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Welcome On Board and The Wharf

Main quest 14 on the PK Floating Fortress, with the UV Flashlight and Juan's offer, then the side quests the ship opens and the sweep of The Wharf: Metro: Waterside, the 'Magnolia' Windmill, a GRE anomaly, a GRE quarantine building, four murals and the two UV Flashlight and chase trophies.

Welcome On Board starts once Observatory is done: you report to the Peacekeepers' headquarters, the PK Floating Fortress moored in The Wharf's port, and the quest also sends you to the Fish Eye and to a flat high in Downtown. Meyer hands over the UV Flashlight during it, the last tool before the Grappling Hook (Broadcast). You already have the Paraglider, the GRE key and lockpicks, and fast travel between metro stations; Old Villedor is reached only by fast travel. The quest ends with a timed choice for Juan: on this run you help him, which makes Cathedral the next main quest. The ship then holds the Aitor side quest (only if you told Jack Matt the truth in A Place to Call Home, and only until Cathedral ends), the Book Club and the Carriers Guild's delivery chain, which holds a Tape and a Memento. The sweep of The Wharf follows; Muddy Grounds and its water tower are the next section, and the errands these quests send to Old Villedor wait for the return trip there.

Safe zone: PK Floating FortressHidden spoiler – activate to revealAreaMinor spoiler
Location
Central Loop · the PK Floating Fortress – From Observatory's end, go to the port in The Wharf and walk through its gate onto the moored ship; nobody stops you. Arriving on board makes it a save point you can travel to.
Summary
The Peacekeepers' headquarters ship and hub: a bed, a trader and a craftsman, and a fast-travel point with its own metro entrance.
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Welcome on Board: the Floating Fortress, the collector's flat, Juan's decisionHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – Go through the port gate onto the PK Floating Fortress and talk to Bart at the entrance, then Meyer by the railing past the guards, Jack Matt upstairs (the answers don't matter) and Meyer again: she gives you the UV Flashlight. Follow the marker down to the lower deck, then to the Fish Eye, where Juan sits upstairs at the back of the bar and won't talk; Lawan suggests a gift. The art collector's flat is high in a Downtown tower: travel to Metro: Downtown Court, take the winch to its roof and glide over (or launch from the fan on the building south of it). Search the flat with Survivor Sense, lockpick the metal door to the roof ladder, look at the remains in the roof's corner and take the liquor beside the chair. Danior's party at the Fish Eye is optional and only open until you go back to Juan.
Summary
Main quest 14: report to the Peacekeepers, get the UV Flashlight, and find a gift that will make Juan listen.
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Tape: Be Fruitful and MultiplyCollectible
Location
Central Loop · Downtown – In the art collector's flat you search for Juan: on the counter to the left of the piano. The flat stays open after the quest.
Summary
One of the 63 Tapes the Audiophile trophy counts.
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Memento: The official Metro map from Villedor City TransportationCollectible
Location
Central Loop · the PK Floating Fortress – Back on the Fortress, in your own bedroom (the room you arrive in when you fast travel to the ship): on the table beside the bed.
Summary
One of the 117 Mementos the Archivist trophy counts.
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Memento: Recipe: Polish PierogiCollectible
Location
Central Loop · the PK Floating Fortress – In the ship's canteen downstairs: walk past the counter with the till and look under it for an envelope.
Summary
One of the 117 Mementos the Archivist trophy counts.
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Memento: Infected Playing Card – King of Clubs – RampageCollectible
Location
Central Loop · the PK Floating Fortress – On the ship's central floor, to the right of the merchant: a dark little shop next to the gun shop, on a wooden shelf. Use your flashlight.
Summary
One of the 117 Mementos the Archivist trophy counts.
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Tape: For Alice #5Collectible
Location
Central Loop · the PK Floating Fortress – Down in the quarters at the bottom of the ship: walk down the hall to the last door on the left; the tape stands by lit candles on a dresser.
Summary
One of the 63 Tapes the Audiophile trophy counts.
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Carrier aboard the PK Floating FortressNPC
Location
Central Loop · the PK Floating Fortress – A woman in Carrier uniform stands on board from the end of Observatory, with no marker; walk the decks until you find her and talk to her on this visit.
Summary
The second unmarked Carrier: talking to her (after the one in the Main Terminal Station) opens the Carriers Guild's quests, which hold a Tape and a Memento.
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Choice: help Juan

Back on the Fortress, the last talk with Juan ends in a timed choice (pausing stops the clock). Pick "I can help you". It makes Cathedral the next main quest: its GRE crate holds 2 of the 126 Inhibitors and only appears on this side, and it opens Kurt's hideout as a safe zone. "I'll stick with Matt" leads to The Lost Light instead, which the second run covers. Sharing the liquor is optional.

