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First Assignment

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

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

  • 1 Objectives
  • 3 Walkthrough
  • 4 References

Objective icon.png

  • 3 250 survivor points
  • Next story quest Airdrop starts

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.

  • ↑ First Assignment - Quest log ( Dying Light )
      in
Story Quests • • • • • • • • • • • • • •
The Slums • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Old Town/Sector 0 • • • • • • • • • • • • • •
Antenna
Story Quests • • • • • • • • • •
Side Quests • • • • • • • • • • • • • • • • • • • • • • • ) • • • • •
  • Dying Light Story Quests

First Assignment

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

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

  • 1 Objectives
  • 3 Walkthrough
  • 4 References

Objectives [ ]

Objective icon

Rewards [ ]

  • 3 250 survivor points
  • Next story quest Airdrop starts

Dying Light 2 Review: Look Before You Leap

02 February 2022

Dying Light: The Following Review

12 February 2016

Dying Light Review

30 January 2015

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 railwaystation towards it. The final light trap is located northeast of the railwaystation, but activating it instead causes the powerlines 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 powerbox 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 [ ]

  • ↑ First Assignment - Quest log ( Dying Light )
      in
Story Quests • • • • • • • • • • • • • •
The Slums • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Old Town/Sector 0 • • • • • • • • • • • • • •
Antenna
Story Quests • • • • • • • • • •
Side Quests • • • • • • • • • • • • • • • • • • • • • • • ) • • • • •
  • Dying Light
  • 2 Kyle Crane

dying light walkthrough first assignment

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 walkthrough first assignment

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.

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dying light walkthrough first assignment

Dying Light Mission 2: First Assignment – Mr. Hammer

Image of Prima Games Staff

Get a Job from Spike

Spike’s location is only a few feet away from where the previous mission ended with Dr. Zere. Head inside and chat with him, which should bring about a bump in Survivor rank, as well as a new skill point for that category. Finish the conversation with Spike, then open the Skills tab of the character screen and spend the Survivor skill point on the Survival Starter Kit, the only thing that can be unlocked as of right now. This will allow Mr. Crane to craft Throwing Stars, Molotovs, Lockpicks and Firecrackers.

Prepare a Trap for Brecken’s Mission

The waypoint for this objective will lead a car not far from the Tower. Approach it and follow Spike’s instructions to arm the trap.

Help Trapped Survivor

Things never go according to plan. Players will need to make a quick detour from their trap setting mission to help save a lone survivor. There’s a new waypoint that can be followed to the surrounded soul’s location, but there are a few zombies roaming around along the way. Either use free running to leave them behind, or practice some combat against small pockets of these infected foes to rank up the Power skill.

Tip: Be sure to search the bodies of dead zombies, and even pop into Survivor Sense to see what can be looted from the immediate area. This is something that all players should make a habit out of if they expect to remain well funded and outfitted throughout Dying Light.

Arrival at the waypoint will reveal two zombies trying to break down a closed door, and the person Crane is trying to save is located inside. Equip a melee weapon and bash away at the skulls of these undead freaks until they’re permanently dead, then open the door to find the “survivor.” Do what needs to be done, then check in with Jade at the Tower.

Turn the Power on to Unlock the Safe Zone

It’s important to learn early on that Safe Zones are essential to the success and survival of Kyle Crane. These buildings will allow players to get out of the darkness without having to travel all the way back to the Tower, and therefore should be secured as soon as possible and while it’s still daylight outside. Potential Safe Zones are marked on the map as red houses, while secured Safe Zones are green. Secure this Safe Zone by turning the power on at the objective marker in the corner of the room.

Get onto the Building’s Roof and Contact the GRE

That building where players can contact the GRE is just outside the Safe Zone to the west. It can be accessed by climbing up a nearby electrical pole and jumping over. This will trigger a cut scene to complete the objective.

Arm More Car Traps

Just to the southwest of the roof there will be two more traps that can be armed. Look for two cars sitting in the street, but unfortunately these ones are surround by zombies. Given that Crane still has a batch of Firecrackers on him that would be a good place to start. Toss the Firecrackers away from the front hood of the first car, then approach and arm it when the undead are distracted. Return to the relative safety of the rooftops and repeat this for the second vehicle.

Prepare Light Traps for the Night Mission

A good Samaritan’s work is never done, evidenced by the fact that there is a new objective marker on the map with the location of another trap, this one of the light variety. Head to the rooftops and drop in on the objective, making sure to kill the zombie that is easily overlooked by careless gamers.

