Dying Light 2 Broadcast Walkthrough
Broadcast is office of IGN's Dying Light two: Stay Man Walkthrough. In this Master Quest, Aiden will climb the tallest building in the urban center and decide who gets to control the radio transmitter on the acme.
Rewards:
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- 3000 Combat XP
- 3000 Parkour XP
- Weapon: Artifact Hi-Tech Axe
- 750 Sometime Money
- Grappling Hook
- Military machine Medkit
Jack Matt'southward program to go to the VNC tower to go the radio working once again it's already in movement. He wants to use this antenna to broadcast propaganda against the Renegades and make the Butcher retreat. Aiden agrees to aid him because Matt promised him assistance in finding Mia.
Waiting for Jack Matt
The concluding fourth dimension Jack Matt talked with Aiden, he said to wait until he contacts him. You can rest in any of the safe zones, and when Aiden wakes up, Matt will radio him and ask to meet in the Fish Eye Canteen.
Going to the Fish Centre Canteen
The location of the Fish Eye will be marked on your map, then follow the xanthous marker to go there. Become to the bar and talk with the Peacekeeper on the stairs to the right.
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He volition have Aiden to the VIP room where the meeting is being held. You'll see Major Jack, Juan, and Lieutenant Rowe in the room.
The plan seems foolproof. Rowe'southward men volition secure the perimeter around the VNC belfry and set up a camp; later, Juan's men will bring the UV lamps. Then, Aiden will turn the elevators and ride to the very acme of the building. One time in the roof is only a matter of attaching the transmitter to the antenna.
Talking to Lawan
The conversation will end, and the 2 men will go out the room. Shortly subsequently, Lawan volition radio Aiden and inquire him to come across outside the canteen. Get down the stairs and follow the yellow marker to her location, talk to her.
Aiden will tell her that Juan and Jack want him to climb to the antenna, and she will be upset, claiming those two are destined to stab people in the back.
Lawan will be upset about Aiden agreeing to the program. She says that the building is full of unsafe infected nobody has seen before. Not merely that, but it'south the same edifice where Frank lost most of the Nightrunners years ago. Lawan volition ask Aiden to talk to Frank first.
Talking with Frank
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If yous choose to go and talk to Frank, a new optional objective will pop up "Ask Frank near the VNC Tower." Frank will be right in that location in the Fish Eye, so follow the xanthous marker to become to his room.
Enter the room and wake him upwardly, Aiden will ask him nearly what happened that nighttime, and he'll start talking about how information technology was a solid plan, only it concluded up being a blood bathroom. You tin can then get out him or enquire for more information.
If yous ask for more information, Frank will talk virtually how the plan failed because someone convinced some of the Nightrunners that it was a bad idea, and so they deserted and left. You tin then go out frank or ask him how to get to the rooftop.
Frank will say nobody can get to the rooftop if you choose the latter, and Aiden will leave.
Going to the Antenna
It's time to talk to Rowe, who's already in the VNC tower located on the Garrison sector. Follow the xanthous marker to get in that location.
Going to the Electric Substation
On your way to the tower, Rowe will radio to tell Aiden that something is wrong and that he lost contact with the Peacekeepers in the Electric Substation. He'll ask you to go at that place and check what's going on.
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Now that the plan has slightly changed follow the yellow marker to go to the Garrison Electrical Station. In one case there, you'll notice that Renegades are outside the station. Bargain with them.
Afterwards killing the Renegades, get to the left side of the building and get inside through an opening that's partially blocked past dark-green containers.
Powering the Substation
This Electrical Substation is a little trickier since it has Multi-function generators. This ways you'll discover inside working generators (the 1 with the dark-green light) that can power up not one just two generators. For example, if you find a green light generator that has the number ane and the letter C on it, information technology means that it can be connected to either a cerise generator with the number 1 or a red generator with the letter C (but non both of them at the aforementioned fourth dimension).
Moreover, to actuate an Electrical Substation, you'll need to connect all the numbered generators. The generators with messages on them only power upward unlike station systems.
Now, get within the substation, and you'll run into an A/B green generator to your right.
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Pull the cord and plug it in the A red generator correct beyond.
Use the green button to the right to open up the door. Unplug the cord from the cerise generator A and plug it on the red generator B, which will exist correct at that place, pass the A door and to the right.
Use the greenish push to the right of the B door to open up it.
