35. Shared Story Achievements and Collectables
Shared Story Playthrough And Collectables
Now we will start the shared story part of the walkthrough. This is not going to be a complete walkthrough of every choice both players need to make in order to get the desired results. I will, however, equip you with all the information you need, without over-explaining. There are 7 achievements and 7 collectables we are aiming to get during this playthrough.
BE AWARE THAT GETTING COLLECTABLES IN SHARED STORY IS BUGGY. WHEN I PERSONALLY PLAYED SHARED STORY WITH MY FRIEND, SOME COLLECTABLES COUNTED FOR BOTH OF US AND SOME DID NOT. IF YOU DO GET TO THE SECTION WITH THE SHARED STORY/CURATOR'S CUT ONLY COLLECTABLES, THEY MAY ONLY COUNT FOR THE PLAYER WHO ACTUALLY PICKED THEM UP. THERE IS NOTHING I CAN DO FOR YOU IN THIS SITUATION. IF YOU ABSOLUTELY CANNOT GET THESE 7 SHARED STORY/CURATOR'S CUT COLLECTABLES TO COUNT FOR BOTH PLAYERS, YOU MIGHT HAVE TO PLAY SHARED STORY AGAIN, BUT WITH THE PLAYER WHO DID NOT GET THE COLLECTABLES LAST TIME, AS PLAYER 2.
If you are planning on getting Shared Story/Curators Cut collectables in Curator's Cut and not Shared Story, you will still want to read this section of the walkthrough, but you will also want to read the section of the walkthrough titled "Curators Cut Information". I will start with the most relevant achievement first.
EDIT: Just to be clear, because my vagueness has confused some people. There are 2 relationship achievements covered on this page. They are for maxing Fliss and Conrad's relationship and for maxing Alex and Brad's relationship. These 2 relationship achievements can only be obtained in shared story, not in Curator's Cut. This is because both player have to be making specific dialogue options to each other, that otherwise would not happen in a single player playthrough.
Just a general FYI, try to keep Julia and Fliss' relationship as positive as possible through this run. This will be important near the end of the game. Play through the prologue of the game. Nothing you do in the prologue really matters though. Once the Curator is done talking to you and the beach scene loads, one of you is going to be controlling Brad and the other Alex. What you both say to each other, in this scene, is really important.
Here is how the conversation should go.
After Brad chooses "Empathetic", both players should unlock the achievement:
After this, you can choose whatever dialogue options and choices that you want until the chapter "Wreck". Once you get to the chapter "Wreck", there will be an emphasis on dialogue choices made by the player controlling Conrad. So the player who is playing Conrad needs to follow this guide. This chapter begins with a conversation between Conrad, Alex, Fliss and Julia. Fliss mentions that the wreck they are planning on diving should be reported to port authorities. Conrad speaks here.
There will be a little more conversation, but soon you will be free to move around the ship as Alex and Conrad, while Julia sets up the breathing tanks. Again, we really only care about what Conrad is doing here. The player controlling Conrad should then go talk to Fliss, who is sitting in the captain's chair.
Once that conversation with Fliss ends, wait until Julia says she has the tanks ready for the dive. Conrad can then talk to Fliss again.
Then Alex can talk to Julia, where he chooses what items to take on the dive. The chapter will end once Alex and Julia dive.
A cutscene will play of Alex and Julia in the water and then the next chapter "Uninvited Guests" will begin.
In this chapter, one player will be playing as Fliss, who is on the Duke of Milan with Conrad and Brad. The other player will actually be exploring the wrecked plane as Julia.
Fliss and Conrad will be talking the second the chapter starts. So the emphasis now is on the player who is controlling Fliss.
Now Fliss should go downstairs to the lower portion of the boat and talk to Brad. It doesn't matter what you say to him.
Now go back up to the top of the boat and talk to Conrad, who is lounging on the seat on the right side of the boat.
Once that conversation ends, you have to wait until Fliss spots the fishing boat in the distance. Fliss will comment on the boat as it approaches.
