Welcome to the Callisto Protocol Trophy & Achievement guide!
6/10 Legit or 3/10 With an Exploit – Estimated Difficulty
12 – 16 Hours Legit or 10 – 12 With Exploit – Estimated Hours to Completion.
1 Minimum Story Playthrough
All of Them Except for Story Related – Missable Trophies/Achievements
Overall, this is a very easy list to complete. The only thing here that could cause a headache is “The Protocol is About Life.” This requires you to beat the game on Maximum difficulty. Maximum is the highest difficulty and it is unlocked right away. So you can set this for your first playthrough and earn everything in a single playthrough. Maximum difficulty is not impossibly hard, but it is challenging. With that said, there is an exploit you can use to earn the “The Protocol is About Life” without having to play the game on Maximum difficulty. You can find more on that under the walkthrough for “The Protocol is About Life.”
In terms of collectibles, there are 43 of them to find. These are called “Bios” in game. The Callisto Protocol is a linear game. Once you complete a part of a chapter or a full chapter, you cannot go back to collect the Bios if you missed any. At the time of launch, there is no New Game + or Chapter Select. So, you need to be aware of the collectibles in every chapter. If you miss one, you will need to replay the entire game again. There is both a text and video guide for all of the Bios below.
Because there is no Chapter Select or New Game +, that means the miscellaneous Trophies/Achievements can be missed as well. Fortunately, most of them can be earned without having to go out of your way. They’ll likely pop as you work your way through the game’s many combat encounters.
You can make manual saves at the beginning of each chapter just in case you miss anything. If you do happen to miss a collectible, you will need to play from your manual save on to the end of the game though. If you miss one and beat the game, the Trophy/Achievement will not pop if you load a save and get the missing one. You need to get them all in a continuous playthrough.
Dodge, Duck, Dip Dive and Dodge
Dodging is a key mechanic in Callisto Protocol. Unfortunately, the mechanic is very janky at the time of launch. When an enemy swings at you, you need to press the Left Stick to the left, right or down in order to avoid taking damage. If you can’t dodge, you’ll never make it through this game. You can sort of fix this by turning on Auto Dodge in the Accessibility settings. You’ll still need to use the stick to dodge, but instead of pressing it, you can hold it. Holding it instead of pressing it takes away the janky precision.
If you’re using the auto dodge, the easiest way to make it work is to hold the left stick down during enemy encounters so that you’re backing up. Enemies will swing and you’ll dodge the attacks.
Now, you can only dodge attacks from enemies that are in front of you. Enemies on the sides and behind you will hit you and they’ll hit you a lot. When enemies spawn, there will likely be some that come from behind as well as in front. So keep that in mind when entering combat encounters. Position yourself so that the enemies are in front of you. That is the most important thing to remember. Keep the enemies in front of you. Look at the one closest to you while holding the left stick down to dodge it.
Accessibility Settings
You can turn on whatever accessibility settings you want. These do not disable Trophies/Achievements. The most helpful ones are below:
- Auto Aim
- Auto Dodge
- Melee Assist
- QTE Auto Complete
It’s over, Jacob!
Collect all trophies
I Do Belong Here
Beat the game on any difficulty
See the “The Protocol is About Life” Trophy/Achievement below for more details.
You Need a Gun
Fully Upgrade One Weapon
As you play through the game, you’ll unlock a few different weapons. The weapons can be upgraded at Reforge Stations by spending credits. The different weapons have different amounts of upgrades and have different prices.
For this, you only need to upgrade one weapon. The cheapest weapon to fully upgrade is the very first one you get, the pistol. Fully upgrading the pistol only costs 2,800 credits total.
- Pistol Upgrades
- Stability – 200 Credits
- High Capacity Magazine – 200 Credits
- Magnum Rounds Damage – 600 Credits
- TK23 Boom Bullets – 1,800 Credits
You can find credits by looting lockers, chests and by stomping enemies after they’re dead by pressing /
.
You can also sell valuables at the Reforge stations for credits. These are found by looting the environment as well.
