, inspect the pharmacy counter in the room containing your bed and stash.

Mother's Day — Gazi's house

  1. Note #21. Bring Gazi the chocolates and Charly video for Mother's Day. Reach his roof using the overpass above the house, then enter through the trapdoor. Walk downstairs to the living room and turn left into the tranquilizer room; inspect its computer table for the note.

A Survivor's Guide to Zombieland — internet cafe

  1. Note #22. During A Survivor's Guide to Zombieland, enter the internet cafe southeast of the Tower on the southern edge of the Slums. Inspect the reception desk on your right where Neil's satchel is found.

Voltage — South Substation

  1. Note #11. Go to the South Substation south of the Tower for Voltage. In the southern building at the back of the fenced compound, inspect the table with the monitor beside the sleeping area. Completing the power objective turns the compound into a shelter.

Pact With Rais — communications towers

  1. Battle Journal #6. At the far northwest Slums communications tower, west of the two northwest sports-court shelters, enter the small power building east of the tower. Inspect the desk beside the lockers for the journal.
  2. Battle Journal #4. Visit the Taurus gas station west of Alexei's communications tower. During Pact With Rais, Karim sends you to check his missing men there. Approach from the eastern rocks, clear the gunman on the roof and drop through the roof hatch; look beside the mattress inside.
  3. Note #23. Go to Alexei's Tower, the second transmitter site in Pact With Rais, north of the Sports Court shelter. From its east side, use the tall rock to cross the electric fence. Complete Prodigal Son to open the lower sleeping room, then inspect the table beside the stash.

Tunnel Vision — Ryan's junkyard

  1. Note #14. Complete Tunnel Vision to open Ryan's junkyard southwest of Rais's headquarters. Enter the garage holding the bed and stash, then collect the note from the box above the sleeping area.
  2. Note #13. After Tunnel Vision, visit Ryan's junkyard in the southwest Slums. Walk around the west side of Ryan's building and check the two grey chairs outside; the note rests on the chairs near the wall.

Gassed Up — gas valves and distribution plant

  1. Note #18. During Gassed Up, go south of Black Serpent Bazaar to the valve enclosure beside the train bridge. Climb onto the overhead tracks and drop onto the blue bags inside the fence. Take the note from the flat cardboard box near those bags; climb a pipe to leave over the gate.
  2. Note #19. Enter the Gassed Up tunnel southwest of the South Bar shelter. Halfway along, take the doorway in the tunnel wall and enter the room on your left. Kill any infected inside, then inspect the desk at its back.
  3. Note #20. Continue Gassed Up to the gas pipe substation south of the tall apartment shelter and southeast of Rais's headquarters. Pick the Hard lock on the small building's south door. Inspect the first-aid cabinet and adjacent wall on your left for the note.

O Brother Where Art Thou? — supermarket

  1. Note #2. Go to the Stuffed Turtle supermarket south of Alexei's Tower. During O Brother Where Art Thou?, inspect the gap between its western entrance doors before entering the quarantine zone.

Total Security — rooftop

  1. Note #25. For Total Security, reach the building east of the northwest Sports Court shelter. Disable its electricity with the three generator levers, then climb to the roof. On the western side of the roof's centre, take the note beside the pillow on the bamboo sleeping mat beneath the clothesline.
  2. Note #24. At the Total Security building east of the northwest Sports Court shelter, switch off the three generators before climbing. On the roof, climb above the southern room to the transmitter repeating Seref's SOS. Inspect the blue crate beside the radio for the note.

Where's My Mother? — Red Flower Cafe

  1. Note #8. Secure Red Flower Cafe for Jamil during Where's My Mother? by moving the cupboards against the ground-floor doors and clearing the infected. Climb to the third-floor sleeping room. Check the cabinet left of the bed beside the door onto the exterior walkway.

Prodigal Son — Bites Motel

  1. Battle Journal #8. Complete the Bites Motel section of Prodigal Son northeast of the tall apartment shelter. On the motel's lower floor, enter the reception room to the right of the bar and take the journal from its counter.

Searchlights — Infamy Bridge

  1. Note #12. Climb the Infamy Bridge northwest of Fishing Village during Searchlights. Reach the second set of UV lamps, then continue through the doorway into the shelter above them. Collect the note from the floor near the bed.
  2. Battle Journal #5. Travel to the broken end of the Infamy Bridge, jump into the water and swim to the opposite concrete support near the map edge. Climb its landing and the yellow pipes in the left column. Drop into the rubbish pile, enter the medical tents to your right and pass the first examination section and two corpse-filled sections. In the next examination section, inspect the stool under the right-hand desk.

Bus depot and school district

  1. Battle Journal #9. Find the bus station east of the far northwest Sports Court shelter. Enter the station's eastern reception building and inspect the bench along its southern wall beneath the blue notice board.
  2. Battle Journal #10. Go southwest of the tall apartment shelter to the white-fenced waste ground west of Harran School. Find the wooden office building in the enclosure and inspect the armchair on its porch for the journal.
  3. Note #26. At Harran School, enter the green container building on the school's western side through the quarantine entrance. Check the open blue lockers in the first room for the note.

Siblings — school survivors' rooms

  1. Note #17. During Siblings, return to the school's western entrance and talk to the survivor indicated by the Edward marker to enter. Inspect the table to the left, behind the survivor, beside the laptop and radio for Note #17.
  2. Note #16. During Siblings, use Harran School's western entrance after talking to its survivor. Check the reception counter on your right for Note #16, then inspect the side-room table holding CDs if it is not on the counter.

