The guided opening outside the city, from the first climb to the sewer ladder into Villedor: three Mementos, one of which is lost for good if you walk past it, and two story trophies.
Pilgrim's Path is a guided tutorial in the hills outside Villedor: climbing, crafting, Survivor Sense, stealth, dodging and perfect blocks. You start with nothing; on the way you get the Medicine blueprint, a Grubby Bat, your first parkour and combat skills, a flashlight and the GRE Access Key. Parkour still drains stamina here, so watch the bar on the long climbs. The whole area is one-way: once you climb out of the sewers into the city it can't be visited again, not in co-op and not in New Game+, which starts after it. Three Mementos lie on the way, and two trophies come with the story.
Don't skip the prologue
Since update 1.12 the new-game menu offers Skip Prologue, which starts you at the next quest. Nothing says that skipping hands you the prologue's Mementos, and the Archivist trophy needs all 117, so play it through. The one to watch is the newspaper in the villa: walk past it and it is gone for this save.
The prologue has been shortened
Updates since launch have trimmed the prologue several times, most recently update 1.28 in June 2026. The rows below follow the original layout. If a room or the church isn't where a row puts it, sweep every building with Survivor Sense before you move on, the villa above all.
Newspaper Article - October 11th, 2020CollectibleMissablePoint of no return
Location
Prologue · The villa – Follow Spike from the opening climb, gather honey and chamomile when he asks, craft the Medicine, then follow him through the gate into the villa's yard. Go round the left side of the house and crouch under the half-raised garage door. Go through the garage and the corridor; in the kitchen beyond, the newspaper lies on the big wooden table at the back, to your left, and glows red under Survivor Sense.
Why you can lose it
Lost once you leave the prologue: the area can't be revisited, joined in co-op or reached in New Game+. Skipping the prologue from the new-game menu may lose it too.
Point of no return
Climbing the ladder out of the sewers at the end of Pilgrim's Path: the prologue area closes behind you.
Summary
A Memento, one of the 117 the Archivist trophy counts, and the only one in the game that is lost for good if you leave it behind.
Prologue · The villa – From the newspaper, go through the blue door across the room and on through the double doors by the piano; a short scene plays at the bar. Out in the garden, the letter lies on the far table, and picking it up is what moves the story on.
Summary
A Memento for the Archivist trophy. The story makes you read it, so it can't be missed.
Pilgrim's Path: Spike, the house, the hills to the night shelterQuest step
Location
Prologue · The hills – From the garden, climb the leaf-covered frames to Spike on the terrace (he hands you a Grubby Bat), drop through the gap in the railing, jump from the ledge into the lake, climb the hanging bus to the road and cross the tunnel on the vehicle roofs past the sleeping infected. The climb beyond gives your first parkour skill (High Jump); at the building at the top, open the red garage door, kill the infected that pour out (sidestep the jumping one's lunge) and start the generator inside. Then follow the tracks upstairs with Survivor Sense to a bookshelf, push it aside and sleep in the room behind; the trophy already popped when you crafted the Medicine.
Summary
The first half of the opening quest, from Spike and the villa to a safe room for the night. Crafting the first Medicine earns You Never Forget Your First....
Trophies
Achievement · SteamYou Never Forget Your First...
Achievement · XboxYou Never Forget Your First...
Bronze · PlayStationYou Never Forget Your First...
Prologue · The night shelter – The room behind the bookshelf upstairs in the building at the top of the hills; it opens once the generator in the garage runs. Sleeping in its bed until morning is part of the step above.
Summary
The prologue's only safe room, with a bed, a stash and a radio. It is left behind with the rest of the prologue.
Prologue · The church – When you wake, the radio comes up: the frequency that moves the story on is 140.200 MHz. After the call, head back down past the radio tower and ride the zipline. The small church right after it holds the book, lying open on the cloth-covered table at the front. Missed it? A copy has been found much later in the Central Loop, in Saint Paul Island's Chapel of the Resurrection.
Summary
A Memento for the Archivist trophy. Take it here: a copy has been found later in the Central Loop, but the prologue has changed since, so don't count on it.
The run to the metro tunnels ends at a ladder out of the sewers, and climbing it closes the prologue for good: no way back, no co-op visit, and New Game+ starts after it. The villa is long behind you by now: if the Newspaper Article - October 11th, 2020 isn't in your Mementos, it is lost for this save. The Goodbye Letter can't be skipped, and Paradise Lost, Book IV has been found again later.
Pilgrim's Path: the metro tunnels, the masked thugs and the escape from WaltzHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Prologue · The metro tunnels – From the church, drop to the highway and jump into the water, cross by the building, the cliff and the train car, then get over the wall into the tunnel from the black military truck by swinging on the rope. After the scenes, take the flashlight, smash the boarded crates, cross the monkey bars and climb into the vent; the masked thugs beyond teach perfect blocks and the Vault Kick, and while only one is left it is a good moment for ten perfect blocks in a row (Lightning Reflexes). Talk to the contact, then run from Waltz's men through the tunnels and the water to the ladder at the end; climbing it ends the prologue and pops the trophy.
Summary
The end of the opening quest: the metro tunnels, the first fights against people and the run into Villedor. Climbing out of the sewers earns Into the Unknown.
Two guided story quests in Old Villedor: over the rooftops to a safe zone by night, then into Saint Joseph Hospital for a GRE crate and the Binoculars. Ends where free roam and The Only Way Out begin.
Two more guided quests before Old Villedor opens up. Getting Stronger follows Hakon from the rooftop room where you wake, over the roofs to a Roof Grove and an airdrop, then through the first night to Cillian's Hideout, the first safe zone in the city. Markers of Plague goes into Saint Joseph Hospital in Houndfield and ends with the Binoculars. You arrive weak: parkour drains stamina until you spend the hospital crate's Inhibitors (since update 1.24 climbing costs no stamina after that). The map stays closed until Markers of Plague ends, so there is nothing to sweep yet; the districts, the Bazaar and their collectibles start in the next section. Two trophies that come from play rather than story close this one.
Inhibitors ×3: Hakon's injectionUpgrade
Location
Old Villedor · Quarry End – Automatic: right after the sewer ladder, the cutscenes that open Getting Stronger end with Hakon injecting you in his friends' rooftop room. Nothing to do but watch; tick it when you have control again.
Summary
Three of the 126 Inhibitors, given to you in a cutscene. Inhibitors raise Health or Stamina.
Infected Playing Card - Ace of Spades - DemolisherCollectible
Location
Old Villedor · Quarry End – In the rooftop room where you wake, before you step outside: go past the two women into the next room and the card lies on the floor to your left.
Summary
A Memento for the Archivist trophy. It stays in this room, so a missed card can be picked up later.
Getting Stronger: Hakon, the roof grove, the airdrop, the night run to Cillian'sQuest step
Location
Old Villedor · Trinity – Leave the room by its door and follow Hakon over the roofs; at the broken billboard, try the climb once and he lowers a ladder. On the roof above, search the Roof Grove (the crystal is in the brown crate on the left), follow him past the Peacekeepers, climb the next building by its ledges and balconies, and open the airdrop on its roof with the GRE Access Key. Night falls: follow Hakon to the Bazaar gate, where you are turned away, then keep running with him (a Howler sets off a chase) to a rooftop hut, kill the Virals while he knocks, and help him at the door until Cillian lets you in. Sleeping in the hideout's bed ends the quest.
Summary
The first quest in the city: follow Hakon across the rooftops and survive the first night. First Shot pops in the opening cutscene, with Hakon's injection.
Old Villedor · Trinity – The rooftop hut Hakon leads you to at the end of the night run; it is yours once Cillian lets you in after the Viral fight. Sleeping in its bed, the last step of Getting Stronger, starts Markers of Plague.
Summary
Your first safe zone in Villedor: UV lamps, a bed to change the time of day and a stash. Markers of Plague starts here.
Old Villedor · Trinity – Inside Cillian's Hideout, on the small console to the right of the stash, in front of the bed; grab it before or after the sleep that ends the quest.
Old Villedor · Houndfield – From Cillian's Hideout, head a short way north-west to Saint Joseph Hospital, keeping to the roofs if it is dark. The big yellow front door won't open, so go in through the bus crashed against the building and force its door; in the first room, before you climb up to Hakon, hop over the barrier to the wall covered in papers, where the letter is pinned.
Summary
A Memento for the Archivist trophy. The hospital can be entered again later, so it isn't missable.
Old Villedor · Houndfield – From the letter, climb to Hakon over the hanging lights, craft lockpicks from the Scrap in the bins and pick the locked door, then follow him down and sneak, crouched and under the tables, through the rooms of sleeping infected to the elevator; help Hakon force its doors and jump in. When the car falls, open the hatch in its floor, slip past the infected on the floor below and crawl under the jammed door: the GRE crate is in the cafeteria at the end, opened with the GRE Access Key.
Summary
Three Inhibitors from the white and green GRE crate deep in the hospital, a story pickup. The game makes you put them into Stamina.
Markers of Plague: Saint Joseph Hospital, the GRE crate, binocularsQuest step
Location
Old Villedor · Houndfield – With the Inhibitors spent on Stamina, unlock the door, climb the elevator shaft back to Hakon and talk to him; then run for the exit without stopping, ignoring the Volatile, until you are out in the sun. Outside, meet Hakon at the railing on the building's north side, take the Binoculars and mark the 'Alder' windmill to the east and the church to the north-east, the Bazaar; the quest ends there.
Summary
The biomarker hunt in Saint Joseph Hospital. It ends with the Binoculars and opens Old Villedor to free roam.
Hold your Inhibitors: the plan for the two max-stat trophies
Fit as a Fiddle (max Health) and Ironheart (max Stamina) each need one stat raised all the way, 78 Inhibitors, and the base game holds only 126: not enough for both on one save. This run gets both after the credits with a save backup: with at least 81 Inhibitors unspent, back up the save, max one stat, restore the backup and max the other. So from here on keep the Inhibitors you pick up unspent, and spend only what a climb or a skill really asks for (Stamina for climbs; Health later for the Smash skill), no more than 45 in all, so 81 stay unspent. If a backup won't restore on your platform, New Game+ adds 30 more Inhibitors that can finish the second stat, with limits: only one of those 30 spots is known (section 22), the rest have to be found by searching, and every one of the 126 in this run is needed too.
Good Night & Good Luck: survive a nightAchievement
Location
Old Villedor · Trinity – If it hasn't popped yet, walk back south-east to Cillian's Hideout, sleep until night, then sleep again until morning; the trophy unlocks as the morning comes.
Summary
Survive a night until morning. Sleeping through one in a bed counts.
Lightning Reflexes: 10 perfect blocks in a rowAchievement
Location
Old Villedor · Any fight – If it didn't pop against the masked thugs at the end of the prologue, try again in any fight once a single enemy is left: press block at the very last moment before each hit lands, ten times in a row, without a normal block or a hit in between.
Summary
Ten perfect blocks in a row without taking damage. It can be done in any fight, at any time.
The Bazaar and its first jobs, the Alder windmill and a full sweep of Trinity, the metro tunnels to the Main Terminal Station, the hunt for Hubert in Quarry End, and The Ball is in Your Court once the quest ends.
Old Villedor is now open to explore, and you have the binoculars. The Only Way Out starts at the Bazaar, the Survivors' hub in the old church in south Trinity: meet its people, take Carlos's and Julian's jobs, and use the wait for Hakon's call to sweep Trinity by day (the Alder windmill, The First Biomarker, the Trinity Mementos, Tapes, Murals and Inhibitors on the way) and the area east of the Bazaar by night. Then go through the metro tunnels to the Main Terminal Station, track Hubert across Quarry End, and finish the quest back at the Bazaar, where the church tower and The Ball is in Your Court wait. Left for later: the two Trinity settlements that open with the Larch windmill (their Tapes come with that windmill), and the rest of Quarry End, Horseshoe and Houndfield.
Deadlines that start here
Four things in this stretch can be lost later, so the route does them as soon as they open: The Spark of Invention and Cheers! (finish both before The Only Way Out ends), the Carrier in the Main Terminal Station (talk to him before The Raid is finished), and The Ball is in Your Court with its three Pike reports (it opens when this quest ends and is gone once Revolution is finished). There are no manual saves: the game only autosaves.
The Only Way Out: enter the Bazaar and meet its peopleQuest step
Location
Old Villedor · The Bazaar – From the hospital where Markers of Plague ended (or Cillian's Hideout), make for the church you marked with the binoculars: the Bazaar, in Trinity. Go in by any entrance and then into the church itself. Talk to the people highlighted by Survivor Sense: Carlos by the west entrance, Julian at the dairy and vegetable stall in the middle (speak to him twice), the barkeeper and the trader. The trophy pops as you enter.
The Survivors' hub in the Church of the Holy Trinity: bed, stash, a trader, the craftmasters and many side-quest givers. It changes state during the later Old Villedor story quests.
Old Villedor · The Bazaar – Inside the Bazaar on the upper level: from the bed, cross the little wooden walkway and keep straight on into the room on the left; the tape lies on the wooden crates.
Old Villedor · The Bazaar – Down on the Bazaar's ground floor, in the corridor that leads to the north exit near the merchant: on a small wooden shelf beside a radio.
The Spark of Invention: Carlos at the BazaarQuest stepMissablePoint of no return
Location
Old Villedor · The Bazaar – Talk to Carlos near the Bazaar's entrance and hand over the electrical parts he asks for if you carry them; if not, search the hardware store (at night) or the military patrol the quest marks, or buy them from a trader. Then flip the switch in the small covered shed just to the right of the main door outside, and walk clockwise round the church to the goat pens to see the result.
Why you can lose it
Finish this Bazaar job before The Only Way Out ends: later Bazaar events can cancel it. Do it before you talk to Sophie and the craftmasters at the end of the quest.
Point of no return
Finishing The Only Way Out: telling Sophie at the Bazaar what the craftmasters said.
Carlos, a would-be craftmaster, needs electrical parts for a gadget he wants to show his mentors. One of the two jobs that move The Only Way Out along; it pays a Spark weapon-mod blueprint.
Oh, So This Is How It Works!: fit a mod or charmAchievement
Location
Old Villedor · The Bazaar – At the Bazaar, buy a weapon mod from the trader and fit it to a weapon with a mod slot (the dots beside its icon in the inventory); the trophy pops as it goes on. Carlos's Spark mod works too.
Old Villedor · Trinity – Just south of the Bazaar, on the wall of an office building painted in dark blues (rails with yellow tape and a ladder on its roof). Pick up the crate from the grass at the base of the wall.
Old Villedor · Trinity – Turn around at Hell and Heaven: this one is on the brick wall across the street. The crate is on the ground next to a rubbish container.
Old Villedor · Trinity – Its start marker is in the middle of Old Villedor next to Metro: The Holy Trinity, a short run from the Bazaar. Reach its three checkpoints within the time; the rolls the description asks for are not needed.
Cpt. Posner Status Reports to Col. Williams #2Collectible
Location
Old Villedor · Trinity – In south-west Trinity, find the building covered in blue canvas (a military convoy stop); the green guard tower beside it holds the tape, on an open military crate inside.
Old Villedor · Trinity – In west Trinity, on a green building wall between a convoy and a settlement. The crate lies in the grass in front of the wall; it may instead be on the rooftop facing the mural.
Cheers!: Julian, Marco's building, HansQuest stepMissablePoint of no return
Location
Old Villedor · Houndfield – After the scene at Julian's stall, talk to him again. Marco hides in west Houndfield: enter his building by the open top-floor window, go down through the gap behind the half-open door and crawl through the hole to him, then clear the infected on the ground floor and shut the outside door. Either answer finishes it (keep his secret, or tell the truth and beat him, then report to Julian). Hans is optional: lockpick his house in central Houndfield, take the bottle from his wife and carry it to his hunting spot at an old watchtower to the west.
Why you can lose it
Finish this Bazaar job before The Only Way Out ends: later Bazaar events can cancel it. Do it before you talk to Sophie and the craftmasters at the end of the quest.
Point of no return
Finishing The Only Way Out: telling Sophie at the Bazaar what the craftmasters said.
Julian is accused of selling poisoned water; he blames his supplier Marco and fears the hunter Hans has a bottle. The second job that moves The Only Way Out along.
Old Villedor · Trinity – It stands in the middle of Trinity, north of the Bazaar: the windmill Hakon had you mark with the binoculars. Climb the wooden boards on its side, stand on the yellow springboard and jump as the platform drops, ride the platform up, cross to the balcony, then take the ladder to the top and switch on the box.
The first windmill on the route; switching it on makes it a safe zone with a bed, stash, UV light and a trader, and opens the nearby Trading Post settlements.
Old Villedor · Trinity – Right beside the Alder windmill, on a building wall; the crate is on the balcony next to the mural. Come by day: a crowd of infected gathers here at night.
Old Villedor · Trinity – Near the Alder windmill, the big runner's-shadow mural on the wall just outside a safe zone, between platforms. The crate stands at the foot of the wall.
Safe Code - A note from Dr. Katsumi containing a riddleCollectible
Location
Old Villedor · Trinity – McGregor hands it over as you take The First Biomarker at the Trading Post west of Alder (next row); it holds the riddle for the hospital safe.
The First Biomarker: McGregor, Trading Post west of Alder (Inhibitor, 2 Mementos)Quest step
Location
Old Villedor · Trinity – With Alder switched on, find McGregor at the Trading Post west of the windmill, on Trinity's western edge. Go north to Saint Joseph Hospital and climb its outside wall by the metal fittings and a ladder to the third floor, then up the facing wall to a broken window into Dr. Katsumi's office. Open the safe with 973, fight off the infected that appear behind you, and bring the biomarker back to McGregor.
Old Villedor · Trinity – In north-west Trinity near the Houndfield border, in the apartment building that stands between a Forsaken Store and a Dark Hollow. It may be the one you enter by a window with the crate about two metres to the right; go at night, when the infected inside have left.
Old Villedor · Trinity – On the main street in north-west Trinity: a black skeleton in white glasses holding a yellow balloon. Its crate waits on the rooftop just right of the painting.
Mural: United in Fun - Everyone Can Play!Collectible
Location
Old Villedor · Trinity – In north Trinity, go to the Nightrunner hideout; the closed-off yard beside it is a playing field with the small, bright mural on its wall. The crate is on the wooden bench under it.
Old Villedor · Trinity – Somewhere in north Trinity there is a football goal: kick the ball into it six times. The playing field with the United in Fun mural is the place to look first.
Inhibitor ×1: Trinity chemical room via ventsUpgrade
Location
Old Villedor · Trinity – In north Trinity near the Nightrunner hideout and a Dark Hollow: get into the building by its top window, take the stairs down and crawl along the vents until they let you out in a room full of chemicals (watch your immunity); the crate is up high, so jump to it.
Tourism Office of Villedor - Old VilledorCollectible
Location
Old Villedor · Trinity – Inside the Trading Post settlement on the east side of Trinity near the Alder windmill (it opens once Alder is on), on an open wooden shelf; it is dark in there, so use the flashlight.
A posting from someone looking for eggsCollectible
Location
Old Villedor · Trinity – In east Trinity, look for rooftops strung with washing lines. On the highest roof, the note is pinned to a wooden pole hung with coloured flags.
Old Villedor · Trinity – Its start marker shows on the map in the middle of Old Villedor, in Trinity next to a Uniform Workshop. Run the checkpoints over the rooftops and stay high: the checkpoints sit on tall buildings.
The next stops are all just east and south-east of the Bazaar, and two of them need the dark: the Revenant of GRE Anomaly C-A-05 only appears from 20:00, and Theodore's Dark Hollow is far emptier at night. Sleep in the Bazaar's bed (or start All in the Family, which skips to night), and finish at Hakon's meeting place, where the tunnels begin.
All in the Family: Will, dark hollow east of the Bazaar (night)Quest step
Location
Old Villedor · Trinity – Talk to Will and Monika on the roof of the building east of the Bazaar; the quest jumps to night. In the Dark Hollow on the Trinity-Horseshoe border, crouch into the room on the right, pass the UV-lit safe room and take the passage by the stairs; the ground floor is full of chemicals. Open the door by the fridge at the back to find Theodore.
Old Villedor · Trinity – In the Dark Hollow on the border of Trinity and Horseshoe, east of the Bazaar (go at night): down on the contaminated bottom floor, the chest is behind a door that opens with the GRE key, in a room off that floor (the one beside the room where a lost survivor hides, if you take All in the Family).
Old Villedor · Trinity – At night, go to the military containers east of the Bazaar by the Horseshoe border. Kill the Revenant (from 20:00; fight from on top of the containers and ignore the infected it calls), climb onto the military shed, drop through its roof hatch and loot the GRE chest to finish it.
Mural: This Is The End of The BeginningCollectible
Location
Old Villedor · Trinity – In south-east Trinity, between buildings beside a row of garages: look up and to the right for the odd dog painted on the wall. The crate sits just below the dog's left side.
Safe zone: Hakon's meeting place near the BazaarArea
Location
Old Villedor · Trinity – Hakon calls once Carlos's and Julian's jobs are done, or after a long wait. His marker leads to a safe zone south-east of the Bazaar, near the main metro station, with a bed inside.
Your immunity drains the whole time you are underground. Eat the UV mushrooms you pass, carry an Immunity Booster if you have one, and stand under the UV flares further in to refill it. Sneak past sleeping infected (Survivor Sense shows them) instead of fighting, and bring lockpicks: craft more from Scrap if you are out.
The Only Way Out: night tunnels to the Main Terminal Station and AitorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Main Terminal Station – Hakon radios once Carlos's and Julian's jobs are done, or after a long wait. Follow his marker to his safe zone south-east of the Bazaar and speak with him, then wait for night (the bed there works). Clear the infected by the hatch outside, lockpick it without being hit (an interrupted pick can stall the quest: reload the checkpoint) and drop in. Follow the tunnels, picking the side door at the dead end; when the Spitter appears at a locked door, close in zig-zagging and hit it, then pick the door, crawl through the vents and press the airlock button in the station. You are caught and brought to Aitor.
Hakon's way round the Peacekeepers' blockade runs through infected metro tunnels to their base in Quarry End. The quest's first Spitter waits in the tunnels.
The Peacekeepers' base in Quarry End, Aitor's command post, with a trader and a bed. It becomes a fast-travel point once fast travel unlocks later in the story.
Carrier at the Main Terminal Station (Carriers first contact)Hidden spoiler – activate to revealNPCMissablePoint of no returnMinor spoiler
Location
Old Villedor · Main Terminal Station – Inside the Main Terminal Station, after the talk with Aitor and before you leave: find the man in a Carrier's uniform near the room where Aitor questioned you (he has no quest marker) and talk to him until the conversation ends.
Why you can lose it
Talk to him before The Raid (main quest 7) is finished: he can be gone after that, and the station is abandoned later in the story. Without him the Carriers questline can only start through Rats in the House, which is offered only while Metro: Newalls Crossing is uncleared and does not always appear. Missing the line costs the Tape The City Classifieds – The Cable Guy and the Memento The Carriers Guild Assault.
Point of no return
Finishing The Raid (the talk after the Tango Motel door choice)
A courier of the Carriers Guild, stranded in the station. Talking to him (and later to a second Carrier in the Central Loop) starts the Carriers questline, which holds the Tape The City Classifieds – The Cable Guy and the Memento The Carriers Guild Assault. In some games the line may also close when the Water Tower goes to the Survivors; Rats in the House at the Fish Eye then starts it.
The quest ends with Sophie at the Bazaar, after you report what the craftmasters told you. Treat that as the deadline for the Bazaar jobs: The Spark of Invention and Cheers! (with Cheers!'s Plumber's Hammer blueprint) must be done before then. The route finished both before the tunnels; if either is still open, finish it before you talk to Sophie.
The Only Way Out: Hubert at the Oak windmill, the chase, the GRE roof, Maya, SophieHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Quarry End – Meet Hakon on the rooftop across the street from the station, then climb the Oak windmill to the south-east (ride the moving platform) to the man on its second level. When Hubert bolts, chase him over the roofs without stopping, deal with the men up there, and climb the GRE building (go round it clockwise; chimneys, a broken sign, then ladders and yellow ledges) to find him by the GRE door on the roof. Next, enter Maya's building near the Horseshoe border by a balcony and climb through the hole in a ceiling (take the GRE crate and the mural there) to Maya. Report to Aitor in the station and Hakon outside, then at the Bazaar talk to Carl, Sophie, the craftmasters Alberto and Vincenzo at the back, and Sophie again.
Aitor holds the way to the Central Loop shut until you track down a fence called Hubert and the girl he points you to; the trail then leads back to Sophie at the Bazaar.
Old Villedor · Horseshoe – Taken during the quest: in Maya's building near the Horseshoe border, head to the back room and climb up through the hole in its ceiling; the crate is right in front of you. The building stays open later through a window.
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once the small red paint-can crate beside the art is picked up. One of the few indoors.
Old Villedor · The Bazaar – Climb the Bazaar's church tower from outside by the scaffolding and wooden platforms around it. At the top, the note is hidden behind a music poster on the wall beside a safe.
The Ball is in Your Court: Dodger, Hubert's hideout, car park, military depot (3 Mementos)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – Talk to Dodger at a table by the Bazaar's bar. Hubert's hideout is the tall building with red shutters across from the Bazaar on the Houndfield side: go in by the open roof door, pick the next lock, crouch through the hole on the right and climb the pipe to him. Then go west to the underground car park (easier at night): ladder down the lift shaft, through level -2 (kill the Howler quietly first), up the stairs and through the wall hole to level -1, then drop back down by the fenced area to the Restricted Area door of the military depot. Bring the goods out past the boarded gap, fight Klaus's gang at the exit (their heavy hitters won't follow you onto a roof), and report to Hubert, then Dodger.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
GRE report - Quartermaster Pike #1Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – In the military depot under the car park, open the left-hand container with the GRE key: the report is on a table inside, with two of the GRE containers.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
GRE report - Quartermaster Pike #2Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – In the same depot, climb on top of the right-hand container and drop in through its open roof hatch; lockpick the crate inside.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
GRE report - Quartermaster Pike #3Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – Also inside the right-hand container: it comes with Pike #2 once the crate there is picked open.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Engine Bludgeon ("The Ball Is In Your Court" reward)Hidden spoiler – activate to revealWeaponMissablePoint of no returnMinor spoiler
Location
Old Villedor · The Bazaar – Comes with the reward when you hand the goods to Dodger at the Bazaar and the quest ends.
Why you can lose it
Only this quest gives it. The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Barney's night search and the meeting with Jack and Joe's men, the Bazaar and 'Larch' side quests, then a full sweep of Quarry End from the 'Oak' windmill and a night round, before The Raid.
Two short story quests start this stretch, both from Sophie at the Bazaar: Unruly Brother (at night, in a forsaken store on the Trinity / Quarry End border, where you switch on the 'Larch' windmill) and The Arrival (a meeting point in Trinity). The rest is a sweep: the Bazaar and 'Larch' side quests in Trinity, with two short trips into Houndfield; then Quarry End from the 'Oak' windmill, with its Peacekeeper side quests, murals, Mementos, a tape and an Inhibitor crate; then a night round for the GRE anomaly and two dark hollows that ends back near the Bazaar. There is no fast travel yet (it opens with the Central Loop), so everything here is on foot; beds at the Bazaar and at each windmill you switch on change the time of day. Left for later on purpose: Horseshoe's windmills, camp and quarantine building (The Raid and after), Houndfield's own activities, the container by the south tunnel and the Slitter blueprint (Let's Waltz!).
Unruly Brother: Barney's store at night and Birdie's trailQuest step
Location
Old Villedor · Trinity – Sleep in the Bazaar's bed until night, then head south-east to the marked forsaken clothing store; a man outside asks you to light the windmill next to it first. Inside, pass the sleeping infected to the back room, follow the footprints with Survivor Sense up to Barney's locked door, and kill the infected that come twice before he lets you in. Then examine the bloody handprint by the side door downstairs, follow the trail into the next building and climb through the broken floors to the top. The windmill, the store's newspaper and the stairwell crate below are all on this trail; then the quest ends with Sophie at the Bazaar, where The Arrival starts.
Old Villedor · Trinity – Right beside Barney's forsaken store in south Trinity; the man at the store door asks you to switch it on (say yes; he does not appear if it is already on). Climb the planks along a beam, ride the first moving section, cross a board, ride the second, jump right at its top, crawl through the gap in the planks and take the ladder on the right to the switch box.
Old Villedor · Quarry End – Inside Barney's forsaken store (you can slip in from the street through the door left ajar): on the counter by the cash register.
Inhibitors ×2: stairwell by the Larch WindmillUpgrade
Location
Old Villedor · Quarry End – In the building the trail leads to after the store: a GRE crate sits in its stairwell, beyond the room at the top where the trail ends. From outside, drop onto the roof just west of the Larch windmill, then down again beside a chimney and a heap of bricks; the crate is at the top of the stairs in the building behind you.
The Arrival: the meeting pointHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – Back at the Bazaar, meet Sophie to finish Unruly Brother; she starts this quest. Go to the marked meeting point in Trinity, keeping to the rooftops so you see the thugs before they see you, and kill them. Find Suzie sitting against a yellow crate by stacked pallets between two buildings, then search every marked body; infected keep coming until the last one is searched, and Sophie's call ends the quest.
Old Villedor · Trinity – It bursts through the pallets when you find Suzie. Its blows are power attacks you can't block: jump back when it slams the ground, then land two or three quick hits. On a small roof nearby lie a red tank and a spear: throw the tank at it and hit the tank with the spear to blow it up.
Missing Persons closes when Water Tower is completed; finish True Friends (needed for Out of Your League's tape) before Revolution is completed, and Sentimental Value, done on this section's night round, before Water Tower ends. All three are done in this section, well before either quest.
The Essence of Survival: Nyra (Larch; Memento)Quest step
Location
Old Villedor · Trinity – Nyra is at the Pumpkin Farm, a Survivor trading spot in south Trinity; her quest opens once 'Larch' is on. Bring her Lavender (it grows in rooftop gardens beside honey and chamomile) and Metal Parts (from bodies and containers, or a trader).
Old Villedor · Trinity – At Nyra's Pumpkin Farm in south Trinity, a settlement that only opens once the 'Larch' windmill is on: the tape lies on a wooden table there.
True Friends: Dominik, then Nerys at the BazaarQuest stepMissablePoint of no return
Location
Old Villedor · Trinity – The quest only starts once you have spoken to Dominik outside the Bazaar's north-west corner after The Only Way Out: if you haven't, do that first. Then talk to Nerys in the Bazaar, and go back out to Dominik at that corner, who points you east to King William IX Road in Horseshoe. Go into the dark hollow there by its street door (not the roof), climb to the top-floor door, kill the Goon, the Spitter and the infected that appear on the ground floor, go back up to the boy, then report to Nerys.
Why you can lose it
Finish True Friends before Revolution (main quest 9) is completed: it can fail if still open then, and Out of Your League needs it done.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
After the job interview you are asked whether to hand Damien over or work with him. Work with him: handing him over ends the quest at once, before its tape and the church-tower safe.
Missing Persons: Damien, Devil's Bridge and the Bazaar towerHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · Trinity – Damien stands near the Bazaar entrance. His job lead is a building just north-east of the Trinity / Quarry End border, a little east of Houndfield: go down a floor for the interview, kill the thugs, choose to cooperate with Damien outside and search the two side rooms. Then go to Devil's Bridge in north-east Quarry End, on the Horseshoe border: in through a roof window, down through the floors, kill the thugs and open the door upstairs (a fight follows). Back at the Bazaar, talk to Roger, climb the church tower from its lowest scaffolding, open the safe at the top with 510 if you have not yet, and go out the roof hatch to Damien.
Why you can lose it
Missing Persons can no longer be started or finished once Water Tower is completed. Finish it before you turn the water tower's valve.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
Damien's side quest runs from the Bazaar into Quarry End and back up the Bazaar's church tower. The Baltazar tape lies on its route; the tower safe's tape and Memento are open-world pickups you may already have.
The City Classifieds - BaltazarCollectibleMissablePoint of no return
Location
Old Villedor · Quarry End – In the Devil's Bridge building of Missing Persons: on the shelf right beside the roof window you come in by, in the attic among paints and brushes. The window can also be reached by climbing the street light outside.
Why you can lose it
This tape lies on Missing Persons' route, in a building the quest opens. Take it during the quest, before Water Tower ends.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
Old Villedor · Trinity – From the Bazaar, cross the rooftops to the Rooftop School, a settlement in south-west Trinity that opens with the 'Larch' windmill. The tape sits on a yellow locker or table there.
The History Lesson: Henkel, Rooftop School (Larch)Quest step
Location
Old Villedor · Trinity – Henkel teaches at the Rooftop School in south-west Trinity, the settlement you just visited. Go to the marked memorial square in Houndfield, use Survivor Sense to examine the two plaques on the monument and the tree beside the square, then light the candle at the monument.
Old Villedor · Trinity – Lola sings on a rooftop on Trinity's southern edge. Her stole is caught on the GRE quarantine building in Houndfield: climb its scaffolding floor by floor; the wind carries the stole off each time you reach it, so follow it up to the metal frame on the roof. Bring it back to Lola, who is then at the Bazaar.
Old Villedor · Quarry End – The windmill The Only Way Out sent you to while hunting for Hubert, south-east of the Main Terminal Station. Climb the planks, ride the moving beam, jump onto the planks, turn and jump up a floor, ride the second beam, jump onto the planks and walk round to the ladder; switch the box on at the top.
One of the 17 windmills the Don Quixote trophy counts. Switched on, it becomes a safe zone with a bed, a stash, UV light and a trader. Its Peacekeeper side quests open once it is on.
Old Villedor · Quarry End – Right next to the 'Oak' windmill, covering the whole side wall of a brick building at the corner; the crate is on the roof a few steps in front of it.
