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Water Tower and Revolution

Main quests 8 and 9 on the Survivor side: the Horseshoe Water Tower and its faction choice, the side quests it opens, Revolution's explosives and the Master Windmill, and Hakon's hideout, the deadline for the early Bazaar side quests.

Water Tower starts as soon as The Raid ends. You climb the tall tower in southern Horseshoe, deal with Jack and Joe at the top and give the tower to a faction: on this run every facility goes to the Survivors, which also picks the next main quest, Revolution. Two side quests near the 'Maple' Windmill and Out of Your League open once the tower is assigned and are done before Revolution moves on. Revolution then sends you around Trinity, Horseshoe and the Quarry End border, and ends at Hakon's rooftop in Quarry End. Finishing it closes the early Bazaar side quests, so they come first. Left for later: the Houndfield sweep and Let's Waltz!, next.

Water Tower: the climb, the explosives and the top roomQuest step
Location
Old Villedor · Horseshoe – The tower is the tall landmark in southern Horseshoe, near the 'Maple' Windmill. Hop the fence from a wrecked car, deal with the infected at the base and lockpick the marked door (an easy lock). Climb inside on the yellow ledges and bars, taking each of the three explosives from its barrels as you reach that floor; kick down the ladders you pass. Above the third, break the boards and the window, jump to the hanging cage, then up to the last ledge and the boarded window of the top room.
Summary
Main quest 8: take the Horseshoe Water Tower back by climbing it and removing three explosives on the way up.
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Inhibitors ×2: Horseshoe Water Tower, halfway upUpgrade
Location
Old Villedor · Horseshoe – In the Water Tower, on the floor where you take the third explosive (behind the green door), next to the stairs at the back of the room: open the GRE crate before climbing on. Take it before you turn the valve at the top, since it may vanish once the tower is assigned.
Summary
A GRE crate of Inhibitors (each 3 raise Health or Stamina by a rank); part of the 126.
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Choice: Jack and Joe

In the top room Jack and Joe stop you. Talk instead of fighting, then pick "I will help you": they leave without a fight, and that keeps their later side quest, Moonshine, open. "I won't help you" or attacking means fighting both at once, and Moonshine never appears.

Water Tower: talk to Jack and Joe at the top and spare themHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – Enter the top room through the boarded window: Jack and Joe confront you. Choose to talk, then "I will help you" in the timed answer (pausing stops the timer), and they leave.
Summary
The timed talk in the top room; sparing the pair keeps a later side quest open.
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Tourism Office of Villedor - HorseshoeCollectible
Location
Old Villedor · Horseshoe – In the Water Tower's top room, the one with the bed and stash: the tape sits right beside the yellow water valve. Take it before you turn the valve.
Summary
One of the 63 Tapes the Audiophile trophy counts.
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Choice: give the tower to the Survivors

Turning the valve asks which faction gets the tower. Pick the Survivors. The choice is permanent; Boot Licker needs all 7 facilities given to one faction, so one facility to the Peacekeepers loses it on this save. This tower also decides the next main quest: the Survivors lead to Revolution, which holds Alberto's 3 Inhibitors, and they open the Survivor side quests in Horseshoe.

Facility: Horseshoe Water Tower (Survivors)Hidden spoiler – activate to revealAchievementMinor spoiler
Location
Old Villedor · Horseshoe – In the top room, turn the big yellow valve; the alignment tutorial opens. Choose the Survivors: Horseshoe turns their colour and their first parkour reward, ziplines, appears in the district.
Summary
The first of the 7 facilities (Municipal Services, Boot Licker); assigning it also picks main quest 9.
Trophies
  • Achievement · SteamUnder Pressure
  • Achievement · XboxUnder Pressure
  • Bronze · PlayStationUnder Pressure
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Infected Intelligence Quiz: Mr. Z (Maple; Memento)Quest step
Location
Old Villedor · Horseshoe – With the tower assigned and the 'Maple' Windmill on, Mr. Z stands at the Uniform Workshop in southern Horseshoe, near the Water Tower. Answer Banshee, Bolter, Revenant, Suicider. A wrong answer means sleeping a day and asking again.
Summary
A four-question quiz; its reward is a Memento and a Gravedigger axe.
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Infected Playing Card - King of Spades - GoonCollectible
Water and Lightning Challenge: Sadio (Maple)Quest step
Location
Old Villedor · Horseshoe – Sadio waits at the Brewery in Horseshoe once the tower is assigned and 'Maple' is on. Use the bottles beside him to start, take the checkpoints in order (ziplines and airbags help), then report back with at least Bronze.
Summary
A timed parkour run with 22 checkpoints; Bronze is enough to finish it.
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Before Water Tower ends

