u/Noodneek

Image 1 — I reached level 3 trust in Lost Lake immediately after unlocking it (I don't know if anyone have ever done this before).
Image 2 — I reached level 3 trust in Lost Lake immediately after unlocking it (I don't know if anyone have ever done this before).

I reached level 3 trust in Lost Lake immediately after unlocking it (I don't know if anyone have ever done this before).

(Reddit automatically compressed the sh*t out of my images and I can do nothing about it now, please see them in the original quality here or here)

As you can see, I've got it right after the conversation with Iron Mike (that concludes "We've All Done Things" mission) has ended. On the 2nd picture you can see the map and all the stats just before starting the previous mission that took me to the Lost Lake region for the first time (officially). This was possible because:

  1. I took an "unofficial" trip to visit Iron Mike's camp very early into Act I – after receiving the replacement bike from Manny and completing only 3 following main story missions. This is very possible without any cheats or mods, only by utilizing normal built-in game mechanics – you need to climb the cliff south of Copeland's camp with your bike and cross the mountain ridge, then jump down from another cliff (here you can see how it's done).
  2. That allowed me to send every survivor I encountered (in all 3 starting regions) to Iron Mike's camp essentially from the beginning of the game. And I've managed to send 36 survivors there before Act II started, earning most of required trust points (36,000 out of 42,5000).
  3. At some point into Act I, I went to Lost Lake region again and cleared all available local Infestations, NERO Checkpoints, Ambush camps and hordes, and, in addition, one Iron Butte Checkpoint (yes, you can get there from the L.L. region using the same method I've mentioned earlier). All that provided another 4,700 TP. "We've All Done Things" mission provided the rest. You can see the full LL trust points breakdown in my other post.

I did all that essentially during my 1st playthrough (I acquired this amazing game only recently), with the only difference that I sent 2 fewer survivors there, but instead completed 3 more story missions (up to the point just before "Playing All Night", during which having level 3 trust Talon 7 sniper rifle is really beneficial).
But, after progressing through a couple more story missions, I realized that I made some mistakes in utilizing and allocating some exhaustible resources; and that I can implement much more optimized and refined strategic plan, so I rolled back to a save just after "Drifters on the Mountain", and replayed the game from that point to the current stage of progression, which resulted in what I show above.

My style of playing is to explore the world while collecting and unlocking stuff as early as possible, before significantly progressing through the story. But the story in this game is really good, so I allowed myself to get immersed in it from the beginning. But luckily, exploring and doing side activities is an integral part of the initial Days Gone story progression, so I wasn't completely diverting from my preferred style of playing.
But, when I was about 60-70% into Act I, after clearing all available Infestations, NERO Checkpoints, Ambush camps and hordes in the Cascades and Belknap, it really irked me that I can't explore even further and acquire more recipes, skills etc... So I searched online to see if there's any way to go out of bounds to the currently locked regions, and, of course, I found it, thanks to two great content creators, known as GreyGhostGamerz and Borislav 247. The trip to the "forbidden lands" seemed like an exiting adventure in itself, so I gladly went down this rabbit hole, exploring all the regions and clearing, collecting and unlocking everything that's available there before those regions are officially unlocked. I reached level 2 in LL, level 1 in WI and level 2 in DL, which allowed me to buy some advanced weapons and almost all top upgrades for my bike.

This really helped me to understand on much deeper level what might be the optimal strategy of utilizing and allocating exhaustible trust resources (like ears from hordes and survivors) and of doing all the side activities, in order to unlock important stuff (skills, recipes, weapons and bike upgrades) as early is possible, and in the most efficient sequence. For example, it's better to clear more Ambush camps to unlock incendiary bolts before clearing infestations, and to do the same to unlock Attractor Bomb recipe + unlock "Up the ante" skill or acquire Saddlebags upgrade before engaging really large hordes.

The most important advantage of doing all this stuff early, is to be able to really immerse yourself in the story, when you no longer have to worry about anything else, since you've already done all that and got all the subsequent rewards and benefits, which now give you enormous variety of options and tools during your story progression.

