Days Gone: How to find and clear every Nero Checkpoint

Nero Checkpoints are dangerous, freaker infested outposts dotting the highways and backwoods trails of Days Gone. Once cleared, these checkpoints reward you with meds, a valuable fast travel point, and a one-time stat boost item called a Nero Injector.

Nero Injectors allow you to permanently boost one of your three core stats with the push of a plunger. Increasing your health, stamina, and focus is key to turning Deacon into a freaker fighting machine.

So, let’s talk about how to find and clear every Nero Checkpoint in Days Gone.

Risk, Reward

Unfortunately, most Nero Checkpoints are found deep in the freaker infested wilderness, often nearby large hordes or groups of gun-toting enemies.  

To clear each checkpoint, you’ll need to find a gas can, fill up a generator, (potentially) find a fuse, and disable any alarms on the outpost before starting the power.

Starting the power will unlock any electronic doors in the area, but also feed power to any lights and sirens still active. If an alarm goes off, any nearby swarms and freakers will come knocking on your door. So, it’s important to find all the alarms and clear most of the smaller enemies around a checkpoint before kicking on the juice.

Nero Checkpoints require a combination of stealth, foresight, and resource management that can be a difficult challenge for any player, but the rewards are more than worth your time.

Once the power is restored, you’ll find a pile of meds, resources, and a Nero Injector in one of the trailers. As a bonus, Nero Checkpoints serve as a safe house and a fast travel point where you can consistently find fuel and supplies either while passing through, or as a pit stop on a longer fast travel journey.

The Cascades Nero Checkpoints

Little Bear Lake Nero Checkpoint

Location: Northwest of Copeland’s Camp

Number of Alarms: 2

The Little Bear Lake Nero Checkpoint will be one of the first checkpoints you clear at the beginning of the game. This checkpoint is part of the “Bugged the hell out” storyline that sends you out looking for a sterile bandage for Boozer.

You’ll find the Little Bear Lake Nero Checkpoint just a short ride northwest of Copeland’s Camp in the Cascades. Fortunately, this is a tutorial checkpoint, so it shouldn’t be too much of a challenge.

Keep your eyes peeled for freakers in the area and try to stealth kill as many as you can before tackling any alarms. If you need a good melee weapon, you can find a hatchet in the small area between the wings of the NMU building.

There are two alarms at this Nero Checkpoint, both of which are on top of the boxy Nero NMU building on the north side of the camp. 

Either climb up to the roof to cut down the alarms, or pop a few rounds into each speaker to silence them for good.

When the area is clear, snag the gas can from the center of the checkpoint and top off the generator to switch on the power.

With the electronic locks disengaged, you’re free to snag the Nero Injector and the bandages for Boozer from inside the NMU building at your leisure.

Horse Lake Nero Checkpoint

Location: Just north of O’Leary Mountain Safehouse.

Number of Alarms: 3

The Horse Lake Nero Checkpoint can be found a decent ride north of O’Leary Mountain Safehouse (where you stash Boozer at the beginning of the game) in the Cascades.

Unlike the first Nero Checkpoint on this list, the Horse Lake Nero Checkpoint isn’t messing around. If you haven’t encountered a horde yet, be prepared to see your first band of merry freakers.

The Horse Lake Nero Checkpoint is part railyard, part refugee camp, part mass grave, which has caused a sizeable horde to take up residence on the south side of the checkpoint and throughout the train cars in the area.

If you’re still fresh to Days Gone, we recommend using stealth to avoid the horde entirely. This means sticking to melee attacks, stealth kills, or silenced weaponry, but there’s no doubt that it’s better than attracting the attention of a horde before you have the resources to tackle it properly.

One way or another, you need to disable three alarms before activating the generator to unlock the doors to the NMU building.

You’ll find the first two alarms on top of the Nero NMU building on the north side of the checkpoint. Unfortunately, this means you’ll need to carefully move the truck near the train to the north close enough that you can use it to access the roof.

Climb up top, then hold square near each speaker to manually cut the wire.

Your next stop is just to the east beneath the train overpass, where you’ll find your third and final speaker on top of a small guard post. Climb on top to cut the wires manually, or use a silenced weapon to destroy the speaker without alerting the nearby horde.

When all the alarms are disabled, make your way to the train engine on the north side of camp to snag a gas can. Refuel the generator just outside the NMU building to disable the electronic locks between you and a sweet Nero Injector.

