Defiance achievements


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There are a maximum of 75 Defiance achievements (50 without DLC) worth 4,731 (1,625)

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Achievement Details

The Unbreakable Horn in Defiance

The Unbreakable Horn74 (25)

Complete "The Unbreakable Horn II" pursuit

  • Unlocked by 638 tracked gamers (92% - TA Ratio = 2.95) 690  

Achievement Guide for The Unbreakable Horn

1,057,330 (579,700)
Achievement won on 20 Apr 14
TA Score for this game: 4,731
Posted on 21 April 14 at 06:16, Edited on 22 April 14 at 16:32
This solution has 8 positive votes and 2 negative votes. Please log in to vote.
I will update/tweak this if better methods are found but I thought I would get the info out there for anyone that needs it.

For this one you have to complete all the co op maps on Expert. While most of them are pretty straight forward, I'm going to post two specific loadouts you are going to want to use and some general strategies for a few of the more annoying maps. If Trion ever fixes the invisible enemies issue that will alleviate the issues with Soleptor Excavation, but unless they tone down the difficulty on Dekuso, explosions 101 is always going to be a bitch. Here we go....


Loadout One - DEFENSE - This loadout is centered around pure defense and team support.

Ego power - Cloak

Shield - a Tachyon IV shield with a 90% recharge speed is ideal. The 9+ second recharge delay is irrelevant because every time you get in trouble you activate cloak and it begins recharging immediately and FILLS in like half a second, allowing you to pop in and out of cloak shooting enemies. A Tachyon 3 with a 75% recharge speed is ok too.

Spike - Protection Spike

Stim - Armor Repair Stim

Grenade - Flashbang Grenade

Perks - Shadow's Core, Infiltrator, Self Medicated, Turn The Tide, Phoenix Boost, Combat Medic, Regeneration, Pumped Up, One For All

Weapon - Preferably a decent damage SMG or full auto AR with a small clip and fast reload speed, with BIO NANO (this is essential) for two players and either electric or corrosive nano for the other two players. The bio nano strips ablative armor layer from enemies. Electric keeps them crowd controlled and corrosive increases everyone's damage.

Don't put an extended mag clip on your gun. Use a quick reload clip. This is so that after you use your cloak and it runs out, you keep dumping your clip completely (don't reload mid clip) into enemies and it recharges your cloak VERY fast. Since cloak recharges your shield, this makes your survivability go up 10-fold. Secondary weapon should be whatever high DPS weapon you prefer. Use your secondary on any enemies that already have all their ablative armor layers stripped off.

Loadout Two - OFFENSE - This loadout is less complex and is primarily only used when attempting the one-hit-kill method on Dekuso in explosions 101.

Ego Power - Overcharge

Shield - Irrelevant but I usually use a short recharge delay shield here, so a Respark works decent.

Spike - Damage Spike

Stim - Armor Repair Stim

Grenade - Flashbang Grenades

Perks - Quickcharge, Killing Machine, Cellular Armor, (Your Preferred Nano Boost), Overload, Single Minded, Hunter's Stance, Sucker Punch (one of your detonations might hit him 'from behind'), and Gunslinger

Weapons - Either a Clusterdrop Detonator or Ground Pounder. What you need is a detonator that fires manually detonated grenades that send out smaller clusters of grenades that detonate on impact. Max damage should be at least 14,000x3. Our best guy in one of the groups I did it with was ego 5500+ and had a detonator with max damage of 24,000x3!. I am jealous. Make sure everyone has an EXTENDED MAG mod on this so that they have at least 6 rounds in a clip, and an INCREASED RADIUS mod so that the radius for full damage is wider.

Secondary weapon should be any high DPS AR or SMG that has reasonable accuracy at mid range. I use either a VBI AR or VBI TACC AR.


Co op Map strategies:

Soleptor Excavation - Everyone runs DEFENSE but switches out the secondary weapon and uses a Detonator instead of the AR for DPS. In each area everyone uses their BIO nano SMG/AR until all the enemies' ablative armor layers are gone, then switches to detonators to clear the room. You can also skip one of the latter areas of enemies by cloaking and running past them and jumping down the hole in the ground. You have to clear the lower area after jumping down the hole so the fat guy will open the door.

