The last of the three available missions in Ready or Not: Boiling Point sees you exploring the final big location with multiple rooms and threats. This is the toughest mission of the bunch, and it will ask the very best from you and your squad, so be prepared.
In this guide, we will go over every main and soft objective, the most important points of interest, and what you need to know about the VIP suspect and the secret bad ending you can get if things go wrong in a specific way. Here’s how to complete A New America in Ready or Not: Boiling Point.
All A New America Objectives
You have three main objectives in A New America: Bring Order to Chaos (there are around 20 suspects), Rescue All of the Civilians (~10 civilians), and Apprehend VIP Suspect.
Keep in mind that, except for a few, all the suspects here will be equipped with strong equipment. Be sure to be well-prepared with your favorite weapons and to bring protection.
The first two are business as usual, but for the latter, you’ll have to reduce the suspect with a flower mask in the Court Room, on the last floor. You need to do this patiently, since he has the detonator and will fail your mission if the bomb is activated.
Also, he can trigger this before you even reach the floor if you take too much time to complete the mission. There isn’t a clear in-game timer, but after intercepting the detonator’s signal (more about this in a few), calculate ~three minutes.
Also, you have one soft objective: to locate and intercept the detonator’s safe signal. This will always be on the 21st floor, and you’ll have to interact with the green screen near the bombs after your character finishes their oral report.
All A New America Points Of Interest
We have marked the maps of the 20th, 21st, and 22nd with symbols to locate different points of interest and objectives. Skulls represent suspects, stars mark civilians, and chests mark soft objectives, the VIP suspect, and interactive objects.
We are not using a map for the starting floor because the in-game map is useless, and there is almost nothing here.
If you can’t see the maps, you can still check the explanations below:
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Floor |
Point of Interest |
What’s There |
Picture |
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19th Floor |
Security Room |
There’s always a keycard on the desk on the left, near the fallen officer. It lets you |
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Public Works Office |
There can be a civilian in one of these rooms. |
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20th Floor |
City Exhibition |
This is the starting point on this floor; there can be a hostile around. |
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East Offices |
Can have multiple enemies. Also, a keycard spawn point here. |
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Wedding Reception |
Usually, there’s one civilian here. Can also have suspects. |
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West Offices |
The Head of Dept. tends to have one civilian on the left side, and the Office room can have both civilians and suspects. |
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Printing |
If you didn’t find the keycard in the East Offices, it will be here or in the office connected to it, on a copy machine. |
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Corridor before the stairs on the southwest. |
You can find an enemy and/or a civilian waiting to be rescued here. |
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Electrical Room |
Near the elevators, you’ll find a small room called Electrical 2004. Enter it and turn off the security systems so you have an easier time opening doors on the last two floors. This is called Machine Room on the map. |
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21st Floor |
First corridor after the stairs |
Instead of going to the right, to the corridor connecting to the Lobby, move forward and start with the first door. |
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Council Chamber |
Big room where enemies and hostages tend to be. This is also a spot for the detonator of your soft objective, but it’s less common. |
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Council and Public Services |
There tends to be at least one suspect hidden here — beware of the small walls covering enemies. |
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Conference Room |
Here’s where you’ll usually find the detonator’s safe signal; it’s on the big table. You get into this room from the previous one. |
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Elevator’s Lobby |
Usually, a conflict zone that has at least two suspects. A very open space, so beware. |
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Storage Room |
Can have a civilian here. |
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Major’s Office |
You’ll find the Major, dead on the chair. It will pop up a conversation. |
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Great Hall |
This is a hot spot where you can usually find a couple of hostiles, and at least one civilian next to the statue at the center. Here are also the stairs you need to reach the last floor. Suspects can use gas bombs here. Consider bringing a Gas Mask or simply wait before going in if a bomb has been activated. |
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22nd Floor |
Courtroom Lobby |
This is one of the most difficult areas because you can find many, many suspects, and also a couple of civilians around. It’s a big room with objects and walls, so split your team so that every side is attacked, and use all the cover you can. |
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Public Waiting |
Instead of heading to the Courtroom from the main entrance, we would recommend going through this room first. You might find hostiles and civilians. |
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Reporter Lobby |
Usually, this room has enemies. If you enter the Courtoom from the Public Waiting, keep an eye on this door: enemies will surely come out from there. |
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Courtroom |
This is it. You’ll find the remaining suspects, who will be at least four or five. At the end of the room, you’ll find your VIP suspect. Don’t kill him; reduce him by approaching him and pressing F with your squad. You need to capture him and avoid the detonation to finish the mission successfully. |
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How To Get The Bad Ending
When you’re playing Commander (single-player campaign), you have the chance to finish the mission with a ‘bad ending’ and get an exclusive ending that lets you earn some hidden cosmetics.
To do so, you need to do everything as you normally would, and then change a detail in the last confrontation, in the Court Room: reduce the VIP suspect, but grab the detonator yourself and activate the explosion.
This will lead you to unique cutscenes that will show you in jail and speaking with an important character.
Ready Or Not: All Missions And How To Complete Them
Here’s how you can complete all of the missions.
