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dying light first assignment light traps

Story 02 – First Assignment

Published: January 30, 2015 by Cheat Code Central Staff

STORY 02 – First Assignment

Get a job from Spike

Immediately after the end of the last story mission, you will be in the enclosure next to the doctor's trailer. Inside the hut next door is Spike. Spike will fill you in a bit more on how things work around here and the problems they have with their more aggressive neighbors.

Take some firecrackers

After that rousing pep talk (or not), pick up the firecrackers off the desk next to him.

Prepare a trap for Brecken's mission

Now that we know what's going on, it's time to arm the traps for Brecken's night run. Climb the fence and bounce your way across the street again towards the first trap marker. Keep to the rooftops where possible as you cross the open world.

When you arrive at the trap location, you'll find a blue car sitting in the middle of an open square of concrete. Flip the bonnet and connect the battery with X (or Square) to prime the trap.

Help trapped survivor

After your mechanical engineering masterclass, you'll be contacted by Jade. Apparently someone nearby is dancing with the dead. And not in a good way (is there a good way to dance with the dead?). So make tracks towards the new marker before they become zombie chow.

When you near the marker, a new symbol will appear on the map. The red house icon denotes an unsecured safe-house. If you clear the undead out and restore the power (not always needed), you'll have another safe haven for when darkness falls. Oh yeah, and you'll save the person getting mobbed by infected too.

Two infected will be battering at the door to the safe-house, so approach them from behind and let loose with your weapon. It will probably take a few strikes for each of them but you should be able to bring both down pretty easily with the starting gear. Prep yourself and open the door when you are ready.

Kill the infected runner

Looks like the guy was without antizin for too long and has turned into a viral. Back up to the open area behind you so you can move as this guy will sprint towards you, making him a little trickier to take down. Once he's down, you should be able to loot a decent weapon from his body.

Grab any blueprints and other items from inside the safe-house and then turn your attention to securing the place.

Turn the power on to unlock the safe zone

On the wall inside the hut is a fuse box you can interact with to restore the power and make the place safe (I've got the powah).

Get onto the building's roof and contact the GRE

Seconds later, your radio will make a noise, meaning the GRE (shadowy organization that has unclear motives and is bankrolling your trip to the city) are trying to contact you. To talk to them, you'll need to climb to a high point nearby. When you do, a quick chat will commence.

Arm more car traps

And we're back on the hunt for car traps. Clamber up and out of the safe zone and clatter across the rooftops towards the new markers. As you get close, you'll spot the marked cars, surrounded by the non-living (of course). Thankfully, Spike has you covered.

Remember those firecrackers we picked up at the start of the mission? Equip them by pressing left on the D-pad and use LT to throw them down to distract the zombies. With some decent placement, you should move the morbid mob away from the vehicles leaving you free to prep the traps.

If you are really having problems, throw the crackers and immediately try and tinker with the car. As long as the firecrackers are detonating the undead will ignore you. They should last just long enough for you to complete a car and skedaddle.

Prepare light traps for the night mission

Now it's time to prep a different set of traps. These can be found at the top of light posts. You'll have to cover a decent distance to reach the first one, so make sure to avoid the undead and use high paths to keep your health intact.

The first post will be next to a two story raised brick house. To reach the top of the post, look at the nearby buildings to spot a timber walkway wrapping around one side of it. Balance your way across and trigger the trap (gotta love how he knows exactly how to activate these high voltage devices straight off the bat).

Arm more devices

As you may have guessed, there are still more lamps to get ready to go. Most of them have walkways you can use to reach them easier, so make sure to examine them first before driving yourself nuts trying to jump up the post from the ground.

One that may present some difficulty is standing in the middle of the train tracks. To climb it, you'll need to mount the metal structure running across the tracks. Then jump onto the pole next to the light trap. From here you'll need to climb to the highest point of the pole and then launch yourself at the small plank of wood on the trap pole. If you do it correctly, you should grab on and pull yourself up.

Repair the next device

Wend your way to the last marked trap and flick those switches to have the area blackout. Looks like you gotta restart the juice.

