Dying Light 2 Inhibitor Locations: Finding All 126

Dying Light YouTube thumbnail: All 126 Base Game Inhibitor Locations In Dying Light 2

There are 126 Inhibitors in a standard Dying Light 2 Stay Human playthrough, spread across all twelve districts of Villedor, and New Game Plus adds 30 more. This guide gives you every Inhibitor location in Dying Light 2 grouped by district and by source, so you can sweep the map efficiently instead of chasing proximity beeps. It also covers the five Inhibitors you can lock yourself out of with story choices and how many you actually need.

We built this route from PowerPyx's full 126 Inhibitor guide, PC Gamer's location guide and Techland's own Update 1.3.0 notes, checked in November 2026.

How Many Inhibitors You Need

Inhibitors are the only way to raise Aiden's Health and Stamina, and those two stats in turn gate many combat and parkour skills. Each rank in Health or Stamina costs three Inhibitors. PowerPyx explains that the cap for each stat is Rank 26, and the story hands you Rank 1 in both automatically, which accounts for your first six Inhibitors. Maxing one stat therefore takes 81 Inhibitors in total, as counted at the bottom of the Skills menu.

The awkward part is the math across both stats. Maxing Health and Stamina would take 162, but the base game contains only 126, so you cannot max both in one normal playthrough. Most players split them according to playstyle: Stamina for parkour-heavy runs, Health for players who fight more than they flee. There are trophies and achievements for maxing each stat, Fit as a Fiddle and Ironheart.

New Game Plus changes the numbers. Techland's Update 1.3.0 notes from 27 April 2022 added New Game Plus with 30 new Inhibitors available only in that mode, along with a new legendary weapon tier and enemy scaling based on your level. If you plan to replay the story anyway, that is the cleanest way to push further.

Where Inhibitors Come From

Before you start running routes, it helps to know the five kinds of locations. Once you recognize them, the map icons make far more sense.

  • Story pickups: three during the main quest Getting Stronger and three during Markers of Plague. You cannot miss these.
  • GRE Quarantine buildings: dark buildings full of infected. Most hold four Inhibitors in three chests (two with one, one with two), and you must collect all four to complete the building. The trophy Can't You Read the Signs? needs the 26 Inhibitors hidden in Quarantines.
  • GRE Anomalies: each anomaly guards a special infected, and beating it rewards two Inhibitors.
  • Metro stations: once you power a station, there is an Inhibitor in the room with the bed where you finish.
  • Military Airdrops, safes and loose containers: rooftop airdrops, combination safes and containers tucked into apartments, sewers and riverbeds. PC Gamer calls the random building ones the hardest to find.

Every Inhibitor container announces itself. PC Gamer notes that your GRE Access Key shows a proximity readout in the lower left of the screen, a voice says an inhibitor container is detected or nearby, and within about 10 meters a marker appears on screen. After the main quest Broadcast, capturing radio towers also reveals Inhibitor locations on the map when you zoom in, according to PowerPyx. Do the radio towers first and the rest of this route becomes a checklist. Your running total is shown at the bottom of the Skills menu, which is the quickest way to see how far you are from the next rank.

Old Villedor: Houndfield, Trinity, Horseshoe and Quarry End

The first half of the map holds 43 Inhibitors in PowerPyx's count: 14 in Houndfield, 13 in Trinity, 10 in Horseshoe and 6 in Quarry End. Highlights by district:

  • Houndfield (14): the Center for Stage IV THV Study quarantine (4), the Hayward Square metro station (1), GRE Anomaly C-A-22 (2), the Nightrunner's Hideout safe with code 101 (1), a military trailer you enter through the roof (1), one underwater next to the Houndfield Electrical Station (1) and Military Airdrop THB-04B on the roof of Saint Joseph Hospital (1), plus the three story pickups from Markers of Plague.
  • Trinity (13): GRE Anomaly C-A-05 (2), the side quest The First Biomarker (1), several apartment stashes including one reached through a vent in a chemical-filled area, and three in Alberto's Hideout in the north of Trinity, which is choice-locked (see below).
  • Horseshoe (10): the THV Genomics Center quarantine (4), two in a building you enter during the main quest The Only Way Out, two upstairs in a building you visit during The Raid or Water Tower, and two halfway up the Horseshoe Water Tower that you climb in the main quest Water Tower.
  • Quarry End (6): the three automatic pickups from the main quest Getting Stronger, GRE Anomaly C-A-01 (2) and an underground tunnel reached by stairs on the surface (1).

Old Villedor is also where the early safes live, and several of them hold Inhibitors. Our list of every Dying Light 2 safe code marks which combinations lead to one.

The Central Loop and the Outskirts

The other 83 Inhibitors are in the Central Loop and the areas around it. Garrison alone has 20, the most of any district.

