Death Stranding 2: On The Beach Walkthrough and Ending

The top contender for Game of the Year, Death Stranding 2: On the Beach, is developed by Kojima Productions. The scriptwriting, art direction, and actor casting were all led by Hideo Kojima himself. This is not a game you want to miss — but for now, PC players can only watch or read walkthroughs until the port arrives.
Welcome to the Death Stranding 2 Walkthrough. Here, I’ve laid out a brief summary of the main story path, which is split into episodes, each built around special orders.
Death Stranding 2 Main Storyline
It’s a cinematic experience, blends meditative, slow-burn traversal with a layered, emotional narrative that unfolds across vast, desolate landscapes. The biggest event of the summer, and maybe this year, in the gaming industry, Death Stranding 2 was released on June 26, 2025, with early access on June 24 and a press release on the 23rd. Just like the original, it leans heavily into visual storytelling, with long cutscenes, complex characters, and a haunting atmosphere that makes every delivery feel weighty. Sam Porter Bridges is back, but this time he’s crossing oceans, rebuilding connections not just across the U.S., but into Mexico and beyond. Think less open-world action game and more interactive, metaphysical road movie. The game masterfully plays on your feelings and emotions — close-up shots of raindrops and skin contact send shivers down your spine, pulling you deeper into its immersive world.

The main story is split into a short prologue and 16 full episodes. Each episode consists of unique “Orders” — structured delivery missions that advance the narrative and introduce new mechanics, enemies, and regions. Here’s the full list of episodes and their associated orders:
- Prologue – 1 Order
- Episode 1: Sam – 5 Orders
- Episode 2: Lou – 1 Order
- Episode 3: Drawbridge – 7 Orders
- Episode 4: Raindrops – 2 Orders
- Episode 5: Conflagration – 1 Order
- Episode 6: Chrysalis – 6 Orders
- Episode 7: Pod – 4 Orders
The game is currently only available for PS5. If you're wondering when it will be ported to PC, check out our guess based on the first part example. In the meantime, PC players can only read the walkthrough...
Across the game, you’ll complete 48 main story orders. These aren’t just fetch quests — they’re moments of tension, choice, and storytelling. Some are peaceful treks through stunning scenery; others are brutal boss encounters or eerie stealth sections against BTs. The pacing is deliberate, with every episode feeling like a self-contained chapter in a larger novel. While there’s a linear spine to follow, the freedom in how you deliver, prepare, and navigate makes each player’s path slightly different.
DS2 builds its narrative through delivery. Orders are more than jobs — they’re symbolic acts of rebuilding and reconnecting. Each mission brings you deeper into the story of a fractured world still healing. It’s quiet, often lonely, and completely unforgettable.

Death Stranding 2 Short Walkthrough
Warning: This walkthrough contains major spoilers and is intended to summarize the full story of Death Stranding 2 in a format that can be read in one or two sittings. If you're unfamiliar with the plot of the first game, we recommend reading our short post: Should You Play DS1 Before DS2 — to better understand what to expect from the sequel’s narrative. In our walkthrough, we’ve covered all 27 Death Stranding 2 orders in one place and clearly marked them for easy navigation through the text.

Prologue & Episode 1: Orders 1–6
The game opens in the mountains, where Sam is climbing down a snowy ridge in the aftermath of some unknown disaster. This is Order 1, and it’s more of a tutorial than a mission: you learn how to scan the terrain, stay balanced during an earthquake, and take care of your BB, Lou, when things get rough. The whole intro is very quiet and tense, like the calm before something bigger. You pick up your first Ladder, learn how to use it to cross a river, and slowly make your way toward Fragile’s shelter, your first destination and the end of the prologue.

In Order 2, the pace picks up a bit. You’re carrying a Chiral Network Gateway to a city called Ciudad Nudo del Norte, and the game introduces stealth mechanics as you sneak past guards near an old toll gate. Strong winds and river crossings make the trek tricky, but nothing too dangerous if you’re careful. The reward is worth it: you unlock the Container Repair Spray (super useful in future deliveries), and if you got the Deluxe version, you also get your first Machine Gun. Feels like you’re finally getting some tools to survive in this broken world.

Then comes Order 3, where you’re headed to Villa Libre through bandit territory. The northern route floods, forcing you to go straight through the enemy camp. Timefall rain damages your cargo, so you need to spray it regularly to keep things intact. Sneaking or fighting is up to you, but either way, you’ll want to grab the Pickup Off-Roader from their tent to haul everything safely across the flooded path. From there, Order 4 has you build a Watchtower, scan a nearby bandit camp, and retrieve stolen Chiral Density Gauges. It’s the first mission that feels more strategic — you’re scouting, planning, and moving tactically.

