Captain America: Super Soldier achievements

Captain America: Super Soldier

3.5 from 2059 votes

There are 50 Captain America: Super Soldier achievements worth 1,252 (1,000)

17,057 tracked gamers have this game, 6,946 have completed it (40.72%)

Achievement Details

Deconstruction in Captain America: Super Soldier

Deconstruction48 (35)

Collect all Enemy Schematics

  • Unlocked by 9,097 tracked gamers (53% - TA Ratio = 1.36) 17,151  

Achievement Guide for Deconstruction

A Batwoman
563,868 (339,780)
A Batwoman
Achievement won on 01 May 12
TA Score for this game: 1,252
Posted on 30 April 12 at 23:51, Edited on 01 May 12 at 22:06
This solution has 4 positive votes and 1 negative vote. Please log in to vote.
Schematic - are maps of weapons or plans they are found throughout the campaign gameplay or in freeroam. 18 required for Deconstruction Achievement. These look like large sheets of paper with curled edges. Pretty big to pick up but some are sneaky and hard to find and they are usually on a table of somekind. If you are unsure about where these schematics are located use your map to help.

Chapter 2 – The Flemish Farm (1/1)
1. In the room on the right when you enter the large room with the first two AA gun cooling units. There is a Zemo diary to your left

Chapter 3 – The Wooden Horse (5/5)
1. Once you drop down under the barn, this is in front of you on the table.
2. Outside, there’s some metal wire fencing with a hole in it. Walkthrough here and you’ll find this behind some computer banks on a crate.
3. In the large fenced in area in the centre of this outside section, climb up a green canister then cross a small wooden bridge to find this one.
4. By the blackboard in the room with the Enigma Keypad on a table.
5. After destroying the West Armory, by the two sets of guards, and this will be between two trucks.

Chapter 6 – Camus and the Fly (3/3)
1.On a table to the left after you fight the first set of goons in the Laboratory.
2. From the room with your shield, take the door that doesn’t have a ramp on it and follow this straight around a corner. This will be on the table.
3. After finding the radio code on the upper level, use the two Enigma Keypads and one of them will open a locked door in a previous area. Head back to the lower level and enter the door opposite the stairs, then take a right into the newly opened room. This one is on the table here.

Chapter 7 – Icarus and Daedalus (2/2)
1. When Bucky tells you to take out the snipers, this is on a crate in the top area of the central tower.
2. On the upper level, just before taking control of the missile turret, behind a crate.

Chapter 8 – To Have and Have Not (1/1)
1. In the room with the second Screamer, on the right hand side table.

Chapter 9 – The Longest Yard (1/1)
1. In the begining of the Chapter and with your back to the statue you start the level next to, head left and this will be on a crate in an alcove.

Chapter 10 – Keep Your Powder Dry (1/1)
1. Back out in the hallway, kick open the next set of double doors. This is on the table.

Chapter 11– They Were Expendable (1/1)
1. In the first small room to the right once you enter the East Bastion.

Chapter 12 – Red Ball Express (1/1)
1. In the control room by the trains, on the left wall.

Chapter 15 – When Trumpets Fade (2/2)
1. When you enter the Hangar and Cap mentions helicopters, head all the way to the right and this will be in the small room at the end.
2. After defeating the helicopter, go back down to the bottom of the stairs and turn right. Run through the newly open door in the distance and this will be on the floor at the end. (Achievement Unlocks)

Credit and Collectibles Guide;
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