For the hulker fight, make sure to stay spread out and have one or two guys running a BMG in place of their detonator and using LEFT trigger to heal everyone while the other two or three DPS the hulkers. When the rioters come out, flash bang them and BIO smg one of them and kill him. Leave the other one alive so more don't spawn. The hulkers usually kill him eventually. When the hulkers go down to the ground, all 4 players unload on their brain with their SMG. The big problem with this fight is when they go into perma-run mode because they tend to be invisible to everyone much of the time. When they are perma-running and invisible, a detonator is your friend. Spray the center of the room and pray. My best advice is to stay spread out and if you get hit, IMMEDIATELY activate cloak and barrel roll to the side.

Explosions 101 - You can skip 90% of this map. Everyone runs DEFENSE at first. Clear the first area of enemies with your BIO SMG/AR weapons and DPS weapons. Open the gate and grab the charges. Run past all the enemies, cloaking as necessary. When you get to a location to plant a charge, flash bang any nearby enemies and plant it, then move on. When you get to the building with the hulker fight, have one guy cloak into the building and shoot a few enemies after his cloak runs out. He then lures the enemies out of the building. The other three cloak into the building and plant the charges and open the door to the hulker, using flash bangs as necessary.

For the hulker fight just use your SMG/AR as the small clip with Pumped Up will allow you to cloak frequently if you get whacked. Fortunately these two aren't invisible nearly as often as Soleptor. Once you drop them, three guys take the cerberus and one guy runs cloaked across the bridge to the Dekuso building. Hide behind the far left stack of boxes and clear the area with your BIO nano SMGs/ARs.

Now, everyone repair their armor and switch to OFFENSE loadouts with detonators. Have three guys change their spikes to Protection and one guy keep his Damage spike ready. When you enter the room, EVERYONE shoots their detonators up to the EXACT CENTER of the ceiling directly above the center of the room and leaves them there (do not detonate).

Now all four players shoot the LEFT and MIDDLE turrets until they explode. NO ONE shoots the right turret yet. As soon as the left and middle are gone, Damage spike guy and two others bring out their detonators. The 4th guy destroys the RIGHT turret now. When it is at 50% he calls out "spike". At this point damage spike guy plants a spike in the center of the room. Next, as soon as the 4th guy destroys the turret he calls out "Boost" and everyone activates overcharge and stands in the damage spike crouched down looking up (not aiming though, don't hold left trigger so that the detonations count as hip firing). Within about 3 seconds Dekuso will appear above the center of the room. When he appears EVERYONE should call out "NOW!" (everyone calls out because he may only be VISIBLE for one player) and EVERYONE detonates their detonator stickies. This SHOULD kill him.

One of my successful runs he was at 5-10% health. If this happens, everyone plants more detonators on the ceiling ASAP, then two guys use flash bangs to control the raider enemy adds while two guys use Cloak and their SMG/AR to destroy the turrets again. Once the turrets are down again, watch for Dekuso and repeat the "NOW!" callout. If he is at 5-10% and even one person gets their detonator to hit him he *should* go down. Good luck! Personally I find this one easier than Soleptor Excavation now because the invisible hulkers are a bitch.

Commander Cronkite - Everyone can run Defense or Offense, whatever their preference. At the very beginning, do a 180 and look at the door in front of you. Equip Decoy as your Ego power. Sprint at the door, jump, and right when you touch the door double tap X to put out your decoy then warp to its location. This will warp you through the door. Now turn 90 degrees to the left and jump off the side of the platform you're on. You will land on top of a circular room on the lower portion of the map. There is a tunnel leading at a sloping angle down and away from you, down to the next area.

Head to the bottom of the slope and go over to the 'door' beneath you. Turn around and look at the blue circle (it should be slightly above you now) and activate your decoy then hit X to warp to it. This should put you in the blue circle. Then have your group 'Kick' you out and you can activate the blue circle. Once that's done, the group can re-invite you. Voila! You've skipped 80% of the map or so. Now just blast your way through to the end and kill the boss (he's not very hard) and you're done in a fraction of the time it would've taken.
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