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Prologue: Pilgrim's Path

The guided opening outside the city, from the first climb to the sewer ladder into Villedor: three Mementos, one of which is lost for good if you walk past it, and two story trophies.
Newspaper Article - October 11th, 2020CollectibleMissablePoint of no return
Location
Prologue · The villa – Follow Spike from the opening climb, gather honey and chamomile when he asks, craft the Medicine, then follow him through the gate into the villa's yard. Go round the left side of the house and crouch under the half-raised garage door. Go through the garage and the corridor; in the kitchen beyond, the newspaper lies on the big wooden table at the back, to your left, and glows red under Survivor Sense.
Why you can lose it
Lost once you leave the prologue: the area can't be revisited, joined in co-op or reached in New Game+. Skipping the prologue from the new-game menu may lose it too.
Point of no return
Climbing the ladder out of the sewers at the end of Pilgrim's Path: the prologue area closes behind you.
Summary
A Memento, one of the 117 the Archivist trophy counts, and the only one in the game that is lost for good if you leave it behind.
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The Only Way Out: The Bazaar and Trinity

The Bazaar and its first jobs, the Alder windmill and a full sweep of Trinity, the metro tunnels to the Main Terminal Station, the hunt for Hubert in Quarry End, and The Ball is in Your Court once the quest ends.
The Spark of Invention: Carlos at the BazaarQuest stepMissablePoint of no return
Location
Old Villedor · The Bazaar – Talk to Carlos near the Bazaar's entrance and hand over the electrical parts he asks for if you carry them; if not, search the hardware store (at night) or the military patrol the quest marks, or buy them from a trader. Then flip the switch in the small covered shed just to the right of the main door outside, and walk clockwise round the church to the goat pens to see the result.
Why you can lose it
Finish this Bazaar job before The Only Way Out ends: later Bazaar events can cancel it. Do it before you talk to Sophie and the craftmasters at the end of the quest.
Point of no return
Finishing The Only Way Out: telling Sophie at the Bazaar what the craftmasters said.
Summary
Carlos, a would-be craftmaster, needs electrical parts for a gadget he wants to show his mentors. One of the two jobs that move The Only Way Out along; it pays a Spark weapon-mod blueprint.
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Cheers!: Julian, Marco's building, HansQuest stepMissablePoint of no return
Location
Old Villedor · Houndfield – After the scene at Julian's stall, talk to him again. Marco hides in west Houndfield: enter his building by the open top-floor window, go down through the gap behind the half-open door and crawl through the hole to him, then clear the infected on the ground floor and shut the outside door. Either answer finishes it (keep his secret, or tell the truth and beat him, then report to Julian). Hans is optional: lockpick his house in central Houndfield, take the bottle from his wife and carry it to his hunting spot at an old watchtower to the west.
Why you can lose it
Finish this Bazaar job before The Only Way Out ends: later Bazaar events can cancel it. Do it before you talk to Sophie and the craftmasters at the end of the quest.
Point of no return
Finishing The Only Way Out: telling Sophie at the Bazaar what the craftmasters said.
Summary
Julian is accused of selling poisoned water; he blames his supplier Marco and fears the hunter Hans has a bottle. The second job that moves The Only Way Out along.
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Plumber's Hammer ("Cheers!" reward)WeaponMissablePoint of no return
Location
Old Villedor · The Bazaar – Comes with the reward for finishing Cheers!; check the craftmaster's blueprint list once the quest is done.
Why you can lose it
Only Cheers! gives it. Finish Cheers! before The Only Way Out ends: later Bazaar events can cancel it.
Point of no return
Finishing The Only Way Out: telling Sophie at the Bazaar what the craftmasters said.
Summary
A one-handed blunt weapon blueprint, only from Cheers!; craft it at a craftmaster.
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Carrier at the Main Terminal Station (Carriers first contact)Hidden spoiler – activate to revealNPCMissablePoint of no returnMinor spoiler
