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'Alder'

The 'Alder' Windmill in Trinity.

Windmills are marked locations in Dying Light 2 Stay Human.

Description[]

Built by the Nightrunners soon after the end of the Civil War in 2025 using old furniture and other scrap. When operational, they can provide power to a small settlement.

Summary[]

Upon activating a Windmill, nearby abandoned structures turn into faction structures. These buildings contain merchants where items and gear can be sold or bought, new quests, challenges, a place to rest and store items, as well as UV light.

The nature of the faction structure depends on who controls the surrounding area, which is determined by activating the facility dedicated to the zone - water towers or electrical stations.

Before a district is assigned to a faction and the windmills are activated, bandits and bandit camps are a common occurance in the district.

GameSpot Expert Reviews

List of Windmills[]

Old Villedor[]

Trinity[]

Horseshoe[]

Quarry End[]

Houndfield[]

Central Loop[]

Downtown[]

Garrison[]

The Wharf[]

Muddy Grounds[]

Saint Paul Island[]

Lower Dam Ayre[]

Gallery[]

Trivia[]

  • While the Old Villedor Master Windmill is technically a windmill, it does not function the same way as other windmills do, as it is already active at the start of the game and cannot be used to alter the district alignment of the Trinity district.
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