Dead Island 2
Dead Island 2 - continuation of the zombie action Dead Island. This time you find yourself in Los Angeles, where the quarantine was introduced, and the army was forced to retreat. Now the future of the entire city depends only on you and a few other people who are resistant to the zombie virus. Choose one of six playable characters, take up arms and start destroying countless hordes of enemies. Slash, shred, burn, shoot - become the most effective zombie exterminator.
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Dead Island 2 Walkthrough: Wiki on the game

Welcome to Dead Island 2 (2023) - an exciting zombie adventure that you can experience with PortalVirtualReality. Here you will find an open world full of dangers and bloodthirsty zombies. In our guide you will find a detailed guide that will take you from the beginning of the game to the end credits, including everything that happens in between.

Our detailed guide will allow you to get 100% of the game experience Dead Island 2, including the passage of the main story, side quests and collecting items (magazines, skill cards, blueprints and more). We'll also tell you strategies for boss fights and help you deal with the more difficult situations you'll encounter during the game. Our guide also includes information on places to get achievements and trophies.

We want to make your journey through Dead Island 2 as enjoyable as possible, so if you notice any bugs or want to add something, please contact the author of the guide (Butcher) or leave a comment.

To get started, you can use the table of contents on the right on PC (or the Contents chapter on mobile at the top of the page). You can also use the first page of the manual to access key sections. Enjoy the game!


Dead Island 2 Walkthrough

  • Flight of the Damned
  • Desperately looking for Emma
  • Brawl in Bel Air
  • call the cavalry
  • Room service for food and drinks for Major Booker
  • Chosen
  • Oh Michael where are you
  • Kwon with the wind
  • Michael Anders and the Holy Grail
  • Justified zombiecide
  • Ride Santa Monica
  • blushed
  • heart of Darkness
  • red mist
  • giant slayer
  • beach offensive
  • Last glove
  • Plumbing of the Depths
  • blood donation
  • Boardwalk walking dead
  • In search of truth
  • Rage is leaving
  • End of line
  • Hollywood ending

Side quests

  • #clickbait
  • The death of the party
  • Creature Comfort

Lost and Found side quests

Weapon quests

  • Drunk and hooligan
  • fool's gold
  • Stash Joe on a rainy day
  • My postman was a zombie
  • [REDACTED]
  • Clean and torn

Quests "Missing"

  • Missing: Jamal
  • Missing: Laura
  • Missing: Davis
  • Missing: Greg
  • Missing: Pablo
  • Missing: Shane
  • Missing: Renier
  • Missing: Nadia
  • Missing: Steve

Collectibles and Locations of Useful Items

  • Skill cards
  • Blueprints
  • Safes
  • Legendary weapon
  • Journals

Guide to achievements and trophies


100% Dead Island 2 Story Walkthrough

Flight of the Damned

Flight of the Damned is the first main mission in Dead Island 2, serving as an introductory segment to your chosen character, various game mechanics, and the world of HELL-A.

This page provides a complete overview of the Flight of the Damned mission, including boss fights and side objectives.

Emergency landing

After an impressive intro scene, you are given the opportunity to choose a character/assassin, each with a unique set of stats and innate skills - unique abilities that enhance certain aspects of the gameplay, allowing you to choose the character that best suits your playstyle.

You can choose between: Amy, Jacob, Bruno, Carla, Dani and Ryan. After choosing a character, you will wake up on a crashed plane, bleeding. Follow the linear path through the plane until you reach a first aid kit on the wall on the left.

After automatically using the first aid kit for dressing, keep moving forward and climb to the outside of the plane.

Seeing a flare in the distance, descend from the plane and walk through the fiery debris, crouching if necessary, until you reach a dead end. You'll find a debris machete nearby, so pick it up and swing it around to destroy the wooden crate blocking your path.

Crouch down again to be in front of another part of the plane. In this section, you'll find the first few crafting materials scattered on the ground, which you can collect if you want.

Climb up and go inside the plane, turning on the flashlight to see better in the dark. Kick the food cart blocking your path, then crawl past the restrooms and reach the plane's engine, which will explode as soon as you get close. Climb up the debris to the left of the engine to avoid the flames blocking your path and go around it to the left to fall back down.

Continue on a linear path, crouching under debris if necessary, and then climb into the aircraft section at the top of the hill. Open the door on the far side of the plane, but before that, be sure to take the first aid kit on the back wall.

After opening the door, you will find Michael, Emma and Ronnie. You will also find Joshua trapped under rubble nearby, along with his unconscious wife Angelina. As you try to help free Joshua, the other three run off, but not before Emma gives you her address.

After regaining control, approach the man with his back to you on the other side of the lot, which you can assume is your first zombie encounter in the game.

Use your weapon to attack and kill him with light and heavy hits, after which your weapon will break. Pick up the hammer with the debris nearby, as you are prompted, and more zombies will start to appear. At this point, zombies will spawn constantly, so fight them off in close proximity, and when you have a breather, aim and throw your weapon at the burning plane wheel hanging over the debris on the right side of the arena.

When it collapses and explodes, deal with the remaining zombies and the quest will be completed and you will escape to L-AAD!

Desperately looking for Emma

Desperately Seeking Emma is the second main mission in Dead Island 2 in which you have to go through Colt Swanson's mansion to get to Emma Jaunt's house.

On this page, you will find a complete description of the Desperately Seeking Emma mission, including all boss fights and side objectives.

Beat and Bond for Bel Air

Starting right after completing the Flight of the Damned mission, you will first need to meet Joshua again, trapped under the wreckage of the plane. Talk to him and, after giving him water, try to do the same for Angelina, who will suddenly come to life as a zombie and bite your arm. After she also bites Joshua, you take them both out and decide to go to Emma's residence.

After the credits, you wake up somewhere in Bel Air. Walk forward to the body lying on the ground near the gate and pick up the package.

By doing this, you will receive a map of the area. Once out of the map, approach the switch panel to the left of the gate and you'll complain that you need a circuit breaker.

Go down the slope to your left and interact with the switch near the garage door to open it.

Inside, you'll find various crafting materials on shelves on either side, as well as a first aid kit on a counter at the back right side of the garage. On the back wall, you will also find a workbench with a switch and a pipe wrench. Take both, and take the switch to the switch panel at the gate.

Insert it and deal with the three zombies that will be approaching you from the yard.

After killing them, try to use the keypad to the left of the door on the far side of the courtyard, but this will not work, as you will need a card key. Turn right and deal with the two zombies that will rise up, and then enter through the slightly ajar doors that turn left.

Inside, go to the open bookcase door on your left and destroy the magnetic panel on the left wall to open the safe room.

Inside, you will have to kill the zombified Colt Swanson. After he dies, take the Swanson Mansion Key Card from his corpse. Before leaving the safe room, you can collect the various items scattered around, as well as Magazine #13, Colt Swanson's Rehearsal Tape #72-B.

Exit the building the same way you came in and you will meet your first runner. Running zombies aren't much of a threat on their own, but you'll have to get used to how quickly they can get close to you. After killing him and all the other zombies in the yard who are on their guard, you will be able to unlock the entrance to the house with the key card.

After going inside, you can go into the room on the left and find Walker and Shambler there, as well as a signal box on the wall. Destroy it and you can break the glass case in the center of the room to get the officer's sword without raising the alarm. Now head up the stairs to the foyer of the house and continue down the hallway forward until you reach a closed wooden door. As soon as you open it, zombies will attack you and grab you.

Fight him with a QTE and kill him along with the other zombies in this playroom, including the two that will appear from behind the bar. After clearing the room, go outside again through the open doorway and go down the steps to reach the gate on the left.

The gate will be locked and you will receive a note saying that the code is stored in the kitchen after you have worked on the keypad.

Turn 180 degrees, but before heading towards the pool, turn onto the path to your right and open the gate ahead. Follow the path around and you will be able to open the large gate at the far end, creating a shortcut back to the house's starting yard.

Return to the pool on the other side of the house and enter the living room through the open double doors and kitchen.

Most likely, one zombie will attack you shortly after entering, so kill him and you can safely inspect the area. While you can check various items, including the letters on the counter next to the door you entered the kitchen through and the packages on the center counter, you will need to examine the note on the cabinet to the right of the open refrigerator.

By doing this, you will receive the code to the locked gate outside: 1975. If you wish, you can go to other rooms of the house from the kitchen to find more resources, but otherwise you can go back to the pool and unlock the gate. Climb down the steps and you will find yourself on a small road with the gate of Emma Giaunt right in front of you.

Interact with the intercom and after a short conversation go through the open gate and open the doors ahead of you to trigger a cutscene where the others will confront you about your bite before you collapse.

When you wake up, you will be chained up and Emma will question you about your condition. Michael will break in saying the zombies are about to break into the house and Emma will say the handcuffs are fake and you will be free to go help.

Brawl in Bel Air

Brawl in Bel Air is the third main mission in Dead Island 2, in which you defend Emma Junt's house from an onslaught of zombies and find out why you haven't turned yet.

On this page you will find the full description of the Bel Air Brawl mission, including all boss fights and side objectives.

Protect Emma's house

Once freed from the bonds at the end of Desperately Seeking Emma, ​​open the door in front of you and then enter the room ahead to trigger a cutscene in which you valiantly agree to go outside and kill the zombies to prevent them from taking over the house. Once you've regained control of the situation outside, kill any nearby zombies and then head down the slope towards the house's garage.

Crouch/slide under the door and head to the far end of the garage. Loot the materials scattered around if you wish, then grab one of the water jugs from the floor and use it to put out the flames around the circuit breaker panel.

After extinguishing the fire, take the circuit breaker from the panel and take it back to the street. As you go up the slope, more zombies will appear. Throw the switch and kill the zombies, then pick up the switch and place it on the panel to the left of the open gate.

Now you will need to hold off the oncoming zombies while the gate is slowly closing. If you're strategic, you can jump in place and use your newly unlocked dropkick to knock the zombies back, especially for the Runner that spawns, as it has the best chance of reaching you. Delay them all, killing the ones you need before the gate closes completely.

Now the house is safe, head back inside through the front doors and down the stairs.

Open the door to the left to find Emma and Michael in the bar, who will thank you for your efforts. After hearing the noise from the next room, have the broken pool cue ready to attack. Sam B, a character returned from previous Dead Island games, suddenly bursts through the door and addresses Emma, ​​saying that they are all lucky to have him here as he has already survived the zombie outbreak and is immune.

Emma then states that you too are immune, which you immediately note alone as the mission ends!

call the cavalry

Call the Cavalry is the fourth main mission in Dead Island 2, in which you travel from Emma's house after weapon modification and search for a military checkpoint at the Halperin Hotel.

This page provides a complete overview of the Call the Cavalry mission, including boss fights and side objectives.

Creating modifications

From the bar, exit back out of the room and up the stairs, talk to Sam B, who is sitting on a table near the bar upstairs. You keep insisting that you want to escape the city despite Sam's protests, and he agrees to help you get ready.

Take the machete from the table to Sam's left. With a machete, Sam will ask you to loot the four containers next to the table for crafting materials. Do this and then return to the table where Sam is sitting at to start modifying the weapon.

Interact with the workbench and follow the instructions to add the Uncommon Melee Electrocutor Mod to the machete. You will also learn about weapon perks. Follow the guide to add the Enhanced mod to the machete. Exit the workbench menu and Sam will congratulate you, after which Carlos will call you to help.

Talk to Carlos, who will be immediately to the left of the workbench, and after a short conversation, you can exchange him for meat bait. You will be able to buy it for free, so do it, and at the same time do not forget to take the first aid kit blueprint from him (also free). Exit the menu and you will need to meet Emma.

