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The Raid and Horseshoe

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.
Summary
Main quest 7. Sophie's people plan to take the bandit camp in northern Horseshoe, and Aitor wants a word with you first.
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Safe zone: Horseshoe, Aitor's meeting placeArea
Location
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.
Summary
A safe zone with a bed, lit when you meet Aitor during The Raid.
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Bandit Camp: Jack & Joe's CampAchievement
Location
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.
Summary
The first of the 4 bandit camps the Ban Hammer trophy counts; capturing it is part of The Raid.
Trophies
  • Achievement · SteamFlag Burning
  • Achievement · XboxFlag Burning
  • Bronze · PlayStationFlag Burning
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Infected Playing Card - Ace of Hearts - VolatileCollectible
Location
Old Villedor · Horseshoe – In the captured Jack & Joe's Camp: inside one of the camp buildings, lying on a yellow couch near the entrance.
Summary
One of the 117 Mementos the Archivist trophy counts.
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Before you go to the Tango Motel

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.
Summary
The end of The Raid: the choice at the motel door, and on the route the search for Sophie inside.
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Inhibitors ×2: Tango Motel, Barney's roomUpgrade
Location
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.
Summary
A GRE crate of Inhibitors (each 3 raise Health or Stamina by a rank); part of the 126.
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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.
Summary
A mini-boss with a big health bar, met only by going inside the motel.
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Mural: SkullhammerCollectible
Location
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.
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Mural: Your Whole World Is A BulkaCollectible
Location
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.
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Letter - Bittersweet EndCollectible
Location
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.
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Windmill: 'Maple'Area
Location
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.
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GRE Quarantine: THV Genomics CenterAchievement
Location
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?.
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GRE Head Doctor Dr. Katsumi Report #1Collectible
Location
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.
Summary
One of the 63 Tapes the Audiophile trophy counts.
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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.
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Mural: Temper TemperCollectible
Location
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.
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Mural: Mechanical AnimalsCollectible
Location
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.
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Mural: Monkey BusinessCollectible
Location
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.
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Mural: WonderlandCollectible
Location
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.
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Windmill: 'Willow'Area
Location
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.
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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.
Summary
A short night side quest with no tracked reward.
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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.
Summary
Raheem's Sparker dating service: this side quest gives a Memento and starts the chain for the Man On a Mission trophy.
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Aiden's Dating CardCollectible
Sparker: Juliet on Raheem's rooftopNPC
Location
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.
Summary
The first of the three Sparker meetings the Man On a Mission trophy needs.
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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.