Airdrop — Cauldron roof

  1. Battle Journal #2. During Airdrop, climb the blue building north of the Cauldron shelter where the first supply parachute has landed. Before reaching the roof's top, find the corpse near its edge and use the interaction to roll it over. Take the journal revealed underneath.

The Saviors — southwest sewers

  1. Battle Journal #11. Enter the southwest Slums sewers during The Saviors. Pass the outdoor canal with a Goon and Bomber, then enter the next tunnel with infected and a yellow climbing pipe ahead. Before climbing that pipe, continue straight into the side room containing locked chests. Take the journal from the chair beside the teddy bear in the back-left corner.

Old Town

Embers' Tower and the university district

  1. Voicemail Recording #3. From Embers' Tower, walk southeast to the ground-floor Luck Medicine pharmacy. Go behind its front reception counter and play the telephone recording on the shelf there.
  2. Battle Journal #16 — Epilogue. Find the inactive shelter east of Harran University and north of Embers' Tower. Clear the infected on the rooftop, then enter through its trapdoor. The epilogue journal lies beside the body slumped against the wall directly below the hatch.
  3. Voicemail Recording #14. Go to the second building east of Harran University, south of Striped Dragon Hotel. Climb to its top room using the building's east side. Behind the bar's front counter, inspect the shelf against the wall for the telephone.
  4. Voicemail Recording #1. Find the pizzeria southeast of Harran University. Use the entrance on the northeast side of its building and go behind the front counter to play the recording on the telephone.

Crumbling Tower neighbourhood

  1. Voicemail Recording #4. Find the large apartment building southeast of the Crumbling Tower shelter. Climb onto the exterior balcony one floor below the top, enter the suite and turn right along the entrance hall. Play the telephone recording on the small table opposite the shoe rack.
  2. Voicemail Recording #16. Go northwest of Crumbling Tower to the apartment building west of the parking area used in Troll's Demolisher fight. Enter from the upper floor on the building's east side and inspect the cabinet in the accessible room for the telephone.

Northern restaurants and apartments

  1. Voicemail Recording #5. North of the Djinn in the Jar hotel, find the small standalone fast-food restaurant opposite the apartments. It does not have its own building shape on the map. Enter and inspect the counter beside the refrigerators for the telephone.
  2. Voicemail Recording #15. Find the apartment building northeast of Tariq's shelter and west across the street from the small restaurant. Climb through the open window on its eastern side to the second-floor bedroom. Play the recording on the cabinet beside the bed.

Northwest shelters and pharmacies

  1. Voicemail Recording #10. In far northwest Old Town, find High Floor Apartment 2 northwest of Tariq's shelter. Enter through the roof trapdoor and inspect the kitchen counter near the window for the telephone.
  2. Voicemail Recording #9. Go to Luck Medicine east of David's shelter, which opens through Legless Spider. Enter the pharmacy from the east. Behind its reception counter, check the shelf to your left for the telephone.
  3. Battle Journal #13. At the northwest edge of Old Town, go west of David's shelter and cross beyond the city wall and moat. Reach the barred sewer entrance, using the nearby zipline if convenient. Take the journal from the ground beside the locked gate inside the tunnel.

Office Outpost and western apartments

  1. Battle Journal #14. Go to the apartment block west of Embers' Tower and north across the street from Office Outpost. Reach the south-facing balcony and enter the top-floor suite. Inspect the windowsill in the small bedroom near that balcony for the journal.
  2. Battle Journal #15. Enter the open square west of Office Outpost, where large infected may be fighting survivors. Clear or draw them away, then find the Workshop shutter on the square's northern wall. Lift it and inspect the desk beside the locked door at the rear for the journal.
  3. Voicemail Recording #8. Go southwest of Office Outpost to the group of four paired buildings and find the pharmacy on their southeastern side, opposite the workshop square. Enter and inspect the shelf behind the counter for the telephone.

South Old Town apartments and Chasing Past

  1. Voicemail Recording #2. From the South Old Town shelter, go to the second building north. Climb onto its southwest balcony, then use the open window on your left. Check the cabinet beside the bedroom's bed for Recording #2; its final furniture landmark is unsettled.
  2. Voicemail Recording #7. During Lost in Space, go to the apartment building north of the South Old Town shelter. Open the door on its upper western balcony, one floor above an open window. Deal with Dawud, then inspect the hallway shelf or cabinet opposite the shoe rack for the recording.
  3. Voicemail Recording #11. Walk west of the South Old Town shelter to the waste-disposal area. On that area's western side, find the southern building and its partly raised shutter on the southwest wall, marked Workshop. Lift the shutter and play the telephone recording on the reception desk.
  4. Note #29. During Chasing Past, enter the apartment building northeast of the South Old Town shelter through its eastern entrance. Climb the stairs to the highest floor and inspect the right edge of apartment 3's closed door for the note.
  5. Note #30. Go to the building south of the Chasing Past apartments and northeast of the South Old Town shelter. Reach the northern roof terrace and cross its low chain-link enclosure. Take Note #30 beside the steel hatch under the second umbrella.
  6. Note #31. Find the building south of the Chasing Past apartments, northeast of the South Old Town shelter. Climb to the northern roof terrace and cross its low chain-link fence. Inspect the floor beneath the umbrella on the terrace's northwest side for Note #31.
  7. Note #32. At the building south of the Chasing Past apartments and northeast of the South Old Town shelter, reach the roof terrace. Drop from its chain-link enclosure onto the lower roof to the south. Look right of the steel access hatch for Note #32.