Location
Old Villedor · Main Terminal Station – Inside the Main Terminal Station, after the talk with Aitor and before you leave: find the man in a Carrier's uniform near the room where Aitor questioned you (he has no quest marker) and talk to him until the conversation ends.
Why you can lose it
Talk to him before The Raid (main quest 7) is finished: he can be gone after that, and the station is abandoned later in the story. Without him the Carriers questline can only start through Rats in the House, which is offered only while Metro: Newalls Crossing is uncleared and does not always appear. Missing the line costs the Tape The City Classifieds – The Cable Guy and the Memento The Carriers Guild Assault.
Point of no return
Finishing The Raid (the talk after the Tango Motel door choice)
Summary
A courier of the Carriers Guild, stranded in the station. Talking to him (and later to a second Carrier in the Central Loop) starts the Carriers questline, which holds the Tape The City Classifieds – The Cable Guy and the Memento The Carriers Guild Assault. In some games the line may also close when the Water Tower goes to the Survivors; Rats in the House at the Fish Eye then starts it.
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The Ball is in Your Court: Dodger, Hubert's hideout, car park, military depot (3 Mementos)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – Talk to Dodger at a table by the Bazaar's bar. Hubert's hideout is the tall building with red shutters across from the Bazaar on the Houndfield side: go in by the open roof door, pick the next lock, crouch through the hole on the right and climb the pipe to him. Then go west to the underground car park (easier at night): ladder down the lift shaft, through level -2 (kill the Howler quietly first), up the stairs and through the wall hole to level -1, then drop back down by the fenced area to the Restricted Area door of the military depot. Bring the goods out past the boarded gap, fight Klaus's gang at the exit (their heavy hitters won't follow you onto a roof), and report to Hubert, then Dodger.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
Dodger's supplier Hubert never delivered. Fetching the goods from a GRE depot under Houndfield is the only way to the three Pike reports.
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GRE report - Quartermaster Pike #1Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – In the military depot under the car park, open the left-hand container with the GRE key: the report is on a table inside, with two of the GRE containers.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
One of the 117 Mementos the Archivist trophy counts. Only reachable through The Ball is in Your Court.
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GRE report - Quartermaster Pike #2Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – In the same depot, climb on top of the right-hand container and drop in through its open roof hatch; lockpick the crate inside.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
One of the 117 Mementos the Archivist trophy counts. Only reachable through The Ball is in Your Court.
Report an issue
GRE report - Quartermaster Pike #3Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Old Villedor · Houndfield – Also inside the right-hand container: it comes with Pike #2 once the crate there is picked open.
Why you can lose it
The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
One of the 117 Mementos the Archivist trophy counts. Only reachable through The Ball is in Your Court.
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Engine Bludgeon ("The Ball Is In Your Court" reward)Hidden spoiler – activate to revealWeaponMissablePoint of no returnMinor spoiler
Location
Old Villedor · The Bazaar – Comes with the reward when you hand the goods to Dodger at the Bazaar and the quest ends.
Why you can lose it
Only this quest gives it. The Ball is in Your Court disappears once Revolution (main quest 9) is finished, taking the three Pike reports and the Engine Bludgeon blueprint with it. Finish it before Water Tower, as this route does.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
A two-handed blunt weapon blueprint, only from The Ball is in Your Court; craft it at a craftmaster.
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Unruly Brother, The Arrival and Quarry End

