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Broadcast is part of IGN’s Dying Light 2: Stay Human Walkthrough. In this Main Quest, Aiden will climb the tallest building in the city and decide who gets to control the radio transmitter on the top.
Rewards:
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- 3000 Combat XP
- 3000 Parkour XP
- Weapon: Artifact Hi-Tech Axe
- 750 Old Money
- Grappling Hook
- Military Medkit
Jack Matt’s plan to get to the VNC tower to get the radio working again it’s already in motion. He wants to use this antenna to broadcast propaganda against the Renegades and make the Butcher retreat. Aiden agrees to help him because Matt promised him help in finding Mia.
Waiting for Jack Matt
The last time 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 Eye Canteen
The location of the Fish Eye will be marked on your map, so follow the yellow marker to get there. Go to the bar and talk with the Peacekeeper on the stairs to the right.
He will take 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’s men will secure the perimeter around the VNC tower and set up a camp; afterward, Juan’s men will bring the UV lamps. Then, Aiden will turn the elevators and ride to the very top of the building. Once in the roof is just a matter of attaching the transmitter to the antenna.
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Talking to Lawan
The conversation will end, and the two men will leave the room. Shortly after, Lawan will radio Aiden and ask him to meet 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 plan. She says that the building is full of dangerous infected nobody has seen before. Not only that, but it’s the same building where Frank lost most of the Nightrunners years ago. Lawan will ask Aiden to talk to Frank first.
Talking with Frank
If you choose to go and talk to Frank, a new optional objective will pop up “Ask Frank about the VNC Tower.” Frank will be right there in the Fish Eye, so follow the yellow marker to get to his room.
Enter the room and wake him up, Aiden will ask him about what happened that night, and he’ll start talking about how it was a solid plan, but it ended up being a blood bath. You can then leave him or ask for more information.
If you ask for more information, Frank will talk about how the plan failed because someone convinced some of the Nightrunners that it was a bad idea, so they deserted and left. You can then leave 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 yellow marker to get there.
Going to the Electrical 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 Electrical Substation. He’ll ask you to go there and check what’s going on.
Now that the plan has slightly changed follow the yellow marker to get to the Garrison Electrical Station. Once there, you’ll notice that Renegades are outside the station. Deal with them.
After killing the Renegades, go to the left side of the building and get inside through an opening that’s partially blocked by green containers.
Powering the Substation
This Electrical Substation is a little trickier since it has Multi-function generators. This means you’ll find inside working generators (the one with the green light) that can power up not one but two generators. For example, if you find a green light generator that has the number 1 and the letter C on it, it means that it can be connected to either a red generator with the number 1 or a red generator with the letter C (but not both of them at the same time).
Moreover, to activate an Electrical Substation, you’ll need to connect all the numbered generators. The generators with letters on them only power up different station systems.
Now, get inside the substation, and you’ll see an A/B green generator to your right.
Pull the cord and plug it in the A red generator right across.
Use the green button to the right to open the door. Unplug the cord from the red generator A and plug it on the red generator B, which will be right there, pass the A door and to the right.
Use the green button to the right of the B door to open it.
Finding the 1/C Generator
You have to find the red numbered generators and connect them to the green ones. From the entrance, go up the stairs to the second floor, then walk to the left and enter the room with the lockers, keep moving forward, and drop down to the first floor from the room with a yellow pipe.
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 1/letter C.
Pull the cable, and exit the room to go to the ground floor (don’t use the stairs, drop down through the broken railing instead). Move forward and jump on the green plastic container.
From there, jump to the right to get to the first floor. Now jump up again, and you’ll be in front of an open blue door, get inside; the C red generator will be to your left.
Now exit the room and go to the left; you’ll see a gate labeled C, push the green button to open it.
There’s an inhibitor in this room, inside the safe to your right.
To know the safe’s code, open the supply box to the left of the safe, and you’ll find a note inside. It reads “Approximate number of pi,” which means the code is 314. Enter the code in the safe and get the inhibitor.
Finding Generator Number 2
Inside this room, you will find the number 2 green generator.
Pull the cable and drop-down through the broken railing, then go downstairs to the engine room, go to the right where you’ll see the red number 2 generator, attach the cable to it.
Be careful on your way back because now that the power is back on, the water in the engine room will be flooding with electricity. You could run to the stairs, but you’ll die if you don’t have enough health. Another option is to go to the right and enter the vent to exit on the other side of the room, closer to the stairs.