Sewer Exit building neighbourhood

  1. Voicemail Recording #6. Go to the first building northeast of the Sewer Exit shelter. Reach the high balcony on its southwest side and enter through the open door. Turn left into the bedroom; facing its bed, check the floor to your right behind the bed for the recording.
  2. Voicemail Recording #12. Find the pharmacy northwest of the Sewer Exit shelter. Use the entrance on the northwest side of its building, go past the front counter and play the recording on that counter.

The Shadow of the King — No Mesh Hotel

  1. Note #27. Explore No Mesh Hotel east of Embers' Tower during The Shadow of the King. Collect the reception keycards downstairs and climb to the second floor. Enter the already open room 107 and inspect the desk or TV stand on your right.
  2. Note #28. During The Shadow of the King, enter No Mesh Hotel east of Embers' Tower. Take the Staff Key Card from the lobby to open reception, then pick up room 101's keycard from the floor with the other room keys. On the second floor, unlock room 101 and take the note from the bedroom dresser around the right corner.

Fan Zone — broadcasting room

  1. Note #34. Go to the Fan Zone east of Embers' Tower during its side quest. Take the keycard from the waiting room and enter the broadcast studio. Near the red guest chairs under the stage spotlights, inspect the left speaker for the note.

Health Potion — pharmacies and Ekrim's apartment

  1. Note #33. During Health Potion, enter the northwest pharmacy northeast of Tariq's shelter. Go behind reception into its back room and inspect the right-hand steel desk or counter beside the computer for Note #33.
  2. Voicemail Recording #13. During Health Potion, search the two pharmacies and continue to Ekrim's apartment east of High Floor Apartment 1. In the apartment block's central courtyard, take the western stairs and look high up for the open window with white sheets hanging out. Climb or grapple through it and play the recording on the small kitchen table.

The Following — Countryside

Jasir's Farm — Gaining Credence

  1. Burak's Poetry. Finish Gaining Credence, then enter Jasir's southeastern farmhouse. Close or reopen the front door from inside to reveal the key rack behind it and take the basement key. Unlock the door beneath the stairs, descend past the boxes holding a ratchet wrench and inspect the shelf beside the chair for the poem.
  2. Survivor's Note #3. At Jasir's Farm, go to the northwestern building containing the merchant. Use its southern door and look straight down at the floor immediately inside the doorway; the note is easy to overlook beneath your feet.

Town south of Bilal — We Dont Go There Anymore

  1. Doctor's Note #1. During We Dont Go There Anymore, clear the four Screamers in the town south of Bilal's gas station. The last Screamer occupies a military truck at the town's southern end. Enter its trailer and collect Note #1 from the desk on your left.
  2. Doctor's Note #2. Go to the military truck at the southern end of the town below Bilal's gas station, where We Dont Go There Anymore places its final Screamer. Clear the Screamer, enter the trailer and inspect the board on the right at its rear for Note #2.
  3. Survivor's Note #1. In the town south of Bilal's gas station, find the three joined houses in the northwestern quarter's second row. Enter the right-hand side of the middle house through its eastern roof entrance or western street entrance. On its eastern side, inspect the small room immediately beside the roof doorway; take the note from its table.

Fatma's House — The Gathering

  1. Survivor's Note #4. During The Gathering, take the call about Fatma's house while travelling toward the Eye of the Sun. Secure the house in the far northwest Countryside. Enter the living room where her husband sits on the sofa and collect the note from the small table holding the telephone.

Anomalies — northwest military convoy cave

  1. Doctor's Note #4. Follow Anomalies to the cave in the northwest Countryside where the military convoy was attacked. At the tunnel's end, enter the truck trailer while looking for more elixir. Inspect the shelves in its rear-right corner for the doctor's fourth note.