Finding the one/C Generator
You have to find the red numbered generators and connect them to the green ones. From the archway, go up the stairs to the 2nd floor, then walk to the left and enter the room with the lockers, keep moving frontward, and drib down to the first floor from the room with a yellow pipage.
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Now that you're on the first floor, walk to your right open the yellow gate, and turn back. You'll see the green generator number i/letter C.
Pull the cablevision, and exit the room to become to the footing flooring (don't utilize the stairs, drop down through the broken railing instead). Movement frontward and jump on the green plastic container.
From there, jump to the correct to get to the get-go floor. Now jump up once again, and you'll be in front end of an open up blue door, get inside; the C crimson generator volition be to your left.
Now leave the room and go to the left; you'll run across a gate labeled C, push the green push button to open it.
There'due south an inhibitor in this room, inside the condom to your right.
To know the safe's code, open the supply box to the left of the safe, and y'all'll detect a annotation inside. It reads "Judge number of pi," which ways the code is 314. Enter the code in the condom and get the inhibitor.
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Finding Generator Number 2
Within this room, you lot will find the number two green generator.
Pull the cable and drop-downwardly through the broken railing, so go downstairs to the engine room, become to the correct where y'all'll meet the ruby number 2 generator, attach the cable to information technology.
Exist conscientious on your way dorsum considering at present that the ability is back on, the h2o in the engine room will be flooding with electricity. You could run to the stairs, but you'll die if you lot don't have enough health. Another option is to get to the right and enter the vent to exit on the other side of the room, closer to the stairs.
Powering Generator Number ane
At present that door number C is open, you tin disconnect the cable from the C generator (located on the 2d floor), and now you will need to drop downwards to the ground level. The number 1 red generator will be to your right, side by side to a blue engine.
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Attach the cable to it.
Going to the Control Room
Now that the two generators have power become to the ground floor and follow the xanthous marker to an elevator (the i to the left of the B gate).
Use it to go upwardly to the control room. Get out the elevator and walk forward to enter the command panel'southward room. Collaborate with information technology to activate the Electrical Substation.
All the same, before you lot can power upwardly the substation, a group of Renegades will appear. Eliminate the one using a bow kickoff then deal with the other two.
Afterward, y'all'll exist able to actuate the station and cull who gets to control it, the Peacekeeper or the Survivors (this decision will only affect the sector where the Electric Substation is, not the main storyline)
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Keep in listen that all the boodle inside the location will disappear after activating the substation.
Going to the VNC Tower
Afterward activating the substation, Aiden will radio Rowe to ensure that the VNC Belfry has power. Rowe volition ostend that the ability is restored. He too tells Aiden it's time he goes to the tower.
Follow the yellow marker to go to the tower. Yous'll have to employ the GRE trailers outside to jump over the doors to go inside the building.
Once inside the belfry, follow the yellow marking to get to Rowe's location and talk to him. Rowe will tell Aiden that while the power is dorsum, the elevators seem to be stuck, but he already sent some of his guys to investigate what's happening.
Presently after, the power will go off, and Rowe will radio his men, just something is happening. The 2 of them volition decide to go where Rowe's men are and see what'due south going on, Aiden will have to check corridor C.
Finding Rowe's Men
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To become there, apply the elevator on the left, talk to the Peacekeeper outside the elevator's doors, and he will move then yous tin can become inside.
Then exit the elevator through the elevator hatch. Climb up the elevator shaft using the wall to your right. Your objective is to attain the flooring to a higher place.
Once there, plow to the correct, move forward, and turn correct again to enter some bathrooms. One time within, exit the room through the hole in the wall next to the sinks.
Keep following the path, and you'll attain an abandoned Telly studio. This area is total of dormant infected, don't wake them up as the audio will attract the Volatiles in the building. You need to crouch and move forrad through the rows of seats.
Go along moving stealthily, and you lot'll attain a room with some boxes. At that place'south a tabular array you can use to hide if at that place's an enemy in the room on the right. Y'all can go out this area through the door frame in front end of yous.
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Now, go downstairs and crouch to get below the wood boxes. You'll exist in the lobby, walk a little further, and meet a few infected banging on a door; that'due south the door you need to go through to exit the entrance hall.
There are many infected in the area, merely none are special so handle them as you come across fit.
