Head back to the Nero NMU building, and gas up the generator out front. Unknown NERO Weapon. As usual you can find two alarms strapped to the top of each Nero NMU building in the area. The Little Bear Lake Nero Checkpoint will be one of the first checkpoints you clear at the beginning of the game. In Days Gone, you can run storyline missions parallel to each other, at the same time. Nero Intel can be found from various places of the world in Days Gone. All of the collectables are numbered based on the number they appear on in the games collectable menu. If you want to play it safe, it’s best to just target the alarms in the area, snag your reward, and then move on with your life. ... "Finding Nero" Custom Accent (Custom Skin) Ripped Apart - Storyline Mission Walkthrough. Nero Injectors can mostly be found in two different types of locations you will visit in Days Gone.The first locations you can expect to find these consumables are in Nero Checkpoints. This mission completes the "Finding Nero" storyline which also unlocks the Unknown Nero Weapon craft recipe. Compared to some of the others on this list, the Volcanic Legacy Scenic Byway Nero Checkpoint is a breeze. Follow the wires farther to the south to a second light post with another alarm, and whip out your crossbow or your favorite suppressed weapon to knock the siren down just like its neighbor. Follow the wires from the generator to find the final two alarms. These 52 Nero Intel count towards that total. Once you arrive, your first stop should be the guard post at the eastern entrance to the checkpoint. NERO Intel Locations. Look to the left of the toilets, and you’ll find a gas can to fuel up the generator back beside the Nero NMU buildings. The Nero Checkpoint is just beyond the bridge, but we recommend parking a safe distance away before approaching. One Percenter trophy in Days Gone: Go above and BEYOND, unlocking every trophy in Days Gone - worth 300 Trophy XP. You’ve found and cleared all of the Nero checkpoints. So, it’s important to find all the alarms and clear most of the smaller enemies around a checkpoint before kicking on the juice. If an alarm goes off, any nearby swarms and freakers will come knocking on your door. In total there are 18 Nero Research Sites in the game, and each gives you Nero Injector which helps to increase your Health, Focus and Stamina stats. Your email address will not be published. The Chemult Community College Nero Checkpoint can only be accessed later in the game after arriving at the Wizard Island Camp. I've been driving around finishing up some little things but none of these have started up again. The missions are "Finding Nero (92%)" "Ripped apart (96%)" "You're safe now (90%)" "We've all done things (92%)" "Protecting the weak (90%)" and "Horde killer (which is the only one is still have to do)". This means that explosives will quickly draw the attention of freakers and raiders alike. Finding all of them will max out your health. With gas can in hand, head back to the generator in the center of the checkpoint. Take care of it the same way you dealt with the last one, and then make your way even further west to find a final alarm mounted to the top of a guard post at the entrance to the checkpoint. For Days Gone on the PlayStation 4, a GameFAQs message board topic titled "Finding Nero 92%...". After completing all you will earn World’s End Trophy. Once you’ve dealt with the freakers in the area, you’ll find the usual alarms and speakers attached to the Nero NMU buildings in the center of camp. When the area is clear, snag the gas can from the center of the checkpoint and top off the generator to switch on the power. Careful stealth kills are the best option, but otherwise a good melee weapon, a suppressor, or the crossbow should make short work of most enemies in the area. The good news is that this Nero Checkpoint only has two alarms you need to worry about, and they’re both in the usual locations on top of the Nero NMU building in the center of the checkpoint. Nero Checkpoints are dangerous, freaker infested outposts dotting the highways and backwoods trails of Days Gone. There’s a simple fix: You must also clear out all of the South Oregon Crier Nests to finish the Infestation Exterminator Storyline. There are two alarms at this Nero Checkpoint, both of which are on top of the boxy Nero NMU building on the north side of the camp. Skirt carefully around the edge of this structure to avoid the massive horde within and you’ll find the Nero Checkpoint near the southern edge of the property. Location: Just north of O’Leary Mountain Safehouse. Days Gone is an open-world action-adventure game set two years after a devastating global pandemic. Every Nero Checkpoint also acts as a Fast Travel point. The actual checkpoint is east of the Old Pioneer Cemetery where you first encounter a Nero helicopter in the story. 