  • Downtown (14): the Downtown Electrical Station power room (2), the Downtown Court metro (2), GRE Anomaly C-A-79 (2), the GRE Vaccine Lab quarantine (4), and three at the Downtown Thugs bandit camp: the 313 safe, Military Airdrop THB-1L0 on the roof and a crate on the red scaffolding.
  • Garrison (20): the VNC Tower metro (1), Anomalies C-A-78, C-A-55 and C-A-67 (2 each), the Electrical Station safe with code 314 behind the C cable door (1), three inside VNC Tower during the main quest Broadcast, three in Lawan's apartment during The Shoe, and Military Airdrops THB-UT0 and THB-NW4, both reached by paragliding off the VNC Tower roof.
  • New Dawn Park (4) and Muddy Grounds (2): the Newalls Crossing and King William Bridge metro stations, plus one underwater beneath the bridge to Saint Paul Island.
  • The Wharf (8): the Waterside metro (1), GRE Anomaly C-A-83 (2) and the GRE Experimental Research quarantine (4).
  • Saint Paul Island (12): the Cathedral metro (1), an underwater one behind the B door of the Saint Paul Electrical Station, Anomaly C-A-91 (2), the HV-GenMod Development Center quarantine (4), the bell tower safe at the Church of Saint Thomas the Apostle (code 444) and the rooftop Dark Hollow safe with code 987.
  • Lower Dam Ayre (15): its metro (1), Anomalies C-A-34 and C-A-23 (2 each), the THV Advanced Care quarantine (4), one under the bridge next to C-A-23 and Military Airdrop THB-4UL on the roof of the Church of Saint John of God.
  • Newfound Lost Lands (8): GRE Anomaly C-A-56 (2) and several Inhibitors underwater in the flooded district.

Several of those airdrops also hold Military Tech, so pair this sweep with our Military Tech locations and upgrade costs guide and you will clear two collectibles in one climb.

Missable and Choice-Locked Inhibitors

Five Inhibitors depend on story decisions, which is why many players finish at 121 or 123 and cannot find the rest. PowerPyx explains the two branches:

  1. Revolution (3 Inhibitors): assign the first water tower to the Survivors in the main quest Water Tower to get the quest Revolution. That opens Alberto's Hideout in northern Trinity, which holds three Inhibitors. Give the tower to the Peacekeepers instead and they do not appear.
  2. Cathedral (2 Inhibitors): side with Juan in the main quest Welcome On Board to get Cathedral. The chest between the towers of Saint Paul Cathedral only spawns during or after that quest, not if you play The Lost Light instead.

If you already made the other choices, PowerPyx's workaround is to join a co-op partner whose world went the other way. The rooftop safe with code 987 is the other common miss, since it never shows on the map or the proximity meter.

Those same water tower and faction decisions also shape the ending. Read our guide to the Dying Light 2 endings and the choices that decide them before committing if you care about both.

An Efficient Collection Order

Here is a practical order that avoids backtracking:

  1. Play the story through Broadcast and capture radio towers as they unlock, so the map shows Inhibitor icons.
  2. Power every metro station you pass. Each one is a fast travel point and an easy Inhibitor.
  3. Clear quarantines at night only if you are confident; they are dark and crowded, but each pays four.
  4. Hunt GRE Anomalies once your weapons can handle a special infected, since every one is worth two.
  5. Finish with airdrops and safes, which mostly need paraglider height and a code.

If you are new to Villedor and want context for how Dying Light 2 fits with the original game and The Beast, our guide to every Dying Light game in order explains the timeline.

Want It Done for You?

Tracking down 126 Inhibitors is a long project. If you would rather start with Health and Stamina already maxed, the store's First Safe House Max Save for PlayStation 4 and PlayStation 5 lists max Inhibitors among its contents, along with max Old World Money, max combat and parkour points, max crafting materials and 9,999 lockpicks. The save starts at the first Safe House and is applied to your own profile through account login, so you need to own Dying Light 2 already.

Other Dying Light services, including co-op item drops for PS4 and PS5, are listed in the Dying Light section of the store.

Frequently Asked Questions

How many Inhibitors are in Dying Light 2?

126 in a normal playthrough. New Game Plus, added in Update 1.3.0 in April 2022, places 30 more in the world.

How many Inhibitors to max health or stamina?

81 for one stat, since each of the 26 ranks costs three and the story gives you the first rank in both.

Can you max both health and stamina in Dying Light 2?

Not in a single base playthrough. Both would need 162 Inhibitors and the base game has 126.

Which Dying Light 2 Inhibitors are missable?

Three in Alberto's Hideout tied to the quest Revolution and two in Saint Paul Cathedral tied to the quest Cathedral. Both depend on earlier story choices.

How do I find Inhibitors on the map?

Capture radio towers after the main quest Broadcast. Zooming in on the map then shows nearby Inhibitor locations.

Is there an Inhibitor safe code?

Several. The safes with codes 101, 313, 314, 444 and 987 each hold an Inhibitor.