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We Couldn’t Take The Risk: Days Gone Walkthrough

Last updated on October 3, 2020 by A L

We Couldn’t Take The Risk is a story mission following Expect The Worst.

Your task is to turn off the Cloverdale’s electric fences before going back to Wizard Island.

Here’s a walkthrough of We Couldn’t Take The Risk in Days Gone.

 

Turn off the electric fences

days-gone-we-couldnt-take-the-risk

Head towards the building marked on the map. You’ll see many crows around the area.

days-gone-we-couldnt-take-the-risk-guide

 

Burn the crier nests

The best way to get rid of the criers (infected crows) is to burn their nests.

There are two nests on the trees. Throw a molotov or use an incendiary bolt to burn it.

days-gone-we-couldnt-take-the-risk-guide-tips

days-gone-we-couldnt-take-the-risk-mission

After the nests burn, the criers will go away.

 

Turn off the electric fences

Once the area is clear, get inside the building.

days-gone-we-couldnt-take-the-risk-mission-guide

Interact with the switch to turn them off.

days-gone-we-couldnt-take-the-risk-mission-walkthrough

A cutscene loads where Deacon talks to Boozer and Rikki on the comms.

Turning off the electric fences is to allow the Lost Lake people to perhaps come here as there’s plenty of food and protection.

days-gone-we-couldnt-take-the-risk-walkthrough

 

Return to your bike

Now, get back to the bike as Sarah is waiting.

days-gone-we-couldnt-take-the-risk-walkthrough-and-guide

It’s all cutscenes from here on.

days-gone-we-couldnt-take-the-risk-wiki

days-gone-we-couldnt-take-the-risk-wiki-and-guide

The mission completes once you’re back at the camp. You’ll earn 10,000 XP for the series of missions.

days-gone-we-couldnt-take-the-risk-tips

 


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Filed Under: Days Gone, Gaming

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AL spends most of his time either absorbing content or creating content.

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