Atomfall Trophy Guide & Roadmap

Welcome to the Atomfall Trophy guide and Roadmap!

  • 3/10 Estimated Difficulty
  • 15 – 20 Estimated Hours to Completion
  • 2 Minimum Play-Throughs – With use of a strategic save
  • 8 – Missable Trophies
  • 0 – Difficulty Related Trophies
  • 0 – Online Trophies

All Endings in a Single Playthrough

Atomfall has several different endings and each of them have a Trophy/Achievement attached, so you’re going to have to do each one in order to get the Platinum Trophy. Fortunately, you can make a strategic save to avoid multiple full playthroughs.

Don’t progress the required character’s questlines until you have powered on all four Data Stores. You’re going to want to save the game after powering up all four Data Stores in the Interchange. Once all four Data Stores are powered up, you can then go and complete the ending for a character. Once you’ve escaped with a character, reload your save and complete the ending for a different character. You can repeat this until you have completed every ending.

Each character will have a questline that you need to complete in order to escape with them. As for the ringing phone, there is a Trophy/Achievement for beating the game without answering it. Ignore the ringing phone for the entire game until it is time to get that ending. That way, you’ll earn the Trophy/Achievement for not answering the phone as you complete another character’s ending. You can answer the phone when it is time to escape and go to the location you are told to get the ending with the voice on the phone. If you’ve answered the phone earlier in the game, you can just ignore the phone during your speed run.

Playthrough Roadmap

On your first playthrough, you’re going to want to complete every miscellaneous and ending Trophy/Achievement. Collect all of the collectibles you need and earn every combat related Trophy/Achievement. Once you have done everything except for the endings, make a manual save BEFORE going to Oberon.

If you do Holder’s ending before Garrow’s, you can make a save after speaking with Garrow in the Central Processor after freeing her from the prison. Freeing her from the prison is a step in both endings, so you can cut out having to free her twice by making a manual save after she is already out.

While doing Sims’ ending, you can make a manual save at the ringing phone during your escape after setting off the explosives in Oberon. Make a save at the ringing phone. Complete Sims’ ending and then reload that save at the phone. Answer the phone, and then go to where the voice on the phone told you to go in order to escape. This can allow you to knock out 2 endings quickly.

As mentioned above, go through and complete each character’s ending by reloading your save. The only thing you’ll have left after all of this will be to speed run the game and beat it under 5 hours.

The speed run is going to be your second playthrough. By that point, you will have explored the map thoroughly, so you’ll be very familiar with how to get through this game in the required 5 hours.

Playthrough #1

  • Do not answer the phone.
  • Complete all misc and collectible based Trophies/Achievements.
  • Power up all four data stores
  • Make a save after opening the path to Oberon.
  • OPTIONAL: During Sims’ ending, make a save at the ringing phone during your escape. You can then reload that save to knock out escaping with the voice very quickly. However, we will be escaping with the voice during the speed run, so reloading this save is optional.
  • During Holder’s ending, make a save in Central Processing with Garrow after she has been freed from prison. Complete Holder’s ending and then reload this save to start Garrow’s ending without having to break her out of prison again.
  • Complete all character specific endings.

Playthrough #2

  • Speed run the game and escape with the voice on the phone.

Missables

The only missable Trophies/Achievements are the ones tied to the specific endings and the speedrun.



 Pride of Britain

Unlock all other trophies


 Back door

Escape the Quarantine Zone with Dr Garrow

MISSABLE

You will need to have 2 Atomic Batteries for this ending.

To begin Dr. Garrow’s ending, you will need to free her from Skethermoor Prison at 41.1 E, 70.8N. She can be found in the lower levels of the prison.

*NOTE* – If you have already started Dr. Holder’s ending and told him where Dr. Garrow is, he will have you free her from the prison. You will need to then speak with her in Central Processing. If you made a save at that point, you can just reload that save and with her already out of prison.

Also, DO NOT tell Dr. Holder where Dr. Garrow is when you are attempting to complete Garrow’s ending. If you do, you will miss this ending.

  • Free Dr. Garrow from Skethermoor Prison at 41.1 E, 70.8N.
  • Return to Central Processing and speak with Dr. Garrow. Agree to help her.
  • Head to Robotics in the Interchange and collect her notes from her office. You’ll need to use the Signal Redirector to restore power to the Lower Level door. Once inside, Press the three buttons at the three different terminals to gain access to a room where the key to Garrow’s office can be found. Get the key and then grab the notes from her office.
  • Return to Central Processing and give her the notes.
  • Travel to Casterfell Dama Data Store at 22.5E, 92.4N. Power up the Control Room using the Signal Redirector and then interact with the computer and input GEN ERA.
  • Return to Central Processing and speak with Garrow and agree to get a sample of Oberon for her.
  • Power up the generator with 2 batteries and then pull the Sample Extractor Lever in the Control Room.
  • Pick up the Sample from the yellow terminal on the north side of the room and then return it to Dr. Garrow. She’ll be in her office in Robotics. If you don’t give it to her, she’ll attack you.

