First Assignment

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"Rahim told me to go meet Spike. That guy runs the scouts, apparently."
Quest introduction

First Assignment is the second story quest available in Dying Light.[1]

Objectives

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Get a job from Spike
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Take some firecrackers
Spike told me what Brecken and his team have been working on: a night run. He must be desperate... but we all are, I guess. It's in the best interests of me AND my mission to set up an escape route for Brecken's team and arm traps for the Infected. I gotta move fast - I really don't want to get caught out there in the dark.

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Prepare a trap for Brecken's mission
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Help trapped survivor
Ran into a guy who got trapped in one of the safe houses... I thought I could help him, but he'd already turned. The poor bastard... This is not what I signed up for.

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Kill the infected runner
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Turn the power on to unlock the Safe Zone
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Get onto the building's roof and contact the GRE
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Arm more car traps
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Prepare light traps for the night mission
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Arm more devices
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Repair the next device
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Find the power distribution panel and fix the light problem
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Find shelter in a safe house before it gets dark
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Sleep through the night
I finished my job for Spike. Hope I did enough. If we don't get some more Antizin, then the whole Tower's done. I had to spend the night in the safe house - the sun was setting, and I would've gotten caught in the dark.

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Talk to Spike
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Report meeting with the Tower's leader to the GRE
Brecken's mission failed. Jade called a meeting in the Tower. It's my opportunity to finally meet with Brecken and confirm his identity.

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Team up with Brecken in the Tower
Brecken's mission ended in disaster and the Tower's almost out of Antizin. What's worse, most of the runners are either injured or dead.

Rewards

Walkthrough

Speak with Spike. He gives a briefing on the two types of airdrops - Antizin and Supplies. There's two Antizin drops incoming, and you need to set up traps so that Brecken and his team can safely obtain the supply drop at night.

Head to the front of the Tower, and prime the car trap. Jade will contact you afterwards to ask you to clear a safe house where a runner has been attacked by Infected.

"Oh, man... I think it's too late for this guy.
Kyle Crane"

Head to the Safe Zone location, which is north of your location. You can enter by jumping onto the white van, and onto the bent fencing. There's two infected here, banging on the door of the safe house, which you need to kill. Open the door to the room, and kill the last infected, the runner who didn't make it. Be sure to also get the 230V blueprint and one of Marvin Zucker's Battle Journals while in the room. After clearing and activating the Safe Zone the GRE attempts to contact you. Climb a bit higher to get a proper signal and give a status report.

Approach the car traps and find them surrounded by the infected. A good time to test out the firecrackers and distract them to get a chance to activate the two car traps. After doing so, head towards the slums near the train tracks where the four light traps are located and activate those. One of the voltage boxes can only be accessed by jumping from the railway station towards it. The final light trap is located northeast of the railway station, but activating it instead causes the power lines to go out instead of activating the trap itself.

"Fuck! What is this... ?!
Crane upon seeing the goon"

In order to resolve the issue, Spike sends you to a nearby power substation to get the power back online. A distributor box with a blinking red light on it is the intended goal, but before it can be used a goon attacks, breaking out of the substation itself. Because weapons in the early game are relatively weak, and the goon himself deals a lot of damage, firecrackers are a great way to district the goon while getting the power back online. The correct power box to open is located within the substation building, as opposed to the distributor box outside.

"Oh shit- What the fuck is that?
Crane upon seeing the bolter"

Head back to the safe zone. Before the building can be accessed, Crane is disturbed by a nearby noise, which was caused by a Bolter running away. In response, Crane contacts Dr. Zere. After doing so, spend the night and wake up to get contacted by Spike. Something bad happened, so make your way over to Spike to get more details. After this, you have completed the prologue.

References

  1. First Assignment - Quest log (Dying Light)