Once you’ve collected the gauges and escaped through the ruins, you drop them off at the C1 South Distribution Center. That wraps up Episode 1 and Orders 1 to 4. In between the deliveries, you’re starting to see that something bigger is brewing—new gear, new threats, and a world that’s still falling apart.

Order 5 sends Sam back to the area where he first encountered the bandits, this time to recover more stolen equipment scattered across ruined buildings. The mission is riskier: rain is heavier, the terrain more unstable, and stealth becomes essential unless you're packing serious gear. You’ll likely rely on that Pickup Off-Roader again, especially since the cargo is heavy and time-sensitive. Then, in Order 6, Sam is tasked with reconnecting a distant Waystation to the Chiral Network, requiring a long solo trek through snow-covered cliffs and unpredictable weather. It’s a quiet but intense journey, where survival and endurance matter more than combat. This mission marks the final step before Episode 2 begins, setting up the game’s broader narrative and giving you a sense of how isolated the world still is.

Episode 2: Order 7
Order 7 — Deliver the Present for Lou unlocks the Garage, where you can fabricate vehicles like the Tri-Cruiser to speed up travel. Ride northeast following a route from the Former Geophysics Research Lab through key hubs to Sam’s Shelter, keeping an eye on your battery with Generators or the Social Strand System. Along the way, avoid combat with Ghost Mechs at the Bandit Base by simply driving through. When you reach Sam’s Shelter, find it ransacked with Lou and Fragile missing. Use your Odradek Scanner to track Fragile’s pink footprints southwest until you locate her, triggering a cutscene that ends the order and Episode 1.

Episode 3: Orders 8-14
Order 8 has you connecting the Australian Plate Gate Terminal to the Chiral Network. You start at the DHV Magellan, head southwest to trigger cutscenes, get transported to Australia, then go north to finish by interacting with the Terminal.

Order 9 is about delivering the Chiral Decontaminator to The Government’s Base. You travel north downhill from the DHV Magellan, prepare for Timefall with some supplies, sneak past BTs by sticking to the flood’s right side, then cross the flood to complete the delivery.

Order 10 is an elimination mission where you liberate the Western Environmental Observatory from Brigands. After prepping with weapons and Blood Bags, use the Dollman Cam to scout, then take out the enemies however you want, either stealthy or all guns blazing. Finish by interacting with the Terminal.

Order 11 has you destroying a communications disruptor at the Brigands’ base and delivering a mysterious recording to a musician named Gen Hoshino. You sneak or fight through the base, destroy the disruptor, climb a mountain to the musician, and enjoy a cool cameo before finishing the order.

Order 12 is a boss fight against a Giant Octopus Mech near West Fort Knot (F1). You prepare with Blood Bags and MP bullets, trigger the fight by approaching tar currents, then target the mech’s weak spots and dodge attacks with double jumps. After winning, complete the order at the terminal.

Order 13 asks you to restore the Monorail and deliver Special Alloys to F1. Manage your heavy cargo with a Floating Carrier or Tri-Cruiser, travel northeast to the mine, turn in materials to restore it, gather enough Chiral Crystals if needed, then ride the monorail to F1 and complete the delivery.

Order 14 involves delivering all Terraforming Equipment to Rainbow Valley. You load the big cargo onto your newly unlocked Pickup Off-Roader, drive east, staying near the river, cross it close to the destination, and then finish the order at the Terminal.

Episode 3: Orders 15-16
The world is burning, quite literally. Order 15 starts with what seems like an oddball mission to catch a runaway kangaroo, but quickly morphs into a full-blown disaster zone, lit by exploding underbrush and wrapped in an eerie silence. Your path to the animal feels like a fever-dream chase: no cargo to carry, just you, a ticking 30-minute timer, and flames licking at your heels northeast of Rainbow Valley. The Battle Skeleton becomes your best friend — double jumps let you leap over tongues of fire as you press forward through the chaos. You finally find the kangaroo curled up and injured on a rocky outcrop. One button press, and you’ve got it strapped to your back. But the clock’s still ticking. The return trip to the Animal Shelter is quieter but more fragile — the flames remain, but now you carry something delicate. Sprinting risks harming the animal. Every step feels like a whisper, a promise. Make it back with less than 5% damage and you’ll earn an S-rank, a track from Rainy, and a shiny new Decoy Hologrenade. But the real reward isn’t what the game gives you — it’s what you carry.