 Emergency Extraction

Escape the Quarantine Zone with Joyce Tanner

MISSABLE

  • You can speak to Joyce Tanner after powering up Data Store Charlie in the same location.
  • Speak to her and then she’ll task you with powering up three radio towers. There is one in Slatten Dale 31.0E, 75.0N, Casterfell Woods 24.8E, 89.3N and Skethermoor 43.1E, 73.6N. Go to each one and power them up.
    • Slatten Dale Tower Keycard – In a cave found at 30.4E, 75.3N.
    • Castefell Woods Tower Keycard – Bunker L9 at 23.3E, 90.6N.
    • Skethermoor Tower Keycard – Vehicle Storage Bunker 43.4E, 74.6N.
  • After powering on the towers, return to Joyce and speak with
  • Travel to Oberon.
  • Power up the generator with 2 batteries.
  • Go to the control room and pull the Sample Extractor Console lever.
  • Pick up the Sample from the yellow terminal on the north side of the room.
  • Activate the four explosives that surround the dig site and then pull the self destruct lever in the Control Room.
  • Return to Data Store Charlie and pick up the audio log from Joyce. It will be on the table near the stairs.
  • Travel to 27.9E, 90.3N in Casterfell Woods. Speak with Tanner and give her the sample to escape.

 At one with the Soil

Escape the Quarantine Zone with Mother Jago

MISSABLE

  • Travel to the northwestern corner of the Casterfell Woods map. Mother Jago can be found just left of The Old Mine in some stone ruins at 26.7E, 92.3N.
  • Agree to help find her book at the Castle Ruins at 19.6E, 83.7N.
  • Return the book to Mother Jago and then go to the Speaking Cave at 23.0E, 85.4N. Interact with the Effigy in the cave to leave an offering. When you exit the cave, Jago will be outside. Speak to her and agree to help her.
  • Travel to the Medical tunnels in the Interchange. You can reach the tunnels by going down the elevator in Medical and then through the Auditorium. Once there, squeeze through the crevice with infection around it. Go right at the green boxcar in the next room. Follow the tunnels left until you come to stone blocks you can climb up. Climb up them and go to the end where you can find the sample laying next to the body of Dr. Langley.
  • Head to Oberon.
  • Power up the generator with 2 batteries.
  • Head outside of the Control Room and insert the sample into the Fire Safety Fluid Input panel on the catwalk.
  • Go down to the main area around the Oberon rock and follow the two big green tubes that lead to the two Fire Safety System Valves. Turn each one and then return to the Control Room and pull the Fire Safety System lever.
  • Return to Mother Jago inside of the Castle Ruins and speak to her. After the conversation, jump into the pit to achieve the ending.

Operation Atomfall

Escape the Quarantine Zone with Captain Sims

MISSABLE

If you made a save after freeing Garrow from the prison, you can reload that save to complete this ending from that save point.

  • Speak to Captain Sims in the Village Hall in Wyndham at 33.4E, 79.3N.
  • Agree to help him and report a villager to him. Afterwards, you’ll be able to continue his quest line.
  • Travel to Casterfell Woods and head to The Speaking Cave at 23.0E, 85.4N.
  • Recover the radio part from the back of the cave and return it to Sims. Agree to destroy Oberon.
  • Travel to Oberon.
  • Activate the four explosives that surround the dig site and then pull the self destruct lever in the Control Room.
  • Leave Oberon and return to the Village Hall. Collect and read the note, “Retreat to the Protocol Camp in Skethermoor.”
  • Travel to the Protocol Camp in Skethermoor at 39.9E, 71.4N. Speak to Sims at the waiting helicopter to escape with him.

Oubliette

Escape the Quarantine Zone with Dr. Holder

MISSABLE

You will need to have 2 Atomic Batteries for this ending.

  • Collect the Church Cellar Key from the Medical Wing of the Interchange
  • Travel to St. Katherine’s Church at 33.0E, 78.8N in Wyndham Village and use the Church Cellar Key to unlock and reach the Forgotten Cellar. Speak to Holder and he’ll give you Holder’s Keycard.
  • Return to Medical and use Holder’s Keycard on the elevator to reach the lower floors.
  • Head to the Auditorium and collect Sample One from the table in the center of the Auditorium.
  • Return to Dr. Holder and give him the sample.

*NOTE* – If you told Dr. Holder where Dr. Garrow is, he will have you break her out of the prison in Skethermoor. This will be an added step to his ending. If you didn’t tell him anything about her, he won’t add this step.

  • If you told him about Dr. Garrow, you’ll need to head to Skethermoor Prison at 41.1 E, 70.8N and free her. She can be found in the lower levels of the prison.
  • If you freed Dr. Garrow, head to Central Processing to find her there and speak to her. Then, travel to Dr. Holder and tell him where Dr. Garrow is.
  • Return to Central Processing

*NOTE* – If you haven’t done Dr. Garrow’s ending yet, make sure to make a separate manual save while you’re in Central Processing with Dr. Garrow so that you can reload from that point and continue on with her ending later on.

  • If you didn’t have to free Dr. Garrow, Dr. Holder will be in Central Processing. Return to Central Processing.
  • Whether Dr. Garrow was there for you or not, this is where the two paths will converge back into one. Speak with Holder in Central Processing and agree to take the poisoned sample.
  • Travel to Oberon and make your way to the Mining Operations Control Room. Make sure to reach the generator room and insert 2 batteries to the generator on the way.
  • Head outside toward and insert the Poisoned Sample into the Fire Safety Fluid Input panel on the catwalk.
  • Go down to the main area around the Oberon rock and follow the two big green tubes that lead to the two Fire Safety System Valves. Turn each one and then return to the Control Room and pull the Fire Safety System lever.
  • Return to Central Processing.
  • Holder will tell you he is in the tunnels under Medical. In order to reach him, head to the Slatten Dale entrance via the Data Store Delta hallway from Central Processing. Once you’re in the construction area near the exit, look for a ladder on the east side of the area that will take you down to the Medical tunnels.
  • Head for the big double doors that will take you to the Medical Tunnels once you’ve climbed the previously mentioned ladder. After going through those doors, there will be a space in the wall directly ahead of you that can squeeze through. Squeeze through and meet up with Holder. Agree to leave with him.