Find the power distribution panel and fix the light problem

Sprint for the marked substation and climb over the wire fence surrounding it. The area will turn yellow on the map, signifying your objective is somewhere within. A fuse box with a glowing light behind it on the edge of the area is what you need to trigger.

Unfortunately, as you try to trip it, you will encounter your first goon enemy. These hulking brutes carry a large two handed weapon (usually a sledgehammer or concrete and rebar wire), deal large damage and take many melee hits to bring down. Especially with your starting arsenal.

You will want to immediately go for the rooftops to escape the damaging blows. The easiest strategy here is to lure the goon away from the opening it created by smashing down the roller door and then tear inside it and crouch under the small hole in the wall here, avoiding the fight entirely. Braver players may want to try hit and run tactics, but keep in mind that this enemy can do more damage than the starting health regen (25).

So, once you are down to your minimum health he can finish you off with a single swing. If you have leveled up your power and survivor skill trees a bit, you may have higher minimum health and be able to engage him safely. Be warned, his strikes can still hit you if you try and swing at him from the rooftop.

Either way, you should end up inside the substation. Activate your flashlight (D-pad up) and look for another glowing fuse box here. Flip this one to restore the power. The lit room in the substation holds a fair bit of loot, so make sure to grab it before leaving.

Find shelter in a safe house before it gets dark

Now it's just a matter of heading back to the nearest safe house. Ah, except you can barely see anything. Damn. You can continue to use your flashlight, but it probably won't help much. Either turn up the gamma in the game settings or just run towards the objective through the near darkness. Vault over the wire fence when you get there for a brief scene and then bed down (seriously? After seeing that staring over the wall at him?).

Talk to Spike

(CO-OPERATIVE MODE UNLOCKED)

Walk out of the protective hut and work your way back to Spike near the base of the Tower. Huh, guess he asked for the good news first. Once you're done, leave Spikes structure.

Report meeting with the Tower's leader to the GRE

Climb up the nearby scaffolding onto the rooftop nearby to call the GRE.

Team up with Brecken in the Tower

Jink and dodge your way back to the Tower and take the elevator back up to the headquarters room (make sure to grab the Quartermaster's supplies as well). As you walk through the door, a scene will trigger. After it's over, you'll have a quick conversation with Lena the doctor/ nurse? Once this ends, so does the mission.

The image featured at the top of this post is ©Square Enix.

dying light first assignment light traps

Dying Light Game Guide by gamepressure.com

Dying Light Game Guide

2: First Assignment | Main quests - The Slums Dying Light Guide

Last update: 11 May 2016

How to unlock: Complete main quest number 1 - Awakening ( number 1 on the map).

Difficulty level: medium

Reward: 3250 experience

You have to prepare the trap. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Start this mission from talking to Spike, who can be found in a small cabin in the safe zone ( number 2a on the map). After the conversation, take the Firecrackers . Now you have to head back towards the Tower, to a car parked to the west of the survivors' hideout ( number 2b on the map). Activating the light trap here is very easy, because there are no zombies around. When the trap is ready, listen to a short conversation over the radio, with Jade.

Kill the two zombies near the entrance to the building. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

The person that you need to rescue is supposed to be in a safe zone (not active yet) north from your position ( number 2c on the map). Reach the zone, for example by climbing the main gate. Attack the two Infected that try to enter a small building. When the fight is over, open the door. Unfortunately, it will turnout that the person you had to rescue is already a zombie and you will have to deal with the situation. After securing the area, find a fuse box (in the room where you killed the last Infected) and interact with it. It will allow you to unlock the safe zone.

Kill all the Infected or distract them. Then, activate two traps. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Head to the roof of a nearby building ( number 2d on the map) and allow Crane to contact GRE. Your next task is to activate two traps in the cars parked nearby ( number 2e on the map). The problem is that there are a lot of zombies hanging around the cars. If you want to, you can kill them, but the battles will be difficult and they can easily circle you. A better idea is to try to distract the monsters with the Firecrackers obtained earlier, while standing on the roof or one of the balconies. No matter of which option you choose, you have to set up the traps (each one takes a few seconds).