Vanitas — Atilla's mansion

  1. The Origins of the Children of the Sun #1. Visit Atilla's southeast mansion during Vanitas. Behind the house, descend onto the wooden walkway and enter the cave below. Use its ladder, pick the door lock and follow the left corridor. Kick aside the boxes and shift the shelf away from the doorway. Take the first Origins document from the table inside the room beyond the moved shelf.
  2. The Origins of the Children of the Sun #2. During Vanitas, go to the mansion in the southeast Countryside. Reach the wooden walkway behind Atilla's house, drop into the cave and climb the ladder inside. Lockpick the door and take the corridor left; remove the boxes by kicking them, then push the obstructing shelf out of your way. In the room beyond it, climb the stairs and open the upper door. Turn right into the next room and take the second Origins document from the table in front of you.
  3. The Function of the "Mother" #1. At Atilla's mansion in the southeast, enter during Vanitas via the wooden walkway behind the building. Descend to the cave, ascend its ladder and pick the locked door. Follow the corridor on the left, kick the boxes clear and move the shelf that covers the next entrance. Pass into that room, go upstairs and open the door there. To your right, inspect the table opposite the front entrance for the first Function document.
  4. The Function of the "Mother" #2. Go to Atilla's southeast Countryside home in Vanitas. Drop onto its rear wooden walkway and down into the cave. Climb the ladder to the locked door and pick it open. Take the left passage, knock the boxes aside with kicks and displace the shelf across the doorway. Continue into the next room, up its stairs and through the door at their top. Enter the room farther ahead with a bookshelf. The second Function document lies at the far corner of one of its lower shelves.
  5. The Function of the "Mother" #3. Start at the southeastern mansion while doing Vanitas. At the rear of Atilla's house, use the wooden walkway to reach the cave below it. Climb its ladder and unlock the door with a lockpick. Turn left along the corridor; kick through the obstructing boxes and slide the shelf from the following doorway. Enter the room it hid, climb the stairs and open the door above. Go farther ahead into the bookshelf room and open the door on its opposite side. The third Function document is in the closet on your left.
  6. The Cult of the Sun, Sky and Wind #1. In Vanitas, approach Atilla's mansion in the southeast of the Countryside. Get onto the wooden walkway behind it and enter the cave underneath. Its ladder leads to a door you must lockpick. Beyond that door, turn left, kick the boxes out of the corridor and move the shelf from the next opening. Use the stairs in the room past the shelf, then open the door at the top. Continue through the bookshelf room and the doorway beyond it, then climb to the second floor. Open the right-hand door farther ahead to reach Atilla; the first Cult document rests on the desk beside him.
  7. The Cult of the Sun, Sky and Wind #2. Reach Atilla's southeastern mansion during the Vanitas quest. Behind it, drop to the wooden walkway, then into the cave. Climb the cave ladder and pick the lock on its door. Go left through the corridor, clearing the boxes with kicks and shifting the shelf blocking the doorway. In the newly accessible room, take the stairs upward and open their exit door. Walk through the bookshelf room and its far door, then climb the next stairs to floor two. At the end of the corridor, open the door and look on the small lantern table for the second Cult document.
  8. The God of the Sun. For Vanitas, enter the southeast mansion where Atilla lives. Get down onto the rear wooden walkway and find the cave below; climb its ladder and lockpick the door above it. The passage beyond runs left past boxes you can kick aside and a shelf you must move to uncover a doorway. Go through, ascend the room's stairs and open the door at the landing. Continue into the bookshelf room, leave by the door beyond it and climb to the second floor. The right-hand door farther along leads to Atilla's room. Take The God of the Sun from the cabinet behind him.
  9. Atilla's Letter. When The Fate of the Fool begins, return to Atilla's mansion in the southeast Countryside. Reach the second-floor room where you previously left him. Inspect the seam between its closed door and frame for his letter. Collect it to advance the quest.

Going Postal — Harran Post

  1. Survivor's Note #2. During Going Postal, enter Harran Post in the town southeast of Jasir's Farm. On the lowest floor, go behind the reception desk and inspect the mail cubbies for Survivor's Note #2. Its title distinguishes it from the numbered letters in those cubbies.
  2. Letter #1. Go to Harran Post, southeast of Jasir's Farm, while doing Going Postal. Inspect the floor of the lowest-floor reception room for Letter #1.
  3. Letter #2. For Going Postal, visit the post office in the town southeast of Jasir's Farm. Go to the first-floor room containing the alarm and take Letter #2 from its floor.
  4. Letter #3. Enter the Harran Post building southeast of Jasir's Farm during the Going Postal quest. On the lowest floor, go behind the reception desk and check the mail cubbies for Letter #3.
  5. Letter #4. Reach Harran Post in Going Postal; it is in the town southeast of Jasir's Farm. Climb to the highest hallway and inspect its mail cubbies for Letter #4.
  6. Letter #5. While progressing Going Postal, go inside Harran Post in the town southeast of Jasir's Farm. Reach the first-floor hallway opposite the stairs and inspect the blue boxes beside its shelf for Letter #5.
  7. Letter #6. Find the town southeast of Jasir's Farm and enter Harran Post for Going Postal. Go behind the lowest-floor reception desk and inspect its mail cubbies for Letter #6.
  8. Letter #7. Visit Harran Post while on Going Postal, in the town lying southeast of Jasir's Farm. In the first-floor hall across from the stairs, inspect the blue boxes beside the shelf for Letter #7.
  9. Letter #8. Going Postal takes you to Harran Post, southeast of Jasir's Farm; enter that building. Enter the first-floor alarm room and inspect the cabinet beneath the drawers for Letter #8.
  10. Letter #9. Head into the post-office building in the town southeast of Jasir's Farm during Going Postal. Climb to the top-floor hall and inspect its mail cubbies for Letter #9.
  11. Letter #10. Use the Harran Post location in the town southeast of Jasir's Farm while completing Going Postal. Reach the hallway with blue boxes opposite the stairs and take Letter #10 from the floor.
  12. Letter #11. In Going Postal, make your way to Harran Post in the town southeast of Jasir's Farm. In the lowest-floor reception room, inspect the drawer beneath the mail cubbies for Letter #11.
  13. Letter #12. Look southeast of Jasir's Farm for the town's Harran Post building and enter it during Going Postal. At the top-floor hallway, inspect the cabinet below its mail cubbies for Letter #12.
  14. Letter #13. Enter the town's post office southeast of Jasir's Farm when you reach Going Postal. Reach the top-floor hallway and inspect the cabinet below its mail cubbies for Letter #13.
  15. Letter #14. Take the Going Postal quest to Harran Post, which stands in the town southeast of Jasir's Farm. On the highest hallway floor, look beside the drawers for Letter #14.
  16. Letter #15. On Going Postal, head to the town southeast of Jasir's Farm and go inside Harran Post. Reach the first-floor hall opposite the stairs and inspect the blue boxes beside its shelf for Letter #15.

Military highway trailer — transport key

  1. Doctor's Note #3. Collect Jasir's military keycard during The Gathering. At the warehouses north of the granary, find Behemoth's warehouse and take the Military Transport Key from the orange chest at its back; defeat or avoid Behemoth. Reach the highway via the Silas Truck shelter opened in Buggy Grail and cross the bridge north to the military trailer. Use the reader right of its rear door, enter and collect the note from the left-hand counter.

