Days Gone – FAQ/Walkthrough
PlayStation 4
BOOKMARK
FAQ/Walkthrough by ExtremePhobia
Version: 0.77 | Updated: 06/12/19
Table of Contents
- Introduction
- Walkthrough
- Starter Tips
- Two Years Later
- Drifters on the Mountain
- Securing the Mountain
- Do You Remember?
- The Last of the Drugs
- Sherman's Camp is Crawling
- Playing All Night
- It's a Long Story
- Outta the Darkness
- I'm Good With That
- Side Mission Clean-up
- Marauder Camps
- Ambush Camps
- NERO Installations
- Infestation Zones
- Hordes
- Collectibles
- Appendix
- Trophies
- Contact
- Version History
- Legal
Walkthrough
Securing the Mountain
Copeland's Camp
Let’s explore the camp. Camps operate on two main currencies: Trust and Credits. Which services and items are available to you are based on your Trust level with the camp while credits are the resource you use to actually make purchases.
There are four shops here, though two of them are essentially banks. The Kitchen will take any meat or plants you find in exchange for Trust and Credit. Similarly, the Bounty shop takes Freaker Ears. In both instances, neither offers any other compensation or transaction.
The Merchant and Mechanic shops are where you can spend your Credits on Supplies and equipment, though some options will be unavailable until you raise your Trust level with the camp. The Merchant also allows you to access your Weapon Locker remotely.
There’s little you can afford from the shops, but you can turn in any Bounties and Food for now.
When you’re done, hop on your bike and head straight out of the gate ahead of you (this is a different gate than the one you came in through.
Bugged the Hell Out
Our first stop after leaving Copeland's Camp is to head for the nearby Nero camp. You can find it NW of Copeland's Camp on the way to Crazy Willies. This isn't your first time here; you passed through this camp at the mouth of the tunnel during Bad Way to Go Out.
Mark the waypoint and enjoy the leisurely ride there but make sure to stop before you reach the gate as there are potentially a couple of Swarmers by the gate.
Take care of any Swarmers before heading in sneak around the outside of the camp to see what danger awaits within. Unfortunately, they have a tendency to wander quite a bit, so you'll need to look alive to stay alive. There are likely a couple more Swarmers on the main road running through the camp.
If that's all you see at the moment, there are probably more near the main structure. For now, use the jersey barriers and sandbags to hide you from view while taking care of any Swarmers on the road.
Start circling the main building counter-clockwise. You'll see a dumpster. If an enemy is coming, jump in there and wait for them to pass for an easy kill. There are also crates leading up to the roof. You'll likely find at least one Swarmer patrolling around the building and probably one more Swarmer by the barracks. On the back of the building will be a little nook leading to a body with a Fire Axe.
Once you're done with your initial pass, do another sweep around the perimeter and go up each path out of the camp a little way to make sure you've killed any enemies that might wander into the camp of their own volition.
If you haven't seen it, the Generator is on the west side of the main building. Feel free to explore the camp for goodies. Check the police car for Ammo. The barracks has some Kerosene while the other cars will have basic supplies like Scrap. Once you're done, we'll get the gas and prepare.
Preparation
First thing's first, to find the fuel, stand in the middle of the camp and follow the road leading east out of the camp. You'll pass a blue car before coming to an intersection with a dirt road. On the grass between the two paths will be a blown out SUV/wagon and the Fuel will be on the ground in full view from where you are.
Take this back to the camp and put it into the generator, but don't activate it yet. Take the fuel back to your bike and top it off. Finally, you can take the fuel back to the camp and set it next to the building where the giant blue crates lead up to the roof.
There's one last thing (don't know if this works right now). When you activate the generator, it's going to turn the loudspeakers back on which will inevitably draw Swarmers. You can definitely destroy the speakers AFTER, but check and see if you can do this BEFORE activating the generator. There's one set on each forward-facing corner. You'll just need to cut the wires, but even if it doesn't let you yet, it's worth finding them so you can cut them quickly.
With that done, head back to the generator and turn it on. Scramble quickly to the roof and cut the speaker wires if you haven't yet. Once you're done with that, look down on the side of the building to where you put the gas can. If you were fast, you should only have three Swarmers to deal with, and if you're very fast, you should be able to shoot the gas to cut that number even more.