Barney's night search and the meeting with Jack and Joe's men, the Bazaar and 'Larch' side quests, then a full sweep of Quarry End from the 'Oak' windmill and a night round, before The Raid.
True Friends: Dominik, then Nerys at the BazaarQuest stepMissablePoint of no return
Location
Old Villedor · Trinity – The quest only starts once you have spoken to Dominik outside the Bazaar's north-west corner after The Only Way Out: if you haven't, do that first. Then talk to Nerys in the Bazaar, and go back out to Dominik at that corner, who points you east to King William IX Road in Horseshoe. Go into the dark hollow there by its street door (not the roof), climb to the top-floor door, kill the Goon, the Spitter and the infected that appear on the ground floor, go back up to the boy, then report to Nerys.
Why you can lose it
Finish True Friends before Revolution (main quest 9) is completed: it can fail if still open then, and Out of Your League needs it done.
Point of no return
Finishing Revolution (the talk at Hakon's rooftop hideout in Quarry End)
Summary
Nerys's two sons are missing. It is needed for Out of Your League, which holds a tape the Audiophile trophy counts, so it is part of 100%.
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Missing Persons: Damien, Devil's Bridge and the Bazaar towerHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Old Villedor · Trinity – Damien stands near the Bazaar entrance. His job lead is a building just north-east of the Trinity / Quarry End border, a little east of Houndfield: go down a floor for the interview, kill the thugs, choose to cooperate with Damien outside and search the two side rooms. Then go to Devil's Bridge in north-east Quarry End, on the Horseshoe border: in through a roof window, down through the floors, kill the thugs and open the door upstairs (a fight follows). Back at the Bazaar, talk to Roger, climb the church tower from its lowest scaffolding, open the safe at the top with 510 if you have not yet, and go out the roof hatch to Damien.
Why you can lose it
Missing Persons can no longer be started or finished once Water Tower is completed. Finish it before you turn the water tower's valve.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
Summary
Damien's side quest runs from the Bazaar into Quarry End and back up the Bazaar's church tower. The Baltazar tape lies on its route; the tower safe's tape and Memento are open-world pickups you may already have.
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The City Classifieds - BaltazarCollectibleMissablePoint of no return
Location
Old Villedor · Quarry End – In the Devil's Bridge building of Missing Persons: on the shelf right beside the roof window you come in by, in the attic among paints and brushes. The window can also be reached by climbing the street light outside.
Why you can lose it
This tape lies on Missing Persons' route, in a building the quest opens. Take it during the quest, before Water Tower ends.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
Summary
One of the 63 Tapes the Audiophile trophy counts.
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Sentimental Value: Maya's roof, then the Quarry End dark hollow Goon (night)Quest stepMissablePoint of no return
Location
Old Villedor · Horseshoe – Maya hides behind a low wall on a roof in south-west Horseshoe, north-west of the Horseshoe Water Tower: kill the three bandits who show up and talk to her. At night, go to the dark hollow over a construction site in north-east Quarry End, enter from the roof, kill the Goon inside and search its body for the music box.
Why you can lose it
Finish Sentimental Value before Water Tower ends: it may close then, and the Maya step of Man On a Mission needs it.
Point of no return
Finishing Water Tower (meeting Sophie at the Bazaar after Barney's hideout)
Summary
Maya's stolen music box. Finishing it is needed for the Maya step of the Man On a Mission trophy later.
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The Raid and Horseshoe

Main quest 7, The Raid: Jack & Joe's Camp and the Tango Motel choice, then a sweep of Horseshoe (two windmills, two airdrops, the THV Genomics Center, six murals) and The Matchmaker before Water Tower.

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.
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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Orders, New Dawn Park and Observatory