Climb the stairs nearby and talk to Emma on the bedroom balcony, who will panic and beg you to help her escape the city. Return to the lower floor of the house and talk to Michael near the back door. After getting the keys from him and going outside, climb over the dumpster in front of you and go down the other side of the gate.

When you get to the main road, go down the hill, dealing with all the oncoming zombies.

Direction to Galperin

Once you get to the electrified water, throw something to lure the three zombies towards you and fry them as they cross the water. Once all three are dead, turn the wheel near the flowing water to stop it and you'll have a small window that you can walk through without getting electrocuted.

Keep walking along the road and you will reach a fork. Several zombies will spawn from the left path, including a Runner. This is the path you want to take.

Defeat the zombies as you see fit and go to the entrance. You will be asked to go to the front door, where another zombie is waiting for you.

However, the door is locked, so go up the stairs nearby and go down through the open hatch window on the left.

Once inside, you will be able to walk through the house as you see fit, defeating all the zombies you come across. Don't forget to pick up the Goat Pen Keycard from the booth outside on the first floor, where you'll need to defeat the zombified Goat Pen Tony. After taking the key card, go to the lowest floor along the stairs, which is located on the right side of the building, to the slot machine hall. Kill the zombies on your way and exit through the far end of the room to return to the street and continue on your way.

Ahead you will see a gate with a key card. You can now open them with the Goat Feather Keycard and head down the steps further onto the next road, where there will be some zombies in your way as you head towards the roadblock/turnstile to the Halperin Hotel. Interact with the turnstile to quickly get to the Halperin Hotel.

Once you arrive at the location, head ahead and don't forget to collect the Shuriken Curveball stuck in the first car before continuing on.

Now on the main long section of the road, move down, dodging zombies or cracking down on them, until you reach a large section of the road that collapsed as a result of tremors.

There are plenty of zombies in the water below the explosives, and while it's possible (and even fun) to blow them all up, you'll attract even more zombies nearby, and they'll all respawn fairly quickly, so ignore them for now. Instead, turn right and continue along the road to the left of the military blockade to reach the Halperin Hotel.

Enter the parking lot to the left of the destroyed hotel sign and go to the far end. Crawl under the open section of the wire fence and climb up the slope to reach the entrance to the hotel.

There will be about half a dozen zombies in front of you, but stick to the center path and don't veer left or right to avoid attracting additional zombies. Once you reach the entrance, a Riot Gear zombie will appear and you'll have to hit it in open areas (including the head) to deal with it effectively.

At the front doors of the hotel, the door is closed with a crowbar, and in the lobby you see several zombies behind the door. Remove the crowbar and the doors will swing open and your objective will change to kill all the zombies in the lobby.

This will be the largest number of zombies you've encountered so far, and by a wide margin. In total, there are about two dozen zombies here, and all of them must die in order to move forward. To help you, there is a canister not far from the hotel, which you can throw near the hotel doors and then throw a weapon at the canister to make it explode and start a fire that a large number of zombies will go through, causing them serious damage, if not killing them right away.

When all the zombies are dead, go to the back of the lobby to the metal doors. Peek through the bars to see the wedding decorations and the mission will end when you find the radio in the room.

Continue this walkthrough with the next story mission "Room Service for Major Booker".

Looking for more? Check out our 14 Things They Don't Tell You About in Dead Island 2 page for specific tips and tricks to help you start your zombie slaying journey the best you can!

Room service for Major Booker

Room Service for Major Booker is the fifth main mission in Dead Island 2, in which you have to explore the Halverin Hotel in search of Major Booker, who has the keys to the radio in the sealed ballroom.

This page is the full description of Major Booker's Room Service mission, including all boss fights and side objectives.

Poison in the pool

Immediately after you've completed "call in the cavalry", go to the left side of the lobby of the Halverin Hotels and as you approach the doors to the outside, a runner will burst in through which you'll need to kill. There will be another zombie in the garden outside, which will most likely attack because of the runner, so destroy it as well.

Cross to the other side of the area where the body bags are scattered and go down the steps at the end of the walkway to the pool.

You will notice that the pool is an ominous green color with noticeable fumes, and zombies that fall into the water take quick damage and die quickly.

After killing one or two zombies that are still alive around the pool, you need to start exploring. On the left side of the pool, examine the large square containers, as well as a working generator.

On the right side of the pool, look at the partially open grate on the floor, into which various pipes lead.

After studying these three subjects, you will notice that the government is dissolving the bodies in the pool. Major Booker drunkenly addresses you over the loudspeaker and then starts playing music. Unfortunately, this music attracts a large number of zombies, and you need to defeat every single one.

As in the hotel lobby, there will be about two dozen zombies here. A good strategy is to constantly move around the perimeter of the pool and kick/throw as many zombies as you can into the water to kill them. Some of the zombies are resistant to acid, so you'll have to kill them the traditional way, but kicking them into the pool can still give you a break.

Once all the zombies have been killed, head to the hidden seating area to the right of the pool where the door is now open.

Go through it and up the stairs until a pink building appears in front of you. Through the gate on the right there is a shortcut back to the hotel lobby, so turn left on the path that goes around the outside of the building and follow it until you see a generator and electrified water.

The zombie in the doorway behind the door will also explode, and your character will complain about the presence of grenades. Interact with the generator to turn it off, eliminating the danger of electricity in the water.

Enter the building and go up the stairs, defeating the zombie at the top of the steps behind the closet. Walk forward along the corridor and, having reached the neon sign of the Halverin Hotel, turn right. Be careful, as the zombie will break into a small closet halfway down the corridor on the right as you pass the neon sign.

Walk along the corridor to the elevators and deal with two walkers. If you need an extra key to the hotel lobby safe, take the note on the left wall and press the elevator button, but be aware that you will have to deal with a runner and two walkers when the elevator doors open. To advance, crawl under the collapsed luggage and don't forget to grab the curved chemical bomb ball.

Since there is a large amount of fire in front of you, make your way back through the building and down the stairs to find one of the various water jugs on the ground floor.

Take one of them, return to the fire and extinguish the flame with it. Now you can safely move on, kill the two walkers blocking your path, and continue on, turning left into room 204. Kill the Shambler and the Runner, who will be on your right, then turn right to be on the other side of the blocked door.

Continue down the corridor to the elevators and kill one roaming zombie (he can be kneeling at the leftmost open elevator).

If the area is safe, go through the white metal door to the right of the elevators and find a room with various materials and a workbench. Gather materials and upgrade weapons as you see fit, then interact with the lever on the wall to turn off the power.

Return to the elevators and you can now safely climb to the top of the partially destroyed elevator and use it as a step to climb onto the nearby elevator and up to the third floor.

Once you're upstairs, deal with the zombie grenadier in front of you (which you can throw out the window if you want) and follow the passage through the rubble to the right through the hole in the wall.

Hit the wooden planks twice with your weapon to break them, allowing you to continue into the room with the ceiling panel exposed.

Climb up through the open space into the vents and take the first turn to the right. When you turn left, a walker will crawl through the ventilation, which you will need to kill in order to advance further.

From there, turn right to find another walker, and then walk to another open panel to go down into the room. There are several zombies in this room: two zombie grenadiers and a Shambler.

Be careful when hitting zombie grenadiers in the chest area, as their grenades can charge up and detonate shortly after!

In the next room, open the white door on the far side to find a room filled with tons of cash, as well as a closet that has a walker (which holds a lot of cash) along with a safe. Worthy little trip!

Return to the room you dropped down to and exit into the hallway after dealing with 3 walkers and one runner you will deal with as you progress down the hallway. At the end of the corridor, you will reach room 307 and find the Major torn to pieces.

The Major's Master Key lies on the ground next to her body, so pick it up before you leave. Exit through the door on the right and head towards the elevators at the end of the corridor. Grab one of the water jugs and use it to bridge the gap in the wires, making sure you don't get electrocuted.

After opening the elevator doors, go down the shaft from one elevator to another, and then into the elevator itself.

Open the elevator doors and crouch down back to the hotel lobby. Head right to return to the metal doors to the ballroom and open them.

Inside the ballroom, interact with the radio under the spotlight by the wedding cake. You will speak to Dr. Reed, a member of the CDC team, and inform him that you are immune. However, before you can finish the conversation, the game's first Crusher, Becky's fiancée, comes downstairs and starts the first boss fight.

Bride Becky

Becky's Bride is the strongest enemy you've faced so far, with a lot of health and strong resistance to stagger. She will do normal swings and lunges that can be dodged or blocked like any other zombie, but Becky has an extra move up her sleeve.

Periodically, Becky will jump into the air and slam her fists down, sending out a shockwave that can briefly stun you and deal moderate damage. Although the range of this shockwave is not too great, the narrowness of the ballroom means that Becky will never be that far away from you, no matter how mobile you are.

So it's best to keep an eye on Becky at all times and when you see her take off into the air, jump up so the shockwave passes under you before you land back down. Timing can be a little tricky, but if you manage to do it once, repeating is easy.

Your ultimate goal in this fight is to completely unsustain Becky and make her fall to her knees, allowing you to land many hits without resistance or fear of getting hit back. After you knock Becky out for the first time, several walkers will enter the ballroom, which means you'll have to keep an eye out for both Becky and the other threats in the room.

When Becky gets back on her feet after being staggered the first time, it's a good strategy to pick up the can next to the cake/radio and throw it at Becky. If you're lucky, Becky will perform an air-launched shockwave slam shortly afterward and blow up the canister, dousing Becky and possibly a couple of walkers in flames as well. Hit walkers whenever you can to take them down one by one, and perfectly match time blocks to trigger a QTE that can instantly kill walkers if you succeed.

Becky, like other Smashers, also goes into a rage state when his health is low enough that he becomes more aggressive and performs longer combos than just one or two hits at a time. It's important to note that the air slam attack will now happen twice in a row instead of just once, so be prepared to dodge/jump/block two consecutive hits.

After Becky is stunned a second time, you can kill her before Becky gets up again (assuming you're using a weapon that matches your current level and any mods will be a bonus). After killing Becky and all the remaining walkers, the quest "Room Service for Major Booker" will be completed!

Chosen

The Chosen One is the sixth short main mission in Dead Island 2 in which you return from the Halverin Hotel to Emma Giaunt's home in Bel Air to tell her about the doctor you've made contact with.

This page provides a complete overview of the Chosen One mission, including boss fights and side objectives.

Evacuation back to Emma

Immediately after defeating Becky's fiancée at the end of the Room Service for Major Booker game, leave the ballroom and exit the Halverin Hotel through the front doors through the lobby.

After leaving the lobby, turn left and go through the gap in the gate between the police cars and follow the sign along the main road until you reach the military turnstile leading back to Bel Air.

Once in Bel Air, return to Emma Giaunt's house. There are several ways, but the most efficient one is to go back through The Goat Pen, exit through the front doors, go up the road to the right, go through the courtyard surrounding the Curtis Sinclair house, and you will find yourself at the side gate of Emma's house.

Along the way, you will meet zombies in different places, which you can either destroy or run past; the choice is yours. When you are at the side gate of Emma's house, interact with the intercom to unlock the gate, enter the safe room and go upstairs.

Once upstairs, interact with Emma's bedroom door to trigger a cutscene in which you will tell Emma about the doctor in Santa Monica and that you need to go to meet him. After you agree that you need to convince Michael to help you, the quest will be completed!

Oh Michael, where are you?

Oh Michael, where are you? is the seventh main mission in Dead Island 2 in which you travel to Beverly Hills to look for Michael.

On this page you will find the full description of O Michael, Where Art Thou?, including all boss fights and side objectives.