Hellraid — Raid Mode

Starting tower

  1. The Count's Blood-Covered Letter. Enter Hellraid's Raid Mode. At the starting spawn, turn around to face Count Begeor's statue. Inspect the left side of its pedestal and take the letter from its base before dropping into the dungeon.

Dining hall and hidden kitchen

  1. Vara's Request. Break the first seal in Raid Mode and enter the long dining hall. Kill the enemies before using its exit lever. At the far end, climb the stairs into the second dining room and take the note from the wooden cabinet on your right beside a chest.
  2. Mysterious Book. After the first seal, enter the Raid Mode dining hall and go right into the kitchen. Pass the tall shelves to the rear bookshelf beside a chest. Interact with the conspicuous red book on the bottom shelf to reveal a secret room. Inside, take Mysterious Book from the floor beside the weapon rack.

Library

  1. Library Notes. From the Raid Mode dining hall, use the lever and continue through the smithy's next seal toward the library. Pull the lever in the cask-lined hall to enter. Go immediately left into the reading room and inspect the floor near the table wedged between two bookcases against the left wall.
  2. The Last Report. In the Raid Mode library, climb to the upper floor holding the lever for the lower gates. Before leaving, go out through its window and cross the beam into the room opposite. Inspect the floor in that room's left corner beside the skeleton for the report.

Torture rooms after the first Clavis

  1. Anat's Instructions. Defeat the Torturer, break the next seal and take the first Clavis fragment in Raid Mode. Pass through the prison to the torture room and defeat its enemies. On the lower level's left side, enter the room near the stair foot, follow its hall to the end and turn left into the interrogation room. Take the note from the wall-side table beside the spiked chair.

Blood-pool room

  1. The Appearance of the Chosen One. After breaking the seal in Raid Mode's second prison room, enter the chamber with the pool of blood. From its entrance, head to the far-left corner on the lower left level. Inspect behind the large book on the wall-side podium for the note.

Broken statue after the second Clavis

  1. The Fate of the Chosen One Part One. Collect the second Clavis fragment in Raid Mode, then enter the next chamber with a broken statue at its centre. Walk behind the statue and inspect the sarcophagus at the back of the room for the note.

Lava chamber

  1. Anat's Letter. Enter the Raid Mode lava chamber after the second Clavis fragment. Cross the wooden walkway toward the upper-floor exit doors. Inspect the chair to the left of those doors for Anat's letter before continuing.

Final tower and arena

  1. The Fate of the Chosen One Part Two. Reach the final chamber at the bottom of Raid Mode's tower. Before taking the third Clavis fragment, face its pedestal and look to the wall on your left. Collect the final note from the chair there before placing the fragments and finishing the arena.

Achievements

78 achievements. 1 can be missed for good: they are marked Missable. Labels show which ones need PvP, co-op, the hardest difficulty or a long grind.

Story (15)

Flight of the Crane

Follow Rahim's Awakening training to the crane opposite the Tower. Perform the jump he asks for to finish that part of the lesson.

My left or your left?

Begin Pact With Rais and travel to Rais's compound in the Slums. Meet Rais there; the conversation advances the story and unlocks this.

Snake in the grass

Play The Pit, fight through Rais's arena and complete the escape sequence after the confrontation. Surviving that story section unlocks this automatically.

Sightseeing

During The Saviors, follow the southwest Slums sewer route and fight through to its exit. Emerging into Old Town advances the story and unlocks this.

Making Faces

Finish the Public Face story quest in Old Town. Carry out the broadcasting objective that sends your message beyond Harran; the story awards the achievement.

Tied loose end

Continue The Museum until you confront Tahir. Defeat him during the rescue sequence to finish this story milestone.

Vertigo

Follow Broadcast onto the Antenna map, climb the antenna and install the amplifier at its summit. Completing that broadcast objective unlocks this story achievement.

Now You Can Come In

Return to Old Town for The Clinic and work through the laboratory route until you reach Camden. Meeting him is the required story milestone.

Bittersweet

Finish Extraction at Rais's headquarters. Complete the climb and the final confrontation with Rais to reach the campaign ending.

Afraid to get wet?

Start The Following and follow The Way Out through the sewer and cliff passage. Jump down into the water to enter the Countryside and continue the opening quest.

I felt your presence

Build trust with the Children of the Sun by completing Countryside quests and tasks. When The Gathering calls you to the Eye of the Sun, attend the meeting and witness the Mother's appearance.

I was waiting for you for so long

Keep completing Countryside quests and helping its residents until your trust reaches Disciple. This advances your position among the Faceless and opens the final part of The Following's story.

And you liked him, didn't you?

Continue At the End of the Tunnel to the lighthouse. Climb to its top and meet the returning character there to unlock this story achievement.

What if you picked the other one?

Reach the Mother in The Following's final quest and choose either of the offered ending decisions. Complete the resulting ending; both choices can award this achievement.

Clavis was a key all along

Enter Hellraid through the arcade machine in the Tower. Collect the three Clavis fragments in the dungeon and place them at the centre of the arena to open the vault and unlock this milestone.

Campaign (49)

Is It Really Necessary?

During Awakening, go to floor 13 of the Tower and kill the infected you encounter while helping the injured survivor. This is your first combat lesson.

Little Craftsman

Collect Alcohol and Gauze during Awakening, open the crafting menu and make the requested Medkit. The first completed crafting action unlocks this.

Prom Night

At night, let Volatiles spot you and keep the pursuit going until its level reaches at least two. Escape into a safe zone or break contact long enough to end that pursuit alive. The return to the Tower during Airdrop is an early opportunity.