You can sell the following items for lots of credits:
- CPU Printers
- Energy Converters
- Decoders
The Protocol is About Life
Beat the game on Maximum Security difficulty
At the time of launch, Maximum difficulty is the hardest difficulty in the game. There are currently two ways to earn this. Legitimately beating the game on Maximum or by taking advantage of an exploit.
Exploit Method
-
- Start the game on Maximum difficulty.
- Drop the difficulty to easy or normal.
- Play through the entire game and beat the final boss.
- Pause the game during the cutscene and change the difficulty back to Maximum.
- Make a manual save when you regain control of Jacob.
- Finish the game.
- If this doesn’t pop, reboot the game, start it back up and select Continue from the main menu. play through the final section one more time. This should then pop after the final cutscene.
Legit
Obviously, the other method is to just beat the game on Maximum from start to finish. The game as a whole isn’t impossibly difficult, but there are some tricky sections.
Enemies will have more health, they’ll deal more damage and items will be more scarce. There are however a lot of checkpoints. The game is pretty generous in terms of checkpoints, so that is helpful on Maximum.
Here are some tips to help get you through it:
- It may take a minute to get the hang of how the game plays in terms of combat. The biggest thing is keeping the enemies in front of you. An important mechanic, albeit a seemingly frustrating one is dodging. You press the Left Stick left, right and down before getting hit by an enemy in order to dodge the attack. At the time launch, pressing the sticks to dodge is a little janky. It feels as if it’s not as precise as the game needs it to be. You can sort of fix this by turning on Auto Dodge in the Accessibility settings. You’ll still need to use the stick to dodge, but instead of pressing it, you can hold it. Holding it instead of pressing it takes away the janky precision.
If you’re using the auto dodge, the easiest way to make it work is to hold the left stick down during enemy encounters so that you’re backing up. Enemies will swing and you’ll dodge the attacks.
Now, you can only dodge attacks from enemies that are in front of you. Enemies on the sides and behind you will hit you and they’ll hit you a lot. When enemies spawn, there will likely be some that come from behind as well as in front. So keep that in mind when entering combat encounters. Position yourself so that the enemies are in front of you.
- After killing an enemy, press
/
to stomp on the dead enemy. This will drop ammo or health from the defeated enemy. If you throw an enemy to a spiked wall, you can swing with a melee attack on the hanging body and items will drop.
- Make use of your stun baton to save ammo for your weapons whenever you can. Try to save as much as you can for when you really need it against tougher enemies. Upgrade the swing speed and damage for it.
- Try to avoid crafting too many weapons. Your inventory space is very limited. The weapons themselves do not take up inventory slots, but the ammo does. Once you craft a weapon, you’ll start finding ammo for them all. Not only will this fill up your inventory, but ammo for the better weapons will become rare. The best weapons to focus on using and upgrading are the Pistol (acquired first), Riot Shotgun (Chapter 5 – Lost) and Assault Rifle (Chapter 7 – Colony).
- Don’t sell batteries. They are needed to recharge the GRP. The GRP is especially useful for throwing enemies away when there are a lot of them. You can pick up and throw enemies into hazards to quickly deal with them. If you’re near a walkway or railing, you can pick up enemies and drop them over the edge.
- All of the enemies in Chapter 6 – Below are blind and can be taken out stealthily. Try to avoid open combat as much as you can in that chapter. The blind enemies can also be found in Chapter 7 – Colony. Stealth killing these enemies is needed for the “Giving Back” Trophy/Achievement.
Boss Fights
- The two-head is a boss that you will fight toward the end of Chapter 6: Below.
This fight will work the same way as when taking on the normal enemies. It will swing at you and you’ll need to dodge the attacks. The swings come a little faster and hit harder than normal, so be quick with your dodges. If you have auto dodge turned on, just hold the Left Stick down and you should have no problem avoiding damage.
Attack it when you get an opening and after enough damage, it’ll drop to its knees. Melee it and one of the heads will fall off dead. You’ll then be up against just one of the two heads. The second phase works the same as the first. Dodge the swings and attack it when you have the opportunity until it is dead.
- In Chapter 7 – Colony, you’ll fight against Ferris. All you need to do here is stay alive and run the clock out. You won’t actually be killing him here. You just need to survive for a bit. You can dodge his attacks just like you’ve been doing for the entire game so far.