For example, this is my gear and my bike before engaging the 4th story mission of Act II:
https://i.ibb.co/ZzqybNDW/Act-2-Beginning-AR.jpg
And I also have Talon 7, which I will take to this mission instead of currently equipped MG 55.
I've already unlocked 23 skills (including "Carry that Weight", "Up the Ante" and "Penetration") and maxxed up my Health, Stamina and Focus.
I also unlocked all the Ambush Camps' recipes.
I have a wide variety of really good weapons and enjoy riding very fast, quiet and durable bike, which has all top-tier upgrades except Nitrous III and Saddlebags IV...
If you've noticed the upgraded US556 magazine on my picture from the link above, you know that I have level 3 trust in Hot Springs as well. And BTW, I will for sure reach level 3 in the Cascades too, before the late game moment when in matters.
Also, I have about 1000 swarmer ears in my bag + many other items, which all combined worth about 8,000 trust points. This plus all the ears from Lost Lake/Iron Butte hordes, that will be available when I officially unlock the south, will allow me to unlock level 2 trust in Wizard Island before the southern campaign even starts (I won't touch these hordes until that moment, since I don't need to, when I already have trust level 3 in LL). Which means I will be able to buy and use BFG for the entire southern campaign from the very beginning.

As a result, from now and till the end of the game, I can enjoy the story uninterruptedly, without engaging in and worrying about anything else! (Except one brief moment after I unlock the south and sell all the stuff in my bag to WI, when I will come back to LL/IB in order to clear the remaining hordes and gather their ears for trust boosts in WI and DL.)

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P.S. Probably, I need to explain how could I show you the screenshot of the map focused on Iron Mike's Camp before that region was officially unlocked. 🙂 Normally, you indeed can't do that, the map won't move beyond your currently unlocked area, and that was the case during my 1st partial playthrough – for navigation in the locked regions I had to use the compass and this online map (it was like old-fasion compass-and-paper-map navigation 😅). But later I created a mod (I play on PC) to unlock in-game map navigation across all regions from the start of the game.

u/Noodneek — 1 day ago

Weird and a bit concerning occurrence with O'Leary Mountain Horde.

When I went to their cave, there was just one lonely swarmer sitting there, and after I killed him, suddenly I got the notification of clearing the horde.... And indeed, all 24 of his deceased buddies were inside the cave (I counted the ears), with a dead wolf in the middle...

As an experiment, I rolled back to my save just before I went to O'Leary Mountain, then, instead of going strait to the cave, I slept twice, thinking they might respawn, but instead, this time they ALL were already dead, with the same dead wolf in the middle, so I could only collect the ears, but no credit for the horde... So I restored the save just after killing that last surviving swarmer and getting the credit.

What I think happened was that all the poor freakers there were taken out by local wolves (there are a lot of them on O'Leary Mountain) in 3-4 days that passed since 7 new Cascades and Belknap hordes spawned there and I went back to these regions to clear them. O'Leary Mountain Horde was among the last ones I cleared, and I suspect, that if I waited one more day, I would end up with all the horde dead and no way to get the credit for it...

I wonder why there's no fail-safe for a situation when a small vulnerable horde like that one is occasionally eliminated by other NPCs, so that the player could still get credit for it... If there is none, it would be a good advice to pay a visit to O'Leary Mountain Horde immediately after returning to the region to clear newly unlocked hordes...

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u/Noodneek — 3 days ago

Can't figure out where extra 150 camp's trust points came from...

I'm in a process of getting level 3 trust in the Lost Lake before that chapter even starts. I went there (by climbing the cliff with my bike and crossing the mountain ridge to the south) very early into Act I – after receiving the replacement bike from Manny, I completed only 3 starting missions, then went on my premature unofficial trip.

Now, I follow all the trust points I receive from the camp very meticulously, but the numbers simply don't add up... So far I cleared all available Lost Lake Infestations (3), NERO Checkpoints (2), Ambush camps (2) and hordes (3). Besides that, I cleared one checkpoint in Iron Butte, which also contributes to LL trust. And finally, I was able to send there 35 survivors (only one left to achieve the goal of getting enough points for LL level 3 just after I move there).

