4. Districts and Collectibles
We have a ton of mop-up to do in this game unfortunately. There are hundreds of collectibles (none missable fortunately), as well as grinding perks and collecting 1000 helmets. We will leave the perks and helmet grinds for last, as you will make some progress on these while going through the districts for collectibles. Now, I am not going to give a step-by-step strategy for dealing with the enemies in each district like I did in the campaign. You should be playing on Can I Play Daddy (the easiest difficulty) for all of this mop-up apart from perhaps the helmet collection grind, and the path through each district for the collectibles will inevitably lead you to that district's ubercommander. Therefore I don't see any necessity for tactics and strategies. Just clear each area as you see fit, either as you pick up the collectibles, after you've nabbed them all, or not at all. The only enemy you MUST kill in each district is its ubercommander, who is marked by a blue direction/distance icon when you get near him as opposed to the white icon of regular commanders.
If you followed my advice in Mission 2 (Ausmerzer) of the main campaign to grind out the perk for throwing back enemy grenades, the rest of the perks are very easy to grind out. Their progress carries over even if you die and the game loads your most recent save, so they are very easy to do quickly by setting yourself up in a good spot where you can nab several toward a perk then die/suicide immediately. You can quickly grind two enigma codes at a time either in Roswell - Underground at the start or in the Manhattan - Penthouse. Unfortunately you have to exit the district back to Eva's Hammer and reload it each time. Grind out enough enigma codes to unlock all but two districts, as you should grab 10+ enigma codes while going through the other 13 districts. Without further ado then, start out aboard Eva's Hammer for the collectibles and continue with the districts below.
IMPORTANT: The Ghost achievement must be done on your FIRST time through a district. If you've already killed the ubercommander and left a district, it cannot be obtained there anymore. So I suggest knocking out Ghost, Hail Mary, and They Did Nazi That Coming right now before going on to the collectibles. That will only leave perks and helmets to grind for the end.
For Ghost, the best mission to obtain it is Roswell - Downtown. From the start of the district just headshot the one guy in front of you with a silenced pistol or do a stealth takedown. Go down the alley to the right behind the gas station. At the far end, hug the right wall forward and around the corner to the right so the guy in the front of the station doesn't spot you. Stay behind the large mech enemy in the street, still hugging the right wall, and go under the wall via the small gap. Move forward until you are directly to the side of the large mech when it stops, then continue forward when it turns to go back the other way. Cross the street to the diner and crawl through the gap in the wall on the left side. From there just head down to the basement and stealth takedown the ubercommander for the achievement.
Finish a District without triggering an alarm
For Hail Mary, load up Venus - Transporthalle. Walk forward to the end of the pipes so the enemies spawn on the platform to the right but don't drop down. Walk midway back up the pipe and aim at height of the bend in the pipe above the enemies for the right height, but directly above one enemie's head. Throw a hatchet. If you miss, adjust your aim and try again. Reload the auto save at the mission's start or make a manual save before throwing to reload it if you miss.
Throw a hatchet and kill an enemy from 30m
Finally for They Did Nazi That Coming, start the Manhattan - Harbor district with your silenced pistol. Move forward carefully through the district, headshotting the yellow-suited enemies. Once you kill the 10th one with a silenced headshot, which will be one of the ones near the stairs leading down to the subway, the achievement should unlock. If not reload the autosave at the district's start and try again.
Now for the collectathon...
Starting from BJ’s room (noted by BJ+A on the map) take a left out the door and an immediate right. In Bombate’s room to your right, find Starcard #5 (1/75) on the table by a candle. Turn right out of his room and go out into the main area of the ship, then immediately left down the stairs. Carefully climb onto the railing at the base of the stairs and hop over to the white rounded pipe end. From there climb onto the smaller pipes on top of it with the red round valve wheels on the end. Climb over the railing nearby to find Concept Art #5 (1/50). Jump back down onto the stairs and continue down into the locker room to find Starcard #6 (2/75) in a locker to the left at the far end of the room, by a light on the bench. Exit back to the stairs and go up, continuing straight forward along the right side of the large central corridor on its lowest level to find Starcard #2 (3/75) by a chessboard on the right, near the ship’s midpoint.
