4: Pact with Rais | Main quests - The Slums Dying Light Guide
Last update: 11 May 2016
How to unlock: Complete main quest number 3 (Tower on the map).
Reward: 22500 experience
Leave the Tower and head west. Your current destination is Rais's Garrison in the Slums (Rais's Garrison on the map). After arriving at the place, quickly go past the zombies and climb the car to make it across the fence. Go west again, knock on the door and watch a cut-scene in which you meet Rais. After the conversation, locate the door leading inside the Garrison. Here you have to talk to Karim and you will receive the first quest.
Leave Rais's headquarters and go north. Reach the tracks, climb one of the wagons (number 4a on the map) and let Crane contact the authorities. Head north-west, towards the first radio tower (number 4b on the map). After reaching your destination, besides a Goon, you will be attacked by a Toad. This monster spits acid that can poison the hero (causes you to lose hp slowly). Jump to the side to dodge the acid attacks and try to kill the Toad fast, either using ranged weapons (for example Throwing Stars) or climbing the roof and fighting with a melee weapon (the monster is nearly defenseless in melee combat).
The Toad is not the only problem, because as it was mentioned before, there is also a Goon here. You can try to defeat this monster in melee combat (consider blowing up the nearby red barrels) or draw his attention away of your current mission objective using Firecrackers. No matter what variant you choose, interact with the gate and kill another zombie. Bring back the energy supply (the switch).
You can now approach the first radio tower and start climbing to the top. Use the ladders and grab the interactive (yellow-black) edges (remember to always face a given edge before catching it). Don't hurry and carefully perform every move, because a mistake can cost you a long fall and death. Prepare for meeting a zombie on the top balcony (the best way is to push him down). Locate the box and open it. Listen to a conversation with Karim and grab the rope to go all the way down.
The second radio tower is located east from here (number 4c on the map). It is surrounded by an electric fence, but you can solve this problem quite easily. Climb the nearby rocks and stand in the place shown in the picture above. Run towards the edge and jump to reach one of the metal balconies. Here you can talk to Alexei or start climbing right away. Just like before, use the ladders and grab the interactive edges. Be careful when going across the narrow platforms. Open the next box and activate the radio tower. Use the rope to go down and head back to the Garrison to meet with Rais again and also to talk to Karim.
Leave the Garrison and head east. Climb one of the wagons on the bridge (number 4d on the map) and allow Crane to contact GRE again. You can start running towards Jaffar's Wheelstation (number 4e on the map). After reaching the place, enter the small camp and find Jaffar. Talk to him to collect the payment. Your next destination is the entrance to the tunnel located north-east from your current position (number 4f on the map). After reaching it, go inside the tunnel (the one with the burning cars) and find the southern door. Explore the side corridors and open the red door. Watch a short cut-scene of you meeting a Bomber - an exploding infected.
Your new destination is a fishing village located in the eastern part of the Slums (number 4g on the map). When you're there, you will have to kill all the monsters in the village. Start from closing the gate as fast as you can, as it will prevent new infected from entering. Now, start to eliminate the zombies. Watch out for the Runners especially (try to break their legs and push them off the rooftops) and new Bombers (try to "detonate" them using ranged weapons, for example stars or hatchets). After getting rid of all the enemies (you will also unlock a new sage zone), find Gursel's hut, which is marked on the map in the guide. Talk to him and collect the payment.
Leave the fishing village and start heading towards the port, located north from your position (Ferry on the map). Go past the barricades using climbing and find Morgan in the port. After a short conversation, take the bag from the table. Now, head west. Your journey back to the Garrison will be interrupted by a radio connection with Karim. He will tell you to check the causes of loss of contract with one of the patrols. Head towards the gas station (number 4h on the map). Before you approach the station, makes sure that Crane has full hp and check if you can craft some throwing weapons and Resistance Boosters.
Start from opening the back door of the yellow van and take all the DYI Grenades from inside. Quickly get back, because there is an armed enemy on the roof of the gas station building. You have to kill him to be able to explore the area in peace. The easiest way is to throw one of the grenades, but you have to aim carefully so that it flies over the fence and lands on the roof. You can also use some throwing weapon or firearms (if you have any), or climb the nearby shelf and jump onto the roof. It is good to reach the place where the bandit was, because you will obtain a Police Rifle. Besides, by opening the hatch on the rood, you will unlock a safe zone.
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When the battle fight is over, search the bodies of the soldiers from the patrol, especially the dead mercenary lying the closest to the gas station building. After turning the body, you will find an envelope, which you have to take. You can now start heading back to the Garrison in the western part of the city (Garrison on the map). After arriving at your destination, first talk to Karim and then knock on the blue door to meet Rais.
Leave the building and reach the top of the wagon again (number 4a on the map) to contact GRE. Now, head back to the Tower (Tower on the map). Enter the hideout, use the elevator and listen to a conversation with Jane. You can now go to the room where Brecken is. Take the stairs to go to the roof and meet with Rahim. Climb to the higher part of the roof and stand in the place where Crane can contact the authorities. At the end, listen to a conversation with Jane.