As I said, that region is still officially locked, so I haven't done a single mission there yet, and also, bounty and food stalls in Iron Mike's camp are inactive, so all the activities I listed above are the ONLY sources of my trust points there. Here's the screenshot that illustrates the situation:

https://preview.redd.it/ny3kucwpsjjh1.jpg?width=1740&format=pjpg&auto=webp&s=89ed8bb26a9b2c5b6b1f7a951466b83e59a0af11

As you can see, the current trust figure is 22,350/25,000, but according to my calculations, it's supposed to be 22,200! I tried to check the numbers several times, and the source of those extra 150 points is still a mystery... Here's the breakdown, you can check the math if you want:

Trust source Trust points n Sum
Ambush camps 350 × 2 700
Infestations 350 × 3 1,050
NERO Checkpoints 350 × 2 700
Checkpoint in IB 450 × 1 450
Hordes 600 × 3 1,800
Survivors 1000 × 35 35,000
Total trust points: 39,700
Level 3 fraction: −(5,000+12,500) 22,200

Does anyone have any idea where the additional 150 points came from, or it's possibly just a weird glitch?
Not that I'm complaining, these extra points came in handy, but after investing so much time in all that calculus, it's a bit frustrating when the numbers refuse to add up... 😁

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UPDATE: According to EyeBallEmpire in the comments, you also get 50 trust points for killing every marauder that attacks the camp.
I'd really appreciate if someone else cam confirm, this seems like a very plausible explanation!

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u/Noodneek — 5 days ago

Got snared and can't find my stuff... Please help!

Just got snared at the gas station in the NW corner of Iron Butte (to the west of the horde, to the northwest of the ranch). Took out all rippers, but can't find my stuff – I'm running around the whole compound for 20 min, checking and rechecking every building and every corner, but for the life of me I can't locate it...

If the same happened to you in this location and you remember where that freaking chest was, I'd really appreciate a hint! Thank you!
This is the place:

https://preview.redd.it/erttpkm9d3jh1.jpg?width=1344&format=pjpg&auto=webp&s=41c8dff43e0e1755be30ef10bab91e7a9b5960dc

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UPDATE: Found it!! It was at the back of some car in the middle of the yard, when I thought it must be in some building :))) Here, for future reference:

https://preview.redd.it/fj3gxccbk3jh1.jpg?width=2236&format=pjpg&auto=webp&s=bffb768fc7878920cc5716e1d901c5f06c5fa1d1

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u/Noodneek — 7 days ago

ALWAYS being spotted during the cut-scene early into "Flows like a buried river" quest and immediately die at the end of it...

I'm talking about the short cut-scene at the beginning of "Flow like Buried Rivers" mission when you come up to the highway close to the horde - some of the freaks ALWAYS spot us IN THE MIDDLE of the cut-scene and are all around us at the end of it, resulting in instant death. And when the game loads the last checkpoint after that - we are always standing in the middle of the highway and the horde is already running towards us, with the same result.

I tried to restart the mission from the autosave at the start of the mission of from the pre-mission autosave, or to load manual save just before I go to meet Mike, sleep until morning or late evening before I go to Mike - always the same thing of being spotted during the cut-scene. I also tried to restart the game - didn't help either...

This is the cut-scene I'm talking about: https://youtu.be/skqcOI7Cn8c?t=142

We get spotted just before we duck (which doesn't happen in the example video above), and the freaks immediately start running towards us, so at the end of the cut-scene we are completely surrounded by them.

FYI, I play the remastered version on PC.

Any advice? Thank you.

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EDIT: I finally got it to work without them spotting me in the middle of the cut-scene! I did two things, don't know which one helped. First, I closed the game again and disabled the trainer (which I never use anyway, maybe a couple of times to change time of day for test purposes), then launched the game and went to the mission. Second, I ran through the initial part as fast as possible instead of waiting here and there trying to make the horde pass before we get to the highway during that cut-scene.

u/Noodneek — 27 days ago

Comprehensive breakdown of all trust points in Copeland's camp and Hot Springs.

During my 1^(st) playthrough, just after unlocking Lost Lake, I made some research and calculations to get an actual breakdown of all trust points from quests and other activities that you can get in the first two camps in the game. So, allow me to share it with you, as well as my thoughts on relevant aspects of game strategy based on exact numbers.