Powering Generator Number 1
Now that door number C is open, you can disconnect the cable from the C generator (located on the second floor), and now you will need to drop down to the ground level. The number 1 red generator will be to your right, next to a blue engine.
Attach the cable to it.
Going to the Control Room
Now that the two generators have power go to the ground floor and follow the yellow marker to an elevator (the one to the left of the B gate).
Use it to go up to the control room. Exit the elevator and walk forward to enter the control panel’s room. Interact with it to activate the Electrical Substation.
However, before you can power up the substation, a group of Renegades will appear. Eliminate the one using a bow first and then deal with the other two.
Afterward, you’ll be able to activate the station and choose who gets to control it, the Peacekeeper or the Survivors (this decision will only affect the sector where the Electrical Substation is, not the main storyline)
Keep in mind that all the loot inside the location will disappear after activating the substation.
Going to the VNC Tower
After activating the substation, Aiden will radio Rowe to ensure that the VNC Tower has power. Rowe will confirm that the power is restored. He also tells Aiden it’s time he goes to the tower.
Follow the yellow marker to get to the tower. You’ll have to use the GRE trailers outside to jump over the doors to go inside the building.
Once inside the tower, follow the yellow marker to get to Rowe’s location and talk to him. Rowe will tell Aiden that while the power is back, the elevators seem to be stuck, but he already sent some of his guys to investigate what’s happening.
Shortly after, the power will go off, and Rowe will radio his men, but something is happening. The two of them will decide to go where Rowe’s men are and see what’s going on, Aiden will have to check corridor C.
Finding Rowe’s Men
To get there, use the elevator on the left, talk to the Peacekeeper outside the elevator’s doors, and he will move so you can go inside.
Then exit the elevator through the elevator hatch. Climb up the elevator shaft using the wall to your right. Your objective is to reach the floor above.
Once there, turn to the right, move forward, and turn right again to enter some bathrooms. Once inside, exit the room through the hole in the wall next to the sinks.
Keep following the path, and you’ll reach an abandoned TV studio. This area is full of dormant infected, don’t wake them up as the sound will attract the Volatiles in the building. You need to crouch and move forward through the rows of seats.
Keep moving stealthily, and you’ll reach a room with some boxes. There’s a table you can use to hide if there’s an enemy in the room on the right. You can exit this area through the door frame in front of you.
Now, go downstairs and crouch to get below the wood boxes. You’ll be in the lobby, walk a little further, and see a few infected banging on a door; that’s the door you need to go through to exit the lobby.
There are many infected in the area, but none are special so handle them as you see fit.
Use the door on the right side of the room (the one next to the soda machine) to get out of there. On the other side, you’ll find Leon, one of Rowe’s badly injured men.
He will tell Aiden how to turn the power back on to get the elevators moving. Leon will also ask if you can give a letter to his wife. She’s on the Peacekeepers’ HQ. You can answer
If you agree to give the letter to Leon’s wife, a new side-quest called “Last Will” will be available.
Turning the Power Back on
Now that you know what happened with the power, it’s time to restore it. Open the door behind Leon’s body and then walk forward to exit the room. You’ll be in the generator room; there’s an infected there, Chris, another one of Rowe’s men, kill him.
After killing Chris, turn on the switch right in front of you.
The power won’t come back on, so you’ll need to check the fuses. There are three fuses in the area, marked with a yellow marker.
You’ll need to get close to them to open the fuse’s 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 also checking the fuses.
After checking all the fuses, the power will come back on, and more infected will reach the area where you are. There are quite a few of them, but you can use your environment to your advantage. For example, there’ll be an electrified puddle on the floor, and if you time it right, one infected will fall to it and link the other ones nearby.
Connecting the Generators
Now that you’ve checked the fuses go back to the room where the switch is and interact with it again. Doing so will restore the power. However, there’s more you’ll need to do. On the left side of the room, you’ll see a generator with the letter A.
Pull the cable and go back to the room where you left Leon. He won’t be there anymore.
Turn around and go downstairs to get to the basement. You’ll find there a red generator with the letter A, attach the cable to it, and then use the green button to open the gate.
Enter the room, and you’ll see a working generator with the letter B on it, pull the cable from that one, and head downstairs, to the area flooded with water.
Swim forward, and you’ll see a closed gated door.
To open it, go to the left and then turn to the right and keep swimming forward. Before moving forward, you’ll see an area to the left with a higher ceiling than the rest of the room. You can swim to the surface there and replenish Aiden’s oxygen.
Now, dive back, turn right and then turn right again. You’ll be on the other side of the yellow gate, get close to open it. To the right, you’ll see another space where you can swim to the surface so Aiden can breathe.