Old Pioneer Cemetery Nero Checkpoint

Location: East of the Old Pioneer Cemetery

Number of Alarms: 3

The Old Pioneer Cemetery Nero Checkpoint can be found a long ride northeast from the O’Leary Mountain Safehouse in the Cascades. The actual checkpoint is east of the Old Pioneer Cemetery where you first encounter a Nero helicopter in the story.

Once you arrive, your first stop should be the guard post at the eastern entrance to the checkpoint. Disable the alarm mounted to the top of the guard post and then make your way inside while dodging the freakers patrolling the area.

As soon as you enter the checkpoint, you should spot a blue truck to the right in front of a military tent. Head around the front of the truck, and push it out of the way to gain access to the rest of the checkpoint, including the generator and a way up to the roof of the NMU building.

There are two gas cans in the area, one is next to the truck that you pushed out of the way earlier, while the other is next to a group of freakers chowing down on some bodies east of the NMU building.

As usual, there are also another two speakers on top of the NMU building that you’ll want to slice and dice before you gas up the generator in the center of camp.

Once the power flickers back on, head inside the NMU building to claim a Nero Injector and yet another micro-recorder

Belknap Nero Checkpoints

Iron Butte Pass Nero Checkpoint

Location: Southeast of the Hot Springs encampment

Number of Alarms: 7

This checkpoint is located southeast of the Hot Springs encampment, in the Belknap region. Unfortunately, Rippers have set up camp in the area, which means you’ll want to find a way to clear the area before trying to get the power started.

We recommend using the freakers in the area to your advantage to make clearing the camp less of a hassle. If you have access to a residue bolt for the crossbow, you can poison a few of the rippers and get everyone shooting, which should attract any nearby freakers in the area.

With a little luck, the freakers and the rippers will tear each other to pieces and you’ll be free to stealthily take out whoever’s left.

Once the area is clear, you’re free to start tracking down the seven alarms spread across this checkpoint.

As usual you can find two alarms strapped to the top of each Nero NMU building in the area. Climb up to the roof of both buildings, and cut the wires to disable each alarm. It might feel like old hat by now, but make sure you get four speakers in total.

You’ll find an additional speaker located at the top of a light pole on the south side of the checkpoint, which you’ll need to shoot down to disable.

Finally, there are two guard posts with their own speakers at the northwestern and northeastern entrances to the checkpoint.

Make your way to the east side of the checkpoint to find a gas can near a mass grave, then return to the generator in the center of the camp to kick on the power.

With the doors unlocked, you’re free to collect a pile of meds and a shiny new Nero Injector to pad your stats.

Marion Forks Tunnel Nero Checkpoint

Location: Border between Belknap and the Cascades, northwest of O’Leary Mountain Safe House

Number of Alarms: 4

Fuse Necessary

The Marion Forks Tunnel Nero Checkpoint is right on the northern border, between the Belknap region and the Cascades, far northwest of the O’Leary Mountain safe house.  

There are four alarms you need to worry about at this checkpoint, but only a small gathering of freakers that’ll go down with a bit of careful knifework. It’s still best to keep it as quiet as possible because of the number of freakers roaming the countryside between the checkpoint and the town of Marion Forks.

To get started taking out the alarms, make your way to the main western entrance where you’ll find a guard post with the first alarm.

Your next stop is the mouth of the tunnel on the east side of the Nero Checkpoint, where you’ll find a second outpost and a second alarm with wires begging to be snipped.

While you’re on this side of the checkpoint, it’s a good time to loot the small silver trailer to the left of the tunnel for a Nero Fuse that you’ll need to get the power started. With fuse in hand, hop up in the back of the large military truck just across the street to find a gas can.

Head back to the Nero NMU building, and gas up the generator out front. Then hop up on top of the trailer to cut the wires on two more alarms.

Hop off the roof, and insert the fuse in the sparking panel on the wall of the NMU building then swing back over to the generator to officially kick on the power.

Once the electronic doors pop open, you’re free to head inside to loot the NMU building for a pile of meds, a Nero Recorder, and, as always, a fancy Nero Injector to give Deacon a boost to one of his core stats.