Tip: There’s a chest at the back of the room that can be opened using a lock pick, and given that the area is (sort of) secure this would be a good place to practice. Fool around with the mechanics, but don’t try and force the pick somewhere that it doesn’t want to go. That’s a good way to break the device.

Arm More Devices

There are three more traps that need to be armed, with each one being located above ground. This can be determined by the arrow beside the objective marker on the map. If it points up, the objective is above the player’s location. If the arrow points down it’s below. Move to the first pole and arm the trap.

Tip: Somewhere around here gamers can expect to get an Agility skill point (assuming they have been using their free running abilities). Purchase Dodge with this point, the only skill that’s available. Just as the name sounds, this allows Kyle to evade his enemies with quick movements.

Move in the direction of the final traps, climbing onto the roof of the building that sits a few feet to the west of the one that sits to the south. From here players can jump to the pole (these poles can’t be climbed) and arm the device. Head north a short distance and hop on top of an abandoned train car to arm the final trap.

Find the Power Distribution Panel and Fix the Light Problem

Of course, nothing ever goes as planned, and the new objective has Mr. Crane focused on restoring the power that is needed to use the traps he’s just gone through the trouble of setting up. Head to the southwest to reach the new waypoint on the map, then approach glowing control box on the ground level.

The fight with Mr. Hammer is optional, although killing this big fool would result in the acquisition of a pretty cool melee weapon to carry around. To fight him on the ground level, use the Dodge skill that should be unlocked at this point. If Mr. Crane isn’t feeling quite so lucky, hop up onto the root and craft some ranged weapons (Throwing Knife, Throwing Star) and take pot shots at his head. Just be sure to kill the far less threatening zombie that’s wandering around nearby.

With the area now clear, head inside the building and hit the switch to turn the power back on. This will complete the objective, but before taking off make sure to search through an adjacent room. It’s there that players can find a new melee weapon, a body to loot, the Water Current Blueprint and another chest to practice lock picking on.

Run Back to the Safe House Before It Gets Dark

If Mr. Hammer is still alive, we’d advise not going back out the way that was used to get inside. Instead, head out a side door (next to the chest and dead body) and turn east to start out toward the next objective, which just so happens to be the Safe Zone that was set up earlier. No need to stop and fight the hoards of zombies here, just free run until the objective is completed.

Tip: The game won’t mention this until morning, but surviving the first night will unlock co-operative mode, allowing players to complete this game together. Strength in numbers and all, right?

Talk to Spike

After surviving the darkness and Mr. Hammer, getting back to Spike should be a fairly simple task at this point. Practice free running to rank up the Agility skill, or stop and bust a few heads to get Power on par with everything else. After reaching and talking to Spike players will be sent back to the Tower.

Tip: A bump in Survivor rank should be happening around this time, and it will allow players to unlock either Backpacker or Boosters. We opted to go with Boosters since the idea of running faster and seeing at night was too much to resist.

Report Meeting with the Tower’s Leader to the GRE

Locate a waypoint that sits high above the ground level and travel there. This will trigger another chat between Crane and his GRE handlers.

Team Up with Brecken in the Tower

The rest of the mission is no more than going through the motions. Enter the Tower and take a ride up to the 19th floor, then meet up with Jade to try and talk some sense into Brecken. Oh, and feel free to chat with other survivors and vendors to see what can be learned (or bought).

This will bring Mission 2: First Assignment to a close. Feel free to return to our Dying Light walkthrough , or jump right back into the action with Mission 3: Airdrop .

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Dying Light First Assignment Walkthrough

The video above is the Dying Light First Assignment Quest Walkthrough and shows how to complete First Assignment , the mission featured in Dying Light , the video-game.

The video walkthrough covers the following objectives:

Get a Job from Spike

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

Find the Power Distribution Panel and Fix the Light Problem

Run Back to the Safe House Before It Gets Dark

Talk to Spike

Report Meeting with the Tower’s Leader to the GRE

Team Up with Brecken in the Tower

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dying light walkthrough first assignment

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Dying Light – Guide and Walkthrough

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First Assignment

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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 [ ]

  • Walkthrough

Welcome to the walkthrough for Dying Light! Here you will find a complete walkthrough for the game’s main campaign, as well as its side quests! You may either click the links below or use the navigation bar on the left hand side to find the mission you are looking for. 

Story Missions

Side Quests

The Following

Up next: story missions, top guide sections.

