On the territory of Vellitor collection of thematic achievements.
Unlike collectible items (records) It is impossible to miss the windmills irrevocably. They can be explored both as you progress through the story, and after - in free mode. Launching installations summons new merchants to the zone, unlocks missions, UV areas, and challenges. Next, we will talk about each of the windmills, how to activate them, and the trophies that are issued for the first and last running installation.
How to activate windmills in Dying Light 2 Stay Human
Conquering every windmill in Dying Light 2 is a test of sorts, and often takes a lot of stamina. A small parkour puzzle must be solved to get the hero to the top of the structure. In addition to jumping and climbing, you will need to correctly use the elements of construction or look nearby for something that will help you get to the top.
We have previously drawn an analogy between Far Cry outposts and bandit camps Dying Light 2. A similar connection can be traced between radio towers and windmills.
Where to find windmills in Dying Light 2 Stay Human
The location of each mill in the article is determined by the area, which are opened in succession. The hero will automatically get to the second part of the Vellitor map called Central Loop after completing story mission "A Place I'll Call Home".
Windmills: Houndfield
Two windmills can be found in the starting area. And the first of them will open Trophy "Sancho Panza".
1. Birch
Go to the point marked on the map.
Climb using the boards laid on the side. Jump onto the mobile weight, and jump from it to the next one (see screenshot). Move along with the mechanism and only after the movement is completed, jump in the opposite direction to climb up the stairs.
2. Cherry
To conquer this structure, you need at least 220 units of endurance. Jump onto the wall and turn around towards the moving cargo. From the mechanism, jump back to the wall to be even higher. From there, get over to the fences on the right (see screenshot). Climb to the top of the mill along the wooden decks and stairs.
Windmills: Trinity
Two more windmills can be found in the area.
3. Larch
This tower is required to visit in the 3rd story mission "Naughty Brother".
4. Alder
Climb up the boards on the side of the windmill to reach the yellow platform with the jump "X" icon. Hold down the jump button to jump quickly onto a moving platform. Pull yourself up, jump to the opposite balcony and get to the top of the stairs.
Windmills: Horseshoe
There are also two mills in the area.
5. Willow
One of the simplest stairs. Just climb up the chimney to jump onto the moving cargo. Turn around and wait for it to line up with another mobile unit. Get over to the other side and pull yourself up. Once the block is at the top, jump to the balcony and make your way through the hole in the wall. Go left along the scaffolding and climb to the very top.
6. Maple
Also quite simple to conquer the design. Get to the cargo hanging in the center. From it and move to the top of the mill.
Windmills: Quarry End
There is only one mill here.
7. Oak
Climb onto the moving cargo structures, and then turn around and jump off them onto the balcony. From it it will not be difficult to get to the top (see screenshot).
Windmills: Business Center
A couple of windmills are in the area.
8. Walnut
Jump over the wall of yellow planks. From there, jump onto the moving beam. Wait until he is high enough to get to the balcony. Turn around and jump back onto the beam. Wait until it is even higher to be on the balcony on the opposite side. From there, a staircase leads up to the top.
9. Pine
Jump to the crossbar made of wooden planks. Move to the left and jump over to the balcony. After that, jump to the right to cling to the from which you can climb to the top without difficulty.
Windmills: Garrison Boulevard
There are as many as 3 windmills in the Garrison area.
10. Teak
Get to the load on the cables. From it, jump over to the rope on the right. Climb to the top to jump onto the block hanging above. From it it will be possible to move to the near balcony. From there a staircase leads to the top.
11. Juniper
Eliminate all opponents under the windmill so that you can activate the device that starts the windmill above. Then jump to the mobile beam. After climbing higher, jump over to the balcony. From there it will be easy to get to the top.
12. Hickory
As in the situation with the previous windmill, destroy all enemies, otherwise the activator will not work. Then jump onto the moving bars and from the second of them move to the balcony. It is necessary to wait for the moment when the moves to the optimal level for the jump.
Windmills: Muddy Grounds
Only one windmill can be found in the area.
13. Elm
According to the old scheme, first kill the enemies, then parkour upstairs. In the northwest of the windmill there are ventilation shafts that blow out air currents. You need to stand on the grate farthest from the mill and open the steam plane to take off. After that, hover towards the windmill above the grate closest to it to get an additional push and soar up. It remains only to jump onto the structure from above.
Windmills: Shipyard
Only one windmill can be found in the area.
14. Magnolia
Use the switches at the base of the windmill to stop the moving structure when it reaches the level of a small balcony with a hanging yellow tarp. After that, jump onto the block moving to the left, and from there, jump over to the stopped element to be on the same balcony. There is another activation block there that will stop the small moving bar. With its help, you can get over to a large cargo block. Once on it, turn around and jump down to the balcony where there is another switch. He activates the loads by sending them to the top of the windmill, you need to have time to jump on these blocks.
Windmills: St. Paul's Island
There are two windmills here.
15. Ash
There are enemies under the windmill that will prevent it from activating. After killing them, jump onto the moving block to get off to the balcony almost at the very top. From there, you can jump over to another large block. To do this, you must first jump onto the crossbar holding the lower load, and from it already move to the upper one. As a result, the movable mechanism will be on the top floor, from where a staircase leads to the windmill activation device.
16. Cedar
At the bottom of the stairs, activate the movable mechanism with a special switch. As soon as the cargo is removed, you can climb onto the balcony blocked by it. From there, jump onto the cargo to get to the top of the structure. There are three crossbars arranged in a checkerboard pattern. Jump to the bottom, then to the middle and finally to the top, from which you can reach the stairs.
Windmills: Lower Dam Air
The last windmill is located here (if, of course, you examine them in the order we indicated).
17. Spruce
It is recommended in the game to use the grappling hook to conquer this windmill. In fact, this tool is not required at all. It is enough to go to a large cathedral nearby to climb onto its roof. From there, with the help of a paraglider, it will not be difficult to fly to the top of the windmill.
After the launch of all 17 windmills in Dying Light 2, Stay Human will be opened trophy "Don Quixote". You can use the video walkthrough if the text description is not enough to conquer one of the structures.
Video guide
Write in the comments if you have any difficulties with the age of these parkour puzzles.