A cutscene will then start of the fishing boat hitting the dive line. Fliss has more dialogue options here.
The fisherman will then say they have damage to their boat and Conrad will throw his money into the water. Fliss then comments on Conrad's actions, after the fisherman boat away.
After Fliss says "Amused" you should unlock the achievement:
You can then proceed to make any choices and dialogue options until the chapter "Intrusion" where the fisherman show up on the Duke of Milan and tie up and gag the characters.
We need to fulfill 2 conditions in this chapter. The first condition is that Conrad DOES NOT escape on the speedboat. The other condition is that Brad stays undetected by the fisherman, so that he goes onto the abandoned ship, on his own, later in the game.
I will try to give you the easiest way to do this. Play up until the part where Conrad is standing on the side of the ship. Alex will try and create a distraction, while Conrad is trying to escape. Conrad will have a heartbeat QTE, that you will want to fail intentionally. Alex, on the other hand, will begin making noise and Danny will come down to try and silence him. When Danny walks through the door, Alex has the option to stab Danny with the cuticle clippers with an action QTE. YOU MUST HIT THIS ACTION QTE AND STAB DANNY WITH THE CUTICLE CLIPPERS. If the player controlling Alex misses the QTE, Danny will subdue Alex and start carrying him up to the top of the ship. Brad will see this and come out of hiding to save Alex, which we absolutely do not want. So once Alex has stabbed Danny and Conrad has failed the heartbeat QTE, a dialogue option will eventually come up for both of you. Both Conrad and Alex want to choose the dialogue choices that say "I give up" or "Alright, you win". If either player responds aggressively here, Olson will shoot and kill Julia, which we do not want.
The characters will then be lead down to the bottom portion of the ship, to be guarded by Junior. Fliss will go up top to ask the radio operator how long the storm will last and the ship will flood soon after. As Julia is coming up from the bottom portion of the ship, Fliss should choose to help her, and hit the button QTE by pressing . Julia will then ask about Brad. The player who is playing Fliss wants to say the dialogue option that says "He can help". While the player controlling Alex needs to say "He's a big boy". Whatever you do, do not call Brad up from hiding. We are pretty much done here now.
Play the game up until the point where the characters board the abandoned ship and get locked in the room by the fisherman. One of the players will be playing as Julia and the other should be Alex. Have the player controlling Alex inspect the desk that needs to be moved, to access the escape vent behind it. Move the desk and then have the Alex player inspect the vent itself. Julia should have a dialogue option here.
RESENTFUL (she will say something along the lines of "You're the alpha male")
After the player controlling Julia says "Resentful" both players should get the achievement:
Now you can continue to play and make whatever choices you want, up until the chapter where Brad comes out of hiding and boards the ship. The other player will actually be controlling Fliss during this time. These are the chapters "Finding Friends" for Brad and "Ritual" for Fliss. Both players must make sure to follow instructions for their chapter here. We want both Fliss and Brad to recognize each other and not see each other as hallucinations.
The player who is playing Brad must find the gas mask during his chapter. If you need refreshing on where this is, it is in a hallway full of lockers. One locker, in particular, can be inspected and then when walking away, the locker will pop out and can be inspected again to find the gas mask.
The player who is controlling Fliss must open up the curtain to the backstage and get fresh air from the door behind the stage. Whoever is playing Fliss should realistically just stand next to that door and open it every 30 seconds or so, until the cutscene starts where Fliss and Brad meet up. If you don't re-open the door a bunch of times, you risk having Fliss re-hallucinate just before Brad arrives, meaning they don't recognize each other.
Once this chapter is over, Brad and Fliss will enter the chapter "Pressure" together. One player will control Fliss and the other Brad. You must progress until you climb up through a hole. In the room there, is a broken shovel in the corner. MAKE SURE TO INSPECT IT. Then one player has to decide to go down the hole. It doesn't matter which character goes down. Soon the water will start rising below the player who went down the hole. The player up top must make some choices.
