Getting the Dying Light 2 St Paul Electrical Station Power Back on Without Losing Your Mind

Getting the Dying Light 2 St Paul Electrical Station Power Back on Without Losing Your Mind

You've probably been parkouring across Villedor for hours, dodging Volatiles and trying not to fall to your death, when you finally hit the Saint Paul Island district. It’s a mess. Then you see it: the Dying Light 2 St Paul Electrical Station. Most players approach these utility puzzles with a mix of excitement for the loot and genuine dread for the cable management nightmare that's about to unfold. Honestly, it’s one of the more "thinky" parts of a game that usually rewards you for smashing heads with a modded cricket bat.

Getting the power back on here isn't just about flicking a switch. It’s about underwater navigation, avoiding electrified pools of death, and figuring out how to stretch a cable that seems just five inches too short. It’s frustrating. It's rewarding. It’s classic Techland.

Why the Saint Paul Island Puzzle is Different

Look, most electrical stations in Dying Light 2 are straightforward. You find wire A, you plug it into socket A. Done. But the Dying Light 2 St Paul Electrical Station ups the ante by introducing water. Lots of it. You’ll spend half your time submerged, trying to find submerged gates while your breath meter ticks down toward a watery grave. It's stressful.

The station is located in the far east of the map. If you haven't unlocked the paraglider or the grapple hook yet, getting here is a chore, but once you arrive, the real game begins. You’re looking for three main power cables. The catch? You can’t just carry them through the water while they’re live, or you’ll turn Aiden into a human toaster. You have to be smart about the sequence.

Getting to Cable 1

First things first. Walk into the main hall and you’ll see the number "1" glowing on a terminal. The cable is right there. It’s easy. Too easy. You grab the wire, dive into the water, and swim through a gate that’s marked with a "1" above it.

Here is where people mess up. They try to swim too far. Basically, you just need to get through that first underwater gate, surface in the next room, and plug it into the red box. This unlocks the door to the next section. Simple enough, right? Sorta.

The Nightmare of Cable 2 and the Underwater Maze

Now things get weird. Cable 2 is tucked away in a flooded room that feels like a labyrinth. You’ll find the terminal for Cable 2 on a higher platform. Grab it. Now, look down. You see that murky water? You have to dive in and find the "2" socket.

The Oxygen Problem

If you haven't invested in stamina, you’re going to hate this part. You’ll be swimming through flooded corridors, turning corners, and praying there’s an air pocket. Pro tip: look for the yellow pipes. Techland loves using yellow to guide you, even underwater. Follow the cable line on the ground if you can see it through the silt.

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Once you plug in Cable 2, the gates to the next area will open. But wait. Don't just rush off. There is a lot of loot in these side rooms that most people skip because they’re panicked about drowning. Check the lockers. You might find some high-tier gear or at least some scrap to craft more arrows.

Cracking the Cable 3 Connection

Cable 3 is the big one. It’s located in a room that requires some actual parkour. You’ll find the cable unit, but the socket is way across the room, blocked by a fence. You can’t just walk there. You have to go up.

Climb the yellow pipes. Leap across the hanging crates. You’ll eventually find a way to drop down behind the fence. If you drop the cable, it resets. It’s a mechanic that has caused more than a few players to Alt-F4 in a rage. Just take it slow. The Dying Light 2 St Paul Electrical Station rewards patience over speed, which is a weird change of pace for a game literally built on momentum.

Who Should You Give the Power To?

This is the big question. Once you’ve connected all three cables and headed back to the control room, you have a choice. Peacekeepers or Survivors?

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The Peacekeeper Route

If you give it to the PKs, you’re leaning into traps. They’ll install car bombs and electrical traps throughout the district. If you’re the type of player who likes to lure a horde of Biters into a localized lightning storm, this is your move. Plus, the PKs generally offer more "combat-oriented" upgrades for the city.

The Survivor Route

Survivors are all about movement. Giving them the Dying Light 2 St Paul Electrical Station adds more ziplines and air vents. In a district like Saint Paul Island, where the buildings are tall and the gaps are wide, this is objectively more useful for getting around quickly.

Honestly? Most veteran players go Survivors here. The combat traps are cool, but being able to fly across the map without touching the ground is the core "fun factor" of the game.

Common Mistakes Everyone Makes

I've seen so many people get stuck here because they forget one basic thing: the Grappling Hook. While you can do this station without a fully upgraded hook, having it makes the vertical sections of Cable 3 a joke. If you're struggling, leave. Go level up your hook at a Craftmaster. Come back later. The station isn't going anywhere.

Another thing? The chem zones. Some areas around the station have high chemical contamination. If you aren't careful with your footing during the exterior approach, you’ll lose health before the puzzle even starts. Stay on the rooftops.

The Secret Room (Don't Skip This)

After the power is on, don't just leave. Check the basement areas that were previously electrified. Now that the circuit is "contained," you can access rooms that were previously death traps. You’ll often find an Inhibitor container tucked away in these stations. If you’re trying to max out your health or stamina—and let’s be real, who isn't?—missing an Inhibitor is a tragedy.

Actionable Steps for a Smooth Run

  • Check your Oxygen: Bring some UV bars or immunity boosters if you plan on exploring the underwater side rooms thoroughly.
  • Follow the Numbers: The cables and sockets are numbered 1, 2, and 3. It sounds obvious, but in the heat of a chase or a confusing swim, people try to plug Cable 1 into Socket 3. It won't work.
  • Identify the Yellow: If you’re lost, look for yellow paint. It’s the universal "go here" sign in Villedor.
  • Clear the Area: Before you start the puzzle, kill the few zombies lingering inside. There’s nothing worse than being mid-climb and getting spat on by a Suicider.
  • Commit to a Faction: Have a plan for who gets the territory before you reach the control room so you don't stare at the screen for ten minutes weighing the pros and cons of car bombs versus ziplines.

The Dying Light 2 St Paul Electrical Station is a test of how well you understand the game's mechanics beyond just swinging an axe. It’s a puzzle that forces you to slow down in a world that’s always telling you to run. Once that final switch is flipped and the lights hum to life, the Saint Paul district becomes a much friendlier place to navigate. Grab your loot, find that Inhibitor, and get back to the rooftops.