Screenshot coming soon.
Finding NERO is the storyline about the National Emergency Response Organization and what its researchers are still doing in Oregon. Deacon keeps running into NERO scientists, led by James O'Brian, and wants to know why they are out there.
NERO helicopters keep showing up two years after everyone thought the government was gone. You spy on landing zones, chase a black chopper and track down O'Brian to learn why NERO researchers are studying Freakers.
The last mission, There's Nothing You Can Do, only unlocks after the credits, when O'Brian gets in touch with Deacon.
O'Brian asks to meet at a NERO landing zone near the Pioneer Cemetery. He warns Deacon the virus is changing, then takes off his helmet to show he has become a thinking Freaker. He admits NERO knew about the virus from the start and leaves on a NERO helicopter.
A Good Soldier
A Good Soldier is the storyline where Deacon signs on with the Deschutes County Militia so he can find out what is going on in the south. It covers his time as a Militia recruit under Captain Kouri and Colonel Garret at Wizard Island.
Ambush Camp Hunter
Ambush Camp Hunter is the open-world storyline for clearing the Marauder ambush camps set up along Oregon's main roads. The camps supply the snipers, tripwires and clothesline traps that hit you on the ride, so each one you burn out makes that route safer.
An Officer And A Gentleman
An Officer And A Gentleman follows Deacon's dealings with Captain Derrick Kouri of the Militia. It starts when Deacon spots his old Mongrels ring on Kouri and wants to know how he got it, and it runs through Deacon's whole stint with the Militia.
Blow It Up Good
Blow It Up Good is James Weaver's storyline. Weaver is the Militia's explosives expert at Wizard Island, and Deacon helps him build better ways to burn down Freakers, including the Napalm Molotov.