- In Chapter 8 – Tower, you’ll go up against Ferris once again. Before the fight, you’ll be able to use a Reforge station to craft ammo or health. There’s nothing left after this, so don’t worry about saving credits. The first phase of this fight will work the same as in Chapter 7. Damage him when you get an opening. Repeat the pattern until the second phase begins.
In the second phase, Ferris will be mutated. At first his face will be covered. Keep shooting him as much as you can. His attacks can be dodged just like every other melee attack. He’ll have a projectile attack that you can avoid by spring or catching with GRP.
Keep damaging him until his face is no longer covered. He’ll be more aggressive here, so be careful. Keep dodging and attacking him and he’ll eventually stop to cover his face again. When he does this, turn around and sprint to get some distance. Each time he re-covers his face, four exploding enemies will spawn and chase you down. You’ll need to quickly kill these. You can shoot them or use GRP to throw them at Ferris. Either way, kill them as quickly as you can. They’ll end this fight very quickly if they reach you.
If you need to use a health injector, you’ll need to use it while Ferris’ face is covered. Sprint away from him and get some distance and use it. He is too aggressive when his face is not covered to pull this off.
Grim Reaper
Harvest and read all implant bios
In order to earn this, you’re going to have to find all 43 collectibles. All of the collectibles are missable. At the time of launch, there is no way to clean up missed collectibles as there is no New Game + or Chapter Select. So, to be safe, you can make a manual save at the beginning of each chapter just in case you miss something. If you do happen to miss a collectible, you will need to play from your manual save on to the end of the game. If you miss one and beat the game, the Trophy/Achievement will not pop if you load a save and get the missing one. You need to get them all in a continuous playthrough.
If you pick a Bio up and die, you will need to pick it up again if you didn’t reach a checkpoint. So if you die. make sure you check your inventory to make sure you still have everything. You can check the Bios you’ve picked up by pressing >
/
.
Select a character and you can see what you have picked up for them. They will be broken down by chapter, but characters can have Bios found across different chapters.
There is a video guide here and a collectible guide below at the bottom of this Trophy & Achievement guide.
The Commonality
Uncover the mystery of Kallipolis
This is something that will be earned as you pick up every collectible. It’s not the collectibles themselves that pop the Trophy/Achievement, but it’s being in the rooms that they are found in.
Finding the following Bios will unlock this Trophy/Achievement:
- Duncan Cole: Secret Room 1 – Chapter 3 – Aftermath
- Yannick Sage: Secret Room 2 – Chapter 6 – Below
Refer to the written collectible guide or video collectible for all locations.
Get a Grip
Grab twenty-five enemies with the GRP
You’ll get the GRP as an unmissable part of the story during Chapter 3: Aftermath.
The GRP is a glove that’ll give you the telekinetic ability to grab and throw objects or enemies.
For this Trophy/Achievement, all you need to do is grab an enemy by pressing +
/
+
to pick the enemy up. For this Trophy/Achievement, all that is required is that you pick up the enemy.
This is something that should pop naturally over the course of your playthrough as it is an ability that will really help when you’re facing multiple enemies.
The blue light above your health bar indicates how charged your battery is for the GRP. You can find batteries while playing that will recharge the bar. The batteries in your inventory will be used automatically.
Terminated
Take down a security robot
This can be earned near the end of Chapter 3: Aftermath.
You’ll encounter a security robot on patrol toward the end of the chapter. The quickest way to kill it is to shoot the head. If you’ve bought the damage upgrade for the pistol, this will only take three shots to the head.
Make sure you have some cover between you and the robot. As soon as you shoot it, it’s going to fire back at you. So be quick with your shots and be ready to take cover from the incoming fire.
Two Heads Are Better Than One
Take down the two-head
The two-head is a boss that you will fight toward the end of Chapter 6: Below.
This fight will work the same way as when taking on the normal enemies. It will swing at you and you’ll need to dodge the attacks. The swings come a little faster and hit harder than normal, so be quick with your dodges. If you have auto dodge turned on, just hold the Left Stick down and you should have no problem avoiding damage.
Attack it when you get an opening and after enough damage, it’ll drop to its knees. Melee it and one of the heads will fall off dead. You’ll then be up against just one of the two heads. The second phase works the same as the first. Dodge the swings and attack it when you have the opportunity until it is dead.