Kill them as they come up and don't be shy about jumping off the roof if you need to.
Once they are all dead and the speakers are silent, find any of the doors into the main building and head inside. There are two main sections and a corridor connecting them. Check the east section first to find your Sterile Bandages in a white crate. You'll also find a Nero Injector. This will raise one of two (and eventually three) attributes. I hardly have issues managing stamina, so I tend to go with health, but the decision is really about what you feel like you need. After making your choice, you'll unlock the Better Living Through Chemistry trophy.
Once you've got that, head further into the section and grab the Nero Recorder on the right with Mobile Medical Unit Recording - 0820. You'll also find a Gun Locker and Cot to sleep on in case you need to recover. As you loop back to the door, you'll find a Bandage on a bookshelf to the right.
In the main corridor, you'll find a Med Kit on a shelf on the right as you head to the next section. Just beyond that will be Ammo before heading into the next section.
In the west section, you'll find a Beer Bottle on a shelf just as you enter. Check the storage closet nearby to find a Swarmer Ear and then search the body at the end for an IPCA Tech.
Head back to your bike, quick save and then Fast Travel to your HQ to give Boozer the Sterile Bandages he needs.
Storyline Update
- Bugged the Hell Out
- +3.000 XP
- Copeland's Camp Trust +750
- He's My Brother – 12%
- World's End – 8%
- Finding Nero – 8%
Self-care
After tending to Boozer, you have a few self-maintenance tasks. You should have a couple of skill point or two to use, so make sure to spend them – no reason to let those points go to waste. Depending on how you want to play, I recommend three options:
- Stealth heavy – Escape Artist will turn failed melee/stealth into kills.
- Short range shooting – Fight and Flight will make shooting safer.
- Long range shooting – Focused Shot for precision
- Survivalist – Hawkeyed helps you gather more resources, largely for building Trust and Credits at camps.
All are great starting points, but I'd definitely start with Escape Artist since it can turn a near instant death for you into certain death for many small enemies. If you want to make sure you're always stocked up, Hawkeyed puts currency in your pockets.
Before heading out on your next task, you can get some sleep if you wish. It doesn't do anything for Deacon, but there will be less Freaker activity during the day.
Finally, grab your bike and take it into the camp. In one of the corners will be a couple of barrels of fuel (it will be marked on your map). This is free, unlimited fuel. Top off the bike and remember to come back once your bike dips below about 50% fuel. There's no reason not to take the detour and never worry about your fuel.
No Starving Patriots
Once you're ready, ride out for the Cascade Radio Towers. When you arrive, circle around to the SW corner of the camp. You'll find a gateway area with a large blue tarp hanging down over a guard post. Enter the guard post and notice the items available. The first thing you can grab is the Ammo but don't! Choose which weapon you want from the pair next to the ammo first so that you get ammo for that weapon. You'll be able to choose between an SAF rifle and Sawed-Off shotgun.
Grab the nearby supplies on the other side of the guard post before making your way up the hill and into the camp. Stay to the left/west side and use the tree bark for cover as you move from bush to bush. You'll see a large shed.
Head for the back door and check inside to see potentially two Drifters. One will be over working on a car on the right side in the shed. Another Drifter could be wandering around near this door, so make sure to check before you round the corner. If you can get this enemy, kill him and then take out the one by the car. That's 2 of 10.
Stay behind the crates here and look around the camp for enemies. The main areas are at either end of the road with quite a few scattered around the fenced area at the base of the tower. If you can take out enemies on the road (two more Drifters), then do so and move up to the open area in the fence.
You are ONLY looking into that area. See as many enemies as you can, mark them all, and then start wrapping around the fence on the right/south side. Move slowly and use the rocks for cover and then peek between the fence and the large rock ahead to check for more enemies. Wait behind the large rock as a Drifter on patrol walks along the cliff edge. Wait for his position to be convenient and then kill him.
If you got the two by the road you're half-way done, but this is where it gets tricky.
Look towards the fire. There should be a Drifter looking over the cliff edge. Check the area inside the fence before going for the kill. Once that Drifter is dead, keep going straight ahead and take cover behind the fence. From here, mark any remaining enemies. At this point, the remaining four enemies should be in the fenced area.