Now that the gate is open, you have to go back via the same way you came in and then enter the area, passing through the gate you just opened.
You must do this because the cable Aiden is holding has a specific length, so by going through the -now open- gate, you’re making sure the cable will be long enough to reach the other generator. After passing the gate, keep swimming forward. You’ll reach the room with the B red generator.
Attach the cable to it.
Go Back to Rowe
After connecting the generators, the elevators will be working again. Use the one in the room you’re in to get to the 8th floor, where Rowe has set up a camp. Exit the elevator and turn to the left to talk with Rowe. Rowe will give Aiden a Proximity Tool; with it, you can see from the map essential goods (like inhibitors) the GRE tagged with RF markers.
To expand the area covered by the Proximity Tool, you’ll need to activate Radio Towers. After activating a tower, all the inhibitor containers hidden in the zones covered by the tower’s signal 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 rest while Matt arrives. Follow the yellow marker outside of the room, and you’ll see a group of Peacekeepers hanging out by the camp.
After talking about Rowe, his men will tell you that he can be harsh, but not everyone will risk their lives to save his squad members.
Once the conversation is over, Rowe will come in with alcohol for the soldiers, he will offer Aiden a bottle, and you can either take it or refuse it. Rowe will try to lift everyone’s spirit by talking to the soldiers.
Rowe will also share with Aiden that he questioned a Renegade officer, and he told him that they plan to locate some GRE facilities, something called X13. Aiden recognizes that name, and Rowe will say that it could be a GRE complex if it’s real.
The conversation will be over shortly after, and Aiden will go to sleep.
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 information about a GRE doctor. Still, he insists they need to finish this job first before gathering more info about the doctor.
The plan is to ride the elevator to the top of the tower and then mount the transmitter. Rowe will go with them against Jack’s wishes.
Rowe’s squad and Aiden will enter the elevator, but the power will go out after a few levels up, so the elevator stops.
Jack will instruct them to go on foot from here on. The Peacekeepers will open the elevator’s door, and one of them will go outside to investigate the area and make sure it’s safe.
Everything seems fine, but a bomber (a special type of infected that explodes) comes out of nowhere and explodes near the Peacekeeper. Suddenly another exploding infected will surround the group, and Rowe will push Aiden back to the elevator, saving him.
Check for Survivors
After Aiden wakes up, check the survivors in the area. Be careful, as those bombers will still be in the area.
Bombers explode after getting too close to Aiden or being hit by a weapon. Instead of attacking them with melee weapons, use the bow or throwing knife while keeping your distance.
Apart from bombers, there’ll be a Spitter in the room. Avoid getting hit by the acid balls it throws. Kill all the infected in the room and check for survivors. Sadly, it seems like no one made it out alive. After checking all the bodies, Aiden will radio Jack to tell him what happened. Jack tells Aiden that he needs to find Rowe and get the transmitter.
Finding Rowe
Rowe will be to the left side of the area. In a room between the two big wooden structures. You’ll need to move a wood board to get inside.
Rowe will be badly injured, but he still has the transmitter in his pocket. Before dying, Rowe asks Aiden to take the 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 still wants to get to the top of the antenna. Exit the room where Rowe’s body is and then follow to yellow marker to the exit door, it’s locked, and Aiden is trapped inside.
Lawan is going to get Frank to see what he can do. In the meantime, the infected will start entering the area, deal with them and do your best to survive. Aiden will enter rage mode, and you’ll be able to easily fight the infected, tearing them apart 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 get out of there, but 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 use the wood boxes to get to the upper floor.
Then jump and open the elevator doors, go up the elevator hatch and then look up, you will be looking for a hook pierce to the wall. Grab it.
It’s a grappling hook that’ll help with climbing. To use the grappling hook, equip it in the Accessories tab. You’ll see a reticle appear on the screen; the hook can attach to any surface where the reticle appears on. Aim and use L2 to swing.
Look up and shoot the hook to the yellow ceiling light, use it to get to the metal ledge on the other side. Then move forward, drop the ladder, look up, and use the grappling hook again to get to the other side. Once there, turn to the left, and you’ll see another ceiling light, use it to get to the position the yellow marker is marking.
Enter the corridor and find the door with a wooden board blocking the way. Move it. You’ll have to use the grappling hook in this room to get across. This time you’ll have to hook two ceiling lights in a row. To do so, aim at the first one and press L2 to swing, then press R1 to detach the hook and quickly aim to the second ceiling light to get to another corridor.