Do you require the Operator?

Escape the Quarantine Zone with the Voice on the Telephone

MISSABLE

Follow the steps below to escape with the Voice. If you’re doing a no phone playthrough, you can still go about the following steps without answering the phone until you are escaping Oberon. If you’re doing this, be sure to make a save before entering Oberon so that you can reload afterwards and still earn the “Not Expecting A Call” Trophy/Achievement during one of the other character endings.

  • Power up all four Data Stores in the Interchange
  • Enter Oberon
  • Destroy Oberon
  • Answer the phone during escape from Oberon
  • Return to the room where the game started in the Slatten Dale Bunker and answer the phone.

The Interchange

Unlock the Interchange

This is a story related Trophy/Achievement.

The Interchange entrance can be found at 31.0E, 77.8N in Slatten Dale.


Alpha

Power up Data Store Alpha

This is a story related Trophy/Achievement.

The Data Store Alpha section of the Interchange can be entered via the entrance in Wyndham Village at the coordinates, 33.8E, 78.3N.


 Bravo

Power up Data Store Bravo

This is a story related Trophy/Achievement.

The Data Store Bravo section of the Interchange can be entered via the entrance in Skethermoor at the coordinates, 39.6E, 73.1N.


Charlie

Power up Data Store Charlie

This is a story related Trophy/Achievement.

This Data Store can be reached by entering the Interchange from Slatten Dale.


Delta

Power up Data Store Delta

This is a story related Trophy/Achievement.

When you enter The Interchange from Slatten Dale, you will be able to power up Data Store Delta. It will require you to have an Atomic Battery to power up. One can be bartered for with Molly Jowett in Slatten Dale. Insert the battery to power up the Data Store.


Reverse the Polarity

Find the Signal Redirector

See the “Burglar” Trophy/Achievement below for more details.


Oberon

Gain access to the Oberon site

This is a story related Trophy/Achievement. You will be able to travel to Oberon after powering on all four Data Stores in the Interchange.

Remember, make a manual save before going to Oberon so that you can reload from this point in order to knock out all of the endings.


 Detectorist

Pick up the metal detector

A metal detector can be found in the southeast corner of Slatten Dale near a lake. The metal detector will be laying on the ground next to a body. The coordinates are 29.0E, 73.8N

This can be picked up as soon as you first exit the bunker.


Where there’s muck there’s brass

Find 10 metal detector caches

Once you have acquired a metal detector, equip it to your ‘Tools” in your backpack. Go to the listed coordinates below to find caches. When you reach the coordinates, use the metal detector and the lights will direct you where to look. When all of the lights are lit simultaneously at 10 on the meter, dig in that location.

The lunchboxes do not count toward this Trophy/Achievement. There are more than 10 of these throughout the game, but 10 are listed below.

  • Slatten Dale
    • After picking up the Metal Detector, head back into the bunker where you began the game to find a cache in the big green room. The cache is near the exit of the bunker to Slatten Dale.
    • 29.5E, 73.5N
    • 26.7E, 70.9N
    • 27.3E, 75.6N – Nail Bomb Recipe
    • 27.9E, 78.8N
    • 26.5E, 77.6N
    • 30.0E, 73.5N – Inside of the Slate Mine Caves
  • The Interchange
    • After entering from Slatten Dale, there is a dig spot next to the generator that has a lever you can pull to keep the bats out of the area. It is on the left side of the bigger area behind the green office.
  • Wyndham Village
    • 30.3E, 78.6N
    • 32.2E, 79.1N
    • 36.4E, 80.9N

Packed lunch

Find 5 buried lunchboxes

In order to find the lunchboxes, you will need to first find the metal detector. A metal detector can be found in the southeast corner of Slatten Dale near a lake. The metal detector will be laying on the ground next to a body. The coordinates are 29.0E, 73.8N.

There are more than 5 lunchboxes in the game, but only 5 are required for the Trophy/Achievement, so 5 are listed below.

Slatten Dale

  • 23.5E, 77.3N – The Spider Lunchbox
  • 24.7E, 74.2N – Air Ace Lunchbox
  • 29.7E, 75.1N – Steel Commando Lunchbox

The Interchange

  • When you first enter Robotics from Data Store Delta, there will be turret mounted on the wall at the opposite end of the big area. It’ll be on the south side of the room. There is a narrow pathway just to the side of that turret that you can walk down. Equip the metal detector down that narrow pathway to find this lunchbox.

Wyndham Village

  • 30.8E, 81.0N
  • 34.9E, 79.8N

Avid Collector

Find 10 comics

Slatten Dale

  • Jet-Ace Logan Evil In Orbit

This can be found shortly after the game begins. When you enter the big green room with the first enemy, go through the door on the right side of the room from where you originally entered. Go behind the yellow machine in the top right corner of the smaller room to find this on a green barrel.

  • John Steel: Special Agent – 27.9E, 74.9N

This is found in a building next to the Water Wheel near the center of the map in Slatten Dale. Enter the building and head upstairs to find this comic on an upright desk.

  • Lion Annual 1962 – 22.9E, 78.3N

This is found in a cave behind the waterfall in the northwest corner of the map. It is at the back of the cave on a pallet next to a dead body.

Wyndham Village

  • Captain Condor: Mystery on the Moon: Lion Issue 248 – 34.2E, 79.3N

This is found on the floor in the bathroom of Grendel’s Head.

  • Jet-Ace Logan: 10 Days to Doom – 35.6E, 79.3N

This is found on a bench next to the gas pumps.

Skethermoor

  • John Steel: One False Step

This is found on a table in the basement of Nora’s Barn at 41.8E, 77.5N.