Expiration Date Challenge: Smoker's Helper (Oak)Quest step
Location
Old Villedor · Quarry End – The Smoker's Helper is at the Peacekeepers' Smokehouse in Quarry End (its marker shows on the map once 'Oak' is on). Use the sausages across from him, reach every checkpoint in any order before the bronze time runs out, then talk to him.
Old Villedor · Quarry End – Don runs it at a Peacekeeper rooftop settlement in Quarry End (its marker shows once 'Oak' is on). Pick up the bat beside him, swing infected out of the ring until the bronze target is met, then talk to him.
Old Villedor · Main Terminal Station – In the Main Terminal Station, centre of Quarry End: on the wooden table beside the bed in the room where you sleep.
Old Villedor · Quarry End – From the Main Terminal Station, in the centre of Quarry End: painted on a brick wall beside a fire; its crate sits just ahead of the art, up on that roof.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Old Villedor · Quarry End – A short rooftop run in the south of Old Villedor near the Main Terminal Station, by the Peacekeepers' Uniform Workshop; its start shows on the map once you have seen it. Take the checkpoints in any order, roughly an upside-down U, inside the bronze time.
Summary
One of the 10 Nightrunner Trials the True Nightrunner trophy counts; a bronze medal is enough.
Old Villedor · Quarry End – North-west Quarry End by the Uniform Workshop: a mural wider than it is tall, on a rooftop wall; the crate is in the grass right in front of it.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
The Master Brewer's Bees: Barack (Oak; Memento)Quest step
Location
Old Villedor · Quarry End – Barack is at the Brewery, a Peacekeeper rooftop structure in north-west Quarry End, reached over the roofs. Three sugar bags around the Brewery (to your right, at the back, to your left) each start a checkpoint run: beat bronze on all three, then talk to Barack.
Old Villedor · Quarry End – North-west Quarry End, toward the 'Larch' windmill: a brick-wall mural that wraps across two walls; the crate is hidden in the rooftop grass a few steps in front of it.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Inhibitor ×1: abandoned metro stairs, Quarry End/Houndfield borderUpgrade
Location
Old Villedor · Quarry End – Where the main road dividing Quarry End from Houndfield begins, two metro stairways lead underground. Take the southern one: the crate is at the bottom against the wall, on the left behind wrecked vending machines.
Summary
A GRE crate with one Inhibitor in an old metro entrance that is not marked on the map.
Old Villedor · Quarry End – West Quarry End, on a white wall: a rabbit wearing a red bandana. The crate is on the roof in front of it, among mattresses and tyres.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Old Villedor · Quarry End – Also in west Quarry End, near a safe zone: its colours are faint, so slow down and look. The crate is on a rooftop with mattresses and tyres.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
The Rose Garden: Peter, Old Mound Street glass house (Oak; Memento)Quest step
Location
Old Villedor · Quarry End – Peter is at the Peacekeepers' Cadet Academy in west Quarry End. The glass house is in south-west Quarry End, the middle building at the south end of the search area: go in at ground level, give the rose at the old lady's place in the greenhouse, then go back and tell Peter.
Old Villedor · Quarry End – In the dark, plant-filled glass house of The Rose Garden: on a small table next to a large armchair, beside a book and a big flowerpot.
Old Villedor · Quarry End – South Quarry End: a large house whose upstairs flat you enter through a broken window. The note is in the wicker chest at the bed's foot; the safe it opens is in the same room.
Summary
One of the 117 Mementos the Archivist trophy counts.
Old Villedor · Quarry End – South Quarry End, on a wall under scaffolding; its crate waits a few steps in front, on top of the lower building next to it.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Old Villedor · Quarry End – Just past the southern edge of Quarry End, by a chemical-hazard area and a stand of trees: an open hatch leads down into an old metro tunnel, where the mural and its crate are. If the hatch is shut, the tunnel is reached during Into the Dark in the New Game+ run, and the mural trophy waits until then.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Old Villedor · Quarry End – Unlike the other Quarry End murals it is at street level, not on a roof: on a wall beside a path lined with trees. Search Quarry End's tree-lined paths on foot; the crate is beside the art.
Summary
One of the 70 murals the Street Art Aficionado trophy counts; it only counts once the red paint crate by the art is picked up.
Old Villedor · Quarry End – At the Quarry End Swimming Pool in the east of the district: the Nightrunner hideout on its roof. The tape is on a small broken fridge with a painting leaning on it, under the UV light.
Old Villedor · Quarry End – Sleep at the 'Oak' windmill until night. The anomaly is in southern Quarry End, south of the Main Terminal Station and of a Peacekeeper rooftop outpost: kill the Revenant (stay on it; it runs off and calls infected), climb onto the military container and drop in through its roof hatch.
Summary
One of the 12 GRE Anomalies the Revenants trophy counts. Its Revenant only appears at night.
Sentimental Value: Maya's roof, then the Quarry End dark hollow Goon (night)Quest stepMissablePoint of no return
Location
Old Villedor · Horseshoe – Maya hides behind a low wall on a roof in south-west Horseshoe, north-west of the Horseshoe Water Tower: kill the three bandits who show up and talk to her. At night, go to the dark hollow over a construction site in north-east Quarry End, enter from the roof, kill the Goon inside and search its body for the music box.
Why you can lose it
Finish Sentimental Value before Water Tower ends: it may close then, and the Maya step of Man On a Mission needs it.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
The Key to Humanity: Dustin (Oak, night)Quest step
Location
Old Villedor · Quarry End – Dustin is at the Smokehouse in Quarry End. The CD is in a dark hollow in Horseshoe, best done at night when fewer infected are inside: in from the street or the roof, break the wooden door to the kitchen, lockpick the sturdy door and take the CD from the bag in that room. Bring it to the scientist at the Bazaar.
A Postcard of Villedor in its Glory DaysCollectible
Location
Old Villedor · Horseshoe – In north-west Horseshoe: the forsaken store right next to the 'Willow' windmill. Go in while it is still night (the store is packed with infected by day); the postcard is pinned up behind the counter.
Summary
One of the 117 Mementos the Archivist trophy counts.
Main quest 7, The Raid: Jack & Joe's Camp and the Tango Motel choice, then a sweep of Horseshoe (two windmills, two airdrops, the THV Genomics Center, six murals) and The Matchmaker before Water Tower.
The Raid takes you east from Trinity into Horseshoe: a bandit camp to capture with Sophie's people, then a choice at the Tango Motel door. You have the Binoculars, the GRE Access Key and lockpicks, and the whole of Old Villedor is open on foot. After the quest the route sweeps Horseshoe before starting Water Tower: both airdrops, both windmills, the THV Genomics Center, the six murals and two mementos, then The Matchmaker in Trinity, which starts the Sparker chain. Left for later: the Water Tower itself and the side quests that need it assigned, which come next.
The Raid: Sophie, Aitor and the Horseshoe bandit campHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – From the Bazaar, follow the marker east into Horseshoe to Sophie's meeting spot; a short flashback plays there (follow the voice). Answer Aitor's radio call and meet him at the safe zone on the far side from the camp, then return to the Survivors' rooftop, ask around for Sophie and join her on the lower roof. Scout the camp with the Binoculars: one main entrance and two side ones, plus the lieutenant.
Old Villedor · Horseshoe – Aitor waits here during The Raid, on the side of Horseshoe away from the bandit camp; reaching it lights it. It sits in the east of Horseshoe, beside an airdrop on the broken highway.
Old Villedor · Horseshoe – From Sophie's lower roof, go in by one of the two side entrances (the main bridge is guarded); tall grass and Survivor Sense help you sneak. Kill the lieutenant near the main bridge (push him onto the spikes round the central pillar for a quick kill), then empty the locked room beside that pillar: anything left behind vanishes once the flag goes up. Turn the crank on the pillar to raise the flag, then free Carl in a room inside.
Finishing The Raid is the strictest deadline for starting the Carriers questline: if you have not yet talked to the Carrier at the Main Terminal Station (outside the room where Aitor questioned you), go there first. The line holds the Tape The City Classifieds – The Cable Guy and the Memento The Carriers Guild Assault. If it is missed, Rats in the House at the Fish Eye can start it later, but only while Metro: Newalls Crossing is still uncleared, and it does not always appear.
Choice: the Tango Motel door
At the motel door Hakon radios and a timed choice appears (pausing stops the timer). Choose to go inside after Sophie: it adds the optional Hermann fight and its weapon. Going straight to Aitor loses nothing else, since the motel can be searched later. Inside, at Sophie's offer, answer We can help each other, then I'll help. These answers only change how The Raid ends; Water Tower comes next either way.
The Raid: the Tango Motel decisionHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – From the camp, Carl sends you east to the Tango Motel at the far eastern edge of Horseshoe, by the broken highway; use the front door to get the choice and go in. Follow the marker up; at the locked door, leave by the broken window, zipline between the two scaffolds into the next block (kick down the ladder on that wall), use the radio by the dead Peacekeeper in the courtyard and beat Barney's men. Hermann attacks next; after him, the talk with Barney and Sophie at the barred gate in the corridor ends The Raid.
Old Villedor · Horseshoe – In the Tango Motel, on the upper floor of the block you reach over the zipline: go through the first door (a white one) and the GRE crate is just inside, beside a barred room you can't enter yet. Missed it? It is still there when Water Tower sends you back here.
Hermann in the motel courtyardHidden spoiler – activate to revealBossMinor spoiler
Location
Old Villedor · Horseshoe – After Barney's men, try the door back into the building: Hermann jumps you and you both drop into a lower yard. Dodge his slow, wound-up swings and spin rather than blocking, hit once or twice and back off; setting him alight (Molotovs or a fire mod) stops his attacks for a while. Afterwards climb the opposite wall and jump from the window ledges to the ladder Hakon lowers.
Old Villedor · Horseshoe – From the Tango Motel, follow the broken highway in eastern Horseshoe: the airdrop sits on a section of it south-east of Jack & Joe's Camp, right beside the district's eastern safe zone. Reach it and open it.
Summary
One of the 26 military airdrops the Find Anything Interesting? trophy counts.
Old Villedor · Horseshoe – Still in eastern Horseshoe, where a damaged bridge crosses the main street by the toxic trees: the art is on one of the pillars under the bridge. The crate is at the foot of the pillar. Infected crowd this street day and night.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – A short way from Skullhammer, in south-east Horseshoe by the toxic trees and the damaged bridge: a cat covers the side wall of a building draped in blue canvas. The crate is on the ground at the foot of that wall.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – Head south to the Quarry End border: in an apartment building on the Horseshoe side, the letter lies on a bed in an upstairs bedroom. The way in may lead through a tunnel.
Summary
One of the 117 Mementos the Archivist trophy counts.
Old Villedor · Horseshoe – Centre-south Horseshoe, close to the THV Genomics Center and the Horseshoe Water Tower. Climb onto the big central weight and ride it up, step off at the top, take the ladder on the left and the boards to the top, then switch the windmill on.
Summary
One of the 17 windmills the Don Quixote trophy counts; switching it on turns it into a save point.
Old Villedor · Horseshoe – Beside the 'Maple' Windmill; it is easier at night. Climb the scaffold outside the fence to the roof and open the roof door with the GRE Access Key. Work down floor by floor along the yellow cables: each floor's chest is behind an "Authorized personnel only" door you lockpick. Opening all three chests completes it; the front door then unlocks from inside.
Summary
One of the 6 GRE quarantine buildings; its 4 Inhibitors count toward Can't You Read the Signs?.
Old Villedor · Horseshoe – In the THV Genomics Center, behind the first lockpicked "Authorized personnel" door: the tape is on the metal desk in front of the first Inhibitor chest.
Inhibitors ×4: GRE Quarantine THV Genomics CenterUpgrade
Location
Old Villedor · Horseshoe – The three chests of the THV Genomics Center, one per floor on the way down from the roof, each behind a lockpicked "Authorized personnel only" door: the first two hold one Inhibitor each, the basement chest holds two.
Summary
The quarantine building's 4 Inhibitors, needed for Can't You Read the Signs? and part of the 126.
Old Villedor · Horseshoe – From the 'Maple' Windmill, head for the Horseshoe Water Tower: a dog covers a brick wall near the tower. Climb the building from the big rubbish container; the crate sits by the dog's hind legs.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – Near the 'Maple' Windmill, on the brick wall of the building that holds an allied settlement. Get onto its roof: the crate is on a ledge next to some wooden structures.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – Also near the 'Maple' Windmill: a brick building standing between a dark hollow and a vehicle convoy, with a chemical-hazard sign by the roof. The crate is on the ledge of the next-door roof, which also gives a good view of the art.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – From the 'Larch' Windmill, cross into south-west Horseshoe near the Trading Post: the art fills the whole side of a large abandoned building. The crate is on the balcony of the building next to it. Easiest by day.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it counts when you take the small red paint crate.
Old Villedor · Horseshoe – North-west Horseshoe, not far from Jack & Joe's Camp. Climb the chimney, jump to the fast-moving weight and then the big one, and step off at the top onto the boards. Crawl through the gap on the right, edge left round the scaffold along the beam and take the ladder to the top; switch it on.
Summary
One of the 17 windmills the Don Quixote trophy counts; switching it on turns it into a save point.
The Princess in the Tower: Rose west of Willow (night)Quest step
Location
Old Villedor · Horseshoe – Rose calls from a balcony west of the 'Willow' Windmill, on the Trinity border. She sends you to a dark hollow in north-west Trinity; go at night, when far fewer infected are inside. Enter from the street or the roof, clear it and use the third-floor door to meet Lowen. Telling the truth or lying only changes the money and items you get.
The Matchmaker: Raheem at the Bakery, 2 fake cards in Horseshoe (Memento)Quest step
Location
Old Villedor · Trinity – Raheem stands at the Bakery settlement in Trinity, north-east of the Bazaar near Metro: The Holy Trinity. Check the map board beside him. One card is in a dark hollow on the Trinity/Horseshoe border, just south of anomaly C-A-05: in from the roof, sneak past the Howler, card on a dresser upstairs (fewer infected at night). The other is in Jack & Joe's Camp on a table (the main complex's western room, or just inside the airdrop). Bring both back to Raheem.
Old Villedor · Trinity – About a full in-game day after The Matchmaker, Juliet waits on Raheem's rooftop at the Bakery: sleep at a safe-zone bed (the Bazaar's is close) until a day has passed, then come back and talk to her. Her marker may only show when you are close.
Main quests 8 and 9 on the Survivor side: the Horseshoe Water Tower and its faction choice, the side quests it opens, Revolution's explosives and the Master Windmill, and Hakon's hideout, the deadline for the early Bazaar side quests.
Water Tower starts as soon as The Raid ends. You climb the tall tower in southern Horseshoe, deal with Jack and Joe at the top and give the tower to a faction: on this run every facility goes to the Survivors, which also picks the next main quest, Revolution. Two side quests near the 'Maple' Windmill and Out of Your League open once the tower is assigned and are done before Revolution moves on. Revolution then sends you around Trinity, Horseshoe and the Quarry End border, and ends at Hakon's rooftop in Quarry End. Finishing it closes the early Bazaar side quests, so they come first. Left for later: the Houndfield sweep and Let's Waltz!, next.
Water Tower: the climb, the explosives and the top roomQuest step
Location
Old Villedor · Horseshoe – The tower is the tall landmark in southern Horseshoe, near the 'Maple' Windmill. Hop the fence from a wrecked car, deal with the infected at the base and lockpick the marked door (an easy lock). Climb inside on the yellow ledges and bars, taking each of the three explosives from its barrels as you reach that floor; kick down the ladders you pass. Above the third, break the boards and the window, jump to the hanging cage, then up to the last ledge and the boarded window of the top room.
Inhibitors ×2: Horseshoe Water Tower, halfway upUpgrade
Location
Old Villedor · Horseshoe – In the Water Tower, on the floor where you take the third explosive (behind the green door), next to the stairs at the back of the room: open the GRE crate before climbing on. Take it before you turn the valve at the top, since it may vanish once the tower is assigned.
In the top room Jack and Joe stop you. Talk instead of fighting, then pick "I will help you": they leave without a fight, and that keeps their later side quest, Moonshine, open. "I won't help you" or attacking means fighting both at once, and Moonshine never appears.
Water Tower: talk to Jack and Joe at the top and spare themHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – Enter the top room through the boarded window: Jack and Joe confront you. Choose to talk, then "I will help you" in the timed answer (pausing stops the timer), and they leave.
Old Villedor · Horseshoe – In the Water Tower's top room, the one with the bed and stash: the tape sits right beside the yellow water valve. Take it before you turn the valve.
Turning the valve asks which faction gets the tower. Pick the Survivors. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save. This tower also decides the next main quest: the Survivors lead to Revolution, which holds Alberto's 3 Inhibitors, and they open the Survivor side quests in Horseshoe.
Facility: Horseshoe Water Tower (Survivors)Hidden spoiler – activate to revealAchievementMinor spoiler
Location
Old Villedor · Horseshoe – In the top room, turn the big yellow valve; the alignment tutorial opens. Choose the Survivors: Horseshoe turns their colour and their first parkour reward, ziplines, appears in the district.
Infected Intelligence Quiz: Mr. Z (Maple; Memento)Quest step
Location
Old Villedor · Horseshoe – With the tower assigned and the 'Maple' Windmill on, Mr. Z stands at the Uniform Workshop in southern Horseshoe, near the Water Tower. Answer Banshee, Bolter, Revenant, Suicider. A wrong answer means sleeping a day and asking again.
Water and Lightning Challenge: Sadio (Maple)Quest step
Location
Old Villedor · Horseshoe – Sadio waits at the Brewery in Horseshoe once the tower is assigned and 'Maple' is on. Use the bottles beside him to start, take the checkpoints in order (ziplines and airbags help), then report back with at least Bronze.
Water Tower ends when you meet Sophie at the Bazaar after the Tango Motel. That closes Missing Persons (Damien's side quest, with the Baltazar tape on its route) and may close Sentimental Value (Maya's music box, needed for the Sparker chain), so finish both first if they are still open.
Water Tower: assign the tower, Barney's hideout in the Tango MotelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – From the tower, go back east to the Tango Motel and in by the upper door near the roof (drawbridge or scaffolding; lockpick it). Through the gate on the left, slide the big wooden board at the back of the room aside and use Survivor Sense to pick up the evidence. Fight Barney to about a third of his health until Sophie steps in. Then wait for her radio call and meet her on the Bazaar's upper floor.
Old Villedor · Horseshoe – Start with the Survivor standing at the Horseshoe Water Tower, then Teresa a little way inside its walls. Knock twice on the green door at the tower's base, climb in from the platform at the back to Anna, search the corner shed with Survivor Sense and follow the tracks back to her. Then see Dodger in the Bazaar, search the north warehouse (in by the window, past the electric trap) and the south one (lockpick, trap, wooden sheet), and settle with Dodger: the race to the flag on the church roof pays like the debt without costing you money. If he is not at the Bazaar yet, come back later.
A Survivor quest about missing flour that runs from the Horseshoe Water Tower to Dodger at the Bazaar. Winning the timed flag race settles the debt with the full reward at no cost.
Out of Your League: Nerys, Scott, Crocodile Flats (Tape)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · the Bazaar – With True Friends done and the tower assigned, Nerys asks for help at the Bazaar. Talk to Ruud, head to Crocodile Flats in Houndfield, check the lockpicks at the door and follow Scott's trail (eight clues) to a building; climb the platforms round the corner to get in. Kill the two thugs, talk to Scott, and finish back at the Bazaar (the necklace detour only changes the reward).
Why you can lose it
The quest disappears once Revolution is finished. Finish it before the Master Windmill charges, when the Bazaar's people become unreachable for a while, and in any case before Hakon's hideout.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Old Villedor · Houndfield – In the building where Scott's trail ends, in south Houndfield near the GRE anomaly site C-A-22: climbing in by the balcony, the tape is on a computer desk to the left, before Scott's door.
Why you can lose it
It may stay reachable after the quest, but to be safe treat it as tied to Out of Your League: take it during the quest, before Revolution ends.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Revolution: explosives from Wim's yard and Cillian's fertilizerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – Talk to Alberto at the Bazaar's craftmaster station. At the Water Tower a Survivor tells you the explosives are gone; follow the marker to the transport on the Quarry End border, clear the infected at the door and talk to the guard. In the yard behind, deal with the Goliaths and open every marked crate, then take the explosives to Alberto. Last, lockpick Cillian's rooftop hut (Cillian's Hideout) and the locker by the computer: the fertilizer is at its bottom.
Once the Master Windmill charges go off, the Bazaar's people are out of reach for a while, and finishing Revolution closes these for good: The Ball is in Your Court (the three Quartermaster Pike reports and the Engine Bludgeon), True Friends and Out of Your League (For Alice #1). Finish any that are still open before you meet Alberto at the windmill.
Safe zone: Alberto's HideoutArea
Location
Old Villedor · Trinity – Alberto's Hideout is the top floor of a building near the Old Villedor Master Windmill in north Trinity, entered from its roof. Meeting Alberto there for the charges makes it a safe zone.
Old Villedor · Trinity – From Cillian's Hideout, follow the marker to Alberto's Hideout: the top floor of a building by the Master Windmill in north Trinity, in from the roof. The GRE crate is in the room; open it before heading to the windmill.
Old Villedor · Trinity – Still in Alberto's Hideout, the top-floor room near the Old Villedor Master Windmill that you enter from the roof: the tape sits on a wooden shelf inside, by the Inhibitor crate.
Revolution: Alberto's Hideout and the Master Windmill charges, the timed blade climbHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – From Alberto's Hideout, swim under the fence on the right into the Master Windmill grounds and climb to the three red pillars to plant the charges; the zipline off the roof drops you back by the hideout. Report to Alberto, then carry the last charge to the top against the clock: take the winch up, jump onto the turning blades and back to the ledges three times, and climb the ladder. Back at the hideout, fight off the Peacekeepers and talk to Alberto.
Leaving the hideout, Hakon radios with a timed choice. Pick the line that keeps your promise to Alberto. It sends you to the Bazaar for an optional boss fight and a talk with Vincenzo before Hakon's hideout. Heading straight to the center skips that; the Bazaar can still be visited later.
Anderson in the overrun BazaarHidden spoiler – activate to revealBossMinor spoiler
Location
Old Villedor · the Bazaar – Go back to the Bazaar and in by the marked door. Clear the Peacekeepers on both floors (many can be taken quietly), free the Survivors behind the ground-floor gate and upstairs in Sophie's room, then beat Anderson and her two guards: kill the guards first, parry and use fire. Talk to Vincenzo outside afterwards.
Reaching Hakon's hideout finishes Revolution. That closes The Ball is in Your Court (the three Quartermaster Pike reports and the Engine Bludgeon), True Friends, and Out of Your League with For Alice #1. Make sure all of them are done.
Choice: help Hakon
During the talk at the hideout an attack interrupts you and a timed choice appears. Pick the option to help Hakon. It starts the side quest Snipers' Alley, and finishing that keeps a later story choice open that this run's plan relies on. Leaving him goes straight to Let's Waltz!.
Hakon's hideout on the Quarry End rooftop: help HakonHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Quarry End – From the Bazaar (or from Alberto's Hideout if you skipped it), follow the marker south to Hakon's hideout on a rooftop in Quarry End. When the talk is interrupted, choose to help Hakon. The trophy pops as Revolution completes.
Snipers' Alley at the Houndfield Electrical Station, then the Houndfield sweep (both windmills, the anomaly, the quarantine and the hospital airdrop), the Survivor quests in Trinity and Horseshoe, the Bing Bang Boom! skills, and Let's Waltz!, the one-way road out of Old Villedor.
This stretch starts on the Quarry End rooftop where Revolution ends, with Snipers' Alley, and ends with Let's Waltz!, which leaves Old Villedor through a sealed road tunnel. In between is the last big sweep of the first map: Houndfield, the western district around Saint Joseph Hospital, with the 'Cherry' and 'Birch' windmills, a GRE anomaly, a GRE quarantine building and the airdrop on the hospital roof; then the Survivor side quests the Horseshoe Water Tower opened in Trinity and Horseshoe, and the three skills for Bing Bang Boom!. You have the GRE key, lockpicks and the Binoculars, but not the Paraglider or the Grappling Hook: anything that needs them, and the two Old Villedor metro stations, which open only after Let's Waltz!, is left for a later return by fast travel. So is the Houndfield Electrical Station: you climb it in Snipers' Alley, but stations can be restored only from A Place to Call Home on, so it and the district quests it opens come on that return. GRE anomalies appear only at night; a bed at a windmill or safe zone skips to it.
Snipers' Alley: the sniperHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Houndfield – From Hakon's rooftop, drop down and head into southern Houndfield to the tall Houndfield Electrical Station by the water, moving between cover. Skip the front gate (it goes up in flames): go round its left side over the yellow containers, up the blue truck and the broken sign, across the roof and over the zipline to the main building, then up its ladder. When the sniper kicks the ladder away, go through the open door, climb the scaffolding and the outside walkways, jump from the hanging cage to the last door, and report to Hakon when the scene ends.
The side quest that starts at once when you help Hakon, and on this route also the sniper part of Let's Waltz!. The run's later choices and endings depend on finishing it.
Inhibitor ×1: underwater by the Houndfield Electrical StationUpgrade
Location
Old Villedor · Houndfield – Outside the station, at the bridge over the water on the station's side: dive under the bridge and the crate lies on the bottom.
Summary
One of the 126 Inhibitors. A dive, best by day when the water's edge is quiet.
Old Villedor · Houndfield – From the station, head north-east past the C-A-22 anomaly site above the chemical wasteland; 'Cherry' stands just beyond it, near the Stage IV quarantine building. Vault the wall, turn and jump to the moving weight, jump back to the wall, go right to the railing and pull up to the balcony, then take the wooden boards on the right and the ladder to the switch.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light and a stash. With 'Birch' and the electrical station (on the later return) it opens most of Houndfield's side quests.
Old Villedor · Houndfield – North-west of 'Cherry', right beside the entrance of Metro: Hayward Square (the station itself stays shut for now). Climb the boards on its side, ride the first moving weight, turn and jump to the second, shimmy to its right end and, when it rises, jump to the balcony on the right; cross and climb the ladder.
Summary
One of the 17 windmills for Don Quixote, and a save point with a bed, a stash and a trader.
Old Villedor · Houndfield – From 'Birch', in an apartment block near Metro: Hayward Square: run up the ramp beside the building to the open second-floor window; the tape is on the long wooden cabinet to the right of that window. (Book Club VIII sends you here too.)
Concert Ticket for Wrath Against the VirusCollectible
Location
Old Villedor · Houndfield – At the western edge of the map, west of 'Birch': a fenced landfill pit full of rubbish bags and bodies. The ticket lies on one of the piles of bodies. By day few infected are around.
Summary
One of the 117 Mementos the Archivist trophy counts.
Inhibitor ×1: Houndfield military containerUpgrade
Location
Old Villedor · Houndfield – North of Metro: Hayward Square, on the way up to Saint Joseph Hospital and close to the underground car park of The Ball is in Your Court: a GRE container just outside a fenced yard. Climb onto it, open the roof hatch and drop in to the crate.
Old Villedor · Houndfield – West of Saint Joseph Hospital, painted on a bright wall; the paint crate is on that building's roof, right under the painted figure's feet.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – On the roof of Saint Joseph Hospital. Climb the outside of the hospital by the yellow pipes, balconies and gutters all the way up, then open the airdrop with the GRE key.
Summary
One of the 26 airdrops for Find Anything Interesting?. It holds Military Tech and an Inhibitor.
Old Villedor · Houndfield – On the same roof, at the Nightrunner's Hideout near the radio antenna: start its generator, and the tape is on the wooden crates inside.
Summary
One of the 63 Tapes the Audiophile trophy counts. The hideout beside it becomes a safe zone when you start its generator.
Old Villedor · Houndfield – Its map icon is close to Saint Joseph Hospital. Start it at the icon and slam down onto all of its checkpoints, in any order, before the timer ends.
Summary
A standalone parkour challenge with medals; no trophy counts it.
Old Villedor · Houndfield – Babin taunts you from a rooftop in northern Houndfield, south-west of the hospital. Race him through the dark hollow, following the arrows inside up to its roof. He then waits on a roof in southern Houndfield just north of the C-A-22 anomaly: race through the second hollow, kill the infected attacking him on the roof, then climb the ladder and talk.
Summary
Two races against a cocky runner through dark hollows; the payout depends on your last answer.
Old Villedor · Houndfield – The Nightrunner's Hideout in a bell-tower chapel east of Metro: Hayward Square, just north of 'Cherry'. Go in by the street-level front door, turn right into the back room and push the shelf aside; the note is in the box by the bed and generator (start the generator to make it a safe zone).
Summary
One of the 117 Mementos the Archivist trophy counts. Its code opens the safe in the same hideout.
Old Villedor · Houndfield – Near 'Cherry', painted on a billboard over a white building; the paint crate sits in the grass under the billboard's metal frame.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – On a building just south of 'Cherry': the art spreads over several walls, starting with a figure among branches. Follow it to the right-hand side; the crate is on top of a small building there.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
GRE Quarantine: Center for Stage IV THV StudyAchievement
Location
Old Villedor · Houndfield – In eastern Houndfield near 'Cherry'. Climb the yellow scaffolding on the building's side to the roof and open the entrance with the GRE key, then work down floor by floor along the yellow cables; the chests are behind lockpicked 'Authorized personnel only' doors.
Summary
One of the 6 GRE quarantine buildings; their 24 Inhibitors make Can't You Read the Signs?. Fewer infected roam inside at night.
Old Villedor · Houndfield – Inside the quarantine building, behind the first 'Authorized personnel only' door: the tape is in a machine beside the first Inhibitor chest.
Inhibitors ×4: GRE Quarantine Center for Stage IV THV StudyUpgrade
Location
Old Villedor · Houndfield – The three GRE chests inside the quarantine, from the top floor down: the first beside the tape, the second just left of a door, the last holding two. Each sits behind a lockpicked door.
Summary
Four of the 126 Inhibitors, in three chests (1, 1 and 2); all four count for Can't You Read the Signs?.
Old Villedor · Houndfield – In southern Houndfield, an old coffee shop east of the C-A-22 anomaly, at the edge of the toxic area: the newspaper is on the coffee table next to a leather sofa.
Summary
One of the 117 Mementos the Archivist trophy counts.
Old Villedor · Houndfield – South of Metro: Hayward Square near the C-A-22 anomaly, on a tall wall of the building beside an evacuation convoy; easy to see from the rooftops. The crate rests on the metal sheets in front of the art, under a wooden plank.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – On a rooftop beside a tree, at the edge of a chemical hazard zone ringed by dead trees; search the roofs around the toxic area of southern Houndfield. The crate is by the art.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – At night (sleep at 'Birch' if needed), go to the anomaly site above the chemical wasteland, south-west of 'Cherry'. Kill the Revenant: it moves around a lot and calls other infected in, so thin those out and keep hitting it.
Summary
One of the 12 GRE anomalies for the Revenants trophy, and one of the harder ones. Its Revenant only appears at night.
Old Villedor · Houndfield – Once the Revenant is dead, climb onto the military shed at the site, drop in through its roof hatch and open the GRE crate inside.
Cpt. Posner Status Reports to Col. Williams #1Collectible
Location
Old Villedor · Houndfield – At the same anomaly site, climb the south-east guard tower and lockpick the military crate inside; the tape is in its left corner, under the other loot.
The Breadwinner: Kevin NW of Cherry (night)Quest step
Location
Old Villedor · Houndfield – Kevin is on a roof north-west of 'Cherry'. At night, go to the marked forsaken store, clear it and search the backpacks (three are needed; one is by the counter, one behind a shelf past it, one in the back room by the locked cabinet). Kevin's home is a short way south of the store: climb through its broken floors to give him the food.
Summary
A night quest for a boy collecting food; the reward is a Billhook.
Old Villedor · Houndfield – In eastern Houndfield, on a side wall next to a coffee shop sign; the paint crate is on that building's roof.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art. Hard to spot at night.
Old Villedor · Houndfield – On a building near Houndfield's eastern border (Metro: Hayward Square is the nearest landmark), on a wall by a balcony; the crate is on the roof, left of the art. It may instead be on the balcony just below it.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – Somewhere on the Houndfield rooftops: the art is tucked behind a chimney, and its crate lies in the tall grass just below it. Scan the roofs as you cross the district.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Old Villedor · Houndfield – Open the Skills menu and buy Air Kick in the Combat tree with a Combat point; it is an early skill with no special requirement.
Summary
A Combat skill: a power kick when you drop onto an enemy. One of the three skills Bing Bang Boom! needs.
Old Villedor · Houndfield – In the Parkour tree, after Tic Tac. It has one of the tree's highest requirements and may stay locked until Stamina is higher: raise Stamina only as far as it needs, and keep the rest of your Inhibitors unspent for the max-stat plan (the warning after Markers of Plague).
Bing Bang Boom!: Air Kick after a double wall runAchievement
Location
Old Villedor · Houndfield – Find a narrow gap between two buildings with an infected or a bandit nearby that has seen you. Wall-run along one wall, jump across to run along the other, jump off facing the enemy and hold the kick button in the air: the kick that lands pops the trophy.
The trophy for an Air Kick straight out of a double wall run. Do it as soon as Wall Combo unlocks and before you learn Smash: once Smash is learned, Air Kick only lands on enemies that have noticed you.
Old Villedor · Trinity – Cross east into Trinity to the military container south of the 'Alder' windmill; kill the Goon outside, then use the container's door. Liz's flat is on the roof of a building in north-east Houndfield: clear the infected inside and knock on her door to talk.
Old Villedor · Trinity – Horace waits at the 'Larch' windmill in south Trinity. At night, find the red dress in the middle changing room on the ground floor of the forsaken store west of the Quarry End Swimming Pool, then the perfume on a display stand in the marked Horseshoe forsaken store; Survivor Sense shows both. Bring them back to Horace.