Use the door on the correct side of the room (the one next to the soda auto) to exit of there. On the other side, yous'll find Leon, one of Rowe's desperately injured men.
He volition tell Aiden how to turn the power back on to get the elevators moving. Leon volition also ask if you can give a alphabetic character to his wife. She'due south on the Peacekeepers' HQ. You tin answer
If you concur to give the letter to Leon'south married woman, a new side-quest called "Last Will" volition exist bachelor.
Turning the Power Back on
Now that y'all know what happened with the power, it'southward fourth dimension to restore it. Open the door behind Leon'due south trunk and so walk forwards to exit the room. You'll exist in the generator room; there'due south an infected there, Chris, some other one of Rowe's men, impale him.
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After killing Chris, plow on the switch right in front of you.
The ability won't come back on, so you'll demand to bank check the fuses. In that location are 3 fuses in the area, marked with a yellow marker.
You lot'll demand to get shut to them to open the fuse'southward box and check them. The thing is that the noise made by turning the switch on attracted a few infected, so you'll have to deal with them while as well checking the fuses.
Subsequently checking all the fuses, the power will come up back on, and more infected will reach the expanse where you are. There are quite a few of them, but yous can employ your environment to your advantage. For example, there'll be an electrified puddle on the floor, and if you time it right, 1 infected will autumn to it and link the other ones nearby.
Connecting the Generators
Now that you've checked the fuses become back to the room where the switch is and interact with it again. Doing and so will restore the power. However, at that place'due south more yous'll need to do. On the left side of the room, you'll see a generator with the letter A.
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Pull the cable and get dorsum to the room where you left Leon. He won't exist in that location anymore.
Turn effectually and get downstairs to go to the basement. You'll find there a red generator with the letter A, attach the cable to information technology, and and so utilise the green button to open the gate.
Enter the room, and you'll encounter a working generator with the letter B on it, pull the cablevision from that 1, and head downstairs, to the surface area flooded with water.
Swim frontward, and you'll see a closed gated door.
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To open it, become to the left and then turn to the right and proceed swimming forward. Before moving forward, you'll run into an expanse to the left with a higher ceiling than the remainder of the room. Y'all can swim to the surface there and replenish Aiden'southward oxygen.
Now, dive back, turn right and and so turn right again. Y'all'll exist on the other side of the yellow gate, get close to open it. To the correct, yous'll see another space where you can swim to the surface so Aiden can breathe.
At present that the gate is open, y'all accept to become dorsum via the same way y'all came in and then enter the expanse, passing through the gate y'all but opened.
Yous must practise this because the cablevision Aiden is holding has a specific length, and so past going through the -now open- gate, you're making sure the cable will exist long enough to reach the other generator. After passing the gate, go along swimming forward. You'll reach the room with the B red generator.
Attach the cablevision to it.
Get Back to Rowe
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After connecting the generators, the elevators will be working again. Employ the i in the room you're in to become to the 8th floor, where Rowe has fix up a camp. Go out the elevator and turn to the left to talk with Rowe. Rowe volition give Aiden a Proximity Tool; with information technology, y'all can meet from the map essential goods (like inhibitors) the GRE tagged with RF markers.
To aggrandize the area covered by the Proximity Tool, you'll need to activate Radio Towers. Afterward activating a tower, all the inhibitor containers hidden in the zones covered by the tower's point will show on the map.
Rowe will tell Aiden that they're waiting for Jack Matt to get there and bring the transmitter that will go in the antenna, so he can residual while Matt arrives. Follow the xanthous marking outside of the room, and you'll see a group of Peacekeepers hanging out by the camp.
Later talking well-nigh Rowe, his men volition tell yous that he can be harsh, but not anybody will chance their lives to relieve his squad members.
Once the conversation is over, Rowe volition come up in with alcohol for the soldiers, he will offer Aiden a bottle, and you can either take it or refuse it. Rowe volition try to elevator everyone's spirit by talking to the soldiers.
Rowe will also share with Aiden that he questioned a Renegade officeholder, and he told him that they program to locate some GRE facilities, something chosen X13. Aiden recognizes that proper name, and Rowe will say that it could be a GRE complex if it's existent.
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The conversation will be over shortly after, and Aiden volition go to slumber.
Going to the Antenna
When Aiden wakes up, Matt will be already in the building. Get out of the room and go to the left to talk with him. He tells Aiden some data about a GRE doctor. All the same, he insists they need to terminate this job first earlier gathering more info about the dr..