In Striking Distance
Kill an enemy via GRP and a melee combo
You’ll get the GRP as an unmissable part of the story during Chapter 3: Aftermath.
The GRP is a glove that’ll give you the telekinetic ability to grab and throw objects or enemies. In order to earn this, you’ll need to pick up an enemy, throw them against the wall and then immediately melee hit them. The enemy will need to die as a result of this attack. So, if your melee strike doesn’t kill the enemy after the first blow, you’ll need to try again.
You’re going to want to damage the enemy first before attempting this. Hit or shoot them a few times to weaken them. Once they’re weakened, press +
/
+
to pick the enemy up. Once you have them, press
/
to throw them against a wall. Quickly get to them and press
/
to finish them off with a melee attack. Remember, the first melee attack after throwing them has to kill them for this to count.
You can do this against the first enemy you encounter after acquiring the GRP.
Paper Jams
Print a weapon for the first time
This is an unmissable story related Trophy/Achievement.
Reforged
Print a weapon upgrade
See the “You Need a Gun” Trophy/Achievement above for more details.
Giving Back
Stab five blind enemies in the back
This is earned by stealth killing enemies from behind. You’ll be introduced to this mechanic during Chapter 3: Aftermath. However, you won’t be able to get this Trophy/Achievement until Chapter 6. The blind enemies do not appear until Chapter 6. You’ll likely get this without going out of your way as doing this will really help make Chapter 6 easier.
All of the enemies you encounter during the chapter will count for this.
Press /
to crouch and then sneak up behind an enemy and press
/
to stab the enemy.
Mugshot
Take a photo using photo mode
This can be earned as soon as you gain control of Jacob at the beginning of the game.
All you have to do is press Options > Photo Mode > and then to take the phot on PS.
> Photo Mode >
on Xbox.
Float Like A Butterfly
Perfect dodge five times
You can dodge attacks by pressing the Left Stick to the left or right depending on what attack the enemy tries to hit you with.
A perfect dodge is done by pressing the Left Stick right before the enemy hits you. You’ll know you did this correctly because the game will slow down when you do it. It’ll take some practice to get the timing down, but this is cumulative. You can either farm these in the same encounter or do them over the course of your playthrough.
I was unable to perform perfect dodges with the Auto Dodge accessibility feature turned on. So, try turning that off if you’re having issues with that turned on.
Flesh Wound
Use melee or ranged weapons to take both arms off a living enemy
This is something that’ll pop as you play through the game. You won’t have to go out of your way for this.
This will happen over the course of the many encounters you’ll find yourself in.
Chew ‘Em Up
Kill ten enemies with environmental hazards
You’ll get the GRP as an unmissable part of the story during Chapter 3: Aftermath.
The GRP is a glove that’ll give you the telekinetic ability to grab and throw objects or enemies.
After getting the GRP, there will be environmental hazards found pretty commonly throughout the combat areas. These are big fans, explosive containers, running machinery and spiked walls. All you have to do for this is pick up enemies by using GRP and throwing them into a hazard or throwing a hazard at them. Pick up an enemy with +
/
+
and then press
/
to throw them into the hazard. These are one shot kills.
This is a tactic that will greatly help you out when fighting multiple enemies at the same time. So, this will likely pop naturally over the course of your playthrough.
Workplace Hazard
Use GRP to kill an enemy by throwing them into an environmental hazard
See the “Chew ‘Em Up” Trophy/Achievement above for more details.
The Outer Way
Find the Outer Way boarding craft
This is an unmissbale story related Trophy/Achievement.
Desperate Times
Elias gives Jacob a shiv
This is an unmissbale story related Trophy/Achievement.
If the SHU Fits…
Activate the SHU
This is an unmissbale story related Trophy/Achievement.
Without A Paddle
Survive the pipeslide
This is an unmissbale story related Trophy/Achievement.
Crash Site
Return to the crashed ship
This is an unmissbale story related Trophy/Achievement.
In the Pipe, Five by Five
Reach the Hangar flight deck
This is an unmissbale story related Trophy/Achievement.