After fire — silence. But not for long. Order 16 is a 3,000-meter marathon, a slow farewell to routes you thought you knew. You’re tasked with delivering 240 kg of aid — 12 hefty packages — to the Northern Environmental Observatory. There’s no choice but to take a Pickup Off-Roader. While the flames no longer chase you, the road is still unforgiving. Familiar foes return: BT zones, rocky climbs, landslides. The most treacherous part lies beyond the Animal Shelter — a steep, punishing drop. Gravity becomes the final boss. One bad angle, one overconfident descent, and the cargo is gone. Near the end, you’ll spot a bandit camp. You don’t need to engage — skirt the river, move wide, and you’ll almost be home. Your reward? A new suit, a haunting new track, the Blood Boomerang. But more importantly, a conversation with Tarman. Something’s wrong with the tar currents. The path ahead grows darker. But you? You’re already in motion.

Episode 4: Order 17
Order 17 is no ordinary delivery — it’s a descent into something surreal, a rupture in reality that pulls Sam into a world not his own. What begins as a simple investigation into strange tar currents spirals into a dreamlike warzone: fireworks in the sky, motorcycles howling in the dark, and skeletal soldiers waiting in ambush. As you step into this ghost-city, your gear lies scattered at your feet, and so begins a hunt — not just through alleys and crumbling courtyards, but through five escalating phases of a relentless boss fight. The mysterious man, always vanishing, always watching, leads his spectral unit through towers, ruins, and cathedrals, each phase twisting the space around you like the tar itself. Stealth is a fragile option here — better to fight. Assault rifles become extensions of your will, and your scanner, your only lifeline. Each bullet brings you closer to the truth, until the final confrontation in the courtyard’s heart. A coffin opens. A name is remembered. And then — silence. Fragile waits with your reward, but you’re not the same. The tar touched something deeper this time.

Episode 5: Order 18-23
Just past the Northern Environmental Observatory, a camp of armed brigands looms—familiar, yet heavier now with tension. In Order 18, the goal is not vengeance but reclamation: stolen weapon sets and a volatile burrowing bomb. You descend through silence or storm, weaving through ruined tents and crumbling structures, scavenging what was taken. Stealth may falter under the weight of numbers, but aggression, loud and precise, will clear your path. With your cargo secured, the short journey back feels lighter, even if the world around you is anything but.

The silence after battle is broken by a delivery steeped in danger: Necrobiotes, fragile and deadly, must be ferried northwest to F2. In Order 19, the BTs return like shadows clinging to the route, but careful navigation, hugging the river’s edge, avoiding deep crossings, makes the path manageable. The Off-Roader hums with restrained urgency, threading through shallow waters, dodging death. Once across, the lab comes into view, a sterile beacon in the haze. With the cargo safe, a new arsenal is unlocked, proof that even routine runs can reshape your fight.

A heavy haul and a long road await. With the F2 terminal newly online, Order 20 arcs back south toward F1, 3,000 meters of rugged terrain, and memory. The monorail, half-formed, is a promise half-kept; only at the mine can its rails truly carry you. You endure the elements, shallow rivers, and harsh cliffs, testing your patience, your load stacked and swaying. But when you reach the checkpoint, it all fades. The monorail hums to life, and as you ride it toward Westbury’s waiting hands, the cargo, the weight, becomes something close to grace.

This time, it’s not cargo, it’s a life. Order 21 sends you east of F2, into a camp burning with violence. Armed vehicles, fortified hideouts, and chaos await, and stealth crumbles beneath the roar of engines. Yet there’s a path, quiet and clever: a tunnel beneath the camp’s bones, a detour for the brave or the desperate. The hostage lies waiting—helpless, unconscious, a reminder of the cost of delay. You lift them, place them in your vehicle, and drive fast and hard toward the mountains. The climb is sharp, the descent treacherous, but when you reach The Dowser, the weight beside you stirs, and the world shifts.

Tomorrow is missing. No marker, no ping, only fading footprints and the worry they trail behind. In Order 22, you ride out with urgency, scanning the ground for purple traces, a silent breadcrumb trail left across rivers and cliffs. Fragile’s voice guides you, anchoring your pursuit. But when the ghosts appear, red mechs with blades like whispers, it’s you who must anchor her. Gunfire is futile; the Ghost Blade you steal from one becomes your salvation. After the fight, it’s just her jacket, fluttering in the dust. Then a reunion, quiet and strained. You return together, changed.