Casterfell Woods

  • Rick Random in Sabotage from Space

This is found inside of Datlow Hall at 25.9E, 84.3N on the second floor on a table.

  • Captain Condor: Mystery on the Moon – Lion Issue 260

This is found in a child’s bedroom of the burned out house located at 27.6E, 85.6N.

The Interchange

  • Jet-Ace Logan: Planet of Fear

From the Casterfell Woods exit of the Interchange, head into the Interchange and go down the hallway on your right that leads to Medical. The hallway will be filled with infection. Go through the door on your right in that hallway. Go down the stairs one floor and enter the door labeled with “02” above it. There will be infected enemies inside, so be careful when entering. Go to the back right corner of this room to find the comic sitting on a green chair.

Windscale Plant

  • Rick Random and the Planet of Terror

This is picked up on your way to Oberon. After going through the tunnel that leads to the middle area of Windscale Plant, there will be a building on the right side and train tracks in the middle that drop down into a big blue pit. Head into the building on the right. Go up the stairs in the southeast corner of the building to the top floor. At the top, there will be a path to your right that is filled with infection. You can also see a single lightbulb down that path. You need to get to that light bulb. You can go around on the other side of this floor to reduce your time in the infection. Get to that shinning light in the infection cloud and squeeze through the gap. On the other side, go right to the end of the path to find this comic on the floor.


Radiophonic

Find 5 audio logs

Medical Wing

  • Holder Is Up To Something – When you enter the Medical Wing, head straight to the reception desk and turn right. Take another right at the hallway where there is an overturned green chair. This log will be on the floor around the corner.
  • Medical Recording – When you enter the Medical Wing, head straight to the reception desk and enter the doorway to the right behind the desk. In the next room, go left toward Triage. Follow the hallway and this log can be found on the middle bed in the Triage room.

Data Store Charlie

  • Locked Down the Site – From the data store, go left and exit through the door. Go up the stairs on your left and enter the room on the right at the top of the stairs. This log will be on the desk in the middle of the room.
  • They Were Never Coming – From the previous log, turn around and head to the northwest corner of the room to find this log on the ground next to a cabinet also laying on the ground.

Casterfell Woods

  • Mayday – 24.9E, 88.2N
  • Access To This Radio Tower – 25.1E, 89.4N

Mate’s Rates

Find 5 traders in the Quarantine Zone

Traders are NPCs that you can barter with. There are more than 5 in the game, but 5 are listed below with their locations.

  • Slatten Dale

Molly Jowett – 26.4E, 79.0N

Reg Stansfield – Inside of the Slate Mine Caves at 30.0E, 73.5N

  • Wyndham Village

Morris Wick – 33.3E, 79.9N. Inside of the Village Shop.

Iris Baxter –  – 33.4E, 80.2N. Inside of the Bakery.

  • Skethermoor

Corporal Bootsy Hughes – 36.3E, 76.2N


We Want Information

Read 50 notes in the Quarantine Zone

There are well over 50 notes to be found in Atomfall. This is something you should naturally earn while exploring the various maps in the game. These can be found anywhere. As long as you are thouroughly searching the various locations, you’ll come across more than 50 notes to read.

If you’re going for all endings in a single playthrough, make sure to have earned this before going through each ending. Otherwise, any notes you find when completing an ending will be erased when you reload your save to start another ending. So, your count will be lowered when you reload. Just avoid this altogether and earn the Trophy/Achievement before going through the endings.


Refer to Manual

Learn 12 skills

Skills are unlocked by finding and using Training Stimulants. Training Stimulants can be found all over the various regions of the game. You can also find Training Manuals that will make other skills available to be purchased with Training Stimulants. There are more than enough Training Stimulants to be found to learn 12 skills.

The Training Stimulants listed below are enough to reach 12 unlocked skills. These are not all of the stimulants.

Slatten Dale

  • Training Stimulant #1

On a desk inside of Bunker L7. Bunker L7 is found at 27.7E, 71.9N

  • Training Stimulant #2

This is found inside of a BARD chest found inside of Bunker L7.

  • Training Stimulant #3

This is found inside of a BARD chest outside on the east side of the map near a small pond of water at 30.2E, 74.7N.

  • Training Stimulant #4

This is found inside of a BARD chest in a small building that is overlooking the west side of the pond where the previous stimulant was found. The coordinates are 29.3E, 75.9N. There are several trip wires in the area, so be careful.

  • Training Stimulant #5

This is found inside of Bunker L6 (26.5E, 77.1N). It is on a shelf on the second floor of the storage room. When you enter the room, a swarm of rats will attack while you’re on the bottom floor. The second floor is just a small area with an open vent across from the shelving.

From where you entered Bunker L6, go through the first door ahead of you and then turn left. There will be an infected enemy ahead of you against the wall. Turn right at that enemy and hop over the overturned green locker. Enter the door on your immediate left to find the storage room.

  • Training Stimulant #6

This is found in the same storage room as the previous Stimulant. It is in a BARD chest on the bottom floor behind a long desk with a lamp on it.

  • Training Stimulant #7 X2

This is found inside of Bunker L6 (26.5E, 77.1N). From where you enter the bunker, go straight into the room across the way and climb through the open vent on the wall. When you drop down on the other side, take the stairs in the same room on the left down to find this stimulant on the desk on the left of the blue infected growth on the wall.

  • Training Stimulant #8 / Melee Training Manual

This is found in the very back of the Outlaw camp on the west side of the map. The coordinates for the camp are 24.4E, 75.3N. The stimulant is in a BARD chest down a short hallway on the opposite end of the circular outdoor area of the camp. The Melee training manual is also down the same hallway as the stimulant.