Power Up
Restore power to the old facility
This is an unmissbale story related Trophy/Achievement.
What Lies Beneath
Find the source
This is an unmissbale story related Trophy/Achievement.
Full Circle
Get thrown back into original cell
This is an unmissbale story related Trophy/Achievement.
Collectible Guide
In order to earn this, you’re going to have to find all 43 collectibles. All of the collectibles are missable. At the time of launch, there is no way to clean up missed collectibles as there is no New Game + or Chapter Select. So, to be safe, you can make a manual save at the beginning of each chapter just in case you miss something. If you do happen to miss a collectible, you will need to play from your manual save on to the end of the game. If you miss one and beat the game, the Trophy/Achievement will not pop if you load a save and get the missing one. You need to get them all in a continuous playthrough.
If you pick a Bio up and die, you will need to pick it up again if you didn’t reach a checkpoint. So if you die. make sure you check your inventory to make sure you still have everything. You can check the Bios you’ve picked up by pressing >
/
.
Select a character and you can see what you have picked up for them. They will be broken down by chapter, but characters can have Bios found across different chapters.
Chapter 1 – Cargo
- Jacob Lee: Jacob’s Job
- This can be found as soon as you gain control of Jacob for the first time. Go down the hallway and open the first door on the left. This is found in a locker in the against the wall in the room.
Chapter 2 – Outbreak
- Dr. Caitlyn Mahler: Mahler’s Appointment
- This is found after sneaking by the first security robot. You’ll come to a room labeled “Surgery M112.” This is found on a yellow shelf in the back right corner of this room next to a door.
- Elias Porter: Elias’ Anticipation
- This can be picked up after getting the stun baton. You’ll exit out into the open area where the prison cells are. Head straight down the walkway and you’ll come to an enemy encounter. Dispose of the enemies and climb over the fallen debris ahead of you. Look to the immediate right after the debris to find this Bio in the open cell.
- Cpt. Leon Ferris: Ferris’ Lament
- This is found shortly after the previous collectible. You’ll ride the elevator up into a command center where you’ll come across Ferris. After a short cutscene, you’ll regain control of Jacob. This can be found on the big table in the middle of the room.
Chapter 3 – Aftermath
- Sgt. Eric Jane: Locked Door
- This will be required to continue the story. You’ll crawl through a vent and drop into a room with two enemies. Take them out and then go to the door that is marked “Locked.” You’ll receive a radio call about finding a dead guard. Turn around and go back to where you entered this room to find a dead guard next to a flash light. Interact with the guard to get this Bio.
- Ofc. Pruitt Matos: Laundry
- From the previous Bio, go through the locked door with the guard’s credentials. Enter the next area and you’ll see big bags on the right being moved. Continue forward through this area. There will be an enemy that attacks you, so deal with it and keep going. Just after that attack, there will be a door on the left and right. Take the door on the right. Go down the ramp and you’ll be in the laundry room. Follow the room the back left to find another dead guard in the room labeled, “Office B112.” Interact with the guard to get this Bio.
- Duncan Cole: Secret Room 1 [The Commonality Trophy/Achievement]
- From the previous Bio, backtrack the way you came. As you exit the laundry area through the door, go through the unlocked door on the other side of the room. This would be the room on the left earlier when we decided to go right. Go down the ramp into the room and head straight back toward the window. Take a right at the window and interact with the box on the wall to cut the wiring to open the locked door. Crouch into the the open vent on the right. Follow the vent to the end and drop out. Follow this next hallway until you drop down through a hole in the ground. You’ll be in an underground looking section. Drop down, turn around and go straight to the opening. Shimmy through the wall ahead of you and this Bio can be found on the desk in the front of the room.
- Dr. Ewan Hayes: Medlab Outbreak
- Continue on the story path until you reach the room labeled, “Medical Ward C101.” Open the door and enter the Medical Ward. There will be doctor dead on the ground as soon as you walk in that you can interact with to get the Bio.
- Ofc. Dachs Symmons: Hanged Guard
- Continue on the story path until you reach the room labeled, “Maintenance C110.” Open the door and you’ll see dead bodies hanging from the ceiling. Interact with the guard on the floor to get this Bio.