Continue forward a short distance and turn right into Set’s lab. In the lower central portion of the lab, find Concept Art #4 (2/50) on top of a green tool case to your right. Turn slightly left and look for Starcard #1 (4/75) in the far-left corner of the room on a pile of books. Go up the stairs nearby to the 2nd floor of the lab and look for Concept Art #9 (3/50) on an open folder on the floor to the left of Dmitri. Turn left and go out the door, through the medical bay, and left in the next hall to find Concept Art #1 (4/50) on a gurney at the end of the hall, just beside the door leading out into the central area of the ship. Exit the door and turn 90 degrees right. Go straight ahead past the big hole in the floor, toward the Cantina (Club Kreisau). Enter the and look directly across the room to a neon sign above a lady at a hostess stand. On a table by a blue coffee maker behind her, find Concept Art #6 (5/50).
Turn around and look diagonally across the room to the right, past the hostess stand. You should see a yellow Jazz sign on the wall and a bright blue/white light to the left of it beside the word CLASSIC. On a speaker under the light sits Concept Art #8 (6/50). Turn around and you should see a TV in front of a table and leather chairs, with beer bottles on the table. Look on the right side of the table, above a bottle on the floor, for Starcard #7 (5/75). Go down the nearby stairs into the diner. Exit on the far side of the diner onto another staircase, where you should be facing a sign pointing back up to Club Kreisau. Look just inside the room to your right, on a table just right of the door, for Starcard #74 (6/75). Straight ahead on the far end of this small room is Concept Art #47 (7/50). Exit back out into the main area of the ship and go to the lower floor of Set’s lab again.
Exit the lab via the far door, where you should be facing the ammo depot, with the shooting range to your left. Go into the next room to the right, where Max Hass’s painting is on the wall. Look around the railing past his painting for a dark corner in the back of the room for Concept Art #2 (8/50). Just inside the shooting range room on the floor to the right you will find Weapon Upgrade #1/21 if you somehow missed it during the main story. Just past this to the right you should see a cardboard Nazi cutout just beside the entry to the killhouse. On the floor to the left of this you should see a small yellow-ringed pipe that you can enter if you have the Constrictor Harness contraption. Crawl through and drop down. Turn 90 degrees to the left so you are facing down this long room with white pipes, and look on the floor beside the first set of pipes on your right for Concept Art #28 (9/50).
Walk to the far end of the room from where you entered and crawl through another yellow-ringed pipe on the floor to the left or break through the boxes if you have the ramshackles. You’ll recognize this room as where you wind up at the end of the contraption training course in the main mission, and should already have the Weapon Upgrade from in here. Just beside where it was find Starcard #44 (7/75) on a green wooden box. Push the button to move the nearby contraption on the floor out of the way and crawl through to reach the end of the shooting range. Walk forward toward the shooting range’s counter/exit and look for Concept Art #3 (10/50) on the right on some wooden ammo crates. Continue forward and go up the stairs out of the shooting range to wind up where you were before entering the first pipe. Enter the killhouse to the right and activate the lever to turn off the trap.
Go into the killhouse and look to your immediate right behind a bunk bed for another Weapon Upgrade you should have gotten earlier in the main campaign walkthrough. Continue forward a short distance into the killhouse. Before going down the first set of stairs, look to your right behind some lockers for Starcard #20 (8/75). Exit the shooting range and back through Set’s lab into the main ship corridor, the straight across into the Helm room. Facing the War Map with the Kill Wall in front of you, look to your right just past Grace’s door for a small crawl space under the floor you can drop down to where you’ll find Concept Art #7 (11/50). Climb out of this crawlspace and up the ladder to the right. Go forward and into a narrow area behind the wall ahead of you to find Starcard #3 (9/75) on the floor to the right. Drop back down from this walkway and cross the room past the War Map to the far-right corner of the room from where you are to find Starcard #4 (10/75) on a desk between some green computer terminals.