The plan is to ride the lift to the top of the tower then mount the transmitter. Rowe will go with them confronting Jack's wishes.
Rowe's squad and Aiden will enter the elevator, only the power will get out after a few levels upward, and so the elevator stops.
Jack will instruct them to go on foot from here on. The Peacekeepers will open up the elevator's door, and one of them will go exterior to investigate the area and make sure it's rubber.
Everything seems fine, but a bomber (a special type of infected that explodes) comes out of nowhere and explodes near the Peacekeeper. Suddenly some other exploding infected volition surround the group, and Rowe will push Aiden dorsum to the elevator, saving him.
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Check for Survivors
Later on Aiden wakes up, cheque the survivors in the area. Be careful, as those bombers will still be in the area.
Bombers explode afterward getting too close to Aiden or being hit by a weapon. Instead of attacking them with melee weapons, utilize the bow or throwing knife while keeping your distance.
Apart from bombers, there'll exist a Spitter in the room. Avoid getting hitting by the acid assurance it throws. Kill all the infected in the room and cheque for survivors. Sadly, information technology seems like no one fabricated it out alive. After checking all the bodies, Aiden will radio Jack to tell him what happened. Jack tells Aiden that he needs to observe Rowe and become the transmitter.
Finding Rowe
Rowe will be to the left side of the area. In a room between the 2 big wooden structures. You'll need to move a wood lath to get inside.
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Rowe volition be badly injured, but he all the same has the transmitter in his pocket. Before dying, Rowe asks Aiden to accept the domestic dog tags of the fallen so that they won't be forgotten.
Talking With Lawan
Aiden will radio Lawan to tell her what happened. The two of them argue, but Aiden yet wants to become to the meridian of the antenna. Leave the room where Rowe's body is so follow to yellow marker to the exit door, information technology's locked, and Aiden is trapped inside.
Lawan is going to go Frank to see what he can do. In the meantime, the infected will beginning entering the area, deal with them and do your best to survive. Aiden will enter rage mode, and y'all'll be able to easily fight the infected, trigger-happy them autonomously with your bare hands.
After killing them, Aiden will pass out. Upon waking up, Lewan will have Frank on the radio. He thinks Aiden won't be able to become out of there, just Lawan convinces him to help.
Finding the Grappling Hook
According to Frank, some of the Nightrunners' equipment should still be in the elevator shaft. To get there, go to the left area of the room and utilise the forest boxes to get to the upper floor.
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Then jump and open the elevator doors, get up the lift hatch and and so expect up, you volition exist looking for a claw pierce to the wall. Take hold of it.
It's a grappling hook that'll help with climbing. To utilize the grappling hook, equip it in the Accessories tab. You lot'll see a reticle appear on the screen; the hook can attach to whatsoever surface where the reticle appears on. Aim and use L2 to swing.
Await up and shoot the hook to the yellow ceiling light, use it to get to the metal ledge on the other side. And then move forward, drop the ladder, await up, and use the grappling claw once more to get to the other side. Once there, turn to the left, and you'll encounter another ceiling light, use it to get to the position the yellowish marker is mark.
Enter the corridor and discover the door with a wooden board blocking the way. Move it. Y'all'll have to utilize the grappling hook in this room to become across. This time you lot'll have to claw two ceiling lights in a row. To practice so, aim at the first one and press L2 to swing, then press R1 to detach the claw and quickly aim to the 2nd ceiling light to get to another corridor.
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Walk through it and then upwardly the stairs until yous become to the door that has an Get out sign. Infected will start to get to the room, don't engage and only follow the path until y'all get outside. Utilise the grappling claw to go to the other side.
Once at that place, aim the claw at the yellowish ceiling light to the right and swing until you can reach the exposed piece of wall.
Climb it and then plow around to bound to the ceiling bar in front of you. From the bar, walk to the left and plough around to jump to another part of the exposed wall.
Enter the room to the left, go within the elevator to the correct, climb to the elevator shaft, and then reach the floor above. Now utilize the stairs in forepart of y'all to go all the manner upwards until you reach a room that has a UV lamp.
You'll see a GRE crate with inhibitors to the left of this room. Open it upward.