Beverly Hills

After the end of The Chosen One, go to another bedroom located down the hallway from the one where Ronnie sits in Emma's house.

Head up the stairs and interact with the door to trigger a scene where you will talk to Andrea. She explains that Michael has gone to Beverly Hills, which means you'll have to go looking for him.

Exit Emma's house and head up the hill past the canister truck. Deal with all the zombies that are approaching you as you go up the steps on the right to the tennis court. Cross the court to the far side and open the door to reveal a military checkpoint.

After going around the checkpoint, you will see about 3 grenadier walkers, a shock walker and a Crusher named Checkpoint Guard. From a truck standing nearby, another Crusher will burst out of the back doors. A good strategy for effectively clearing this zone is to group as many zombies as possible and take out the Shock Walker. An electrical explosion upon death will help to stun remaining enemies, as well as set off explosives on grenadier walkers. After the explosion of these grenades, two Crushers should have very little health left, which will allow you to deal with them much faster.

After you kill the Checkpoint Guard Crusher, he will drop a Pass to the Hills Checkpoint. Pick it up, use it on the keyboard to the right of the gate and go further to get into Beverly Hills.

As soon as you are in Beverly Hills, immediately go down the hill and up the steps to the one-story white house.

There will be a swarm of walkers on the steps, as well as a few zombies trying to get into the house. Kill them or sneak past them and climb into the broken window to the left of the front doors.

Inside the house, you can inspect various items to determine where Michael is, but eventually you'll want to approach the last door in the hallway, which is locked.

To open it, you need to find spare keys. Go to the kitchen and examine the note board in the corner.

After reading the note, you can immediately look in the trash can to find Michael's spare keys. Go back to the locked door and a walker will break through it.

Kill the walker, after which you will need to inspect the items in the room to determine where Michael has gone. Interact with the answering machine on the table next to the cabinet, and then with the address cards on the table at the other end of the room.

This will give you the address of Jessie Kwon, whom you will now need to visit. Exit through the bedroom window to the backyard and turn left to go through the gate.

Climb up the hill and climb over the boarded gate on your left to enter Jesse's yard.

Go to the front door and talk to Ricky. He will agree to let you in if you guard the garden area and close both gates. Once the scene ends, turn around to see the garage opening up.

Inside are two walkers, a grenadier walker and a crusher. Try to hit the Grenadier Walker in the chest to set off the explosives and you should be able to kill most of the other zombies right away. Clear out the rest and quickly grab the circuit breaker from the closet in the garage.

Exit the garage and quickly look to your right to see a switch panel and an open gate. Insert the circuit breaker and fight off the zombies until the gate closes.

Return to the garage, take another circuit breaker from the back shelf and run to the far side of the house. There will be more zombies here, but you can sneak past and insert the circuit breaker into the switch panel on the small gate to close it.

Now it remains to deal with the zombies remaining in the garden. Once they are all dead, you can go back to the front door, enter the house and talk to Ricky and Roxanne. Since both are incredibly drunk, you plead for Michael's whereabouts. They don't know, but explain what Jessie might be, and that she went up the hill to help a friend. Once the cutscene ends, the task will be completed!

Kwon with the wind

Windy Kwon is the eighth main mission in Dead Island 2, in which you have to track down Jesse Kwon, who you claim has information on where Michael might have gone, while clearing the construction site and the dead zone.

Construction site

Immediately after the end of the film "Oh Michael, where are you?" pick up a note from the floor near the refrigerator in Ricky's house. The note explains that Jesse went up the hill to help a friend at a construction site.

Exit through the front door, climb over the gate you closed earlier (to your left) and head up to the construction site.

You can either take the dirt slope ahead or the road that curves to the left. There are fewer zombies on the road, so this option is preferable. Halfway up the road, right in front of the armored police truck, there are steps on the right.

Climb up and go through the gate at the top to get to the construction site. Turn right and go up the stairs to find a group of zombies lurking around the music player upstairs. Defeat the zombies, after which you will be asked to enter the house and find Jesse.

When you open the front doors, you will see that the zombie has been triggered by a shotgun trap. Go into the next room and duck so you don't hit the zombies on the far side of the room. Carefully approach the two shotgun traps in front of you and deactivate them to get some shotgun shells (you will lose these resources if triggered).

Kill zombies and soon you will find yourself in front of a door blocked by two wires. To get through unscathed, grab one of the water jugs in the room and throw it at the wires while standing on the side.

Now safely pass through it and enter the foyer of the house. Head through the open door to the left of the stairs and kill the two walkers that will wake up (there's also a Crusher against the wall, but it's dead) and then remove the battery from the generator against the back wall.

You can now leave the room and go up the stairs to the foyer, as they are no longer electrified. By spinning around, you can lure two zombies into the room ahead to tripwire. When both zombies are finished, open the door on the right side of the room, and then open the slightly ajar door on the left in the corridor.

Kill the two walkers (one of them the Shocker) that hit the door in the room, and also attack the speaker on the balcony outside to stop the music from playing.

Go through the door the zombies were hitting to find Jessie and then talk to her. Jesse will explain that Michael is on his way to Monarch Studios, a film studio located nearby, to pick up something important.

On the way to Monarch studio

After saying goodbye to Jesse, leave the house and go around it from behind, opening a large gate leading to the main road.

Turn right up the hill and soon you will see a military checkpoint on your left with a lot of zombies. Some of these zombies have names, including Private Kramer.

Here you will have to deal with all the zombies, but note that once you kill the three named war zombies, the Dead Zone Keycard will drop.

Take it and use it on the keyboard at the checkpoint. When you enter the Dead Zone, don't forget to grab the curved Pipe Bomb on the table on the left before going through the next keypad.

As you enter the dead zone, you will have to face several burning walkers and runners. If you want, you can lure the first few zombies to the water on the left side, grab the nearby car battery and throw it to electrocute them.

Eventually, a wall of fire will appear that you can't get around, so click on the nearest fire hydrant to spray water and put out the flames.

Right after that, a Shambler will jump out of the back of a large truck, deal with it, then take one of the water jugs from the truck and use it to put out the next wall of fire nearby.

Now you will find yourself in front of a large cluster of zombies, crowding around the fuel truck. If you're careful and quick, you can throw your weapon at the two barrels to the right of the truck and set off a massive explosion that will kill most, if not all, of the zombies. You'll most likely still have to deal with the Crusher, but eliminating other threats can make it much easier to take down.

When you reach the checkpoint at the far end of the road, use the keypad to open the gate and release the grenadier and some Shamblers. Immediately hit the grenadier in the chest to set off the explosives and knock him back to eliminate all the zombies, allowing you to interact with the next gate ahead and travel to Monarch Studios.

Upon arrival at Monarch Studios, follow the road and approach the entrance gate to complete the quest!

Michael Anders and the Holy Grail

Michael Anders and the Holy Grail is the ninth main mission in Dead Island 2, in which you explore the Monarch Studios lot to finally find Michael and get his help.

Monarch Studio Research

Since the entrance gate to Monarch Studios is locked, follow the path through the foliage to the right of the gate and start exploring the area with the various trailers.

Many of them can be opened and explored for various materials, but to move forward you need to head left to the movie set and enter the trailer on the left, opposite the movie set doors, with a board that says "Alesis Hernandez".

Inside the trailer, approach the table on the right side to find the keys to Studio 7. From here, you can exit the trailer and head straight for the doors and enter the set.

Once inside, take the far left path and deal with Walker, who hit the bars. Climb up the structure and get to the next level, where there will be a circuit breaker in front of you.

Take the circuit breaker and drop down, returning to the side of the room you entered from (opposite the giant spider). On the right side of the room, you will see a switch panel where you can insert a circuit breaker.

Do this and return to the center of the room, standing in front of the three panels. Click on the rightmost panel first to open the door under the spider, then click on the leftmost panel and finally the middle panel. When a wave of zombies emerges from the door you open, the left panel will drop faulty lights from above to the middle of the road in front of you, and the middle panel will cause artificial rain, creating electrical discharges that can destroy most Walkers and Shamblers. This means that you will only have to deal with the Crusher.

After all the zombies are dead, go through the passage under the spider and continue through the movie set.

Through the next door you will enter the jungle, where numerous zombies will appear from the ground. Kill them all and go to the far end of the room, where you will see a poisonous patch of ground.

Grab one of the nearby water jugs and use it to extinguish the toxicity, allowing you to safely destroy the two wooden crates and open the door behind them.

Through the door you will enter the green screen area, and to go outside, use the door under the stairs.

You'll notice some green trails that you'll need to follow to find Michael, and you'll end up in an area with multiple paths. When the tracks disappear, it's hard to know which way to go.

In fact, this area is a whole loop, and if you take the straight path, you will end up in the same position as if you took the right path. Therefore, consider the left path as the best option for collecting resources, and the right one as the best path to progress.

The problem is that the right path is visibly blocked by a pair of walkers, a Burning Walker, and two Crushers. Therefore, it depends on you, as a player, whether you can cope with this accumulation. Remember that blocking or dodging the Crusher's attacks can stun them for a short time, so repeating these actions repeatedly will help you maintain control of the fight.

Whether you fight your way forward or go the long way (bumping into a few regular Walkers along the way), you'll find Michael's footprints again, this time in orange, leading to stage 03.

Enter Scene 03 through the open bay doors and up the stairs against the far left wall. Grab the canister as you go and fall off the edge of the platform into an area with several small TVs. Drop the canister (to save it for later) and kill all the Shamblers in the area, as well as Walker who crashed into the elevator.

When the area is cleared, press the button on the elevator and a part of the game will begin in which you will have to fend off zombies until the door opens. Zombies will constantly arrive in the area, about a dozen in total, and you can guide them until there are enough of them, and then detonate the canister to blow up some and create a hazard that others can go through and burn.

Eventually, when the elevator doors open and all the zombies are dead, you can go back outside and see a giant mechanical spider in the distance.

Head left and enter through the open gate, then climb over the containers and over the fence to reach the spider area.

Approach Emma's trailer on the right and interact with the door to trigger a scene in which you will find Michael, but will be immediately ambushed by Alesis Hernandez, who has turned into a Slobber, the first zombie variant you will encounter.

Alesis Hernandez

Alesis has a lot of health, so fighting him will be more of a battle of attrition than anything else. Most of Alesis' attacks consist of him spitting poisonous acid at you as a projectile, or regurgitating it in a semi-circle in front of him. This means that staying at a long distance is not particularly advisable, as well as constantly being close.

If you have a weapon, any weapon that inflicts a permanent status effect can help you a lot, be it bleeding, shock, burn, or something else. Anything that continues to damage Alesis while you back away or dodge projectiles can be a lifesaver. You'll also want to use the environment to your advantage by using the various panels around the arena to trigger the various gas stations' pyrotechnics.

The only problem is getting Alesis to the point where they are affected by the flames, but this can be done with a little practice and hiding from prying eyes to lure Alesis in your direction, which will allow you to take a better position.

Like other large enemies in the game, Alesis will stagger and fall to his knees after enough damage has been dealt and his stability drops to zero. This can be a great time to rush in, use your highest DPS weapon (even better with status effects), and wreak havoc. However, be careful! This essentially triggers a second phase in which Alesis will perform her attacks faster, as well as several walkers and runners entering the arena.

Once Alesis is back on her feet, you'll need to dash away from them and create some distance so you have time to deal with the other zombies. Blocking line of sight by entering a small building on one side of the area can help prevent any projectiles from hitting you. If the zombies line up, you can also use the center panel on the outside of Emma's trailer to make the mechanical spider spit venom, dealing damage to the zombies (except Alesis).