Directly behind you facing this starcard is a doorway leading down a tunnel to Hacker Central. Go there to find Starcard #22 (11/75) just ahead and to the right from where you entered, by some white propane tanks. On the opposite side of the room from this you will find Starcard #21 (12/75) on a desk with a radio terminal, ashtray, and overturned coffee mug. Continue out the opposite door of the room from where you entered and turn left, then left again to go back out into the main hall of the ship. Go up the stairs to your left, then turn right and right again to go up another set of stairs and through a corridor leading to the Hangar. As you enter, go down the stairs and look on a wooden pallet to the right behind the helicopter for Concept Art #19 (12/50). Turn around and move along the side of the helicopter and up a small set of stairs to the right just before reaching its cockpit. Straight ahead at the top of the 1st part of the stairs, look inside the nearby lockers for Starcard #23 (13/75).
Manhattan – Harbor
From the spawn, walk forward along the dock. Two-thirds of the way along it, walk down the rubble to the right off of the dock down to a sloped shipping container partially submerged in the water. Take a swim to find Gold #1 (1/50) at the bottom-left corner of the container. Go back up and across the dock to jump in the water on the far side. You’ll see a crashed plane nearby. Just beside this plane is another shipping container with Gold #2 (2/50) sitting on the ground to the right as you enter when coming from the dock. Continue out the end of this container and across the water, then up the sloped rubble/ground ramp. Hug the left wall of the area and as you move forward, before you exit out onto the next street, you should see a crashed and rusting shipping truck with its cargo bed tilted off the portion with the wheels stuck in the rubble to the right. Beside this truck and hard to spot in the rubble you will find Gold #3 (3/50).
Continue past the truck out into the next street. Turn right 90 degrees and a short distance away you will see a rusted out yellow taxi cab. Move around to the passenger side to find Starcard #8 (14/75) inside. Facing the cab from the passenger side, look over it to see the large building ahead and to your right. Move forward across the street and along the left side of the building until you drop down into a lower area. Turn right and enter the backside of the building after you drop down. You should see a light ahead at the base of what looks like it used to be an elevator shaft with a ladder on its left side. In the rubble just to the right of this shaft is Gold #4 (4/50). Climb the ladder in the shaft and go up the stairs just ahead to the left. On this upper floor, you should see a wooden beam crossing over the gap to the left. Walk out onto this beam and look down to your left to see another beam across the gap on the floor below.
Drop down onto this lower beam and continue across to the far side of the gap. Look just around the corner to your left in a small alcove to find Concept Art #10 (13/50) underneath a smashed table. Return around the corner and continue past the beam you just crossed, around another corner to the left and down the hall into the next room. Proceed along this room and up the stairs to the left midway down, then around the corner and up the next set of stairs at the end of the hall. When you reach the top of this 2nd set of stairs, you should see a large hole in the wall to the right. This leads out across a pipe to the large rubble pile between where you are and the docks where you started. Continue past this hole and around the corner to the left into the next large room. This room is where one of the two commanders was roaming around during the main campaign.
As you enter the room, you’ll see a hole in the floor just ahead of you. Move to the far-right corner from where you entered to find Concept Art #11 (14/50) in a shadowed corner behind a broken chest of drawers. Move across the room to the far side and out a gap in the wall onto a fire escape. At the top of the fire escape, reenter the building and if you didn’t get it during the campaign you’ll find Weapon Upgrade #2/21 at the base of the wall to your left. Move on past this and up the next set of stairs on the left. From the top of the stairs, go straight ahead through a doorway and drop off the broken flooring ahead. Look on the right in this area on a small round table with two chairs for Starcard #9 (15/75). Turn around from this table and look under a bed with no mattress on the far side of the room for Gold #5 (5/50). Turn around and drop down into the recessed area between Starcard 9 and Gold 5, then drop out of the side of the building into the next street.
Cross the street into the building beyond. This is the building we sprinted alongside to jump the gap in the main campaign. It houses a commander in the district version. On the far side of the room from where you enter, go down the stairs to the right. Continue straight ahead from the base of the stairs into a jail cell to find Starcard #10 (16/75) under the bed. Go back up the stairs and left up a 2nd set of stairs. From the top, go straight ahead over a desk while hugging the right wall to go along what little flooring is left at the edge of a hole. In the corner straight ahead on a desk with a typewriter you’ll find Record #1 (1/10). Return along the wall and over the desk, then cross to the right to the far side of the room. Look to your right here through a doorway to find a filing cabinet with Concept Art #13 (15/50) atop it. Turn around 180 degrees from this and move straight ahead to the end of the hall, where you’ll enter a room with a hole in the center.