Open Sesame

Craft lockpicks from Metal Parts and use them on locked doors or chests. Rotate the pick to find the opening position, then turn the lock gently; complete ten locks successfully.

Mouths Wide Open

Find a Volatile at night near a safe zone. Use a firearm and ammunition to finish it, then retreat into the protected area if other infected join the fight. One Volatile kill is enough.

Can't Touch This

Stay on a roof above a crowd, throw Firecrackers to gather infected and burn them with Molotovs. Continue until twenty enemies have died without you taking a hit. Damage breaks the streak, so move away from incoming Virals.

Harran Shooting Club

Use pistols, rifles, shotguns or bows to kill fifty enemies. Keep ammunition stocked and use ranged weapons when fighting Rais's armed men; melee kills do not add to this goal.

Trade Company

Sell valuables and unwanted equipment to merchants until the combined sale value reaches 10,000 dollars. This counts money earned through sales, so merely holding that amount is insufficient.

Hush, Hush Now

Find a Screamer in an Old Town story section or quarantine zone. Approach it and perform the quieting interaction before continuing; these are the small infected that summon others with their cries.

Disaster Recovery

Pick up fifteen Disaster Relief On-site Packages from airdrops or quarantine zones. The Stuffed Turtle grocery-store objective provides repeatable packages. Collection counts; delivery to the quartermaster is useful for experience afterward.

Everybody Dance Now

Find an electrifiable water-pool trap and lure at least five infected into the water with Firecrackers. Activate the trap while they are together so all five are shocked at once. An Electric Fence is a separate trap type.

We're All In This Together

Investigate blue random-event markers in the Slums and rescue people being attacked by infected. Kill the attackers and finish fifteen such rescues; merchant encounters and rescues from armed bandits are different events.

A Game of Catch

Kill fifty enemies with throwing weapons such as throwing knives or throwing stars. Craft or loot more ammunition as needed and use the throws to finish enemies rather than only damage them.

BBQ

Find a spike trap and lure an infected beside it using Firecrackers. Set the infected alight with a Molotov or fire weapon, then kick it into the spikes while it is still burning.

Pearls in the Mud

Enter quarantine zones and unlock five of their blue GRE chests. These are the chests with Hard locks; the Stuffed Turtle and Sunny Apartments offer early opportunities. Package pickups themselves do not count as chest openings.

Now It's Safe

Use the red house icons to locate inactive safe zones, eliminate the infected and restore power or secure the entrance as prompted. Clear the twelve manually captured zones in the Slums and five in Old Town. Story-granted shelters do not count toward these seventeen. Full list (17 safe zones): Building east of the Tower, Safe Tower, Taurus Gas Station, Northeast Highway Tunnel, Apartment northwest of Alexei's Tower, Far Northwest Sports Court, Northwest Sports Court, Tall Apartment Building, South Bar, Fenced Area, Cauldron Area Building, Bloody Gas Station, High Floor Apartment 1, Northeastern lone tower, Djinn in the Jar Hotel, High Floor Apartment 2, South Old Town Safe Zone.

High Flyer

Buy Ground Pound or Drop Attack in the Power tree and use those skills to kill twenty-five enemies. Jump from ledges or vault over an infected, then land the finishing attack with the purchased skill.

Bolter Hunting

Advance Siblings until Bolter feeding grounds are available. At night, approach a marked feeding ground, kill the Bolter and retreat to a nearby safe zone. Repeat the hunt until five Bolters have been caught.

Blinded by the Lights

At night, use flares or the UV flashlight to make Volatiles recoil and shield their eyes. Do this to twenty-five Volatiles; ordinary Virals do not count. Work near a safe zone so you can escape the pursuit.

Gabriel's Sword

Obtain a sword or khopesh, then apply a compatible blueprint that adds fire damage. Standard-Issue Hellfire is one option. Check the weapon class and the blueprint's allowed weapons before crafting the modification.

A Long Way Down

At night, travel along the Slums' Infamy Bridge to the broken end of its roadway. Jump from that end into the water below. Use the end of the road rather than a side railing.

Robin Hood Theory

Use a bow to land ten headshots on Rais's men. A trader's bow can be bought after Survivor rank 9, so the shots can be earned in the normal campaign without completing a stadium run. Aim for the head rather than the torso.

Judo Master

Buy Grapple in the Agility tree, then use it to throw enemies fifty times. This is the enemy-throwing skill, separate from the Grappling Hook used for travel.

I don't approve of mindless fun

Drive the buggy through infected in the Countryside until you have killed five hundred with the vehicle. Repair worn parts and refill fuel between drives so the vehicle remains usable.

This is Harraaaaan!

Kick enemies from rooftops or cliffs until one hundred die from the fall. Old Town's rooftops and the broken end of the Infamy Bridge offer high drops. Make sure the fall kills them rather than only knocking them down.

The Whole Story

Finish the forty-four side quests recorded in the main menu's Extras → Statistics checklist. Scroll to its quest section to identify unfinished entries. Clear both Office Outpost and Radio Station for the Outposts entry; The Following's quests are outside this base-game checklist. Full list (44 quests): Mother's Day, Goodnight Mr. Bahir, Gunslinger, Voltage, Tunnel Vision, Incense Herbs, Spare Glasses, Gas Mask Man, Poisonous Herbs, Midnight Bride, A Survivor's Guide to Zombieland, Where's My Mother?, The Prodigal Son, Gassed Up, Steal From a Thief, Firebug, O Brother Where Art Thou?, Dulse, Binoculars, The Big Bang Thesis, Total Security, Searchlights, On the Hooks, A Baby is Born, Witch Queen, Cease and Desist, Electronic Parts, Crayons for the Kids, Bandages and Meds, Coffee, Lighter Gas, Outposts, The Bunker, Rupert the Gunsmith, Do You Believe?, The Shadow of the King, Health Potion, Blocks for the Boy, Dungeon, Troll, Fan Zone, Legless Spider, Hell From Above, Chasing Past.