Main quests 12 and 13: Orders from the Fish Eye to Culvert Island, north Garrison and Rowe's building; the New Dawn Park sweep with the two Fish Eye side quests that must come before its metro station is cleared; Renegades in Garrison; and the trip west of the city to the observatory.
Rats in the House: Nikolas, Metro: Newalls Crossing generatorsHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · New Dawn Park – Talk to Nikolas at the Fish Eye bar; he hands you six Molotovs and suggests going at night, when the station holds fewer infected. Go under the Fish Eye to the entrance of Metro: Newalls Crossing, lockpick the control room (an easy lock) and use the switch. Ride the elevator shaft down to the generator room, start its three generators and the main power, ride back up and use the switch again. Then report to Nikolas. The quest does not always appear: if he has nothing for you, still leave the station alone for now.
Why you can lose it
Nikolas only offers this quest while Metro: Newalls Crossing is uncleared; restoring the station on your own first loses it for good.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
Summary
A Fish Eye side quest that brings the metro station under the canteen back to life. It opens To Kill or Not to Kill and also starts the Carriers questline if that line has not started yet.
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To Kill or Not to Kill: Paul, Francis and Avery (Memento #75)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · New Dawn Park – Paul sits at the round table beside the Fish Eye bar. Find Daisy upstairs in the Incubate building, about 200 m west of him (follow the red footprints to her door). Search the meeting place in a Downtown skyscraper (climb in on a lower floor; Survivor Sense on the corpse). Then clear Francis's camp, another Downtown skyscraper, and talk to him on its top floor; For Alice #3 lies one floor below him if you have not taken it yet. Avery's camp is about 100 m east: climb the red walls on its north side to his door. Whichever side you take, finish with Paul at the Fish Eye.
Why you can lose it
Lost once Metro: Newalls Crossing is cleared outside Rats in the House. It also fails to appear in some games: if Paul is not at the Fish Eye after Rats in the House, look for him after each main quest and take it the moment he shows up; joining another player's game where the quest is open is the last resort.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
Summary
Paul's missing salvage team leads to two rival bandit leaders in Downtown. The quest holds the Memento Avery's Map.
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Memento: Avery's MapHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Downtown – At the meeting place of To Kill or Not to Kill, a Downtown skyscraper south of the 'Pine' Windmill that you climb into on a lower floor: searching the corpse there hands you the map.
Why you can lose it
It only comes from To Kill or Not to Kill, which is lost if Metro: Newalls Crossing is cleared outside Rats in the House.
Point of no return
Clearing Metro: Newalls Crossing yourself, outside Rats in the House
Summary
One of the 117 Mementos the Archivist trophy counts. It is picked up automatically during To Kill or Not to Kill.
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Renegades: Culvert Island, Elias (Memento)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · Garrison – Glide to Culvert Island and land on a small roof, then thin out the Renegades there (archers included). Knock on the shack door and talk to Kasper. Lockpick the camp west of the island and examine the corpse on the table, lockpick the next one to the south-west, then beat the three Renegades at the overlook by a windmill on Garrison Boulevard. The last camp is east of the Garrison Electrical Station: get in over the train and through the boards, clear the room, the floor above (the leader's room) and the roof. At the prisoners' door Elias arrives with his men; one swings a two-handed weapon you cannot block and one throws fire, so climb onto the roof to split them up. Then lockpick the door (a hard lock).
Why you can lose it
The quest fails once Observatory, the next main quest, is finished.
Point of no return
Finishing Observatory (moving the plank at the ruined observatory's door)
Summary
A Garrison side quest that starts by radio after Orders: rescue the islanders the Renegades took. It holds the Memento The Elias Inquiry.
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Memento: The Elias InquiryHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · Garrison – At the last Renegade camp of the quest, east of the Garrison Electrical Station: open the chest on the roof while you clear it.
Why you can lose it
It only spawns during Renegades, which fails when Observatory is finished.
Point of no return
Finishing Observatory (moving the plank at the ruined observatory's door)
Summary
One of the 117 Mementos the Archivist trophy counts. It only spawns once Renegades has started.
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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.
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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Cathedral and Saint Paul Island

The Saint Paul Island sweep (both windmills, Metro: Cathedral, the electrical station to the Survivors, C-A-91, the THV-GenMod quarantine and the church airdrop), then Cathedral on Juan's side with its two Inhibitors, the end of the Aitor quest, and the pickups and side quests Cathedral opens.

Broadcast and the VNC Tower

Broadcast from the Fish Eye to the top of the VNC Tower: the Garrison Electrical Station for the Survivors, the tower's dog tags and Inhibitors, the Grappling Hook and the transmitter for Frank, then the pickups you glide to from the tower roof.
Dog Tag: VNC Tower power roomHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the VNC Tower – Go through the door behind Leon and kill the infected Peacekeeper in the next room, then search the body.
Why you can lose it
It can't be picked up once you move on in Broadcast, and is gone for good when the quest ends. A copy may come later at the PK Floating Fortress's Wall of Valor room; don't count on it.
Point of no return
Finishing Broadcast (using the panel at the top of the VNC Tower antenna)
Summary
One of the 117 Mementos the Archivist trophy counts. In the game it is Chris's Dog Tag. It is only on the body in the power distribution room during Broadcast.
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Mantis Blades blueprintItemMissablePoint of no return
Location
Central Loop · Garrison – From the THB-UT0 skyscraper, glide to the building just south of it, where the Liquidator waits. Talk to him; afterwards the blueprint is in a small toolbox beside you.
Why you can lose it
Reported lost once the epilogue begins: get it before the door at the end of The Breakthrough that warns the epilogue is next.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Summary
An easter-egg knuckleduster blueprint from a man called the Liquidator; it may show in game as Cyber Hands 2177.
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Garrison