Now you have to reach four new light traps located north-west from here (numbers 2f on the map) - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Now you have to reach four new light traps located north-west from here ( numbers 2f on the map). You shouldn't have any trouble with activating the first trap (you can reach it from the roof, jumping down onto a small balcony). The most difficult trap is the one located southernmost on the map (near the tracks, next to the bridge). To reach it, you have to climb a pole nearby (hold the jump button). When you reach the position shown in the screen above, jump onto a small metal bar with a trap attached to it.

You can use the gas bottle to defeat the Goon. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Now, head west, towards the energy terminal ( number 2g on the map). When trying to bring back the energy, things will go wrong and moreover, Crane will be attacked by a giant zombie called Goon. Defeating him now can be really difficult. However, if you still want to try, quickly approach the monster, hit 1-2 times and jump back to avoid the strong attack. You can also take advantage of the gas bottles located nearby and detonate them using for example Throwing Stars of other throwing weapons.

You have to check all the boxes to find the lever. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Killing the Goon is not obligatory. If you don't want to fight him, lure him away from the first box that you tried to open. You can use Firecrackers to draw his attention. No matter what you choose to do, you have to check three boxes - one located outside the building and two inside. Each time, you have to quickly press the action button to open the box. It takes few seconds, so there can be no enemies around you. In one of the boxes, you will find a lever which you need to pull.

The entrance to the Tower. - 2: First Assignment | Main quests - The Slums - Main quests - The Slums - Dying Light Game Guide

Head east, towards the safe zone that you've secured earlier ( number 2c on the map). After reaching it, ignore the monster from the cut-scene. Enter the small building and use the bed to wake up in the morning. Leave the zone and head south to meet Spike again ( number 2b on the map). Spike will give you UV Flashlight , a kit for setting up traps and a Blueprint - Flares . After completing this mission, reach the nearby rooftop ( number 2h on the map) and contact GRE. Then, head back to the Tower. Use the elevator and go to the room where Brecken is.

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dying light first assignment light traps

Dying Light

dying light first assignment light traps

Originally posted by max323 : I couldn't figure out how to climb a post, but I finally made the jump. Thanks for your help.

dying light first assignment light traps

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First Assignment

Medium
3250 Exp.

First Assignment is one of the Quests in the game Dying Light

Objectives [ ]

  • Get a job from Spike .
  • Take some Firecrackers
  • Prepare a trap for Brecken 's mission.
  • Help trapped survivor.
  • Turn the power on to unlock the safe zone.
  • Get onto the building's roof and contact the GRE.
  • Arm more car traps.
  • Prepare light traps for the night mission.
  • Arm more devices.
  • Repair the next device.
  • Find the power distribution panel and fix the light problem.
  • Ru back to the safe house before it gets dark.
  • Sleep through the night.
  • Talk to Spike.
  • Report meeting with the Tower's leader to the GRE.
  • Team up with Brecken in the Tower.

See also [ ]

  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems

First Assignment

Dying light  — game script (ps4).

GameFAQs

Game Script (PS4) by dnextreme88

Version: 1.2 | Updated: 12/28/2021

  • Previous: Awakening

Table of Contents

  • Next: Airdrop
  • Introduction
  • Version History
  • Copyright Information

Story Quests

  • Pact with Rais
  • The Saviors
  • Find the Embers
  • Higher Education
  • Public Face
  • Side Quests (Slums)
  • A Baby is Born
  • A Survivor's Guide to Zombieland
  • Assault and Batteries
  • Bandages and Meds
  • Bring Me the Brain of Usain Bolter
  • Cease and Desist
  • Crayons for the Kids
  • Electronic Parts
  • Gas Mask Man
  • Goodnight Mr. Bahir
  • Hunting Goon
  • Incense Herbs
  • Kidney Punch
  • Lighter Gas
  • Midnight Bride
  • Mother's Day
  • O Brother Where Art Thou?
  • On The Hooks
  • Poisonous Herbs
  • Searchlights
  • Spare Glasses
  • Steal from a Thief
  • The Big Bang Thesis
  • The Prodigal Son
  • Total Security
  • Tunnel Vision
  • Where's My Mother?
  • Witch Queen
  • Side Quests (Old Town)
  • Blocks for the Boy
  • Chasing Past
  • Do You Believe?
  • Health Potion
  • Legless Spider
  • Lost in Space
  • Office Outpost / Radio Outpost
  • Rupert the Gunsmith
  • The Shadow of the King
  • Side Quests (The Antenna)
  • Random Encounters
  • Mrs. Braithwaite
  • Contact Information
  • Permitted Sites

Crane: Spike? I'm Crane.

