☢️ ACT 2 — PART 2: GROUND ZERO
By Caleb Irvin / October 7, 2026 / No Comments
We’ve crossed the industrial area, collected everything on our PR timeline, and discovered that Jack can now rewind pieces of the environment.
Our COD Guide is sitting at a healthy…
😡 ANGER LEVEL: 🟥 9/10
Which is completely fine.
Probably.
Meanwhile…
COD Guide: “Before we start.”
Us: “Yeah?”
COD Guide: “I have one request.”
Us: “What’s that?”
COD Guide: “No more messing with time.”
Us: “We’re going to Ground Zero.”
COD Guide: “That doesn’t answer my question.”
Us: “Correct.”
…
COD Guide: “I hate you.”
And we’re off!
📊 100% CHECKLIST — GROUND ZERO
Act 2 — Part 2 contains a much bigger collectible hunt.
For this section we’re looking for:
5 Chronon Sources
1 Quantum Ripple
1 Intel
12 Documents
3 Computers
2 Media
That gives us 24 collectibles total.
Ground Zero has some easy-to-miss material, so we’re going to search before advancing through major objective points.
ENTERING GROUND ZERO
Continue from the end of Industrial Area and follow the route toward the abandoned Bradbury Swimming Pool area.
You’ll quickly notice something:
This place is messed up.
The closer Jack gets to Ground Zero, the more severe the temporal abnormalities become.
Use Time Vision constantly.
Not only are we hunting collectibles, but we’re entering an area where the environment itself starts telling us what happened.
🌀 CHRONON SOURCE 1/5
Shortly after entering the opening Ground Zero route, don’t blindly follow the objective.
Search the side of the path around the first abandoned industrial structures.
Activate Time Vision.
You’ll see the temporal glow indicating our first upgrade point.
Follow it and collect:
🌀 CHRONON SOURCE 1/5 ✅
And remember:
Spend your Chronon Points.
There’s no prize for finishing the game with a giant pile of unused upgrades.
📄 COLLECTIBLE SWEEP — GROUND ZERO APPROACH
The opening section contains several pieces of narrative information tied to the original Ground Zero incident.
Search:
Desks
Portable offices
Monarch equipment
Bulletin boards
Tables
and especially:
COMPUTERS.
Some of Quantum Break’s best background information is buried in emails.
For our guide, don’t leave an office until you’ve checked every glowing/interactable screen.
THE TEMPORAL AFTERMATH
As Jack moves deeper into Ground Zero, you’ll encounter increasingly severe evidence of temporal damage.
Objects aren’t simply broken.
Some are caught in abnormal temporal states.
And Jack is becoming increasingly capable of interacting with them.
COD Guide: “I don’t like this.”
Us: “You haven’t liked anything since the tutorial.”
COD Guide: “BECAUSE EVERY FIVE MINUTES SOMEONE INVENTS A NEW WAY TO ABUSE TIME.”
Us: “Fair.”
⚛️ QUANTUM RIPPLE 1/1
Eventually you’ll reach an area containing abandoned research/Monarch equipment.
Do not immediately follow the objective onward.
Search the equipment and interactable objects carefully.
You’ll find the section’s single:
⚛️ QUANTUM RIPPLE 1/1 ✅
Trigger it.
And yes…
Something we just did may show up later.
COD Guide looks at us.
Us: “Don’t.”
COD Guide: “You touched something.”
Us: “Collectible.”
COD Guide: “And it changes something later.”
Us: “Possibly.”
…
😡 COD GUIDE ANGER LEVEL: 🟥 9.1/10
COD Guide: “I’m inventing decimals now.”
🌀 CHRONON SOURCE 2/5
Continue through the ruined Ground Zero structures.
When the path gives you room to explore away from the obvious objective, use Time Vision.
Follow the Chronon signal into the side area and collect:
🌀 CHRONON SOURCE 2/5 ✅
Ground Zero has several moments where the most direct route is not the collectible route.
Whenever Jack says where he needs to go:
Do the opposite for thirty seconds.
That’s basically our collectible strategy.
📁 INTEL 1/1
As you move through the Monarch-controlled research areas around Ground Zero, watch for a clearly interactable piece of Monarch intelligence among the equipment.
Inspect it.
📁 INTEL 1/1 ✅
Intel entries tend to provide information that Monarch definitely wasn’t planning to put on a tourist brochure.
Read them.
We’re building a much clearer picture of what this organization knows.
ENTER THE GROUND ZERO FACILITY
Eventually you’ll reach the more heavily researched portion of Ground Zero.
Monarch hasn’t simply fenced this place off.
They’ve been studying it.
That’s important.
Whatever happened here predates Jack’s current understanding of the Fracture.
And Monarch knows considerably more about it than we do.
💻 CHECK EVERY RESEARCH COMPUTER
This area contains multiple narrative objects close together.
Before leaving each laboratory/office:
STOP.
Use Time Vision.
Walk around the perimeter.
Check desks.
Check terminals.
Check research equipment.
We need:
Computers: 3 total
and
Documents: 12 total
before this Part ends.
Don’t let an objective marker pull you out of a research room before you’ve searched it.
🕒 TEMPORAL ECHOES
Jack begins encountering strange temporal remnants around Ground Zero.
These moments give us glimpses into events that occurred previously.
Which means we’re essentially using damaged time to observe pieces of the past.
…
Slowly cut to COD Guide.
COD Guide: “No.”
Us: “We’re not doing anything.”
COD Guide: “YOU’RE WATCHING THE PAST THROUGH BROKEN TIME.”