Free roam after Broadcast: the side quests that open on the Missy, Garrison's windmills, metro, anomalies, bandit camp, murals and settlement quizzes, then the Lost Armory side quest as one trip.
The Living Dead: rooftop radio, North Loop Radio Tower, Downtown Electrical StationQuest stepMissablePoint of no return
Location
Central Loop · The Wharf – From the 'Magnolia' windmill, go west over the rooftops to the radio and listen to it. Climb the North Loop Radio Tower to the west from the outside with the Grappling Hook until the voice comes through clearly. Then go to the Downtown Electrical Station: downstairs to the locked gate, through the vent to its right, and find the man inside.
Why you can lose it
Its building can become unreachable later and the quest fails if it isn't done before the game's end: finish it before the door at the end of The Breakthrough that warns the epilogue is next.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Summary
A side quest that opens after Broadcast: a voice on a radio asks for help.
Report an issue
Memento: Report: DeliveryCollectibleMissablePoint of no return
Location
Old Villedor · Trinity – In Delta's office, the room where you talk to her. Take it on this visit.
Why you can lose it
Delta's office can't be entered once Lost Armory ends: take it on your first visit, before you open the armory container.
Point of no return
Opening the armory container at the end of Lost Armory
Summary
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional. It lies in Delta's office, which is shut once the quest is over.
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Memento: Report: re. standing orders (Tackhead's base)CollectibleMissablePoint of no return
Location
Central Loop · Outlands – Somewhere in the area of Tackhead's base, in the Outlands just outside Garrison; no exact spot is known. Search the whole base before you open the armory container.
Why you can lose it
The area can't be entered again once the armory container is opened.
Point of no return
Opening the armory container at the end of Lost Armory
Summary
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional.
Report an issue
Memento: Report: ToolkitCollectibleMissablePoint of no return
Location
Central Loop · Outlands – In the same area as the other report, again with no exact spot known.
Why you can lose it
The area can't be entered again once the armory container is opened.
Point of no return
Opening the armory container at the end of Lost Armory
Summary
A Lost Armory note from the 2024 Firearms Update. No trophy counts it, so it is optional.
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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.
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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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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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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Veronika and The Breakthrough

Veronika from the Bazaar to the observatory complex beyond the dam, then The Breakthrough for Frank, up to the door that starts the epilogue: the last cleanup, the save backup and the point of no return.
AfterpartyHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Central Loop · the Fish Eye – After the talk with Lawan on the Fish Eye roof, check your journal: if Afterparty is there, follow its marker and finish it before Veronika's trip to Old Villedor, and in any case before the door at the end of The Breakthrough. Lawan gives it; the journal shows where it starts.
Why you can lose it
Its deadline is unknown; to be safe, treat it as closing with the epilogue door.
Point of no return
Opening the door at the end of The Breakthrough (the game warns that the epilogue starts)
Summary
A side quest from Lawan that opens only on this route: Snipers' Alley finished, the transmitter to Frank, and every line from the warnings in The Shoe and the church.
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Now or Never and X13

The last two story quests, back to back: into the Renegade Stronghold, the three tapes in Waltz's quarters, X13 and the final fight, then the final choice twice, the second time from the save backup.
Tape: Waltz's Chamber Recording #3Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Back in the hallway, follow the marker on to Waltz's quarters (an elevator ride is part of the way) and through the marked door. Inside, go left past the surgical equipment: the tape lies on the corner of the large white desk at the end.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Point of no return
Leaving Waltz's quarters in Now or Never
Summary
One of the 63 Tapes the Audiophile trophy counts. One of three tapes that can only be taken during this quest.
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Tape: Waltz's Chamber Recording #1Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Cross to the far end of the quarters and go through the wooden door: the tape is on the table at the back left of that room. It only shows once you get close to the table.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Point of no return
Leaving Waltz's quarters in Now or Never
Summary
One of the 63 Tapes the Audiophile trophy counts. One of three tapes that can only be taken during this quest.
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Tape: Waltz's Chamber Recording #2Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Central Loop · the Renegade Stronghold – Turn around from that table: the tape is on the counter beside the bed.
Why you can lose it
Lost once you leave Waltz's quarters: the quarters stay locked after the credits, and only joining another player's co-op game while they play Now or Never brings them back.
Point of no return
Leaving Waltz's quarters in Now or Never
Summary
One of the 63 Tapes the Audiophile trophy counts. One of three tapes that can only be taken during this quest.
Trophies
  • Achievement · SteamAudiophile
  • Achievement · XboxAudiophile
  • Bronze · PlayStationAudiophile
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Bloody Ties