1 Goal 2 Missions 3 Rewards 4 See also NERO - the National Emergency Response Organization - what are they doing out here? Days Gone Collectibles. You're Safe Now is one of the storylines in Days Gone. Head a bit north to the tip of the infestation and you’ll roll right into this Nero Checkpoint. To get started, climb up on the two Nero NMU buildings in the center of the checkpoint, and cut down the four alarms attached to the two main trailers. You’ll know you’ve found the right place when you stumble across the Rim View Ranch Infestation that blocks most of the eastern highways around the lake. Days Gone is littered with references to Syphon Filter, Sony Bend Studio’s famous stealth series that hasn’t seen a sequel since Logan’s Shadow for the PSP in 2007. Comment document.getElementById("comment").setAttribute( "id", "5c3d07dba8ce7fcb57bc173440556550" );document.getElementById("ce864f1a2d").setAttribute( "id", "comment" ); Call of Duty: Black Ops Cold War Trophy Guide. Quite a few of the collectables are found as part of the main story and because of this, do not feature as part of this map. If you haven’t encountered a horde yet, be prepared to see your first band of merry freakers. If you’re still fresh to Days Gone, we recommend using stealth to avoid the horde entirely. Nero Checkpoints require a combination of stealth, foresight, and resource management that can be a difficult challenge for any player, but the rewards are more than worth your time. The second light post speaker is southeast of the Nero Buildings on the opposite side of the football field from the previous alarm. Interact with the fuse box on one of the NMU buildings to highlight an investigation that will lead you through the refugee camp to a body with the missing Nero Fuse in question. Getting to them can be troublesome. A few well-placed shots from your sidearm or your crossbow will silence it for good. With fuse in hand, hop up in the back of the large military truck just across the street to find a gas can. At this point you’ll be able to head to the Volcanic Legacy Scenic Byway Nero Checkpoint by making your way northeast out of Wizard’s Island. Finding this checkpoint involves heading southeast from Wizards island until you hit the Chemult Community College Campus. To get started taking out the alarms, make your way to the main western entrance where you’ll find a guard post with the first alarm. Use the fuel to get the generator running, and then head into the NMU buildings to collect your rewards. With a little luck most of the camp will devolve into chaos and you’ll be free to pick off the stragglers. Is this a glitch? With the doors unlocked, you’re free to collect a pile of meds and a shiny new Nero Injector to pad your stats. As a bonus, Nero Checkpoints serve as a safe house and a fast travel point where you can consistently find fuel and supplies either while passing through, or as a pit stop on a longer fast travel journey. Fortunately, this is a tutorial checkpoint, so it shouldn’t be too much of a challenge. Luckily No, it isn’t! All the remaining Nero Checkpoints only become available once you progress the story to the point where Deacon decides to leave Iron Mike’s Camp and ride south. As usual, there are also another two speakers on top of the NMU building that you’ll want to slice and dice before you gas up the generator in the center of camp. He wants to know what is happening, and to do that, you will need to get closer. This adds the remaining 8%! Starting the power will unlock any electronic doors in the area, but also feed power to any lights and sirens still active. Days Gone contains 252 Collectible Locations and 104 Questline Items. NERO Intel 1 to 25. Loot the nest residue, and then pop open the crate inside to snag the Nero Fuse you need to start the power. As soon as you enter the checkpoint, you should spot a blue truck to the right in front of a military tent. Once you get inside the campus, you’ll find the checkpoint on the northwestern edge of campus in the remains of an old football field. You’ll find the first light post alarm to the southwest (look for the wires leading off the generator in the center of the NMU buildings), which can be shot down with your choice of firearm. Kick on the power, and you’re free to loot the NMU buildings for various meds, a Nero Recorder, and another