The Ultimate Weapon: Monk at Willow, viaduct chestQuest step
Location
Old Villedor · Horseshoe – Talk to the Monk at 'Willow' (paying him is optional; refusing still starts it). On the old viaduct in east Horseshoe, swing across on the rope at its middle section and climb the big yellow girder to the first chest; climb the marked office building by the scaffolding on its outside for the second, then go back to the Monk.
Old Villedor · Several districts – Open since The Only Way Out; track it in the journal and follow its marker to a Goon that uses fire, in Old Villedor. A crowd of infected surrounds it, so thin them out first.
Summary
The first of a five-part hunt for elemental Goons added by update 1.3; each of the first three parts pays a Blue Crystal Core.
Old Villedor · Several districts – Follows Part I: track it and follow the marker to the next elemental Goon. If the marker points into the Central Loop, which you can't reach yet, leave Parts II to IV until you get there.
Something Big Has Been Here – Part IV (Goon Smasher)Quest step
Location
Old Villedor · Several districts – Follow the marker to the Goons' hotbed and fight all three together; stand so that they hit each other. Part V opens next: five of its ten Goons are in Old Villedor (three in Horseshoe, one in north Trinity, one in north Houndfield) and the rest in the Central Loop, so the Old Villedor ones can be killed now.
Old Villedor · Quarry End – Head to the sealed road tunnel at the far south of Quarry End, where Let's Waltz! sends you. Before you climb past the gate, go into the small green military container by the tunnel entrance: the paper is on the desk on its left side.
Summary
One of the 117 Mementos the Archivist trophy counts. It sits right at the start of Let's Waltz!, still in Old Villedor.
Let's Waltz! leaves Old Villedor on a one-way road
Past the tunnel gate the story goes through the tunnel, the Outlands and the metro to the Central Loop, and you can't walk back: after it, Old Villedor is reached only by fast travel, which opens at the start of the next quest. Nothing here is lost, but finish the first map now: both Houndfield windmills, C-A-22, the Stage IV quarantine, the hospital airdrop, the Bing Bang Boom! skills and trophy, and the Survivor quests above. Left for a later trip: Metro: Hayward Square and Metro: The Holy Trinity (they open only after this quest), the Houndfield Electrical Station and the district quests it opens (stations open from A Place to Call Home on), and anything that needs the Paraglider or the Grappling Hook.
Slitter (Let's Waltz! tunnel)Weapon
Location
Old Villedor · Quarry End – During Let's Waltz!, once you drop into the tunnel south of Quarry End: near the tunnel's far end, go through the side door, take the vent on the right and climb; the blueprint is on the table in the room you drop into. Grab it before you follow the footprints out of the tunnel.
Let's Waltz!: the south tunnel, the car factory and the escape from WaltzHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Dynamo car factory – The gate button has no power: climb the rock slope left of the gate onto the wall (you can kick a ladder down for later) and drop into the tunnel. Switch on its two generators by the metal huts, dodging the armoured charger so it rams the walls; then trace the yellow cables to the utility room and replug the cable, and follow the footprints with Survivor Sense through the water and a vent back to Aitor. After the Renegade fight, cross the broken highway (the sagging wire is climbed by hand), drop by the blue bus and slide down the solar panels to the factory; clear its Renegades, climb through the hall on the cars and hanging fixtures, take the Memento on the cot upstairs, then flee Waltz over the train cars and through the tunnels and follow the sniper until the quest ends.
The tenth story quest: through the sealed road tunnel and the Outlands to the Dynamo car factory, then out through the metro tunnels. It is one-way, and its rewards include the Pipe Bow.
Central Loop · Dynamo car factory – In the Dynamo car factory, on the floor above the first big hall: after the Renegade crouching there, the Memento is on a cot. Pick it up before you go on to meet Waltz.
Summary
One of the 117 Mementos the Archivist trophy counts. It is inside the car factory, on the Let's Waltz! path.
Main quest 11 from the metro tunnel to the Fish Eye: the Paraglider, the Downtown Electrical Station for the Survivors, the Fish Eye defence and the talk with Jack Matt; then the Downtown sweep: both windmills, the GRE Vaccine Lab, C-A-79, two airdrops and Nightrunner Trial VI.
This stretch starts in the metro tunnel where Let's Waltz! comes out, under Downtown, a district of high-rises in the Central Loop. A Place to Call Home switches on Metro: Downtown Court, hands you the Paraglider and has you restore the Downtown Electrical Station, then ends at the Fish Eye, the big rooftop hub in New Dawn Park. From then on the whole Central Loop is open, and Old Villedor is reached only by fast travel. With the Pipe Bow, the GRE key, lockpicks and now the Paraglider, all of Downtown can be swept: the 'Pine' and 'Walnut' windmills, the GRE Vaccine Lab, the C-A-79 anomaly (night only; a bed at a metro station or windmill skips to it), two airdrops and Nightrunner Trial VI. The Downtown Thugs bandit camp waits until a Fish Eye side quest is done (next section). Left for later: anything that needs the Grappling Hook (main quest Broadcast), the Carriers Guild and the art collector's flat, which open with later story quests, and the trip back to Old Villedor for the Houndfield Electrical Station and its two metro stations.
Central Loop · Downtown – A Place to Call Home starts in the metro tunnel where Let's Waltz! ends. Walk on toward the station: the GRE crate is right on your path before the stairs up, outside the room with the bed. It opens without a lockpick.
Central Loop · Downtown – You walk through it in the tunnel at the start of A Place to Call Home, and the game says it can now be used for fast travel. It sits in the middle of Downtown, next to the GRE Vaccine Lab. If its map icon later turns back into a question mark, walk in again to rediscover it. Tunnel Entrance should pop as the first station comes on; if it doesn't here, it comes with the first station you restore yourself.
Tape: Journal of a Nightrunner #5Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Downtown – Go up the stairs after Lawan and take the rope winch to the roof of the building. After the scene in which she gives you the Paraglider, and before you jump off, the tape is on a wicker bench on that roof. It may instead be on a coffee table beside a couch.
Central Loop · Downtown – In a corner of the same roof where you get the Paraglider (coming up from Metro: Downtown Court, the building reached by the lift on the left).
A Place to Call Home: Downtown Court, the Paraglider and the Downtown Electrical StationHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Downtown – From the roof, jump off and glide after Lawan from roof to roof; the air vents lift you and refill stamina. At the Downtown Electrical Station, beat the Renegades with the Peacekeepers' help and talk to them. Climb in left of the front door: up the metal frame, along the yellow pipes and round the corner to the platform at an open window. Inside, drag each numbered cable from its green box to the red box of the same number, keeping the route short (cable 2 by the rope swing on your floor, cable 1 over the frame a floor down, cable 3 from the basement up the dead lift shaft), then ride the lift to the control room.
Central Loop · Downtown – In the control room, by the generator next to the power panel. The GRE crate only opens once all three cables are in. Take it before you use the panel.
The panel asks which faction gets the Downtown Electrical Station. Pick the Survivors, as with the water tower. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save. This station changes nothing in the story. Search the control room first: assigning it clears the loose loot inside.
Facility: Downtown Electrical Station (Survivors)Hidden spoiler – activate to revealAchievementMinor spoiler
Location
Central Loop · Downtown – Use the panel in the control room and choose the Survivors. The station becomes a safe zone and Downtown turns Survivor, with their rewards and settlements; the Peacekeepers outside simply leave.
A Place to Call Home: defend the Fish Eye, Jack MattHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Fish Eye – Follow the marker to the Fish Eye in New Dawn Park (glide in or take its elevator), go into the bar and ask the bartender for Lawan, then follow her through the door across the room; answer as you like. When the Renegades attack, clear the entrance, then wreck three rooftop cannons against the clock: the first by the swing bar, the zipline and a winch to the next building; the second by a winch up from a lower level; the third by gliding over on the wind between the roofs. Glide back down, go in by the front door and help Lawan force the marked door. The trophy pops as the defence ends.
After the defence you meet Jack Matt, the Peacekeepers' leader. His first questions don't matter; when he asks about Aitor, tell him the truth. That opens the side quest Aitor during Welcome On Board, which leads to a unique reward. Lying means the quest never appears.
A Place to Call Home: tell Jack Matt the truth about AitorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Fish Eye – In the talk with Jack Matt right after the defence, pick the truthful answer when Aitor comes up. The next story quest, Orders, starts by itself.
Central Loop · the Fish Eye – The rooftop canteen complex in New Dawn Park, built over an old transit hub next to Metro: Newalls Crossing; glide in or ride its elevator. It is yours once A Place to Call Home ends.
Central Loop · New Dawn Park – Andy works south-east of the Fish Eye, at an Artist Workshop. Head to the marker just south, on a Garrison street: kill the infected around the Goon first, then the Goon, search its body for the blood and take it back to Andy.
Central Loop · Downtown – In south-east Downtown, a short way north-west of the Fish Eye. From the edge of the wooden planks, jump to the moving bar as it comes down and shimmy left to its middle; jump onto the planks when it rises, go right over the boards to the next level and climb the ladder to the switch.
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash. It opens nearby settlements, with two of Downtown's challenges.
Central Loop · Downtown – Right beside 'Pine', the art covers the whole side wall of a skyscraper next to a broken billboard; the paint crate is on top of the air-conditioning unit by the wall.
Central Loop · Downtown – Near 'Pine', a building wall painted from top to bottom. Climb the balconies of the red building next to it; the crate is on one of the lower balconies, beside the painted figure.
Undying Affection: Charlotte, office safe by paragliderQuest step
Location
Central Loop · Downtown – Charlotte waits on a roof north of 'Pine'. Ride the vents beside her and glide to the building to the north, then across to the marked building to the east; from there glide north over the vents and in at the open office window. Clear the infected, climb from a desk into the room above on the left and open the wall safe on the bookcase (dial: right twice, left once, right once). Take the letters back to her.
Paraglider City Tour Challenge: Maverick (Pine)Quest step
Location
Central Loop · Downtown – Maverick, a former paratrooper, is at the Cadet Academy, a rooftop settlement in Downtown that opens with 'Pine' and the station. Use the parachute beside him to start, then glide through every checkpoint in order, catching the vents for height. Report back with at least bronze.
Central Loop · Downtown – Back toward 'Pine' in south-east Downtown, on a building with a billboard and rows of windows; the crate is on the small ledge facing the art. It may instead be in Garrison, painted at street level on the main road with its crate on the balcony opposite.
Central Loop · Downtown – Back at the Downtown Electrical Station, now a safe zone: the art is on the white side wall of the building beside it, easy to spot from the rooftops. The crate hides in the tall grass in front.
Central Loop · Downtown – The trial board stands just south of the Downtown Electrical Station. The course has only two checkpoints, far apart: run and glide under both before the bronze time runs out.
Memento: A post from someone looking for scissorsCollectible
Location
Central Loop · Downtown – From the station, make for the wrecked bridge on the border with The Wharf, where a small camp sits on the span. Jump into the back of the truck there: the note lies by the cabinet with the safe, on the left.
Tickets, Please!: fast travel from a metro stationAchievement
Location
Central Loop · Downtown – Back at Metro: Downtown Court, use the map on the station's wall to fast travel to Metro: The Holy Trinity in Old Villedor, then use the map there to come straight back. The trophy pops on the trip.
Old Villedor · Trinity – The Tickets, Please! trip lands you inside it, next to the Bazaar in Trinity; arriving there counts the station. Its wall map brings you straight back to Downtown Court.
Central Loop · Downtown – Right beside Metro: Downtown Court; sleep in the station's bed until night first. Climb the building's outside scaffolding to the roof entrance at the quarantine icon and open it with the GRE key, then work down floor by floor along the yellow cables. Each chest is behind a lockpicked 'Authorized personnel only' door.
Tape: GRE Head Doctor Dr. Katsumi Report #3Collectible
Location
Central Loop · Downtown – Inside the Vaccine Lab, behind the first 'Authorized personnel only' door: on the metal desk in front of the first Inhibitor chest.
Central Loop · Downtown – Almost in the middle of Downtown, right next to the GRE Vaccine Lab. At night, kill the Revenant: it is a low-level one but keeps moving and calls in other infected, so fight it from higher ground such as the containers.
Central Loop · Downtown – Once the Revenant is dead, climb onto the military container at the site, open its roof hatch, drop in and open the GRE crate. Infected can follow you inside.
Death From Afar: a Spitter with a ranged weaponAchievement
Location
Central Loop · Downtown – Spitters are common at night. While you are out in central Downtown after dark, pick one off from a distance with the Pipe Bow from Let's Waltz!: the killing hit must come from the bow (or another ranged weapon).
Central Loop · Downtown – Up on top of the building that houses Metro: Downtown Court. Go round to its north side, climb the lights and dash across to the building's side, glide to the climbing fixtures and follow the rope swings up to the roof.
Central Loop · Downtown – On a skyscraper east of the metro, just north of the GRE Vaccine Lab: climb to the roof, where the crate stands in plain sight in front of the art.
Central Loop · Downtown – South of the metro, high on the side of a skyscraper. Climb up, or glide down, to the roof with the ramp; the crate is by the art.
Central Loop · Downtown – South of the metro, near a Forsaken Store, a bus hangs over the drop between two towers. Jump in with care, since a slip is a long fall; the note is by the mattress, on a seat or the plastic box beside it.
Central Loop · Downtown – From the metro, head into south Downtown: on a skyscraper there, in the Nightrunner's Hideout up top (glide or climb to it): the tape is on a broken fridge.
Central Loop · Downtown – South of the metro, next to a settlement in south Downtown, by a wall with a fire barrel in front; the crate is hidden in the grass before the art.
Birdwatching: Adrian, radio tower speakerQuest step
Location
Central Loop · Downtown – Adrian stands on a roof just south of Metro: Downtown Court. Head north to the Historical Communications Tower, the radio tower in northern Downtown: take the rope lift by the street up to a balcony (or ride the vent on the building to the east), jump off the wooden board and let the gust carry you to the next roof, then glide from its corner on the updraft to the tower. Climb the yellow parts and cross the plank to the nest.
Central Loop · Downtown – North of Metro: Downtown Court, right beside the Historical Communications Tower. Get onto the wall with the yellow boards and jump to the moving bar; let it rise and swing to the balcony. Turn, catch the bar again higher up and swing to the far balcony, then take the ladder up.
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash. It opens nearby settlements, with one of Downtown's challenges.
Central Loop · Downtown – On a skyscraper roof near 'Walnut'. Get onto the radio tower beside the windmill (the rope lift by the street to a balcony, then the gusts up), glide across to the roof and look for a mattress in the grass.
Central Loop · Downtown – On the roof of the building north-west of the Historical Communications Tower. Ride the rope lift up the building next to it, run off the top and open the Paraglider: the strong gust carries you onto the airdrop's roof.
Central Loop · Downtown – George is on a roof east of 'Walnut'. Go down to the street and flip the switch in the passage through his building (keep clear of the damaged electrical box there), then climb back up to his old flat and talk. Taking the jewelry adds 2 Jewelry to the reward.
Garlic and Sardines Challenge: Mr. Browne (Walnut)Quest step
Location
Central Loop · Downtown – Heading back from 'Walnut', the Brownes bicker at the Brewery, a rooftop settlement in Downtown that opens with 'Walnut' and the station. Use the basket beside Mr. Browne to start, take the checkpoints in order with the glider and the vents, and report back with at least bronze.
Main quests 12 and 13: Orders from the Fish Eye to Culvert Island, north Garrison and Rowe's building; the New Dawn Park sweep with the two Fish Eye side quests that must come before its metro station is cleared; Renegades in Garrison; and the trip west of the city to the observatory.
This stretch starts at the Fish Eye, where the last section ended, with the Paraglider in hand and the whole Central Loop open. Orders takes you to Culvert Island on the east edge of Garrison, into north Garrison and back to a Renegade-held block in New Dawn Park. Then you sweep New Dawn Park from the Fish Eye outwards. Two side quests at the Fish Eye bar, Rats in the House and To Kill or Not to Kill, only exist while Metro: Newalls Crossing (the station right under the Fish Eye) has not been cleared, so do not restore that station on your own; Rats in the House does it for you. On the way west you clear Renegades in Garrison, which closes when Observatory ends, and then you cross out of the city to the hideout hut, GRE Anomaly C-A-67 and the observatory itself. Left for later: Frank Marwey's Journals #1 and #4 in and around the Fish Eye, The Deserter's visit to Liam's flat, and the rest of Garrison.
Memento: A posting from someone looking for a staplerHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Garrison – Talk to Lawan at the Fish Eye to start Orders: she gives you Matt's orders to deliver to the Peacekeepers holding Culvert Island, Garrison's eastern tip. On the island, Grady stands on the east side looking through binoculars; talk to him, then take the posting pinned on the outer wall of the safe-zone building next to him, left of its door.
Orders: Culvert Island, Mateo and RoweHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · New Dawn Park – From Grady, head to the marker in north Garrison. Kill the Renegades trying to get at a Peacekeeper and talk to Mateo in his metal container; a second group with two archers follows, so use the spears lying around or rush the archers. Mateo sends you to an apartment block in New Dawn Park: ride the elevator up, free the tied-up Peacekeepers and clear the Renegades floor by floor, including a commander with a long health bar (open with a surprise attack, jump back from his heavy swings). Open the door at the top to meet Rowe, then talk to Lawan on the balcony to finish.
Memento: The Central Loop Clear and HoldCollectible
Location
Central Loop · New Dawn Park – In Rowe's apartment block, on the floor just below the top door: the note lies on a table draped in a white sheet. Pick it up before you talk to Lawan on the balcony.
Right after Orders, a radio call asks for help on Culvert Island: that is the side quest Renegades. It stays open until Observatory is finished, and Garrison is on the way to the observatory, so this route clears New Dawn Park first and does Renegades on the way out of the city.
Memento: Infected Playing Card – King of Hearts – ViralCollectible
Location
Central Loop · New Dawn Park – Back at the Fish Eye, walk up to the bar and look right: the card lies on a table there.
Summary
One of the 117 Mementos the Archivist trophy counts.
Two side quests start at the Fish Eye bar and are lost if you clear Metro: Newalls Crossing yourself: Rats in the House (Nikolas at the bar, who sends you to restore that station) and To Kill or Not to Kill (Paul, seated at the round table beside the bar; it holds the Memento Avery's Map). Do not touch the station's power until Nikolas asks you to. If Paul is already at his table before you start Rats in the House, do his quest first. Rats in the House is also a late way to start the Carriers questline.
Rats in the House: Nikolas, Metro: Newalls Crossing generatorsHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · New Dawn Park – Talk to Nikolas at the Fish Eye bar; he hands you six Molotovs and suggests going at night, when the station holds fewer infected. Go under the Fish Eye to the entrance of Metro: Newalls Crossing, lockpick the control room (an easy lock) and use the switch. Ride the elevator shaft down to the generator room, start its three generators and the main power, ride back up and use the switch again. Then report to Nikolas. The quest does not always appear: if he has nothing for you, still leave the station alone for now.
Why you can lose it
Nikolas only offers this quest while Metro: Newalls Crossing is uncleared; restoring the station on your own first loses it for good.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
A Fish Eye side quest that brings the metro station under the canteen back to life. It opens To Kill or Not to Kill and also starts the Carriers questline if that line has not started yet.
Central Loop · New Dawn Park – Restored during Rats in the House: once the control-room switch works, the station counts as cleared and its safe-zone room opens. If Nikolas never offered the quest, leave the station for now: the warning after To Kill or Not to Kill says when to clear it yourself (lockpick the control room, three generators and the main power down the elevator shaft, ideally at night).
Central Loop · New Dawn Park – In the safe-zone room where the station run ends, the one with the bed: step into the bathroom beside it; the Inhibitor is next to the sink.
To Kill or Not to Kill: Paul, Francis and Avery (Memento #75)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · New Dawn Park – Paul sits at the round table beside the Fish Eye bar. Find Daisy upstairs in the Incubate building, about 200 m west of him (follow the red footprints to her door). Search the meeting place in a Downtown skyscraper (climb in on a lower floor; Survivor Sense on the corpse). Then clear Francis's camp, another Downtown skyscraper, and talk to him on its top floor; For Alice #3 lies one floor below him if you have not taken it yet. Avery's camp is about 100 m east: climb the red walls on its north side to his door. Whichever side you take, finish with Paul at the Fish Eye.
Why you can lose it
Lost once Metro: Newalls Crossing is cleared outside Rats in the House. It also fails to appear in some games: if Paul is not at the Fish Eye after Rats in the House, look for him after each main quest and take it the moment he shows up; joining another player's game where the quest is open is the last resort.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
Memento: Avery's MapHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Downtown – At the meeting place of To Kill or Not to Kill, a Downtown skyscraper south of the 'Pine' Windmill that you climb into on a lower floor: searching the corpse there hands you the map.
Why you can lose it
It only comes from To Kill or Not to Kill, which is lost if Metro: Newalls Crossing is cleared outside Rats in the House.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
Central Loop · Downtown – Take this camp only now that To Kill or Not to Kill is done: clearing it first can stop that quest from appearing. If Paul never showed up, leave the camp until he does; it stays open. From the 'Pine' windmill in Downtown, cross to the rooftops of east Downtown. Climb to the roofs at the camp marker and sweep its buildings: kill the two lieutenants and the gang leader. Cranking the flag down turns the camp into a safe zone but clears any loot left lying there, so search the camp first and crank the flag last.
Central Loop · Downtown – Outside the camp's northern building, a small crate on one of the red scaffolds: while climbing, turn round and head away from the main path.
Central Loop · Downtown – On the roof of the camp's building, easier once the camp is cleared. Follow the yellow fixtures up to a high red platform, look back and climb the light fixtures to the crate.
Inhibitor: apartment south of Downtown ThugsUpgrade
Location
Central Loop · Downtown – In the apartment block just south of the Downtown Thugs camp, one flat has every window open or smashed. Run and jump onto its open balcony; the crate is to the left of it.
Central Loop · Downtown – In a tower near the Downtown Thugs camp, a flat high up that is easiest to glide into; the tape is on one of two desks standing side by side.
Clearing Metro: Newalls Crossing by any other route than Nikolas's quest closes Rats in the House, To Kill or Not to Kill and its Memento Avery's Map. Make sure both quests are done or, if they never appeared, that you have checked the Fish Eye bar after the latest main quest. If Nikolas never offered his quest, this is the point to clear the station yourself.
Memento: A posting from someone looking for A and E keysCollectible
Location
Central Loop · New Dawn Park – Outside the Fish Eye, take the stairs down on the Craftmaster's right; at their foot, the jobs corkboard is on your left.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · New Dawn Park – Outside the Fish Eye, above your sleeping quarters, stands a small windmill. Climb to its top and lean out: the tape is in a box up there.
Central Loop · New Dawn Park – The highest point of the Fish Eye: climb the metal framework of the towers beside the canteen and jump onto the tin roof at the very top. The note is in a red and white box there.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · New Dawn Park – It starts on the roof of the New Dawn Hall building by the Fish Eye. Run all 45 checkpoints inside the Bronze time; some gaps can only be crossed with the Paraglider.
Central Loop · New Dawn Park – South of Metro: Newalls Crossing, on a rooftop stacked with boxes and crates: cross the construction pole and the mural is in a gap in the white building, with its crate right below.
Summary
One of the 70 Murals for Street Art Aficionado; you take it from the small red crate of paint by the wall.
Central Loop · New Dawn Park – On the street by Metro: Newalls Crossing, painted low on the side of a white building near a tree and a white van. The crate sits on a raised patch of ground in front of it.
Summary
One of the 70 Murals for Street Art Aficionado; you take it from the small red crate of paint by the wall.
Central Loop · New Dawn Park – Near the Fish Eye, in an abandoned building whose sides are open to the street: the blue crate stands alone on its first floor, visible from outside.
Summary
A lone GRE crate holding one of the 126 Inhibitors.
Central Loop · New Dawn Park – In an office building west of the Fish Eye: jump onto its balcony and go in, clearing the infected inside first. The note is in a white storage cabinet; the safe it opens stands on the other side of the room (code 10 28 64).
Summary
One of the 117 Mementos the Archivist trophy counts. The code opens a safe in the same room.
Central Loop · New Dawn Park – High up in the building to the Fish Eye's north: glide in through the broken window of a flat and find the letter in its kitchen. Nothing locks the flat.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · New Dawn Park – On a rooftop at a road crossing in the east of New Dawn Park, near where The Reddest Red is handed out. Work your way up by hopping back and forth between the neighbouring buildings, using the red ramps; if you end up at that quest's spot, double back left and climb again.
Summary
One of the 26 airdrops for Find Anything Interesting?. It holds no Inhibitor.
Renegades: Culvert Island, Elias (Memento)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · Garrison – Glide to Culvert Island and land on a small roof, then thin out the Renegades there (archers included). Knock on the shack door and talk to Kasper. Lockpick the camp west of the island and examine the corpse on the table, lockpick the next one to the south-west, then beat the three Renegades at the overlook by a windmill on Garrison Boulevard. The last camp is east of the Garrison Electrical Station: get in over the train and through the boards, clear the room, the floor above (the leader's room) and the roof. At the prisoners' door Elias arrives with his men; one swings a two-handed weapon you cannot block and one throws fire, so climb onto the roof to split them up. Then lockpick the door (a hard lock).
Why you can lose it
The quest fails once Observatory, the next main quest, is finished.
Point of no return
Finishing Observatory (moving the plank at the ruined observatory's door)
Memento: The Elias InquiryHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Garrison – At the last Renegade camp of the quest, east of the Garrison Electrical Station: open the chest on the roof while you clear it.
Why you can lose it
It only spawns during Renegades, which fails when Observatory is finished.
Point of no return
Finishing Observatory (moving the plank at the ruined observatory's door)
Inhibitor: underwater crate on the plank route westUpgrade
Location
Central Loop · Outlands – Start Observatory's trip by heading west out of Garrison toward the marker and taking the planks over the water toward a small hideout hut. Just past the Garrison border, dive to the bottom of the river: the GRE crate is down there.
Central Loop · Outlands – Inside the small Nightrunner's Hideout hut at the end of the planks west of Garrison: the tape is on a wooden shelf beside jars of food.
Central Loop · Outlands – The anomaly lies across the river west of Garrison, on the grounds near the observatory. Come at night (the Revenant shows up from about 20:00; a safe zone's bed skips the time), kill the Revenant and open the reward container.
Summary
One of the 12 GRE Anomalies the Revenants trophy counts. Its Revenant only appears at night.
Tape: Cpt. Posner Status Reports to Col. Williams #6Collectible
Location
Central Loop · Outlands – The anomaly site has several military containers that open with the GRE key. Take the one on the west side, nearest the edge of the arena: the tape is on the desk to the left of its entrance.
Central Loop · Outlands – By the dam west of the city, a bus serves as a Nightrunner's Hideout with scaffolding over it. Climb the scaffolding: the note is in a red and white box on top. The safe it opens (code 966) is inside the bus.
Summary
One of the 117 Mementos the Archivist trophy counts. The code opens a safe inside the bus below.
Moving the plank at the observatory door finishes Observatory, and that fails Renegades for good, along with its Memento The Elias Inquiry. Finish it in Garrison first.
Observatory: the dam, the minefield and the observatory doorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Outlands – From the bus by the dam, head for the marker. Signs warn of a minefield in the woods: either walk slowly and steer round the mines, which lie in plain sight (or set them off from a distance with a bow), or climb along the dam walls, tapping the prompt to get up the steep slope. At the ruined observatory, stand square to the big plank across the entrance until the prompt shows and move it. The scenes that follow end the quest back in the city.
Main quest 14 on the PK Floating Fortress, with the UV Flashlight and Juan's offer, then the side quests the ship opens and the sweep of The Wharf: Metro: Waterside, the 'Magnolia' Windmill, a GRE anomaly, a GRE quarantine building, four murals and the two UV Flashlight and chase trophies.
Welcome On Board starts once Observatory is done: you report to the Peacekeepers' headquarters, the PK Floating Fortress moored in The Wharf's port, and the quest also sends you to the Fish Eye and to a flat high in Downtown. Meyer hands over the UV Flashlight during it, the last tool before the Grappling Hook (Broadcast). You already have the Paraglider, the GRE key and lockpicks, and fast travel between metro stations; Old Villedor is reached only by fast travel. The quest ends with a timed choice for Juan: on this run you help him, which makes Cathedral the next main quest. The ship then holds the Aitor side quest (only if you told Jack Matt the truth in A Place to Call Home, and only until Cathedral ends), the Book Club and the Carriers Guild's delivery chain, which holds a Tape and a Memento. The sweep of The Wharf follows; Muddy Grounds and its water tower are the next section, and the errands these quests send to Old Villedor wait for the return trip there.
Central Loop · the PK Floating Fortress – From Observatory's end, go to the port in The Wharf and walk through its gate onto the moored ship; nobody stops you. Arriving on board makes it a save point you can travel to.
Summary
The Peacekeepers' headquarters ship and hub: a bed, a trader and a craftsman, and a fast-travel point with its own metro entrance.
Welcome on Board: the Floating Fortress, the collector's flat, Juan's decisionHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – Go through the port gate onto the PK Floating Fortress and talk to Bart at the entrance, then Meyer by the railing past the guards, Jack Matt upstairs (the answers don't matter) and Meyer again: she gives you the UV Flashlight. Follow the marker down to the lower deck, then to the Fish Eye, where Juan sits upstairs at the back of the bar and won't talk; Lawan suggests a gift. The art collector's flat is high in a Downtown tower: travel to Metro: Downtown Court, take the winch to its roof and glide over (or launch from the fan on the building south of it). Search the flat with Survivor Sense, lockpick the metal door to the roof ladder, look at the remains in the roof's corner and take the liquor beside the chair. Danior's party at the Fish Eye is optional and only open until you go back to Juan.
Central Loop · Downtown – In the art collector's flat you search for Juan: on the counter to the left of the piano. The flat stays open after the quest.
Memento: The official Metro map from Villedor City TransportationCollectible
Location
Central Loop · the PK Floating Fortress – Back on the Fortress, in your own bedroom (the room you arrive in when you fast travel to the ship): on the table beside the bed.
Memento: Infected Playing Card – King of Clubs – RampageCollectible
Location
Central Loop · the PK Floating Fortress – On the ship's central floor, to the right of the merchant: a dark little shop next to the gun shop, on a wooden shelf. Use your flashlight.
Central Loop · the PK Floating Fortress – Down in the quarters at the bottom of the ship: walk down the hall to the last door on the left; the tape stands by lit candles on a dresser.
Central Loop · the PK Floating Fortress – A woman in Carrier uniform stands on board from the end of Observatory, with no marker; walk the decks until you find her and talk to her on this visit.
The second unmarked Carrier: talking to her (after the one in the Main Terminal Station) opens the Carriers Guild's quests, which hold a Tape and a Memento.
Back on the Fortress, the last talk with Juan ends in a timed choice (pausing stops the clock). Pick "I can help you". It makes Cathedral the next main quest: its GRE crate holds 2 of the 126 Inhibitors and only appears on this side, and it opens Kurt's hideout as a safe zone. "I'll stick with Matt" leads to The Lost Light instead, which the second run covers. Sharing the liquor is optional.
Welcome On Board: Juan's offer at the Floating Fortress (help Juan)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – With the liquor, go back aboard and down to Juan's room on the ship's lower levels. The first answers don't matter; in the final timed choice pick "I can help you". Cathedral starts.
Tanning Salon: a Viral with the UV FlashlightAchievement
Location
Central Loop · The Wharf – Put the UV Flashlight in a quick slot. Light up a Viral and finish it with a melee hit while it reels, or wear it down with flashes from an upgraded flashlight (Military Tech at a craftsman). If the trophy won't pop at night, try again by day.
If you told Jack Matt the truth in A Place to Call Home, the side quest Aitor started when you first talked to Meyer. It fails once Cathedral is finished, and with it goes The Lazarus, a unique weapon. Do it now. At its end, give the small petals: no other answer leads to The Lazarus.
Aitor: doctor, Margaret in Garrison, Recluse petals (night)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · the PK Floating Fortress – On the ship, go up to the medical bay on the north-east side and talk to the doctor. Take the herbs question to Margaret at the Survivors' house on Culvert Island in Garrison (knock at the balcony door). After 8 pm, pick petals from three Recluse flowers along the canal north of All Saint Bridge, where south-west Muddy Grounds meets The Wharf and New Dawn Park; avoid the toxic clouds and Howlers. Back in the medical bay, give the small petals (asking Lawan by radio confirms them).
Why you can lose it
The quest closes when Cathedral (or The Lost Light) is finished: do it during or straight after Welcome On Board.
Point of no return
Finishing Cathedral: reporting to Juan on the PK Floating Fortress
Central Loop · the PK Floating Fortress – Albert's library: go down to the lower deck, follow the corridor along the big blue pipes, through the container and downstairs, then left following the signs to the workshop; the library stairs face it. The first book is in a top-floor flat entered from the roof terrace (clear the infected; broken wall shelf), the second in a flat next to the metro station, in through a broken second-floor window (bedroom table). Bring both to Albert.
Central Loop · the PK Floating Fortress – Thalia, next to Albert, gives the list. Follow the markers to an abandoned office and a flat, search them with Survivor Sense for the books, and bring them to Albert.
Central Loop · the PK Floating Fortress – When the call comes (sleeping or travelling speeds it up), see Thalia. In the marked office, one book is downstairs on a shelf, one low down on a hallway shelf and one on a table at the back; in the marked flat, one is on a coffee table and one on a bedside table. Bring them to Albert.