After all the zombies are dead, reduce the remaining health of Alesis and return to Emma's trailer. Michael not only took one of Emma's awards, but also collected various medical supplies. You get a radio message from Sam B in Beverly Hills saying he can get you a weapon, so you go to meet him while Michael stays behind and the mission ends!

Justified zombiecide

Justified Zombicide is the tenth main mission in Dead Island 2, in which you meet up with Sam B in Beverly Hills with the promise of getting some firearms.

Problems with the water body

After exiting Emma's trailer at the end of Michael Anders and the Holy Grail, you will need to meet up with Sam B in Beverly Hills. Go under the mechanical spider in Monarch Studios and go through the doors on the left, which are now open. Exit to the opposite side of the building and go through the green door opposite to hear the radio working.

Approach the radio on the table on the right to hear Hannah give you a new side quest. Otherwise, go to the gate nearby and use it to travel to Beverly Hills.

When you arrive in Beverly Hills, go down and to the right and you will see a curved Electric Star ball embedded in a sign on the fence to your right. Open the gate and deal with Walker, Runner and Hydration Walker feasting on the corpses below.

After that, go down through the gap in the collapsed grate on the right side of the area and take the valve at the far end.

Back on the ground, place the wheel on the faucet nearby and use it to shut off the corrosive liquid that is spilling. Then use the water lever to remove the remaining toxic liquid and make your way through the gap.

Once you're on the other side, head up the steps on the left and cross the passage, picking up the battery at the far end. Throw it down at the two walkers and the Crusher in the restricted area below you, then throw the jug of water from behind to set off an electric blast and fry all three.

Once it's safe, drop down and grab the circuit breaker from the shield, then (if the electricity didn't kill you) smash the wooden crates so you can go outside. Climb down through the opened grate and carry the circuit breaker to the other side, go outside, carefully climb the steps and turn right to place the circuit breaker in the panel, opening the doors to the left of the panel.

After going down the stairs inside, take the jug of water and use it to put out the fire on the ground, beware of the Fire Zombie leaning against the door in the niche on the right.

When you go through the doors ahead, use the valve under the Flow Control sign to switch the hallway containing the toxicity, then click on the water valve against the right wall to remove the danger.

Kill the two zombie firefighters and walkers in this hallway and then enter the room at the end.

Puzzle "Pressure balance"

Here you need to balance the pressure in two separate tanks using valves with different values. Fortunately, this puzzle is surprisingly simple. Use the faucet directly in front of you to apply the required 20 hp to the reservoir on the left.

Then go around the left side of the fenced area to the right and destroy the force shield, then climb through the gap at the bottom of the fence. Destroy the wooden box inside to provide an easy exit, then turn the "50" valve on the green pipe to collect the 70 energy needed for the second tank.

When the toxic sludge blocks the gap in the fence, exit through the door you opened by destroying the crate and then return to the hallway.

Use the flow control valve again, then use the water valve on the left wall. Reach the end and open the door to find a Walker, a Runner, a Zombie Fireman, and a Crusher named Phil.

Kill all four as you see fit, although a good strategy is to immediately run back down the corridor, use the flow control valve, and let the toxic sludge kill most of the zombies (and deal a lot of damage to Phil) while they start chasing you down the corridor. After killing Phil, take the key to the gate control room and make your way back outside. Crouch under the pipes to your right and exit through the first gate, turn right and enter the gate control room.

Along with some supplies and a mod, flip the switch on the table to open another gate.

Go through the open gate and go down the hill to the left and go through the hole in the wall while killing the various walkers roaming your way.

After making your way through the hole in the wall, go right to meet Sam B and Ronnie. Try to open the door and Sam will slam it shut with his hammer and then fight off the oncoming zombies while you and Ronnie enter the backyard.

Seeing a zombified Nikki Gatte inside the house, she will scream and shatter the glass, knocking you and Ronnie to the ground. Ronnie will be eaten alive, and you will start the fight against Nikki and the zombies she has summoned.

Nikki Gatte

Nikki is the first screamer you will encounter. It has the annoying ability to emit sound waves that can knock you off your feet and make it impossible to move faster than a snail. Her screams also constantly attract zombies, which means that you need to kill Nikki first, otherwise endless waves of zombies can overwhelm you.

Try to always stay behind Nikki, this will help delay the effect of her scream for a split second. Other than screaming, Nikki has no other unique moves, so you'll have to fight her like you would any other walker.

When she screams, your movement speed is drastically reduced, but you can partially alleviate the situation by holding the block button. This will speed you up a bit and you can move towards Nikki and attack her when you get close enough to end up thwarting her scream.

It's worth remembering that a charged attack or weapon throw can interrupt one of Nikki's screams, so if you get close enough to swing or throw your weapon, do so even if you're caught in the initial scream wave. The only other strategy to keep in mind is to stay mobile. Not only will this help you dodge Nikki and her screams, but it will also prevent you from being overwhelmed by other zombies.

Once Nikki is dead, take out all the other zombies in the backyard, then enter the house through the glass she broke and head into the back room on the ground floor to talk to Sam B.

Give him the bad news about Ronnie and after a short conversation, take the Sporting Rifle from the wall.

Equip your rifle and don't forget to collect the various boxes of rifle ammo scattered around the room. Now go upstairs and go into the room overlooking the backyard, where the zombie offensive will begin.

Behind, to the left and to the right of the backyard, the zombies will advance slowly, giving you time to headshot to use your ammo efficiently. There is an ammo box nearby, but it's worth waiting to open it until you run out of ammo.

Eventually, Burning Walkers and a Crusher will spawn, and it's highly likely that some of them will infiltrate the building and climb the stairs towards you. At this point, it's worth taking your eyes off the backyard completely and aiming your crosshairs at the stairs behind you.

After killing the most immediate threats, it is recommended to switch to a melee weapon to deal with the slower enemies/last stragglers to conserve remaining ammo. Once all the zombies are dead, you will be prompted to speak to Sam B downstairs again. Return to him in the back room, and after a short conversation, the mission will be completed!

Ride Santa Monica

Ride Santa Monica is a brief eleventh main mission in Dead Island 2, in which you return to Emma's house in Bel Air to gather everyone ready to go to Santa Monica.

biting the dust

After finishing the conversation with Sam B during Justified Zombicide, exit through the back door of the house and start walking towards the military checkpoint to return to Bel Air.

Between you and the checkpoint, there will be a lot of zombies roaming the streets, including zombies from Riot Gear near the armored police truck. Kill them or dodge them, and you can even explore some of the nearby buildings for new ammo types if you're so inclined. Otherwise, go straight to the checkpoint and return to Bel Air.

Back in Bel Air, use the keyboard on the left to open the gate and kill some zombies in the immediate vicinity. Once everything is clear, you can head straight up the slope, get on the truck, drive over the roof, and come down the other side.

There will be 4 zombies in this alley, one of which is a grenadier zombie. With that in mind, prioritize the Grenadier's chest strike to set off the explosives and kill the other three.

After that, you will have the opportunity to get to Emma's house. Use the intercom to open the gate and enter the house.

Turn left through the front doors and enter the gym to trigger a cutscene with you, Emma, ​​Sam B., and Michael, the latter of whom turns out to have been bitten. Sam protests that Michael must die, but Emma forces Sam to leave; while doing so, he hands you a gun for you to finish the job.

After a short sweet moment between Emma and Michael, he dies. Emma gets angry and curses at you for being "special" before Michael quickly revives and you push Emma to safety, shooting and killing Michael. At the end of the mission, she tearfully asks you to get out of her house!

Flash

Outbreak is the twelfth main mission in Dead Island 2, in which you fall into the sewers in Bel Air and start your journey towards Santa Monica and Dr. Reed.

On this page you will find the full description of the Outbreak mission, including boss fights and side objectives.

Descent into the sewer

When you leave Emma's house, Andrea stops and talks to you. Sam B quickly shows up and stops you from leaving, telling you not to trust the scientists. After a short conversation, you are allowed to leave.

After leaving Emma's house, head down Bel Air, go through the Curtis Sinclair yards, and down the slope leading to the sewer tunnel.

Once you reach the water, the Screamer will summon half a dozen zombies, including the Crusher, which you'll need to kill in order to progress.

When the area is safe, go to the sewer grate and open the door. Immediately after entering the sewer tunnel, three Runners will appear around the corner, so be prepared to deal with them.

Continue along the linear path until you reach the sewer itself. There will be 3-4 Shamblers and a Shock Walker in the room. Eliminate them all and then climb over to the wooden platforms against the back wall, then climb onto the pipes overhead and crouch down down the other side of the gate.

Go straight ahead and then open the door on the right side to trigger a cutscene where Patton saves you from the zombies, who then invites you to watch Emma Jaunt's movie with him.

Politely refusing, you set off again, advising Patton to look for the Venetian cistern. After regaining control of the situation, you find yourself in the sewers of Brentwood.

Go ahead and open the gate on your left, then follow the sewer tunnel to the end (there is only one path). As you turn the corner, a Burster will spawn in front of you, exploding from the toxic sludge before it can reach you. After the Burster explodes, use the water valve on the left to clean it of toxic sludge and continue on your way.

You will eventually come to a large room filled with water. Be careful when going through this room, as there are at least two walkers crawling under the water, which can take you by surprise. A request will appear to raise the gateway gate, but for this you need to find the code on the keyboard to your right.

The code can be found by going to the grated room to the right of the airlock gate, where you can take a collectible item called "Operating Instructions" through the grate.

Turn 180 degrees and cross the water by interacting with the keypad to unlock the door. Go through it and you'll be presented with another pressure balancing puzzle similar to Justified Zombiecide.

Pressure balance puzzle

Turn right first, and at the end of the corridor you'll come to a room with three vats, a water valve, and a caustic valve. Use your weapon to smash the wooden planks covering the gap in the wall and crawl through it to get the wheel off the table while being careful to avoid the caustic waste.

Throw the wheel through the gap in the wall, then climb back up, pick it up and place it on the pipe at the other end of the corridor.

Rotate it to restore balance to the first vat, then return to the room at the end of the hallway. Turn on the caustic valve, then take the jug of water nearby and use it to clean up the toxic waste left on the floor.

Turn the "20" valve so you can safely reach it, then return to the room and use the "45" water valve by the doorway to rebalance the second vat.

For the third and final vat, go to the other end of the corridor and turn off valve "10", then return to the vat room and use the water valve "45" to restore the balance of the last vat, allowing you to return to the main water-filled room and raise the sluice gate .

As you approach the sluice gates, they will begin to slowly rise, and in the meantime you will have to fend off the oncoming wave of zombies. Walkers, spiked walkers, runners, and bursters are the ones you'll have to contend with, with bursters being the most common threat. Whenever possible, you should use your falling/flying kick to knock back any bursters as they approach you, causing them to detonate safely and not harm you (but hopefully damage other zombies nearby).

Zombies will spawn from both sides of the room, so be on the lookout and keep your head on the pulse. Once all the zombies are dead, the airlock will fully open and the mission will be completed!

heart of Darkness

The Heart of Darkness is the thirteenth main mission in Dead Island 2, in which you have to travel through the depths of the sewers and discover something monstrous lurking in the darkness.

This page provides a full description of the Heart of Darkness mission, including boss fights and side objectives.

Achieving biomass

After passing through the open sluice gate at the end of the Flushing, continue down the tunnel and stick to the sides of the tunnel that are not clogged with toxic fumes.

When you reach the far end of the tunnel, open the gate and go up the stairs on the right, trying to dodge the projectiles that the Slobber on the left can throw at you. At the top of the stairs, you will find a curved Molotov cocktail ball.