There are two Drifters that tend to hang around under the tower, one Drifter by the front gate, and one Drifter that patrols from the bunker to the campfire. It's hard and irregular web to get through, so be prepared for a fight. I highly recommend using your crossbow as much as possible here.
Go for the enemy by the bunker first as that will allow you to see a lot more of the camp by wrapping around the bunker. After he's dead, try to get the enemy by the front gate. With those two down, use the power units for cover to sneak up on the last two enemies.
Once they are cleared out and you've gone back to loot the bodies you missed, find the power unit marked on your map. Repair it and then flip the switch to turn the radio back on. With the radio on, head into the bunker and open the trap door in the NW corner.
When you reach the bottom, you'll find a cozy little hideout that's now all yours. Check the first room on your right to find a Baseball Bat and Scrap. Check the desk in this room to find a Map.
There are more Ambush Camps like this. Finding them and completing them will earn you additional safe houses and clear sections of the map for you. This is going to be your main side-mission priority. I won't cover clearing them in this section unless it's part of the main storyline. |
This base is now yours to use as you see fit. Claim whatever materials you want, make use of the Gun Locker and take a nap if it got dark out there on you.
Storyline Update:
- No Starving Patriots
- 1,500 XP
- Copeland's Camp +800 Trust
- Gear Up for the Ride – 50%
- Ambush Camp Hunter – 7%
- Spiked Bat
So far, rewards have been pretty crucial to the storyline, XP based, or Currency based. The Spiked Bat is likely your first real storyline reward. If you check the storyline menu, you'll see lists of rewards with percentages. Reach that score in that storyline and you'll earn a reward. In this case, you've got a new crafting recipe that allows you to make Spiked Bats by using scrap. You'll be able to access it from the Survival Wheel. Conveniently, this safe house has the two things you need to craft the item if you like! |
Sounded Like Engines
This is likely the shortest Main Mission in the whole game (EDIT: It definitely isn't!). Climb the radio tower to the top and take a look at the smoke billowing up just beyond your HQ. Claim any of the supplies up here before making your way back down. When you reach the bottom, this will complete.
Storyline Update
- He's My Brother – 18%
Smoke on the Mountain
When you're ready, hop on your bike. The fastest path to your destination goes by your camp, so you might as well Fast Travel to your mountain top, fill up on fuel, and then make your way to your destination. On your way, you'll probably hear the first broadcast from Radio Free Oregon run by Copeland. These broadcasts are one of the game's collectibles. This one is titled Home of the Free.
As you approach the enemy camp, be careful as it sprawls quite a bit from the waypoint. If you drive by on the train tracks, you'll likely be seen. Get off your bike on the train tracks well in advance of the camp, then move west off of the tracks. This will have you heading south towards the camp center.
There are 9 Drifters in this camp. The camp is actually situated in the lowest part of this little valley, which is to your advantage. It's very important to be careful of traps, however. This camp has a variety of bear traps and wire traps that will either alert your enemies, harm you, or do both. These are usually scattered around the upper levels of the camp where you'd be most likely to skulk around while planning attacks.
Because of the relative proximity of the enemies, this camp is pretty tricky. Worse(?) still is that not far from here is an Infestation Zone with a bunch of Freakers that will come around and cause trouble.
If you can lure nearby Freakers near the camp or even into the camp, the Drifters will have to deal with them as well, allowing you to disappear and regain stealth. You can also use the Freakers as cover if you are detected by running through them to lose enemies.
Like with most camps, try to work around the outside edges picking off enemies so you can shrink their number. When they are low, it might be worth your time to just engage them in a firefight since you have a fair number of advantages (including height and cover).
Storyline Update
- Smoke on the Mountain
- 3,000 XP
- Sterilizer
- Copeland's Camp +2,000 Trust
- He's My Brother – 24%
- Marauder Camp Hunter – 20%
There are a lot of basic supplies to pick up in the camp, so make sure to stock up before you leave, and make sure you don't forget that there may still be traps lying about.