Us: “Technically.”
COD Guide: “WHY IS EVERYTHING ‘TECHNICALLY’ WITH YOU?!”
😡 COD GUIDE ANGER LEVEL: 🟥 9.25/10
🌀 CHRONON SOURCE 3/5
As you continue following the temporal trail through the Ground Zero facility, you’ll reach another explorable area before the next major progression point.
Activate Time Vision.
Follow the Chronon indicator away from the direct objective route.
🌀 CHRONON SOURCE 3/5 ✅
COMBAT — MONARCH KNOWS WE’RE HERE
Eventually exploration gives way to another Monarch encounter.
By now you should be getting more comfortable fighting aggressively.
Our combat rhythm remains:
⚡ POWER → SHOOT → MOVE → POWER → SHOOT.
Use Time Stop to lock down dangerous targets.
Use Time Blast when enemies cluster.
Use movement abilities whenever available instead of camping behind the same piece of cover.
Jack is becoming too powerful to fight like an ordinary guy with a pistol.
📺 MEDIA COLLECTIBLES
Ground Zero contains 2 Media items.
Whenever you encounter active screens, recordings, presentations, or radios inside Monarch’s facilities:
Interact with them before leaving.
📺 MEDIA 1/2 ✅
Later in the Ground Zero route, another interactable recording provides:
📺 MEDIA 2/2 ✅
Let them play enough to register before moving on.
🌀 CHRONON SOURCE 4/5
After progressing farther through the Ground Zero investigation, you’ll reach another large area with a less obvious side route.
Time Vision is your friend.
Follow the temporal indicator and collect:
🌀 CHRONON SOURCE 4/5 ✅
Only one remains.
🧠 WHAT WE’RE LEARNING
Ground Zero is giving us a very important revelation:
This situation is bigger than Jack’s accident at Riverport University.
Monarch’s presence here, the research equipment, and the temporal evidence all indicate there’s history behind what we’re seeing.
Paul didn’t simply break time and create an organization overnight.
There’s more going on.
A LOT more.
COD Guide: “So you’re telling me…”
Us: “Here we go.”
COD Guide: “The time-machine disaster wasn’t the BEGINNING of the time nonsense?”
Us: “Correct.”
…
COD Guide: “We’re at 9.5.”
Us: “I thought you were at 9.25.”
COD Guide: “I ROUND UP WHEN I’M ANGRY.”
😡 COD GUIDE ANGER LEVEL: 🟥 9.5/10
🚨 LATE-GROUND-ZERO COLLECTIBLE CHECK
Before pushing toward the final major objective, stop.
By now you should have been steadily accumulating the section’s narrative collectibles.
Check your counters.
We’re aiming for the final totals of:
📄 DOCUMENTS — 12/12
💻 COMPUTERS — 3/3
📺 MEDIA — 2/2
📁 INTEL — 1/1
⚛️ QUANTUM RIPPLES — 1/1
If anything is missing and the previous rooms remain accessible:
GO BACK NOW.
Do not trust yourself to remember later.
That’s how 99% completion happens.
And we don’t do 99%.
🌀 CHRONON SOURCE 5/5
Before completing the final Ground Zero route, perform one last Time Vision sweep around the accessible side paths.
Locate the final temporal glow.
Follow it.
Collect:
🌀 CHRONON SOURCE 5/5 ✅
ALL GROUND ZERO CHRONON SOURCES COMPLETE.
Spend the upgrade point whenever you’re ready.
PUSH THROUGH THE FINAL AREA
Continue following the story objective through Ground Zero.
Jack’s investigation brings him closer to understanding what happened here and why Monarch is so interested in this location.
The deeper we go…
the more obvious it becomes that Paul’s relationship with time is much more complicated than we originally thought.
And unfortunately for our COD Guide…
We’re nowhere near finished messing with it.
📊 FINAL 100% CHECK — ACT 2, PART 2
Before finishing Ground Zero, make sure you’ve collected:
🌀 Chronon Sources: 5/5 ✅
⚛️ Quantum Ripples: 1/1 ✅
📁 Intel: 1/1 ✅
📄 Documents: 12/12 ✅
💻 Computers: 3/3 ✅
📺 Media: 2/2 ✅
🎉 TOTAL: 24/24
If your numbers don’t match:
STOP.
Search before crossing the final progression point.
📕 COD GUIDE’S TIME-VIOLATION REPORT
Let’s check the damage.
Entered Ground Zero: ❌
Found more evidence of broken time: ❌
Used temporal echoes to observe past events: ❌
Manipulated damaged objects: ❌
Used time powers to fight people: ❌
Triggered another Quantum Ripple: ❌❌
Discovered this time-travel mess has even MORE history: ❌❌❌
COD Guide’s vacation: 💀
COD Guide is standing directly in front of us.
Us: “You’re blocking the TV.”
COD Guide: “GOOD.”
Us: “Move.”
COD Guide: “NO.”
Us: “We need to finish the guide.”
COD Guide: “I’M SAVING THE TIMELINE.”
Us: “By blocking the television?”
COD Guide: “IT’S THE ONLY THING I HAVEN’T TRIED.”
Us: “We’re just going to move the chair.”
…
COD Guide looks at the chair.
Looks at us.
Looks back at the chair.
COD Guide: “Don’t.”
Us: “What?”
COD Guide: “If you use time powers on that chair, I’m breaking the Xbox.”
😂
😡 COD GUIDE ANGER LEVEL: 🟥 9.5/10
We’re half a point away.
I don’t actually know what happens at 10.
And I’m starting to think we shouldn’t find out.