In this room you will need to clear 4 slobbers downstairs. There are several canisters here that can be thrown down, propane tanks that can be kicked off, and an oil barrel held by a wooden crate. Drop as many of these explosives as possible while being careful to avoid the slobbers' projectiles (as they can also detonate these explosives), and then use your new curved molotov ball to detonate them, killing or heavily damaging the slobbers in the process.

Once all the slobbers are dead, head downstairs and you'll need to find a circuit breaker to place in the panel at the back of the room and open the gate.

To do this, turn around and go through the next door. Use the valve to turn off the flames and then quickly run to the end of the corridor where you can get the circuit breaker from the panel on the back wall.

Grabbing the circuit breaker, exit the room (crouching under the newly flaring fire) and wait for the crusher to come around the corner and burn up in flames. When the grinder is dead, drop the circuit breaker and use the faucet on the left to extinguish the flames again, allowing you to return to the main room and place the circuit breaker in the panel, which will now be on your right.

As soon as the gate rises, go through the tunnel and find yourself in a wide open room. There are two walkers ahead of you that you have to deal with, then head to the left and activate the switch in the center of the room.

A large gate across the room will open, go inside. Surrounded by huge fleshy masses, make your way along a linear path, first going along the left path, and turning right at the first opportunity.

Soon, zombies will start appearing from the ground. You will be prompted to run, and you will want to do so before you are overpowered. Run forward past the zombies, which will be many and they will be of different types.

There are several paths here, but they all lead to the same place. If you are disoriented, focus on the location of the quest marker on the screen and move there. Use blunt/bullish weapons to temporarily knock back and stun zombies if they get too close, and use the fly/throw ability to make room. You will reach a staircase leading up, which is most likely blocked by a burster.

Lure the Burster to explode or kick it back and then run up the stairs. Turn left and go through the entire passage, turning left when you reach the far end.

You will see that you are now on a path overlooking the large open room with the switch you saw a minute ago. Follow the path and jump over the gap to be in a safe place.

Dr. Reed will call you and you will tell him about what you just went through, as the quest is complete!

red mist

Red Mist is the fourteenth main mission in Dead Island 2, in which you will encounter mysterious people when you resurface and find yourself in Venice Beach.

The plot thickens

After opening the door at the end of the passage from the Heart of Darkness, you can explore the room and collect resources using the workbench if you wish, but to move forward you need to go into the hallway through the door to the right of the workbench and kill Shambler along the way.

Open the gate at the top of the stairs and a cut-scene begins where you're trying to cross a partially collapsing passage before a strange woman named Conradt appears out of nowhere and tells you that you have a lot to learn, and then two of her friends destabilize the platform and make you fall into the pit with the zombies below.

Once you regain control, you immediately go into rage mode, which allows you to deal insane damage to all enemies, using your fists to punch and punch while in a rage state.

After killing all the zombies in the room, you will exit the rage mode and be able to continue on your way without realizing what just happened. Exit the room using the lever to the left of the gate and go down into the tunnel.

Kill the Shambler and the Walker that spawn ahead of you, then turn left up the slope and kill the courier at the top.

Enter the door on the left and go up the stairs on the right side to enter a sunlit tunnel.

Go all the way to the right until you see a screamer ahead. Kill him (using a ranged weapon/weapon throw to interrupt the scream) and any other zombies he summons before continuing on.

Although at the end of the tunnel you will find a room with a workbench and a storage locker, you will need to go to the right side of the room and use the stairs leading up to get to Venice Beach.

Once you surface, move forward through the buses until you reach the main Venice Beach road.

Moving further, you will see a man on the roof of a large building on the right, who will ask you for help. Go to the parking lot to the right of the van with the sign "Safe" and kill the zombies located there, including 2 "Crushers".

You will then be tasked with closing the gate to the car park before more zombies show up. Approach the small building in the parking lot and press the button inside to open the switch panel to the left of the gate.

The circuit breaker inside is broken and will fall out, you will have to find a new one. Exit the parking lot and run straight across the road to the right of the Burger 66 building, where you will find a circuit breaker in a panel.

Take it and run back to the parking lot after installing the circuit breaker in this panel. The gate will start to close slowly and numerous zombies will appear on the road, requiring you to hold them until the gate closes completely. There are regular walkers, shamblers, runners, and the new spiked runners. Keep them at a distance as you see fit, and after closing the gate, kill any remaining zombies in the parking lot to secure the area.

Now approach the barred doors of the building to meet the Blue Crab guys. You will meet Trent, Kai, Bud and Alex, to whom you explain that you need to get to the Sterling Hotel.

They explain that the route is too dangerous before the Crusher breaks through the boarded-up window and crushes Brent's skull - mission complete!

giant slayer

The Giant Slayer is the fifteenth main mission in Dead Island 2, in which you have to kill two of Alex's old gym brothers: Gus and Dillon, and encounter a familiar face along the way.

This page provides a full description of the Giant Slayer mission, including boss fights and side objectives.

Getting Rid of Athlete Brothers

After Brent's skull is shattered and Emma radios you at the end of Red Fog, you'll want to cross over to the other side of the bar and talk to Alex, who is a weightlifter. He will ask you to help find and kill two of his former friends, Moose and Dillon, who, as it turned out, participated in the strongman competition.

Once you have regained control of the situation, exit the building through the doorway in the kitchen area and climb over the gate to your right using the dumpster.

Go right down the road to the beach strip and turn left when you pass the last buildings. Continue walking along the shop windows, killing all the zombies in your path, and you will reach the gym on your right, next to the toilet block.

Enter the gym and kill all Walkers, Shamblers and Runners. After that, approach the shutters in the gym and press the switch to trigger a scene in which you will see that Patton has already killed Moose and he teaches you how to autophage certain parts of the zombie's body in order to exploit their weaknesses.

After exiting the Gym and regaining control after this cutscene, you'll learn about the Autophage perks, gaining the Instability perk to use yourself. Now you need to go back to the Blue Crab Headquarters, but instead of heading back down the main road, continue along the shopfronts on the beach. Numerous zombies will appear on the streets as you progress, so kill them or dodge them as you see fit.

Halfway through, a fuel truck will explode, thanks to another tremor, and then you will find yourself in a parking lot, where several zombies will appear on your way, including two Bursters.

Kill those you need, then go around the back (right) side of the Brain Freeze ice cream building and climb over the fence, interacting with the dumpster.

Once you do that and land on the other side, you'll find Dillon, who will burst into flames when a tremor causes a fuel tank on the road above you to spill. Fight and kill this flaming Crusher!

Dillon

Dillon is just like any other Crusher, it's just that you have the added problem that he's on fire and most of the arena is also a fire hazard - welcome the newly introduced Inferno Crusher. As an added pressure, you'll also immediately get additional zombies in the area, with normal and fire Walkers and Runners to deal with.

The best course of action would be to immediately run around the area and hit all the fire hydrants so that they burst. Not only will this create opportunities for electrocution if you have an impact weapon to summon it, but the jets of water will extinguish not only the flames on Dillon, but also the burning zombies, briefly stunning them.

Additionally, you can approach this encounter the same way you would any other encounter that involves both normal zombies and the Crusher, though we recommend that you kill Dillon first, as the rest of the zombies will constantly appear in the arena while Dillon remains , and the rest of the zombies will immediately die as soon as Dillon is destroyed, so focus all your efforts on him. When Dillon jumps and crashes into the ground, there is a small amount of fire in the shockwave(s), but they have almost no additional effect on you, so you don't need to change your approach.

Use curveballs, your strongest weapons, pistols (if you have ammo) and don't be afraid to activate the rage mode while it's ready to go. Once Dillon is dead, be sure to loot whatever he brings, then leave the area and run back along the coastline to head back to the Blue Crab Headquarters.

After returning, talk to Alex and tell him that Gus and Dillon are dead. He will thank you, but decides to stay with the others while you head to the paramilitary area near the Sterling Hotel.

beach offensive

The Beach Offensive is the sixteenth main mission in Dead Island 2, in which you travel to a paramilitary area on the coast and attempt to lift the lockdown to continue on to Santa Monica.

On this page you will find the full description of the Beach Offensive mission, including boss fights and side objectives.

military checkpoint

Exit the Blue Crab Headquarters at the end of the Giant Slayer game and exit the parking lot through the left railing. Walk through the public parking lot and out onto the coastline.

Head straight down to the coastline where you will see a military checkpoint in the sand.

Head there and go through the open checkpoint, then turn right and go to the closed gate, where there is a lever a little to the left.

Use the lever to try and open the gate and you will see that it is locked. Turn from the lever and go right around the object to the beach itself. To the left of it is a set of containers that will allow you to jump over the gap in the fence.

After going down the other side of the fence, approach the ruined and bloody tent to your right and start looking for the lock code. The file you are looking for is on the table on the right called "Lock Protocol".

This document tells you that you need to find Lieutenant Hicks in order to remove the blockage, so exit the tent and head to the right, entering a small building that you will find through a wooden door on the far side. At the back of the room, in the last bunker on the left side, you will find Hick's bag.

Examine it, then examine the photo on the containers to the left of the bed. Now you just have to find Hick himself.

Exit the building and go to the nearby toilets. The two toilets closest to you on the left (the left one is open, there is a corpse on the floor) is your goal.

As soon as you open the door on the right, Lieutenant Hicks will appear. Kill him as you see fit and collect the tokens that will drop from his corpse.

Now approach the marked security keypad nearby and interact with it to release the lock, but at the same time trigger a surge of zombies.

After a short delay, a gate in front of you will open, as well as a sluice gate opposite you (which you first went to unlock), from which zombies will start to appear. There will be two burning runners first, so be careful as the whole area is filled with explosive barrels and oil spills. This can be used to your advantage, but try your best not to get hit by subsequent explosions.

Also, there will be a Screamer and a few Walkers and Shamblers, but you don't have to deal with any of them if you want to. Your ultimate goal is to enter the open gate and use the switch to close it behind you and open the quarantine corridor. When the door opens, you will receive a call from the mysterious Rodriguez, dissuading you from continuing.

Once the door opens, you'll enter a long hallway leading down to the last section of the quarantine zone.

As you begin your descent, dozens of zombies of various kinds will rise from the sand, blocking your path. While you can try to fight, it is highly recommended to simply run for your life. Run along the corridor and, having reached the fork, turn into the right alley, from which two monsters will come out. Now it's a straight line to the next passage, although there will be a Screamer standing in your way.

If possible, take a firearm to shoot the Screamer once and interrupt his scream, keep running past and press the lever on the right wall.

After the gate is up, go inside and use the lever on the left side to close it and exit the hallway to the last part of the quarantine area, where you will receive another warning from Rodriguez on the radio as the quest is complete!

The last battle

The Last Stand is the seventeenth main mission in Dead Island 2, in which you have to go through an incredible amount of zombies to get to Dr. Reed in Santa Monica.

On this page you will find the full description of the Last Stand mission, including all boss fights and side objectives.

Survive to Serling

After exiting the quarantine corridor at the end of the Beach Offensive game, go forward and then look to your right to find a sealed airlock.

Use the card reader on the left to open it and reveal the Slobber, while the Screamer will approach you on the left and the Crusher on the right. Eliminate these three enemies in the order you see fit, then enter the airlock where the slobber was and interact with the card reader on the right.

This is where the horde section will start, where you'll have to fight your way through endless zombies to get to the far end of the corridor. Although the number of zombies is relatively manageable at the beginning, you will quickly find yourself somewhat overwhelmed, especially if you stay in the first part of the gauntlet.

Therefore, it is recommended that as soon as the gate opens, start sprinting, kicking/kicking off all the first zombies in your path, and run down the corridor until the zombies start to appear from various gratings on the ground.

