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Section 14: Now That's An Idea
Days Gone

Section 14: Now That's An Idea

Follow this Days Gone walkthrough to destroy the Crescent Lake dam, defend Boozer, and assault the lodge to confront Carlos. Includes tips for the Rogue Tunnel NERO Checkpoint and the final assault.

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Follow this Days Gone walkthrough to destroy the Crescent Lake dam, defend Boozer, and assault the lodge to confront Carlos. Includes tips for the Rogue Tunnel NERO Checkpoint and the final assault.

Your arm is badly burned, so find Addy in the infirmary. She is reluctant to treat the burns since Boozer's treatment resulted in amputation. She says that she isn't even a doctor. She was a veterinarian in her normal life but she does what she can to treat your burns.

Return to your cabin for the explosives and Rikki will confront you. She went to check on the TNT after the Ripper attack. She knew where to go when the explosives were missing. You tell her a story about drowning rats. You will be destroying the reservoir's dam to inundate the valley where the Rippers have their stronghold. She finds this unacceptable and leaves.

Stock up on ammo and set out for the dam far to the west with Boozer. Boozer says that blowing the dam will devastate the valley, but the lodge is on higher ground and anyone there should survive the flooding. The drive will bring you to a tunnel where eight or so Rippers lurk in the gloom. Equip the SSR sniper rifle to clear the tunnel.

Rogue Tunnel NERO Checkpoint:

Just beyond the tunnel is the Rogue Tunnel NERO Checkpoint. It has seven alarm speakers to disable. There are two on each of the two NERO buildings, one on the north end guard hut, one on the light tower outside the tunnel and one on the southwest light tower. Use the gas can near the blue porta potty on the south side of the compound to fuel the generator. Repair and start the generator to unlock the doors and to find the NERO Injector to complete the task.

Storyline: World's End. Rewards: 2,000 XP, 450 trust, and 2,550 credits.

Continue on to the dam at Crescent Lake. Boozer says he isn't much use in a firefight, so he will be the one to set the charges.

Storyline: Surviving Isn't Living. Transitions to, That Never Gets Old.

That Never Gets Old:

The task is to defend Boozer as he sets the four explosive charges on the dam. Climb into the tower overlooking the dam and equip the SSR sniper rifle and be aware that you have infinite ammo for this task. Be aware that when Boozer takes damage, he will display a health bar and the mission will fail if he is taken out.

Boozer will be moving onto the dam from your left. Locate and drop the two Rippers on the left side of the bridge before Boozer comes under fire. After the first charge is set, he will move farther onto the bridge to set the second charge and three Rippers will move to intercept him. They will be moving targets, so lead them to clear the way.

With the second charge set, Boozer will start down the stairs and three Rippers will ride up, one at a time; so kill then as they dismount. As Boozer moves down the stairs an armored gunner with a machine gun will come from the structure on the far side. He can dish out a lot of damage to both you and Boozer, so hammer him and then address the two Rippers that join him.

As Boozer reaches the base of the dam to set the third charge, a sniper's laser sight will betray his position on the structure on the far right side. He is a priority target as he can target both you and Boozer. Four more Rippers will converge on Boozer from both sides as he tries to set the third charge. Target them and after he sets the final charge a lone Ripper will emerge from the dam and grab him. Carefully target the Ripper's head to free Boozer.

A cutscene will roll, showing the dam rupturing, flooding the valley below. The task is now to ride to that lodge that Boozer mentioned to find Carlos and any of his followers that survived the flood. Luckily, you will still have that SSR sniper rifle.

Storyline: Surviving Isn't Living. Transitions to, Time For Some Payback.

Time For Some Payback:

Ride to the marker and move to the overlook. The valley was devastated but about fifteen Rippers avoided the flood on the higher ground around the lodge. Scout from the overlook. There are two initial priority targets. There is a sniper atop a cargo container and an armored gunner standing near the lodge. If you have a suppressor, attach it to the SSR sniper rifle to delay being detected and target that sniper and then eliminate the armored gunner.

You can now use the SSR sniper to systematically drop the remaining Rippers, and Boozer will advance and he will be dropping a few with his knife hand. Be aware that a suicide Ripper or two will set themselves afire and come charging up the grade to your left-so watch for them-setting up on that grade rather than sniping from the overlook can keep you from being surprised by these pesky suicide Rippers.

A final wave of hostiles will include a Breaker who will be attacking everyone and everything in sight.. Hammer him with the SSR sniper rifle and then secure the low area in front of the lodge. Note that the action will also draw a few Freaks into the mix. There are ammo caches on the overlook and in the low area to keep the SSR sniper rifle fed, so top off as needed.

A half dozen Rippers will hold back and they have taken cover on the side of the lodge. Target them with the SSR sniper rifle as Boozer runs into the mix. With the outside of the lodge secured, enter the lodge through the double doors. Carlos is alive and is on an upper floor. Boozer will boost you up to confront him.

Storyline: Surviving Isn't Living. Transitions to, I'm Good With That.

I'm Good With That:

After being boosted up, Carlos will attack, knocking away your weapons and blowing a substance into your face, stunning you. This will now be a knife fight. When Carlos attacks, roll away and counter but roll away after delivering several blows or he will grab you. Always just roll away a

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