Central Loop · The Wharf – West of the ship, near the district's tallest building (the one with the radio tower): a street between two tall brick buildings, with a mural running the full height of one wall. The crate sits on a stone bench by it. Come by day; infected swarm the street at night.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · The Wharf – Directly west of the ship, beside the tallest building. Run through the station to the lockpicked door and throw the switch behind it, then drop down the elevator shaft. Four generators are in the basement: one through the chemicals on the right (dash in and out), two up the broken bridges, and one in a fenced back area reached over a yellow-ledge wall from a balcony. Then start the one in the middle, ride the elevator up and flip the switch. Fewer infected are inside at night.
Summary
One of the 9 metro stations (Tube Map); a fast-travel point with a bed.
Central Loop · The Wharf – In the safe room where the restored station leaves you (the one with the bed and a small kitchen): in the wooden cabinet on the right.
Sister Act: Old Man west of Metro: WatersideQuest step
Location
Central Loop · The Wharf – From Metro: Waterside, the old man waits on a rooftop to the west, where The Wharf meets Downtown. Go to the Renegade-held dark hollow in northern Downtown, in through a hole in the wall, and kill them; stand on the yellow plank in one room, look up, jump to the floor above and open the grate in the door. Fight off the Renegades who arrive, then meet the girl at the 'Walnut' Windmill. Pretending to be the grandson pays 3 UV Bars, the truth 1.
Central Loop · The Wharf – At night (sleep at Metro: Waterside), go to The Wharf's north-western corner and cross the broken bridge to the anomaly site. Kill the Revenant: it darts away and calls in other infected, so stay on it.
Summary
One of the 12 GRE anomalies for the Revenants trophy. Its Revenant only appears at night.
Central Loop · The Wharf – On a night out, let the infected spot you and keep running until the chase reaches level 4 (waiting in water, where they can't reach you, also raises it). Then lose it by reaching a safe zone or UV light such as Metro: Waterside, or by dying; the UV Flashlight holds off Virals and Volatiles on the way.
Central Loop · The Wharf – In the middle of The Wharf, south-west of the ship. A fuse box at its foot halts the sliding monkey bar: stop it in line with the small balcony hung with a yellow tarp, swing from it to the fixed bar and on to the balcony, and use its fuse box to restart the bar. Swing from the bar to the big weight, turn to the next balcony and its fuse box to send the weights up, then ride them to the top and switch it on.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light, a stash and a bed.
Central Loop · The Wharf – The board stands near the 'Magnolia' windmill in The Wharf, in the north of the Central Loop; it may instead be inside Downtown, so check the map for the trial icon. Pass under every checkpoint before the bronze time runs out; the glider helps.
Central Loop · The Wharf – From 'Magnolia', glide down to the lowest building just south of it: the art is on its wall and the crate on a balcony beside it.
Central Loop · The Wharf – Not far from 'Magnolia', on the border with Muddy Grounds: a military GRE container. Open it with the GRE key; the envelope is on the shelf at the far right, and the code fits the safe in the same container.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · The Wharf – In the south of The Wharf, beside a dark hollow: a huge figure on a pale wall with algae along its top. The crate sits on the vent on the building's front, an easy jump away.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
GRE Quarantine: GRE Experimental ResearchAchievement
Location
Central Loop · The Wharf – On The Wharf's southern edge by the New Dawn Park border. Go in from the roof where the quarantine icon sits and work down through the building; the chests are behind lockpicked 'Authorized personnel only' doors.
Summary
One of the 6 GRE quarantine buildings; their 24 Inhibitors make Can't You Read the Signs?. Fewer infected roam inside at night.
Inhibitors ×2: GRE Experimental Research chest 3Upgrade
Location
Central Loop · The Wharf – At the bottom of the building, behind the last 'Authorized personnel only' door (lockpick): the chest holding two. Taking it finishes the quarantine.
Central Loop · Downtown – With both Carriers spoken to, the Guild's headquarters is marked in the Downtown Court metro building: climb in and use the door. Driscoll turns you away until you ask about the missing Carriers posters. Fetch the package from the roof of the building to the south, then the five letters scattered in the infested building to the east, and report. Deliver letters to the Fish Eye Canteen and to a man and a child in the ship's quarters, then report to Driscoll again.
Central Loop · Downtown – Deliver Driscoll's mail to two marked spots in south-west and south Downtown, report back, and open your first Guild locker in the next room.
Central Loop · Downtown – When Driscoll calls (sleeping or travelling speeds it up), take the mail to the marked spot in south-east Garrison. Agree to meet the blackmailer for the woman there (she hands you money), then pay him or fight him to the west, and report to Driscoll.
Central Loop · Downtown – After Driscoll's call, search the marked area to the north where Mike was last seen, kill the infected, search the infected Carrier among them and bring his letters to Driscoll.
The Muddy Grounds sweep while Cathedral waits: Crystal White and its newspaper, the 'Elm' Windmill, three Nightrunner Trials, the Wharf Water Tower to the Survivors, Silencio, the district's six murals and Metro: King William Bridge, ending at the bridge to Saint Paul Island.
Juan has asked you to go to Saint Paul Cathedral, but the quest waits. First sweep Muddy Grounds, the low district between The Wharf, New Dawn Park and Saint Paul Island. You have the Paraglider, the UV Flashlight and the GRE key; the Grappling Hook comes later, in Broadcast. The loop starts at the Fish Eye (Metro: Newalls Crossing is right under it), takes in a side quest whose giver lives just across the Garrison border, then runs from the 'Elm' Windmill east to the Wharf Water Tower, back through the centre and south to Metro: King William Bridge. The tower goes to the Survivors, like every facility in this run. The section ends at the bridge to Saint Paul Island, where the Cathedral and the island sweep pick up. Keep your Inhibitors unspent.
Nightrunner Trial VIIIAchievement
Location
Central Loop · Muddy Grounds – Its board stands near the Fish Eye, beside a Nightrunner's Hideout; it may instead be inside Muddy Grounds, so let the trial's name on the board decide. Start it at the board and pass every gate in order. The long gaps need well-timed Dart moves and long jumps, and the Paraglider.
Central Loop · Muddy Grounds – Pierre is at the smokehouse settlement in Garrison, west of the 'Hickory' Windmill and south of the Fish Eye. He sends you to a military building, a dark hollow in south-west Muddy Grounds just north of Culvert Island. Inside, crouch through the hole in the wall and take the door on the right to the first Renegades; then jump into the lift shaft, climb to the floors above and kill the rest (six in all). The room opposite the lift shaft then opens: talk to Pierre's son. Either answer to Pierre ends the quest the same way.
A side quest that clears a Renegade-held hideout. No trophy counts it, but a newspaper Memento in that hideout sits in a room that only opens once it is done.
Memento: Newspaper Article – March 21st, 2023Collectible
Location
Central Loop · Muddy Grounds – In the same dark hollow, just inside its rooftop entrance: the newspaper is on a desk in the military trailer there. If that room does not open after the quest, kick open the rooftop exit door.
Central Loop · Muddy Grounds – North-east of the hollow, at the heart of Muddy Grounds, a little east of the Fish Eye. Clear the infected at its foot first, or the switch at the top won't work. Then go to the roof air vents north-west of it, stand on the vent second furthest from the windmill, open the Paraglider and glide over the vent nearest the windmill: its updraft lifts you to the boards. Go right and up the ladder to the switch.
Central Loop · Muddy Grounds – Right beside 'Elm': the art comes in two parts, one over a bus shelter and one on the wall next to it. The paint crate is at the shelter.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · Muddy Grounds – Just west of 'Elm', on a building beside the Metropolitan Art Gallery, on its side facing the water. The crate is on the roof of the neighbouring building.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art. The biggest, most colourful painting in this part of the district.
Central Loop · Muddy Grounds – North of 'Elm', towards The Wharf: the art is on a wall by the river, under a flight of stairs with a red railing. The crate is tucked below the stairs.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · Muddy Grounds – Just east of Power of Light, in north-west Muddy Grounds: a rooftop overgrown with grass. The crate sits right at the foot of the painted door.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · Muddy Grounds – Its board is close by, on the way east to the Wharf Water Tower. You carry a jar that cracks on any long drop, even onto a shock absorber, so don't drop from high ledges. The course needs the Paraglider.
Central Loop · Muddy Grounds – Further east still, near the Wharf Water Tower: the board is on the roof above a Forsaken Store. Watch the grey marker for the next gate; the checkpoints are close together but twist about.
Summary
One of the 10 Nightrunner Trials for True Nightrunner; a Bronze medal or better is enough. One of the easier trials: no tools needed.
Turning the valve asks which faction gets the tower, and Muddy Grounds with it. Pick the Survivors. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save. The Survivor side also opens Silencio, whose reward is a Memento the Archivist trophy needs. Take the tape at the top before you turn the valve.
Tape: Tourism Office of Villedor – Villedor's CastleCollectible
Location
Central Loop · Muddy Grounds – The tower stands on the east edge of Muddy Grounds, where it meets Saint Paul Island. Get into its yard over the west wall (or glide in), go to the yard's south edge and through the green container into the tower. Climb the yellow rings, jump to the bridges marked with yellow tarp, take the ladders, monkey bars and the two ropes up, then go out of a window to a lone rope: swing, and let go at the top of the swing to land on the top floor (the hardest jump). The tape is beside the big valve.
Foster Family: Hugh east of Metro: WatersideHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · The Wharf – Hugh stands on a balcony of the flats just south of the ship's entrance, east of Metro: Waterside. The boy is in the Wharf Water Tower you just restored: go back inside its fence (glide in from the building in front), switch on the UV generator by the stairs of the military building and clear the infected, then take the ladder down: the boy is three floors below, by another UV generator. Last, confront Hugh at his hideout in southern Muddy Grounds, next to a safe zone.
Summary
A side quest about a missing boy who went to the Wharf Water Tower.
Silencio (Elm; Memento)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Muddy Grounds – Head back west from the tower along the north of the district. Silencio waits on a rooftop in north-west Muddy Grounds, at an art studio; his marker appears once the tower and 'Elm' are done. Talk to him and go through every line he offers until the talk ends; if you tell him his music is not art, the talk stops, so speak to him again.
A talk-only Survivor quest from a rapper; its reward is a Memento the Archivist trophy needs. It only appears with the Wharf Water Tower given to the Survivors and 'Elm' switched on.
Central Loop · Muddy Grounds – South-east of Silencio, in central Muddy Grounds by the dark hollow: the art is on a white wall, and the crate is on the roof facing it, by the 'Dream' billboard.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · Muddy Grounds – Just south of the same dark hollow, on the wall of a white building near a rooftop gas heater. The crate is on the balcony of the next building: jump across from the roof beside it.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Memento: Newspaper Article – November 11th, 2024Collectible
Location
Central Loop · Muddy Grounds – Head south towards Metro: King William Bridge. Just north of the station is an abandoned coffee shop (a Forsaken Store): run in and the newspaper is on the last table.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · Muddy Grounds – In southern Muddy Grounds beside the coffee shop. Go down and slip past the Renegades along the left side, climb the train beside the locked door, and lockpick it. Flip the switch behind it, drop to the bottom of the lift shaft and start the 4 generators, going clockwise from the right, then the one in the middle. Ride the lift up and flip the switch as you step out.
Summary
One of the 9 metro stations for Tube Map, and a fast-travel point and safe zone once restored. Renegades hold it, by day or night.
Inhibitor: underwater under the Muddy Grounds–Saint Paul bridgeUpgrade
Location
Central Loop · Muddy Grounds – From the metro, head east to the bridge that crosses to Saint Paul Island. Dive into the river under it: the GRE crate lies on the bottom below the bridge.
Summary
One of the 126 Inhibitors, on the riverbed. Dive by day, when the banks are quiet.
The Saint Paul Island sweep (both windmills, Metro: Cathedral, the electrical station to the Survivors, C-A-91, the THV-GenMod quarantine and the church airdrop), then Cathedral on Juan's side with its two Inhibitors, the end of the Aitor quest, and the pickups and side quests Cathedral opens.
Saint Paul Island is the old-church district east of Muddy Grounds. Sweep it before you go into the cathedral: Juan's quest is easier with a safe zone close by, and the island has two windmills, a metro station, the Saint Paul Electrical Station (to the Survivors), a night-only anomaly, a quarantine building and an airdrop on the Church of Saint Thomas the Apostle. The loop runs from 'Ash' in the west along the north shore to the station, takes the anomaly, the quarantine and the metro at night, the east side by day, then the south and south-west, and ends at the cathedral. Cathedral itself closes the Aitor side quest when you report back to Juan, so finish that first. After it, a few Lower Dam Ayre pickups by the Muddy Grounds border, Satellite Dream and The Black Widow open up. You still have no Grappling Hook (Broadcast brings it), and nothing here needs it. Keep your Inhibitors unspent.
Windmill: AshArea
Location
Central Loop · Saint Paul Island – Cross the bridge from Muddy Grounds: 'Ash' stands on the west side of the island, a little north-west of the Chapel of the Resurrection. Clear the infected at its foot first, or the switch won't work. Ride the moving weight up and jump to the side balcony; from the bar that holds the small weight, hop to the big weight, let it lift you, step off onto the next floor and climb the ladder.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash.
Memento: A Modern Children's Story – Monsters are RealCollectible
Location
Central Loop · Saint Paul Island – In the flat directly below 'Ash': climb in through either of the open windows on its two sides. The note is on top of a big wooden chest of drawers.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · Saint Paul Island – Head north-east to the island's north shore: a military GRE container stands there, near a lion statue. Open it with the GRE key; the tape is on the desk beside the keyboard.
Summary
One of the 63 Tapes the Audiophile trophy counts. The GRE key opens its container.
Central Loop · Saint Paul Island – Go east along the north of the island to the Saint Paul Electrical Station and clear the enemies in its yard. The art is on the wall of a house inside the station grounds, on the east side; the crate is right below it.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art. Enemies guard the station grounds.
Central Loop · Saint Paul Island – Climb the tall smokestack beside the station, using the ladders and handholds around it, all the way to the top: the recipe is in a small chest at the summit.
Summary
One of the 117 Mementos the Archivist trophy counts.
Inhibitor: Saint Paul Electrical Station door B (underwater)Upgrade
Location
Central Loop · Saint Paul Island – Climb the chimney on the station's east wall to the roofs and drop in through the broken windows into the flooded hall. Under the water is a cable box marked 1/A/B: run its cable up and to the left to the red A box and open door A. In room A, dive, swim ahead and right twice, open the gate and bring cable 2 back to the red 2 box in room A. Then run the 1/A/B cable to the B room, to the right and up, and open door B: the GRE crate is under water behind it.
Summary
One of the 126 Inhibitors, under water inside the station. Take it before you switch the station on: loot left inside may vanish.
The Saint Paul Electrical Station goes to the Survivors
The control-room console asks which faction gets the station, and Saint Paul Island with it. Pick the Survivors. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save.
Facility: Saint Paul Electrical Station (Survivors)Hidden spoiler – activate to revealAchievementMinor spoiler
Location
Central Loop · Saint Paul Island – Finish the cables: from room B go down the stairs on the left, swim ahead and up the far stairs to the C box; take cable C back down to the red C box under water, open the door to its left and take cable 3 from the next room, through the gate opposite, to the red 3 box in room B. Last, plug the 1/A/B cable into box 1 just above the water. The lift arrives (if it doesn't, clear the enemies first): ride up, use the console and choose the Survivors.
Central Loop · Saint Paul Island – Sleep in the control room until night. The anomaly site is close to the station, almost in the middle of the island just north of Metro: Cathedral, at the edge of a chemical zone. Kill the Revenant: it darts about and calls other infected in, so keep after it; the ones it summons don't need to die.
Central Loop · Saint Paul Island – Once the Revenant is dead, climb onto the military container by the orange marker, open the hatch on its roof, drop in and open the GRE crate.
GRE Quarantine: THV-GenMod Development CenterAchievement
Location
Central Loop · Saint Paul Island – Still at night, go to the quarantine building on the north side of the island, a short way from the electrical station. Climb to the roof, open the door there with the GRE key and work down floor by floor along the yellow cables; each chest is behind an 'Authorized personnel only' door you lockpick.
Summary
One of the 6 GRE quarantine buildings; their 24 Inhibitors make Can't You Read the Signs?. Fewer infected roam inside at night.
Inhibitor: THV-GenMod Development Center chest 2Upgrade
Location
Central Loop · Saint Paul Island – A floor further down, behind the next 'Authorized personnel only' door (lockpick): the crate is on the left, right beside the door.
Summary
One of the 126 Inhibitors. Counts for Can't You Read the Signs? with the other quarantine chests.
Central Loop · Saint Paul Island – From the quarantine, head south to the middle of the island, north-east of Saint Paul Cathedral. Slip past the infected to the locked door, lockpick it and flip the switch behind it, then drop down the lift shaft. Start the 5 generators, going clockwise from the right, then the one in the middle; ride the lift up and flip the last switch as you step out.
Summary
One of the 9 metro stations for Tube Map, and a fast-travel point and safe zone once restored. Infected hold it, so it is easier at night.
Central Loop · Saint Paul Island – In the safe room where the station run ends, the one with the bed and a small kitchen: on the wooden cabinet on the right. Sleep here until morning.
Central Loop · Saint Paul Island – Just east of Metro: Cathedral. Press the switch at its base to set the big weight moving, jump to the balcony while the weight is out of the way, then ride the weight to the top. From there take the monkey bars (start on the side with two, one above the other), swing across to the single bar and up to the third, then to the ladder.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash.
Central Loop · Saint Paul Island – North-west of 'Cedar' is the Church of Saint Thomas the Apostle. Go in, push the loose wooden pallet aside, and in the room beyond the invitation lies on a piano.
Summary
One of the 117 Mementos the Archivist trophy counts.
Central Loop · Saint Paul Island – Climb the church's bell tower to the very top, go out of the window onto the roof and find the red and white chest by the stone gargoyle: the envelope is inside.
Summary
One of the 117 Mementos the Archivist trophy counts. Its code opens the safe just below it.
Central Loop · Saint Paul Island – On metal scaffolding on the roof of the same church. Work your way up by the yellow ledges and railings and open the crate.
Summary
One of the 26 airdrops for Find Anything Interesting?. It holds Military Tech.
Central Loop · Saint Paul Island – At the foot of the same tower (drop from the top, or enter the church and move the wooden board) is a cable marked 1. Carry it back up by the yellow handholds; if it snags, drop down to straighten it. Plug it in in the belfry to power the radio, then climb out of the window to the highest room and use the radio. Take the first board beside the window, jump out of the church and follow the red tracks with Survivor Sense, picking up boards along the way, to a blue car: the last board is in its trunk. The challenge waits, unmarked, in south-west Muddy Grounds.
Summary
A Back to the Future nod: a hoverboard you can ride, and an unmarked Hoverboard Challenge for Parkour XP. No trophy counts it.
Central Loop · Saint Paul Island – South of Saint Paul Cathedral, at the very edge of the map: a military GRE container near a bunker. Open it with the GRE key and look left: the red envelope is on the metal cabinet above the desk. The safe in the same container opens with this code.
Summary
One of the 117 Mementos the Archivist trophy counts. The GRE key opens its container.
Central Loop · Saint Paul Island – In south-west Saint Paul Island, near the 'Spruce' Windmill, stands a dark hollow: go in through the military trailer at its base. On the ground floor, lockpick the small safe on a bookshelf: the envelope is inside.
Summary
One of the 117 Mementos the Archivist trophy counts. Its code opens the safe upstairs in the same building.
Central Loop · Saint Paul Island – Opposite the dark hollow, in the south-west of the island: the art is on a rooftop by a lamp post, and the crate is on the next building.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Central Loop · Saint Paul Island – Go east to Saint Paul Cathedral. Facing south, the art is on the left-hand side, on the wall beside the church and partly hidden by a tarp, along a roof ledge; the crate is just below it.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
Cathedral: into Saint Paul CathedralHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Saint Paul Island – With Metro: Cathedral close by, go to the marked spot on the cathedral. Climb the scaffolding to the second level, go right to the next scaffolding, jump across the pillars and climb in at the open window. Inside, cross the narrow metal balconies, drop onto a hanging lamp and from it onto the shock absorber below. Head for the UV light in the distance and go through the quarantine tunnel at the far end of the room to the last hall.
Central Loop · Saint Paul Island – Somewhere inside Saint Paul Cathedral, lying on a mattress among rubbish. The exact room isn't known: sweep each hall with Survivor Sense as you go.
Summary
A note added by update 1.6. No trophy counts it, so it is optional.
LetoHidden spoiler – activate to revealBossMinor spoiler
Location
Central Loop · Saint Paul Island – Use the big closed door at the end of the hall and Leto breaks in. It has no weapon: it charges and hurls rocks. Hide behind the pillars, bait the charge into a wall (it is stunned for a moment) and hit it then. The red gas tanks (lit and thrown, or shot when it is close) and the spears you can pull out and throw once each do heavy damage. Kill any infected that join at once.
Inhibitors ×2: Saint Paul Cathedral balconyHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Central Loop · Saint Paul Island – Go through the doors Leto broke and on through two rooms. Electric fences block the tower, so follow the power cable with Survivor Sense, cutting each trap's generator: the one beside the door, generator 2 by the live scaffolding (then climb it), generator 3 across a gap by jumping to a chandelier, back over the now dead chandelier and on to generator 4 in a room above a metal beam. Zipline down from the window sill, cross one last chandelier and pull generator A (a fall here kills before the glider opens). Zipline back to the door, climb the ladder into the tower, and before climbing on, step out onto the balcony over the nave: the GRE crate is there.
Tape: Tourism Office of Villedor – Saint Paul CathedralHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Saint Paul Island – Climb the tower to the room full of computers on its top floor and go out of the open window onto the roof. The specialist, Kurt, is on the next tower: jump to its wall and climb in at the window. The tape is on the first desk, right inside on your right.
Memento: Third page of a comic bookHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Saint Paul Island – Go through the closed door and follow Kurt along the roof ridge (a zipline on the left gets you up to the peak; if you slide, climb back) to the next tower and talk to him at its door. He wants a module from the other tower: go back in the way you came, turn right outside the door and climb the platforms, bars, the big bell and the gargoyles to the antenna at the top, and open its box for the blue module. Glide back to the roof, landing carefully on the steep slope, and into Kurt's room: the comic page is on the table by the blue couch, on the left.
Cathedral is over when you report to Juan on the PK Floating Fortress, and that closes Aitor (the Floating Fortress side quest with the night petals) for good, and with it The Lazarus knuckledusters from the small-petals ending. If Aitor is still open, leave the cathedral now and finish it first; report to Juan only once it is done.
Cathedral: the generators, Kurt, the bell-tower moduleHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Saint Paul Island – With the generators off, the chase over and the module in Kurt's room, hand it to him; tell him you will be friends or not, either way. Leave the cathedral (jumping off the roof with the glider is quickest) and report to Juan on the lower deck of the PK Floating Fortress; answer him as you like.
Central Loop · Saint Paul Island – Kurt's room at the top of the cathedral became a safe zone when you gave him the module; nothing more to do. Glide in from the roof to use it.
Central Loop · Saint Paul Island – Talk to the Plague Witch in her shop, Saint Paul Island's Chapel of the Resurrection. The Seething Demolisher waits on a small island to the north: kill the ordinary infected first, dodge its charges and thrown rocks (the monument gives cover), hit it from behind, then take the ingredients from its body back to her.
Central Loop · Saint Paul Island – Ask the Witch for the next hunt. At the marked spot to the north, lure four Biters into the open shipping container and press the button in front to shut it, then report back.
Central Loop · Saint Paul Island – Take the next hunt. At the marked spot on Saint Paul Island, read the tracks on the rooftop with Survivor Sense and follow them to a roof near the statue square; climb down the scaffolding into the top-floor room through the window, kill everyone there and harvest the Bolter.
Central Loop · Muddy Grounds – Take the next hunt and go west into Muddy Grounds: dodge the Rabid Goon's swings and keep hitting it, then harvest it and return to the Witch.
Central Loop · Saint Paul Island – When the Witch calls, take the hunt and climb into the Church of Saint Thomas the Apostle to the east: kill the Fire Spitter inside, harvest it and report back.
Central Loop · Saint Paul Island – Take the hunt, wait for night and go to the marked cage: lure two Virals into the open container and shut it with its button, then report back.
Central Loop · Muddy Grounds – Take the hunt and, at night, go to the marked spot in western Muddy Grounds: kill the Overcharger, harvest it and report back.
The ninth hunt and the next few pickups reach across the river into Lower Dam Ayre, a level 5-6 district whose infected hit hard.
The Baba IX: Scorching BansheeQuest step
Location
Central Loop · Lower Dam Ayre – When the Witch calls, take the hunt and go to the marked courtyard in southern Lower Dam Ayre: kill the Scorching Banshee, harvest it and report back.
Inhibitor: under a bridge into Lower Dam AyreUpgrade
Location
Central Loop · Lower Dam Ayre – Fast travel to Metro: King William Bridge and head to the bridge that crosses the river south into Lower Dam Ayre. Dive deep under it: the GRE crate lies on the bottom. It may instead be under the New Dawn Park–Lower Dam Ayre bridge.
Inhibitors ×2: Lower Dam Ayre UV-container rooftopUpgrade
Location
Central Loop · Lower Dam Ayre – Across the bridge, find the skyscraper roof with green containers full of UV lamps, south of the building that carries airdrop THB-V3P. Reach it by the wire stretched to it from the building next door, then climb the floors inside and the ramps outside (or glide in). The GRE crate is by the railing next to the green containers.
Central Loop · Lower Dam Ayre – Manfred talks to himself on a rooftop in north-west Lower Dam Ayre, on a building joined to another by a walkway. Climb the tower he points you to, kill the infected on its roof (one is a Goon), flip the switch at the antenna's base, then climb the antenna and switch on his devices.
Central Loop · Lower Dam Ayre – Further west on the rooftops of Lower Dam Ayre, near the South Loop Radio Tower: follow the rooftop path past two wooden barriers; just after the second, before the drop to the watchtower, a small chest beside a backpack under a flag holds the note.
The Black Widow: Jolly, Josh at the Fish Eye (night), ElenaHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · PK Floating Fortress – Jolly is on the PK Floating Fortress. At night, ask the woman at the bar of the Fish Eye about Josh, then go to the building just east of it: kill the infected at the boarded door on its roof and go in. Fight off the infected that break in, flip the fuses in the corner and talk to Josh. Back on the Fortress, lockpick Elena's room in the sleeping quarters west of Juan's office and open the basket at the back. If you send the officers away, show what you found to the Plague Witch in the Chapel of the Resurrection, fetch three reagents from the chemical area of Saint Paul Cathedral for her, and finish at the Fortress cells.
Broadcast from the Fish Eye to the top of the VNC Tower: the Garrison Electrical Station for the Survivors, the tower's dog tags and Inhibitors, the Grappling Hook and the transmitter for Frank, then the pickups you glide to from the tower roof.
This stretch is Broadcast, the 16th story quest, which starts with a radio call soon after Cathedral. It runs from the Fish Eye to the Garrison Electrical Station and then up the VNC Tower, the tallest building in the city, in the middle of Garrison. You arrive with the Paraglider, the UV Flashlight, lockpicks and the GRE key; the quest hands over the GRE Detector and the Grappling Hook. Two moments matter: search the body after the fight in the power distribution room, and give the transmitter to Frank at the very top. After the quest the tower's lobby elevator goes to the roof whenever you like, and the second half of this section uses it as a launch point for gliding pickups. Keep the Inhibitors you find unspent. The rest of Garrison (its windmills, metro station, anomalies and other airdrops) comes after a trip back to Old Villedor.
Tape: Frank Marwey's Journal #1Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the Fish Eye – When Matt calls after Cathedral (it may take until dusk), go to the Fish Eye canteen: the guard by the stairs right of the bar lets you up to the meeting with Jack and Juan. Afterwards talk to Lawan on the upper level, then visit Frank's room beside the canteen (optional for the quest): the tape is on the dresser.
Switch on Garrison's windmills 'Juniper' and 'Teak' before you reach the Garrison Electrical Station: with the station handed out first, the district can end up with the Renegades and its settlement quizzes may not open (History Quiz and Persons of Interest Quiz, each holding a collectible). Both windmills are in reach now, before Broadcast sends you to the station.
Windmill: JuniperArea
Location
Central Loop · Garrison – Before you head for the station: a short way south of the Fish Eye, on Garrison's east side. Kill the enemies at its foot first, or the switch at the top won't work. From the planks, ride the moving bars up one after another (jump when the next one lines up), turn round onto the boards and climb the ladder to the switch.
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash. It opens the Cadet Academy settlement, where History Quiz waits.
Central Loop · Garrison – Next, west across Garrison: north of the VNC Tower. Jump onto the first weight as it drops, then to the rope as it rises; swing back to the second weight, ride it up and jump to the balcony on the right, then across the planks to the ladder.
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash. It opens the Pumpkin Farm settlement, where Persons of Interest Quiz waits.
Central Loop · Garrison – Head for the VNC Tower; on the way Rowe radios and sends you to the Garrison Electrical Station in southern Garrison, between the tower and the Garrison Heights high-rises. Before you take on the Renegades in its yard, go into the house beside the station that looks down on them: the note is in a yellow-and-white box. (It may instead be in a chest in the station's control room.)
Central Loop · Garrison – Kill the Renegades in the yard (the spear throwers hurt from range). At the entrance, run the generator's cable to gate A, open it, then to gate B. Inside, go upstairs and in the north-west corner drop through the hole beside the yellow pipe to panel 1C; open the nearby locked door, carry the cable across the room to receiving panel C, then step outside on that level and open door C. The note is in the red-and-white box on the floor of that room.
Central Loop · Garrison – Take panel 2's cable from the door-C room and drop to the basement to plug it into receiving panel 2. The floor water is now live: hop over the floating junk to the vent on the wall to your right and follow it to the end (skip the second left turn), then cross on the wall pipes back to the stairs. Upstairs, move panel C's cable to panel 1 in the middle of the main hall and take the elevator to the control room: the tape is on the control panel, near a bed and a guitar.
Switching the station on asks which faction gets it. Pick the Survivors, as for every facility in this run. The choice is permanent, and Boot Licker needs all seven facilities on one side: one facility to the Peacekeepers loses it on this save. With Garrison on the Survivor side, the district's Survivor quests open, Persons of Interest Quiz among them. Take the tape before you switch the station on.
Facility: Garrison Electrical Station (Survivors)Achievement
Location
Central Loop · Garrison – Use the control panel. Renegades break in first: clear them (the balconies outside give you room, and a bow keeps the heavy-hitting officer at bay), then use the panel again and choose the Survivors.
Central Loop · Garrison – Back outside, climb the tall smokestack next to the station by the ladder and handholds up its side. The recipe is in a crate at the very top.
Inhibitor: GRE container outside the VNC TowerUpgrade
Location
Central Loop · Garrison – Now go to the VNC Tower, the tallest building around. The yard at its entrance is fenced: climb something to get over the gate or the barbed wire. Before going in, open the green GRE container building in front of the tower with the GRE key; the crate is inside.
In the room before the power distribution room, a wounded Peacekeeper, Leon, asks you to carry a letter to his wife. Agree ("Sure thing, Leon"). It starts the side quest Last Will, the direct way into the Wall of Valor quests, whose dog tags and tapes count toward Archivist and Audiophile. Refusing closes Last Will on this save.
Broadcast: agree to deliver Leon's letterHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the VNC Tower – When the lights go out, follow the Peacekeeper to the elevators and talk to Wierzbowski. Climb out through the hatch in the elevator's roof and up the shaft to the open door. The TV studio beyond is full of infected and Volatiles, which can't be taken down: flashlight off, sneak along the left side (or run along the railing) and wait for the last Volatile to wander off the exit. In the next room clear the infected or crawl through the vent behind the counter on the right, then talk to Leon by the door and agree.
Through the door behind Leon you fight an infected Peacekeeper. Search the body as soon as the fight ends, before you use the switch. The dog tag on it is a Memento that can't be picked up once you move on.
Dog Tag: VNC Tower power roomHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the VNC Tower – Go through the door behind Leon and kill the infected Peacekeeper in the next room, then search the body.
Why you can lose it
It can't be picked up once you move on in Broadcast, and is gone for good when the quest ends. A copy may come later at the PK Floating Fortress's Wall of Valor room; don't count on it.
Point of no return
Finishing Broadcast (using the panel at the top of the VNC Tower antenna)
One of the 117 Mementos the Archivist trophy counts. In the game it is Chris's Dog Tag. It is only on the body in the power distribution room during Broadcast.
Broadcast: inside the VNC Tower to the 8th-floor campHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the VNC Tower – Use the switch, then flip each marked fuse box in the other room while infected keep coming (medkits lie around), and throw the switch again: it also turns on traps you can lead the rest into. Take the cable from panel A back to Leon's room, drop down the middle of the stairwell and plug it into panel A at the bottom. In the next room leave panel B's cable: first swim through the flooded part and open the yellow gate from its far side, then bring the cable through it. Ride the elevator by that panel to the 8th floor and talk to Rowe.
Central Loop · the VNC Tower – Outside Rowe's room, talk to the squad to wait for Matt: you sleep until the next day and the camp becomes a safe zone. Your answers in that talk change nothing.
Dog Tag: VNC Tower, by the elevatorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the VNC Tower – Rest with the squad at the camp if you haven't, then talk to Matt by the elevator. After the scenes you are on a new floor: Survivor Sense marks the bodies to search. Hicks lies right in front of the elevator, by a broken glass door.
One of the 117 Mementos the Archivist trophy counts. In the game it is Hicks's Dog Tag. The four dog tags on this floor are needed to go on, so none can be missed.
Dog Tag: VNC Tower, by the small treeHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the VNC Tower – Infected pour in, exploding ones among them: hit those with a bow or throwing knives before they reach you, from a shelf if you can. Then search Wierzbowski, by the small tree in the middle of the floor.
