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.
Image: Bend Studio / PlayStationSherman's Camp is Crawling
Addy sends Deacon on an errand to Sherman's Camp for a Liston knife, an old surgical tool she needs. You fetch it from the infested camp and bring it back to her.
Should Have Seen It Coming
Deacon has to get out of Ripper territory in Iron Butte and make it back to his bike at the Iron Ridge trailhead. The route passes the old golf resort near Cloverdale.
Smoke on the Mountain
Marauders are moving in on O'Leary Mountain while Boozer heals at the safehouse. Deacon finds their camp on the north side of the mountain and clears it out.
Image: Bend Studio / PlayStationSo Many Of Them
Sarah needs equipment from the Chemult Community College campus. Deacon heads in, fights through Freaker swarms to the science building and helps Sarah find a centrifuge.
Some Kinda Freak Expert
Iron Mike wants explosives to seal the Metolius cave, and Skizzo insists on coming along. Deacon meets Skizzo at the gate and the two race to the Lucky Lad Mine.
Image: Bend Studio / PlayStationSomething To Heal His Soul
A short conversation mission at Lost Lake. Deacon talks with Addy about how Boozer is coping, and she has an idea for helping him.
Image: Bend Studio / PlayStationSounded Like Engines
Boozer heard gunfire on O'Leary Mountain. Deacon climbs the radio tower west of the mountain to look at the safehouse and see what is going on.
Image: Bend Studio / PlayStationThat Never Gets Old
You and Boozer ride to the Ripper compound in Iron Butte to hit them where they live. You climb a sniper tower and cover Boozer while he gets into position, then head down to the compound.
Image: Bend Studio / PlayStationThat's His Mistake
Right after you pull TNT out of the Lucky Lad Mine with Skizzo, Marauders hit you outside the entrance. You have to clear the area before you can head back toward Lost Lake.
Image: Bend Studio / PlayStationThat's When I Knew
Rikki Patil needs one more hand to wrap up the repairs at the hydro dam. Rippers show up while you are there, so you fight them off with her and then get back to the bikes.
Image: Bend Studio / PlayStationThe Only One He's Got
Addison Walker asks you to come by the infirmary at the Lost Lake encampment. She wants to talk about how Boozer is doing now that the worst is behind him.
Image: Bend Studio / PlayStationThere's Nothing You Can Do
The secret ending. After the credits, O'Brian gets in touch and asks to meet you in person at a NERO landing zone by the Pioneer Cemetery. You ride out to hear what he has to say.
Image: Bend Studio / PlayStationThey Don't Feel Pain
Skizzo leads you on foot through Ripper territory in Iron Butte at night. He knows where to find what you need, so you stick with him and keep your head down.
Image: Bend Studio / PlayStationThey Don't Like Visitors
Rikki Patil takes you to the hydro dam to get it working for Lost Lake. Freakers have nested in the junction box room, so you burn the nests out before heading back to the bikes with her.
Image: Bend Studio / PlayStationThey Will Never Stop
The Rippers have hit the Lost Lake encampment. You fight your way through the camp, free the hostages they are holding and push on to the infirmary.
Image: Bend Studio / PlayStationThey Won't Let Me Leave
You stop by Tucker's Hot Springs camp to check on Lisa, the girl you brought in. Drive over and talk to her to see how she is holding up.
Image: Bend Studio / PlayStationThey're Not Sleeping
A NERO helicopter has landed in the Cascade region. You sneak into the landing zone, tail a NERO researcher into a cave and listen in on what they are doing, then get back to your bike.
Image: Bend Studio / PlayStationThis Could Be It
Sarah Whitaker sends you south on a job for her research. You drive out, find the test subject she needs, knock it out with a tranquilizer and bring it back to her.
This One's On Me
Doc Jiminez has been asking for you, so you head to his infirmary on Wizard Island for another visit. It is a short walk-and-talk mission on the island.
Image: Bend Studio / PlayStationThrow Them Into The Furnace
Colonel Matthew Garret is giving another speech to his Militia. You drive to the spot and stand in the crowd to hear him out.
Image: Bend Studio / PlayStationTime For Some Payback
With the dam gone, you go back to the Ripper compound in Iron Butte to finish the job. Clear out the Rippers who survived and get inside the Ripper Lodge.
Image: Bend Studio / PlayStationTrying To Help The Camp
Skizzo wants to meet at Lost Lake. He says he knows where to get det cord, which you need to use the explosives to seal off the Freaker caves near the camp.
Image: Bend Studio / PlayStationWas This A Good Idea?
Rikki has built something for Boozer, and you are there at Lost Lake when she gives it to him. It is a short story beat in Boozer's recovery after losing his arm.
Image: Bend Studio / PlayStationWe Couldn't Take The Risk
You and Sarah have reached the Cloverdale facility, and it is not safe yet. Shut down the electric fences, burn the Crier nests on the grounds and get back to your bike.