First of all, here are four important pieces of basic info:

  1. As was explained to me recently by other members of the community, the reason to reach trust level 3 in the first 3 camps (other than unlocking desired upgrades in any of them), is a different cut-scene much later in the game before you embark on one of the key quests.
  2. 5,000 trust points are required for level 1, then another 12,500 points for level 2, and finally 25,000 for level 3.
  3. At the end of one of the early main quests, if you give the drugs to either Tucker or Copeland, it will add 5,000 trust points to the camp of the one you chose.
  4. Unlike any other camp, sending survivors to Hot Springs doesn’t give you any trust points there, only credits. By contrast, Copeland’s camp rewards you with 500 trust points for every survivor, and Lost Lake with 1,000.

Now, the breakdown.

If you don’t care about reaching trust levels 2 and 3 in Hot Springs as early as possible and just want to assure you get level 3 in both camps before the aforementioned cut-scene without much fuss, give the drugs to Copeland. If you do that, you will only need to complete all the relevant quests and non-random activities (NERO Checkpoints, Ambush Camps, Infestations and hordes) in the Cascades and Belknap:

Drugs to Copeland

As you can see on the table above, no selling ears/meat/plants and no sending survivors is needed, you will get above required 25,000 points in both camps even if you sell nothing there and send no survivors to Copeland. Therefore, you can save all ears/meat/plants and survivors for other camps with better upgrades and weapons.

Giving the drugs to Copeland will probably immediately boost his trust to level 2 or very close to it, though level 2 bike upgrades from Manny are not very impressive to say the least - the only significant one is Saddlebags I. The rest includes Fuel Tank II (which is just slightly larger than Tank I), Fender I and Wheel II (each adds a very small amount of durability). BTW, level 3 at Copeland's unlocks only one additional bike upgrade, which is purely cosmetic and utterly useless, especially if you unlocked better mechanics in other camps...

On the other hand, reaching trust levels 2 and 3 in Hot Springs earlier might give you important benefits. Level 2 will allow you (among other stuff) to acquire MWS, which is much better primary weapon compared to SAF that was picked from an enemy (and you will be able to refill MWS ammo from any safe location). Level 3 will unlock US556, which is one of the two best assault riffles in the game, and MG45 machine gun; you’ll also be able to buy frag grenades from the vendor.

This is the reason you might want to give the drugs to Tucker instead, and here things become interesting. Here's the breakdown when those 5,000 trust points go to Hot Springs and not to Copeland’s camp:

Drugs to Tucker

After you give the drugs to Tucker, most probably you’ll still be at trust level 1 in both camps with quite a number of trust points needed to reach level 2 in any of them, though the things in Hot Springs will be much better. Things at Copeland’s camp will be worse, but level 2 bike upgrades there are quite weak (I described them all earlier). Reaching trust level 2 there after you give the drugs to Tucker will require from you to complete all NERO checkpoints, Ambush Camps and Infestations in the Cascades (if you haven't already), and, additionally, to clear 3 available local hordes and send 2 survivors to Copeland’s camp.

To reach much more useful trust level 2 in Hot Springs after you give the drugs to Tucker, you will need to clear all NERO Checkpoints (2), Ambush Camps (3) and Infestations (3) in Belknap. In addition to that, you will need to complete the 1^(st) bounty for Tucker (“Nice and Bloody”), or, alternatively, clear one of the 4 available hordes in Belknap. As a possible alternative to one of the checkpoints/camps/infestations, you can do the next main quest (“What Did You Do?”), it will reward you with the same amount of trust points. You can also clear more hordes in Belknap; each will give you twice as much points as one checkpoint/camp/infestation.