Nero Injector. Unfortunately, most Nero Checkpoints are found deep in the freaker infested wilderness, often nearby large hordes or groups of gun-toting enemies. Increasing your health, stamina, and focus is key to turning Deacon into a freaker fighting machine. With the electronic locks disengaged, you’re free to snag the Nero Injector and the bandages for Boozer from inside the NMU building at your leisure. The bad news is that you’ll also need to burn out the freaker nest to the right of the tunnel entrance to access the room on the other side. Climb up top, then hold square near each speaker to manually cut the wire. Shoot both alarms to knock them off their respective poles, and then return to the generator on the east side of the camp. If you can, set up a few proximity mines on the far end of the bridge away from the horde, then sneak close enough to rain distractors, molotovs, and pipe bombs down on any large clumps of nesting freaks. Throwing an attractor near one of these explosives and then climbing up on the NMU building gives you the height you need to shoot the explosives without getting mobbed by the rest of the horde. Your next stop is the mouth of the tunnel on the east side of the Nero Checkpoint, where you’ll find a second outpost and a second alarm with wires begging to be snipped. When you’re ready, kick on the power and scrape the area clean of supplies and Nero Injectors. These include the Nero Resource Sites, Nero Checkpoints, or obtained automatically from the story missions. … The Pillette is narrow enough to clump the horde into a large mass where you can tear it apart with a few choice explosives as it chases you, but long enough that sprinting across, it will confuse the horde and keep you from being easily overwhelmed. Here you’ll find a gas can and another alarm mounted to the top of the guard post, which you can disable with some basic knifework. Your next goal is to chop down the alarms and speakers mounted to the three NMU buildings in the center of the camp. Unfortunately, the Chemult Community College Nero Checkpoint has a horde roaming around the area. There’s a simple fix: You must also clear out all of the South Oregon Crier Nests to finish the Infestation Exterminator Storyline. You’ll find the Old Sawmill Nero Checkpoint on the far southeastern corner of the Lost Lakes region. This checkpoint is part of the “Bugged the hell out” storyline that sends you out looking for a sterile bandage for Boozer. The crafting recipe for incendiary bolts is unlocked from completing Ambush Camps. The Horse Lake Nero Checkpoint is part railyard, part refugee camp, part mass grave, which has caused a sizeable horde to take up residence on the south side of the checkpoint and throughout the train cars in the area. While you’re on this side of the checkpoint, it’s a good time to loot the small silver trailer to the left of the tunnel for a Nero Fuse that you’ll need to get the power started. Nero Checkpoints are dangerous, freaker infested outposts dotting the highways and backwoods trails of Days Gone. So I just beat the game, loved every second of it btw, but I couldn’t help but notice that a couple of storylines are still incomplete. Follow that highway until you find the Old Sawmill. Finally, there are two guard posts with their own speakers at the northwestern and northeastern entrances to the checkpoint. Make your way to the center of camp to find a gas can on the back of a tow truck. On this page of our guide we have reviewed the most common types of research sites. As a result, you won’t be able to access it until you progress the main story far enough to unlock this region for exploration. There are six mounted to the three NMU buildings on the north side of the football field, and three others mounted to light posts in the area. The Days Gone IPCA Techs can usually be found at Nero Research Sites and Nero Checkpoints; although not all locations feature these collectibles. So any ideas…?? We recommend either using this information to kick off a fight between the two groups, or going in quiet to keep things nice and calm. If you have access to a residue bolt for the crossbow, you can poison a few of the rippers and get everyone shooting, which should attract any nearby freakers in the area. DAYS GONE (PS4) https://store.playstation.com/#!/en-au/tid=CUSA09175_00 Follow the NERO researcher is an objective in the Story Mission, They're Not Sleeping in Days Gone. After completing the tutorial, you can select the storyline to follow in the "In Progress" tab in order to proceed. 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