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Quantum Break eGuide
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Contents

  • Foreword
    • Foreword by Sam Lake
  • Remedy Retrospective
    • Death Ralley to Max Payne
    • Alan Wake and American Nightmare
  • Before Quantum
    • Before Quantum
  • Quantum Break
    • Visualizing Breaking Time
    • Monarch Solutions
    • Fictional Science of Quantum Break
  • Characters
    • Creating Digital Doubles
    • Jack Joyce
    • Paul Serene
    • Beth Wilder
    • Dr. William Joyce
    • Martin Hatch
    • Dr. Sofia Amaral
    • Liam Burke
    • Nick Marsters
    • Amy Ferrero
    • Charlie Wincott
  • Walkthrough
    • Act 1
      • Part 1
      • Part 2
      • Part 3
      • Junction 1
    • Act 2
      • Part 1
      • Part 2
      • Part 3
      • Junction 2
    • Act 3
      • Part 1
      • Part 2
      • Junction 3
    • Act 4
      • Part 1
      • Part 2
      • Part 3
      • Part 4
      • Junction 4
    • Act 5
      • Part 1
      • Part 2
      • Part 3
  • Optional Storytelling
    • Optional Storytelling
    • Creating Riverport
  • The Digital Show
    • Concept
    • Prototype
    • Finding the Form
    • The Final Form
  • Unused Materials
    • Kill Your Darlings
  • Credits
    • Credits

Quantum Break Guide › Walkthrough › Act 5

Part 2

RETURN TO THE UNIVERSITY

Going back in time, Jack returns to the Project Promenade lab just in time to see his earlier self and William escape the lab. Forced to take another route, Jack now must intercept William before he does. He knows that if William makes it to the library, he’ll be killed when the demolition charges go off and the building collapses on top of him.

In a desperate dash, Jack fights his way to the library. At the last instant, he manages to use his abilities to rescue William—it looks to observers as if William was killed, but in actuality, Jack manages to get him out of harm’s way.

With his brother alive, Jack hands over the countermeasure. But William says they can’t use it here. It won’t work. Something will go wrong. Jack already knows it won’t work, William says, even if he has trouble accepting it; he knows how things will turn out, and one of those things is the Fracture progressing. No, they’ll have to go back to Jack’s time, to a point when it can work—or, to put it another way, to a time when they don’t know it won’t work. It’s a slim hope, but it’s better than nothing.

They must return to the future. And for that, they need William’s machine at the Bradbury Swimming Pool.

Chronon Sources

5

Intel

0

Collectibles

1

Quantum Ripples

0

Find Will

The level starts back in the original Time Machine room where you helped Paul at the start of the game.

Optional: There’s a time echo from Act One/Part 1 here of Paul and Jack activating the corridor.

Head down the path toward the ramp to the entrance. Two Monarch operatives approach from the elevator. Kill them and continue.

The doors at the top of the ramp are shut, so use the elevator.

Chronon Source: Before heading back down the ramp, use Time Vision to reveal a Chronon source near the lab coats.

Head back down the ramp and enter the elevator to ride it down.

Walk through the narrow doorway and confront more enemies: two technicians, two LMG techs, and a few operatives.

You’ll catch two technicians by surprise as LMG techs and operatives start heading your way.

Hint

The LMG techs don’t have dampeners, so you can use Time Stop on them. This is handy just to keep them away.

Hint

There’s an ammo crate toward the back of the room.

Mandatory: Once the enemies are taken care of, run through the room toward an unstable roll-up door. Use Time Stop/Time Shield to prop the door open, then run through.
Chronon Source: After walking outside, climb the forklift and use Time Vision to reveal a Chronon source.
Optional: Jack can Interact with the forklift.

After exiting the loading dock through the unstable door, you see a few Monarch operatives and a shotgun tech stuck in a stutter. You can grab weapons from these guys if needed.

Turn around and climb the side stairs to the upper parking lot. There are strikers guarding this area.

Optional: Jack can Interact with the campus map in the parking lot.
Mandatory: Kill the strikers in the parking lot.

Look around for the tail light streaks of a bearcat entering a parking garage. You can rewind time here.

Mandatory: Rewind the bearcat and enter the parking garage.

Hint

Rewind time to open the garage door, then use Time Dash to make it inside before the door closes.

Remember to stay out of the way of the bearcat, as it will crush you if you’re in front of it as it returns to the parking garage.

Find Will: Parking Garage Combat

Once Jack is spotted, the enemies inside begin attacking.