The Bloody Ties story DLC after the credits: First Blood and three tryouts in Old Villedor, the Carnage Hall tournament with its side quests and collectibles, the medal hunt, the Challengers Fight and Skullface.
Backstory (Rune)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Rune offers it once you have your room. Its objective is to find archive material on Astrid's past in Carnage Hall: four notes, and the quest ends when you have picked up all four.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
A side quest from Rune: dig up archive material on Astrid's past. Its four notes count for Connoisseur.
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Backstory note #142CollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – Found during Backstory in Carnage Hall; no closer spot is known. The quest's marker leads to its material.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Arena Combat Rules, one of Backstory's four notes.
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Backstory note #143CollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – Also found during Backstory in Carnage Hall; follow the quest's marker.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Astrid Cancelled, a newspaper article, one of Backstory's four notes.
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Backstory note #144CollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – Also found during Backstory in Carnage Hall; follow the quest's marker.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Meet Astrid, a magazine cover, one of Backstory's four notes.
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Backstory note #145CollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – The last piece of Backstory's material in Carnage Hall; picking it up completes the quest's search.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. The Carnage Hall Poster, the last of Backstory's four notes.
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Roy and the prisoners freedHidden spoiler – activate to revealNPCMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the dungeon – In the prison, before you head out to the arena: talk to Roy after picking his lock, then lockpick the other cages, two in Roy's section and two back in the part you came through.
Why you can lose it
The cages can only be opened while you pass through the dungeon in Fame or Infamy.
Point of no return
Leaving the Carnage Hall dungeon for the arena in Fame or Infamy
Summary
An optional objective in the dungeon: freed prisoners help you in the last arena fight.
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Meet Ogar in the metroHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the metro – When Ogar calls, follow the marker down into the metro under Carnage Hall, to the same tunnels as Prometheus, and hear him out about his old armour and weapon.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
An objective of Road to Perdition that the game leaves optional; it opens the side quest The Only Hope.
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The Only Hope: Ogar's armour, Yuan, Stamma's basementHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the metro – Ogar gives it at the meeting in the metro during Road to Perdition (the row above; go to him when he calls). Follow the marker, squeeze between the cardboard sheets, take the low passage on the right and push aside the next sheet into Ogar's old room. Examine the armour, the poster and the tiger-skin rug, scan the cabinet with Survivor Sense and move it; the room's new owner attacks: beat him, answer honestly, and find the cache empty. Ask Yuan about the armour, then take the vehicle at the north edge of Carnage Hall back to Old Villedor and go to Stamma's home. Down in the basement, the first door on the left holds the stash; reach for the armour and Stamma attacks: take about half his health and he stops to talk. Then meet Ogar in the metro again.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
A side quest from Ogar: recover his old armour. It leads to one of Connoisseur's tapes.
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The Fights #2 — Ogar vs. StammaCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Houndfield – In Stamma's basement during The Only Hope, in the stash room behind the first door on the left at the bottom of the stairs, among the things you can examine there.
Why you can lose it
The Only Hope only opens through the metro meeting with Ogar in Road to Perdition. To be safe, treat both as lost once you start the Challengers Fight.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. The only Bloody Ties tape outside Carnage Hall.
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The Gilded Cage: Skullface's room, safe, the dark zoneHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – When music plays in your room, Astrid wants a second meeting: go past the prison door (where Ciro was held) and up the stairs to her office. Go down a floor into the room with the guard, wait for him to pass on his round, then lockpick the door. Inside, examine the writing on the wall, the mannequin and the poster; hide in the bathroom while a guard looks in, then open the safe there: its code comes from the number on the poster and the place written on the wall. Out of the room, turn left at the gate, cross the ring, slip behind the shelf on the left and climb the vent by the mattress (a cable runs into it) up to a safe zone. Then take the vehicle at the north edge of Carnage Hall to Villedor and enter the marked dark zone at night: up the vent and the stairs, past the infected quietly, across the broken stairwell and down a level to the door with the yellow marker. In the torture room, examine the body with the syringes, the body on the table and the note left of the entrance, then kill the turned prisoner (knock him down and stomp him). Call Astrid and hand the formula to her guard back at Carnage Hall.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
