Dead Island Definitive Edition Story Explained | Walkthrough & Review
Story
The Royal Palms Resort on the island of Banoi, located off the coast of Papua New Guinea, is the picture of paradise. After a night of heavy partying, you, the player, awaken in your hotel room to a nightmare. Alarms are blaring, the hallways are strewn with luggage and bodies, and the vacationers have become flesh-hungry monsters.
Through a daze, you are guided by a mysterious voice on the hotel’s emergency intercom system. This voice, belonging to a man named Ryder White, a Colonel in the Banoi Island Defense Force (B.I.D.F.), directs you to safety. It quickly becomes apparent that you are not like the others. You’ve been bitten, yet you haven’t turned. You are immune. This immunity makes you the island’s last hope.
The narrative of Dead Island is broken into four distinct acts, each escalating the danger and desperation.
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Act I: The Resort After escaping the hotel, you join a group of survivors led by the head lifeguard, Sinamoi, at his Lifeguard Tower. This becomes your first safe house. Your immunity makes you the perfect errand runner. You spend this act completing quests for the survivors, repairing their defenses, scavenging for supplies, and learning the basics of survival. The primary goal is to make contact with the outside world. You eventually repair a truck and power up a radio station, only to realize the entire island is quarantined and a lost cause to the outside world. The voice, Ryder White, remains your only lifeline, promising evacuation from the city of Moresby.
Act II: Moresby Mayhem Leaving the relative safety of the resort, you and the other Immune travel to Moresby via a network of sewers. The city is a stark contrast to the open beaches—a claustrophobic maze of barricaded streets, apartments filled with the dead, and new, more dangerous zombie variants like the hulking “Thug” and the explosive “Suicider.”
Your new sanctuary is a church, defended by the devout Mother Helen. Here, the story deepens. You work with other survivor factions, including a group holed up in a warehouse and the overwhelmed police force. The main objective is to secure an armored truck from the B.I.D.F. that can break through the blockades and take you to the rumored safety of the jungle.
Act III: The Jungle The jungle is a wild, untamed environment. You connect with a researcher, Dr. West, at his laboratory. He is studying the plague, known as “Kuru,” and believes a vaccine can be synthesized from the tissue of the island’s indigenous tribe, the “Aheyes,” who seem to have a natural resistance.
This act is a race against time. You work with the natives, earning their trust by completing tasks and rituals. You gather samples for the doctor, all while being guided by Ryder White, whose communications are becoming more strained and desperate. He reveals his wife is infected and believes the cure you are developing is her only hope.
Act IV: The Prison The final act takes you to a maximum-security prison island, supposedly the B.I.D.F.’s last stronghold and the location of your promised evacuation. However, upon arrival, you find the prison has also fallen to the horde. You fight through waves of inmates, guards, and special infected, only to find Ryder White not with an evacuation team, but alone with his infected wife.
The devastating truth is revealed: There is no evacuation. Ryder White is a rogue agent who has been manipulating you all along. He isn’t a savior; he’s a desperate man who sees your group’s immunity as the key to creating an “antidote” for his wife. He steals the antidote you’ve synthesized and flees. You pursue him to the prison roof for a final confrontation. You find him being attacked by his now-zombified wife. After you put her down, Ryder, enraged and mutated by the very virus he sought to cure, becomes the final boss.
After defeating him, you and the other Immune commandeer his helicopter and fly away from Banoi, the antidote in hand, but your fates uncertain.
The Immune
Before the story kicks off, you choose one of four protagonists, each with a unique backstory and skill set.
- Sam B: The one-hit-wonder rapper, booked for a gig at the resort. He’s the “Tank” of the group, specializing in Blunt Weapons. His “Tackle” skill is perfect for crowd control.
- Xian Mei: An undercover police officer from Hong Kong, sent to Banoi to spy on corrupt officials. She is the “Assassin,” a master of Sharp Weapons, dealing critical damage with bladed instruments.
- Logan Carter: A former NFL star, disgraced and broken after a street race ended in tragedy. He is the “Jack-of-all-trades,” specializing in Thrown Weapons, with skills that allow him to retrieve thrown items.