Santiam Tunnel Nero Checkpoint

Location: South border of Lost Lake

Number of Alarms: 3

Fuses Necessary

The Santiam Tunnel Nero Checkpoint is on the southern border of Lost Lake region, smack dab in the center of a freaker infestation zone. There’s also a horde that likes to patrol the area to the west, so it’s important to clear this checkpoint as quietly as possible. Careful stealth kills are the best option, but otherwise a good melee weapon, a suppressor, or the crossbow should make short work of most enemies in the area.

The good news is that this Nero Checkpoint only has two alarms you need to worry about, and they’re both in the usual locations on top of the Nero NMU building in the center of the checkpoint.

The bad news is that you’ll also need to burn out the freaker nest to the right of the tunnel entrance to access the room on the other side. Loot the nest residue, and then pop open the crate inside to snag the Nero Fuse you need to start the power.

Snag the gas can in the street just outside then swing back over to the Nero NMU building to replace the fuse and gas up the generator.

Flip on the lights, and unlock the doors by powering on the generator and head inside to claim your prize.

Old Sawmill Nero Checkpoint

Location: Southeast of Iron Mike’s Camp

Number of Alarms: 6

You’ll find the Old Sawmill Nero Checkpoint on the far southeastern corner of the Lost Lakes region.

If you’re having trouble, make your way south out of Iron Mike’s camp, and bear southeast along the highways until you catch sight of the usual Nero signs along the road. Follow that highway until you find the Old Sawmill. Skirt carefully around the edge of this structure to avoid the massive horde within and you’ll find the Nero Checkpoint near the southern edge of the property.

The issue with this checkpoint is its proximity to the Old Sawmill Horde, which is one of the largest hordes in the game. If you want to play it safe, it’s best to just target the alarms in the area, snag your reward, and then move on with your life.

That said, if you want an opportunity to set up this Nero Checkpoint as a killing field and a distraction for the horde down in the Old Sawmill below, it’s not a bad idea to leave a few choice alarms active when you turn on the power. This is a risky move, but it does allow you to stretch out the Old Sawmill horde in a way that makes picking off groups of freakers in small slices much more manageable.

No matter how you plan to tackle the horde in the Old Sawmill, it’s important to recognize that there are six alarms in the area that you can disable to silently claim your reward.

To get started, climb up on the two Nero NMU buildings in the center of the checkpoint, and cut down the four alarms attached to the two main trailers.

From there you’ll be able to see an alarm on a light post to the south that you’ll need to shoot with a crossbow bolt or a suppressed weapon.

Follow the wires farther to the south to a second light post with another alarm, and whip out your crossbow or your favorite suppressed weapon to knock the siren down just like its neighbor.

Once you have the alarms the way you like them, snag a gas can from back behind the military tents, and make your way to the generator to start the power.

If you left any alarms active you’ll have a short window where you can search the NMU buildings for your Nero Injector, Intel, and medical supplies before the horde arrives. Otherwise, you should be free to stealthily snag your rewards right from under the horde’s nose.

Iron Butte Nero Checkpoints

Rogue Tunnel Nero Checkpoint

Location: Iron Butte Region, west of Ripper Base and east of Iron Mike’s Camp

Number of Alarms: 7


The Rogue Tunnel Nero Checkpoint is deep in the depths of the Iron Butte Region that borders Lost Lakes. As a result, you won’t be able to access it until you progress the main story far enough to unlock this region for exploration.

Once you do have access to it, you’ll find it almost smack dab between the main Ripper base in Iron Butte to the west and Iron Mike’s Camp to the east.

Unfortunately, the Rogue Tunnel Nero Checkpoint is crawling with everyone’s favorite fanatical cult in the area. You’ll need to cut your way through the Rippers one way or another if you want to clear the camp, but how you go about it is up to you.

As always, stealth should probably be your default option, but you should consider softening the resistance with a few carefully placed Residue Bolts or a few loud explosions to attract nearby freakers and hordes. With a little luck most of the camp will devolve into chaos and you’ll be free to pick off the stragglers.

Once the checkpoint is clear, you can find two speakers on each of the main Nero Buildings and several more by following the various wires leading off the buildings.

Make your way to the east side of the checkpoint to find a speaker alarm mounted to the top of a light post near the entrance to the Rogue Tunnel. A few well-placed shots from your sidearm or your crossbow will silence it for good.