  • Stealth Training Manual

This can be obtained by bartering with the trader found at 26.4E, 79.0N.

  • Training Stimulant 

This is in a BARD chest behind the locked door in the starting bunker. This requires the Signal Redirector.

The Interchange – Delta

  • Training Stimulant #9 X3 / Crafting Manual

This can be found in the Data Store D Store Room. After powering up Data Store Delta, go down the stairs and jump onto the computers in the electrified water. Make your way across the computers and onto the catwalk. Interact with the dead body on the catwalk to pick up the key. From there, return to where you started crossing the electrified water. Use the key on the nearby door at the bottom of the stairs to enter the store room where the stimulants as well the Crafting Manual can be found.

  • Training Stimulant #10

Inside of Robot Assembly, head up the stairs and open the grey door on the catwalk. Go right and climb down the ladder. There will be a BARD chest just behind the ladder at the bottom that has the Training Stimulant in it.

  • Training Stimulant #11 X2

Immediately after the previous Training Stimulant, you’ll be in a section of Robotics where you can see a green glow coming from an office upstairs. Head up the stairs next to that office and go left. At the end of the hallway, go right and enter the door on your immediate right. Crawl through the vent in the office and the Training Stimulants can be found on the desk on the right side of the room.

Wyndham Village

  • Training Stimulant #12

This can be found on the second floor of the very first building to your left upon entering the zone from Slatten Dale. It is in a BARD chest.

  • Training Stimulant #13

This is found in the Brewery Cellar located at 30.5E, 80.5N. It is in a BARD chest in a semi hidden room. Jump over a pallet on the back right side and then crawl under an opening to crawl into the room with the BARD chest.

  • Training Stimulant #14

This is in a BARD chest in a garage that you can climb and/or crawl into located at 34.6E, 81.5N.

  • Consumables Manual

This is found in the bedroom upstairs in the bakery located at 33.4E, 80.2N. The key required to get into the bedroom is found in the garage of the gas station at 35.5E, 79.4N.

The Interchange – Alpha

Skethermoor

  • Firearms Mastery Manual

This can be bartered for from Corporal Bootsy Hughes at 36.3E, 76.2N.

  • Training Stimulant #15 #16

Enter the Protocol Workshop at 38.0E, 77.4N. Once you enter, go left, right and then another quick left into a factory like area. The stimulant is on a shelf in a cabinet up against the back wall next to a big crate. Turn around from the where you found the Stimulant and hop over the work table behind you to find the second Stimulant on a shelf behind the work table.

  • Training Stimulant #17

Enter the Protocol Workshop at 38.0E, 77.4N. Once you enter, go left, right and then follow the hallway until it takes you to a room with a staircase going down on your left. Go down those stairs into the water to find the BARD chest that holds the Stimulant on a table.

  • Training Stimulant #18/#19/#20

Enter the Protocol Workshop at 38.0E, 77.4N. Once you enter, take the first right. Take the next left and follow the hallway straight down to the bathroom. Squeeze through the gap in the top right corner of the bathroom and then climb through the open vent. Climb through the open vent above the body on the ground. There are two BARD chests in here that both have Stimulants in them. The third is on a table right in front of you when you enter via the vent.

  • Training Stimulant #21 – Windfall Keycard Required

Travel to the Protocol Field Station located at 41.3E, 74.9N. Enter the station and take the first left. Take the next left after that and you’ll find a room with a BARD chest. Open the chest with the Windfall Keycard to find the Training Stimulant. The Windfall Keycard can be found by following the steps detailed for the “Reverse the Polarity” Trophy/Achievement.

  • Training Stimulant #22 X3

These are found in the same room as the previous Stimulant inside of a cabinet as soon as you enter the room on your immediate right.

  • Training Stimulant #23

Travel to the Protocol Field Station located at 41.3E, 74.9N. Crawl through the open vent in the cafeteria area of the station to enter a locked room where this Stimulant can be found in a BARD chest.

  • Training Stimulant #24 – Signal Redirector Required

Travel to the Protocol Field Station located at 41.3E, 74.9N. You may already be there as you can find the redirector at that location. In the back of the station is a room filled with electrified water. You can hop on the boxes in the water in order to reach the control panel. Use the Signal Redirector to turn off the electricity in this room. Once that is done, you can drop into the water and open the BARD chest to find the Stimulant.

  • Training Stimulant #25 – Signal Redirector Required

After you have collected the Signal Redirector, travel to the Protocol Field Station located at 41.3E, 74.9N. You may already be there as you can find the redirector at that location. From the entrance of the station, take the first left. Take the next left after that and you’ll find a room with an electrical panel. Use the Signal Redirector on that panel to change the flow of electricity. Then, exit the room and go left. Take another left and look into the window to see a panel in the locked room that you can use the redirector on. Use it on the panel to provide power to the door. Go into that room to find this in a BARD chest.

  • Training Stimulant #26/#27

Travel to the Vehicle Storage Bunker at 43.4E, 74.6N. From where you entered, go down the stairs and take the middle door along the north wall. Once in that room, go right through the doorway into the next room and there will be a BARD chest on your immediate right with the Stimulant. The other Stimulant is in the same room on a self against the east wall.

  • Training Stimulant #28

This is found in an open drawer of a green filing cabinet behind a desk in the locked room inside of the Vehicle Storage Bunker. You can enter the room by climbing through an open vent where Training Stimulants #26 and #27 were. As soon as you exit the vent into the room, this will be to your immediate right.

  • Training Stimulant #29

This is found in a BARD chest at 40.6E, 71.2N.

  • Training Stimulant #30

This is found in a BARD chest at 40.0E, 70.9N.