- Ofc. Kerry Brown
- Continue on the story path until you reach a room with “D3” painted on the walls. You’ll see it as soon as you enter. Go to the left side of the room where you will a wall that says “Caution” that you can climb up. Climb up and go straight across. Drop down where it says “D4 Basement Storage” on the right. Follow this next path around until you see the big fan spinning in front of you. Look to your right and you should see an opening you can take between the shelves and crates. Go through there and you’ll see “D4 Basement Storage” on the wall ahead of you. Go toward that. There is also blood on the ground that you can follow. Follow the blood on the ground to the left and you’ll see two dead guards. Interact with the second guard to get this Bio.
- Tadhg Song
- This can be picked up right after riding the gondola. When you reach the SHU via the gondola, enter the room and then look to your immediate left. You should see a big mechanical box with yellow and black caution stripes on it. Climb up it and the next one. This Bio is on a body on the ground after climbing up. You have to come up here to advance the story.
- Dani Nakamura
- Progress through the story until you go to free the inmate. You’ll open the prison cell and step in. A cutscene will play and you’ll be locked in the cell. Turn around to find this Bio on the table in the cell you’re locked in.
Chapter 4 – Habitat
- Dr. Caitlyn Mahler: Corruptors
- As you progress through the chapter, you’ll need to follow the red pipe to find your way out. During that, you’ll climb up into a short tunnel. When you drop out, go left. You’ll see a room labeled “Purification B H207.” To left of that door will be a crate you can climb. Climb up the crate to reach the ledge. The Bio will be up on the ledge on the left side.
- Ofc. Bruno Vorenus: Crosswired
- From the previous collectible, drop back down to the ground and look on the other side of the crate you just climbed up to see an open vent that you can crawl through. Crawl through the vent. When you exit, go straight back to the other side of the room. At the end of the walkway, it’ll turn right. Keep following it and you’ll see a door labeled “Access Hall H271.” This recording is found on a dead body on the ground in front of that door.
- Dr. Jae Moon-Bell: Cocoons
- Continue through the chapter until you reach the room where you need to retrieve a battery in order to open the door labeled “Access Hall H206.” Go through that door and follow the hallway all the way around to the end. Go past the door labeled “Water Control H262.” At the end of the hall will be a locked door. Interact with the box on the wall to cut the wiring to unlock the door. Open and enter it. Follow this hallway to another locked door. This one will be labeled “Storage Hall H239.” Cut the wiring and open this door. Follow this next hallway to another a door. Go through the door and pick up the Gate Fuse to your immediate right. Continue on the walkway to the next locked door nearby and insert the Gate Fuse to unlock the door. Go the newly unlocked door and there will be yet another locked door. All you have to do is wait and the door will unlock. When the door opens, you can find this Bio in the back right corner of the room on the ground next to a dead doctor.
- Ofc. James Reese: Suicide Guard
- Continue through the story and you will eventually come to a room where you will see a dead guard and the words “Shoot the Tentacles” painted on the wall. Walk toward the guard and you’ll be attacked by a new enemy type. Kill the enemy and then interact with the dead guard to get this Bio.
- Sgt. Bill Pekelo
- Progress through the chapter until you reach the Tram Security room. Go through the door labeled “Oxygen Processing H625.” There will be an enemy encounter down here, so be ready for that. After you’ve dealt with the enemies, go to the end of the hallway and exit through the door on the left. Take another left and an enemy will attack you here. Kill it and then crouch through the opening ahead of you. Follow it around and you’ll exit into a hallway. At the back of the hallway will be a crate on the right side. Run straight to it. An enemy is going to come out of the vent in the top right corner and hide the area in steam. Just keep running toward that crate. Use the crate to climb up into the vent and make your way through the vent. This Bio will be to your immediate right on a dead body on the ground as you exit the vent.
- Ofc. James Reese: Security
- From the previous Bio, make your way back to the Tram Security room. This time, go through the door labeled “Botanical H624.” Go all the way to the end of the hallway and take the door on the right. Go up the stairs and take another right. Shimmy through the opening ahead of you and this Bio can be found on a crate to the right.