Walk through it and then up the stairs until you get to the door that has an Exit sign. Infected will start to get to the room, don’t engage and just follow the path until you get outside. Use the grappling hook to get to the other side.
Once there, aim the hook at the yellow ceiling light to the right and swing until you can reach the exposed piece of wall.
Climb it and then turn around to jump to the ceiling bar in front of you. From the bar, walk to the left and turn around to jump to another part of the exposed wall.
Enter the room to the left, go inside the elevator to the right, climb to the elevator shaft, and then reach the floor above. Now use the stairs in front of you to go all the way up 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 up.
Open the door to the left, and you’ll be outside on the terrace. Frank will insist you get to the Fish Eye now that you have the chance, but Aiden still wants to go up.
Going to the Top of the VNC Tower
From the terrace, gain some height by climbing up the tower crane. Then jump and use the paraglider to get to the point with the yellow marker on the other side of the building.
In this new area, use the metal structure to the right to climb up.
From there, aim the hook to the yellow ceiling light and swing to the other side. Then use the exposed wall to the right and climb up. Then jump to the ceiling bar on the right and walk until you see another yellow ceiling light in front of you; use it to swing to the other side.
Turn around and jump to the ceiling bar, now walk to the right and attach the hook to the ceiling light, use it to swing to the exposed piece of wall in front.
Climb it and then head to the room to the right, walk across the room and you’ll be outside again. From there, you can jump to the ceiling bar right in front of you. Then jump to the right to climb the metal structure. Look up, and you’ll see two yellow ceiling lights; you’ll have to swing to them, one after the other, to get to the other side.
Then jump up to the ledge. You’ll be in a new room; there are infected below but ignore them. Jump to the ceiling light to get across the room without being detected, jump to the floor on the left.
Then turn left again; you’ll see another ceiling light you can walk over, so jump to it.
Get to the other side and walk forward until you reach the other ceiling light at the end of the room. Jump on it to get across and then exit through the right. You’ll be outside again.
Now, look to the left and climb the exposed piece of wall, turn around, and you’ll see one of those yellow ceiling lamps, attach the hook to it, get to the other side, then walk to the right and turn around, attach the hook to the other ceiling light and get to the platform in front.
There drop down the ladder and jump to the area on the right.
Jump to the ceiling bar and walk until you can reach another yellow ceiling light, use the grappling hook on it and swing to the exposed piece of wall, climb it up.
In this new area, go to the room on the left and go upstairs. Follow the path until you get to an outside area. From there, walk to the left and use the wood board to reach a ledge.
Drop down the ladder and look up, attach the hook to the yellow ceiling light, and then swing to the exposed piece of wall climb it.
Turn back and jump to the ceiling bar, walk and then jump to the exposed piece of wall that leads up and climb it.
Then look up, jump again to the room on the left, and walk through it.
The room will end on a metal ledge. Use the grappling hook on lights on the left to get to the next ledge.
From there, you’ll find multiple ledges you move through; just jump to them (be careful as some will be thinner than others, so watch where you step).
Eventually, you’ll reach the VNC tower logo. To get through there, use your grappling hook on the first light and then attach it to the next one mid-air. You’ll land on a metal ledge, look up and aim the hook at the light to get to the other side of the tower and grab the ledge. Keep going forward and use another pair of lights, then land on the ledge and climb up through the exposed piece of wall.
Finally, you’ll be in an angled roof with what looks like solar panels on it; you’ll see metal ledges where you can stand on. To get there, go to the right and climb the metal panels that are below each metal ledge.
Once you reach the second one, you’ll have to slide down to get to the metal ledges, jump from one to another and then attach the grappling hook to the mechanical arms to get to the others. You’ll have to repeat this process several times until you finally reach the antenna.
Once you get there, walk to the right and use the ladder to get up the first antenna pole. From there, look up and attach the grappling hoof on the yellow light to get to the main antenna pole.
Use the ladder to get up, and then use the other ladder to get even higher. To get to where the transmitter is, you’ll need to jump to one of the tubes at each side of the pole and move up.
Finally, you’ll be in front of the transmitter, turn it on.
Give the Antenna to Frank, Juan, or Matt?
Afterward, you’ll have to make a choice. You can give control over the transmitter to the Peacekeepers or give control over the transmitter to Frank.
Major Decision | ||
---|---|---|
Give Control Over The Transmitter To Juan (if you did not side with Matt) | Give Control Over The Transmitter To Matt (if you did not side with Juan) | Give Control Over The Transmitter To Juan |
This choice will have an impact on the story.