Clear Out Those Nests
There's one final major outing for us before we wrap it all up. This one is a lot more terrifying in concept than it ends up being in actuality. We're going to go clear out an Infestation Zone (not unlike Crazy Willie's).
Follow the mark on your map to get to the Infestation Zone and ride your bike up to the SW side of the area. You'll be able to ride to a pretty safe spot above the entire logging camp. From here, you can scout out the area and get an idea of your goal.
An Infestation Zone has only one true goal: destroy all of the nests. There will be a lot of Freakers to get rid of as well, and getting rid of them can make your life easier and give you bounties you can redeem, but that's a bonus. You want to make sure that you're topped off on Molotov Cocktails and the supplies for making more before you proceed. Your mileage will vary quite a bit depending on the time of day that you attempt this. During the day, most of the Freakers will be sleeping in their nests. This makes getting around easier, but it means you'll have more chasing you when you torch their nest. By contrast, at night, the Freakers will be out and about, making navigation a bit more difficult. As a trade-off, when you torch the nest, fewer Freakers will come out to chase you. I recommend doing this during the day. While there's an incentive for you to return to where a nest was after destroying it, it's not generally worth it. As a rule, you can usually get close, torch the nest, run, and then never come back to that specific spot. In essence, aside from running away from the nest, you are effectively not dealing with any of those Freakers at any point as opposed to having to make your way slowly through all of them at night just to reach your objective. |
Once again, I would recommend taking care of this problem during the day. It'd probably be worth heading back to your HQ and resting to make sure you maximize your daylight hours.
When you're ready, use your binoculars from up here to mark as many Freakers as possible. There should only be Swarmers down there, though there may be a few errant Drifters who may have wandered in.

There are Six Nests total in this zone. The first is the house in the middle next to the bisecting road, and the second is in the SE corner of the camp. All four of the remaining nests are in a large warehouse on the north end of the complex, though the last one may be buried under the other three and so it may not appear until they are destroyed.
Nest 1
Start by working your way into the camp from the west. There's a lot of small debris in the area. Slowly make your way to the first nest by the middle of the road. When you get close enough, toss a Molotov into the gnarled mess sticking out of the windows. As soon as you're sure it has landed, immediately start running west and back out of the settlement.
Nest 2
When your pursuers die down, make your way back into the camp. Head for the large house in the SW corner of the settlement. Search it for materials and then leave the way you came in. Skirt around the southernmost edge of the camp as you make your way to the SE corner. You're looking for the second large building. It'll be a house rather than a metal-roofed shed.
Before destroying this nest, there's a small storage shack just NE of the building with Beer Bottles and Rags in case you need more materials. If you need more supplies than that, you'll have to check the other structures and piece it together from there.
Return to your target and destroy the nest. Run away like last time and get clear of the settlement until your pursuers fall away.
Nests 3-6
The next 4 nests are all in the same warehouse at the north end of the complex. You can only hold three Molotovs at a time, so getting all of them in one go is going to be tough. Expect to make two trips.
Approach the building and try to scout out any enemies around it. There are usually a few around the outside, but not many (if at all) inside. Also, make sure to check any upper platforms as they sometimes climb the stairs up. Once you have them scoped out, start whittling them down until there are none left.
Enter the N side of the building by the stairs and make sure the interior is secure. Make sure you find all three nests. They'll be lined up along the west wall, with one of them being upstairs in the NW corner. Make sure you have three Molotovs prepared. Stand pretty far in and make sure you can see all three nests fairly easily.
The goal is to start with the two nests in the SW corner and then hit the one in the NW corner in rapid succession. If you do it right, you can torch all three and then run back out of the north side of the building. If you need to do it in stages, that's perfectly fine anyway.
After those three are destroyed, run away, and then re-clear the area around the building. You've got one nest left, so if there are a few left, so long as they aren't in your path, that's fine. Make sure you've crafted at least one more Molotov.
Re-enter the building and you'll find the last nest in the NE corner of the building. Destroy it, and get the hell out of Dodge. Return to your bike and make sure you weren't followed. You're done here.
Storyline Update
- Clear Out Those Nests
- 3,000 XP
- Copeland's Camp +1,600 Trust
- He's My Brother – 29%
- Infestation Extermination – 8%