Welcome On Board: Juan's offer at the Floating Fortress (help Juan)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Central Loop · the PK Floating Fortress – With the liquor, go back aboard and down to Juan's room on the ship's lower levels. The first answers don't matter; in the final timed choice pick "I can help you". Cathedral starts.
Summary
The end of main quest 14: bring the liquor to Juan and agree to his plan.
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Tanning Salon: a Viral with the UV FlashlightAchievement
Location
Central Loop · The Wharf – Put the UV Flashlight in a quick slot. Light up a Viral and finish it with a melee hit while it reels, or wear it down with flashes from an upgraded flashlight (Military Tech at a craftsman). If the trophy won't pop at night, try again by day.
Summary
The trophy for killing a Viral with the UV Flashlight from Welcome On Board.
Trophies
  • Achievement · SteamTanning Salon
  • Achievement · XboxTanning Salon
  • Bronze · PlayStationTanning Salon
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Aitor: finish it before Cathedral ends

If you told Jack Matt the truth in A Place to Call Home, the side quest Aitor started when you first talked to Meyer. It fails once Cathedral is finished, and with it goes The Lazarus, a unique weapon. Do it now. At its end, give the small petals: no other answer leads to The Lazarus.

Aitor: doctor, Margaret in Garrison, Recluse petals (night)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · the PK Floating Fortress – On the ship, go up to the medical bay on the north-east side and talk to the doctor. Take the herbs question to Margaret at the Survivors' house on Culvert Island in Garrison (knock at the balcony door). After 8 pm, pick petals from three Recluse flowers along the canal north of All Saint Bridge, where south-west Muddy Grounds meets The Wharf and New Dawn Park; avoid the toxic clouds and Howlers. Back in the medical bay, give the small petals (asking Lawan by radio confirms them).
Why you can lose it
The quest closes when Cathedral (or The Lost Light) is finished: do it during or straight after Welcome On Board.
Point of no return
Finishing Cathedral: reporting to Juan on the PK Floating Fortress
Summary
A side quest that only exists if you told Jack Matt the truth; the medicine you choose at the end decides whether The Lazarus can be earned.
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The Lazarus (Aitor quest, small petals)Hidden spoiler – activate to revealWeaponMissablePoint of no returnMinor spoiler
Location
Central Loop · New Dawn Park – Once the Aitor quest is over with the small petals, talk to Aitor at the Fish Eye Canteen for the weapon.
Why you can lose it
Only the small-petals answer in Aitor gives it, and the quest itself fails once Cathedral is finished.
Point of no return
Finishing Cathedral: reporting to Juan on the PK Floating Fortress
Summary
Unique knuckledusters, the reward for the small petals in the Aitor quest.
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Book Club IQuest step
Location
Central Loop · the PK Floating Fortress – Albert's library: go down to the lower deck, follow the corridor along the big blue pipes, through the container and downstairs, then left following the signs to the workshop; the library stairs face it. The first book is in a top-floor flat entered from the roof terrace (clear the infected; broken wall shelf), the second in a flat next to the metro station, in through a broken second-floor window (bedroom table). Bring both to Albert.
Summary
The first of the librarian's ten book runs (a Military Medkit each; the last gives unique bracers).
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Book Club IVQuest step
Location
Central Loop · the PK Floating Fortress – When the call comes (sleeping or travelling speeds it up), see Thalia. In the marked office, one book is downstairs on a shelf, one low down on a hallway shelf and one on a table at the back; in the marked flat, one is on a coffee table and one on a bedside table. Bring them to Albert.
Summary
The next batch; it starts by radio after some time has passed.
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Mural: PestilenceCollectible
Location
Central Loop · The Wharf – West of the ship, near the district's tallest building (the one with the radio tower): a street between two tall brick buildings, with a mural running the full height of one wall. The crate sits on a stone bench by it. Come by day; infected swarm the street at night.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
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Mural: Plague DoctorCollectible
Location
Central Loop · The Wharf – On the facing wall of the same street, by a few trees; its crate is also on a stone bench.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
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Metro: WatersideArea
Location
Central Loop · The Wharf – Directly west of the ship, beside the tallest building. Run through the station to the lockpicked door and throw the switch behind it, then drop down the elevator shaft. Four generators are in the basement: one through the chemicals on the right (dash in and out), two up the broken bridges, and one in a fenced back area reached over a yellow-ledge wall from a balcony. Then start the one in the middle, ride the elevator up and flip the switch. Fewer infected are inside at night.
Summary
One of the 9 metro stations (Tube Map); a fast-travel point with a bed.
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Sister Act: Old Man west of Metro: WatersideQuest step
Location
Central Loop · The Wharf – From Metro: Waterside, the old man waits on a rooftop to the west, where The Wharf meets Downtown. Go to the Renegade-held dark hollow in northern Downtown, in through a hole in the wall, and kill them; stand on the yellow plank in one room, look up, jump to the floor above and open the grate in the door. Fight off the Renegades who arrive, then meet the girl at the 'Walnut' Windmill. Pretending to be the grandson pays 3 UV Bars, the truth 1.
Summary