Dog Tag: VNC Tower, the boarded roomHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the VNC Tower – Follow the footprints Survivor Sense shows around the side of the room, pull the board off the door and talk to Rowe inside; he gives you the transmitter. Take the dog tag in that room when the talk ends.
Grappling HookHidden spoiler – activate to revealKey itemMinor spoiler
Location
Central Loop · the VNC Tower – The way out of Rowe's room is locked and infected keep coming until a scene ends the fight; then grab the loot they dropped. Climb to the level over the elevator you arrived in, force its doors apart and take the hook from the shaft wall. Put it in an active tool slot (or turn on Expert Grappling Hook Controls in the options).
The Nightrunner tool Broadcast hands over: it swings you between yellow grapple points and opens routes that were out of reach. Only the story gives it.
Central Loop · the VNC Tower – From the elevator shaft, swing out of the room on the yellow grapple points and ceiling lamps, climb the stairs past more infected (exploding ones among them), swing to the next building, climb its right side and ride the elevator inside up: the GRE crate waits at the top of the stairs in the UV-lit area.
Memento: Newspaper Article – June 9th, 2022Collectible
Location
Central Loop · the VNC Tower – Go through the door past the crate; after the scene, climb to the foot of the crane and start its generator to turn its arm, then grapple the arm and swing over to the main tower. In the red-painted area, climb the side panel and keep swinging upward until you climb back inside above a floor of infected with a Demolisher: clear it (the propane tanks in the room on your level can be thrown down). At the far end, go near the windowed door on the left so the exploding infected behind it goes off, then pick its lock: the newspaper is on the desk.
Central Loop · the VNC Tower – Climb on and out for the last stretch: narrow ledges on the outer walls, lights to grapple, the supports of the big sign, then the solar-panel slope (climb the rungs, slide along the yellow-painted strips or grapple the yellow arms). On the roof, before the antenna, cross to the other side: start the generator there and open the green GRE container with the GRE key. The tape is on the metal desks on the left.
Inhibitor: office below the VNC roof hideoutUpgrade
Location
Central Loop · the VNC Tower – From the GRE container, walk out on the beam that juts over the roof's edge and look down: an open office window is on the floor below. Drop in (or lower yourself on the Grappling Hook from the wall: a plain jump can kill). The GRE crate is on the left.
Using the panel ends Broadcast. Chris's Dog Tag, the Memento on the infected Peacekeeper in the power distribution room, can't be picked up after that on this save; if you missed it, a copy may come later at the PK Floating Fortress, but don't count on it.
Choice: the transmitter goes to Frank
The panel asks who gets control of the transmitter. Give it to Frank. This run follows the Survivor quests that choice leads to, Nightrunners and The Breakthrough, and the late side quest Afterparty needs it too. The choice is final on this save.
Optional: the Juan path
Because you helped Juan in Welcome On Board, the panel's other option gives the transmitter to Juan, which leads to Spy Game and The Colonel instead. No trophy needs them. To see them without another run, back up the save before you use the panel: upload it to PS Plus cloud storage (PS5) or copy it to a USB drive (PS4/PS5) with auto-sync turned off; Xbox players use the cloud save the same way, and on PC you copy the save folder. Copying it back puts the save at this moment again, so do that only after this run is done. If a backup won't restore, the Juan path needs another New Game+ run.
Broadcast: the outer climb and the transmitter (Frank)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the VNC Tower – Jump out of the office window and glide back to the antenna. Climb its ladders (lower the ladder on the way, in case you fall), then jump to the parts hanging off its sides to reach the top level and use the panel: give control over the transmitter to Frank. We Will Be Heard! pops as the quest ends, after a scene that leads you off the roof.
Central Loop · the VNC Tower – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base); calling the elevator can take a while, as it has to come all the way down. Step out of it, go left and climb onto the military container; drop through its trapdoor and the blueprint is on the shelf inside.
Central Loop · Garrison – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), then glide to the nearby skyscraper with a military airdrop on its roof, south-west of the tower (just east of the Garrison Heights high-rises). Open the airdrop: it needs no key or lockpick.
Central Loop · Garrison – On the same roof, take the cable from the generator and drop off the edge where a yellow plank hangs over, grappling to the light into the first open floor; plug it in and take the second cable across the room. Drop a floor (grapple a light again), plug it in, take the third, then drop outside past one floor to the next and plug it in to disable the security. Open the door with the GRE key. In the room, sit on each of the four chairs between the two rooms until a blue light shows on the coffee table, then look at it: the charm appears.
Central Loop · Garrison – In the same skyscraper as the THB-UT0 airdrop: from its roof work down the outside to the fourth office below the roof. The letter lies in front of a leather sofa.
Mantis Blades blueprintItemMissablePoint of no return
Location
Central Loop · Garrison – From the THB-UT0 skyscraper, glide to the building just south of it, where the Liquidator waits. Talk to him; afterwards the blueprint is in a small toolbox beside you.
Why you can lose it
Reported lost once the epilogue begins: get it before the door at the end of The Breakthrough that warns the epilogue is next.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Central Loop · Garrison – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), walk to its western edge and find the sloped building below. Glide in through the highest windows of its lower part: the blueprint is on the table in the corner of that room.
Central Loop · Garrison – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), then glide west to Sowa Tower: aim for the broken windows just under its neon sign, on the top-floor office level. The tape is on a desk; take it and jump back out of a window.
Central Loop · Garrison – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), then glide north to the airdrop on top of one of the tallest skyscrapers in northern Garrison (north-east of the 'Teak' windmill). Open it: it needs no key or lockpick.
Central Loop · Garrison – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), then glide west to the roof of the tall building near the 'Teak' windmill. The tape is in a box on top of wooden crates.
Central Loop · Newfound Lost Lands – Take the VNC Tower's lobby elevator up to the roof (the lobby door is behind the small fenced yard at the tower's base), then glide over into Newfound Lost Lands to its skyscraper. Get in on the highest floor you can reach: the ticket lies in front of a leather sofa.
Last Will: Leon's letterHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – From the PK Floating Fortress in The Wharf, go to the Wall of Valor, a small memorial room set into the north side of the main deck. Talk to the woman holding a candle and hand over the letter.
The return to the first map after Broadcast: Metro: Hayward Square, the Houndfield Electrical Station for the Survivors and the district quests it opens, the Grappling Hook and Paraglider pickups, the Sparker meetings and Deadly Exchange; then Carriers X and the end of the Book Club.
With the Paraglider, the Grappling Hook and the GRE Detector in hand, it is time to go back to Old Villedor by fast travel. The trip starts on the PK Floating Fortress, where three jobs wait, and runs through Trinity, Horseshoe and Quarry End to Houndfield. There you restore the Houndfield Electrical Station (it could not be entered on the first visit: stations open only after A Place to Call Home) and give it to the Survivors, power up Metro: Hayward Square, the last Old Villedor metro, and take the Survivor quests and challenges the station opens. The pickups that needed the Grappling Hook or the Paraglider and the last two Sparker meetings for Man On a Mission are on the way. Back in the Central Loop, the jobs are handed in, then Carriers X and the last Book Club runs each send you to Houndfield once more by fast travel. The rest of Garrison follows in the next section. Keep your Inhibitors unspent.
Before you leave the ship
Pick up three jobs on the PK Floating Fortress first: Deadly Exchange at the Wall of Valor (the row below; read the other two letters there as well, Bad Medicine and Lost Transmission, so their quests are active when the walk reaches them), Jack and Joe's moonshine (they sit in the ship's prison if you spared them at the Water Tower) and Thalia's next book list, Book Club VIII, next to Albert in the library. You hand all three in on the ship when the Old Villedor trip is over.
Wall of Valor: Deadly Exchange (Houndfield Sports Hall)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – On the PK Floating Fortress, go to the Wall of Valor room on the north side of the main deck and read the report at the bottom of the wall (Report #3), or talk to Cyra there. The marker points to the Houndfield Sports Hall in Old Villedor.
Tourism Office of Villedor - Church of the Holy TrinityCollectible
Location
Old Villedor · Trinity – Fast travel to Metro: The Holy Trinity, next to the Bazaar. From the street entrance, go down the stairs: the tape is on a wooden shelf in the storage room on the left.
Sparker: Vinnie on Raheem's rooftopHidden spoiler – activate to revealNPCMinor spoiler
Location
Old Villedor · Trinity – Walk to the Bakery settlement north-east of the Bazaar, the rooftop where you met Raheem and Juliet: Vinnie now waits there. He has no map marker until you are within about 25 metres, so walk the roof and talk to him.
Sparker: Maya on Raheem's rooftop ("Man On a Mission")Hidden spoiler – activate to revealNPCMinor spoiler
Location
Old Villedor · Trinity – On the same rooftop after Vinnie: talk to Maya. If she isn't there, fast travel away, sleep or reload and come back. Because this route finished Sentimental Value before meeting Juliet, the game may skip her step: the trophy then pops on its own a while after Vinnie, and the trophy can also take some minutes to appear after her talk.
Old Villedor · Horseshoe – Go to Jack & Joe's Camp in northern Horseshoe, a safe zone since The Raid, and climb its large building to the rooms at the top, using the Grappling Hook where the climb runs out. The tape is on a wooden table in front of an office door with broken glass. (It may also be reachable without the hook.)
Parkour challenge: My Whole World is a GliderAchievement
Location
Old Villedor · Horseshoe – Its map icon is near Jack & Joe's Camp in the north-east of Old Villedor. Start it there and fly through the 8 checkpoints, landing to run where it is quicker; under the bridge in the second half, use the ropes rather than the glider.
Moonshine: Jack and Joe on the MissyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – With the job from Jack and Joe in the ship's prison, go to the Horseshoe Water Tower in southern Horseshoe. Climb its outside to the small tower beside it, lockpick the hard door and open the safe with 14 9 2. Take the bottle back to them on the ship at the end of this trip.
Old Villedor · Quarry End – In a dark hollow in the north-east of Quarry End (the Main Terminal Station is the nearest fast travel point). No exact spot is known: search the whole hollow.
Summary
A note added by update 1.6. No trophy counts it, so it is optional.
The Houndfield Electrical Station goes to the Survivors
Assigning a facility is permanent. Give this one to the Survivors, like all seven in this run: Boot Licker needs every facility on one side, so one station to the Peacekeepers loses it on this save. The Survivor side also opens Life Finds A Way, The Walls, Color Run and The Scarecrow Queen here. Loot the station before you switch it on: what is left inside disappears.
Facility: Houndfield Electrical Station (Survivors)Achievement
Location
Old Villedor · Houndfield – Fast travel to Metro: The Holy Trinity and head west into Houndfield, past 'Cherry' to the station south-west of it: the tall building by the bridge over the water that you climbed in Snipers' Alley. Ride the rope lift in its north-east corner to the roof, drop to the lower roof and climb in through the broken windows. Cable 2: jump to the hanging yellow crate, climb the yellow ledges and cross by the rope to the top floor, take the cable and drop into the rubbish bags in the basement to plug it in. Cable 1: from the basement take the side room's two ladders up to the cable, cross the rope beyond its door and drop to box 1; take the elevator up to the control room and pick the Survivors at the terminal.
Old Villedor · Houndfield – Its entrance is right beside 'Birch' in central Houndfield; it is overrun, so night is safer. Squeeze through the boarded entrance, go down, open the gates and follow the yellow arrows to the far-left room; lift its gate, crawl under, cross through the parked trains, lockpick the door on the left of the platform, throw the breaker and drop down the lift shaft. With the station now running, the four generators at the bottom may already be on; if not, restart them by parkour round the chamber (start on your right), then the main breaker in the middle. Call the lift, ride to the station floor and throw the last switch.
Old Villedor · Houndfield – Alya tends a rooftop garden in central Houndfield, not far from the metro; her marker appears once the station is with the Survivors and both windmills run. Go through every highlighted line of dialogue.
Old Villedor · Houndfield – From Metro: Hayward Square, walk a short way north to the Houndfield Sports Hall, a small gym: the tape plays and is yours as soon as you arrive.
Dog Tag: Houndfield Sports HallHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Old Villedor · Houndfield – Inside the gym, follow the footprints (Survivor Sense) up the stairs to the top floor. Mines lie all over it: crouch and step round them. The body sits against a pillar; search it, then hand the tag to Cyra when you are back on the ship.
Old Villedor · Houndfield – Thalia's list sends you to a flat near Metro: Hayward Square: run up the ramp beside it to the open second-floor window (For Alice #2 lies there too). Follow the markers to every flat on the list, and bring the books to Albert on the ship at the end of this trip.
Old Villedor · Houndfield – Emmett is at the rooftop bakery settlement, also in western Houndfield. Touch the jars beside him to start, run the checkpoints in order, and don't drop from height: falls damage the jars. Talk to him again after a Bronze.
Old Villedor · Houndfield – McConaughey is in northern Houndfield. After the talk, the challenge (A Pressing Matter) starts in the small room just behind her; clear its checkpoints for at least Bronze and speak to her again.
Protecting the Boys Challenge: InstructorQuest step
Location
Old Villedor · Houndfield – From Metro: Hayward Square, head north towards Saint Joseph Hospital: the Instructor stands on a rooftop by the settlement near the hospital. Use the binders next to him, deliver to each checkpoint in order, then report back.
Radio tower: Saint Joseph Medical Radio RelayAchievement
Location
Old Villedor · Houndfield – Climb to the roof of Saint Joseph Hospital in north-eastern Houndfield by its balconies and drainpipes, then up the antenna on the roof, using the Grappling Hook where the handholds run out, and switch it on at the top.
The Scarecrow Queen: Gabrielle's glitterQuest step
Location
Old Villedor · Houndfield – Gabrielle's marker sits at a Houndfield settlement once the station and both windmills are done; her clue (a naked woman and a tree) points to the Peace of Mind mural. The glitter is in a scarecrow on a roof next to that mural; take it back to her.
Journal of a Nightrunner Challenge: WandaQuest step
Location
Old Villedor · Houndfield – Wanda keeps a settlement on a roof in the east of Houndfield, towards Metro: Hayward Square; her marker shows once the station is assigned and 'Cherry' runs. Use the book beside her, then follow the pipes and girders through the checkpoints: you may only touch the ground for a few seconds at a time. Report back after a Bronze.
A parkour challenge from an old Nightrunner's notebook. Bronze or better earns a Parkour Manual and the Memento below, which the Archivist trophy needs.
Old Villedor · Houndfield – Baker keeps a rooftop settlement on Houndfield's eastern edge, where it meets Trinity. Use the basket beside him, reach the checkpoints in order without long falls (they crack the eggs), and report back after a Bronze.
Old Villedor · Houndfield – In the underground car park of The Ball is in Your Court, west of Hubert's red-shuttered hideout that faces the Bazaar from the Houndfield side: go down the lift shaft and search the levels. No exact spot is known.
Sparker epilogue at Raheem's rooftopHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – Once Man On a Mission has popped and some in-game time has passed, cross back into Trinity to Raheem's rooftop at the Bakery. The talk starts when you come close; it has no map marker.
Back in the Central Loop, fast travel to the PK Floating Fortress and hand over what you brought: the dog tag to Cyra at the Wall of Valor and, if you took those jobs, the bottle to Jack and Joe and the books to Albert.
Choice: Driscoll's promotion
At the end of Carriers X, Driscoll offers a promotion with a choice. Ask him to take Derek back. That adds Deliverance, a unique weapon Derek hands over at the Fish Eye Canteen; asking for the elite lockers instead gives up Deliverance. Unshakeable Grip comes either way.
Central Loop · Downtown – Fast travel to Metro: Downtown Court and ask Driscoll at the Guild in the metro building for the job. Fast travel to Metro: Hayward Square: deliver south-east of the station, then to the west. When he radios about an ambush, go to the marked spot south of 'Cherry', knock on the Survivor's door, clear the infected from his floor and knock again; help Jack in the building to the north by killing three masked thugs, and talk to Derek. Fast travel back to Downtown Court, kill the Guild's attackers, push through two rooms of thugs, untie Driscoll, search the leader's body and accept the promotion.
Central Loop · the PK Floating Fortress – Once Albert has the Book Club VIII books, wait for his call (sleeping or travelling helps), see Thalia beside him, follow the markers to each place on the list, and bring the books to Albert.
Old Villedor · Houndfield – After Thalia's next list, fast travel to Metro: Hayward Square and go to the marked ground-floor flat in Houndfield. Take the eight books lying around (five on the right side of the room, three on the left), then examine Treasure Island by the TV: three bandits come in, and the room has weapons and traps to use. Pick up the book, open the safe by the entrance with 21 12 55 and bring everything to Albert.
Free roam after Broadcast: the side quests that open on the Missy, Garrison's windmills, metro, anomalies, bandit camp, murals and settlement quizzes, then the Lost Armory side quest as one trip.
This stretch is free roam between Broadcast and The Shoe. It starts with Smash and the side quests that open after Broadcast, most of them taken on the Missy at the PK Floating Fortress (The Deserter, Treasure Hunt, the first Wall of Valor letter), then sweeps Garrison from east to west: its three windmills, Metro: VNC Tower, two GRE anomalies (night only), the Garrison Heights bandit camp, six murals and the two settlement quizzes ('Juniper' and 'Teak' came on before the station, in Broadcast; Persons of Interest needs the station's Survivor side, History Quiz opens on either side). It ends with Lost Armory, an optional side quest that crosses the whole city. You have the Paraglider, the UV Flashlight, the GRE key, the GRE Detector and the Grappling Hook, and the VNC Tower's lobby elevator runs to the roof. Of the other Wall of Valor letters, Deadly Exchange belongs to the Old Villedor trip and Lost Transmission to the flooded Newfound Land later; the last letter only opens after all three. Keep your Inhibitors unspent unless a row says otherwise.
Skill: SmashSkill
Location
Central Loop · Garrison – Open the Skills menu and buy Smash in the Combat tree. It is gated by Health, and it may want Vault Kick bought first and as much as 200 Health: raise Health only as far as the menu asks and keep the rest of your Inhibitors unspent: everything spent so far must stay within 45, so that 81 are left for the max-stat backup after the credits.
A Combat skill: drop onto an unaware enemy from above to kill it. Don't Look Up counts 50 Smash kills, so learn it now and the kills add up as you play. Bing Bang Boom! is already done, which matters: with Smash learned, Air Kick only lands on enemies that have seen you.
Central Loop · the PK Floating Fortress – Fast-travel to the PK Floating Fortress. On the Missy, read the wanted poster to start The Deserter and talk to Meyer by the noticeboard (the other Peacekeepers' talk is optional). Go to the barracks and crouch beside Bart's bunk: the drawing is under the top bunk.
Memento: Playing Card – Joker – Steve's business cardCollectible
Location
Central Loop · New Dawn Park – Talk to the cleaner beside the bunk, then to Stach at the Fish Eye Canteen. Ask the field workers at the marker east of the Fish Eye, go into the apartment beside them and climb upstairs. Liam's Drawings #3 to #5 lie in this flat (pick up any you missed in New Dawn Park); the card is on the bed in the bedroom.
Central Loop · Garrison – Leave the flat and Stach radios back when Steve turns up (if he takes too long, quit to the menu and load again). Talk to Steve at the Fish Eye: threaten him, or bargain and rap on the stage. Go to the old coffee shop marked in Garrison, look at the weapon stuck in an infected, then follow the footprints west to a boarded-up building: the drawing is on the ground beside it, under debris.
At the end of The Deserter Meyer asks for the map. Keep it. Handing it over closes the side quest Treasure Hunt on this save; keeping it still finishes The Deserter.
The Deserter: Meyer, Steve, Bart (6 Mementos)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – Climb onto the coffee shop's roof and cross to the boarded-up building, where an entrance waits. At the inner door, agree to help: bounty hunters attack, so beat them and talk to Bart. Back on the Missy, give Meyer your report and keep the map.
Central Loop · Muddy Grounds – On the Missy, go down to the library and talk to Albert, then read the book on the table for the cipher and the note beside it for the message. It points to the Wharf Water Tower in Muddy Grounds: go in and drop to the flooded basement, where the safe sits under a gantry. The decoded message is its code.
Central Loop · Downtown – With the Wall of Valor letters taken on the ship (if not, open the uppermost letter in the Missy's Wall of Valor room, and the leftmost one too, Lost Transmission, whose relay comes later). Sleep until night, then go to the GRE Vaccine Lab next to Metro: Downtown Court: fewer infected roam inside at night. The tape is handed to you as you arrive. It may instead be Unit 404: Trapped, with this one coming from Lost Transmission; you get both from the two quests.
Central Loop · the PK Floating Fortress – Use the quest board outside the PK ship, not the one inside. Holy Manuscript appears on it after you have finished some of its earlier quests; finish it for the blueprint.
The Living Dead: rooftop radio, North Loop Radio Tower, Downtown Electrical StationQuest stepMissablePoint of no return
Location
Central Loop · The Wharf – From the 'Magnolia' windmill, go west over the rooftops to the radio and listen to it. Climb the North Loop Radio Tower to the west from the outside with the Grappling Hook until the voice comes through clearly. Then go to the Downtown Electrical Station: downstairs to the locked gate, through the vent to its right, and find the man inside.
Why you can lose it
Its building can become unreachable later and the quest fails if it isn't done before the game's end: finish it before the door at the end of The Breakthrough that warns the epilogue is next.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Central Loop · Downtown – Brigitte stands west of the 'Pine' windmill in Downtown. Go to the container she marks in Garrison, kill the infected around it and start the generator outside, then meet her in the Fish Eye Canteen.
Hooked on the Thrill Challenge: Sam (Pine)Quest step
Location
Central Loop · Downtown – Sam takes bets at the Brewery settlement, which opens with 'Pine'. The course needs the Grappling Hook: ring the bell beside him to start, take the checkpoints in order and report back with at least bronze.
Central Loop · Garrison – From Metro: Newalls Crossing under the Fish Eye, head west to Garrison's edge with New Dawn Park: the board is on a rooftop facing the building with the Flying Scorpion challenge. Use the hook between checkpoints and keep clear of the spikes, which kill at once; on the way down the tower don't jump over them, the fall can kill too.
Central Loop · Garrison – Near 'Juniper', in the north of Garrison: the art covers the side of a block with orange balconies, near a stone structure. The crate is on the ground, hidden in dry grass.
Central Loop · Garrison – Also near 'Juniper', on a rooftop by a 'Downtown Villas' sign; it is easy to spot running over the roofs. The crate stands right in front of the art.
Central Loop · Garrison – In the north-east of Garrison, on a white wall by a white moving van. The crate is not in front of it: cross the street and look round the yellow container.
Central Loop · Garrison – Talk to Jax, an old Peacekeeper, at the Cadet Academy (Rooftop School) settlement that 'Juniper' opened. He asks three questions; the answers are the 2025 chemical bombings, the army killing civilians who protested against weapons being taken, and spring 2014. If one is wrong, sleep a day and ask again.
Deep Cover: Ollie, Renegade camp, CareenQuest step
Location
Central Loop · Garrison – Ollie waits west of 'Juniper'. At the Renegade camp, use the door to be let in, talk to the woman in the room on your left, then to the one in the third-floor break room. Your cover is then blown and a one-minute timer starts: go down to the second floor, through the door that was locked, and talk to Careen in the back room. Lying to the Peacekeepers pays more and starts no fight.
Central Loop · Garrison – East from 'Juniper', toward the Lower Dam Ayre border, above an empty lot. Kill the enemies at its foot first. From the boards, jump to the first moving bar, wait until the second lines up and jump to it, turn round onto the planks, go right and up, walk the beam and climb the ladder.
Central Loop · Garrison – Go to Culvert Island, Garrison's eastern tip. Dive in the waters off its south-west corner: the blueprint is in the boot of a sunken car.
Central Loop · Garrison – Sleep at 'Juniper' until night, then head west to central Garrison: the site is on a road bridge directly east of the VNC Tower and is awkward to get up to. Kill the level 3 Revenant; it moves a lot and calls in other infected, so fight from higher ground such as the containers.
Central Loop · Garrison – North of the anomaly, beside a settlement in the north of Garrison, where rail tracks run past garages; it is easiest to see from the main street next to it. The crate is on a balcony of the building opposite, above an orange ledge.
Central Loop · Garrison – West of the VNC Tower, north of the Garrison Heights bandit camp. No generators here: run past the Renegades inside (or lure them to the entrance and race back), lockpick the door at the end and flip the switch behind it.
Central Loop · Garrison – Right next to 'Teak', in the north-west of Garrison: the art fills a whole wall beside a road. Come by day, when it is easier to see and fewer infected are about. The crate is under the block.
Central Loop · Garrison – Also near 'Teak': at the top of a flight of stairs, on the side of a skyscraper. Climb the building next to it: the crate is on its balcony. A story blast may wreck this spot later, but the crate stays.
An Exemplary Grandson: old lady NW of TeakQuest step
Location
Central Loop · Garrison – The old woman is on a roof north-west of 'Teak'. Go north to the marked building, take the pills from the dead Renegade inside, and bring them back to her.
Persons of Interest Quiz: Herald / Regus (Teak; Tape)Quest step
Location
Central Loop · Garrison – Talk to the quizmaster at the Pumpkin Farm settlement that 'Teak' opened. Four questions; the answers are Dodger, Thalia, her father and the Professor. The last one only takes the answer once you have met the person it is about through the Carriers questline; for some players it never does, a known bug: the Tape can then still be picked up in another player's co-op game. A wrong answer: sleep a day and try again.
Central Loop · Garrison – Sleep at 'Teak' until night. The site is in the far north-west of Garrison where it meets Downtown, almost straight north of Metro: VNC Tower and a short way from a Nightrunner's Hideout. Kill the level 3 Revenant from higher ground such as the containers; the infected it calls in hit harder than it does.
Central Loop · Garrison – Near the C-A-78 site: a dark hollow whose rooms are full of chemical contamination. The GRE crate is inside; go in, open it and get out before the contamination wears you down.
Central Loop · Garrison – From Metro: VNC Tower, go south to the skyscrapers at Garrison's south-west end. Ride the rope lifts up to the roofs and fight your way to the top of the tallest tower: kill the two lieutenants and the gang leader. Search the camp before you crank the flag down: taking the camp clears any loot left lying there.
Central Loop · Garrison – In the tallest tower of the camp, near the top (not at the very top) where the wooden rope bridges are: on a couch. Many couches look alike; this is the one on that upper floor.
Central Loop · Garrison – From the top of Garrison Heights, glide north-east to the building with a training dummy, then glide again to the next roof north, where the airdrop sits. Open it.
Central Loop · Garrison – Head for Garrison's border with Newfound Lost Lands, near the Garrison Electrical Station, to a small shrine beside an evacuation convoy. Kill the infected in front, open the door and take the note from the altar among the candles.
Something Big Has Been Here – Part V (10 mutated Goons)Quest step
Location
Central Loop · Garrison – Old Villedor's five Goons (three in Horseshoe, one in north Trinity, one in north Houndfield) may already be dead. The Central Loop five: one in the middle of Garrison, one in east Garrison, one on a bridge in north Garrison, one in south Downtown and one on a bridge in east Downtown. Follow the quest markers and make them hit each other where you can.
Lost Armory crosses the whole city, from Muddy Grounds to Old Villedor and back, so do it in one go. Play it in single player: in co-op its later talks can fail to start. Three of its four notes can't be picked up again once the quest ends.
Lost Armory: Jai at the Fish EyeQuest step
Location
Central Loop · the Fish Eye – Jai radios some time after Orders. If the call hasn't come, sleep a day or two, or restart the game. Meet him inside the Fish Eye and take his job: reach a GRE gun stash before the Renegades do.
An optional side quest from the 2024 Firearms Update. It is the way to firearms: finishing it gives the Service Pistol and opens Jai's shop and missions.
Lost Armory: the GRE crate at Metro: King William BridgeQuest step
Location
Central Loop · Muddy Grounds – Fast-travel to Metro: King William Bridge in southern Muddy Grounds. Kill the Renegades in the station room and open the GRE crate at the back for the first code. A Lost Armory note lies in the station; take it.
Memento: Report re. Standing Orders (King William Bridge)Collectible
Location
Central Loop · Muddy Grounds – Still in Metro: King William Bridge, in the station room where you opened the GRE crate. Take it now; unlike the quest's other notes, it stays there after Lost Armory ends.
Lost Armory: the second code in the Wharf quarantine buildingQuest step
Location
Central Loop · The Wharf – Go north to the GRE quarantine building on The Wharf's southern edge, next to Muddy Grounds. Go in from the top, drop three floors and take the door lit in blue, past the Volatiles. The GRE box is off the right-most exit.
Lost Armory: Delta in south TrinityHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – Fast-travel to Metro: Newalls Crossing and report to Jai in the Fish Eye. Then fast-travel to Old Villedor and go to the 'Larch' windmill in south Trinity: Delta's building is just west of it. Climb in through a side window and talk to her; she wants supplies before she helps.
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional. It lies in Delta's office, which is shut once the quest is over.
Lost Armory: Priceless, the Bazaar boardQuest step
Location
Old Villedor · the Bazaar – Walk north to the Bazaar in the Holy Trinity church and start the mission Priceless from its board. Loot the boxes on the three rooftop areas; tough infected guard them and a Demolisher waits at the end. Bring the loot back to Delta for her code. If she won't talk afterwards, switch the game to single player or restart it.
Lost Armory: Gatsby's office tower, north-west DowntownQuest step
Location
Central Loop · Downtown – Fast-travel to Metro: Downtown Court and head to the north-west corner of Downtown, near the relay tower. Climb the office tower by the blue rope and zipline on its north side and open the white door at the top. He has sold his code to Tackhead's bandits.
Lost Armory: the Tackhead shack by the river, north-west WharfHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · The Wharf – Fast-travel to Metro: Waterside and go to the north-west of The Wharf: a shack marked 'Tackhead' by a small pier on the river. Four bandits dressed as beggars jump you; after them, Gatsby attacks too. Beat them all.
Lost Armory: Tackhead by the crane, Muddy GroundsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Muddy Grounds – Go to the marker in Muddy Grounds (from the 'Elm' windmill), under a yellow crane in the north of the district; it may instead be nearer its middle. Check the bloody hat by the truck at the crane, then use Survivor Sense: red footprints lead to the door at the foot of a green military watchtower. Go in and talk to Tackhead.
Lost Armory: the GRE decoder, back in the Wharf quarantine buildingQuest step
Location
Central Loop · The Wharf – Back to the same quarantine building on The Wharf's southern edge. Go down the lift shaft to the lower floor, through the blue doors to the room of infected behind the red door (or through a hole covered with planks). Climb the shelf on the far right and open the small box.
Lost Armory: the bombs and the chaseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Muddy Grounds – Give Tackhead the decoder. He arms bombs in the building where Jai is held: glide over to the next building and defuse all three within a minute. Then follow Jai's tracker south within three minutes to Tackhead's underground base (it may instead be a parking lot), kill his four men and take back the decoder and the codes.
Memento: Report: re. standing orders (Tackhead's base)CollectibleMissablePoint of no return
Location
Central Loop · Outlands – Somewhere in the area of Tackhead's base, in the Outlands just outside Garrison; no exact spot is known. Search the whole base before you open the armory container.
Why you can lose it
The area can't be entered again once the armory container is opened.
Point of no return
Opening the armory container at the end of Lost Armory
Opening the big green container ends Lost Armory and takes you away from this area for good. Have these three notes first: Report: Delivery from Delta's office in Trinity, and Report: re. standing orders and Report: Toolkit here at Tackhead's base. None counts toward a trophy.
Lost Armory: the armory container outside GarrisonQuest step
Location
Central Loop · Outlands – After the scene, go through the green door, left to the wall broken by a crashed military truck, crawl under the green containers, turn right and open the big green container with the red light. After the scene you wake at the Fish Eye.
The last Central Loop sweep: Trial IX, then Lower Dam Ayre (Metro: South Loop, the THV Advanced Care quarantine, two anomalies, two airdrops, 'Spruce', the Saint Paul Water Tower to the Survivors and the Heron Renegados camp), Newfound Lost Lands, and the flooded Newfound Land with its relay, its Wall of Valor dog tags and the 12 sunken airdrops.
This is the last free-roam sweep of the Central Loop before the story's final quests: Lower Dam Ayre, the level 5-6 district south of Muddy Grounds and Saint Paul Island, then Newfound Lost Lands and the flooded streets of Newfound Land in the far south-west. You arrive with the Paraglider, the Grappling Hook, the GRE key and lockpicks, and the radio towers can be switched on now to show nearby Inhibitors. The walk takes three loops: the west of Lower Dam Ayre around the South Loop Radio Tower with one night for an anomaly and the THV Advanced Care quarantine; the east with the Church of Saint John of God, 'Spruce' and the Saint Paul Water Tower, the last facility, which goes to the Survivors like the other six; then south-west into Newfound Lost Lands and down to the Newfound Land Military Relay, where the third Wall of Valor quest leads, and the twelve sunken airdrops under the flood. Swimming and diving need breath, so a full Stamina bar helps; keep the rest of your Inhibitors unspent. The story quests that follow (The Shoe onwards) come in the next sections.
Nightrunner Trial IXAchievement
Location
Central Loop · Muddy Grounds – Fast travel to Metro: King William Bridge and head north towards the Wharf Water Tower: the trial's board stands on top of the walled, fenced military building close to the tower. Start it there, take the checkpoints in order and finish inside the Bronze time; the swing ropes are slower than the other lines.
One of the 10 Nightrunner Trials for True Nightrunner; a Bronze medal or better is enough. A hard course of 12 checkpoints; the Grappling Hook and the Paraglider make it far easier.
Central Loop · Lower Dam Ayre – Back at Metro: King William Bridge, cross the river bridge south into Lower Dam Ayre and head south-west to the South Loop Radio Tower, the tallest structure in the west of the district. The station is just south of it. Get past the Renegades, flip the switch inside the open door and drop down the lift shaft. Start the 4 generators going clockwise from the one on the right, then the one in the middle; ride the lift up and flip the switch as you step out.