Spike: Just what I need. More unskilled labor. All right, shut up and pay attention: there are two types of airdrops. One has food, first aid supplies, survival gear and such.

Spike: The other kind is filled with Antizin. The GRE sends in a one-way video feed that lets us know when they're on the way.

Spike: Look, the trouble is, the airdrops with Antizin keeps getting raided by Rais's thugs. And without Antizin we are basically screwed.

Spike: Rais and his boys only operate during the day, because going out after dark is a dandy way to get killed.

Spike: But the next two Antizin drops are coming down right at sunset tonight, and Brecken means to go after them. This may be our only chance to reach the airdrop.

Crane: What's my part here?

Spike: Well, as I said, going out at night is basically suicide... or it would be, if I hadn't been setting up safe zones and traps out there for weeks now. Which I have.

Spike: Brecken and his team will be okay tonight-so long as you get out there now and arm those traps. THAT'S your part.

Crane: All right, what are these traps, and how do I arm them?

Spike: You'll see. I'll be talking you through it. Just remember... without these traps, Brecken won't survive the night. And if he doesn't come back with Antizin, we are lost.

Spike: Before you head out there, grab some firecrackers. Made them myself. They make a fine distraction if you get in trouble.

Spike: OK, first - the car. Open the hood and connect the battery. That'll arm the trap.

Jade: Jade here. Is anyone outside right now? Urgent help needed.

Crane: Uhm... I'm outside. Working for Spike...

Jade: You're Crane, right? Listen... Our runners's trying to secure one of our safe houses for Brecken's mission.

Jade: He's in a courtyard by Vefa and Mirmar, surrounded by zombies. We gotta help him!

Crane: All right, I'm on it...

Crane: Okay Jade, I'm here... along with some Infected.

Jade: Watch yourself, Crane!

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

Jade: Sh*t. All right. Finish it. Just... don't let him suffer.

Crane: Okay. It's done. F*CK.

Jade: You had no choice. He wasn't human anymore. Now, hurry.

Jade: You still need to turn on the lights. That's the only way to make the place safe at night.

Crane: Ah, sh*t.

Jade: How's it coming? Got the lights on?

Crane: Um. Almost. Just give me a second.

Crane: Crane here.

GRE: Report.

Crane: Okay, I met this doctor. A scientist type. They've got him set up in a sort of research trailer, and he's working on a cure for the virus. His name is Zere.

Crane: Hello? Do you copy?

GRE: Affirmative. Secondary objective added. Maintain your cover, and secure all of his research. Acknowledge.

Crane: Your stolen file still takes top priority, though, right?

GRE: Affirmative. We find it unlikely that a single researcher working out of a "trailer" could produce any significant results. But if he does, we want to see it.

Crane: Jade? It's done.

Jade: Good. We'll need to prepare more places like that one.

Jade: We've got more spots picked out for future safe zones. Spike will mark them on your map later.

Jade: And... Crane? Thank you... Back to you, Spike!

Spike: Right now you need to get back to our main task and arm the next trap. There's another car close by.

Crane: Got it.

Crane: The infected're all over the street.

Spike: So what does that tell you? Keep off the street! Try to stay on the rooftops where they can't reach you.

Crane: They're all around the car, Spike.

Spike: You still have some firecrackers, don't you? Just throw some into the crowd. Those dead b*st*rds are easily distracted.

Crane: All done with the car, Spike.

Spike: Keep on like that and you might just make it. The next trap's close by.

Spike: And I shouldn't have to tell you, but: don't get caught out in the open!

Crane: Spike, these freaks are everywhere. If I need to use a trap, how do I activate it?

Spike: You can't. I told you, they're only for the night mission.

Crane: Sh*t. Okay.

Crane: Quite a contraption you got here.