  • Quarantine Zones
  • Safe Houses

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  3. Dying Light Walkthrough

    dying light walkthrough first assignment

  4. Dying Light

    dying light walkthrough first assignment

  5. Dying Light Walkthrough First Assignment Story Quest Gameplay Let's Play

    dying light walkthrough first assignment

  6. Dying Light Chapter 2 First Assignment Walkthrough Video

    dying light walkthrough first assignment

VIDEO

  1. Dying Light [3]

  2. Dying Light 1 "First Assignment"

  3. Dying Light Blind Playthrough E2 First Assignment

  4. DYING LIGHT

  5. Dying Light || First Assignment

  6. DYING LIGHT

COMMENTS

  1. First Assignment

    Staying on the rooftops, head toward the next marker on the mini map. Approach the light trap from above to land on some planks. Interact with the junction box to set up the light trap. Once the ...

  2. First Assignment

    First Assignment. The Slums - Dr. Zere's Safe Zone. O Get a job from Spike. Rahim tells Crane to talk to Spike and get a job from him. Spike is inside of the building in the current safe zone ...

  3. First Assignment

    This is not what I signed up for. Kill the infected runner. 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.

  4. First Assignment

    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.

  5. First Assignment

    First Assignment is the second story quest available in Dying Light.[1] Get a job from Spike Take some firecrackers Prepare a trap for Brecken's mission Help trapped survivor Kill the infected runner 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 ...

  6. Dying Light

    DYING LIGHThttps://store.sonyentertainmentnetwork.com/#!/tid=CUSA00078_00

  7. Dying Light Parkour Fever

    This is a guide for the challenge "First Assignment" in the Parkour Fever DLC in Dying Light. There are 10 challenges that need to be completed in order to ...

  8. Mission 02: First Assignment

    Mission 02: First Assignment. Get Your Shot. Your first task as you leave The Tower is to get to the Doc and get a shot of Antizen. TO do that you will make your way past a number of infected crossing several city blocks to the first relatively sage outpost - where there is a tractor trailer and the Doc.

  9. Dying Light Walkthrough First Assignment Story Quest Gameplay Let's

    Dying Light First Assignment Quest Walkthrough includes the complete Dying Light First Assignment Guide for the quest available in the Slums area of Dying Li...

  10. Dying Light

    Dying Light - Walkthrough - Part 2 - First Assignment (PC UHD) [4K60FPS]Steam - https://store.steampowered.com/app/239140/Dying_Light/_____...

  11. Dying Light Walkthrough

    Dying Light: The Following -- Enhanced Edition. Techland Feb 9, 2016. Rate this game. Overview Walkthrough Skills Quarantine Zones. After some basic parkour training, you are ready for your first ...

  12. 2: First Assignment

    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. 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.

  13. Dying Light Guide/Walkthrough

    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.

  14. Dying Light Walkthrough

    After some basic parkour training, you are ready for your first mission. Set up traps for a night mission to score some air drops.

  15. Dying Light Mission 2: First Assignment

    This will bring Mission 2: First Assignment to a close. Feel free to return to our Dying Light walkthrough, or jump right back into the action with Mission 3: Airdrop. Get your copy of the official Dying Light Guide now! A spoiler-free walkthrough of the entire main story, ...

  16. Dying Light First Assignment Walkthrough

    The video above is the Dying Light First Assignment Quest Walkthrough and shows how to complete First Assignment, the mission featured in Dying Light, the video-game. The video walkthrough covers the following objectives: Get a Job from Spike. Prepare a Trap for Brecken's Mission. Help Trapped Survivor. Turn the Power on to Unlock the Safe Zone

  17. Dying Light

    waiting for you, go left and climb the ladder, when you above the POINT, drop. down to the right to grab the 1st PACKAGE, climb back up and 2 ACID ZOMBIES. now, go to the very end and drop down and BITER inside then grab the 2nd. PACKAGE, climb back out and to the other end where you need to drop down again.

  18. First Assignment

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

  19. Walkthrough

    By Max Roberts , Jon Ryan , Brendan Graeber , +10.3k more. updated Jul 1, 2021. Welcome to the walkthrough for Dying Light! Here you will find a complete walkthrough for the game's main campaign ...

  20. Voltage

    O Reboot the northern substation. The northern substation is to the southeast of the Sports Court safe zone that you first unlocked during the First Assignment story quest. Once you reach the ...

  21. Dying Light Walkthrough

    Dying Light Walkthrough - First AssignmentLIKE and SUBSCRIBE if you enjoyed and want more Dying Light videos.Thanks for all your support!Rating the video and...

  22. Dying Light Walkthrough and Guide

    Dying Light is a first person survival horror action title with a zombie apocalypse theme. Players are free to explore the open world of Harran and use parkour moves to navigate the environment ...

  23. Dying Light

    - Prepare a trap for Brecken's mission- Help trapped survivor- Get Onto the building's roof and contact the GRE- Arm more car traps - Prepare light traps for...