It wasn't that hard, was it?

(Missable) At Bilal's gas station, examine the racing poster beside the quest board and ask him about Burning Rubber. Follow the dirt road south of the station to the race start east of it. Finish all twenty-three orange checkpoints within 3:20 on the initial quest attempt. Tip: Repair and refuel the buggy before examining the start board. Recovery through Restart From on the current Steam build is not established here.

I'm a Runner and a fighter

Complete fifteen Agility or Power challenge stages from their marked challenge starts in the Slums and Old Town. Several challenges have multiple stages. Parkour Fever courses are a separate set and do not replace these challenges.

Homo Homini Lupus Est

(Grind-heavy) Find random events where Rais's men hold a survivor and defeat the armed captors to finish the rescue. Complete fifteen. These events are uncommon in the Slums; if you own The Following, bandit attacks on Countryside altars also provide opportunities.

Get the Bozak

Read the Bozak poster in the Tower and enter the stadium challenge. Complete all twenty trials, including its final Demolisher fight, to earn the Bozak Bow and this achievement.

Electrified!

Buy the Electric Fences Survivor skill, then locate its fence traps around Harran. Use Firecrackers to pull infected into a fence and activate it. Catch twenty-five enemies in these traps across your playthrough.

Beginnings are hard

Use Hellraid's Raid Mode and lose all three lives before taking the first Clavis fragment. Falling from the starting tower is one way to expend them. Story Mode's life rules do not match this condition.

Trespassing

Finish the objectives in all eight original quarantine zones: five in the Slums and three in Old Town. Holy Year Tunnel and Three Moons Restaurant belong to Cuisine & Cargo and are excluded from this achievement. Full list (8 zones): Sunny Apartments, Underground Parking, Stuffed Turtle, Chemical Storage, Bright Mountain Tunnel, Striped Dragon Hotel, Parking Lot, New Antalya Apartments.

Into the lava

After collecting the second Clavis fragment in Hellraid, reach the lava chamber and draw an enemy onto the bridge. Kick it into the lava so the lava finishes it. A death caused solely by the fall does not meet this condition.

It's All In the Writing

Collect all thirty-four base-game Notes, seventeen Battle Journals numbered 0–16 and sixteen Voicemail Recordings. Check the inventory's Collectibles view for missing entries. The Following's notes, Hellraid's notes, flags and zombie statues are outside this sixty-seven-item requirement. Full list (67 documents): Note #5, Battle Journal #0, Note #4, Battle Journal #1, Battle Journal #12, Note #7, Note #6, Battle Journal #3, Note #10, Note #9, Battle Journal #7, Note #3, Note #15, Note #1, Note #21, Note #22, Note #11, Battle Journal #6, Battle Journal #4, Note #23, Note #14, Note #13, Note #18, Note #19, Note #20, Note #2, Note #25, Note #24, Note #8, Battle Journal #8, Note #12, Battle Journal #5, Battle Journal #9, Battle Journal #10, Note #26, Note #17, Note #16, Battle Journal #2, Battle Journal #11, Voicemail Recording #3, Battle Journal #16 — Epilogue, Voicemail Recording #14, Voicemail Recording #1, Voicemail Recording #4, Voicemail Recording #16, Voicemail Recording #5, Voicemail Recording #15, Voicemail Recording #10, Voicemail Recording #9, Battle Journal #13, Battle Journal #14, Battle Journal #15, Voicemail Recording #8, Voicemail Recording #2, Voicemail Recording #7, Voicemail Recording #11, Note #29, Note #30, Note #31, Note #32, Voicemail Recording #6, Voicemail Recording #12, Note #27, Note #28, Note #34, Note #33, Voicemail Recording #13.

Things That Go Ka-Boom

(Grind-heavy) Complete The Bozak Horde fast enough to earn the Exploding Arrow blueprint. The limits are 31 minutes solo, 28 with two players, 26 with three and 25 with four. Memorise trial starts and bomb positions, use the Bozak Bow after your first clear and minimise deaths.

Italian Plumber

Unlock Vault in Agility and Drop Attack in Power, then equip a wrench. Vault over an infected and immediately finish it with Drop Attack while still holding the wrench. Wrenches can be found around Harran Public School as well as in loot and shops.

Electric Whisper

First finish The Bozak Horde to unlock its bow. Start another stadium run, recover arrows from dead Virals and kill ten Virals with the Bozak Bow to earn the Electric Arrow blueprint.

Enlightened!

At night, use both roadway light traps beside Dr. Zere's laboratory shelter: lure infected into one, activate it and then use the opposite trap while the first recharges. Blind twenty-five enemies this way.

Sweaty palms?

Find a Demolisher in the Countryside and weaken it with your other weapons if necessary. Deliver the final hit by ramming it with the buggy. Reinforced Cage and Ram upgrades help the vehicle survive the encounter.

Formidophobic? Interesting…

Drive through the Countryside's fields and destroy fifty scarecrows with your buggy. Look for them while travelling between farm quests and vehicle challenges; hitting infected on the same drives also contributes to the vehicle-kill goal.

