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New Game+: Old Villedor

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.
Summary
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.
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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.
Summary
Main quests 2 to 7 again, unchanged from run 1. Nothing in them is new on this path.
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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.
Summary
A crate of Inhibitors seen only in New Game+, most likely one of the 30 extra ones. How many it holds is not known.
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Choice: Jack and Joe (run 2)

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.
Summary
The two-boss fight in the Horseshoe Water Tower's top room, met only when you refuse to help them.
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Choice: give the tower to the Peacekeepers

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.
Summary
The rest of main quest 8 on the Peacekeeper side: the valve, Barney's hideout and Aitor.
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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.
Summary
Main quest 9 on the Peacekeeper side, through the metro tunnels under Quarry End.
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Inhibitors ×3: Barney's holding roomHidden spoiler – activate to revealUpgradeNG+1Minor spoiler
Location
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.
Summary
A GRE crate of three Inhibitors on the Peacekeeper side of main quest 9; run 1 took Alberto's crate on the other side instead.
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Choice: help Anderson (optional)

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.
Summary
An optional extra step of Into the Dark: free the lift by powering three generators.
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Choice: at the rooftop hideout (run 2)

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.

Hakon's hideout again: leave HakonHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
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.
Summary
The end of main quest 9: the meeting on the Quarry End rooftop, this time without helping.
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The Peacekeeper side quests before Let's Waltz!

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.
Summary
A Peacekeeper-side quest in Trinity; its reward is a Crystal Statuette if you drink the water you are offered.
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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.
Summary
A Peacekeeper-side quest in Horseshoe; its reward is Bajnok's Aerial Insignia, a unique valuable.
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Dirty Job Challenge: Declan (Willow)Quest stepNG+1
Location
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.
Summary
A Peacekeeper-side challenge in Horseshoe; its reward is a Combat Manual.
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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.