Make your way around the edge of the hole to the left to reach the far corner of the room and grab Concept Art #12 (16/50) off a short set of drawers. Drop down the hole and return up the stairs to the room where the record was located. Drop through the hole in this room to the room below. From where you land, turn Gold #6 (6/50) is directly behind you behind a desk. You’ll need to make your way around the perimeter of the room to reach it. Make your way around the edge of the room to the far side of the hole and out the door on the far end of the room to the street beyond. Move down the street to the left, toward the stairs that lead down to the subway. Continue on down these side streets, all the way to the far-right corner of the map. This is the building where this district’s ubercommander spawns. As you enter the building, look in the far-left corner of the bottom floor for Gold #7 (7/50). Go up the stairs and deal with the ubercommander if you haven’t. Don’t forget to grab his Deathcard #2 (1/16). In the corner just ahead from the top of the stairs, you’ll find Max’s Toy #2 (1/15).
Now that you have found one of each type of collectible, you will unlock Starting a Collection.
Manhattan – Subway
From the mission’s start, go down the tunnel on the far-right side of the room all the way to the end to find Gold #8 (8/50) in the rubble at the end. Turn around from this and look for a door with wooden planks across the gap to your right midway through the traincar leading to Gold 8. Move into this hallway and take a right at the intersection facing the wall. Go straight ahead all the way through the next room to the end of this hall to find Starcard #11 (17/75) on the ground. Turn around from this starcard and move down the hall. Take the first door on your right. Cross the wood planks into the traincar and turn right. Sprint down this tunnel, crouching underneath a low gap in some rubble, and into the next traincar. Turn right through the doorway midway through this car and across some more wooden planks into a short narrow hallway with two bends. At the other end of the hallway cross the planks into the next traincar and turn left.
Exit the far end of this traincar and go into the small room with iron bars on the far side of this area’s platform to find Weapon Upgrade #3/21 on the floor to the right if you didn’t grab it when going through the campaign. Exit the room onto the platform. Go into the traincar to your immediate right and out the far end of it. Proceed a few paces down the tunnel and look for a door to your right with sandbags at its base. Cross through that room and out the far sides, turning left at the end of the wooden planks then immediately right into the next doorway. Look to your right around the corner in this room for Starcard #12 (18/75) beside a dirty mattress. Turn around from this and cross the room, past the door you entered, to the far side of the room. Turn right when you reach that wall and go to the far end of the room and out the door into the next tunnel up into a traincar. On your left by the bench just as you climb into this traincar you’ll find Max’s Toy #3 (2/15).
Turn around from that toy and go to the far end of the traincar, then out and into the next traincar straight ahead. At the far end, exit into the water and look down to your right under the lip of the platform for Gold #9 (9/50). Climb up onto the platform from that gold and look just past the trashcan to the left, around the corner for Concept Art #14 (17/50). Go up the nearby steps to find the districts ubercommander and kill him to collect Deathcard #3 (2/16).
Manhattan – Nuclear Bunker
From the start, walk straight ahead to the far end of the room and use your battle walker along with the boxes on the far wall to climb up to a ledge overlooking the room. This area is where two of the Magnetic Tapes are located for one of the side missions. You’ll also find Record #6 (2/10) here on the desk. Exit this upper ledge via the door and continue straight down the hall into the far room. The 3rd Magnetic Tape is here to the right. To the left you’ll find a door leading out into the hallway that encircles this interior area. Drop down into the hall and you’ll find Weapon Upgrade #10/21 beside some boxes to the left as you land, which you should have obtained during the main campaign. The numbering on the upgrades may be confusing here if you didn’t get them already as I am numbering the first 19 of 21 with the same numbers I used for the campaign walkthrough.
Turn around and go down into the lower of the room. Follow the curve around to the right a short distance and look down to your left in a drawer of the 4th desk you come to for Gold #30 (10/50). Move just past the stairs to the right when facing that gold to the next desk for Starcard #47 (19/75). Continue to the right along the room and exit via the next door on your left, then around the corner to find an elevator you can ride up. You can climb up out of the elevator or use the ramshackles to smash your way out. Either way continue straight ahead to a set of large panels that rotate open and closed. The room right behind them has a couple of Ubersoldats you can use to obtain the Bull Rush achievement (mentioned on the story walkthrough page under mop-up). From where you enter this room, go out the rotating panels on the right into a small side room with red lighting to find Gold #29 (11/50) on some boxes to the right.
