28 storylines
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 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 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 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.
Bounty Hunter collects the paid bounty jobs Deacon takes from the camps. Each target is a killer or worse, and you track them down, kill them and bring back proof to get paid in trust and credits.
All 16 in orderChasing Leon is the storyline about Leon, a drug thief and murderer with a price on his head. Ada Tucker at the Hot Springs camp wants him found, and Deacon has his own reasons to catch up with him.
All 7 in orderEarning Our Keep is the storyline about paying your way at Iron Mike's camp in Lost Lake. The deal is simple: Deacon works jobs for the camp so Boozer can stay there and heal.
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.
Gear Up For The Ride is the opening storyline in Belknap. Deacon and Boozer want to ride north, but first Deacon has to fix up his bike and earn better gear by doing runs for Copeland's Camp and Tucker's Hot Springs camp.
He's My Brother is the storyline about Deacon and Boozer, his best friend and fellow Mongrel. It covers Deacon's effort to keep Boozer alive after he is badly hurt early in the game, and the long road back to riding together.
Horde Killer is the storyline for wiping out every Freaker Horde in Oregon. It mixes a few story missions with the open-world Hordes you find yourself, from small cave groups in the north to the huge swarms in the south.
How He'd Survive? is the storyline about Wade Taylor, a Militia soldier Deacon meets at Wizard Island. Deacon has known plenty of men like Taylor and wonders how someone like him has lasted this long after the collapse.
I Remember is Deacon's personal storyline about his past and his wife Sarah. It runs through the whole game, mixing present-day missions with flashbacks to how Deacon and Sarah met and the night of the outbreak.
I'm Never Giving Up is the storyline about Deacon staying in the south to be near Sarah. It starts once he reaches the Militia at Wizard Island and follows him running supply jobs and other work to help her however he can.
Infestation Exterminator is the open-world storyline for burning out Freaker nests. Infestation zones are marked areas full of nests, and clearing all of them makes the roads safer and opens up fast travel through that area.
It's All We've Got is the storyline about Addy, the only doctor around and the medic at Iron Mike's camp. Deacon helps her where he can, starting when he brings the injured Boozer to her at Lost Lake.
Keep Them Safe is the storyline about protecting the Lost Lake camp. Deacon does whatever it takes to keep Iron Mike's people safe, mostly from the Rippers and the threats that come with them.
Keep Your Friends Close is the storyline about Skizzo, the former Mongrel prospect who now lives at Iron Mike's camp. Deacon does not trust him and decides to keep an eye on him, which turns out to be the right call.
Law And Disorder is the storyline about Colonel Matthew Garret, leader of the Deschutes County Militia. Deacon plays soldier at Wizard Island while working out what kind of man the Colonel really is.
Marauder Camp Hunter is the storyline for tracking ambushers back to their bases and wiping them out. The camps belong to Drifters, Rippers and Marauders, and they are spread from Belknap down to the south.
Protecting The Weak gathers the jobs where Deacon steps in for people who cannot defend themselves. Each one has him going after someone who preys on the weak, and several are rescues.
All 11 in orderRace Against Time is a short late-game storyline that sets up the final push against the Deschutes County Militia. It picks up after Deacon rides north to Lost Lake and covers the plan to strike back at Wizard Island.
Ripped Apart is the storyline about the Rippers, the Rest In Peace cult that cuts and brands itself to be like the Freakers. Deacon digs into the cult and its leader, Carlos, after they start causing trouble for him and the camps.
Someone That I Used To Know is the storyline about Rikki Patil, the mechanic at Iron Mike's camp. She and Deacon go back a long way, but she does not trust him anymore, and he works to earn that trust back.
Surviving Isn't Living is the storyline about Boozer after his injury. He is going to live, but he has lost his drive, and Deacon tries to give him a reason to keep going.
We've All Done Things is the storyline about Iron Mike, leader of the Lost Lake camp. Mike gave Deacon and Boozer a place to stay, and Deacon wants to get back on his good side after a rocky start.
World's End is the storyline for gathering NERO intel from the abandoned checkpoints across Oregon. Deacon wants to piece together what NERO was doing while the outbreak tore through the state.
You're Safe Now is the storyline about Lisa Jackson, a young girl Deacon finds alone in the wilds. She reminds him of Sarah's little sister, and he decides nothing is going to happen to her while he is around.
146 missions match your filters.
A Target On Their Backs
A Target On Their Backs is a Militia story mission. Captain Kouri takes Deacon along on a ride south, deeper into Militia territory, and you follow his lead the whole way.
Image: Bend Studio / PlayStationA War We Can Win
A War We Can Win is the story mission where Deacon arrives at Wizard Island, the Deschutes County Militia's fortress in Crater Lake. Colonel Garret walks you through the base and explains what his Militia is fighting for.