A side quest from Astrid: dig into Skullface's secret. Its three notes count for Connoisseur.
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The Gilded Cage note #135Hidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Handed to you right at the start of The Gilded Cage, at Astrid's office.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Principles of Humanity, a letter to Astrid.
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The Gilded Cage note #146Hidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – In Skullface's room, the one you lockpick in The Gilded Cage: you pick it up as you go in.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Scumbuckets On Parade!, a debt list.
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The Gilded Cage note #147Hidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Inside the safe in the bathroom of the same room, once you open it.
Why you can lose it
Only handed out during this side quest. To be safe, treat the quest as closed once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Skullface's Rest Day.
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Portrait of a Hangover: help AdisaHidden spoiler – activate to revealQuest stepMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Severus asks you, while you climb the ranking, to bring the one remaining portrait to the artist. Adisa lies at the top of the main hall, by the railing. Talk to him and agree to help. His map is in the Collectibles menu: in the first tab, scroll right to the bottom and open it to see where the portraits are. Recover the six fighter cards in Villedor, then go back to Adisa.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
A side quest from Severus: take the last portrait to the artist, then recover the rest around Villedor. Its eight items count for Connoisseur.
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Fighter Card: AidenCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Carnage Hall · the opera house – Yours as Portrait of a Hangover starts.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Your own fighter card, the portrait you carry to Adisa.
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Fighter Card: KaijuCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Quarry End – South-west Quarry End, in the glass-roofed house from the side quest The Rose Garden: fast travel to the Main Terminal Station or sleep at the 'Oak' windmill and go in at ground level.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Fighter Card: OgarCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Old Villedor · Trinity – North of Quarry End, where Trinity meets the middle of Houndfield's east side: a penthouse on a rooftop. It is in the big lounge, on a computer desk.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Fighter Card: SkullfaceCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · New Dawn Park – Fast travel to the Fish Eye in New Dawn Park: the card is on a table in the canteen, to the right of where Harper, the Chapters agent, stands.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Fighter Card: AnubisCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · Garrison – South from the Fish Eye into east Garrison, by the 'Juniper' windmill. Two cards are here, and the two spots are a top-floor office and an open yard full of GRE containers; Adisa's map shows which card is where. This is one of them.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Fighter Card: Night CrowCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · Garrison – The other of the two east-Garrison spots: whichever of the rooftop office and the GRE container yard you haven't searched yet.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Fighter Card: Snake EyesCollectibleMissablePoint of no returnDLC: Bloody Ties
Location
Central Loop · the dam – Fast travel to Metro: VNC Tower in west Garrison and head west out of the city to the dam: the card is low on the dam wall, by the water.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. One of the champions' portraits Adisa lost around Villedor; the cards only appear once you agree to help him in Portrait of a Hangover.
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Portrait of a Hangover noteHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Bloody TiesMinor spoiler
Location
Carnage Hall · the opera house – Back in Carnage Hall with all six cards, return to Adisa at the top of the main hall: finishing the quest hands it over.
Why you can lose it
Only there while Portrait of a Hangover runs, and only if you help Adisa. To be safe, treat it as lost once you start the Challengers Fight in Road to Perdition.
Point of no return
Talking to Severus to start the Challengers Fight in Road to Perdition
Summary
One of the 36 Bloody Ties collectibles the Connoisseur trophy counts. Adisa's note, the eighth and last item of Portrait of a Hangover.
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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.