Summary
One of the 9 metro stations for Tube Map, and a fast-travel point and safe zone once restored. Renegades hold it, and its door is already open: no lockpick needed.
Central Loop · Lower Dam Ayre – In the safe room where the station run ends, the one with the bed and a small kitchen: on the wooden cabinet on the right.
Central Loop · Lower Dam Ayre – From the metro, walk north-west to the side wall of an apartment block near the radio tower. Climb the metal scaffolding facing the art: the crate is on its third level.
The Knick: Ferenc, GRE zone pacemaker (night)Quest step
Location
Central Loop · Lower Dam Ayre – A little further west, on the roof of a Forsaken Store marked by a big 'For the Future' billboard, Ferenc leans against a wall: take the job. The pacemaker is in THV Advanced Care, the quarantine building you clear tonight: it sits in an open cabinet in the medical offices on the third floor. Afterwards Ferenc waits at the 'Hickory' windmill in Garrison: hand it over there.
Summary
A former GRE surgeon wants a pacemaker from a quarantine building. Pays a Regeneration Booster and 3 Medicine.
Central Loop · Lower Dam Ayre – Back east beside the radio tower, a building between the tower and the quarantine building has this art across a whole wall (look for the blue tarp). The crate sits on the blue container in front of it.
Memento: Concert Ticket for Outrageous T.H.V.Collectible
Location
Central Loop · Lower Dam Ayre – Right next to the radio tower is a Nightrunner's Hideout. Climb onto its roof: the ticket lies on a small open fridge, used as a shelf, beside the generator.
Central Loop · Lower Dam Ayre – Climb the South Loop Radio Tower (switch it on at the top to see nearby Inhibitors) and glide north-east to the airdrop on the roof of a building south-west of the bridge to Saint Paul Island, on the Muddy Grounds border. Open it: no key or lockpick.
Central Loop · Garrison – Towards evening, head north-west into east Garrison: Evan stands on a rooftop just north-west of the 'Hickory' windmill. Take the job before you go to C-A-34 tonight: once its Revenant is dead, take the valuables from the two chests in the open at the site, then bring them to Evan's apartment, a short walk south of the anomaly.
Summary
A night errand to recover a family's valuables from an anomaly's altars. Pays 2 Jewelry.
Central Loop · Lower Dam Ayre – Sleep until night at Metro: South Loop (or at the 'Hickory' windmill if you took Closure there). C-A-34 lies in the west of Lower Dam Ayre, north-west of the quarantine building by the radio tower. Kill the Revenant: it is quick, keeps running off and calls infected in, so stay on it; the infected it summons don't need to die.
Central Loop · Lower Dam Ayre – With the Revenant dead, climb onto the military container, open the hatch on its roof, drop in and open the GRE crate: no lockpick needed.
Central Loop · Lower Dam Ayre – Still at night, go south-east to THV Advanced Care, just north-west of the South Loop Radio Tower. Climb to the roof, open the door there with the GRE key and work your way down; each chest is behind an 'Authorized personnel only' door you lockpick.
One of the 6 GRE quarantine buildings; their 24 Inhibitors make Can't You Read the Signs?, which pops with this building's last chest. Fewer infected roam inside at night.
Central Loop · Lower Dam Ayre – Further down, behind the next 'Authorized personnel only' door (lockpick): the crate is on the left, right beside the door.
Central Loop · Lower Dam Ayre – At the bottom of the building, behind the last locked door: the chest holds two. Then sleep until morning: at 'Hickory' if you took The Knick, since Ferenc waits there for the pacemaker.
Switch on the 'Spruce' windmill before you turn the valve of the Saint Paul Water Tower, and do the two one after the other. Done the other way round, the area can fall to the Renegades and the Artist Workshop settlement closes, with a Memento the Archivist trophy needs on its table and the Survivor side quests Goats Galore Quiz and The Fortune Teller. The route below takes the windmill, the Memento and the tower in that order.
Military Airdrop THB-4ULAchievement
Location
Central Loop · Lower Dam Ayre – From Metro: South Loop, head east: the Church of Saint John of God stands near the district's northern edge. Climb its south side by the arches (or keep jumping and grappling) to the roof: the airdrop sits near the open way down into the church. It needs no key or lockpick.
Central Loop · Lower Dam Ayre – From the church roof, glide east to the windmill standing on top of a building on the church's east side, land on it and switch it on.
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash. Its map marker asks for the Grappling Hook, which you have.
Central Loop · Lower Dam Ayre – South-east of 'Spruce' is a Nightrunner's Hideout on a rooftop. Just below its north side, the blue art fills a wall between two big stone blocks; the crate is on a small stone column in front of it.
Central Loop · Lower Dam Ayre – Head back west towards 'Spruce': a small barking dog is painted over the side wall between two houses. The crate is on the ground in front, next to the bins.
Central Loop · Lower Dam Ayre – Continue south-west to a courtyard with a fountain, just north of the Saint Paul Water Tower: the letter lies by a body near the fountain.
Memento: Infected Playing Card – King of Diamonds – BolterCollectible
Location
Central Loop · Lower Dam Ayre – From 'Spruce' go south-west to the Artist Workshop settlement, just north of the Saint Paul Water Tower. In its painting studio the card lies on the table under the goat altar, next to a woman called Mahala.
Turning the valve asks which faction gets the tower, and Lower Dam Ayre with it. Pick the Survivors. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save. The Survivor side also opens Goats Galore Quiz and The Fortune Teller. Take the newspaper at the top before you turn the valve.
Memento: The (end of) Times issue #3Collectible
Location
Central Loop · Lower Dam Ayre – Walk south from the settlement to the tower. The climb needs the parkour skills Tic Tac, Wall Run and Wall Run Jump: learn the two Wall Run skills first if you don't have them. From the tower's ground floor swing on the monkey bar to the walkway above, then Tic Tac along the wall and jump off it to the next walkway. Go out of the window: yellow ledges, a monkey bar, a perch, then turn and climb the scaffold. Back in the middle, wall-run up to the open window above the one you came in by. Cross the yellow rings, shimmy left and jump to the window with the yellow tarp, then the monkey bar to the hanging yellow crate: as it swings close to the yellow ledges behind you, jump across. Inside, climb the ledges on the left, jump to the walkway on the left and go out to the wooden balcony; stand on its railing to reach the roof. The newspaper is on a crate beside the valve.
Facility: Saint Paul Water Tower (Survivors)Hidden spoiler – activate to revealAchievementMinor spoiler
Location
Central Loop · Lower Dam Ayre – With the newspaper in your pocket, turn the valve on the top floor and choose the Survivors: Lower Dam Ayre becomes theirs.
Central Loop · Lower Dam Ayre – Back at the Artist Workshop, talk to Mahala. You already hold all four Kings on this route: the King of Diamonds from her table, the King of Clubs from the PK Floating Fortress, the King of Hearts from the Fish Eye Canteen and the King of Spades from the Infected Intelligence Quiz. Hand them over to finish.
Central Loop · Lower Dam Ayre – Kano is at the Pumpkin Farm on the rooftops of south-western Lower Dam Ayre. Any answer counts for the first question; then pick 'Goats Own All Territories', a lifespan of 12-15 years, two goats on the crest, grass and hay, wide-angle vision, and that goats are smaller. A wrong answer only means sleeping a day and asking again.
Central Loop · Lower Dam Ayre – From the water tower, head south-east to the Heron Renegados camp in the south of the district. Before going in, look for the crane next to the camp: the blueprint is in the container hanging from it.
Summary
A one-handed slashing weapon blueprint, a one-time pickup in the world.
Central Loop · Lower Dam Ayre – Heron Renegados, south-east of the water tower, is the hardest of the four camps, with higher-level Renegades. Climb the bridge that leads into it; before you start the fight, drop down into the street-level courtyard between the buildings by the trash piles and ledges. The GRE crate is in a brick nook with bins at the bottom.
Central Loop · Lower Dam Ayre – Back up in the camp, cross its wooden rope bridges to the middle: the note is on a lone wooden crate at the roof edge above the gap in the camp's centre.
Central Loop · Lower Dam Ayre – Kill the two lieutenants and the leader, loot what you want (anything left behind disappears once the flag comes down), then turn the crank to lower the Renegade flag.
Central Loop · Lower Dam Ayre – Sleep in the camp you just took until night. C-A-23 is north of it, by the water on the eastern edge of Lower Dam Ayre near the district border. Its Revenant is level 5: kill it and ignore the infected it calls.
Central Loop · Lower Dam Ayre – Leave the anomaly site to the east and cross the bridge, then drop down under it (onto the ledge, not into the water). Crouch and move in under the bridge to the GRE crate.
The Baba X: Black Volatile cage (night), CorvusHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Lower Dam Ayre – The tenth hunt may take a while to come after the ninth. Take it from the Witch in her Chapel of the Resurrection (Saint Paul Island) and, at night, go to the marked GRE island in Lower Dam Ayre. Get the Black Volatile's attention, run straight through the open container and hit the button to lock it in. Report to the Witch, then go out to the garden and talk to Corvus.
Corvus (The Baba X)Hidden spoiler – activate to revealBossMinor spoiler
Location
Central Loop · Saint Paul Island – In the Witch's garden, after the talk in The Baba X: kill Corvus, then go back inside and confront the Witch to end the chain.
Tape: Cpt. Posner Status Reports to Col. Williams #5Collectible
Location
Central Loop · Lower Dam Ayre – Fast travel to Metro: South Loop and head south-east to the river: on an island between two bridges stand some military containers and a military vehicle. The locked military chest by the vehicle (lockpick) holds the tape.
Central Loop · Newfound Lost Lands – Go west into Newfound Lost Lands. South-west of the C-A-56 anomaly (a site on top of a pair of buildings in the district's north) is a diner, a Forsaken Store with every entrance open: the note is on the shelf under the counter, by the cash register.
Central Loop · Newfound Lost Lands – Sleep until night at Metro: South Loop. The anomaly is in the north of Newfound Lost Lands, on top of a pair of buildings north-east of the diner: climb up and kill the Revenant.
Central Loop · Newfound Lost Lands – On the same rooftop, a second, locked military container stands nearest the edge of the arena: open it with the GRE key. The tape is at the back on the right, on a metal crate by the radio.
Central Loop · Newfound Land – From the anomaly, head south-west out of Newfound Lost Lands into Newfound Land, the flooded district below it. On the western edge, a plank-sealed bus stands in the middle of a wide, ruined road: it is a Nightrunner's Hideout. Go in; the envelope is under the checkers by the bed.
Central Loop · Newfound Land – Right outside the bus, a crate lies under the water. Dive, use Survivor Sense to mark it and pick the lock (breath is short: come up for air between tries if you must).
Central Loop · Newfound Land – With Lost Transmission taken on the ship (the leftmost Wall of Valor letter), from the bus go south-west to the Newfound Land Military Relay, a fenced military zone with a truck at its gate, west of the flooded streets. As you arrive, Cyra plays you a recording and the tape is added.
Dog Tag: Newfound Land relay, ground floorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Newfound Land – Renegades guard the relay (a fire-thrower, an officer, two footmen and two archers): clear them. Then enter the eastern building by its doors and follow the footprints Survivor Sense shows to the back room in its north-east corner: search the body.
Inhibitor: Newfound Land Military Relay basementUpgrade
Location
Central Loop · Newfound Land – Follow the footprints back to the ladder west of that room and climb down into the basement, fighting the infected there: the GRE crate is in the basement of the same building.
Dog Tag: Newfound Land relay, basementHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Newfound Land – Deeper in the basement, a room holds a Charger and the second body, slumped against a pillar behind a barred metal door: walk round through the other rooms to reach it, kill the Charger and search the body.
Central Loop · Newfound Land – Back outside, climb the relay's radio tower and switch it on at the top: it shows the Inhibitors around it on the zoomed map. On the way up, one of the towers has a stack of wooden crates with a bow and arrows: the tape is in the red-and-white box there.
Inhibitor: flooded Newfound Land, underwater by the huge treeUpgrade
Location
Central Loop · Newfound Land – From the Newfound Land Military Relay, dive into the flooded streets east of it (Survivor Sense marks crates under water with a '?' when you are close, and the switched-on relay shows Inhibitors on the zoomed map). One GRE crate lies on the bottom beside a huge tree.
Central Loop · Newfound Land – Two more GRE crates lie under the water near the relay with no landmark of their own: dive and look for the next marker on the zoomed map or with Survivor Sense. This is the first of them.
Central Loop · Newfound Land – The other 11 crates lie close together on the bottom of the flooded streets east of the relay. Swim the area with Survivor Sense: each shows as a '?' when you are near. This is the first; pick its lock.
Central Loop · Newfound Land – The twelfth and last sunken crate. If the count in the map's airdrop list is short, swim the flooded streets again with Survivor Sense: they all lie close together. Pick its lock.
Central Loop · the Outlands – Leave the water and head north into the Outlands just west of Newfound Lost Lands, to where the highway bends. The airdrop is on the roof of the tall building just south of the bend; getting onto it needs the Paraglider. Open it: no key or lockpick.
Central Loop · the Outlands – Keep going north through the Outlands to the Huntress' Camp, Shen Xiu's camp west of Garrison near the Observatory. The blueprint is in the Nightrunner's Hideout just north of the camp.
Wall of Valor: Lost Transmission (Newfound Land Military Relay)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – Fast travel to the PK Floating Fortress and go to the Wall of Valor room, set into the north side of the main deck: give both dog tags to Cyra.
The third Wall of Valor quest: find the two Unit 404 soldiers' dog tags at the Newfound Land Military Relay and bring them back. With Bad Medicine and Deadly Exchange done, it starts the last one, Missing in Action.
Dog Tag: VNC Tower lower floorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the VNC Tower – Missing in Action starts by itself. Go into the VNC Tower and ride the elevator down to the basement; swim across the flooded part and climb the stairs. Look at the broken vent with Survivor Sense, follow the footprints up past the broken light into the amphitheatre and kill the infected there, then search the body in front of the brightly lit door.
One of the 117 Mementos the Archivist trophy counts. In the game it is Leon's Dog Tag. Missing in Action opens once all three Wall of Valor letters are done.
The Shoe in Lawan's flat and on a Downtown rooftop, then Nightrunners for Frank: the military antenna skyscraper in The Wharf, the second antenna, the Garrison Boulevard offices and the showdown in the Church of Saint John of God.
This stretch is two story quests. The Shoe (the 17th) has been in your journal since Broadcast ended: a trip to an apartment in Garrison and a wait on a Downtown rooftop. Nightrunners (the 18th) is the quest the transmitter choice gave you: Frank sends you up the tallest building in The Wharf to its antenna, then on to a second antenna, an office block in Garrison and a church in Lower Dam Ayre. You have every tool now, the Grappling Hook included, and the whole Central Loop is open. Three moments matter: one line in The Shoe, the lines you pick in the church, and searching the church before you walk out. Take the Inhibitor and the tape on the antenna climb now, since that building can't be climbed again once the epilogue starts, and keep every Inhibitor you find unspent.
Choice: one line for Lawan
When a talk with Lawan in this quest offers "Hey, what's going on?", pick it. It is the first of the lines the late side quest Afterparty needs; the other answers in The Shoe change nothing.
Tape: Lawan's Mix TapeHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Garrison – Follow The Shoe's marker to Lawan: if it leads to the top of the VNC Tower, ride the lobby elevator up, then glide down to the much lower roof where she waits by a way into her building, and talk to her. Go through the marked elevator shaft and drop down, then walk the corridor to its far end: flat 216 is the only door with a clear number, and its lock is an easy lockpick. Inside, switch on the generator, then inspect the radio on the living-room table by the stairs: the tape follows.
Central Loop · Garrison – Go up the flat's stairs, crouch under the table and move the barrier on the wall behind it to open a hidden bedroom. The GRE crate is in that room, beside the bed.
Memento: Letter from H to LHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Garrison – Still in the hidden bedroom, inspect the red box poking out on the bed's left side, underneath it: the shoes are in it, and the letter is added with them.
The Shoe: Lawan's flat and the Downtown rooftopHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Downtown – After Lawan's radio call, leave the flat the way you came, back up the elevator shaft. Lawan now waits on a Downtown rooftop: fast travel to Metro: Downtown Court and ride the winch up the building, or glide there (a fan on the way helps). She isn't there yet: sit in one of the chairs to wait, then talk to her. The answers in that talk change nothing, apart from the line in the warning above.
Inhibitor: North Loop Radio Tower buildingHidden spoiler – activate to revealUpgradeMissablePoint of no returnMinor spoiler
Location
Central Loop · The Wharf – Nightrunners starts with Frank in the radio room at the Fish Eye; agree to his plan. Then go to the tallest building in The Wharf, the one carrying the radio antenna, right beside Metro: Waterside: you can't glide onto its roof, so climb. Start from the street on the north side, on the first elevator (a winch), and go up and around the outside on platforms, bars and grapple points. At the first opening on the east side, go in: the crate is in the second room.
Why you can lose it
To be safe, treat it as lost once you open the door at the end of The Breakthrough: the building is destroyed during the finale, and the epilogue leaves no free roam before that.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Tape: Journal of a Nightrunner #6Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · The Wharf – Keep climbing the outside to a large balcony, then go inside, take the elevator and climb its shaft to the top; falls indoors are rarely fatal. Back outside, finish the climb to the roof: the tape is at the Nightrunner hideout there, on a crate.
Why you can lose it
To be safe, treat it as lost once you open the door at the end of The Breakthrough: the building is destroyed during the finale, and the epilogue leaves no free roam before that. It may also turn up later at another hideout, but don't count on it.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Nightrunners: the two antennas and the Garrison Boulevard officesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · The Wharf – From the hideout, climb the antenna: start on the turning posts of the pillar furthest left, grapple to the next pillar and take the wire over, more rotating posts (jump as each one comes round), then grapple to the round balcony and climb the last posts. Lower ladders as you go so a fall doesn't send you back to the bottom. Open the box at the top and use the switch beside it to set the frequency. Glide south to the lower second antenna, clear the Renegades on its roof (kicks off the edge work well) and use the generator there. Then head for the old office block on Garrison Boulevard, which you enter from its outer balconies. Grab the newspaper on the upper level, go downstairs and open the marked door: Renegades and a tough leader come in waves among spike traps, until a scene hands you a beast mode to finish them. Frank then arrives and points you to the next meeting, at a church in Lower Dam Ayre.
Central Loop · Garrison – In the old offices on Garrison Boulevard, on the upper level where you come in: a small footstool (an ottoman) holds the newspaper, before the stairs down.
The showdown in the church has timed answers. On this route pick, in order: "I don't want to fight." when you are first confronted; "Let's not fight." when you are stopped at the way out after the second duel; "Hear me out, Lawan. Don't do it." when Lawan arrives; and later, on the Fish Eye roof after Frank, choose to stay and talk with Lawan. These keep the route's two endings (A and C) and the side quest Afterparty open. "Let's not fight" only works because you finished Snipers' Alley; any other line closes them for the rest of this run, with no way back short of a save backup. Pick up both Mementos in the church before you leave it.
Memento: The Ambush TacticHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Lower Dam Ayre – The meeting is at the Church of Saint John of God: the ruined church in northern Lower Dam Ayre, just west of the 'Spruce' windmill. Go in at its west corner, through the open door by a burning barrel, climb up, move the boards over the window and drop into the main hall. Give the first answer, then clear the Renegades: shoot or chase down the archers on the upper balconies first, and grab the medkits lying around. Talk again and fight the duel (fire works well; your opponent blocks a lot, so dodge or parry and counter) until a scene ends it. The note lies on the one pew still standing nearby.
Why you can lose it
The church doors may stay shut once the story is over (a co-op join may still reach it); to be safe, treat it as lost when you walk out of the church.
Point of no return
Leaving the Church of Saint John of God (walking out after the talk with Lawan)
Church of Saint John of God: the showdownHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Lower Dam Ayre – To go on, leap from the central walkway to the balcony hung with red cloth and open the door on the left; you are thrown down to the hall for the second duel, fought the same way. Search the body, then head for the ground-floor door. When the way out is blocked, answer "Let's not fight.", and when Lawan arrives, "Hear me out, Lawan. Don't do it." Lawan leaves; don't walk out yet. Known Associate pops later, when Nightrunners ends with Frank at the Fish Eye.
Memento: crate in the church's last roomHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Lower Dam Ayre – On your way out of the church, after Lawan has gone: a thrown knife is stuck in a door near you, and the note sits on a crate in the room on the other side of that door, the last room before the exit.
Why you can lose it
It is only on this crate during the showdown, and it may not come back once you move on.
Point of no return
Leaving the Church of Saint John of God (walking out after the talk with Lawan)
One of the 117 Mementos the Archivist trophy counts. In the game it is Lawan's death list. It lies here only when the church talk goes the route's way.
Leaving the church ends the showdown. To be safe, assume the church can't be entered again afterwards, and both of its Mementos go with it: The Ambush Tactic on the standing pew and the note on the crate in the last room.
Veronika and The Breakthrough
Veronika from the Bazaar to the observatory complex beyond the dam, then The Breakthrough for Frank, up to the door that starts the epilogue: the last cleanup, the save backup and the point of no return.
This stretch is the 19th and 20th story quests. Veronika takes you back to Old Villedor by fast travel, to the Bazaar and a hideout in the far north of Houndfield, then out past the dam west of Garrison to a GRE complex under the observatory. The Breakthrough starts at the Fish Eye and ends at a door that begins the epilogue: Now or Never and X13 then run back to back with no free roam until the credits. You have every tool, and the whole map is open until you open that door. The section ends with the cleanup before it: what the door locks, Afterparty if your journal shows it, and a save backup outside the game for the second ending. Keep your Inhibitors unspent.
Veronika: the Bazaar and the Courtesan Row Street hideoutHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Houndfield – Out of the church, you report to Frank by radio; see him in the Fish Eye canteen to end Nightrunners, and on the roof afterwards stay and talk with Lawan. Veronika starts then: fast travel to Old Villedor and go into the Bazaar, to the old medical area at the back, where Barney or Sophie (depending on earlier choices) points you to a Renegade hideout on Courtesan Row Street, in the far north of Houndfield. Get in through a first-floor shutter or a window one floor up, clear the Renegades on both floors (a lockpick opens the way), then pick the lock of the white door downstairs: Vincenzo is in the small storeroom behind it, and a radio talk follows.
AfterpartyHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · the Fish Eye – After the talk with Lawan on the Fish Eye roof, check your journal: if Afterparty is there, follow its marker and finish it before Veronika's trip to Old Villedor, and in any case before the door at the end of The Breakthrough. Lawan gives it; the journal shows where it starts.
Why you can lose it
Its deadline is unknown; to be safe, treat it as closing with the epilogue door.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
A side quest from Lawan that opens only on this route: Snipers' Alley finished, the transmitter to Frank, and every line from the warnings in The Shoe and the church.
Memento: Newspaper Article – January 23rd, 2022Collectible
Location
Central Loop · Outlands – Leave the hideout by the boarded window upstairs and fast travel back to the Central Loop. Go west of Garrison to the dam you crossed in Observatory: steer round the minefield in the woods or climb along the dam walls. Cross to the far side from the city and go down beside the water to a small building, where Veronika waits; the newspaper is in that building. It may instead be on a console next to the tunnel entrance into the observatory.
Central Loop · Outlands – Down at the foot of the dam, by Veronika's building: the blueprint is in a room at the bottom of the dam, in its south-west corner.
Veronika: the dam, the observatory complex and the databaseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Outlands – Talk to Veronika in her building, then again by the observatory walls and agree to her plan. Her injection lets you cross the yellow chemicals for a short time: run straight through them to the observatory and climb the wall between its two buildings. Debris and Ashes pops once you are through. Swing across on the rope, grapple the yellow points round the second dome and open the hatch on its roof. Inside, go down to the door at the bottom; with the UV Flashlight active, run through the infected to the gap in a broken door. Climb to the generator and start it, then fetch the cable from the room across the walkway to the panel by the generator, and ride the elevator with Veronika. In Block C, go through the ceiling panels and vents to the green buttons, then carry the cable to the receiving panel. Use the red panel in the Officers' Room, crawl back through the ceiling and vents, and enter the Central Database. A timer starts: climb to the balcony over the entrance, grapple across and take the blocker from the first-aid box in the next room. Then clear two waves of Renegades and follow Veronika's footprints back to the elevator and up its shaft.
Waltz, first duelHidden spoiler – activate to revealBossMinor spoiler
Location
Central Loop · Outlands – At the top of the shaft, a chase begins: run back the way you came without stopping (in the stairwell room, turn right at once and go up) to the hatch. Outside, fight until about half his health is gone. Fire doesn't slow him; block or dodge his normal blows and always dodge the strong ones, the ground sweep he throws from range and the leap that ends in a blast. Scenes then end the quest, and Brush with Death pops.
Central Loop · the Fish Eye – The Breakthrough starts when you wake after Veronika; talk to Lawan and head back to the Fish Eye. Before you go to Frank's room, look in your own sleeping quarters, the safe zone outside the canteen: the tape is in the open drawer of the desk.
After the fight at the meeting, Frank is hurt and you choose what to do. Pick the option to stay and help Frank, not the one to go after the truck. Only helping him keeps the route's endings open; the van chase comes either way, after the cure. Then the run back to the Fish Eye is timed. Back with Frank, a short timed line lets you tell Lawan what you know about the poison: take it.
The Breakthrough: help Frank (Margaret's herbs, Culvert Island)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Garrison – Open the door to Frank's room in the canteen, then after the scenes talk to Juan at the bar and Jack Matt upstairs, and meet Juan outside on the roof above the meeting point. Watch the meeting. When it turns into a fight, jump down and help the Peacekeepers kill the Renegades before the timer runs out, then run to Frank and choose "I can't leave him. (Help Frank)". Juan sends you to Margaret in her hut on Culvert Island, Garrison's eastern tip. She needs 5 aquatic herbs: dive in the water around the island and use Survivor Sense, which only shows them up close; several grow together off the island's south-west corner. Then hurry back to Frank's room at the Fish Eye before the timer ends (get out of the water and run; there is time to spare) and hand them over.
The Breakthrough: Frank's meeting, Margaret's herbs, the van chaseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Fish Eye – After the scene in Frank's room, chase the Renegade van: take the elevator by the Fish Eye up to the rooftops and follow the marker over the roofs, gliding where you can. Stay high, or the tracker's signal drops and the chase can fail; at one point the marker sends you up a building by its winch to pick the signal up again. The van ends in a building's garage. Climb the vehicle parked outside and grapple over to the open window on the upper balcony: inside is the door. Don't open it yet.
Opening the door starts the epilogue: Now or Never and X13 run back to back, with no free roam until the credits. The city opens again after the credits (with enemies scaled to your level), but the epilogue's own areas don't, and to be safe treat these as lost: Journal of a Nightrunner #6 and the Inhibitor in the antenna skyscraper by Metro: Waterside (the building comes down in the finale), the Mantis Blades blueprint from the man by the VNC Tower, and the side quest The Living Dead. Finish Afterparty too if your journal has it, and everything else this guide routes before here. Walking away from the door is allowed: the game warns you before it opens. Then back up the save.
Back up the save before the epilogue doorOther
Location
Central Loop · The van's building – Only when the list above is done, stand at the door without opening it and back up the save outside the game. On PlayStation, upload the save to PS Plus cloud storage from the console's Saved Data settings (on PS4 a USB drive also works), with auto-sync of saved data turned off so the cloud copy isn't overwritten; on PC, copy the save folder (inside Steam's userdata folder) somewhere safe. Xbox works differently: see the note. The game only autosaves, at the start or end of a quest or a quest stage, so the copy holds your last autosave, which may sit a little before the door; anything done after it is undone when you restore, so finish the cleanup before The Breakthrough's last stage. If a backup won't restore, the second X13 ending needs one more New Game+ run after run 2 (a third run), because run 2's own X13 choice is for the third ending. The in-game Backup Save added in an early patch is unconfirmed for this, so don't rely on it.
A copy of the save from outside the game, made at the door. Restoring it after the credits lets you play X13's other choice for the second ending; it also undoes everything after that save.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
The door to the ride to the StrongholdHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · The van's building – With the backup made, open the door in the building where the van went. Confirm the warning: The Breakthrough ends and Now or Never begins.
The last two story quests, back to back: into the Renegade Stronghold, the three tapes in Waltz's quarters, X13 and the final fight, then the final choice twice, the second time from the save backup.
This stretch is the last two story quests, Now or Never and X13, which run straight into each other once you open the door at the end of The Breakthrough: there is no free roam until the credits. You have every tool the story gives (the Paraglider, the Grappling Hook, the UV Flashlight, the GRE key and Detector); keep the Inhibitors you hold unspent. Now or Never takes you into the Renegade Stronghold, where one room has three tapes you can't come back for. X13 ends with a choice that decides the ending. This run takes the left option first, then copies back the save backup you made before the door and plays both quests again for the right option. After those credits the game returns to free roam, which the next section covers.
Now or Never: the escape and the way into the StrongholdHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Renegade Stronghold – Past the door the quest drops you among infected: keep running along the objective through the corridors and up the floors, and take the jump to the hanging rope with care, as stopping or falling gets you swarmed. Downstairs, clear the Renegades, open the elevator shaft and drop in; in the room below, deal with the archers and bottle throwers on the upper level first, then go through the marked door and climb into the van by its passenger door.
In the Stronghold's main hall the Colonel and Matt each give their side, and you must say whom you believe. Pick "I believe the Colonel" (the left option). It avoids a fight, turns the Renegades neutral and sends you to Waltz's quarters, where this run takes three tapes. The choice is final on this save; the other side is for the New Game+ run.
Now or Never: the Colonel's hall (believe the Colonel)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Renegade Stronghold – The van takes you inside the Stronghold's walls; the goal is the big main building. Quietest way: keep to the tall grass going straight, dive into the reservoir around the building and swim off to the right, away from the guard there, then climb onto the lower roof. Take out the archer on it, go right along the wall (three more guards) and down the ladder into the building. Two guards stand in one of the last corridors (vents lead around them); behind them the Pump Section opens onto the hall, where you pick I believe the Colonel. Walking in by the front door also works, but means a big fight.
Memento: The Kill OrderHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · the Renegade Stronghold – After the talk the Colonel sends you to Waltz's quarters nearby. On the way there, go through the two barred yellow doors into the room with the long dining table: the note is on the middle of the table.
Tape: Waltz's Chamber Recording #3Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Back in the hallway, follow the marker on to Waltz's quarters (an elevator ride is part of the way) and through the marked door. Inside, go left past the surgical equipment: the tape lies on the corner of the large white desk at the end.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Tape: Waltz's Chamber Recording #1Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Cross to the far end of the quarters and go through the wooden door: the tape is on the table at the back left of that room. It only shows once you get close to the table.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Tape: Waltz's Chamber Recording #2Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Turn around from that table: the tape is on the counter beside the bed.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Three Tapes can't be picked up once you walk out of Waltz's quarters: Waltz's Chamber Recordings #1, #2 and #3. The quarters stay locked after the credits; joining another player's co-op game while they play Now or Never is the only way back. The quest itself only needs you to examine the operating table here. When you replay this quest from the backup later in this section, take the three tapes again.
The last trader
Outside the Stronghold's entrance, a trader stands near the truck where the Colonel waits. It is the last chance to buy or sell before the end of the story, and the last fight ahead is a long one, so stock up before you talk to the Colonel.
Shoelace MacheteHidden spoiler – activate to revealWeaponMinor spoiler
Location
Central Loop · the Renegade Stronghold – Leave Waltz's quarters (the gates open from the far side) and go out to the Stronghold's entrance: talking to the Colonel by the truck ends Now or Never and hands it over. The backup you restore later takes it back, and the replay gives it again.
X13: the tunnel, X13 and LawanHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · X13 – Leave Waltz's quarters for the Stronghold's entrance and talk to the Colonel by the truck to end Now or Never. X13 opens with a stand-off in western Garrison: talk or fight, as it comes. Then follow the red footprints into the gas cloud and down through the rubble to the marked tunnel door. Beyond the wall, take the road (crawl under the half-raised gates; mind the drop off the broken highway), go up the cliffs on the left at the broken railing, through the cave and on to the elevator button at the back of the tunnel: Going Down pops for reaching X13. Inside, take the second door on the right, clear the room where Renegades and infected fight, then the ambush in the next room after the lights go out (Volatiles join it: Night Hunter), and go back out to Lawan.
The first half of the 22nd and last story quest, from western Garrison to the complex beyond the city walls. It pops Going Down, and Night Hunter if no Volatile kill earned it earlier.
Memento: X13 Medical Chart: WayneHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · X13 – After the talk with Lawan, Volatiles roam the rooms: keep out of their sight (Survivor Sense shows them) and slip through the gap in the door marked B02 Medical. At the far end of the hallway, push through the double doors into the first room, where a flashback plays: the chart is on the bed on the far side.
Memento: X13 Medical Chart: WendyHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · X13 – Back out through the double doors, carry on down the hallway, take the left turn and go straight through the next double doors into a room with beds: the chart is on the bed on the left.
Memento: X13 child's poem addressed to Dr. WaltzHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · X13 – Carry on down the hallway and through the door on the right; more flashbacks play. In the room with the operating table where they leave you, the note is on the counter at the far end.
Waltz, final battleHidden spoiler – activate to revealBossMinor spoiler
Location
Central Loop · X13 – Go on through the doors to the big open area and follow the footprints with Survivor Sense; the Renegades in the next room haven't seen you, so stealth works. Family First pops as the search ends. Beat the two Renegades sent at you and the heavy in the hallway, open the door at its end, then go down the stairs to the fight. Phase 1, on the ring: circle him, jump back from the leaping slam, sidestep the shockwave chains and hit him while he recovers. Phase 2, the steamy floor below: kill the infected first, sidestep his charges out of the haze and keep out of the gas, which drains immunity. Phase 3: follow him across the high platforms on bars and yellow ledges and keep your back to a wall so his blows can't knock you off; a death only restarts the phase. Phase 4 plays differently: leap after him and hit him until he falls.