Return to the previous room and exit via the rotating panels to the right (opposite from where you first entered from the elevator). Take the next right into a hall with a forklift, which has Starcard #46 (20/75) on its seat. Just past this, in the far-right corner of this hall from where you entered, you’ll find Gold #28 (12/50) behind a box. Go back to the forklift and into the door on your left just behind it. Continue down this hall, up the stairs, and around to the left into the next large room where you encountered a Panzerhund in the campaign. Turn left along the wall as you enter and go up the first set of stairs you reach on the left. Just at the top of these on the right, you’ll find Concept Art #29 (18/50) on a shelf in one of the two lever rooms that opened the containment door here during the campaign. Continue down the hall past this room and up the next set of stairs on the left (just off the bottom part of this U-shaped hall connecting the two lever rooms).
Follow the corridor at the top of those stairs all the way around and up another set of stairs. Keep going all the way around this level’s tunnel (with the numbers ‘21’ on the wall) and up yet another set of stairs. At the top you should reach a room with another forklift straight ahead of you. Go left at the forklift and into the next room where you should see another set of large rotating panels to the left. Just beyond these, you will see an enemy standing on a walkway above with yellow and black stripes on its edge. You can use the battle walker here to rise up behind him and do a takedown for the Sky is the Limit achievement (mentioned in the story walkthrough under mop-up). This next area was the beginning of the mission during the main campaign. Go through the panels and through the room past the far set of rotating panels, then look on a bench behind a railcar in the corner to your left for Starcard #45 (21/75). Turn around from that starcard and go down the hall and around the corner to the left up the last set of stairs (or use the battle walker to climb up) to reach the top level.
It is on this level that you will find the Constrictor Harness contraption on a railcar at the opposite end of the area from this last set of stairs, near where the ubercommander is hiding. On that same railcar hiding on the back of it behind the boxes is Max’s Toy #1 (3/15). Midway between this railcar and the stairs at the opposite end of the hallway, look for a ledge you can climb up to. It is near where the first commander you encountered in the interior of the bunker was standing during the campaign. You can climb up with the battle walker, or look for two other entrance routes that can be accessed with the ramshacles or the constrictor harness. Inside is a small room with some shotgun ammo and Weapon Upgrade #9/21. After all that is done, go back to the railcar that had the constrictor harness and max’s toy. With your back to it, go straight forward to the wall then crawl under the railcar to your left using the harness.
The room behind it houses the ubercommander and one regular enemy escorting him. If you can get them to walk over by the railcar under which you are hiding and do a takedown while hiding in a crawlspace or under a railcar, you can get the Snakebite achievement here. Kill the commander and grab his Deathcard #1 (3/16) but don’t exit the district. Proceed to the far end of the room from where you entered and look on the back of a railcar there behind the boxes on it for Gold #27 (13/50), then exit the district.
Manhattan – Ruins
In the tall starting building on the floor just below the top floor, look for an L-shaped desk near the stairs and you’ll find Concept Art #17 (19/50) in the shelves on the back side of the desk. Facing out from this collectible, just straight over the desk and walk straight forward to the ledge. Drop down off the ledge to the rubble below and look on the ground to your immediate left for Gold #12 (14/50). Move diagonally across this rubble area between the buildings to a large L-shaped staircase on the far side. Go up the stairs and look between an upright set bookcase and an overturned item leaning against the wall to find Starcard #16 (22/75) against the wall on the floor. Turn right from here and walk past the steps into the adjacent room to find Weapon Upgrade #4/21 at the base of a desk with a white coffee cup on it. You should have picked this one up during the campaign.
Turn around and drop over the ledge to the base of the large staircase you just came up. Go out into the rubble yard between these two buildings and exit out the large opening on your left. Move directly across the street and into the doorway by the turret on the right, then look behind the desk on the right as you enter to collect Record #2 (3/10). Facing out into the room from this desk, cross through this building against the left wall. Straight ahead you’ll run into a wall where Concept Art #16 (20/50) sits on a window ledge. Step out around the corner of the building to the left when facing that window and go into the door a few feet ahead on the right. In the back-left of this room hiding in a darkened corner you’ll find Gold #11 (15/50) on the ground tucked slightly under a sloped object. Turn around and go just around the corner to your right in this room to get Starcard #15 (23/75) from the ground by an overturned table.