Water Tower ends when you meet Sophie at the Bazaar after the Tango Motel. That closes Missing Persons (Damien's side quest, with the Baltazar tape on its route) and may close Sentimental Value (Maya's music box, needed for the Sparker chain), so finish both first if they are still open.

Water Tower: assign the tower, Barney's hideout in the Tango MotelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Horseshoe – From the tower, go back east to the Tango Motel and in by the upper door near the roof (drawbridge or scaffolding; lockpick it). Through the gate on the left, slide the big wooden board at the back of the room aside and use Survivor Sense to pick up the evidence. Fight Barney to about a third of his health until Sophie steps in. Then wait for her radio call and meet her on the Bazaar's upper floor.
Summary
The rest of main quest 8: search Barney's room for evidence, then report to Sophie.
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Stolen Goods: Teresa, DodgerQuest step
Location
Old Villedor · Horseshoe – Start with the Survivor standing at the Horseshoe Water Tower, then Teresa a little way inside its walls. Knock twice on the green door at the tower's base, climb in from the platform at the back to Anna, search the corner shed with Survivor Sense and follow the tracks back to her. Then see Dodger in the Bazaar, search the north warehouse (in by the window, past the electric trap) and the south one (lockpick, trap, wooden sheet), and settle with Dodger: the race to the flag on the church roof pays like the debt without costing you money. If he is not at the Bazaar yet, come back later.
Summary
A Survivor quest about missing flour that runs from the Horseshoe Water Tower to Dodger at the Bazaar. Winning the timed flag race settles the debt with the full reward at no cost.
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Out of Your League: Nerys, Scott, Crocodile Flats (Tape)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · the Bazaar – With True Friends done and the tower assigned, Nerys asks for help at the Bazaar. Talk to Ruud, head to Crocodile Flats in Houndfield, check the lockpicks at the door and follow Scott's trail (eight clues) to a building; climb the platforms round the corner to get in. Kill the two thugs, talk to Scott, and finish back at the Bazaar (the necklace detour only changes the reward).
Why you can lose it
The quest disappears once Revolution is finished. Finish it before the Master Windmill charges, when the Bazaar's people become unreachable for a while, and in any case before Hakon's hideout.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
Nerys's second side quest, which holds a Tape. It disappears when main quest 9 ends.
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For Alice #1CollectibleMissablePoint of no return
Location
Old Villedor · Houndfield – In the building where Scott's trail ends, in south Houndfield near the GRE anomaly site C-A-22: climbing in by the balcony, the tape is on a computer desk to the left, before Scott's door.
Why you can lose it
It may stay reachable after the quest, but to be safe treat it as tied to Out of Your League: take it during the quest, before Revolution ends.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
One of the 63 Tapes the Audiophile trophy counts, found during Out of Your League.
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Revolution: explosives from Wim's yard and Cillian's fertilizerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – Talk to Alberto at the Bazaar's craftmaster station. At the Water Tower a Survivor tells you the explosives are gone; follow the marker to the transport on the Quarry End border, clear the infected at the door and talk to the guard. In the yard behind, deal with the Goliaths and open every marked crate, then take the explosives to Alberto. Last, lockpick Cillian's rooftop hut (Cillian's Hideout) and the locker by the computer: the fertilizer is at its bottom.
Summary
Main quest 9 on the Survivor side starts with gathering explosives for a plan against the Peacekeepers.
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Finish the Bazaar side quests now

Once the Master Windmill charges go off, the Bazaar's people are out of reach for a while, and finishing Revolution closes these for good: The Ball is in Your Court (the three Quartermaster Pike reports and the Engine Bludgeon), True Friends and Out of Your League (For Alice #1). Finish any that are still open before you meet Alberto at the windmill.