Also, if you give the drugs to Tucker, it will give you an opportunity to reach level 3 in Hot Springs immediately after unlocking Lost Lake. If you come back to Belknap, a new Tucker's assignment and 3 more hordes will be readily available in the region. Given that you’ve already completed all previously available quests and activities (which included 4 local hordes), completing this new assignment and eliminating these 3 new hordes will put you at 22,100/25,000 for level 3. That means you will need to earn only 2,900 additional points. If you clear all 15 relatively small hordes in Belknap and the Cascades, you will have at least 755 swarmer ears worth 2,265 points, and I’m sure you will have more ears at this point of the game (If you haven’t sold any), and also some meat and plants you can trade as well, so the remaining 635 points won’t be an issue. If you need more ears, you can clear some hordes in Lost Lake region (there will be 3 of them available, 75 strong each), or farm a respawnable small horde of 25 swarmers in the deep narrow canyon underneath Belknap Caves Ambush Camp (they will respawn every time after you sleep twice, save and reload the game).

But if you don’t want to do this, the remaining quests later in the game will cover all the points needed for level 3 in Hot Springs before the moment when you’d want that for narrative reason.

Now, Copeland’s trust is another issue if those 5,000 points for the drugs went to Tucker. As you can see on the 2^(nd) table above, after completing all the available non-random quests and activities before the cut-scene, you will still need 3,150 points for level 3. But, you can bring survivors to his camp, and you will need only 6 of them to cover almost all the remaining points! Most probably, you will encounter much more than 6 from the start of the game, but I recommend not to send more than 6 to Copeland, but send all the others in the three starting regions to Lost Lake, you will have much greater benefits there. If you haven’t been to Lost Lake encampment yet and have already sent 6 survivors to Copeland, when you see a new survivor, just quickly move away, they will respawn later in the game.

So, to conclude, if you want to reach trust levels 2 and 3 in Hot Springs as early as possible, but still assure you get level 3 in Copeland’s camp as well before the pivotal narrative moment, here are several guidelines you should follow:

  1. Complete all quests and activities in the Cascades and Belknap (in any order, if you prefer to clear the map of camps, checkpoints, infestations and hordes first, do that).
  2. Do not sell ears, meat and plants to Copeland during the early game, keep them for Hot Springs, sell all gathered ears there until you reach trust level 3 in that camp.
  3. Give the drugs to Tucker.
  4. Send survivors to Copeland until he gets 6 of them, then save them for Lost Lake and send all of them over there once you can do that.

I appreciate your attention and hope you will find this useful, thank you. 🙂

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u/Noodneek — 29 days ago

Do I really need level 3 trust in all camps?

This is my first playthrough. First, what have I done in the game right now.

Story-wise, I'm just about riding to the Lost Lakes for the 1st time, just need to enter the gate (I know this because I already have, but decided to roll back to a moment just before that and do some other stuff before making this step). Before that I chose to give the cooler to Tucker and not to Copeland, since Alkai's higher-trust stuff seemed more appealing than Manny's, and I also knew that I can't earn Tucker's trust by sending survivors to her camp (and I'd never do this anyway). Nevertheless, now I need another 13.9K trust points to reach level 3 at Copeland's and 5.7K at Tucker's. I did 3/6 encampment jobs for Copeland and 3/8 for Tucker, and when I reach the Lost Lake, 4 more hordes will be available in the Cascades and 3 in Belknap.

My style of playing is to explore, collect and unlock as much stuff as I can before significantly progressing through the story. So after a number of story missions I cleared everything in the first two regions, including ambush camps, infestations, NERO check points/research sites, collectibles and 8 hordes that were available at that point.

Then it irked me that I can't explore even further to get some solid XP for much wanted skills and to unlock more crafting recipes, so I found the way to do this using Deacon's iron legs (IYKYK). I cleared everything I could in all other regions as well. It was quite a challenge without the ability to use the map (I play the remastered version), but, among other stuff, I eliminated 3 available hordes in the Lost Lake (+ Iron Butte horde) and 6 in the remaining regions. So I've got a LOT of ears (2.1K just from the hordes) - I sold about 1.3K in Belknap, less than a hundred in the Cascades, and I still have in my bag 952 swarmer ears (plus some other kinds I haven't sold to anyone yet). Now, I don't really know to which camp I should sell them, and I need to sell at least some to free space in my ears bag. Maybe to the Lost Lake camp, since I will be there very soon?