Exit the building through an opening just to the left of that starcard and cross the street beyond diagonally to your left, into an alleyway. Behind 1st blue trash dumpster to the right in this alley you’ll find Starcard #14 (24/75). Turn around from here and look for a small gap at the bottom of the wall to the right, with yellow light shining inside. Crawl through this gap using the constrictor harness and go up over the rubble immediately to your right as you enter the building. Turn left at the wall on the far side of the rubble and go to the wall straight ahead before turning left again. Here you’ll go up a small slope of rubble and need to crouch under an overhang. You should see a white light straight ahead through an opening in the wall. Starcard #13 (25/75) is sitting on the ground to the left, just before this opening. Continue through the opening in the wall and turn left around the corner. Straight ahead you will find Gold #10 (16/50) on the ground to the left of a green sofa.
Go up the stairs to the right of that sofa and around the corner up a 2nd flight of stairs. Continue around the corner to the right at the top of the stairs and look at the far end of this all on the ground to the left for Concept Art #15 (21/50). Turn around from that concept art and go back down the two flights of stairs. Turn left at the green sofa, but instead of going back down the rubble path where you entered this area, go out the opening in the building to the left, out into a large open area (proceeding toward the ubercommander). On the far end of this rubble area is a drainage tunnel. Enter it and climb into the traincar straight ahead. At the far end of this traincar on the ground to the left you’ll find Max’s Toy #4 (4/15). Exit the traincar and move toward the stairs leading up. At the base of a pillar to the left just before reaching the stairs, grab Gold #13 (17/50). Go up the stairs and straight ahead to a large anti-air turret or radio transmitter looking thing. To the left of this on the ground you’ll find Starcard #17(26/75). Kill the ubercommander in this area and collect his Deathcard #4 (4/16) before exiting.
Manhattan – Penthouse
From where you start in the caged upstairs area, look on the back side of the metal shelving right in front of you in the center of the room for Concept Art #18 (22/50). Turn left out the door then left again and head over to the far corner at the top of the stairs to find Weapon Upgrade #5/21 on the ground by the boxes. This one is nearly impossible to miss doing the campaign, especially if you camp up in these boxes in the corner as outlined in the walkthrough. Go down the stairs and turn left to see another caged off area in the middle of this room. On the left side of it down near the ground you’ll find Starcard #18 (27/75) sitting on a suitcase. Turn around and look on the wall ahead and to the right for a white stove. Above this stove on the wall you can grab Gold #14 (18/50). Turn around 180 degrees from facing that stove and move straight across the room to the large windows on the far wall.
Turn 90 degrees to the right and look straight ahead of you in the corner on a table between some chairs and a sofa for Record #3 (4/10). From that record, turn right again and run to the far end of the room. You’ll pass by the white stove from Gold 14 on your right and into an elevator shaft ahead of you, which will drop you down to the floor below where the ubercommander is hiding. Exit from the shaft and crouch through a hole in the wall to the left. Cross straight through this room out the door on the far side, across the hall beyond, and into the next room. Look on the shelving to the right as you enter for Starcard #19 (28/75). Return to the hall and go to the far end of this floor to your left to find a large L-shaped reception desk. On the back side of this desk you’ll find Max’s Toy #5 (5/15) on the shelves. Kill the ubercommander here and grab his Deathcard #5 (5/16).
Roswell – Downtown
From the start, move into the alleyway to the right that leads behind the gas station. At the far end look in a box in front of the blue dumpsters for Starcard #24 (29/75). Turn left from this, facing out the alley to the front of the gas station. Climb onto the military vehicle to the right. From its highest point jump onto the air conditioning box on the side of the gas station, near the roof, then climb up onto the station’s roof. Go left along the edge of the roof to find Gold #15 (19/50) on the far-left corner. Drop back down to the alley where starcard 24 was. Move forward to the front corner of the gas station’s building and shoot out the window nearest the corner. Climb inside and look on a box on the floor in the corner to the left of the counter for Concept Art #20 (23/50). On the counter right next to this you’ll find Starcard #26 (30/75).