A side quest for an old man on the rooftops; the reward is UV Bars.
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GRE Anomaly C-A-83Achievement
Location
Central Loop · The Wharf – At night (sleep at Metro: Waterside), go to The Wharf's north-western corner and cross the broken bridge to the anomaly site. Kill the Revenant: it darts away and calls in other infected, so stay on it.
Summary
One of the 12 GRE anomalies for the Revenants trophy. Its Revenant only appears at night.
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Slowpoke!: lose a level-4 night chaseAchievement
Location
Central Loop · The Wharf – On a night out, let the infected spot you and keep running until the chase reaches level 4 (waiting in water, where they can't reach you, also raises it). Then lose it by reaching a safe zone or UV light such as Metro: Waterside, or by dying; the UV Flashlight holds off Virals and Volatiles on the way.
Summary
The trophy for escaping a chase at its highest level.
Trophies
  • Achievement · SteamSlowpoke!
  • Achievement · XboxSlowpoke!
  • Bronze · PlayStationSlowpoke!
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Windmill: MagnoliaArea
Location
Central Loop · The Wharf – In the middle of The Wharf, south-west of the ship. A fuse box at its foot halts the sliding monkey bar: stop it in line with the small balcony hung with a yellow tarp, swing from it to the fixed bar and on to the balcony, and use its fuse box to restart the bar. Swing from the bar to the big weight, turn to the next balcony and its fuse box to send the weights up, then ride them to the top and switch it on.
Summary
One of the 17 windmills for Don Quixote, and a save point with UV light, a stash and a bed.
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Nightrunner Trial VIIAchievement
Location
Central Loop · The Wharf – The board stands near the 'Magnolia' windmill in The Wharf, in the north of the Central Loop; it may instead be inside Downtown, so check the map for the trial icon. Pass under every checkpoint before the bronze time runs out; the glider helps.
Summary
One of the 10 Nightrunner Trials for True Nightrunner; a bronze medal is enough.
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Mural: Hellfire SausageCollectible
Location
Central Loop · The Wharf – From 'Magnolia', glide down to the lowest building just south of it: the art is on its wall and the crate on a balcony beside it.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
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Memento: Safe Code (10 10 10)Collectible
Location
Central Loop · The Wharf – Not far from 'Magnolia', on the border with Muddy Grounds: a military GRE container. Open it with the GRE key; the envelope is on the shelf at the far right, and the code fits the safe in the same container.
Summary
One of the 117 Mementos the Archivist trophy counts.
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Mural: Death GirlCollectible
Location
Central Loop · The Wharf – In the south of The Wharf, beside a dark hollow: a huge figure on a pale wall with algae along its top. The crate sits on the vent on the building's front, an easy jump away.
Summary
One of the 70 Murals the Street Art Aficionado trophy counts; it only counts once you pick up the small red paint crate next to the art.
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GRE Quarantine: GRE Experimental ResearchAchievement
Location
Central Loop · The Wharf – On The Wharf's southern edge by the New Dawn Park border. Go in from the roof where the quarantine icon sits and work down through the building; the chests are behind lockpicked 'Authorized personnel only' doors.
Summary
One of the 6 GRE quarantine buildings; their 24 Inhibitors make Can't You Read the Signs?. Fewer infected roam inside at night.
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Inhibitor: GRE Experimental Research chest 2Upgrade
Location
Central Loop · The Wharf – Further down, behind another 'Authorized personnel only' door (lockpick): the chest stands just left of that door.
Summary
One of the 126 Inhibitors and of the 24 for Can't You Read the Signs?.
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Inhibitors ×2: GRE Experimental Research chest 3Upgrade
Location
Central Loop · The Wharf – At the bottom of the building, behind the last 'Authorized personnel only' door (lockpick): the chest holding two. Taking it finishes the quarantine.
Summary
Two of the 126 Inhibitors and of the 24 for Can't You Read the Signs?.
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Carriers: Guild HQ, rooftop package, infested letters, deliveriesQuest step
Location
Central Loop · Downtown – With both Carriers spoken to, the Guild's headquarters is marked in the Downtown Court metro building: climb in and use the door. Driscoll turns you away until you ask about the missing Carriers posters. Fetch the package from the roof of the building to the south, then the five letters scattered in the infested building to the east, and report. Deliver letters to the Fish Eye Canteen and to a man and a child in the ship's quarters, then report to Driscoll again.
Summary
Joining the Carriers Guild: three tests, then the long delivery chain. The chain holds a Tape and a Memento.
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Tape: The City Classifieds – The Cable GuyCollectible
Location
Central Loop · Downtown – Just inside the Carriers Guild entrance, on Driscoll's desk in front of him.
Summary
One of the 63 Tapes the Audiophile trophy counts. The Guild's room only opens through the Carriers quest; it stays open afterwards.
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Carriers IVQuest step
Location
Central Loop · Downtown – When Driscoll calls (sleeping or travelling speeds it up), take the mail to the marked spot in south-east Garrison. Agree to meet the blackmailer for the woman there (she hands you money), then pay him or fight him to the west, and report to Driscoll.
Requires
Summary
A delivery that turns into a blackmail case; it starts by radio after some time.
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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.