Take a sharp right through the disinfection station where you will be splashed with water, and then jump over the small pool of water at the checkpoint ahead to reach the quarantine zone gate.

At this stage, your task is to simply kill them all. And you must do it. As the name of this quest suggests, this is a gauntlet where your only goal is to survive. Dozens and dozens of zombies will swarm over you and you'll easily get close to 100 zombies before the gauntlet runs out.

Almost every variety of zombies will be present in this fight, from slobbers to walkers from Riot Gear, incendiary walkers and inferno crushers. Make sure you have the highest tier weapons, use curve balls effectively, use firearms to deal with bigger and more dangerous enemies, and use rage mode when you get downed. On either side of the checkpoint are various oil canisters and barrels that can be strategically detonated and create a fire hazard to attract large numbers of zombies, and based on testing results, the safest location is the right side of the checkpoint (when facing the gate itself). ), near the barred gate shown in the image below.

The other side is just as safe, but periodically zombies will spawn from the floor grate on that side, while on the right you can stand with your back to the wall and be sure that nothing can surprise you from the sides or behind.

Take advantage of zombie special abilities too, such as using propane tanks on the backs of Fire Walkers as additional explosives, and throwing kick-bursters at other zombies to blow them up and dissolve them. To survive, use all the tools and game knowledge that you have learned up to this point.

Once all the zombies are finally dead, you can go all the way back down the corridor to collect resources, and don't forget to collect all the loot dropped from the zombie horde near the gate before moving on. To move forward, interact with the card reader to the left of the gate to open it, and then interact with the gate in the fence behind it to get to Ocean Avenue.

When you get to Ocean Avenue, you will come out onto a large street, on the left of which the Serling Hotel will be visible. Head towards the hotel and you will find several walkers and a Crusher banging against the shutters at the entrance to the hotel.

Destroy them at will (there is a generator on the side of the nearby van that can be used to electrify the puddle). Once all nearby zombies are dead, press and hold the button to the right of the shutters to slowly raise them, then dash through them once the shutters are high enough to enter the hotel.

In this shopping area, you can explore a few shops and take out the zombies, but your best bet is to take the stairs to the right of the hotel entrance to the third floor. At the landing, you will need to jump over the cart and interact with the card reader to open the doors, then cross to the other side of the room and enter the Serling Hotels area.

Interact with the door on the right to be greeted by a woman named Denise holding a gun to your face and then Dr. Reid will appear. He invites you to come in and asks you not to talk about the reason for your being here. In a separate room, he explains that a helicopter is already flying behind you to pick you up and take you to Colorado. His daughter Tisha bursts in and tells Dr. Reed that she is going to go get supplies, but Dr. Reed refuses.

After a short argument, the tension subsides and Tisha concedes. As Dr. Reed prepares to radio the CDC, you rest, mission accomplished!

Penetration into the depths

Infiltrating the Depths is the eighteenth main mission in Dead Island 2, in which you go in search of Bob, the missing hotel janitor, while you wait for Dr. Reed to return.

On this page you will find the full description of the Delve into the Depths mission, including all boss fights and side objectives.

Finding Janitor Bob

After completing The Final Gauntlet, you will learn about the autophage perks, and after making the decision to allocate one of them, you will need to go to a meeting with Dr. Reed and get information about the radio call from the CDC. Try to enter the room next to the missing posters and Denise will tell you that Dr. Reed is not there.

Walk to the right to talk to her and she will explain that Janitor Bob has been missing for a long time. He went to repair the plumbing downstairs behind the shops, and you volunteer to go looking for him.

Leave the premises through the lobby and go down to the first floor of the mall. Crawl under the shutters to the Silver and Steel Jewelry Store and go through the back door using the key card reader.

Through the back room you will enter a dark service area. Examine the right side of the stack of crates to your right and disarm the decoy shotgun, then enter the janitor's room on the left.

Examine the "Note for Bob" on the table, then immediately look up and you'll see a safe code document lying on the top pipes. Jump/climb onto the table and grab the document, then open the safe located on the cabinets to the left of the table.

From there, go down the stairs to the corridor and see the corpse of Slobber. On the wall and floor next to the slobber corpse you will also see three patches of slimy material that will explode if you get too close. You can take minor damage or use ranged/weapon throw to summon them from a safe distance.

At the end of this new corridor, you will see a door marked "A". Open it to get to the parking lot, where several walkers and shamblers will be waiting for you.

Kill them all, then use the card reader to the left of the large shutter on the right side of the parking lot and start down the slope.

Keep going down, killing the zombies halfway, and when you reach the next area, you will see a pipe with an open fire and a couple of zombies.

When you get close to the zombies, your objective will switch to "Kill them all" and about a dozen zombies will burst into the area, including the Screamer. Prioritize the Screamer and interrupt her attacks with ranged weapons, then systematically eliminate the remaining Infected. While guarding the room, go to the door on the right side of the room, and as soon as you open it, a zombified Bob will jump out of there.

Bob is a shock walker, so when killing him, try not to get hit by periodic electrical explosions. Take the janitor's keys from his corpse, and before heading back up the slope to the shopping area, use the water faucet in the room Bob escaped from to restore the hotel's water supply.

You can now return to the trading floor and climb the various stairs to the third floor, returning to speak with Denise about Bob's unfortunate fate.

You can then enter the room to Denise's left and talk to Dr. Reed in the cutscene, who explains that the military is in control and both of you will need proof of your immunity in order to evacuate. He explains that he can carry out the necessary tests using the equipment at the Center for Disease Control headquarters on the beach pier, where you will go after the mission is completed.

blood drive

Blood Drive is the nineteenth main mission in Dead Island 2, in which you have to go to the CDC headquarters to obtain a legitimate blood sample to prove your immunity to the military.

This page provides a complete overview of the Blood Drive mission, including boss fights and side objectives.

Search at CDC headquarters

Exit the hotel through the front doors in the sales area on the first floor and start moving to the left. When you reach a large crater on the road, turn left and go down a small alley.

Several zombies will be blocking your path, including a rottooth, and once you clear the road, approach the ice cream truck blocking the path and use the open sewer grate in front of it to get to the pier.

After arriving at the pier, go through the tunnel and once outside, go up the stairs on the left and then open the gate on the right with the card reader.

Once the gate opens, deal with the two "walkers" ahead of you, and then head to the white-domed tent at the far end of the area.

When you get to the tent doors, they will open and 4 Hazmat walkers will try to attack you. Kill them all and then go through the tent and tunnel forward. Turn the corner to the left once you reach the pile of body bags, and once outside, follow the linear path that curves around the next tent. Crouch under the yellow pipe and use the card reader to open the next room.

You will then find another card reader leading back outside. In front of you will be a pool with Caustic X, as well as some Hazmat Walkers and Caustic X Walkers. To advance you need to kill them all, but be careful as you can easily get cornered and trapped in the caustic pool due to packet explosions on caustic X walkers, so be on the lookout.

When all the zombies in the area are dead, go to the locked stairs, take the caustic canister and throw it away. Then, destroy the barrel of water nearby to remove the remaining toxic substance, and use the card reader to unlock the door and go up the stairs.

At the top, follow the path around and drop down to the circular area below. Try to use the blood sampling machine in the center of the room and find that the power is out.

Follow the yellow wire on the floor from the car and you'll end up in front of a corridor. Move the canister with corrosive gas and go further. Immediately to your left, as soon as you enter the corridor, there will be a lever.

Use it and then return to the blood sampler. The automatic voice will tell you that you need Dr. Dorian's passcode to use it.

To find Dr. Dorian and his code, look at the board to the right of the blood sampler and look for the "Echo" sign for Dr. Dorian.

With this information, go to compartment 04 of this round room and inspect the Screamer's corpse on the table.

Then go to the other side of the partitions to find the voice transcript of the CDC log. You can then head to Compartment 03 and examine Dr. Dorian's torso on the table by the dividing wall to find the code.

Finally, you can return to the blood sampler and use it as instructed by Dr. Reeds.

After a short scene in which the sampler draws blood and you remove the vial of blood, go straight ahead past the car and interact with the card reader next to Compartment 04 to open the doors, revealing the Riot Gear Walker in front of you.

Kill him and then use the second card reader to go outside, where you will see the pier and Ferris wheel lit up in the distance. Dr. Reed will radio you and tell you that he also needs the "Blood" from Rescue Headquarters before you return to him at the Serling Hotel.

Exit to the beach and turn right, heading towards the open double gates of the lifeguard station garage in the distance. After entering the building, open the red door and then go through the open doorway to your left.

Continue down the corridor and deal with the Burster that will overtake you along the way. When you reach the room at the far end of the corridor, you will see a shutter holding back two crushers (one Inferno) and several walkers, including the walker Caustic X. There is a switch on the left side of the shutter, but before you activate it, take the canisters from the shelves nearby and place them near the shutter. Hit them once to make them spill and then activate the shutter.

When the shutter is up and you start fighting the infected, hit the canisters again to blow them up and create a fire that will cover the entire path that the zombies must take to get to you. This will kill all normal walkers and the Caustic X Walker, damage the regular Crusher, but of course leave Inferno unharmed. However, the Caustic X Walker will explode and deal additional acid damage to both Crushers. Deal with the two Crushers on your own and then head into the room behind the shutters.

Climb onto the car in the center of the room and jump over to the top of the ruined stairs.

Enter the tower through the red door on the right and turn off the whale song radio in the back left corner. Dr. Reed will lament that Dr. Bundy is not there and will explain that this means he is on the pier, where you should now go!

Walk the plank of the dead

Walk the Plank of the Dead is the twentieth main mission in Dead Island 2, in which you travel to the Santa Monica Pier in an attempt to find Dr. Bundy.

On this page you will find the full description of the Walk the Plank of the Dead mission, including boss fights and side objectives.

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Walk on the planks

Even though Dr. Bundy was revealed to be missing at the end of the Blood Drive game, you won't have to wait long until you find him. Descend the tower the same way you went up, exit the car and exit the rescue station through the open red double doors on the right after you pass through the initially closed passage.

Immediately turn left and climb the steps to the pier. Once on the embankment, turn left again and see a downed military helicopter. Approach him and several hazmat walkers will spawn from him, as well as a zombified Bundy who has turned into a Slobber.

Deal with the walkers first, then carefully focus your attacks on Bundy when you engage in a 1v1 fight. After killing Bundy, take the CDC Master Card from his corpse and use it on the card reader to the left of the downed helicopter.

After opening the gate, go through it and then turn right to go through a neon-lit passage marked "Ocean Park". Move forward and deal with the Riot Gear Walker and Grenadier Walker, then follow the pier until you reach a dead end where most of the pier has collapsed.

Go through the open window on the left into the arcade and head into the staff-only section on the right side of the hall, go through the doors, up the stairs and don't forget to disarm the two shotgun traps before reaching the control panel where you will haphazardly click on buttons until the room turns on.

After going down the stairs to the arcade, you will again receive the task "Kill them all" in the form of several walkers and shamblers, along with a voltaic screamer. As usual, use ranged weapons to muffle the screams (since they now come with an additional electrical AOE), use curveballs to pull the zombies back up the stairs to drive them into a blocking point.

After killing them all, go to the back of the arcade on the ground floor and hit the switch to raise the shutters and return to the street.

Immediately start moving to the right towards the Ferris wheel in the distance, passing through the area of ​​bumper cars to the left of the pier to reach the other side of the fence.

Then head towards the Ferris wheel barriers and try to open the barrier, during which the zombies will start attacking your location.

In total, you will need to deal with about two dozen zombies, including a Crusher, several Bursters, Walking Hazmat and Caustic X, as well as a Slobber. Try to stay mobile and stay away from the corner near the ferris wheel so you don't get pinned down, and eventually you'll kill them until there's none left.

