Wizard Island sits in the middle of Crater Lake and is the Deschutes County Militia's main base. You work for Colonel Garret here, with Dee's gun shop and Caleb Tomlinson's garage as the draw.
Credits earned here only spend here. The Crater Lake ambush camps, checkpoints and infestations all pay Wizard Island, so clear them to raise trust with Dee and Caleb.
The island runs as a military base with armed guards and strict rules. Garret sees it as the first step to taking Oregon back from the Hordes.
Garret turns on the other survivor camps after heavy losses to Marauders. The northern camps band together and attack the island. The Militia breaks up after its senior leaders are killed.
We Must Fill The ArkColonel Matthew Garret has called the Militia together for a speech. You drive over and listen to what he has planned for Wizard Island.
I Know Things Are StrangeSarah needs yeast for her work at Wizard Island. You head out on a supply run to find some and bring it back to her lab.
Throw Them Into The FurnaceColonel Matthew Garret is giving another speech to his Militia. You drive to the spot and stand in the crowd to hear him out.
You Can't Do This AloneThe 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.
Afraid 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.
For An Outlaw BikerThe 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.
I Tried To Hit That OnceWeaver needs polystyrene for a new weapon. You collect it from the roadsides around Crater Lake and bring it back to Wizard Island so the two of you can test the result.
Just Another Acquisition FormSarah wants to go on a supply run, and you are her ride. You drive to her tent on Wizard Island, follow her while she gets ready, then walk with her back to your bike.
How Do I Get Them?A marauder camp clearing job for Wizard Island. This group has dug in on the roof of a gas station with plenty of firepower, and you have to take them off the high ground.
We Will Take Back This WorldColonel Matthew Garret wants you to report in on Wizard Island. You meet him and get his view of the war against the Freakers, plus your next assignment.
Evil Surrounds UsColonel 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.
You Don't Want To KnowWizard 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.
Take Back What's MineA bounty job for Wizard Island. You track down Crystal Adkins, a drifter and ex-convict who is good with a knife, deal with the Marauders around her and bring back her jewelry as proof.
I've Got A PlanSarah sends you out from Wizard Island to gather samples of water hemlock. The Militia thinks it is for a new weapon, but Deacon has his own plans.
The Anarchist SpyA bounty job for Wizard Island. An Anarchist is riding around the Crater Lake area, and the camp wants him brought in alive. Find him, knock him off his bike and tie him up.
Shadow Of DeathDeacon tries to get Sarah off Wizard Island. You take out the Militia's RPG, reach Sarah's lab in the Ark and lead her to the top of the volcanic cove.
Where's My Damn Rings?A post-story errand. You go back into the Ark on Wizard Island to search for your rings, the wedding band and the Mongrels ring that matter so much to Deacon.
A War We Can WinA 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.
He's Feeding The FreaksA Ripper camp clearing job for Wizard Island. Rippers are still active near Crater Lake, and the Militia camp wants this nest of them wiped out.
Encampment jobsEncampment jobs are the work the friendly camps hand out: bounties, hostage rescues and enemy camp clears. Each one pays trust and credits to the camp that posted it.
I'm Never Giving UpI'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.
Race Against TimeRace 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.
Sarah WhitakerSarah Whitaker is Deacon's wife, a botanist with two PhDs who studied rare plants at Cloverdale's Iron Butte lab. You get to know her through flashback missions in the I Remember storyline. Deacon believes she was lost in the first days of the outbreak.Iron Mike's Camp
Iron Mike's Camp, also called the Lost Lake Settlement, is the encampment at the old Lost Lake resort. It becomes your home base mid-story, and its mechanic sells some of the best bike parts in the game.
Image: Bend Studio / PlayStationHot Springs
Hot Springs is Ada Tucker's work camp in Belknap, set in an old luxury resort on a dormant volcano. Go here for Alkai Turner's weapons and Belknap jobs, but expect hard rules: Tucker runs it with guards and forced labor.
Diamond Lake
Diamond Lake is a Deschutes County Militia forward base in the north of Crater Lake and one of the five main encampments. It is the paymaster for Highway 97, so most southern Hordes, checkpoints and infestations earn Trust here.
Highway 97
Highway 97 is the southern stretch of US highway running through Chemult and past Chemult Community College. It has more Hordes than any other region, including the 300-strong Lobert Draw Ridge Horde, so bring your best gear.