Image: Bend Studio / PlayStationAbout Boozer's Arm
About Boozer's Arm is a Lost Lake story mission for Rikki Patil at Iron Mike's camp. You and Rikki have an idea to help Boozer, and she sends you to raid Marion Forks for the parts she needs.
Image: Bend Studio / PlayStationAfraid Of A Little Competition?
Afraid Of A Little Competition? is a Wizard Island story mission for Sarah. She needs another supply for her work, this time a bag of silicate, and sends you out into the Crater Lake region to find it.
Ascending From The Underworld
Ascending From The Underworld is a late story mission. Word comes that the Militia is moving on Lost Lake, and Deacon rides north from Crater Lake to help defend Iron Mike's camp.
Image: Bend Studio / PlayStationBad Way To Go Out
Bad Way To Go Out is the first proper mission after the prologue. Deacon and Boozer need to get through the Freaker-infested Belknap Tunnel, so you walk point on foot, then ride with Boozer to Crazy Willie's.
Image: Bend Studio / PlayStationBetter To Light One Candle
Better To Light One Candle is a Lost Lake story mission with Rikki Patil. She is trying to get power back to Iron Mike's camp, and you ride out with her to repair a broken transformer.
Image: Bend Studio / PlayStationBugged The Hell Out
Bugged The Hell Out is an early story mission. Boozer's arm is badly burned, so Deacon heads to a NERO checkpoint to search its mobile medical unit for sterile bandages.
Image: Bend Studio / PlayStationCan I Ask You Something?
A short ride mission with Sarah. You leave the Militia's territory together and head for Chemult Community College, and the two of you finally talk on the way.
Image: Bend Studio / PlayStationClear Out Those Nests
Your first Infestation Zone. You burn out the Freaker nests in the logging camp at the foot of O'Leary Mountain so fewer Freakers roam up near the safehouse where Boozer is recovering.
Image: Bend Studio / PlayStationDeliver to Copeland
You have Leon's drugs in hand, and now they need to go to Copeland. Ride them over to Copeland's Camp in Cascade and hand them in.
Do You Have My Back?
Iron Mike rides out with you to the old federal courthouse in Sherman's Camp to recover maps of the area's mines. He hopes one of the mines still has explosives to seal the Metolius cave.
Image: Bend Studio / PlayStationDon't Get Caught
Skizzo takes you across the border into Ripper territory to steal det cord, the explosive cord Lost Lake needs to seal the caves. Most of the job is on foot, deep in land the Rippers watch.
Image: Bend Studio / PlayStationDon't Give Me Orders
Captain Kouri wants your help clearing a marauder camp tied to Vasquez, the AWOL Militia soldier you have been tracking. You storm the camp with him and free a hostage.
Image: Bend Studio / PlayStationDrifters on the Mountain
With your bike gone from O'Leary Mountain, you set out on foot to get it back. The trail leads through a marauder camp near the safehouse and ends at Copeland's Camp.
Image: Bend Studio / PlayStationDrinking Himself to Death
Boozer never came back from his shift at Lost Lake. You ride out to find him, checking farms and barns around the camp and following his trail.
Image: Bend Studio / PlayStationDriven To Extinction
Captain Kouri asks you to help track Vasquez, a Militia soldier who went AWOL. You start at a cabin and follow his trail through snowy woods with Kouri.
Image: Bend Studio / PlayStationDrowned Them Like Rats
One of Deacon's visits to Sarah's memorial stone. You ride up to the stone and he talks to her about what has been happening.
Image: Bend Studio / PlayStationDrugged Outta His Mind
Your first bounty job for Copeland. A drugged-up drifter killed three men at Copeland's Camp and rode off, and Copeland wants him brought back alive.
Image: Bend Studio / PlayStationEveryone Has To Work
Tucker sends you north of the Hot Springs camp to find Rose, one of her workers who has gone missing. It plays as a hostage rescue job.
Image: Bend Studio / PlayStationEvil Surrounds Us
Colonel Garret is giving another speech at Wizard Island in Crater Lake. Head to the gathering spot and listen to what he has to say to his soldiers.
Image: Bend Studio / PlayStationExpect The Worst
Sarah needs to get inside the Cloverdale research labs, and you clear the way. You fight through the warehouse to the atrium and then look for the facility's head of security.
Image: Bend Studio / PlayStationFlow Like Buried Rivers
You take Iron Mike up to the Metolius Lava Cave to pitch your idea for making Lost Lake safer. You picked it up from NERO: hordes hibernate in caves, so sealing this one could cut them down.
Image: Bend Studio / PlayStationFor An Outlaw Biker
The final push into the Ark on Wizard Island. You fight through the Militia inside, save Weaver, settle things with Skizzo and head for the Colonel's chamber.