From the tunnel, make your way west to a set of large military tents where you’ll find yet another alarm mounted to the top of a light post. Take care of it the same way you dealt with the last one, and then make your way even further west to find a final alarm mounted to the top of a guard post at the entrance to the checkpoint. Hop up on the roof to cut the wires, and the Rogue Tunnel Nero Checkpoint will be alarm free.

Your next stop is a small clearing with a campfire and a set of blue porta-potties on the south side of the checkpoint. Look to the left of the toilets, and you’ll find a gas can to fuel up the generator back beside the Nero NMU buildings.

When you’re ready, kick on the power and scrape the area clean of supplies and Nero Injectors.

Crater Lake Nero Checkpoints

Volcanic Legacy Scenic Byway Nero Checkpoint

Location: Northeast from Wizard Island, north of the Rim View Ranch Infestation

Number of Alarms: 6

All the remaining Nero Checkpoints only become available once you progress the story to the point where Deacon decides to leave Iron Mike’s Camp and ride south. This will take you to the Crater Lakes region, where after several introductory story missions, you’ll be given free reign to explore.

At this point you’ll be able to head to the Volcanic Legacy Scenic Byway Nero Checkpoint by making your way northeast out of Wizard’s Island. You’ll know you’ve found the right place when you stumble across the Rim View Ranch Infestation that blocks most of the eastern highways around the lake. Head a bit north to the tip of the infestation and you’ll roll right into this Nero Checkpoint.

Compared to some of the others on this list, the Volcanic Legacy Scenic Byway Nero Checkpoint is a breeze. To kick things off, you’ll find two alarms on each of the Nero NMU trailers in the center of camp, which a quick bit of knifework will send plummeting to the ground.

From there, you’ll find another alarm at the main entrance on top of a guard post on the west side of the checkpoint. Then make your way east back across the checkpoint to find a final alarm mounted to another guard post at the entrance to the tunnel.

Your next stop is the school bus in the center of camp where you’ll find a gas can for the generator just on the other side of the chain link fence.

Top off the generator’s fuel, and you’ll be able to switch on the power and snag a free Nero Injector and a boatload of Nero-grade supplies.  

Spruce Lake Nero Checkpoint

Location: Next to Spruce Lake Ambush Camp and on the far southwestern corner of the Crater Lake Region.

Number of Alarms: 6

Fuse Necessary

The Spruce Lake Nero Checkpoint can be found a decent ride southwest from Wizard Island to the far corner of the Crater Lake region.

This area is a bit of a unique challenge because the Nero Checkpoint is intertwined with the Spruce Lake Ambush Camp, which means that you’re dealing with a pretty large number of enemies spread across a pretty complex checkpoint that’s surrounded by small groups of freakers just waiting for an excuse to get nasty.

This means that explosives will quickly draw the attention of freakers and raiders alike. We recommend either using this information to kick off a fight between the two groups, or going in quiet to keep things nice and calm.

When you’re free to move around the area, you’ll find the usual two alarms on each Nero NMU building, as well as an additional alarm on the guard post at the northern entrance to camp.

The final alarm is on a light post to the east of one of the NMU buildings. Shoot this speaker with a crossbow bolt for an easy takedown, and then move on to investigate the NMU fuse box.

Follow the clues to a small crate behind a military tent on the west side of camp. Inside the crate, you’ll find the fuse you need to get the power started. Return to the NMU building nearby to repair the fuse box, and you’re almost ready to kick on the power.

Make your way to the center of camp to find a gas can on the back of a tow truck. Use the fuel to get the generator running, and then head into the NMU buildings to collect your rewards.

Highway 97 Nero Checkpoints

Pillette Bridge Nero Checkpoint

Location: South, southeast of Wizard Island and southwest of CCC

Number of Alarms: 7

The Pillette Bridge Nero Checkpoint can be found in the Highway 97 region of the map, which becomes available at roughly the same time as the Crater Lake region. Finding this checkpoint involves heading southeast from Wizards island until you hit the Chemult Community College Campus. From there, take the southern road out of campus that skirts around the mountains to the south.

Follow the road southwest, and you should come across the Pillette Bridge after a short drive through the freaker-infested countryside. The Nero Checkpoint is just beyond the bridge, but we recommend parking a safe distance away before approaching. There’s a significant horde holed up in the area below the Pillette bridge, and nesting in the tunnel on the far side of the Nero Checkpoint.

How you tackle this checkpoint is up to you, but if you have the resources it’s better to try and take out the horde on your own terms, rather than later when they inevitably notice you filling up the generator with gas.