Open the door to the left, and you'll exist outside on the terrace. Frank will insist you go to the Fish Eye now that you have the chance, but Aiden still wants to become up.
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Going to the Top of the VNC Belfry
From the terrace, gain some pinnacle past climbing up the belfry crane. Then jump and utilise the paraglider to get to the point with the yellow marker on the other side of the building.
In this new expanse, use the metal construction to the right to climb up.
From at that place, aim the hook to the xanthous ceiling light and swing to the other side. Then use the exposed wall to the correct and climb up. And so jump to the ceiling bar on the right and walk until you see another yellow ceiling light in front of you lot; use it to swing to the other side.
Turn effectually and jump to the ceiling bar, now walk to the right and adhere the hook to the ceiling light, use it to swing to the exposed piece of wall in front.
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Climb it and then head to the room to the right, walk beyond the room and you'll be exterior again. From there, yous can jump to the ceiling bar correct in forepart of you. And then jump to the right to climb the metal structure. Look upwardly, and you'll see two yellowish ceiling lights; you'll have to swing to them, 1 afterward the other, to get to the other side.
Then jump up to the ledge. You'll be in a new room; there are infected beneath simply ignore them. Leap to the ceiling light to go beyond the room without being detected, jump to the floor on the left.
Then turn left again; yous'll see another ceiling low-cal you can walk over, so jump to information technology.
Get to the other side and walk frontwards until you lot reach the other ceiling light at the finish of the room. Jump on it to get across and and so leave through the right. You'll be exterior again.
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At present, look to the left and climb the exposed piece of wall, turn around, and you'll run into 1 of those yellow ceiling lamps, attach the hook to it, become to the other side, then walk to the right and turn around, attach the claw to the other ceiling light and go to the platform in front end.
There drop down the ladder and leap to the area on the right.
Jump to the ceiling bar and walk until you can accomplish another yellow ceiling light, use the grappling hook on it and swing to the exposed piece of wall, climb it upwards.
In this new area, go to the room on the left and go upstairs. Follow the path until yous become to an outside area. From there, walk to the left and use the forest lath to reach a ledge.
Driblet down the ladder and look up, attach the hook to the yellow ceiling light, and and so swing to the exposed piece of wall climb it.
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Plow back and jump to the ceiling bar, walk and then spring to the exposed piece of wall that leads up and climb it.
Then await up, spring once again to the room on the left, and walk through it.
The room will end on a metallic ledge. Use the grappling hook on lights on the left to become to the adjacent ledge.
From there, you'll find multiple ledges you move through; just jump to them (be careful as some will exist thinner than others, and then lookout where y'all step).
Eventually, you'll reach the VNC belfry logo. To go through there, use your grappling hook on the starting time lite and then attach information technology to the adjacent ane mid-air. You'll land on a metal ledge, wait up and aim the claw at the low-cal to become to the other side of the tower and catch the ledge. Keep going forward and apply another pair of lights, so land on the ledge and climb upwardly through the exposed piece of wall.
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Finally, you'll be in an angled roof with what looks like solar panels on it; you lot'll come across metallic ledges where you can stand on. To get there, go to the right and climb the metal panels that are below each metallic ledge.
In one case you attain the second one, you'll accept to slide down to go to the metal ledges, jump from one to another and then attach the grappling hook to the mechanical arms to get to the others. Yous'll take to echo this process several times until you finally reach the antenna.
Once you become there, walk to the right and use the ladder to go up the offset antenna pole. From at that place, look up and attach the grappling hoof on the yellow light to get to the chief antenna pole.
Utilise the ladder to get upward, and and so employ the other ladder to get even higher. To get to where the transmitter is, you lot'll need to jump to i of the tubes at each side of the pole and move up.
Finally, you'll exist in front of the transmitter, turn it on.
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Give the Antenna to Frank, Juan, or Matt?
Later, you lot'll have to make a pick. You can requite command over the transmitter to the Peacekeepers or give control over the transmitter to Frank.
Major Decision | ||
---|---|---|
Requite Control Over The Transmitter To Juan (if you lot did non side with Matt) | Requite Control Over The Transmitter To Matt (if you did not side with Juan) | Give Control Over The Transmitter To Juan |
This pick volition have an bear upon on the story.
Up Next: The Shoe
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Dying Light 2 Broadcast Walkthrough,
Source: https://www.ign.com/wikis/dying-light-2/Broadcast
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