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Garrison

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.
Summary
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.
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Memento: Liam's Drawing #1Collectible
Location
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.
Summary
One of the 117 Mementos the Archivist trophy counts. Found during The Deserter, which opens after Broadcast.
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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.
Summary
One of the 117 Mementos the Archivist trophy counts. It only lies there during The Deserter, so take it on this visit.
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Memento: Liam's Drawing #2Collectible
Location
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.
Summary
One of the 117 Mementos the Archivist trophy counts. It lies outside a boarded-up building near the VNC Tower that The Deserter leads you to.
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Choice: keep the map

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.
Summary
A side quest that opens after Broadcast and holds six Mementos: Liam's five drawings and Steve's card.
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Treasure HuntQuest step
Location
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.
Summary
Starts by itself after The Deserter if you kept the map; the reward is two Remote C4.
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Tape: Unit 404 (GRE Vaccine Lab)Collectible
Location
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.
Summary
One of the 63 Tapes the Audiophile trophy counts. It comes with Wall of Valor: Bad Medicine.
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Dog Tag: GRE Vaccine Lab, second floorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Downtown – Work down through the lab from floor 3 to floor 2 and follow the footprints at the back to a body; search it.
Summary
One of the 117 Mementos the Archivist trophy counts. In the game it is Sierra's Dog Tag.
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Dog Tag: GRE Vaccine Lab, by the entrance doorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Downtown – Go on down to floor 1: the next body lies in front of the brightly lit entrance door.
Summary
One of the 117 Mementos the Archivist trophy counts. In the game it is Little Ron's Dog Tag.
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Dog Tag: GRE Vaccine Lab, lowest levelHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Central Loop · Downtown – Go through and drop down: deal with the infected and search the body with no legs.
Summary
One of the 117 Mementos the Archivist trophy counts. In the game it is Kiddie's Dog Tag.
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Wall of Valor: Bad Medicine (GRE Vaccine Lab)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – Back on the Missy, hand the three dog tags to Cyra in the memorial room.
Summary
The first Wall of Valor letter: three dog tags and a tape from the GRE Vaccine Lab.
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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)
Summary
A side quest that opens after Broadcast: a voice on a radio asks for help.
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Den for BrigitteQuest step
Location
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.
Summary
A small side quest that opens after Broadcast: clear a container for a woman who left home.
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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.
Summary
A Grappling Hook race; bronze is enough, and the reward is a Parkour Manual.
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Nightrunner Trial IIIAchievement
Location
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.
Summary
One of the 10 Nightrunner Trials for True Nightrunner; a bronze medal is enough. The course needs the Grappling Hook.
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Mural: The BossCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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Mural: Birds of CurseCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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Mural: Bad HabitCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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History Quiz: Jax (Juniper; Memento)Quest step
Location
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.
Summary
A settlement quiz that needs the Garrison Electrical Station handed out and 'Juniper' on; its reward is a Memento.
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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.
Summary
A side quest for two Peacekeepers whose spy went quiet inside a Renegade camp.
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Windmill: HickoryArea
Location
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.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light, a bed and a stash.
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GRE Anomaly C-A-55Achievement
Location
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.
Summary
One of the 12 GRE anomalies for the Revenants trophy. Its Revenant only appears at night.
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Mural: OuroborosCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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Metro: VNC TowerArea
Location
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.
Summary
One of the 9 metro stations for Tube Map, and a fast-travel point and safe zone once restored. Renegades hold it.
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Mural: Jing CatsCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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Mural: GreedCollectible
Location
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.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red crate of paint near the art.
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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.
Summary
A short side quest: a confused old woman takes you for her grandson and wants her pills back.
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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.
Summary
A settlement quiz that only the Survivor side of the Garrison Electrical Station opens, with 'Teak' on. Its reward is a Tape.
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GRE Anomaly C-A-78Achievement
Location
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.
Summary
One of the 12 GRE anomalies for the Revenants trophy. Its Revenant only appears at night.
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Bandit Camp: Garrison HeightsAchievement
Location
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.
Summary
One of the 4 bandit camps for Ban Hammer, in high-rise towers.
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Military Airdrop THB-G3TAchievement
Location
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.
Summary
One of the 26 airdrops for Find Anything Interesting?. It holds no Inhibitor.
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Memento: The Gospel of HarranCollectible
Location
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.
Summary
One of the 117 Mementos the Archivist trophy counts.
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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.
Summary
The last part of the elemental Goon chain: ten mutated Goons around the city. The reward is three Orange Crystal Cores.
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Memento: Hunting GroundsCollectible
Location
Central Loop · Outlands – At Shen Xiu's huntress' camp in the Outlands, by Garrison. Talk to her while you are there.
Summary
A note added after launch. No trophy counts it, so it is optional. Shen Xiu's map of her hunting areas.
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Lost Armory: play it solo

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.
Summary
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.
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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.
Summary
The first code, and the first of the quest's notes.
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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.
Summary
A note added by the 2024 Firearms Update. No trophy counts it, so it is optional.
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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.
Summary
The second code, in a GRE quarantine building where Volatiles lurk.
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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.
Summary
Back at the Fish Eye, Jai warns you about a man called Tackhead and sends you to an agent called Delta in Old Villedor.
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Memento: Report: DeliveryCollectibleMissablePoint of no return
Location
Old Villedor · Trinity – In Delta's office, the room where you talk to her. Take it on this visit.
Why you can lose it
Delta's office can't be entered once Lost Armory ends: take it on your first visit, before you open the armory container.
Point of no return
Opening the armory container at the end of Lost Armory
Summary
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.
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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.
Summary
Delta's errand: a Survivor Mission that loots supply boxes across three rooftop areas.
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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.
Summary
The third code's owner, a man called Gatsby.
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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.
Summary
A bandit ambush and a one-time fight with Gatsby.
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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.
Summary
Tackhead answers Jai's radio, and he wants the GRE decoder.
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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.
Summary
The decoder Tackhead asks for.
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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.
Summary
Two timed parts: three bombs in one minute, then a three-minute chase to Tackhead's hideout.
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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
Summary
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional.
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Memento: Report: ToolkitCollectibleMissablePoint of no return
Location
Central Loop · Outlands – In the same area as the other report, again with no exact spot known.
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
Summary
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional.
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Before you open the armory container

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.
Summary
The end of Lost Armory. Afterwards Jai's shop and Survivor Missions open at the Fish Eye.
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Service Pistol (Lost Armory reward)Weapon

About this guide

Two runs on any difficulty. Run 1 plays the whole story with every collectible, gives all seven facilities to the Survivors and ends with one ending; a save backup made outside the game at the last door before the finale lets you watch a second ending by replaying only the last two quests, not the whole game. After the credits the city stays open for cleanup and Bloody Ties. Run 2 is New Game+ on the other faction's path for the third ending. The game has no manual saves, so the backup steps say how to copy your save on each platform; without them, each extra ending needs another New Game+ run. Two trophies need other players.

Last verified: Nov 14, 2026 · Patch Reloaded Edition, update 1.30 (PS4/PS5, Xbox One/Series, PC Steam) · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.