The hinge will break and the player who was trapped down low, will be set free. Fliss and Brad will float upwards and eventually surface. The game will then transition to the next chapter "Glamour Girl"
In "Glamour Girl" one player is going to be playing as Conrad and the other will be playing as Fliss, who is accompanied by Brad.
There are 4 collectables, that the player who is controlling Fliss, can grab. The player who is controlling Conrad should not pick up the candlestick to break open the metal door until the player who is Fliss has gotten all of the collectables in this chapter.
Starting out as Fliss, walk forward a bit and in an alcove to your left will be the first collectable.
Collectable: Secret #15 Cargo Bill Of Landing
Collectable is shown in the video at [23:00]
From the alcove walk forward a couple of steps and press on the door immediately to your left. You will need Brad to help you open it with a button mash QTE. Press repeatedly. Inside that room is the last picture frame that we need.
Collectable: Black Picture Frame #5: Ship Shape
Collectable is shown in the video at [23:30]
After picking up this picture frame you will get 2 achievements:
Once you exit the picture frame room, you will notice 2 open doorways on your right. Enter the second open door on your right to find the next collectable.
Collectable: Secret #31 Violent Incident Report Sheet
Collectable is shown in the video at [24:15]
To find the last collectable in this area, walk out of the room with the incident report and walk forward and enter the room on your left. There will be a couple desks in this room and a safe you can interact with. You can't unlock the safe just yet, though. Walk into the final room and there is a desk that can be interacted with. Press to interact with the desk drawer. Open the drawer of the desk and press to remove the box of medals to find a key. Walk back into the previous room, to use the key on the safe we couldn't open. Inside the safe is the collectable.
Collectable: Secret #17 Manchurian Gold Test Results
Collectable is shown in the video at [25:25]
Now the player who is controlling Conrad can break open the door with the candlestick.
The player who is controlling Conrad needs to make sure not to die here. If you need a refresher, Conrad must hit most of his QTE's while running away from the nurse and choose "CONFRONT", when at the top of the tower, on the edge metal beam.
After Conrad recognizes Fliss. It will transition back to the scene where Olson is chasing Julia and Alex. The player controlling Alex can die here if he misses QTE's. Just to be safe, the player controlling Julia should choose "Jump" and the player controlling Alex should choose "Run", when they are met with a split path. Once Alex and Julia make it out alive and meet up with the rest of the characters, you're good.
Now you can play up to the part where they choose who goes down the hole in the radio room. The player controlling Alex should choose the dialogue option that allows Brad to go down the hole. The player who is controlling Julia, should choose the dialogue option that allows her to go down the hole. We want Brad and Julia to go down the hole. It has to be those 2 characters. Once Brad and Julia go down the hole, essentially no other choices matter for the rest of the run.
All we care about now is the chapter that comes after Junior's rant about the mist.
Once the chapter "Matters of the Heart" begins, one player will be controlling Alex and the other will be controlling Fliss. Now play until Alex and Fliss split up. Fliss will now be on her own in a different part of the ship. The player controlling Fliss has 3 collectables to obtain in this chapter, so the player controlling Alex should stand still, until the player controlling Fliss has obtained those 3 collectables.
As Fliss, walk forward through the doorway and Fliss will be on an outside portion of the ship. She takes a breath of fresh air. Walk forward down the narrow passage and take the first door on your right. In this room will be the last 3 collectables of the game. On the table, to your left, as soon as you walk in, is a piece of paper that is a collectable.
Collectable: Secret #46 Diplomatic Immunity Contract
Collectable is shown in the video at [35:58]
In the same room, in a safe, is the next collectable.
Collectable: Secret #12 ID Badges And Documentation
Collectable is shown in the video at [36:18]
And on a desk in the back of the room is the last collectable.
Collectable: Secret #33 Toxins Research
Collectable is shown in the video at [36:38]
After picking up that last collectable you will get the achievement:
Now all that's left to do is finish the story. Once you've watched the end game cutscenes, you will unlock the achievement:
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