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The Shoe and Nightrunners

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.
Summary
One of the 63 Tapes the Audiophile trophy counts. Lawan's flat stays open after the quest.
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Inhibitors ×3: Lawan's hidden bedroomUpgrade
Location
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.
Summary
Three of the 126 Inhibitors, in one GRE crate.
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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.
Summary
One of the 117 Mementos the Archivist trophy counts. It comes with the shoes, so it can't be missed.
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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.
Summary
The 17th story quest: the shoes from Lawan's flat, then a talk with her on a rooftop in Downtown.
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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)
Summary
One of the 126 Inhibitors, in a GRE crate in a small room partway up the climb.
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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)
Summary
One of the 63 Tapes the Audiophile trophy counts. It lies at the Nightrunner hideout on top of the same building.
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Safe zone: military antenna Nightrunner's HideoutArea
Location
Central Loop · The Wharf – The hideout where the tape lies, on the roof below the antenna; it is a safe zone from the moment you reach it.
Summary
The Nightrunner hideout on the roof of the antenna skyscraper, a save point for the antenna climb.
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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.
Summary
The 18th story quest on Frank's side, first part: two antennas for Frank's radio, then a trap in an office block.
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Memento: The (end of) Times issue #2Collectible
Location
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.
Summary
One of the 117 Mementos the Archivist trophy counts. It stays in the offices after the quest.
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Choice: the lines in the church

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)
Summary
One of the 117 Mementos the Archivist trophy counts. The church may be shut once the story is over, so take it during the showdown.
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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.
Summary
The showdown that ends Nightrunners. Known Associate pops when the quest ends at the Fish Eye.
Trophies
  • Achievement · SteamKnown Associate
  • Achievement · XboxKnown Associate
  • Bronze · PlayStationKnown Associate
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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)
Summary
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.
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Before you walk out of the church

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.

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.