- Ofc. Kyle Serra: Evacuation
- Progress through the chapter until you reach the Utility room after the Tram Security room. Enter Utility and then go left. Interact with the box on the wall to cut the wiring for the door labeled “Hall H631.” Enter the room and go all the way to the end of the hallway hoping over obstacles in your way. There will be an enemy encounter at the end. Kill the enemies and hop over to the very back of the room where the enemies spawned. The Bio is on crate back here to the left with a red wheel handle.
Chapter 5 – Lost
- Miranda Kristofich: Terraforming
- This is found immediately after meeting up with Elias outside. There will be a big gate in front of you. Open the gate and run straight back. There is an open door to a small room straight back. The Bio is found in that room on a shelf as soon as you walk in on the left. The room is in-between the building marked “C2” on the left and the big broken down bulldozer like machine on the right.
- Richard Cids
- Progress through the chapter until you cross the destroyed bridge. After making it across, you’ll be in a somewhat open area. This will also be a pretty lengthy combat section. Starting from the gate you entered this area through, stick to the right. Go past the broken down bulldozer and there will be a stack of crates and equipment to your left. This Bio is in the room to your right. The path splits off toward this door. It’s kind of tucked away. There is a yellow light above the door. The door will be closed, but an enemy will come out of it as you approach it. The Bio will be on a dead body inside of the room.
- Dr. Caitlyn Mahler: Combustors
- Continue through the chapter until you are down in the tunnels. There will be a path on the left that says “This Way.” Follow the path and you’ll need to crawl under some debris. Crawl through the debris tunnel. When you reach the end, there will be a hallway to the left. Go down that hallway to find this Bio on a desk in a small room.
- Lt. Devon Wayne: Close the Gate
- Progress through the chapter until the cutscene with Dani. After that, head up the stairs and follow path and it’ll take you to a control room with three tables in it. This Bio is found on a dead body on the ground near the tables.
- Ofc. Aaron Taycho
- Progress the story until you come to the room where there is an enemy locked in the cage. After interacting with the console to unlock the security doors, exit the control room. Go through the now opened security doors on the opposite end of the room and exit through the door on the right. You’ll now be in a room with machinery and a big fan. There will be a body stuck in one of the machines. Interact with it to get this Bio.
- Max Barrow: Max’s Concern
- Continue through the chapter until you return to your crashed ship. Enter the ship and walk toward the back, but don’t go all the way. This Bio is found in the second room on the left. It’s on a table.
- Sgt. Scott Dvitny: Eradication
- After leaving your ship, you’ll be walking toward a big building. You’ll need to shimmy through the cracked open doors. As soon as you enter, look to your right to see a big vehicle. Go in the back of that vehicle to find this Bio on a body.
- Dr. Caitlyn Mahler: Shipments
- In the next room, Dani will mention using an elevator. Follow her into the room, but do not get on the elevator yet. There will be a lot of dead humans and robots in here. To the right of the elevator is a small platform with stairs. Walk over to the stairs of that platform and this Bio can be found on a crate where a body is propped up against it.
Chapter 6 – Below
- Dr. Sheehan Yune: Field Log 1
- This can be found after encountering the first enemy of the chapter. After killing it, follow the path and you’ll see “Don’t Make a Sound” painted on the wall above some stairs. Go down the stairs and enter the next room. You’ll see another enemy slowly walking out. Drop down and this Bio can be found on a table next to the exit. It will say “Don’t Make a Sound” above the table again.
- Dr. Sheehan Yune: Field Log 2
- Progress through the chapter until you’re crawling through a tunnel. An enemy hand will pop through from above reaching for you as you crawl. As you exit the tunnel, climb up the ledges to your left. Follow the path around and go through the yellow lit doorway on your right. Enter the next tunnel and be ready for enemies to attack. Go to the opposite side of this tunnel and enter another yellow lit doorway. Turn to your immediate left to see a glowing blue crate. This Bio is just behind the blue crate on a box.
- Dr. Sheehan Yune: Field Log 3
- Keep going through the chapter until you reach the door that needs a keycard to open. Get the card and then open the door. Follow the tunnel and there will be a hallway directly in front of you with a light on above. Enter that hallway and go all the way to the back to find this Bio on a body on the ground.