We recommend using the Pillette Bridge to your advantage in this situation. The Pillette is narrow enough to clump the horde into a large mass where you can tear it apart with a few choice explosives as it chases you, but long enough that sprinting across, it will confuse the horde and keep you from being easily overwhelmed.

If you can, set up a few proximity mines on the far end of the bridge away from the horde, then sneak close enough to rain distractors, molotovs, and pipe bombs down on any large clumps of nesting freaks. Keep tossing explosives until you have a good group following you, and then retreat across the bridge to your proximity mines while picking off horde frontrunners with blasts from your favorite weapon and additional explosives.

Rinse and repeat as necessary to take out large chunks of the horde with minimal hassle. Just be aware that a portion of the horde in the area will also be hiding in the tunnel on the far side of the Pillette Bridge Nero Checkpoint. Sneak close to the tunnel and set a few traps before tossing a distractor and a few explosives into the heart of the sleeping horde, and most of the freakers should be dead before they make it out of their nest.

Once you’ve dealt with the freakers in the area, you’ll find the usual alarms and speakers attached to the Nero NMU buildings in the center of camp. There should be two on each building for a total of four alarms across the checkpoint.

Your next stop is the guard post on the eastern edge of the checkpoint by the bridge. Here you’ll find a gas can and another alarm mounted to the top of the guard post, which you can disable with some basic knifework.

With gas can in hand, head back to the generator in the center of the checkpoint. Fill the generator with fuel, but don’t start the power.

Follow the wires from the generator to find the final two alarms. You’ll find one mounted to a light post near the center of the checkpoint beside a few military tents. The other is a short walk to the south, mounted to yet another light post beside a chain link fence and a large tree.

Shoot both alarms to knock them off their respective poles, and then return to the generator on the east side of the camp.

Kick on the power, and you’re free to loot the NMU buildings for various meds, a Nero Recorder, and another Nero Injector.                                                                                                                        

Chemult Community College Nero Checkpoint

Location: East side of Chemult Community College Campus

Number of Alarms: 9

The Chemult Community College Nero Checkpoint can only be accessed later in the game after arriving at the Wizard Island Camp. After a series of smaller supply runs, you’ll be prompted to complete the “So many of them” storyline, which will allow you to bypass the barriers around the Chemult College Campus.

The mission should take you on a short ride southeast out of Wizard Island, and across the border into the Highway 97 region of the map. You’ll know you’re close when you run head first into one of the biggest infestation zones in the game.

Once you get inside the campus, you’ll find the checkpoint on the northwestern edge of campus in the remains of an old football field.

Unfortunately, the Chemult Community College Nero Checkpoint has a horde roaming around the area. That said, the bleachers on the east side of the campus make a great location to lead the horde through and around. So before alerting the horde, it’s best to set up a few proximity mines around the fan seating in the area, so you can lead hordes through a dangerous kill zone when things get crazy.

Additionally, don’t be afraid to kite the horde back to the Nero NMU buildings to take advantage of the explosives spread throughout the camp. Throwing an attractor near one of these explosives and then climbing up on the NMU building gives you the height you need to shoot the explosives without getting mobbed by the rest of the horde.

Once the area is clear, make your way back to the NMU buildings on the north side of the football field. Interact with the fuse box on one of the NMU buildings to highlight an investigation that will lead you through the refugee camp to a body with the missing Nero Fuse in question. Return to the panel mounted to the wall of the NMU building, and replace the fuse.

Your next goal is to chop down the alarms and speakers mounted to the three NMU buildings in the center of the camp. There are six mounted to the three NMU buildings on the north side of the football field, and three others mounted to light posts in the area.

You’ll find the first light post alarm to the southwest (look for the wires leading off the generator in the center of the NMU buildings), which can be shot down with your choice of firearm.

The second light post speaker is southeast of the Nero Buildings on the opposite side of the football field from the previous alarm.

The final light post alarm can be found hiding in the center of the refugee camp mounted to a light post that’s fallen against a tent.

To finish up, snag the gas can from under a small cobbled together shack just south of the Nero trailers, and head back to the NMU buildings to refuel the generator.

Flip on the power and you’re free to loot the Nero Checkpoint for a final Nero Injector, a pile of intel, and some valuable supplies.

Congrats! You’ve found and cleared all of the Nero checkpoints.