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.
230 missions in Days Gone.
Image: Bend Studio / PlayStationWithout Being Seen
You and Boozer are getting ready to hit the Ripper compound. Drive out, pick up the explosives and bring them back to your cabin at Lost Lake.
World's End
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.
Image: Bend Studio / PlayStationYou Alone I Have Seen
Captain Kouri wants Weaver's new Napalm Molotov tested on a real horde. You take on the Chemult horde of 300 Freakers, then report back to Kouri.
You Can't Be Replaced
You drop in on Doc Jiminez at the Wizard Island infirmary again. It is a short visit on the island to see how he and Wade Taylor are doing.
Image: Bend Studio / PlayStationYou Can't Do This Alone
The final push on Wizard Island. With Lost Lake's fighters behind you, you storm the Militia's stronghold and fight your way into the Ark toward Colonel Garret.
Image: Bend Studio / PlayStationYou Could Have Done More
O'Brian wants another meeting, so you ride out in Lost Lake to hear what he has found out about Sarah. Boozer comes along and waits at the bike while you talk.
Image: Bend Studio / PlayStationYou Couldn't Stop Shaking
You and Sarah are at Chemult Community College in Crater Lake and need to get out alive. Fight your way back to the bike with her, clear out the Marauders on campus and grab the centrifuge she needs for her lab.
Image: Bend Studio / PlayStationYou Don't Want To Know
Wizard Island posts a bounty on a soldier named Meyers, who killed two men and ran. You track him into Crater Lake, find the Anarchist camp he is linked to and bring back proof that he is dead.
Image: Bend Studio / PlayStationYou Got a Death Wish
Your bike needs a new fuel pump, so you and Boozer stop at Crazy Willie's truck stop in Cascade. You look for a way into the garage while Boozer waits outside, then go looking for him.
You Got The Wrong Guy
A Drifter killed two men near Wizard Island and fled on a stolen bike. The camp puts a bounty on him, and you have to chase him down in Crater Lake and knock him off his ride.
You See What They Did
Iron Mike asks you to ride with him to Sherman's Camp in Lost Lake. He has something to show you in the town's old courthouse, and you follow him inside.
Image: Bend Studio / PlayStationYou Twisted My Arm
O'Brian has one last spying job for you in Lost Lake. You take Boozer along, park outside a NERO landing zone and sneak in to watch one of their researchers at work.
You Won't Be Needing This
You need detonation cord, and Skizzo's cabin at Iron Mike's Camp in Lost Lake is where to find it. Search the cabin and take what you need.
You're Safe Now
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.