After the fight, scenes play and then the final choice appears. It is final on this save: once the credits roll the game goes back to free roam, and X13 can't be played again on that save. This run picks the left option first, then copies back the backup made before the epilogue door and plays both quests again for the right one. No backup, or it won't restore? Pick the left option anyway; the right one then needs one more New Game+ run after run 2 (a third run).
Ending A: the first choice at X13Hidden spoiler – activate to revealEndingMinor spoiler
Location
Central Loop · X13 – When the choice appears, pick the left option. Then follow the new objective to the bed and interact with it: that is the last thing you control, and the ending and the credits play. Your World, Your Rules pops for finishing the story.
After the credits, restore the backup over the save. On PlayStation, copy the cloud (or USB) copy back to console storage and overwrite; on PC, paste the saved folder back over the save. On Xbox, follow the note on the Ending C row below. Load it and you are back at your last autosave before the door. Everything after the door is undone on this save, so the replay has to pick up again what it handed out: take the three tapes in Waltz's quarters again before you leave them (the dining-room Mementos too, or later in free roam; X13's notes come anyway at its end). Trophies you have earned stay earned. If the backup won't restore, carry on in free roam from the first ending and make the other choice in one more New Game+ run after run 2 (a third run: run 2's own X13 choice is for the third ending).
Ending C: the other choice at X13, after restoring the backupHidden spoiler – activate to revealEndingMinor spoiler
Location
Central Loop · X13 – From the restored save, open the door and play Now or Never and X13 again as above (believe the Colonel; the tapes). After the fight, pick the right option and pick it again when asked to confirm. A climb against a timer of under two minutes follows: run and jump for the yellow holds; in the silo grab the vertical yellow pipe, jump to the first rocket, the middle ledge, the second rocket and the higher balcony, then the bars sticking out of the wall, and run to the end. A fall only restarts the climb. The ending and the credits play.
The route's second ending, on the save you keep: free roam and New Game+ follow from it.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Free roam after the second ending: both max-stat trophies by the save-backup trick, the post-story Space Cock quest, the Tolga & Fatin quest line and the grind trophies still open.
This stretch starts when the credits of the second ending finish and the game hands you back the city: the save you keep from here on is that one. You have every tool, all 126 Inhibitors (at least 81 of them unspent, if you followed the plan) and both maps open. First comes the backup trick for the two max-stat trophies, before anything else changes on the save; then a hidden quest that only opens after the story, the four Tolga & Fatin quests across both maps, and last the grind and feat trophies, most of which have popped by now. Bloody Ties is the next section and starts in Quarry End; New Game+ comes after it.
Free roam resumes at the Fish EyeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the Fish Eye – When the credits end you are back at the Fish Eye. Now or Never and X13 can't be played again on this save, and the story-only interiors stay shut; another player's co-op game can take you into them, but nothing reaches the prologue.
Both max-stat trophies: back up first, change nothing in between
Fit as a Fiddle (max Health) and Ironheart (max Stamina) each need one stat raised all the way, and 126 Inhibitors aren't enough for both. So: with at least 81 Inhibitors unspent, back up the save outside the game, max Health, restore the backup, then max Stamina. Do the three rows below back to back: anything you pick up or finish between the backup and the restore is undone when you restore. Trophies you earn in between stay earned. If the backup won't restore on your platform, keep the save with Health maxed, put every Inhibitor left into Stamina, and finish Stamina in New Game+ with its 30 extra Inhibitors. That fallback has limits: only one of those 30 spots is known (section 22), the rest have to be found by searching, and it needs every one of the 126 from run 1 too.
Back up the save with at least 81 Inhibitors unspent (both max-stat trophies)Other
Location
Central Loop · the Fish Eye – At the Fish Eye, open the Skills menu: the Health and Stamina upgrades and your unspent Inhibitors are at the bottom. With at least 81 unspent, back the save up outside the game. On PlayStation, upload the save to PS Plus cloud storage from the console's Saved Data settings (on PS4 a USB drive also works), with auto-sync of saved data turned off so the cloud copy isn't overwritten; on PC, copy the save folder (inside Steam's userdata folder) somewhere safe. Xbox works differently: see the note.
A copy of the save from outside the game, holding at least 81 unspent Inhibitors: enough to max either stat once, and to do it again after restoring the copy.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Central Loop · the Fish Eye – On PlayStation and PC, load the game again (on Xbox, stay in the game: see the note on the backup row). In the Skills menu, spend Inhibitors on the Health upgrade until it is full: Fit as a Fiddle pops.
The trophy for raising Health to its maximum. Each Health rank costs 3 Inhibitors, 78 for the whole bar.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Ironheart: restore the backup, max StaminaAchievement
Location
Central Loop · the Fish Eye – Restore the backup over the save. On PlayStation, copy the cloud (or USB) copy back to console storage and overwrite; on PC, paste the saved folder back over the save. On Xbox, follow the note. Load it: the Inhibitors are unspent again. Spend them on the Stamina upgrade until it is full: Ironheart pops, and Fit as a Fiddle stays earned. Keep this save; spend what is left however you like.
The trophy for raising Stamina to its maximum, on the restored save.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Space Cock: Brunek atop the Renegade StrongholdHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Newfound Lost Lands – Fast travel to Metro: South Loop and head west into Newfound Lost Lands to the Renegade Stronghold, the water pumping station from Now or Never. Climb the ladders inside it to the highest level you can reach: a chicken sits in a cage on a table in a room there. Talk to it and the quest starts. Follow the marker into the flooded Newfound Land: in its far south-east, dive down to an unusual car and open its trunk for the part. Swim back and take the part up to the cage.
A free update added four quests in a row: Leap Before You Look, Anomaly, The Machine and Follow the White Rabbit. They cross both maps, from The Wharf to Old Villedor, the dam in the Outlands and Lower Dam Ayre, and the last one needs the Grappling Hook and the Paraglider. No trophy depends on them; they give a six-piece gear set and two Mementos that don't count toward Archivist. Most steps send you on by quest marker, so follow it between the places named below.
Leap Before You Look: "Missing Person" on the Floating Fortress board, Michael on Saint Paul IslandHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Saint Paul Island – Fast travel to The Wharf's PK Floating Fortress and take "Missing Person" from the quest board there; Sarah comes to you and asks you to find Michael. Follow the marker to Saint Paul Island and an anomaly area: look for a generator by some green containers, with a body behind them. Report to Sarah, then follow the trail on into the anomaly.
Tolga and Fatin (first meeting)Hidden spoiler – activate to revealNPCMinor spoiler
Location
Central Loop · Saint Paul Island – Inside the anomaly, infected appear out of thin air: hold out until the portal lets you escape, go through it, and the twins make contact. Leap Before You Look ends with Combat and Parkour XP and some Dynamite.
Bloody Ties starts in the Quarry End pool building
The third beacon of Anomaly sits in the swimming-pool building on a Quarry End rooftop, the same building where Bloody Ties begins. Bloody Ties comes with every current copy, so walking in there starts its first quest, First Blood, and it can't be skipped. Play First Blood through when it starts (it is the first row of the next section), then come back to the beacon and finish this quest line; the rest of Bloody Ties follows after it.
Anomaly: beacons 1-3 in Houndfield, a Forsaken Store and the Quarry End pool buildingHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Quarry End – The twins give you goggles that turn the world grey except for blue beacons. Fast travel to Old Villedor: the first beacon is inside a building on the edge of Houndfield, west of where the quest starts. The second is upstairs in a Forsaken Store to the south-east, with Volatiles inside by day; its portal drops you under water, so swim up. The third is in the swimming-pool building on a rooftop in Quarry End (see the warning above): cross the slowed-down room to its portal.
Anomaly: beacon 4 in the dam observatory dome, beacon 5 in the twins' workshopHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Outlands – Fast travel to the Central Loop and go out west of Garrison to the dam you crossed in Veronika. The fourth beacon needs tight parkour up to a portal in the observatory's dome. The fifth is in Tolga and Fatin's workshop: you are shrunk to a tiny size there and climb the shelves to the portal.
Anomaly: beacon 6 in Lower Dam Ayre, back to the metro to fight MichaelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Lower Dam Ayre – Head east to Lower Dam Ayre for the sixth beacon. Its portal puts you back at the metro station where the quest line began, with far more strength than usual: beat the enemies there, Michael among them.
The Machine: the Quarry End subway portal and the cave, then the beacon trials againHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Quarry End – The twins add a pair of gloves. In a subway area in Quarry End, gather the glowing orbs to steady a portal, go through to a fight in a cave, then on through more portals for machine parts and a blueprint. Then visit each beacon again for harder trials (dark rooms, a twisted church, fights). Where three identical portals open, take the one you hear music or other sound from; the wrong one fails the step.
Follow the White Rabbit: align the anomalies around the Downtown metro and open the riftHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Downtown – Once the machine is done, a scene in the workshop starts Follow the White Rabbit. With Tolga's bracers, move the anomalies around the Downtown metro to the spots Tolga marks, using parkour, the Grappling Hook and the Paraglider, until the rift opens.
A Memento from a free update; since update 1.7.2 notes added after launch don't count toward Archivist. It comes during Follow the White Rabbit, whichever way its choice goes.
At the end of the rift you choose between destroying that world and fighting. Pick the fight. Only that side gives the See You In... Memento. The other side rolls the credits, and what it leaves of the save afterwards is unknown.
Follow the White Rabbit: the rift, the choice and the fightHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · Downtown – Go on through the chain of rifts to the last one, pick the fight when the choice comes and win it.
Memento: See You In...Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Downtown – It comes at the end of Follow the White Rabbit, after the fight; scan with Survivor Sense where the quest ends if it isn't in your Mementos.
A Memento from a free update; since update 1.7.2 notes added after launch don't count toward Archivist. Only the fight side of the last choice gives it.
Central Loop · Downtown – Nothing extra to find: the goggles come in Anomaly, the gloves in The Machine and the bracers in Follow the White Rabbit, and a chest at the very end holds crafting materials and the remaining pieces.
The rest of this section is the trophies that count as you play. Most have popped by now; each row says how to finish it if not. There are no in-game counters for them, so keep going until the trophy pops. The quick ones come first; Ultramarathon is last because it can run while you are away.
Modder: 50 weapon modsAchievement
Location
Central Loop · the Fish Eye – Anywhere, open the inventory and pick a weapon with a mod slot (the dots beside its icon). Open the slot, go to Charms and apply the same charm over and over until the trophy pops.
Can't Touch This!: 20 melee kills without damageAchievement
Location
Central Loop · the Fish Eye – Fight infected with your best melee weapon and look around between kills so nothing catches you from behind; parries and grabs keep them off you. If you are hit, the count starts again.
Central Loop · the Fish Eye – Any unaware enemy will do, and a GRE Quarantine building full of infected offers many in a row, more so with the Blade Takedown skill. The trophy may pop a little after the 50th.
Central Loop · the Fish Eye – With the Smash skill learned, stand on a low roof, a truck or a ledge above unaware enemies and drop onto one. It also works from the Paraglider when you are close to the ground.
Central Loop · the Fish Eye – Spears stand in bodies along the streets (look for corpses lit green), in bandit camps and along barricades, and GRE anomaly sites often have three or four. Pull one out and throw it, at infected for preference, since armoured humans can survive a hit.
Central Loop · the Fish Eye – Use the Pipe Bow from Let's Waltz! or any other bow, or a firearm. Aim at enemies that are standing still or haven't noticed you; one that takes several arrows to the head counts each hit. The Precise Aim skill lets you zoom while aiming a bow.
Central Loop · the Fish Eye – As you travel, a light-blue square on the HUD marks an encounter within about 50 m: people under attack by bandits or infected. Go there and kill the few attackers; the game confirms the rescue, and the survivor may give a small reward. Keep stopping for every one.
Central Loop · Downtown – If it still hasn't popped, climb the high-rises of the Central Loop and jump off their roofs, opening the Paraglider as late as you safely can, then climb again.
Central Loop · Downtown – Parkour XP comes from climbing, jumping and gliding, and from quests and activities, and more of it at night. To finish, go out after dark and keep moving across the rooftops: a chase while you glide between two high points adds XP fast. If it doesn't pop at level 25, buy the remaining Parkour skills.
Central Loop · Downtown – Combat XP comes from fighting and from quests and activities, with more at night. Fight infected after dark until the level fills; if it doesn't pop at level 25, buy the remaining Combat skills.
Who Wants To Be a...: 1,000,000 Old World MoneyAchievement
Location
Central Loop · the Fish Eye – Sell everything you don't use at the traders: Valuables first, then spare clothing and weapons, and buy as little as you can. Note the spots with rich loot such as crystals or military first aid kits: they fill up again after you fast travel or sleep. Break open safes and ATMs and search bodies for cash. Keep going until the trophy pops.
Central Loop · the Fish Eye – By now most of it is done. To finish, stand in a safe zone with UV lights where nothing can reach you and leave the character running in a circle: on a controller, hold the left stick forward and the right stick to one side, for example with rubber bands. Pick a big room or yard, so the run doesn't stop the game, and let it run while you are away. With no counter in the game, keep going until the trophy pops.
The Bloody Ties story DLC after the credits: First Blood and three tryouts in Old Villedor, the Carnage Hall tournament with its side quests and collectibles, the medal hunt, the Challengers Fight and Skullface.
Bloody Ties is the story DLC, and it carries its own 8 trophies outside the Platinum. Every current copy of the game includes it (Standard owners were upgraded for free with the Reloaded Edition in 2024). Its first quest, First Blood, sits in the Journal from the end of the prologue, so it could be played at any point; once fast travel works it is practical, and this guide plays it in one go here, after the credits, with every tool on hand: the Grappling Hook and the Paraglider make the gold medals much easier. It opens at the Baptistry in Quarry End, sends you to three tryouts around Old Villedor, then takes you to Carnage Hall in the van that collects fighters from Saint Paul Island: a walled-off area of its own where the rest is played, with trips back into Villedor for side quests and six fighter cards. Its 36 collectibles count only for Connoisseur, never for the base game's Mementos and Tapes. Several side quests and their notes are treated as lost once the Challengers Fight starts, so this section does all of them first, then backs up the save before that fight for a second mask ending.
First Blood: the Baptistry at Quarry End, the thief chase, the first fight, Skullface's raidQuest stepDLC: Bloody Ties
Location
Old Villedor · Quarry End – Track First Blood in the Journal and fast travel to the Main Terminal Station; the Baptistry is the Quarry End Swimming Pool in the east of the district. (If you went into that pool building for the Anomaly quest's beacon, the DLC's opening has already started there and can't be skipped: carry on with First Blood from wherever it left you.) At the door, try any password the guard offers, then admit you don't know it. A stranger robs you: chase him against the timer with Survivor Sense showing his way (straight on, right, then left across the street) to a boarded window; climb to the roof, take the hatch, turn round in the stairwell into the narrow mould-filled corridor and crawl under the low wall to his door. Kill the infected with him, go back to the Baptistry (the password works now), sign up, take a weapon from the armourer and win the fight while keeping your partner on his feet. A raid follows: hold out against the infected in the dark (Nemesis pops at the raid), talk to your partner and meet him on the roof.
Old Villedor · Quarry End – Inside the Baptistry in First Blood: the tournament bans your own weapons, so you borrow one from him before the first fight.
The story only needs a bronze medal in each of the three tryouts, but gold in all three earns The Madman of Villedor, and a Carnage Hall side quest asks for the same three golds later. A tryout that ends below gold can be played again. After the first two tryouts Ciro may call you to a pumpkin farm for a drink: optional, harmless, and fun if you say yes to every bottle.
Tryout: Like the Wind, bronze for the storyAchievementDLC: Bloody Ties
Location
Old Villedor – After the rooftop talk, follow the marker to the tryout site in Old Villedor (the three tryouts are spread over Trinity, Houndfield and Horseshoe). Sleep until night first: it is a night run through checkpoints. Stay on roofs and vehicles rather than the streets, use the ropes on the way, and if you lose the route, look for the blue marker on the compass. For gold, run clean and use the Grappling Hook and the Paraglider for the last stretch.
Old Villedor – At the infected building the marker leads to, talk to the recruiter and take the shotgun from the shelf (your own weapons aren't allowed). The crystals glow sea-green: one on the couch with the dead dog; four on the top floor (bathroom window sill, a sofa, the shelf by the bathroom, the kitchen counter); four on the ground floor (the room with the exploding infected, the middle of a room's floor, and in the room on the left by the front door and by the fridge); the last on the leather armchair on the floor you reach by climbing a wardrobe. Gold needs a fast run, so learn the order and replay it.
Tryout: Between Two FiresAchievementDLC: Bloody Ties
Location
Old Villedor – At the last tryout site you get a crossbow. Shoot the exploding infected before they reach you; the on-screen markers show where they come from. Keep to the awnings and roofs and hop between them when one is under you, or stand on the tree stump in one corner of the area, where they can't reach you. The tryout ends at the 20th kill.
The Madman of Villedor: gold in the three tryoutsAchievementDLC: Bloody Ties
Location
Old Villedor – Pops as soon as you hold gold in Like the Wind, Treasure Hunt and Between Two Fires. If any ended below gold, go back and replay it; the side quest The Master in Carnage Hall also sends you back to the three tryouts for gold.
Madmen from Villedor: Ogar at the Baptistry, the rooftop final challenge, the vanHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Old Villedor · Quarry End – With the three tryouts passed, wait for Ogar's call and meet him at the Baptistry. The final challenge is on a rooftop in the Central Loop: fast travel across, then climb: the rope onto the red plates, the ladder on the vent, turn round onto more plates and along the flag supports to a bonfire, then the yellow pipe, more plates and a second yellow pipe to the roof. Wait for Ciro; loud music draws infected, so survive on the roof for a few minutes, healing as needed and dealing with the tougher infected first. Then search the square where Ciro fought (Survivor Sense shows his hat), follow the blood trail to a dead masked guard, go through the warehouse off the main square to the pickup point on Saint Paul Island and climb into the van when ready. Enter the Hall pops as you reach Carnage Hall.
Night of TerrorsHidden spoiler – activate to revealAchievementDLC: Bloody TiesMinor spoiler
Location
Old Villedor – Nothing extra to do: it comes with the story. It is expected for surviving the rooftop onslaught in the final challenge; if it hasn't popped by then, it arrives later in the Carnage Hall story, before Ciro's fate is decided.
Fame or Infamy: Severus, the first arena fight, fighter nameHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – From the van, go up the stairs and through the two doors into the main hall. Talk to the fighter on the right, then the one facing the shop stalls; Ogar radios in. Climb to the top of the hall to Severus, the recruiter, and ask about Ciro: it ends in a fight to the death in the arena. Block, keep away from the fire-breathers and don't let your stamina run dry. Afterwards you pick a fighter name; it only changes what people call you.
Safe zone: Aiden's room, Carnage HallAreaDLC: Bloody Ties
Location
Carnage Hall · the opera house – Given by the story: you wake up in it after the first death-match. Where it sits in the opera house, and whether it works as a fast-travel point, is not known; sleep here to change the time of day.
Notes and tapes lie all over Carnage Hall: pick up any you see as you go; the game's Collectibles menu has a Carnage Hall list to check what's missing. When Severus offers a side job alongside the next tournament step, take the side job first. Shows (the tournament events) are started from Severus and from their posters; each one counts for your rank.
Backstory (Rune)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Rune offers it once you have your room. Its objective is to find archive material on Astrid's past in Carnage Hall: four notes, and the quest ends when you have picked up all four.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
The Good Fight (Ruth)Hidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the gardens – Ruth talks to you after your first arena fight. Meet her at her gym in the south of the gardens and fight Ingrid; win the bout (it may also let you lose on purpose, which pleases Ruth just the same). Talk to Ruth, then keep pressing Ingrid until she opens up, and accept or refuse her terms; either is fine.
Prometheus: metro substationHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the metro – First climb the fighters' ranking with Severus's shows (a Spectacle is a staged, multi-part fight; a Rush is a checkpoint run in the dark, so keep your flashlight on) and do his job of tracking down a young thief; whether you make the boy give the money back or not, Severus pays you. After two shows he sends you to the metro. Go down into the station and through the lift shaft into the tunnels. Start each of the four generators in turn and drag its cable to the next, over the blue pipe, the platforms and the pipes along the fences (a wall run gets you to the third; before the fourth, lockpick a door). Then sprint back to the lift shaft without fighting, drop in from its right-hand edge, switch on the last station and report to Severus.
Three to Tango (Severus, Yoska)Hidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the courtyard arena – After three shows Severus points you to the small arena in the courtyard. Pay Yoska 500 to fight: three opponents while you are drunk and the screen swims; dodge, charge and slam, take one at a time and back off to heal. A rematch against the brothers (long weapons, and Boba) is optional. When the guard comes, choose whether to pay the brothers' way out; either is fine.
Carnage Hall · the metro – Severus tells you about it. Bring 500 Old World Money down to the metro and take Janus's challenge against his "hellmonkeys"; when he tries not to pay, they break loose: kill them, then confront Janus.
Supplies: 3 Bolters with Shen Xiu, nightHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall – Severus offers it; it runs at night, so sleep in your room first. Meet Shen Xiu, find the nests of three Bolters and bring them down with the Sedating Knives she provides, then go back to her. Where the nests are is not known: follow the quest markers.
In the dungeon, the next part of Fame or Infamy, you find prisoners in cages. Pick every cage open before you leave the dungeon: freed prisoners fight on your side in the last battle of the DLC, and the cages can't be reached again once you head for the arena.
Fame or Infamy: the gardens, the chapel, the dungeon, Skullface, Ciro freedHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the gardens and the dungeon – After Prometheus, answer Severus's question about Ciro with what you told him at your first talk. The dungeon door is guarded, so play another show; then Ogar asks to meet in the garden. Sneak through the guarded gardens without the flashlight: into the tall grass on the right and straight on, past the gates on the left still in the grass, into the garden and the first alley on the right, straight on; at the locked gate go right, then left, onto the path to the chapel. Keep right, climb the crates and ledges to the roof, go round it and in through a window, squeeze between the planks and open the floor hatch. Slip past the infected in the storeroom below, up the stairs at the far end, across the tops of the columns into the prison: Roy is in a cage a little further on (lockpick it). From there, head out to the arena without dawdling; the fight with Skullface ends in a loss whatever you do, and Ciro is let go afterwards.
Roy and the prisoners freedHidden spoiler – activate to revealNPCMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the dungeon – In the prison, before you head out to the arena: talk to Roy after picking his lock, then lockpick the other cages, two in Roy's section and two back in the part you came through.
Why you can lose it
The cages can only be opened while you pass through the dungeon in Fame or Infamy.
Point of no return
Leaving the Carnage Hall dungeon for the arena in Fame or Infamy
Road to Perdition: Ciro in the bar, rankingHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – After the talk with Astrid, go to the main hall with the traders; as you come back out, turn right and Severus calls out to say Ciro is in the bar. Talk to Ciro there (he now goes by "Cain"), then go back to Severus and win shows for a few more ranking points. Leave the quest's last step, the Challengers Fight with Severus, for later: several side quests close once it starts.
While you climb the ranking, Ogar asks you to meet him in the metro. The meeting is marked optional, but go: it is the only way to open The Only Hope, which holds one of Connoisseur's tapes and makes the last fight easier. Skip it and talk to Severus for the Challengers Fight, and both are gone.
Meet Ogar in the metroHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the metro – When Ogar calls, follow the marker down into the metro under Carnage Hall, to the same tunnels as Prometheus, and hear him out about his old armour and weapon.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Four jobs in Road to Perdition send you back into Villedor: The Only Hope (a home in Old Villedor), The Gilded Cage (a dark zone, best at night), Portrait of a Hangover (six fighter cards in both maps) and Cain (two buildings, one of them entered at night). Do the Carnage Hall part of each first, then take the vehicle at the north edge of Carnage Hall once and do the Villedor parts together, using fast travel between the two maps. The rows below give each job whole, in order: read all four before you leave if you want the single trip.
The Only Hope: Ogar's armour, Yuan, Stamma's basementHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the metro – Ogar gives it at the meeting in the metro during Road to Perdition (the row above; go to him when he calls). Follow the marker, squeeze between the cardboard sheets, take the low passage on the right and push aside the next sheet into Ogar's old room. Examine the armour, the poster and the tiger-skin rug, scan the cabinet with Survivor Sense and move it; the room's new owner attacks: beat him, answer honestly, and find the cache empty. Ask Yuan about the armour, then take the vehicle at the north edge of Carnage Hall back to Old Villedor and go to Stamma's home. Down in the basement, the first door on the left holds the stash; reach for the armour and Stamma attacks: take about half his health and he stops to talk. Then meet Ogar in the metro again.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
The Fights #2 — Ogar vs. StammaCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Houndfield – In Stamma's basement during The Only Hope, in the stash room behind the first door on the left at the bottom of the stairs, among the things you can examine there.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
The Gilded Cage: Skullface's room, safe, the dark zoneHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – When music plays in your room, Astrid wants a second meeting: go past the prison door (where Ciro was held) and up the stairs to her office. Go down a floor into the room with the guard, wait for him to pass on his round, then lockpick the door. Inside, examine the writing on the wall, the mannequin and the poster; hide in the bathroom while a guard looks in, then open the safe there: its code comes from the number on the poster and the place written on the wall. Out of the room, turn left at the gate, cross the ring, slip behind the shelf on the left and climb the vent by the mattress (a cable runs into it) up to a safe zone. Then take the vehicle at the north edge of Carnage Hall to Villedor and enter the marked dark zone at night: up the vent and the stairs, past the infected quietly, across the broken stairwell and down a level to the door with the yellow marker. In the torture room, examine the body with the syringes, the body on the table and the note left of the entrance, then kill the turned prisoner (knock him down and stomp him). Call Astrid and hand the formula to her guard back at Carnage Hall.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
In Portrait of a Hangover, the artist Adisa confesses he lost the champions' portraits. Agree to help him; don't report him to Severus. Helping is what puts the six fighter cards out in Villedor and hands you his note at the end; reporting him is treated as losing them for Connoisseur.
Portrait of a Hangover: help AdisaHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Severus asks you, while you climb the ranking, to bring the one remaining portrait to the artist. Adisa lies at the top of the main hall, by the railing. Talk to him and agree to help. His map is in the Collectibles menu: in the first tab, scroll right to the bottom and open it to see where the portraits are. Recover the six fighter cards in Villedor, then go back to Adisa.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Fighter Card: AidenCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – Yours as Portrait of a Hangover starts.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Fighter Card: KaijuCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Quarry End – South-west Quarry End, in the glass-roofed house from the side quest The Rose Garden: fast travel to the Main Terminal Station or sleep at the 'Oak' windmill and go in at ground level.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Fighter Card: OgarCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Trinity – North of Quarry End, where Trinity meets the middle of Houndfield's east side: a penthouse on a rooftop. It is in the big lounge, on a computer desk.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Fighter Card: SkullfaceCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · New Dawn Park – Fast travel to the Fish Eye in New Dawn Park: the card is on a table in the canteen, to the right of where Harper, the Chapters agent, stands.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Fighter Card: AnubisCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · Garrison – South from the Fish Eye into east Garrison, by the 'Juniper' windmill. Two cards are here, and the two spots are a top-floor office and an open yard full of GRE containers; Adisa's map shows which card is where. This is one of them.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Fighter Card: Night CrowCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · Garrison – The other of the two east-Garrison spots: whichever of the rooftop office and the GRE container yard you haven't searched yet.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Fighter Card: Snake EyesCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · the dam – Fast travel to Metro: VNC Tower in west Garrison and head west out of the city to the dam: the card is low on the dam wall, by the water.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
Portrait of a Hangover noteHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Back in Carnage Hall with all six cards, return to Adisa at the top of the main hall: finishing the quest hands it over.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Cain: Ciro's trail to the inhibitor cachesHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Old Villedor – After a few arena fights Tobias hands you a map of caches. In Villedor, the first mark is an apartment: kill the enemies in the way and check the chest. The trail then leads to a building by the river, with a windmill to its west where you can sleep: go in at night, or the Volatiles are inside. Follow the trail with Survivor Sense, drop down, open the vent hatch, kill the two infected below and check the cache, which is empty.
The Master: Suppade and his studentsHidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall – Suppade offers it in Carnage Hall; what makes him appear is not known. He asks for gold in Like the Wind, Treasure Hunt and Between Two Fires, so go back to Old Villedor for any tryout you haven't won with gold yet, then return to him and beat him and three of his students together. Talk to him afterwards.
Carnage Hall · the opera house – Inside the opera house, up a flight of stairs: at the top, go round the chandelier to it. The game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A note to the stage director.
#137 The Minotaur and the Infected PrincessCollectibleDLC: Bloody Ties
Location
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A second note to the stage director.
#154 Guard Report 12/09/2035CollectibleDLC: Bloody Ties
Location
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#158 Guard Report 20/10/2036CollectibleDLC: Bloody Ties
Location
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#159 Carnage Hall Is Hiring!CollectibleDLC: Bloody Ties
Location
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#161 Viral Hunters WantedCollectibleDLC: Bloody Ties
Location
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
Carnage Hall · the opera house – Inside the opera house, the main Carnage Hall building: no closer spot is known than the opera house, the main building. Search its rooms one by one; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#138 Thank You and FarewellCollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A third note to the stage director.
#148 Hospital Patient CardCollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#151 Kings of the ArenaCollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#155 Guard Report 23/09/2036CollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#156 Guard Report 25/09/2036CollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#157 Guard Report 10/2036CollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
#160 Demolisher Hunters NeededCollectibleDLC: Bloody Ties
Location
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A recording of an old arena fight.
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A recording of an old arena fight.
Carnage Hall – Somewhere in Carnage Hall, inside or around the opera house: no closer spot is known. Sweep the halls, the backstage rooms and the grounds; the game's Collectibles menu has a Carnage Hall list that shows which notes and tapes you still lack.
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. It lies loose in Carnage Hall, so it needs no quest. A recording of an old arena fight.
True Champion: gold in the 12 graded shows, every Spectacle finishedAchievementDLC: Bloody Ties
Location
Carnage Hall · the opera house – Shows are started from Severus and replayed from their posters. Gold is needed in every graded show: the combat shows Trouble in Harran, Riot in the Castle, Bedlam in Babel and Forge of Mayhem; the parkour shows Run Boy Run, Man in Tights, Running Up That Tower and God of Speed; and the freak fights Abandon All Hope, Prim-Ate, Phantom of the Opera and Brawl in the Bog. The Spectacles have no medal, but finish every one of them as well, to be safe, so that the wall of show posters is full. Max Health and Stamina, the upgraded Grappling Hook and Paraglider help a lot; Bedlam in Babel needs the Grappling Hook. Finish the medal hunt here: whether every show can still be started after the Challengers Fight is not certain.
Starting the Challengers Fight is treated as the end of everything optional in Carnage Hall; to be safe, treat these as lost after it: Backstory and its four notes, The Gilded Cage and its three notes, Portrait of a Hangover (Aiden's card, the six fighter cards and Adisa's note), the metro meeting with Ogar and The Only Hope with The Fights #2 tape. Finish the other side quests too (The Good Fight, Three to Tango, Freakshow, Supplies, Cain, The Master), the Carnage Hall notes, the three loose tapes (The Fights #1, #3 and #4: one of them is reported to go missing later) and the medal hunt. Then back up the save.
Back up the save before the Challengers Fight (for the other mask ending)OtherDLC: Bloody Ties
Location
Carnage Hall · the opera house – With everything above done, and before you talk to Severus, back up the save outside the game. On PlayStation, upload the save to PS Plus cloud storage from the console's Saved Data settings (on PS4 a USB drive also works), with auto-sync of saved data turned off so the cloud copy isn't overwritten; on PC, copy the save folder (inside Steam's userdata folder) somewhere safe. Xbox works differently: see the note. The game only autosaves, at the start or end of a quest or a quest stage, so the copy holds your last autosave. If a backup won't restore, Bloody Ties is reported to start over in New Game+, where the other choice could be made; this guide doesn't route that replay. The in-game Backup Save added in an early patch is unconfirmed for this, so don't rely on it.
A copy of the save from outside the game. Restoring it after the DLC's end lets you decide Ciro's fate the other way and see another mask ending.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Partway through the Challengers Fight you learn who your opponent is and must decide his fate. On this save, spare him: stop attacking and let him win, then spare him when you are asked again. He then fights beside you in the last battle, and My Friend, Ciro pops for either choice. Killing him is the other path, played only from the backup you just made.
Challengers Fight and Ciro's fate (spare on the main run)Hidden spoiler – activate to revealQuest stepDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the arena – Talk to Severus to enter the Challengers Fight. Your opponent strikes in strings of three: step back out of them, then hit back. Once most of his health is gone a scene plays and the choice comes: don't kill him; put the weapon away and let him hit you until you go down, then choose to spare him and leave the tournament. My Friend, Ciro pops. You come round in the metro tunnels with Ogar; the finale can wait until you are ready.
SkullfaceHidden spoiler – activate to revealBossDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the arena – Go back into Carnage Hall when ready: the guards throw you into the arena. Kill the tournament's fighters first (the prisoners you freed fight with you); grab the spears by the pillars and throw the gas cylinders. If you did The Gilded Cage, Astrid offers you the camouflage: take it. Skullface moves fast: dodge sideways from his electric shots and the fire from his gloves, hide behind cover from the long-range fire, and when he tires and stands still, hit him with Molotovs and grenades. Between his two phases a Demolisher joins (a spared Ciro deals with it); in the second phase back away from the poison. Skullcrusher pops when he falls.