- Purna Jackson: A former VIP bodyguard who lost her career after using lethal force to protect a client. She is the Firearms Expert, a master of guns, which are rare but incredibly powerful on Banoi.
Your choice determines your playstyle, but the core story remains the same.
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Walkthrough: Tenets of Survival
This isn’t a step-by-step guide, but a strategic overview to guide your journey.
General Tips:
- Stamina is Everything: Every action—swinging, running, jumping—costs stamina. Running out mid-fight is a death sentence. Manage it carefully.
- Kick, Kick, Kick: Your kick (
E
on PC,R3
on console) costs no stamina, can interrupt zombie attacks, and can knock them down, leaving them open for a free head-stomp. It’s your most reliable tool. - Aim for the Limbs: Hitting a zombie in the arm can break it, rendering that arm useless. Breaking legs will make them crawlers. This is a vital crowd-control tactic.
- Weapon Mods are King: Find blueprints and workbenches. A simple pipe can become a “Nail’d Mod” pipe that causes bleeding or a “Shock Mod” pipe that electrocutes enemies. Always upgrade and mod your favorite weapons.
- Loot Everything: Suitcases, lockers, boxes, car trunks. Money, weapon parts, and medkits are everywhere. Be thorough.
Act-by-Act Strategy:
- Act I (The Resort): Focus on learning combat mechanics. Get comfortable with your character’s specialty. The main quest “A Ray of Hope” will guide you through the essentials. Your goal is to gather supplies and find the first few weapon blueprints to get an edge. Don’t be afraid to use your vehicle to run down zombies to save weapon durability.
- Act II (Moresby): The difficulty ramps up. Use the environment. Lure zombies into propane tanks and then throw a weapon to detonate them. Navigate the sewers carefully; they are dark and full of “Drowners.” Securing the Pump Station and the Police Station are key main quests that provide good loot and XP. This is where you’ll find your first firearms.
- Act III (The Jungle): Vehicles are essential for traversing the large, open map. You’ll be swarmed from all directions. Be aware of your surroundings at all times. The quests for Dr. West and the natives will have you crisscrossing the map; plan your routes to complete multiple objectives at once.
- Act IV (The Prison): This is a linear gauntlet. Stock up on your best weapons and plenty of medkits before you go. There are few workbenches here. Conserve your ammunition and the durability of your best-modded weapons for the final encounters.
Secrets and Easter Eggs
Banoi is littered with secrets for the keen-eyed survivor.
Developer Skulls & Blueprints: The most significant secrets are the five colored Skulls. Finding a skull and then finding its corresponding placement location somewhere else on the island will reward you with a unique “Developer Craft” blueprint. These are often powerful or comical joke weapons.
- Example: Orange Skull: Found in the sewers in Act II. When you enter the large, multi-level room with the central ladder, look for a smaller ladder leading down into a dead-end tunnel. The skull is on the ground. You must then take this skull to the supermarket (also in Act II), go to the back storage area, and look for a pile of teddy bears in a shopping cart. Placing the skull there rewards you with the Developer’s no. 666 Craft blueprint.
Jason Voorhees Tribute: In the jungle, there is a small, isolated shack. Inside, you will find a crazed enemy named “Jason” who wields a machete. Killing him nets you his machete, a clear homage to the Friday the 13th slasher.
Easy XP Farming: Once you unlock the “Stomp” ability, you can knock down a zombie (a kick to the leg works well) and repeatedly stomp its head. For some tougher enemies like Thugs, this can be done continuously for a steady stream of experience points early in the game.
The Definitive Edition Extras:
Remember, the Definitive Edition isn’t just a graphical upgrade. It includes:
- Ryder White’s Campaign: A standalone DLC that lets you play through the events leading up to and during the main story from Colonel Ryder White’s perspective. It provides crucial context for his actions and motivations, turning him from a simple villain into a more tragic figure.
- The Ripper: A blueprint for a fan-favorite weapon mod that combines a baseball bat and a circular saw.
- One Punch Mode: A hidden, non-canon game mode where almost every melee attack sends zombies flying. It’s pure, chaotic fun.
Video Walkthroughs
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