Turn around and shoot out the window on the front of the gas station to climb out. Cross through the gas pumps and straight ahead to the far side of the street. Shoot out the 2nd window from the left in the Klasse Toys and Cards store to grab Max’s toy #6 (6/15) from behind the metal security shutters. Turn right along this storefront and enter the last one at the end of this row, Neumond Records. Just inside you’ll find Starcard #27 (31/75) on a table to the left, between two art deco chairs. Turn right along this wall and walk into the back room to find Record #4 (5/10) beside a set of drums. Exit to the right just past the drums and look immediately to the left on some boxes beside a ladder for Concept art #21 (24/50). Continue down this hall past the door where the drums were to the next door leading into the studio control room.
Here you’ll find Gold #16 (20/50) on the floor to your right. In this same room you’ll find Starcard #28 (32/75) on the floor just at the other end of the main control console. Exit the building back out onto the main street. Look across the street to see the large movie theater marquee sign. Just to the left of the theater, in front of the adjacent restaurant, sits Starcard #25 (33/75) on a table. Turn around and look across the street to see Joe’s All American Diner from the main story. Cross the street and move along the left side of the diner. Just past some barrels near the rear of the diner you’ll see a small opening low on the wall. Crawl through this using the constrictor harness to get inside. Look in the recess on the counter where the register is to find Starcard #29 (34/75) right beside it. Move back along the counter and enter the door to the right just before where you entered to find the storage room and Gold #17 (21/50) on the selves immediately left of the door.
On the opposite side of the room you’ll find Starcard #30 (35/75) on the bottom shelf to the right of the sinks. Go around the nearby corner and downstairs to the basement. Look left as you enter to find Gold #18 (22/50) on a shelf. At the far end of this basement area you’ll also find one of only two upgrades I didn’t point out in the main story, Weapon Upgrade #20/21. Kill the ubercommander in this basement to obtain Deathcard #6 (6/16) before exiting.
Roswell – Underground
From the start, walk straight ahead into the door in front of you. Turn right in this room and look on the control console on the far end of the room for Concept Art #24 (25/50). Exit the room via the nearby door, opposite from where you entered. Follow this walkway down the stairs to the left and on around to the right into the next room. Exit the room at the far end and continue down the next set of stairs and follow the walkway around three left turns followed by a right turn and two more left turns. After that 2nd left you will go down another short flight of stairs and see a door ahead. Go out the door and straight across through the large opening on the far side of the room. Turn right in the hall to see a laser energy charging station ahead. Exit out the door to the left of it. You should now be on a walkway/platform overlooking the lowest portion of this area with two security booths.
One of the booths houses the first commander of the area. Look behind the large stack of boxes immediately to your left to find Gold #22 (23/50) tucked away in the corner. Facing out over the railing, jump down and go into the security booth on your right. Inside you’ll find Starcard #36 (36/75) on the far control console. Go directly across the area to the other security booth to find Max’s Toy #7 (7/15) on its control console. Turn around from this console and go through the door in the middle of the booth into the adjacent room (don’t exit back out to the main area). Here you’ll find Concept Art #25 (26/50) on the console to the right. Exit out the next door, away from where you entered, into a relatively empty room. On the far side of the room from where you entered you’ll find Gold #23 (24/50) in the right corner on some crates.
Exit out the large opening to the right of the crates into the main area and enter the traincar on the far side, to the left. The 2nd commander of this area hides in here at the district’s start. The traincar at the opposite end of the area from this one houses the Sumerian Tablets you need to destroy for one of the side missions. When you enter this one, turn left at the first intersection. Once you round the corner look into the first room on your right to find Concept Art #26 (27/50) on a bunk. Exit and go into the very next room to find Starcard #37 (37/75) on a wall seat. Exit this room and go into the very next room again to find Gold #24 (25/50) on the floor under the lockers, behind a luggage bag of some kind. Exit the room and continue on down the hall. Turn right around the corner at the far end then take an immediate left, where you’ll reach a dead end.