- Yannick Sage: Secret Room 2 [The Commonality Trophy/Achievement]
- Progress through the story until you come to a ladder going up in front of a fan. There will also be an arrow pointing left and up on the wall near the ladder. Climb up the ladder and there will be a hole in the wall directly in front of you that you can shimmy through. Shimmy through the wall and follow this path. It’s linear, so just keep following it. You’ll eventually drop down a level and then you’ll need to drop down again. Keep following the linear path and you’ll eventually be brought to the outside of bunker looking doors. They aren’t open enough to shimmy through, so go to the right to find an opening that you can go through which will lead into the bunker. This Bio is in the back of the room on the desk.
- Arden Jeddha: Arcas Evacuation
- This can be picked up after fighting the two-head boss on the moving freight elevator. When the elevator stops, exit it and go toward the door in the back left. There is a body on the ground with this Bio just before the stairs to the door. The body can be a little hard to see in here.
Chapter 7 – Colony
- Alex Wang: Miner Log 1
- This can be picked up as soon as the chapter begins. Go straight and down the small set of stairs ahead of you. Turn left and interact with the body on the ground next to a barrel to pick up this Bio.
- Darryn Barr: Miner Log 2
- From the previous Bio, look to your right to see a ledge you can climb up. Climb it and shimmy through the crevice. As you exit, climb up another ledge and keep going forward. As you approach the walkway ahead of you, you’ll radio Dani and she’ll tell you her location. Look to your left to see a doorway. Go through that doorway and follow the path straight back and to the left to find this on a shelf. Don’t go down the ladder until you’ve grabbed this.
- Darryn Barr: Miner Log 3
- Progress through the chapter a little bit and you’ll come to an encounter against several blind enemies in a town square like setting underground. There will be a sign on a building that says “Lowtown” and another that says “Midtown” to the right. For this, you need to climb up the ladder on the building with the “Midtown” sign on it. At the top of the ladder, go right and open the door on your left. Go to the very back of the room. There will be an enemy waiting for you back here. Kill it and find this Bio on a body on the ground.
- Yannick Sage: The Mole
- Shortly after the previous collectible, ride the elevator up to Hightown. This will be on the ground immediately as you step off of the elevator on a body.
- Buidhe Reddwork: Hightown
- Progress through the chapter until you come to a staircase that goes up. There will be a sign that points right labeled “Hightown” and another sign that points left labeled “Elevator.” Go up the stairs and enter the door on your right to find this Bio on a body on the ground. There will be enemies up here, so be ready.
- Ji-Kwan Park: Miner Log 4
- Find the Gate Fuse and open the door (needed for story progression). This Bio will be on a body on the ground to the left as soon as you open the door with the fuse and enter the room. There is also a Reforge in here.
- Duncan Cole: Disagreement
- After the boss fight, you and Dani will ride another freight elevator. You can get this immediately when regaining control of Jacob. Go forward and then look to your right to see this Bio on white boxes.
Chapter 8 – Tower
- Dr. Tala Ismene: Observation
- Kill the two-head and bring the Gate Fuse back to the room with the Reforge to advance the story. When you insert the Gate Fuse, go through the door and turn left. Run all the way down to the end of the hallway. This Bio can be found on a desk at the very end of the hallway on the right.
- Dr. Tala Ismene: Taken
- Progress through the chapter until you come to a locked door labeled “Psyc Block 1 A140.” Look up and to your right to see a vent. Use the GRP ability on it to open the vent. Climb in it and follow it to the end. Climb out of it at the end and go right. Take a left up the stairs and this Bio is found on a yellow Biohazard container. There will also be an enemy that ambushes you when you exit the vent.
- Edward Bates: Experimentation
- Progress through the chapter until you come to a room with two sets of security doors. The one on the right will be closed and the one on the left will be open. Go through the open set of doors and the next room will have a lot of dead enemies on the ground. The red lights will turn green and you’ll be told to come in. Go through the door and this Bio is found on the right side immediately as you enter.
- Duncan Cole: Cole’s Triumph
- After reuniting with Dani, you will take an elevator. When the elevator stops, go through the door and you’ll be in a very different looking room than what you’re used to seeing in this game. The final Bio can be found on a desk in the back left side of this room.