Safe zone: Alberto's HideoutArea
Location
Old Villedor · Trinity – Alberto's Hideout is the top floor of a building near the Old Villedor Master Windmill in north Trinity, entered from its roof. Meeting Alberto there for the charges makes it a safe zone.
Summary
A safe zone that opens on the Survivor side of main quest 9.
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Inhibitors ×3: Alberto's hideoutUpgrade
Location
Old Villedor · Trinity – From Cillian's Hideout, follow the marker to Alberto's Hideout: the top floor of a building by the Master Windmill in north Trinity, in from the roof. The GRE crate is in the room; open it before heading to the windmill.
Summary
A GRE crate of 3 Inhibitors that only appears with the Water Tower given to the Survivors; part of the 126.
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Turn on the PowerCollectible
Location
Old Villedor · Trinity – Still in Alberto's Hideout, the top-floor room near the Old Villedor Master Windmill that you enter from the roof: the tape sits on a wooden shelf inside, by the Inhibitor crate.
Summary
One of the 63 Tapes the Audiophile trophy counts. The room holding it opens with Revolution.
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Revolution: Alberto's Hideout and the Master Windmill charges, the timed blade climbHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Trinity – From Alberto's Hideout, swim under the fence on the right into the Master Windmill grounds and climb to the three red pillars to plant the charges; the zipline off the roof drops you back by the hideout. Report to Alberto, then carry the last charge to the top against the clock: take the winch up, jump onto the turning blades and back to the ledges three times, and climb the ladder. Back at the hideout, fight off the Peacekeepers and talk to Alberto.
Summary
The plan against the Peacekeepers' big windmill, ending with a race to its top.
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Choice: Alberto's promise

Leaving the hideout, Hakon radios with a timed choice. Pick the line that keeps your promise to Alberto. It sends you to the Bazaar for an optional boss fight and a talk with Vincenzo before Hakon's hideout. Heading straight to the center skips that; the Bazaar can still be visited later.

Anderson in the overrun BazaarHidden spoiler – activate to revealBossMinor spoiler
Location
Old Villedor · the Bazaar – Go back to the Bazaar and in by the marked door. Clear the Peacekeepers on both floors (many can be taken quietly), free the Survivors behind the ground-floor gate and upstairs in Sophie's room, then beat Anderson and her two guards: kill the guards first, parry and use fire. Talk to Vincenzo outside afterwards.
Summary
An optional boss fight on the promise path of Revolution.
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Before Hakon's hideout

Reaching Hakon's hideout finishes Revolution. That closes The Ball is in Your Court (the three Quartermaster Pike reports and the Engine Bludgeon), True Friends, and Out of Your League with For Alice #1. Make sure all of them are done.

Choice: help Hakon

During the talk at the hideout an attack interrupts you and a timed choice appears. Pick the option to help Hakon. It starts the side quest Snipers' Alley, and finishing that keeps a later story choice open that this run's plan relies on. Leaving him goes straight to Let's Waltz!.

Hakon's hideout on the Quarry End rooftop: help HakonHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Villedor · Quarry End – From the Bazaar (or from Alberto's Hideout if you skipped it), follow the marker south to Hakon's hideout on a rooftop in Quarry End. When the talk is interrupted, choose to help Hakon. The trophy pops as Revolution completes.
Summary
The end of main quest 9: the meeting at Hakon's hideout and the choice to help him.
Trophies
  • Achievement · SteamOn the Trail of the Enemy
  • Achievement · XboxOn the Trail of the Enemy
  • Bronze · PlayStationOn the Trail of the Enemy
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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.