In the midst of this chaos, you will fight against shocking walkers called "Amusement Operator", killing them, you will receive the keys to the Ferris wheel booth.

Pick them up in the middle of a fight or while gathering supplies after it, and then open the small building to the right of the Ferris wheel and press the Ferris wheel control button inside.

Now open the railings of the ferris wheel again and a short scene will begin in which you will be ambushed by a nimble zombie with bone blades for arms while the ferris wheel is spinning. You fight him off and leave the ferris wheel at the first opportunity.

Once you regain control of the situation, turn right and head towards the partially destroyed Octopus Amusement.

Turn left and continue straight ahead towards the ruined part of the pier. Here you have to go through a scorched and smoking area, but this is a linear path, so just keep moving forward until you are on top and fall into the arena at the very end of the pier.

Enter the ruined building opposite and on one of the corpses against the back wall you will find a dead scientist in a hazmat suit holding a Blood Drive laptop. Interact with it to pick it up and a cut-scene will begin where you'll be ambushed again by a blade-wielding zombie clown.

Clown Butcho

After you pass out and then wake up, you will be tasked with killing this Butcher named Butcho the Clown. Butcho, like other butchers you will encounter from this point on, has a few unique elements that you need to be aware of.

First of all, this is the agility of the Butcher type zombies. They are similar to runners in their ability to run fast and get close to you in seconds, but unlike runners, the Butcher can use his bone stumps as additional balance points, allowing him to temporarily run on all fours.

Butcho will stab repeatedly with his bony spiked arms, often knocking you slightly into the air. These attacks can be blocked like any other attack, but will stun Butcho for a second or two.

Another unique mechanic is that Butcho (and other butchers) will sometimes run off on all fours to another location nearby and start feasting on a corpse, healing Butcho in the process.

As you understand, this can significantly increase the duration of the fight, so your first priority in this fight is to stay on Butcho's tail at all times and not let him get away from you.

If he does get away, use a ranged weapon/weapon throw to stop him from eating, rather than spending extra time running up to him. Use Curve Balls and land critical hits on Butcho's limbs (especially his legs) to lower his stability and cause him to fall, allowing you to land more free hits along with the brief stagger you get by successfully blocking his attacks.

Lower Butcho's health and eventually additional walkers will enter the arena, but as long as you stay mobile and stay closer and closer to Butcho, they shouldn't bother you or interfere with your attempts to focus on Butcho. If there are a couple of walkers between you and Butcho, then using a blunt weapon with a wide blade, such as a hammer or mace, will help clear the space.

Once Butcho is dead, return to the corpse of the scientist in the ruined building and retrieve the Blood Drive laptop.

You will then need to exit the ruined building through the door against the back wall and interact with the fast travel card you will find at the dead end. As you interact, the map collapses along with the rest of the pier, and although you try to run, you fall into the water and wake up on the beach in the morning.

Turn right and go inland to the rescue station. As you enter the building and start climbing the car to get to the tower, you will most likely run into Dante the Crusher, who after defeating him will drop the key to Randy's locker as part of the document A Totally Legit Letter for Fool's Gold Lost & Found quest .

After Dante is killed, deal with the car and hop on the stairs, then enter the tower and use the fast travel card on the table on the right to go to Ocean Avenue - Serling Hotel.

Immediately go to Dr. Reid's room, where you will find him with the mysterious Conrad, whom you met in the sewers and who first provoked your rage. After a tense conversation, Jimmy bursts into the room and states that Tisha hasn't returned from her mission, and Dr. Reid begs you to find and help her while he tests your blood.

Searching for the truth

Seeking the Truth is the twenty-first main mission in Dead Island 2, in which you have to find Tisha, and after searching for the mysterious Konradt, learn some complex truths about the real state of affairs.

This page provides a full description of the Quest for Truth mission, including boss fights and side objectives.

Finding out the circumstances

After learning about Silence's absence at the end of Boardwalking Dead, leave the Serling Hotel through the doors of the trading floor on the first floor and cross the road.

Follow the path and turn left right in front of the water sprinklers. You will see a Crusher banging on a door and you need to get into that building.

Kill the Crusher, then go up to the second floor and enter the room at the end of the corridor, go to the kitchen on the left to talk to Tisha. You both lament that Dr. Reid seems to be hiding something, and the mysterious Conradt is probably the best place to get answers. You decide to contact Konradt at the OSK store nearby.

Exit the building and head left. Go down the narrow lane and almost immediately you will find yourself at the OSK store on the left.

Open the doors and go to the far wall to say the code word sKOpe. However, the servers are down, so they need to be restarted.

Go through the door on the left side of the store to find a locked server room door, meaning you will need to find a keycard to unlock it.

Immediately turn around and go to the counter in front of you to find a 'Staff Notice: GTFO', which states that the card key is in the possession of an employee named Henry.

Again, immediately turn to face the server room and exit through the open door on the left to enter the gateway. Turn right to find Henry, the normal Walker.

Kill him and take the server room key card, then return to the card reader and gain access to the server room.

Go to the right side of the room and there will be a lever between the two furthest shelves.

Use it, then go to the switch on the servers themselves and interact with it.

After the electricity is restored, return to the store, where a swarm of zombies will appear. You will need to kill them all, including the screamer and the volted screamer.

Remember that the screams of the Screamers will also break the glass of the store and set off the alarm on the wall outside the store on the right, so destroy it as well to prevent more zombies from spawning.

After killing all the zombies (if you think there are some missing, they may be in the server room/corridor room), return to the sKOpe device on the back wall and talk to him.

After exchanging code words, you will hear a recorded conversation with Dr. Reed and another mystery man who also appears to be immune. After the conversation ends, you will receive a message with the image file. Examine it to see a photo of Service Entrance 7 to the Rungate Building.

You need to find this place in order to continue. Turn around from the sKOpe and exit the shop on the left by going around the side of the building and down the stairs on the right.

Remove all the zombies on your way, perhaps Burster will be among them. Walk forward to the ambulance and then turn left between the ambulance and the central small building and go up the slope you see ahead. Here you will find service entrance 7.

After Tisha radios the gate up, you will immediately encounter 4 Hazmat walkers, 1 Caustic X walker, and a screamer. Kill them all as you see fit, though Screamer will most likely be given priority, and then head towards the locked door at the back of the room. You will notice that there are three colored lights on the lock, which means that in order to unlock it, you will have to break three separate power panels.

  • One is in a small office through an unlocked door in this area.
  • One is on the wall to your right when you enter the garage.
  • One is on a raised corner, hidden behind two wooden crates that can be broken. After destroying all three panels, return to the locked door and it will open.

Follow the corridor further and open the doors on the left to enter Dr. Reeds' laboratory. Go straight to the glass box in front of you and examine the laptop, the glass itself, the blood transcoder on the right, and then sKOpe on the table with the laptop.

You can then use the Blood Drive laptop, which will trigger a cutscene in which the transcoder will malfunction and electrify the corpse in the glass container, awakening it. He will begin to mutate and break out of his shell, which will trigger a boss fight.

Pattern: Noah

Sample: Noah is the first mutator you will encounter. It has the unique ability to take on the form of a walker or shambler until you get close. Loud noises can also cause them to transform.

Sample: Noah, like other Mutators, has a relatively standard set of moves. Regular swings and lunges, as well as the AOE-like shock wave slam performed by the Crushers, are also within his capabilities. The outstretched bony arm is also similar in function to the Butcher's barbed stumps, which can be used for fast horizontal strikes or sweeping vertical/diagonal strikes.

Mutators are also capable of projecting numerous jagged bone spikes from their torso. They are hard to dodge if you don't have a dash, but blocking them when they reach you can negate the damage to some extent. The best way to prevent this ability from being used against you all the time is to stay closer and closer.

If you're using a high level modified weapon, you'll be able to deal with Noah relatively quickly, especially if you're using a weapon that can quickly destabilize or deal a lot of status damage. You can also use the environmental hazards in the room (lots of oil barrels) to your advantage, although the fire damage will only be gradual and even the explosions won't have a major effect on it, but every little bit helps!

The main problem is the decent amount of hazmat walkers that will constantly enter the room during the fight. This poses a risk of being overwhelmed or cornered, but as long as you stay mobile and do your best not to get caught on the various pieces of equipment scattered around the room, you should be fine.

As with any other zombie in the game, depending on the type of weapon you have, it can be effective to focus your attacks solely on one limb at a time. While it's not always possible, you'll have a better chance of landing more consecutive critical hits, which means you'll be more likely to end the fight much sooner.

Once Sample: Noah is almost dead, rage mode will automatically kick in, so don't panic if you accidentally activate it. Use it to finish off Exemplar: Noah, and when it deactivates, you will pass out.

When you wake up, you will find Conradt standing over you along with two of his friends, and a conversation will start during which she will tell you that a cure is impossible, therefore the work of Dr. Reeds is useless, and that you and her group are Numen, the evolutionary peak of humanity and the inevitable point of continuity with an autophage in the head.

Not completely believing her, she speaks to you telepathically as you leave to meet Dr. Reid with this new information.

Exit the building through the doors down the corridor and back through the parking lot, up the stairs and past the SKOpe store, and at the end of the alley, turn left and back to the Serling Hotel in the distance. As you approach, you will see a helicopter taking off from the roof of the Serling Hotel. Return to the third floor via two separate staircases and enter the hotel premises.

When you enter, Denise and the others are furious that Dr. Reed and Tisha just left in a helicopter. You speak to Jimmy in Dr. Reed's room, who has you at gunpoint and fires at the Blood Drive laptop in a rage, but explains that he still knows where they went.

You tell Jimmy to go and calm the others while you are talking to Emma Giaunt on the radio. You tell her about the helicopter on Hollywood Boulevard that you can all use to get out on your own, but Emma will have to meet Patton and convince him to fly for you, which Emma reluctantly agrees to, and the mission ends!

Rage Quit

Rage Quit is a short twenty-second main mission in Dead Island 2 in which you travel from the Serling Hotel to reunite with Sam B and Emma Jaunt and make one last attempt to escape.

This page provides a complete overview of the Rage Quit mission, including boss fights and side objectives.

Reunion with the gang

After exiting Dr. Reed's office at the end of Quest for Truth, immediately head left past Denise and use the fast travel card to travel to Bel Air - Emma's mansion.

After arriving at Emma's mansion, go up the stairs, open the door and talk to Andrea, who is sitting on the bed.

After a brief flashback, Andrea will tell you that Emma and Sam are waiting for you in the sewers at Patton's residence. After the cutscene ends, exit Emma's house through the front doors and go through the left door near Michael's grave.

From there, you can cross the road straight down to Curtis Sinclair's house, go down the sloping road to the left, and then cross the road straight past the police car and down the winding slope to the sewer entrance.

Be careful, as when you emerge from the sewers, three Burning Walkers will appear, as well as a Firestorm. Lure them into the water to extinguish them, then destroy them one by one.

Continue through the sewer tunnel, beware of the pulsating explosive orbs on the walls, and rush through them to reach the door on the right at the far end of the area, dealing with any bursters along the way.

After going through the right door and then through the door to the right of it, you will see a scene in which you will be reunited with Sam B and Emma.

You meet Patton, who admires Emma, ​​and Emma manages to convince Patton to fly the helicopter, after which the mission ends!

End of line

End of the Line is the twenty-third main mission in Dead Island 2, in which you make your way through the subway tunnels, trying to reach the helicopter on Hollywood Boulevard with the others.

Subway Escape

Once you have regained control of the scene after completing the Rage Quit head down the tunnel, you are now in the Subway and at the end of the tunnel you will find Emma, ​​Sam B and Patton looking around the quarantine door.