  • Training Stimulant #31

Enter the Cottage Cellar at 37.8E, 73.2N. Go straight back and then right to find a gap in the wall. Squeeze through to find a BARD chest with the Stimulant.

  • Training Stimulant #32

Enter the Cottage Cellar at 37.8E, 73.2N. Press the two buttons on the walls and then pull a lever on the wall to open a secret room. Enter that room to find yet another BARD chest with the Stimulant.

The Interchange – Bravo

Casterfell Woods

  • Training Stimulant

This is found inside of a BARD chest behind the locked door in the Watermill Cellar found at 22.5E, 86.7N.

  • Training Stimulant – Signal Redirector Required

This is found inside of a BARD chest in a locked room at the top of the tower located at 28.3E, 85.7N. You will need the Signal Redirector to open the door.

  • Training Stimulant

This can be found in the Cellar located at 26.9E, 90.6N.

  • Training Stimulant

This can be found in a BARD chest in the Remote Bunker located at 28.0E, 91.6N.

  • Training Stimulant

This can be found in an open filing cabinet drawer in the same bunker as the previous stimulant.

  • Training Stimulant

This can be found in a BARD chest by going through the door in the same Remote Bunker as the previous Stimulant.


Quick Exit

Escape the Quarantine Zone in under 5 hours

MISSABLE

It’s best to save this run for your second playthrough. You’ll be more familiar with the map and the mechanics of the game.

During this playthrough, you’re going to want to just run from objective to objective. Skip combat and exploration for the most part. Although not a requirement, if you have Training Stimulants, use them on upgrading stamina. You can also set this to the lowest difficulty, Sightseer, to make this even easier.

If you still need to get the Trophy/Achievement for not answering the phone, make sure to do Sims’ ending. However, escaping with the voice on the phone is the fastest way to complete this Trophy/Achievement.

5 hours is more than enough time to do this, but feel free to make some saves just in case you mess up or take too long doing an objective. You can reload and try again.

  • As soon as the game starts, skip the cutscenes and dialogue. Get the keycard from the Scientist by talking to him or you can take him down. Once you have it, exit the bunker.
  • Head northwest toward the trader camp where Molly is at 26.4E, 79.1N. You can take down an enemy on the way to Molly and loot their gun. Get to Molly, take her down and loot her gear. You can get the Torch, a battery, metal detector and a melee weapon.
  • Go to 29.0E, 79.4N and enter Wyndham Village.
  • Go to St. Katherine’s Church and kill Vicar. Loot his body and take his key. Go upstairs and open the chest to find battery #2.
  • Go to the Interchange at 33.8E, 78.3N. Open the vault door from Wyndham to the Interchange and then head to the Central Processor. Pick up the battery on the floor and insert it to power up the processor. Go back outside to Wyndham.
  • Go to the Skethermoor entrance in Wyndham at 36.3E, 77.5N.
  • In Skethermoor, head northeast until you come to the Protocol Workshop at 38.0E, 77.4N. Once inside, go right, go left and then go into the bathroom at the end of the hall. Squeeze through the gap in the bathroom and follow the hidden hallway to a body. Interact with the body and loot the Windfall Keycard.
  • Exit the workshop and head east until you reach the coordinates, 41.2E, 78.2N. Loot the battery from the dead robot in the small pond.
  • Go to the buildings near the pond (41.8E, 77.5N). Climb through a window and then enter the barn via cellar doors. Once inside, kill Nora and loot the battery off of her.
  • Head for the Protocol Field Station at 41.3E, 74.9N. Go straight down the hallway and then go left. Enter the door on your left to find the Signal Redirector in a BARD crate in the room.
  • From there, head to the Interchange entrance at 39.6E, 73.1N. Power up Data Store Bravo.
  • Head to Central Processing. From there, go to Data Store Alpha.
  • When you open the door to Data Store Alpha, the room will be full of infectious spores. Shoot the exploding plant on the walkway to where you insert the battery. There is also an exploding plant just left of where the battery goes. Heal up and run straight to the battery port and insert one to clear the room as well as power up Alpha. You can use Pain Killers for a buff against damage as well.

From here, you have two options, you can head to Medical to find the Church Cellar Key, or you can continue on with powering up the rest of the Data Stores. Grabbing the Church Cellar Key will allow you to go pick up an infection inoculation from Dr. Holder in the basement of St. Katherine’s Church. This will make getting through spore infested areas easier later on. Although, if you have healing items and are playing on the lowest difficulty, it is possible to run through those areas quickly and survive.

  • If you are getting the Church Cellar Key, go to Medical. As soon as you enter Medical, go right and then right again to find the key. From there, head to the church in Wyndham and grab the inoculation from Dr. Holder’s desk.
  • Whether you grabbed the Church key or not, go to Slatten Dale. If you’re in the Interchange still, exit via the Wyndham Village exit. Go back to Slatten Dale and enter the Interchange at 31.0E, 77.8N.
  • From that entrance, go over to Data Store Charlie and power it up. After that, head across the same hallway where you entered the Interchange and power up Delta.
  • Head to Central Processing. Use the Signal Redirector on all of the switches on the floor and then pull the lever on the panel to open the path to Oberon.
  • Take the path and head to Oberon. If you didn’t take the infection inoculation, run straight through the infected areas as quickly as you can and use healing items.
  • At Oberon, arm the four explosives that surround the dig site and then go to the Control Room and pull the Self Destruct Lever.
  • Leave Oberon and head back to the Interchange. On your way through Windscale, you’ll pass back through a room with a ringing phone. Answer the phone.
  • Head back to the bunker where the game began in Slatten Dale. Answer the phone in your room to end the game.