Spike: Three times brighter than an ordinary street lamp. Gives the infected quite the sunburn.

Crane: Okay, lights are all set.

Spike: You're ready for the next one, then. Better hurry.

Rahim: Hey, Crane, guess what? I'm up on a balcony, and I got eyes on you from here. Looks like you're doing okay. For a newbie.

Crane: Gee, thanks.

Rahim: Just try and get back here in one piece, all right? I don't wanna have to train somebody to replace you.

Turning on the last light trap

Crane: F*ck. Spike, the whole godd*mn district went down. What the hell's going on?!

Spike: Ugh... not again... All right, listen. There's a power substation near you. Go check it out.

Spike: Hey-this blackout has really put us in a tight spot.

Spike: We're defenseless here, plus the safe zones and some of my traps are down, too.

Spike: We need to get the power up and running ASAP.

Crane: I'm going as fast as I can, Spike.

Crane: F*ck! What is this... ?!

Crane: All right, I've got the substation reset. But if the grid shorted out once, you know it could happen again, right?

Spike: You leave the electrical engineering to me, okay? Just get your ass to a safe zone. You're gonna have to spend the night there.

At a safe zone

Crane: Oh sh*t-

Crane: What the f*ck is that?

Crane: Hey-Doc? This is Kyle Crane.

Zere: Crane? What can I do for you?

Crane: I just saw this freaking weird zombie covered in big green blisters. It hauled ass as soon as it spotted me. Do you know anything about it?

Zere: Hmm. Not enough information, I'm afraid. But if you see another one, do let me know, will you?

Spike: Crane, you awake?

Crane: Spike? What's going on?

Spike: Something bad happened. We need to talk.

Crane: Okay, give me a sec.

Crane: Spike - what's up?

Spike: Crane, first of all... you did great out there!

Spike: From now on, if you need something, come see me. And to start with...

Spike: Here's a UV flashlight and a remote control. You run up on a volatile, give him a face full of UV-or lead him into a trap, which you (can) trigger with the remote. Got it?

Spike: Perfect. Now for the bad news: despite your efforts, Brecken's mission failed.

Crane: Sh*t... is he okay?

Spike: He's alive. But you need to get back to the Tower. Jade called all the Scouts in, and that means you.

Crane: Okay. Wonder if I'll finally get to meet Brecken in person?

Crane: I'm about to have a meeting with the Tower's leader.

GRE: Acknowledged. Confirm his identity and contact us immediately.

Timur: Good job out there, 31! ... I mean, Crane... right?

Jade: Crane.

Jade: Listen: Brecken and a team of runners went after an air drop last night.

Jade: He lost the rest of the team to biters, and then Rais's men ambushed him, beat him to a pulp, and stole the drop.

Jade: Now Brecken wants to go after the next drop himself, but we can't let him. And you've got to back me up. Ok?

Lena: For God's sake, you can't even walk straight! We need you alive, you idiot!

Jade: Okay, we're going in. Act confident.

Jade: Brecken. Lena.

Lena: Maybe you can get through to him!

Jade: Jade. Who's your friend?

Crane: Kyle Crane.

Jade: Look, Brecken, the last thing we need is for you to go back out there. We can figure out another way. Without jeopardizing you. Right, Crane?

Crane: I'll go. I'll do it.

Jade: Right! Yes! Crane will go. He'll be happy to.

Brecken: Jesus. No offense, friend, but you're as green as grass. You can't just-

Jade: Crane will manage. He'll start in the right spot. And Lena's right: you need to be here, taking care of the Tower.

Jade: Convincing them the world's not over yet.

Brecken: Ah, hell. Maybe... one more try before we go to Rais. Yeah... okay. Fine.

Brecken: Good luck... Crane.

Brecken: Jade. A moment?

(Jade: Sure.)

Jade: Head for the Cauldron. I'll be in touch shortly.

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Traps are a gameplay element featured in Dying Light . In-game, they are used to provide tactical options in hostile situations, such as fighting off or distracting the infected.

  • 2.1 Car Traps
  • 2.2 Electric Traps
  • 2.3 Light Traps
  • 2.4 Spike Traps
  • 2.5 Fire Traps

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