Hint

There are several cars that explode if they take too much damage. It’s tricky to avoid the blasts, so try to keep moving and use the downstairs garage as a safe spot.

Hint

There are LMG techs, operatives, technicians, and strikers in here. Try to take out the strikers and technicians first.

Hint

There’s an ammo crate near the ticket booth.

Mandatory: Kill all enemies in the parking garage.

Once the enemies are dead, get the gate code to proceed. To do this, head to the center of the room and look for an echo.

Mandatory: Trigger the echo and follow it closely (you may need to watch the echoes move a few times to get the pattern down). Once it arrives at each destination, Interact with the echo again and continue to follow it. After successfully following the echo, you’ll obtain a gate code.
Mandatory: Once you have the gate code, head to the gate and open it up.
Find Will: To the library

Head through the opened gate.

Chronon Source: Before riding the escalator up, use Time Vision to reveal a Chronon source to the right, near a TV screen on the wall.
Mandatory: Take out the three Monarch operatives.
Collectible: Before disabling the dampener switch, Interact with the note right next to it to unlock a document.

Ride the escalator up into the lobby. There’s a Chronon Dampener active in there.

Mandatory: Turn off the Chronon Dampener.

After disabling the dampener, the power goes out and more enemies show up, including two LMG techs. These guys don’t have dampeners equipped, so use Time Stop.

Hint

If you’re having a hard time dealing with both of them, bait them around to the top of the escalator and kill them one by one, using Time Stop and bullet stacking.

Once they’re dead, the power is restored to the building.

Mandatory: Open the closed doors leading to the library and head up the staircase.

There’s an echo at the top of the stairs.

Head over to the portable toilets and climb on top, then jump to the red scaffolding.

Jump across the gap to the next red scaffolding, then over to the walkway covered in blue tarps.

Mandatory: Climb the ladder.

After the cutscene, walk down the catwalk and jump to the crane.

Climb the crane ladder.

Chronon Source: On the first platform, use Time Vision to reveal a Chronon source in one of the corners near the railing.

At the next level, climb the last ladder to the top.

Run down the crane and drop to the roof of the library.

You encounter a few operatives, a sniper, and a shotgun tech up here. Take them out using the skylights as cover.

Hint

To disable the sniper easily, use Time Stop on him, then stack bullets; or use Time Blast from the crane before dropping down.

Mandatory: Kill all enemies on the roof.

Once they’re dead, grab weapons and ammo as necessary, then head to the closed gate.

Mandatory: Open the gate.

Climb the power box, then get onto the air ducts.

Drop down onto the roof section.

Jack takes out two operatives.

Hint

Once you move over the crest of the roof, two snipers are pointing straight at you. Be careful!

Jack can Time Sprint and take down the first sniper to grab his carbine, then take the other out from a distance.

Hint

Use Time Shield if you start taking fire. Don’t move too far forward until the snipers are gone—there are two LMG techs on the other side.

Hint

It’s best to take these guys out from a distance with the carbine after dropping the first sniper.

Mandatory: Eliminate these enemies, then proceed through the door at the end of the path.

Jack descends the staircase, then continues down one more floor and around the upper section of the east wing.

This place should look familiar.

Hint

A countdown timer starts when Jack reaches a certain point in the library. You must make it to the main entrance to the library quickly or the building will blow.

Jack follows the path around, then takes the ramp down one more level.

Mandatory: Walk up to the boarded up doors to trigger a cutscene. Watching this unlocks a secret Achievement.

Jack continues heading straight and look for a doorway.

Once you regain control, follow Will.

Optional: As you approach a staircase ahead, rewind time to reveal more of Beth’s graffiti.
Optional: Listen to Will and let the operatives pass by without killing them. You hear different dialogue in the section.

Take out the two operatives that bust through the double doors.

Continue down the stairs.

Optional: Junction Differences! Depending on choices made in Junction 1, Jack talks about saving either Nick or Amy as he follows Will through the doorway.

Jack follows Will through the next door.

Optional: There’s a time echo here that shows the first time Jack used Time Dodge.

Once inside, he follows Will upstairs. You’re heading back into the room where you learned Time Dodge.

Chronon Source: Inside the Time Dodge tutorial room, walk to the right side corner of the room with the painting of a man on the wall. Use Time Vision to reveal a Chronon source.

Continue to follow Will into the classroom and out toward the entrance to the parking lot.

Head through the main entrance to the building and into the parking lot to trigger a cutscene and the end of the level.

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