The air grows thinner as you climb east of The Dowser, toward a ghost from the past. In Order 23, Heartman’s lab stands nestled in the mountains, but the direct path is peril, steep cliffs, jagged rocks, and silence that threatens to split. You veer north instead, along the edge of the tar lake, where flat ground offers peace. The slope to the lab is steep but manageable, the climb steady. Inside, the past greets you not with words but with warmth. Cargo delivered, memories stirred, and new tools gained, you leave knowing the journey has just begun again.

Episode 7: Orders 24-27
In Order 24, you’re tasked with an unexpectedly delicate mission: delivering Beach Yeast from Heartman’s Lab to the elusive Pizza Chef. What seems like a routine run quickly gains complexity due to the nature of the chilled cargo — sunlight is now your enemy. Whether you wait for nightfall or safeguard the yeast in your vehicle’s cool interior, timing and terrain will be your main adversaries. The route south is deceptively short, yet marred by mountains and an expansive bandit camp riddled with traps. Skirting far to the east and sweeping back west through the rocks gives you your best shot. Once the delivery is made and the Pizza Chef joins the chiral network, the oven’s just getting warm — your next task is already waiting.

No time to rest: Order 25 picks up immediately with a piping-hot pizza in hand and a ticking clock overhead. From the Pizza Chef’s terminal, you have ten minutes to dash nearly 1,200 meters northeast to the Data Scientist. A Tri-Cruiser is your only real option, with its speed cutting precious seconds off your journey. But between you and your destination are swarms of chiral creatures and a minefield of jagged rocks — one threatens your cargo, the other your momentum. It’s a white-knuckle ride of weaving, boosting, and tight turns until you slide into the base just in time to hear the satisfying chime of a perfect delivery. As the aroma of melted cheese fades, you receive not only Likes and gear but the first hints of deeper knowledge surrounding Tomorrow.

The tone shifts in Order 26, where your mission is to track down an old BB pod hidden inside a heavily fortified bandit camp, then deliver it north to a mysterious group known as the Motherhood. With the Data Scientist’s briefing ringing in your ears, you set off east, avoiding the wide river as you approach the camp via the bridge. You don’t need to fight — just infiltrate, locate the pod inside a locked container, and escape. Whether you go in guns blazing or stealth like a shadow, traps and enemy vehicles stand ready to shred your plans. Once the pod is in your hands, your journey isn’t over. North through the rocky desert you ride, until the silent gates of the Motherhood rise ahead. The only way in: a password hidden deep in the Corpus — your birthday. This intimate code opens not just a door, but a connection to the ghosts of a forgotten tragedy, and a new alliance forged in memory and sorrow.

With the Magellan grounded, Order 27 becomes a test of endurance. You accept it back at F2 after fast-traveling via a makeshift Transponder, only to learn you must now carry four massive containers of tar dissolvent 4,100 meters back to the Motherhood. It's the longest trek yet, a return through familiar, now ominous terrain. You face a strategic decision: cut directly through the gauntlet of twin-armed camps at the mine and beyond, or take the slower route past The Dowser and Heartman’s Lab to avoid conflict. Either way, conserve battery, avoid boosting unless essential, and watch for desert storms. The final leg takes you through dry flatlands, your only true reprieve before one last push past old ambush points and into Magellan’s welcoming bay. The reward isn’t just likes and upgrades — it’s the feeling of a full circle closing, a network now stitched tighter, and a quiet moment of rest before the next call arrives.
Death Stranding 2 Ending
The ending of Death Stranding 2: On the Beach is a cyclical meditation on life, death, and legacy, revealing that Tomorrow is, in fact, Louise, Sam’s biological daughter, once known as BB-28. Her transformation into a new kind of being, shaped by both the living and the dead, suggests she may become the bridge to a future Sam could never reach himself. This interpretation — that Tomorrow inherits the mantle of reconnection and may lead the next wave of rebuilding — is supported by Matt Kim of IGN, who emphasizes her final appearance in full porter gear as a symbolic torch-passing that hints at a potential Death Stranding 3.
The way the order numbers were distributed across episodes reminded me of the stages of human growth. Genius in simplicity.

Vitalii Diakiv writes gaming blogs and guides, focusing on the latest announcements and games matched with pop-cultural phenomena. Second, he covers esports events Counter-Strike 2, Marvel Rivals, League of Legends, and others.