Not Expecting a Call

Escape the Quarantine Zone without answering the telephone

MISSABLE

For this, you just need to play through the entire story and escape without ever answering a ringing phone.


Orna mental

Find and destroy 10 Garden Gnomes

All of the Garden Gnomes are found in Wyndham Village. When you find one, hit it with a melee weapon to break it. There are more than 10 in the area, but only 10 are required for the Trophy/Achievement.

  1. 30.5E, 78.9N
  2. 33.2E, 78.7N – This is on the roof of the church. Enter the church and take the stairs all the way up to the roof to find this gnome.
  3. 33.4E, 79.2N
  4. 35.1E, 79.6N
  5. 35.5E, 77.6N – This is in the garage. You can’t enter the the garage, but the doors are open just enough for you to be able to shoot it.
  6. 36.4E, 78.1N
  7. 36.9E, 79.6N
  8. 36.3E, 79.5N
  9. 35.5E, 80.5N
  10. 34.6E, 80.4N

Homemade

Find and learn 10 recipes

Recipes teach you how to craft different weapons and items. These can be found in the environment or bartered for from merchants. There are more than 10 of them, but only 10 are required for the Trophy/Achievement. 11 of them are listed below.

Slatten Dale

  • Nail Bomb

Found in a metal detector cache in Slatten Dale at 27.3E, 75.6N.

  • Shiv

This is found on a workbench in the Outlaw camp at 31.1E, 75.5N.

  • Molotov Cocktail

This is found hanging on the right side wall inside of the building marked, “L5,” under the Radio Tower on the east side of the map in the Outlaw camp. The coordinates are 31.7E, 74.9N.

  • Makeshift Grenade

Bought from Reg Stansfield inside of the Slate Mine Caves at 30.0E, 73.5N

Wyndham Village

  • Burn Salve

This is found inside of the Village Hall located at 33.4E, 79.3N. It is in the back of the building down a hallway on a desk.

  • Painkillers

This can bartered for with Morris Wick at 33.3E, 79.9N.

Skethermoor

  • Combat Stim

This can be bartered for from Corporal Bootsy Hughes at 36.3E, 76.2N.

  • Antidote – Signal Redirector Required

After you have collected the Signal Redirector, travel to the Protocol Field Station located at 41.3E, 74.9N. You may already be there as you can find the redirector at that location. From the entrance of the station, take the first left. Take the next left after that and you’ll find a room with an electrical panel. Use the Signal Redirector on that panel to change the flow of electricity. Then, exit the room and go left. Take another left and look into the window to see a panel in the locked room that you can use the redirector on. Use it on the panel to provide power to the door. Go into that room to find this next to a BARD chest.

  • Radiation Resistance

Travel to the Vehicle Storage Bunker at 43.4E, 74.6N. From where you entered, go down the stairs and take the middle door along the north wall. Once in that room, go right through the doorway into the next room and the recipe will be on the ground next to a dead body.

Casterfell Woods

  • Poison Bomb

This can be bartered for from Billy Gorse at 21.4E, 89.6N.

  • Sticky Bomb

This can be found in the Cellar located at 26.9E, 90.6N.


Make do and mend

Upgrade a firearm to pristine condition

Before you can earn this, you’re going to need to find the Crafting Manual.

This can be found in the Data Store D Store Room. After powering up Data Store Delta, go down the stairs and jump onto the computers in the electrified water. Make your way across the computers and onto the catwalk. Interact with the dead body on the catwalk to pick up the key. From there, return to where you started crossing the electrified water. Use the key on the nearby door at the bottom of the stairs to enter the store room where the Crafting Manual can be found.

Once you have that, you’ll need to buy the Gunsmith skill for 7 Training Stimulants.

With that out of the way, you’ll need to collect multiples of the same weapon. Weapons have three tiers. Rusty, Stock and Pristine. If you have two rusty weapons (the same weapon) you can combine those to make a Stock weapon. In order to go from Stock to Pristine, you will need to combine 2 Stock weapons. So, if you only have Rusty weapons, you would need 4 of them total. You’d combine 2 of them 2 times to make 2 Stock weapons and then combine those two into Pristine. In adiition to that, you’re also going to need to Gun Oil and Scrap. Both of these are found somewhat commonly throughout the various locations of the game.

The weapons can be looted off of enemies or found in the environment and can be crafted from the Crafting tab of your inventory menu.


Unplugged

Extract the battery from an overheating robot

You will encounter robots when you reach the “Robotics” section of The Interchange and there are 3 robot related Trophies/Achievements. All 3 Trophies/Achievements can be earned against the same robot.

In order to earn “Unplugged,” you’ll need to damage a robot until they go into a temporary powered down state. They’ll announce that they are venting heat. When this happens, get behind the robot and hold / to pull the battery out. You will need to have room in your inventory first.

After you have taken the battery out, make a separate manual save. Then, go back behind the robot and interact with it. Enter your inventory and select the battery to put it back into the robot to power it back up. That will pop the “Batteries Not Included” Trophy/Achievement.

With the robot powered back on, damage it until it goes back into that powered down state. Once it does, get behind it and shoot the battery on its back. Do this until the battery explodes which will destroy the robot and earn you the “Any Old Iron” Trophy/Achievement.

After all 3 of those have been earned, you can reload that manual save from earlier to get that battery back in your inventory.


Any Old Iron

Completely destroy a robot

See the “Unplugged” Trophy/Achievement above for more details.


Fast Bowl

Kill 10 enemies with a thrown weapon

This can easily be earned by crafting shivs. These can be thrown. The Shiv recipe can be found on a workbench in the Outlaw camp at 31.1E, 75.5N in Slatten Dale. They only require 2 Scrap and 1 String to craft. You can also pick up a thrown shiv and use it again. Even though grenades can be thrown, they do not count toward this Trophy/Achievement.