Interact with the door yourself to trigger a cutscene where Patton opens it, he, Emma and Sam B go inside but the door will automatically seal leaving you alone while being chased by the butcher zombie.

When you turn around, a burning walker will burst through the door on the left. Kill him and then enter the room he escaped from and you will see a large amount of fire erupting.

This is another pressure balance puzzle similar to Justifiable Zombicide and Flushed.

Pressure balance puzzle

To start, crouch under the gap in the fenced area to your left and break the crates blocking the door.

Take the valve wheel from the floor in this area, and then place it on the gas pipe to the right of the pressure tanks.

Activate it and then use your ranged weapon/throw weapon to smash the metal caps on the water pipes above the fire, then use the water valve to the left of the pressure tanks to put out the flames, allowing you to reach the water lever "10".

Tank 2 needs 20, so just turn around and use the throttle wheel "20" to rebalance tank 2; the water lever "10" will automatically reset after a few seconds, so there is no need to operate it manually again.

Immediately after rebalancing Tank 2, you will be attacked by several zombies. They will consist of a walker, two burning walkers and a burning runner. It is recommended to stay in a fenced area, as anywhere else in the room you run the risk of re-igniting the oil spilled on the floor and burning.

After killing all the zombies, you will see that tank 3 needs 50, and to do this, just go to the fenced area that you opened earlier and use the "50" water wheel to rebalance tank 3, which will allow you to safely move along the corridor.

When you exit the train tunnel, head left and climb into the farthest train, where you will see three burning walkers and a burning runner in the next car.

Open the door and deal with them, then keep going until you reach the quarantine door. Pass through the open opening on the right and go down into the ventilation at the end of the corridor.

Follow the linear path through the vents and break the wooden crates blocking the exit at the far end. In the room you exit into, you'll encounter a new variant of the Butcher, the Evil Butcher, who was the zombie that was chasing Emma and the others when you split up.

The evil butchers don't have any new moves, they're just a slightly more aggressive version of the butcher, so be direct and deal as much heavy damage to him as possible, and make sure to stay on his tail if he tries to run away to feast on one of the many corpses scattered around the room. After defeating him, climb the stairs and go through the doors on the opposite side of the room to the ventilation outlet.

After going through the doors, follow the narrow passage and crouch under the pipe if necessary. When you get close to the far end, a burster will appear around the corner, but you don't have to deal with it if you don't want to. To progress further, go through the doors on the left and you'll end up in another large train tunnel.

You will see a large number of zombies walking along the railway line ahead on the left, and, unfortunately, you will have to deal with them.

Although at first it may seem that the biggest threat is the Screamer, in fact, there is also a Mutator in the group named Underground Engineer.

Deal with Screamer first and then focus your damage on the Underground Engineer. If you use a weapon with a big sweeping arc or high status damage, it will help keep regular walkers, shamblers, runners and walkers out of the danger zone.

After killing the subway engineer, the keys to the service area will drop, take them and head in the direction the zombies originally came from. You can now unlock the illuminated door nearby leading to the maintenance area.

Go forward through the corridors until you reach a door with a green "Exit" sign. Entering the door, you will see Patton, Emma and Sam B fighting off zombies on the railway line opposite you. They will tell you to meet them further down the line and then run away.

Climb down to the train below and from there onto the ground and keep going to the left to find a couple of burning walkers. Following the only viable path through the tunnel, you will quickly come to a train entrance completely blocked by fire.

Take one of the jugs of water and start extinguishing the flames manually, as the zombies in the flames will awaken.

These include Burning Walkers and Runners, Fire Walkers, and Inferno Crusher, which of course cannot take fire damage.

When they start to wake up, step back and throw the water pitcher you have in your hand to create a water spill in front of you that will extinguish the flames on any zombies that pass through it, making it much easier to fight them.

In reality, you can deal with the zombies in any order, but ideally, you should deal with the runners first, as they can take away your respite and time to heal if you need it. Once all the zombies are dead, grab a water jug ​​(or another one if the first one is broken) and put out the last of the fire, then open the door to the train ahead of you.

Climb inside and move along the train until you exit through the open door on the left, which will lead you to a staircase and a corridor ahead.

Open the door at the end and turn right to get to the quarantine door where 3 Hazmat Walkers are being held. By interacting with the door, you will find that it is not working, so you need to repair it in order to progress further.

Turn around and go to the double doors on the right, where the Volunteer Screamer will blow them up. Block the scream or destroy it with ranged weapons and make quick work of it along with the extra zombies that its scream will attract.

In the room down the steps, climb onto the crates ahead of you and use your ranged weapon/weapon throw to destroy the electrical panel on the wall above the electrical hazard.

You can then safely climb down and grab the circuit breaker from the panel, throw it over the broken part of the fence, and then climb back up and grab it.

Open the doors on your left and then enter the door on your right, lit with red light. In the room further on, the entire floor is flooded and electrified, so to avoid getting wet and getting electrocuted, you will need to follow the path on the left through various furniture and debris.

When you reach the high shelves, throw the circuit breaker on the right steps, then jump over the shelves, go around them and grab the circuit breaker again.

Head up the steps and through the open doors above you can insert a switch into the panel and unlock the quarantine door below you, freeing the Hazmat walkers at the same time.

Climb back down the stairs, grab the undamaged circuit breaker from the floor and insert it into the panel from which the broken circuit breaker flies out, then continue down into safe water.

Head back the way you came, killing three Hazmat zombies along the way, and then go through the open quarantine lock.

As you continue forward through the tunnel, a group of zombies will be waiting for you. Use explosive devices to your advantage by throwing them at other enemies to make them explode and instantly kill the entire group.

Keep moving on and when you reach the next train on the right and there are some zombies ahead (including another burster that you can use), you can either go down the current tunnel you are in or down the lower tunnel on the right, because they both lead to the same place.

Once in a well-lit chamber with a train car in the center, approach the side wall of the train and use the lever to start it.

This will cause waves of zombies to overrun your location, so be prepared to defend yourself. The first wave includes runners, walkers, a grenadier walker and an incendiary walker. The second wave consists of spiked walkers and runners, as well as a rottooth. The third wave consists of Hazmat, Bursters, Caustic X Walkers. The fourth wave consists of the Burning Walkers and Runners, the Inferno Breaker, the Firestorm, and the Fire Walkers.

After killing all the zombies, the doors of the central train will open and you can climb inside. Do this, go to the driver's section at the far end of the car and use it to travel to Hollywood Boulevard.

Once you arrive at Hollywood Boulevard, go down the railroad track and exit through any door on the left onto the railroad platform. Immediately go to the right and through the blocked doorway at the end you will need to use your ranged weapon to smash the two wooden crates at the other end of the room to unlock the red door.

Now cross over to the train on the other side of the platform and turn right, heading down to the red door under the green exit sign, which is now unlocked.

To get through the electrified corridor, you need to take the waterwheel from the metal cabinet next to the door you entered through and place it on the pipe to the left of the door.

Use it to turn off the water and wait for the puddles in the corridor to disappear. You will then need to run through them to avoid being completely shocked and continue up the stairs.

After reaching the top of the stairs, go left and you will enter a small room with a workbench. Take one of the water jugs from the room and pour it directly on the spot where the two pieces of wire split.

You can then move to the other side of the area and hit the switch to the left of the large shutters to raise them.

Deal with a few Walkers, Runners, and Shamblers who will immediately be ahead of you through the airlock, and then go right and press and hold the button to raise the next set of blinds. As you round the next corner, a Hazmat walker, a Caustic X Walker, and two Slobbers will come down the escalators towards you.

Step back around the corner to stop the slobbers from spitting and take out all the walkers. The best strategy is to lunge at two slobbers and get close to them, as this will cause them to start lunging and swatting away rather than using multiple toxic vomit attacks.

Once both are dead, continue up the stairs and press and hold the button again to raise the shutters, then go up the last steps and interact with the switch on the right side to trigger a scene where you will reunite with Emma, ​​Sam, and Patton. When you get out onto Hollywood Boulevard and get to the helicopter, Sam B will faint and explain that this time the virus should be different.

Emma agrees that she will do what she must if he is fully converted, and Patton encourages you to look for answers and stop the cycle from continuing at the end of the mission!

Hollywood ending

Hollywood Ending is the twenty-fourth and final main mission in Dead Island 2, in which you hunt down Dr. Reed for answers, discover the horrifying truth, and make one last attempt to get your friends out alive before it's too late.

On this page, you will find a complete description of the Hollywood Ending mission, including all boss fights and side objectives.

Hunt down Dr. Reed

Leaving the others at the helicopter at the end of the End of the Line, climb over the fence and start down the red carpet to your right.

At the far end, turn left and deal with a few Walkers and Shamblers that will be in your way, as well as a Screamer.

Once all the zombies have been dealt with, examine the key reader for the Re-Aging Clinic store on the right at the dead end, and then use the switch to the right of the display cases.

This will raise the upper shutters and you can climb onto the fallen statue of Romero's hand and climb through the gap to go down to the store.

Go to the back and interact with the reader to find out you need a key card. Immediately turn 180 degrees and look under the very right table of the counter to find the Re-Aging Clinic Key Card on the floor in the corner. Take it and use it on the key card reader to continue on your way.

In the next room, you will find a workbench that you can use as you wish, and to continue, you will need to look around the room for where Dr. Reed went next. Finally, squat once facing the inside of the table and you will see a hidden button fastened to the underside of the table. Interact with her to open the hidden door behind the cream bookcase.

Go through the door and passage, then turn left and go down the stairs, and at the bottom, go into the yellow-lit passage on the left.

Walking through the door triggers a cutscene in which you run into Tisha and Dr. Reed, and Reed explains that the autophag is dormant inside every person on the planet, and Los Angeles is the sacrifice he must make in order to create a cure.

Soon after, he transforms into a Mutator and you throw him into the next room in a rage so he can't kill Tisha. When she starts to run away, you will have to fight with... Rubenator!

Rubenator

Rubinator is no different from other mutators, but perhaps the most difficult of all the "bosses" in the game. This is due to the fact that almost from the very beginning of the battle, various variants of zombies will begin to break out of the glass tubes that are littered with the room and periodically rise from the floor.

These zombies can range from normal/burning walkers and runners to variants of the Hazmat, Crushers, Screamers, and Slobbers. Depending on your equipment and skill cards, this encounter can be especially difficult. Using a survivor skill like the Blockbuster card can be invaluable here (as it is throughout the game), as the explosions from a lucky block will simultaneously stun all nearby zombies, giving you precious seconds for extra attacks or escaping and healing.

You'll want to use everything at your disposal to end this fight as quickly as possible. The room will quickly fill up with people, so focus all your energy on killing the Rubenator, as after his death the fight will end immediately. Use curve balls, use the rage mode if/when it becomes available, and use your characters' unique abilities to gain an early advantage and not get stymied.

Immediately after killing the Rubenator, you will pass out. When you wake up, everything around will be crowded, and you will have to fight your way back to the helicopter.

Quickly work your way back through the room, out onto the red carpet, and then approach the gate next to the helicopter.

Every zombie you meet along the way will have their health reduced, meaning they can mostly be taken out with a single hit, but the longer you go, the more complex and dangerous zombie variants will appear.

As you interact with the gate to the helicopter, the final scene will begin in which you stop Emma from killing Sam B and inject Sam with a one-time cure from Dr. Reed, saving his life. Since Tisha is missing, you decide to stay and look for her while the others take off in a helicopter.

With Sam B's hammer in hand, you start killing zombies as Konradt and her friends watch you from a nearby rooftop, musing that Tisha is the only reason you've decided to stay.

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