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New Game+: The Central Loop and X13

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.
Summary
Main quests 10 to 13 again. Let's Waltz! has one step more than in run 1, since Snipers' Alley didn't happen on this run.
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Choice: stay with Jack Matt

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".
Summary
Main quest 14 again, ending with the run's first path choice.
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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.
Summary
Main quest 15 on this path: find a missing squad and bring back their UV lamps.
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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.
Summary
The two Demolishers of The Lost Light. Both fights are part of the quest and can't be skipped.
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Homemade HammerHidden spoiler – activate to revealWeaponNG+1Minor spoiler
Location
Central Loop · Muddy Grounds – Given with the other rewards when The Lost Light ends; nothing to pick up.
Summary
A weapon handed over as a reward for finishing The Lost Light, the quest only this path plays.
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Choice: the transmitter to Jack Matt

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.
Summary
Main quest 16 again, with the other answer at the top.
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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.
Summary
Main quest 17, unchanged from run 1.
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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.
Summary
Main quest 18 on this path: a climb up the military antenna and two timed runs to Renegade cannons.
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Choice: accept Jack Matt's request

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.
Summary
Main quest 19 again, first part: back to Old Villedor, with a radio request on the way out.
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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.
Summary
A Peacekeeper-side quest in Houndfield; its reward is a Combat Manual.
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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.
Summary
A Peacekeeper-side challenge in Houndfield; its reward is a Parkour Manual.
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PK CrossbowWeaponNG+1
Location
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.
Summary
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.
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Choice: the lines at the church exit (run 2)

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.
Summary
A night side quest open only on this path: a Renegade officer's trail from Garrison to the church in Lower Dam Ayre.
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The Hunter: Earl (Walnut)Quest stepNG+1
Location
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.
Summary
A Peacekeeper-side quest in Downtown; its reward is Pattison's Chipper Chirper, a unique valuable.
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Missy: Boon (Elm)Quest stepNG+1
Location
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.
Summary
A Peacekeeper-side quest in Muddy Grounds; its reward is an old army cookbook.
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Before the door at the end of Assassination

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.
Summary
Main quest 20 on this path, after the rest of Veronika.
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Choice: believe Jack Matt

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.
Summary
Main quest 21 on the other side: a fight through the Stronghold, the dam, and the Colonel's bunker.
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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.
Summary
A named Renegade fighter met only on this side of Now or Never. The fight can't be skipped.
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The final choice: left

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.
Summary
The run's ending, the third of the guide's three.
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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.