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.
I Don't Have A Pic
You ride with Captain Kouri across the pontoon bridge to Wizard Island, the Militia's fortress in Crater Lake. Kouri asks a few questions on the way.
Image: Bend Studio / PlayStationI Don't Wanna Hang
Taylor, a young Militia soldier, has run from Wizard Island, and you ride out to bring him back. The trail leads to a ski lodge held by marauders.
Image: Bend Studio / PlayStationI Got a Job for You
Rikki has work for you at Lost Lake and takes you north toward the dam to show you. It is mostly a walk and a ride with her.
Image: Bend Studio / PlayStationI Got Work To Do
Pay Boozer a visit at the Lost Lake farm, where he has been put to work. It is a short daytime check-in.
Image: Bend Studio / PlayStationI Kept My Name
You wake up as a prisoner inside the Ripper compound with your gear gone. You have to break out of the temple, get your weapons and your Mongrels cut back, and get out alive.
Image: Bend Studio / PlayStationI Knew These People
Sarah takes you to the Cloverdale facility where she used to work. You walk the grounds with her and look for a way into the warehouse so she can get inside.
I Know The Look
A short visit at Wizard Island. You go and meet Doc Jiminez, the Militia's camp doctor, and get to know the man who keeps the soldiers patched up.
Image: Bend Studio / PlayStationI Know Things Are Strange
Sarah 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.
Image: Bend Studio / PlayStationI Need Your Help
O'Brian calls you out for a meeting near Lost Lake. He wants you to spy on his own people, so you follow a NERO helicopter to its landing zone and watch what the researchers are doing.
Image: Bend Studio / PlayStationI Promise To Never Leave You
A memory entry in the I Remember storyline. Deacon thinks back to the night he proposed to Sarah, and why he did it without a proper ring.
Image: Bend Studio / PlayStationI Remember
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.
Image: Bend Studio / PlayStationI Say We Head North
Leon has shot out your bike's fuel pump, so you ride on the back of Boozer's bike along Old Belknap Road. The two of you head for Crazy Willie's to find a replacement part.
Image: Bend Studio / PlayStationI Should Have Left Her
A memory entry in the I Remember storyline. After finding Lisa in Marion Forks, Deacon thinks about Sarah's younger sister Emma.
Image: Bend Studio / PlayStationI Tried To Hit That Once
Weaver 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.
Image: Bend Studio / PlayStationI Was Distracted
A camp scene at Iron Mike's. You watch Rikki try to teach Addy how to ride a motorcycle, and it sends Deacon's mind back to Sarah.
Image: Bend Studio / PlayStationI'll Do It
Tucker has a bounty on a man named Rick Marsoon. Track him down in Belknap, kill him and bring his cowboy hat back to Hot Springs as proof.
Image: Bend Studio / PlayStationI'll Double It
Tucker puts out a bounty from the Hot Springs camp on Rick Marsdon, one of her own runners. You find him, kill him and bring back his cowboy hat as proof.
Image: Bend Studio / PlayStationI'll Save Some For You
To build the truck bomb, you need creosote from the Old Sawmill near Lost Lake. A Horde of 500 Swarmers lives there, so you have to wipe it out before you can fill the truck.
Image: Bend Studio / PlayStationI'm Good With That
The last push against the Rippers. You go after their leader, Carlos, and finish the fight that has run through the whole Lost Lake chapter.
Image: Bend Studio / PlayStationI'm Never Giving Up
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.
Image: Bend Studio / PlayStationI'm Not A Ripper
Lisa Jackson shows up at the gate of Iron Mike's camp at Lost Lake. You head over to see her and find out what she has been doing since you last met.
Image: Bend Studio / PlayStationI've Got A Plan
Sarah 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.
I've Had Better Days
Taylor, a young Militia soldier at Wizard Island, has gone missing out in the wild. You ride out to find him and bring him home.
Image: Bend Studio / PlayStationI've Pulled Weeds Before
A flashback with Sarah from early in their relationship. She takes Deacon on one of her field trips and shows him how to pick lavender.