The Boy Who Could Run

Finish all ten Parkour Fever courses within their time limits. Learn each checkpoint route and retry the course when you miss a turn; Ultimate Runner makes the repeated sprints easier by removing the stamina limit. Tip: Complete each course at night to work toward both course achievements at once. Full list (10 courses): First Assignment, End of the Tunnel, Twister, Favela Fever, Tiptoeing to Gazi, Blue District Fever, On The Edge, Not So Obvious, Tower Run, Diagonal Run.

Time to file a tax form

Collect more than three thousand coins during one Hellraid run. Search corpses, chests and money bags and dismantle spare weapons for coins. After defeating the final boss, loot the vault before leaving.

GD Parkour Instructor

(Grind-heavy) Finish all ten Parkour Fever courses at night. Sleep until night before starting and follow the course checkpoints within the time limit. Keep track of each night completion independently of its daytime clear. Full list (10 courses): First Assignment, End of the Tunnel, Twister, Favela Fever, Tiptoeing to Gazi, Blue District Fever, On The Edge, Not So Obvious, Tower Run, Diagonal Run.

Throw me a bone

In Hellraid, bring skeletons up to high platforms and kick or Grapple them over the edge. Accumulate fifty kills caused by fall damage. The upper ledges near the starting arena provide early opportunities. Tip: Use fall kills throughout the dungeon. If the counter appears stuck, aim for all fifty in one completed run.

Well-read

Finish the introductory Hellraid story segment so Raid Mode is available, enter its red portal and collect the ten original notes. Search the starting statue, dining rooms, hidden bookshelf room, library, torture rooms and later chambers. The three added Lord Hector notes are outside the required set. Tip: Use Raid Mode, where you have three lives, rather than the later story missions. Dungeon branches may require another run to reach a missing note. Full list (10 notes): The Count's Blood-Covered Letter, Vara's Request, Mysterious Book, Library Notes, The Last Report, Anat's Instructions, The Appearance of the Chosen One, The Fate of the Chosen One Part One, Anat's Letter, The Fate of the Chosen One Part Two.

Fast as hell

Complete a Hellraid Raid Mode run in less than thirty minutes. Use a lower difficulty for the speed attempt, skip optional looting and clear mandatory wave rooms quickly. Defeat the final boss and leave through the exit portal before the limit.

Wake up!

(Hardest difficulty) Set the campaign difficulty to Nightmare before entering Hellraid and complete its Raid Mode dungeon on that setting. Prepare healing supplies and strong weapons, break ranged enemies' line of sight and separate enemies instead of rushing into a crowd.

Non omnis moriar

Finish a Hellraid Raid Mode run with exactly one life remaining and no healing items. On a lower difficulty, expend two lives before the final exit, defeat the Minotaur and remaining enemies, then empty your healing-item stock before using the exit portal.

Versus (PvP) (5)

I've Got Your Back

(Co-op) Join a co-op session with at least one partner after the prologue and finish a quest together. Completing a repeatable quarantine-zone objective is a short way to do this.

Harran Athletics

(Co-op) Play co-op with a partner and accept the competition prompts that appear during play. Take part in ten competitions; the result can be a win or a loss.

Lucky 7

(Co-op) Join co-op competitions with a partner and win seven. Both players must accept the competition prompt; agree which player will win if you are taking turns working on the achievement.

Polyamory

(Co-op) Gather a four-player co-op group and complete five quests with the same three partners in one uninterrupted session. Repeating a short quarantine zone is a practical option. Keep the group together until the achievement unlocks.

Together Till the End

(PvP, Co-op) Play The Bozak Horde with at least one other player and finish its twenty ordinary trials. In the final player-versus-player trial, defeat the other players and remain the last survivor. Repeat the run with roles reversed if your partner also needs it. Tip: If the expected unlock does not appear, check Steam after leaving the mode. Repeat with the person earning it as a guest; the final trial has a history of inconsistent unlocks.

Progression (9)

Strong

Earn Power experience by fighting infected until Power reaches level 10. Keep using combat as you travel through the Slums and complete quests; open Skills to check the level.

Pheidippides

Accumulate 42,195 metres of movement on foot by walking or sprinting around Harran. Travel between quests and pickups on foot and check the cumulative distance in Statistics.

Agile

Gain Agility experience through climbing, jumping and other parkour until the skill tree reaches level 10. Moving over rooftops between objectives steadily builds the required experience.

Everybody Knows Kyle

Reach Survivor rank 12 by completing quests and handing Disaster Relief On-site Packages to a quartermaster. Open Skills to check your Survivor rank rather than the Power or Agility levels.

The Legend of Harran

Raise Survivor rank to 18 through quests and package deliveries. Continue those activities in Old Town or after the ending if your rank is still below the target.

Mount Everest

Accumulate 8,848 metres of climbing by scaling buildings and other climbable objects. Rooftop travel while collecting notes and finishing quests contributes toward the same running total.

Master Crafter

Complete one hundred crafting actions with blueprints. Make the Medkits, Firecrackers, throwing weapons and other supplies you use as you play; repeat crafting still contributes.

You realize it's only points, don't you?

Earn Driver experience in The Following until Driver rank reaches 12. Drive off-road, make jumps, run down infected and complete driving challenges; check the Driver tree for the current rank.

Blocked by Ba'al

Earn Hellraid experience by completing its story missions, bounties and Raid Mode runs until the separate Hellraid rank reaches 10. This is distinct from Survivor and Legend rank in the main campaign.