There seems to be some issues with the tracking with this one. If the tracker doesn’t increase after a kill, try killing different enemies. For me, I was stuck at 9/10 kills. It took another 4 before it finally popped, but the kill it popped on was against a different enemy. So, reloading a save to farm the same enemy for kills may not work for this one.


Hit for Six

Redirect a thrown grenade with the cricket bat

This can actually be earned pretty easily without needing enemies. First, you will need find a grenade and a cricket bat. Cricket bats can be taken from enemies and a grenade can be found at the coordinates 28.0E, 74.9N in Slatten Dale. It is downstairs on a shelf in a building at the coordinates.

Once you have both of those weapons, find a small confined space like a room. Quickslot the cricket bat on the weapon wheel and then equip the grenade. Throw the grenade against a wall near you and then quickly switch to your cricket bat and hit the grenade you just threw. You need to be quick, so don’t cook the grenade at all. Throw it immediately so that you have more time to hit it before it explodes. It’s important to note that you must throw the grenade. You can’t just drop it.

Be sure to make a manual save before attempting this just in case something goes wrong.


Burglar

Use the Signal Redirector to unlock 5 doors

First, you will need to collect the Signal Redirector. Follow the steps below to find the Signal Redirector.

Wyndham Village

Travel to the Little Tea Room at 34.7E, 80.2N and go up the stairs to find a skeleton on the floor and June’s Key next to it. Pick up the key.

Travel to the Village Hall and follow the hallway to the very back of the building and use June’s Key on June’s Lockbox to find a note.

Travel to the Boathouse in the northeast corner of the village and use the metal detector at the coordinates 35.6E, 82.8N to find two more of June’s notes. From here, the rest of the lead will carry on in Skethermoor. The entrance to that is at 36.3E, 77.5N in Wyndham Village.

Skethermoor

Travel to the Protocol Workshop at 38.0E, 77.4N. Enter the workshop and then take the first right. Take the next left and follow the hallway straight down to the bathroom. Squeeze through the gap in the top right corner of the bathroom and then climb through the open vent. In the following area, interact with the body and pick up the Windfall Keycard and Windfall’s Discovery Dies With Me note. With that, you can exit the workshop.

Travel to the Protocol Field Station located at 41.3E, 74.9N. Enter the station and take the first left. Take the next left after that and you’ll find a room with a BARD chest. Open the chest with the Windfall Keycard to find the Signal Redirector.

Locked Doors

  • After you have collected it, a door can be opened in the same Protocol Field Station. From the entrance of the station, take the first left. Take the next left after that and you’ll find a room with an electrical panel. Use the Signal Redirector on that panel to change the flow of electricity. Then, exit the room and go left. Take another left and look into the window to see a panel in the locked room that you can use the redirector on. Use it on the panel to provide power to the door. Open that door.

Slatten Dale

  • Return to the bunker where the game began. When you enter, you’ll be in the open green room. There is a locked door in the south west corner of this room that you can use the Signal Redirector on.
  • IN the bunker where the game began, crawl under the door on west wall in the open green room. After crawling under the door, head straight. You’ll come to a locked door with the panel on the right side wall near the door.

Casterfell Woods

  • There is a locked door at the top of the tower located at 28.4E, 85.7N. Use the redirector on each of the turrets on the tower and the power will be redirected from them to the door.

The Interchange – Data Store Bravo

  • This door is found on the very bottom of floor of Data Store Bravo. Directly below where you insert the battery.

Batteries Not Included

Power up a deactivated robot

See the “Unplugged” Trophy/Achievement above for more details.


Caught Red-Handed

Cause an enemy to drop their Molotov cocktail

In order to earn this, you’re going to have to shoot an enemy’s arm just before they are about to throw a Molotov cocktail at you.

A group of enemies can be found near the coordinates 29.4E, 76.4 N. Attack them and one of them will have Molotvs. Just wait for a Molotov to be lit, and then quickly shoot the enemy before he can throw it.


Target Practice

Get 6 kills with the MK.VI Revolver without reloading

If you do not have a revolver, you can find one on the second floor of a building just west of the Railyard at 27.9E, 77.4N in Slatten Dale. Once you have the revolver and at least 6 rounds for it, head over to the east side of the Slatten Dale map to an Outlaw camp at 30.0E, 74.5N. Save you game before entering the camp. Enter the camp and kill 6 enemies without reloading your revolver. If you mess it up, you can simply reload your save and try again.

If you’re having trouble with this, you can try later on in the game after you’ve upgraded the revolver, or you can bump the difficulty down to knock this out as well.


Grand Slam

Take out at least 5 enemies in one explosion

This can easily be earned by throwing a grenade into a swarm of rats.

As you explore the various locations of Atomfall, you’ll occasionally come across areas where you’ll be attacked by swarms of rats. You can use these swarms to get this Trophy/Achievement. Just throw a grenade into the swarm when you are attacked and you should kill more than 5 with a single explosion.


High Tea

Consume a Cornish pasty, English tea, and a slice of cake in 30s

This can be earned in Wyndham Village inside of the Village Hall at 33.4E, 79.3N. Each of the three required items are all found inside. Simply pick up the three required items and then eat them consecutively from your inventory. The tea has to be from the green tin. Drinking the tea from the table by pouring it will not count.

The tea and pasty are right next to each other on a table in the corner of the room. The cake can be found on a counter just before entering the kitchen. Make sure to save your game before attempting the Trophy/Achievement just in case something goes wrong.



 

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