Mask ending: wear the maskHidden spoiler – activate to revealEndingDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the arena – After the fight you are offered Skullface's mask: choose to wear it. The DLC's story ends; one more tape arrives the next day, Confession of the truth, which Connoisseur doesn't need.
Optional. After the credits, restore the backup from before the Challengers Fight over the save. On PlayStation, copy the cloud (or USB) copy back to console storage and overwrite; on PC, paste the saved folder back over the save. On Xbox, follow the note on the row below. Everything after that save is undone (the DLC's end and its rewards come again); trophies you have earned stay earned. If the backup won't restore, keep this save as it is: Bloody Ties is reported to start over in New Game+, but this guide doesn't route that replay. A third ending, handing the mask to Ciro, is only offered when he was spared: restore the same backup once more, spare him again and give him the mask.
Mask ending: the other choice, after restoring the backupHidden spoiler – activate to revealEndingDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the arena – From the restored save, talk to Severus and play the Challengers Fight again, but this time take his health down and pick the option to kill him. You stay in the tournament: go back into Carnage Hall through the gardens and the guards take you to the arena. Fight Skullface as above (the Demolisher is yours to kill this time), and when the mask is offered, throw it away.
The second Bloody Ties ending: Ciro's fate decided the other way, then the mask thrown away.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Carnage Manica and its three modsWeaponDLC: Bloody Ties
Location
Carnage Hall · the arena – Handed over when The Show Must Go On ends, whichever mask ending you pick; after a restore it comes again with the second ending. It can also be bought as a blueprint from the Carnage Hall trader.
Carnage Hall · the arena – Handed over with the Carnage Manica when The Show Must Go On ends. If you restore the backup for the other mask ending, the restore takes it back; whether that ending gives it again is not known.
Carnage Hall – Suppade hands it over with Suppade's Skull when The Master ends; The Show Must Go On gives one too when you wear the mask. One of the two has put it in your inventory by now.
Run 2 begins: New Game+ on the finished save, the early story again as one stretch, then the Peacekeeper side of Old Villedor: the Water Tower to the Peacekeepers, Into the Dark, and the side quests that side opens.
Run 2 is New Game+ on the save you kept at the end of run 1, played on the other path for the third ending. It is a lean run: everything you collected stays collected and every trophy you earned stays earned, so the story quests you already know are grouped into a few rows, and the rows here are the choices that go the other way plus the quests only this path has. In Old Villedor that means giving the Horseshoe Water Tower to the Peacekeepers, which swaps Revolution for Into the Dark, and the Peacekeeper side quests the tower opens. You keep your level, skills, gear and, on the current patch, the Paraglider, Grappling Hook and other Nightrunner tools for free roam. Whether windmills, metro stations and safe zones stay switched on in New Game+ is not known, so every route below starts from a place the replayed story gives you again: the Bazaar, Cillian's Hideout, Jack & Joe's Camp, the Main Terminal Station. New Game+ also hides 30 extra Inhibitors; only one spot is known, listed below, and the other 29 have no documented location. If the backup trick for the two max-stat trophies failed in run 1, these are the fallback. If the epilogue backup in run 1 wouldn't restore, this run still plays its own ending; the other choice at X13 then needs a third run.
Before you start New Game+
Finish the free-roam cleanup and Bloody Ties from the last two sections first: New Game+ resets every side quest, Bloody Ties' progress is reported to reset too, and the run-1 world you leave behind is converted, not kept beside the new run. Trophies, collectibles and the Inhibitors you have used carry over. Copy the save outside the game first if you want to keep the finished run-1 world (the method is on the next row). If you skip the copy or it won't restore, nothing the guide needs is lost: run 2 is played on the converted save either way.
Back up the finished run-1 save, then start New Game+ on it (Play → Campaign → hover save)OtherNG+1
Location
Old Villedor · Houndfield – First, if you want to keep the finished run-1 world, back the save up outside the game. On PlayStation, upload the save to PS Plus cloud storage from the console's Saved Data settings (on PS4 a USB drive also works), with auto-sync of saved data turned off so the cloud copy isn't overwritten; on PC, copy the save folder (inside Steam's userdata folder) somewhere safe. Xbox works differently: see the note. Then, from the main menu, go to Play, then Campaign, hover the save that finished the story and pick New Game+ (it appears only once the story is complete). The run starts with Getting Stronger in Houndfield; the prologue is not played again. Expect tougher enemies that scale to your level, with Volatiles and Banshees out at night.
Run 2 starts here: New Game+ turns the finished save into a new run that begins after the prologue, with harder, level-scaled enemies.
Xbox One, Xbox Series X|S
Xbox has no manual copy: force a cloud save instead. Go offline, move around in the game for a few seconds, go back online and check that the save has uploaded. From then until you restore, don't quit the game (quitting can overwrite the cloud copy), and stay online, since achievements don't unlock offline. To restore, delete the game's saved data from the console under Manage Game, Saved Data (repeat until it is gone) and start the game again: it downloads the cloud copy.
Replay quests 2–7: Getting Stronger to The RaidHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old Villedor · Horseshoe – Play the six quests as in run 1: Getting Stronger, then Markers of Plague, The Only Way Out and Unruly Brother, then The Arrival and The Raid. The Only Way Out moves on with a radio call that comes after The Spark of Invention and Cheers! (or after a long wait), so do those two side quests again. The Tango Motel door in The Raid can go either way: its fight and weapon were taken in run 1. The Raid ends with Jack & Joe's Camp back in friendly hands and Water Tower in your journal.
NG+ Inhibitor: Horseshoe highway behind Jack and Joe's campUpgradeNG+1
Location
Old Villedor · Horseshoe – From Jack & Joe's Camp in north-east Horseshoe, go out to the open stretch of highway right behind it. The chest sits inside a ring of landmines, guarded by a Demolisher and a Goon: deal with both, then step between the mines to reach it. After opening it, get to safety and let the game save before you risk a death.
In the tower's top room, this run fights the pair: answer "I won't help you" (or attack). Their side quest Moonshine was done in run 1, so nothing is lost, and the fight is the one part of this quest that run 1 skipped.
Jack and JoeHidden spoiler – activate to revealBossNG+1Minor spoiler
Location
Old Villedor · Horseshoe – From Jack & Joe's Camp, go south to the Horseshoe Water Tower and climb it as in run 1 (lockpick the door, take the three explosives on the way up, jump to the hanging cage). In the top room refuse to help them, and both attack you together: beat them both.
Turning the valve asks which faction gets the tower. Pick the Peacekeepers this time: it makes the next main quest Into the Dark and opens the Peacekeeper side quests in Trinity and Horseshoe. The tower's prompt is part of its story quest, so it should come again in New Game+; if it doesn't and the tower stays with the Survivors, Revolution plays again and the Peacekeeper rows below can't be done on this save. Boot Licker was earned in run 1, so splitting factions now costs nothing.
Water Tower again: fight Jack and Joe, tower to the PeacekeepersHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old Villedor · Horseshoe – With the pair beaten, turn the yellow valve in the top room and choose the Peacekeepers. Then search Barney's hideout in the Tango Motel as in run 1 (in by the upper door, the board at the back of the room, Survivor Sense for the evidence) and fight Barney until he is down to about a third. On this side the report goes to Aitor, at Quarry End's Main Terminal Station, not to Sophie at the Bazaar.
Into the Dark (Peacekeeper side): the metro tunnel, the iron door, BarneyHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old Villedor · Quarry End – At the Main Terminal Station, go down to the lowest floor, where the guard at the gate lets you into the tunnel, and go along it with your companion; when chemicals spill, bring inhalers or blue mushrooms for the fumes. Climb the yellow ledges by the vertical pipes to the switchboard, then go to the very bottom, open the GRE-key door and switch on the backup power, and run back up past the fast fan. In the big station hall an iron door closes between you: survive the waves of infected (spitters first; stay on the train roof to keep away from the Goliath), go to the barrier when Anderson radios, set the explosive she hands you on the door, run through the fire to the ladder and heal before you climb. Barney and his men attack at the top; parry, answer with a few quick blows and back off. If the Red Rat Run mural is still missing from run 1, the tunnel passes it: take it now.
Old Villedor – In the building where Barney's men confront you after the ladder: once the fight is over, the crate stands against a wall of that same room, on the upper floor. Take it before you leave the building.
Outside, a radio call asks for help with someone stuck in a tunnel lift. Helping means an extra fight on a square; refusing goes straight on to the hideout. Either way the quest ends the same.
Into the Dark: help Anderson at the tunnel liftHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old Villedor – Answer "I'll help you" and follow the marker to the square with the lift. Clear every enemy first, two Goliaths among them (the gas barrels on both sides of the lift blow up with a Molotov), since the generators can't be used while enemies remain. Start the generator beside the lift by its cable, the one behind the high fence by the metal scaffolding, and the third by the lift; more infected come with each. Then start the lift.
At the hideout an attack interrupts the talk and a timed choice appears. This run picks the option not to help: Snipers' Alley then never starts, which this path's later choices rely on. Let's Waltz! follows at once, and its own first step takes you to the sniper instead.
Old Villedor · Quarry End – From the lift square (or straight from the ladder building), follow the marker to Hakon's hideout on a rooftop in Quarry End. When the timed choice appears, don't help him. Into the Dark ends and Let's Waltz! starts.
With the Horseshoe Water Tower on the Peacekeeper side, three side quests open in Trinity and Horseshoe that run 1 could never see. Let's Waltz! leaves Old Villedor on a one-way road, so do them first; the two near the windmills need that windmill switched on, so climb it again if New Game+ has reset it. The Houndfield Peacekeeper quests wait for the Houndfield Electrical Station, which opens only after A Place to Call Home.
A Good Samaritan: container south of AlderQuest stepNG+1
Location
Old Villedor · Trinity – From the Bazaar, go to the container south of the 'Alder' Windmill (a Goon waits outside it) and knock on its door to start the quest. It leads through a dark hollow to Wash. Drinking the water you are offered earns the statuette; the quest ends in a fight with Bazaarians.
The Pilot: Bajnok, Smokehouse (Maple)Quest stepNG+1
Location
Old Villedor · Horseshoe – From the Horseshoe Water Tower, go to the 'Maple' Windmill nearby in central-south Horseshoe and make sure it is on. The quest giver, Bajnok, is at the Smokehouse the Peacekeepers set up in south-east Horseshoe.
Old Villedor · Horseshoe – From Jack & Joe's Camp, go to the 'Willow' Windmill in north-west Horseshoe and make sure it is on. With the tower and that windmill done, Declan offers the challenge somewhere in Horseshoe: look for his quest marker.
The rest of run 2: the early Central Loop quests again, then the Peacekeeper path from Welcome On Board to X13, its own quests and choices, the optional Peacekeeper rewards, and the run's ending.
This stretch takes run 2 from Let's Waltz! to the credits. The quests from Let's Waltz! to Observatory are the same as in run 1 and sit in one row. From Welcome On Board on, this run stays with Jack Matt: The Lost Light, Broadcast's transmitter to him, Empire, No Mercy and Assassination are quests run 1 never saw, and Now or Never goes the other way. Each choice that differs from run 1 has a warning at the spot. The Peacekeeper side quests and the PK Crossbow are optional and depend on New Game+ letting you give the free-roam facilities to the Peacekeepers, which is not confirmed. Routes start from the story hubs the replay gives back (the Fish Eye, the Floating Fortress, the VNC Tower), since it is not known whether windmills, metro stations and safe zones carry over. Nothing here can be missed for the tracker: every collectible on this path was taken in run 1.
Replay quests 10–13: Let's Waltz! to ObservatoryHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · Downtown – Let's Waltz! starts in Quarry End with locating the sniper and climbing to them yourself, the climb run 1 made in Snipers' Alley: follow the marker. Then play on as in run 1: the sealed road tunnel, the car factory and the metro up to Downtown Court; A Place to Call Home with the Downtown Electrical Station and the Fish Eye; Orders; Observatory. At the Downtown station's faction prompt, give it to the Peacekeepers if the game asks: it opens The Hunter and counts toward the PK Crossbow. When A Place to Call Home ends, the talk with Jack Matt can go either way.
At the end of Welcome On Board, Juan's last timed question on the Floating Fortress decides the next main quest. This run picks "I'll stick with Matt": it leads to The Lost Light, and Broadcast then offers the transmitter to Frank or to Jack Matt. The other answer's quest and its crate were done in run 1.
Welcome On Board: stay with Jack MattHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · the PK Floating Fortress – From the dam where Observatory ends, play Welcome On Board as in run 1: through the port gate onto the Floating Fortress (Bart, Meyer and Jack Matt), Juan at the Fish Eye, the art collector's flat high in Downtown and its clues. Back on the Fortress, answer Juan's last question with "I'll stick with Matt".
The Lost Light: Demolishers, Demoulin, Tobias, UV containersHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · Muddy Grounds – From the Floating Fortress, go to the square marked in Muddy Grounds and pick off the infected and the spitters in the buildings first. Knock on the metal barrier at the blocked door; a Demolisher breaks in and has to be beaten. Inside, talk to Harry, then Demoulin upstairs. At the Supplier unit's spot, clear the Renegades and check the body, then follow the blood trail with Survivor Sense: jump the ramp to a balcony, then the vent and the balcony above, and take the rope to a narrow ledge and the roof with the second body. Fight past the Renegades to the watchtower (rope) and talk to Tobias; bandaging Sebastian or not changes nothing. Take the rope to the skyscraper, go up through the elevator shaft (or out of the window by the elevator and up the outside structures to the roof) and open the chest in the green container. A second Demolisher waits on the roof; after it, open the chest in the second container and go back to Juan on the Floating Fortress. The radio talk with Jack Matt there can go any way.
Demolishers at the square and on the roofHidden spoiler – activate to revealBossNG+1Minor spoiler
Location
Central Loop · Muddy Grounds – The first breaks in at the square after you knock, the second waits on the skyscraper roof after the first container. Keep your distance and let them charge into an obstacle: a charge leaves them stunned for a few hits. Red gas cylinders lie by the car at the square, in the buildings around it and on the left of the roof: set one alight and throw it for heavy damage.
On the VNC Tower's roof you decide who gets the transmitter. This run gives it to Jack Matt (on offer only because you stayed with him): it opens Empire and Assassination. Leon's letter earlier in the tower can go either way; its side quests were done in run 1.
Broadcast: transmitter to Jack Matt (Garrison station prompt again)Hidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · the VNC Tower – From the Floating Fortress, wait for Jack Matt's call (around dusk) and meet in the Fish Eye canteen. If the Garrison Electrical Station is off, restore it as in run 1 and give it to the Peacekeepers if the game asks (it counts toward the PK Crossbow). Then climb the VNC Tower as in run 1, from the lobby through the 8th-floor camp and the grapple climb to the roof and the antenna, and give the transmitter to Jack Matt.
The Shoe againHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · Garrison – From the VNC Tower, play The Shoe as in run 1: Lawan's flat 216 in Garrison (lockpick, the generator for the UV light, the room under the table, the shoe box under the bed), then the rooftop in Downtown to wait for her. On this path the dialogue lines don't matter.
Empire: antenna skyscraper, cannons, second antennaHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · The Wharf – From the Downtown rooftop, go to Jack Matt at PK HQ in The Wharf. Climb the military-antenna skyscraper as in run 1 (the winch on its north side, the outside platforms and bars, the Grappling Hook, the elevator shaft inside, the hideout at the top), then the antenna itself on its rotating posts and wire, and set the frequency. On the clock, run to a Renegade cannon and put out its fuse. Switch on the generator for the street elevator up to the second antenna, set it, then reach two more cannons on the clock along the wires and with the hook between roofs. Report to Jack Matt in his room on the Floating Fortress.
As you leave the hideout in Veronika, Jack Matt radios with a request. Accept it: it starts the side quest No Mercy, and this path's ending depends on it.
Veronika again: accept Jack Matt's radio requestHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old Villedor · Houndfield – From the Floating Fortress, fast travel to Old Villedor (if fast travel isn't open yet in this run, restore the nearest metro station as in run 1) and go to the Bazaar, where you are pointed to the Renegade hideout on Courtesan Row Street in far-north Houndfield. Get in through a first-floor shutter or an upper window, clear the Renegades, pick the locks to Vincenzo and talk. On the way out Jack Matt radios: accept.
The Houndfield Electrical Station (if the game asks)
While you are in Houndfield: if New Game+ lets you assign the Houndfield Electrical Station again, restore it as in run 1 and give it to the Peacekeepers. That opens the two quests below and, with the Water Tower, Downtown and Garrison stations, makes four Peacekeeper facilities for the PK Crossbow. If the game doesn't offer the choice, those two quests and the crossbow can't be had on this save.
Make Way for the Blastaway!: RonQuest stepNG+1
Location
Old Villedor · Houndfield – From the Courtesan Row Street hideout, go to the 'Cherry' Windmill in Houndfield and switch it on if it is off. Ron gives the quest at the Peacekeepers' Rooftop Outpost in the district. Whether New Game+ lets you assign the free-roam facilities again is not confirmed: if the game never offers the choice, this row can't be done on this save.
Wounded in Action Challenge: GerhardtQuest stepNG+1
Location
Old Villedor · Houndfield – From the 'Cherry' Windmill, go to the 'Birch' Windmill in Houndfield and switch it on if it is off. Gerhardt gives the challenge at the Peacekeepers' Uniform Workshop in the district. Whether New Game+ lets you assign the free-roam facilities again is not confirmed: if the game never offers the choice, this row can't be done on this save.
Old Villedor · Houndfield – It comes with the fourth facility you give the Peacekeepers on this save. On this route that is the Houndfield Electrical Station, after the Horseshoe Water Tower, the Downtown station in A Place to Call Home and the Garrison station in Broadcast; any other facility given to them counts the same. Whether New Game+ lets you assign the free-roam facilities again is not confirmed: if the game never offers the choice, this row can't be done on this save.
A unique crossbow that scales with your level and never breaks, with blueprints for six kinds of bolt: the Peacekeepers' reward for the fourth facility they get. Run 1 gave every facility to the Survivors, so you don't have it yet.
No Mercy's last stop is the Church of Saint John of God, and after the second duel there your way out is blocked and a timed choice appears. This run takes the threatening line ("Come any closer…"); if you talk instead and someone else arrives, answer "Do what you need to do." These are the opposite of run 1's lines and set up this run's ending. With Snipers' Alley skipped on this run, the outcome should be the same whichever line you pick.
No Mercy: the Garrison outpost and the Church of Saint John of GodHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · Lower Dam Ayre – It is a night quest: wait for dark, or sleep in a bed to skip to it. Fast travel back to the Central Loop (or travel by the story's own route if the metro isn't open yet) and go to the Renegade outpost on a rooftop south-west of the 'Juniper' Windmill in west Garrison. Go in, down the stairs and through the door into the large room; a talk follows there (either answer), then a radio call. The Church of Saint John of God is next: north-east Lower Dam Ayre, just west of the 'Spruce' Windmill; climb in from the ground level. In the main hall you are confronted and Renegades attack in waves: footmen, spearmen and an officer on the floor, archers on the floor above. Two duels follow; between them, search the upper floor hung with Renegade flags. Make the choice from the warning when the exit is blocked, then report to Jack Matt in his quarters on the Floating Fortress.
Central Loop · Downtown – Needs the Downtown Electrical Station on the Peacekeeper side (A Place to Call Home). From the Floating Fortress, where No Mercy ends, go to the 'Walnut' Windmill in Downtown and switch it on if it is off; Earl gives the quest at the Peacekeepers' Rooftop Outpost in Downtown.
Central Loop · Muddy Grounds – From Downtown, head to Muddy Grounds. Missy needs the Wharf Water Tower there on the Peacekeeper side: restore it as in run 1 and pick them, if the game asks. Then switch on the 'Elm' Windmill in Muddy Grounds if it is off; Boon gives the quest at the Peacekeepers' Uniform Workshop there. Whether New Game+ lets you assign the free-roam facilities again is not confirmed: if the game never offers the choice, this row can't be done on this save.
Like The Breakthrough in run 1, Assassination ends at a door that starts Now or Never and X13 back to back, with no free roam until the credits. Nothing on this run is lost behind it, but do the optional rows you want first: the New Game+ crate in Horseshoe, the Peacekeeper side quests and the PK Crossbow. After the credits the game returns to free roam.
Assassination: PK HQ, the Fish Eye and the epilogue doorHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · the Fish Eye – Pick Veronika up where you left it and finish it as in run 1: the dam west of Garrison, the observatory complex beyond it and the fight at its end. Assassination follows: talk to Jack Matt at PK HQ, then go to the Fish Eye and on to Lawan's room and talk (the lines don't matter). Then find the car: at the marked building, climb the wall and its ladders (or the makeshift ladder beside them) to the open window. At the top, a door warns that opening it starts the epilogue: open it when you are ready.
In the Stronghold's main hall, pick the right option this time: believe Jack Matt (it may read as siding with Lawan). A long fight follows, and the quest goes on through the dam machine and a district that drains. The choice is final on this save.
Now or Never: believe Jack Matt, the bulkheads and the drained districtHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Central Loop · the Renegade Stronghold – Past the door, play the escape and the van ride as in run 1. Inside the Stronghold on this path, follow the marker down the central water shaft to the green gate where Lawan is, and keep after her (a wall vent gets you out when you are shut in). In the hall pick the right option. Beat the waves of guards, check on Lawan, then try the machine for the dam's bulkheads; more Renegades come, and after them plug the cable from the floor into the machine and lower the bulkheads. Follow the marker to the room where the Colonel's wife hides (any lines), then meet Jack Matt outside. Cross the drained district to the Colonel's bunker without stopping: new infected there explode when close, some on the roofs. The front door is locked: open the roof hatch, clear the few Renegades inside, talk in the Colonel's office (any lines) and go back to Jack Matt to end the quest; he is also the last chance to trade before X13.
The Colonel's champion (Now or Never)Hidden spoiler – activate to revealBossNG+1Minor spoiler
Location
Central Loop · the Renegade Stronghold – He arrives with more Renegades while you work the bulkhead machine, and smoke fills the room. Cut down the weaker ones first so they don't break up the fight, then take him on; fire hurts him.
X13 ends with the same choice as in run 1. Pick the left option, as in run 1's first ending: with this run's earlier choices it gives the third ending. It is final on this save.
Ending B: X13 in New Game+Hidden spoiler – activate to revealEndingNG+1Minor spoiler
Location
Central Loop · X13 – X13 plays as in run 1: the tunnel and the road to X13, the fights inside (on this path the opening one is against Renegades), the medical wing and the four-phase fight. When the final choice appears, pick the left option and walk to the bed. The ending and the credits play, and the save returns to free roam.
The two trophies that need other players: join a co-op session, then 100 kills with at least two others in it.
Two trophies can't be earned alone. Both belong to the base game, so the Platinum waits on them, and neither can be missed: co-op stays open for the whole game, after the credits too. Do them whenever you like. Co-op is also the way back to a few things a save can lose: joining another player's game lets you pick up a collectible from a story area or quest your own save has closed, though never from the prologue.
Starting a co-op session
Co-op opens once the prologue is over, and a session holds up to four players. Open the pause menu, then press the same button again for the online menu. There, Quick Join puts you in a random game, Find Game lists open sessions with each host's current quest, City Alignment and number of players, and you can invite a friend instead. PS4 and PS5 players can play together, and so can Xbox One and Xbox Series players (since update 1.9.0); don't count on PlayStation, Xbox and Steam players joining each other.
Being All SocialAchievement
Location
Old Villedor · Any co-op session – From the online menu, use Quick Join or pick any game in Find Game. The trophy pops while the session is still loading.
That's Teamwork!: 100 kills in a 3- or 4-player sessionAchievement
Location
Old Villedor · Any co-op session – Team up with two or three friends, or in Find Game pick a session that already shows 2/4 or 3/4 players so your arrival makes three or four. Then hunt infected and enemies around the host's world until the trophy pops. To be safe, make all 100 kills in the same session.
Every trophy and achievement with the item that earns it on this route, and how the lists differ between platforms.
Steam and Xbox list 65 achievements; PlayStation lists the same 65 plus a platinum that needs only the base game's 57. Bloody Ties adds 8 of the 65. No trophy depends on a story choice, an ending or the difficulty, and no free update added any. The ones that can be lost on a save are those for the collectibles and the faction totals; each has its warning earlier in this guide. Two need other players (section 24). Rows whose item names a later story moment are hidden until you reveal them.
All 65 achievements (PlayStation: the same 65 plus the platinum), with the item that earns each on this route
Trophy
Group
PlayStation grade
Section
Item
Pilgrim's Path
Dying Light 2 Stay Human
Platinum (PlayStation only)
24. Co-op Trophies
That's Teamwork!: 100 kills in a 3- or 4-player session
Into the Unknown
Dying Light 2 Stay Human
Bronze
1. Prologue: Pilgrim's Path
Pilgrim's Path: the metro tunnels, the masked thugs and the escape from Waltz
First Shot
Dying Light 2 Stay Human
Bronze
2. Getting Stronger and Markers of Plague
Getting Stronger: Hakon, the roof grove, the airdrop, the night run to Cillian's
Herzlich Wilkommen!
Dying Light 2 Stay Human
Bronze
3. The Only Way Out: The Bazaar and Trinity
The Only Way Out: enter the Bazaar and meet its people
Under Pressure
Dying Light 2 Stay Human
Bronze
6. Water Tower and Revolution
Facility: Horseshoe Water Tower (Survivors)
On the Trail of the Enemy
Dying Light 2 Stay Human
Bronze
6. Water Tower and Revolution
Hakon's hideout on the Quarry End rooftop: help Hakon
Light in the Darkness
Dying Light 2 Stay Human
Bronze
8. A Place to Call Home: Downtown
Facility: Downtown Electrical Station (Survivors)
Get Outta My House!
Dying Light 2 Stay Human
Bronze
8. A Place to Call Home: Downtown
A Place to Call Home: defend the Fish Eye, Jack Matt
Debris and Ashes
Dying Light 2 Stay Human
Bronze
18. Veronika and The Breakthrough
Veronika: the dam, the observatory complex and the database
We Will Be Heard!
Dying Light 2 Stay Human
Bronze
13. Broadcast and the VNC Tower
Broadcast: the outer climb and the transmitter (Frank)
Known Associate
Dying Light 2 Stay Human
Bronze
17. The Shoe and Nightrunners
Church of Saint John of God: the showdown
Brush with Death
Dying Light 2 Stay Human
Bronze
18. Veronika and The Breakthrough
Waltz, first duel
Going Down
Dying Light 2 Stay Human
Bronze
19. Now or Never and X13
X13: the tunnel, X13 and Lawan
Family First
Dying Light 2 Stay Human
Bronze
19. Now or Never and X13
Waltz, final battle
Your World, Your Rules
Dying Light 2 Stay Human
Gold
19. Now or Never and X13
Ending A: the first choice at X13
Municipal Services
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Facility: Saint Paul Water Tower (Survivors)
Tunnel Entrance
Dying Light 2 Stay Human
Bronze
8. A Place to Call Home: Downtown
Metro: Downtown Court
Tube Map
Dying Light 2 Stay Human
Silver
16. Lower Dam Ayre and Newfound Lost Lands
Metro: South Loop
Sancho Panza
Dying Light 2 Stay Human
Bronze
3. The Only Way Out: The Bazaar and Trinity
Windmill: 'Alder'
Tickets, Please!
Dying Light 2 Stay Human
Bronze
8. A Place to Call Home: Downtown
Tickets, Please!: fast travel from a metro station
Don Quixote
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Windmill: Spruce
Can't You Read the Signs?
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
GRE Quarantine: THV Advanced Care
Find Anything Interesting?
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Military Airdrop THB-7U3
It Wasn't That Hard, Was It?
Dying Light 2 Stay Human
Bronze
3. The Only Way Out: The Bazaar and Trinity
GRE Anomaly C-A-05 (night)
Revenants
Dying Light 2 Stay Human
Silver
16. Lower Dam Ayre and Newfound Lost Lands
GRE Anomaly C-A-56
Flag Burning
Dying Light 2 Stay Human
Bronze
5. The Raid and Horseshoe
Bandit Camp: Jack & Joe's Camp
Ban Hammer
Dying Light 2 Stay Human
Silver
16. Lower Dam Ayre and Newfound Lost Lands
Bandit Camp: Heron Renegados
You Never Forget Your First...
Dying Light 2 Stay Human
Bronze
1. Prologue: Pilgrim's Path
Pilgrim's Path: Spike, the house, the hills to the night shelter
Oh, So This Is How It Works!
Dying Light 2 Stay Human
Bronze
3. The Only Way Out: The Bazaar and Trinity
Oh, So This Is How It Works!: fit a mod or charm
A Friend in Need...
Dying Light 2 Stay Human
Bronze
20. After the Credits
A Friend in Need...: help 50 survivors
Parkour Master
Dying Light 2 Stay Human
Silver
20. After the Credits
Parkour Master: Parkour level 25
Combat Master
Dying Light 2 Stay Human
Silver
20. After the Credits
Combat Master: Combat level 25
Boot Licker
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Facility: Saint Paul Water Tower (Survivors)
Who Wants To Be a...
Dying Light 2 Stay Human
Bronze
20. After the Credits
Who Wants To Be a...: 1,000,000 Old World Money
Man On a Mission
Dying Light 2 Stay Human
Silver
14. Back to Old Villedor
Sparker: Maya on Raheem's rooftop ("Man On a Mission")
Ultramarathon
Dying Light 2 Stay Human
Bronze
20. After the Credits
Ultramarathon: travel 960 km
After the Fall
Dying Light 2 Stay Human
Bronze
20. After the Credits
After the Fall: fall 10,994 m
Good Night & Good Luck
Dying Light 2 Stay Human
Bronze
2. Getting Stronger and Markers of Plague
Good Night & Good Luck: survive a night
Can't Touch This!
Dying Light 2 Stay Human
Bronze
20. After the Credits
Can't Touch This!: 20 melee kills without damage
Night Hunter
Dying Light 2 Stay Human
Bronze
19. Now or Never and X13
X13: the tunnel, X13 and Lawan
Death From Afar
Dying Light 2 Stay Human
Bronze
8. A Place to Call Home: Downtown
Death From Afar: a Spitter with a ranged weapon
Tanning Salon
Dying Light 2 Stay Human
Bronze
10. Welcome On Board and The Wharf
Tanning Salon: a Viral with the UV Flashlight
Terminal Headache
Dying Light 2 Stay Human
Bronze
20. After the Credits
Terminal Headache: 50 ranged headshots
Slowpoke!
Dying Light 2 Stay Human
Bronze
10. Welcome On Board and The Wharf
Slowpoke!: lose a level-4 night chase
Being All Social
Dying Light 2 Stay Human
Bronze
24. Co-op Trophies
Being All Social (co-op)
That's Teamwork!
Dying Light 2 Stay Human
Bronze
24. Co-op Trophies
That's Teamwork!: 100 kills in a 3- or 4-player session (co-op)
Lightning Reflexes
Dying Light 2 Stay Human
Bronze
2. Getting Stronger and Markers of Plague
Lightning Reflexes: 10 perfect blocks in a row
Modder
Dying Light 2 Stay Human
Bronze
20. After the Credits
Modder: 50 weapon mods
Fit as a Fiddle
Dying Light 2 Stay Human
Silver
20. After the Credits
Fit as a Fiddle: max Health
Ironheart
Dying Light 2 Stay Human
Silver
20. After the Credits
Ironheart: restore the backup, max Stamina
You're Going Down!
Dying Light 2 Stay Human
Bronze
20. After the Credits
You're Going Down!: 50 takedowns
Don't Look Up
Dying Light 2 Stay Human
Bronze
20. After the Credits
Don't Look Up: 50 Smash kills
Get the Point?
Dying Light 2 Stay Human
Bronze
20. After the Credits
Get the Point?: 50 spear kills
True Nightrunner
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Nightrunner Trial IX
Bing Bang Boom!
Dying Light 2 Stay Human
Bronze
7. Houndfield and Let's Waltz!
Bing Bang Boom!: Air Kick after a double wall run
Archivist
Dying Light 2 Stay Human
Bronze
19. Now or Never and X13
Memento: X13 Medical Chart: Petra
Audiophile
Dying Light 2 Stay Human
Bronze
19. Now or Never and X13
Tape: Waltz's Chamber Recording #2
Street Art Aficionado
Dying Light 2 Stay Human
Bronze
16. Lower Dam Ayre and Newfound Lost Lands
Mural: John Dog
Nemesis
Bloody Ties
Bronze
21. Bloody Ties
First Blood: the Baptistry at Quarry End, the thief chase, the first fight, Skullface's raid
Enter the Hall
Bloody Ties
Bronze
21. Bloody Ties
Madmen from Villedor: Ogar at the Baptistry, the rooftop final challenge, the van
Night of Terrors
Bloody Ties
Bronze
21. Bloody Ties
Night of Terrors
My Friend, Ciro
Bloody Ties
Bronze
21. Bloody Ties
Challengers Fight and Ciro's fate (spare on the main run)
Skullcrusher
Bloody Ties
Gold
21. Bloody Ties
Skullface
The Madman of Villedor
Bloody Ties
Bronze
21. Bloody Ties
The Madman of Villedor: gold in the three tryouts
True Champion
Bloody Ties
Bronze
21. Bloody Ties
True Champion: gold in the 12 graded shows, every Spectacle finished
Two groups: the base game's 58 (the platinum needs these only) and Bloody Ties' 8. PS4 and PS5 are separate lists with the same names and grades; one playthrough earns only the list of the console you play on.
Xbox One and Xbox Series X|S
65 achievements, 1,115 Gamerscore
The same 65 as PlayStation without the platinum: 1,000 Gamerscore for the base game and 115 for Bloody Ties. One list for both console generations.
Steam
65 achievements
The same 65 names. A few descriptions are worded slightly differently from the console lists; the tasks are the same.