Also, I've sent 6 survivors to Copeland, but then I visited the Lost Lake camp, and since then I've sent about a dozen to the Lost Lake, making there well over level 2 trust. I have Level 1 trust in Wizard I. and level 2 trust in Diamond L. So far I've sent 1 survivor to the former and 4 to the latter.

Now, I really want level 3 in Belknap, Lost Lake and Diamond L. I don't really see the point going beyond level 2 in Wizard I. and definitely not in the Cascades, there's nothing there I need after reaching level 2 in the Lost Lake and Diamond L. And I need level 3 in only 3 camps for the corresponding achievement, but after some research I couldn't find a reason to do this in all the camps. Do anyone know why would I wanna do this? Also, do you have some advice to whom I should sell the remaining ears, meat and plants and send survivors? Thanks!

EDIT: I see that some people apparently don't read what I wrote and miss what I have accomplished so far, so I will put some screenshots to make it more clear. :)

Map, current mission and Copeland's trust level

Credits and trust in each camp, some items in my bag and some bike stats

My progress

Skills and endurance levels

My gear and my bike

More screenshots of my progress here: https://ibb.co/album/x14SKs

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u/Noodneek — 1 month ago

All bolts disappear every time Drifter crossbow is stored in the locker for more than a day! Is this a bug?

First time it happened when I ditched the crossbow to take a weapon dropped by an enemy - next time I took it out of the locker it was completely empty - I had zero regular and zero crafted special bolts in my inventory. I thought, maybe it was because I ditched it on the ground instead of exchanging with other owned special weapon stored in the locker. Shortly after I bought another special weapon and kept the crossbow in the locker until I got "Up the ante" skill to increase carried ammo capacity.

That's when it happened for the second time - I took the crossbow out of the locker to check how much bolts I can carry with the skill and craft some to fill up the stock. It was completely empty once again. I thought it was maybe because of the new skill and crafted all the bolts, consuming quite a number of resources. Then I checked if all the bolts are still there if I swap the crossbow with bought LMG and back - I still had all the bolts, which calmed me down.

But after some time (which included 2-3 in-game days, and also saving and reloading) I decided to use the crossbow for some mission, and had zero bolts in my inventory again!!

Is this a known bug? Is there a way to fix it or I will have to craft all the bolts every time I leave the crossbow in the locker?

FYI, I play remastered version + broken road DLC on PC (via Steam). Thank you.

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u/Noodneek — 1 month ago

Rescued survivor is bugged (doesn't want to interact). What should I do?

New player here (yeah, I know, I waited 7 years to finally try the game, and I love it).

I took out all the freakers that were trying to eat this dude next to the hotel in Marion Forks, but he won't talk to me, like he's still it the fight mode, waiting for more freakers to come, although there are no enemies in the vicinity (I checked, sweeping a substantial area around the spot). I already know that survivors' spawn is very sketchy and they can sometimes bug out. But what I don't know is, will he spawn again if I just leave, or will this encounter count as done and will never spawn again? If it's the latter, I prefer to roll back to the last save just before the encounter when I was approaching Marion Forks, to have a chance to get this particular survivor later. Until now I was able to meet and rescue only 2 hostages in the Cascades (I have several story missions left until I get to the next region), and now for me it's the only real way to get Copeland's trust points.

Could anyone please give me an advice? Thanks!

P.S. Just for clarification - this is the very first time I encounter this random event at that specific spot. I saw it once before, but I was too slow and the survivor died, so I rolled back to an earlier save just before the encounter (so it never happened from the game's stand point) and I never saw that survivor again until now.

So, my only question about the mechanics of rescue random events is: after you encounter a specific survivor at a specific spot for the very first time, if the NPC dies or buggs out, will another one spawn again there or this event at that location will count as complete and be gone forever?

u/Noodneek — 1 month ago

Community-Inspired Outfit - Confederate variant.

Yesterday I spent the whole day wearing this month's community-inspired outfit, but my online buddy said that I look like a Lemoyne raider, demonstrating his complete ignorance of the uniforms of the American Civil War.🤓 Since a raider will never wear those colors! 😁

So I decided to make a Confederate variant of this outfit, to show him how Lemoyne raider might look like. What do you think?🙂

u/Noodneek — 2 months ago