Drop down the ladder on your right and cross the crawl space underneath the train to climb up the far side. Exit to the right at the top out into a very large open cavern of sorts. This area has one of the large mech enemies patrolling the center and houses the districts ubercommander on the upper level. Turn right immediately upon exiting the train and look at the base of the boxes against the wall for Gold #20 (26/50). Facing the gold, turn left and follow along this wall. You’ll see some short wooden planks forming a ramp up some boxes on the right, beside metal railing. Just at the base of these wooden planks, if you didn’t pick it up during the campaign, you’ll find Weapon Upgrade #8/21. Continue along this side of the room until you reach a dual staircase leading up to the right. This is where you encountered a commander up above in the main campaign. Go up the stairs but stop on the landing just before the final set of steps that leads up to the commander’s room above in the campaign.
With your back to the stairs leading down, look in the right corner of this landing beside a red toolbox for Starcard #33 (38/75). Continue up the stairs into the control room and look on the consoles on the left end of the room for Starcard #35 (39/75). Turn around and go to the other end of the room to find Concept Art #23 (28/50) on the console nearest the door. Exit through that door and turn left onto the walkway that leads over the center of the room. Jump over the railing to the right, down into the main room. Look in the very far-right corner, in a shadowy area between the traincar there and the boxes against the wall, for Gold #21 (27/50). Turn around and move back out into the center of the room. On the opposite side of the room from the dual staircase we went up a moment ago you’ll see another staircase. Beneath it against the wall are some vending machines. Look to the left of these machines to collect Starcard #34 (40/75) from a wall seat.
Walk back out toward the center area from the vending machines and take the narrow stairs to your left up. At the top you’ll see a few wooden boxes. Just past these boxes, go around the corner to the right and into the first door on your right. Inside you’ll find Gold #19 (28/50) sitting on the computer console just in front of the door. In this same room, on the opposite console and adjacent to the door you’ll find Concept Art #22 (29/50). Also in this room, underneath the console and to your right when facing that concept art you’ll find Record #5 (6/10). Go out the door and straight across to the room facing this one. On the console to the left as you enter you’ll find Starcard #31 (41/75). In the same room on the desk beside the door you’ll find Starcard #32 (42/75). Finally kill the ubercommander in this area to collect his Deathcard #7 (7/16).
Mesquite Farmhouse Film Set
From where you start walk straight ahead, past a small shed and a van behind it with a fire burning. Behind the van you’ll see a table with donuts and Max’s Toy #8 (8/15). Facing the toy, keep going away from where you spawned to find a set of stairs behind and to the right of it. Go up two flights of stairs and into the doorway at the top of the 2nd flight to find Concept Art #27 (30/50) on the 2nd bench on the left. Go back down the stairs and to the far side of the film set area, where the family house and barn are from the main campaign. Enter the barn and look in the back-left corner from where you enter for a small room where you’ll find Starcard #38 (43/75) on a wooden crate. Turn around in this same small room and look behind the nearby stacked trunks to collect Gold #25 (29/50) on the ground.
Exit the barn and go up the nearby hill and into the front door of the house. Turn into the first room on your right and around the corner on the right immediately upon entering for Starcard #39 (44/75) sitting on a table. Turn around from this and go into the adjacent kitchen to collect Starcard #40 (45/75), which is in a drawer to the right of the sink. Exit the kitchen and go into the door on the right and down into the basement. Around the corner to the left, you’ll find Weapon Upgrade #9/21 on the left shelves. In the same room with the upgrade in the far-right corner from where you entered, directly across from the upgrade, you’ll find Gold #26 (30/50) in a box on the ground. Turn around from the gold and walk forward past the way leading back upstairs. You’ll see a tire sitting on the ground at the corner of a wall. Just past this on the ground in the corner sits Starcard #41 (46/75).
Go back upstairs to the main floor and continue up to the 2nd floor. From the top of the stairs, walk straight ahead into the first room you see. Just inside on the floor to the left you’ll find Starcard #43 (47/75) beside a guitar. In this same room on the opposite side you should see Starcard #42 (48/75) sitting in the corner of the floor beside the desk. Go back outside and use the location/direction marker at the top of the screen to zero in on the ubercommander and kill him for his Deathcard #8 (8/16).
New Orleans – Confinement Wall
From the start, move cross the area to the right, past the nearby car and into the large house. On the far wall from the entrance you’ll find Record #7 (7/10) on a wooden counter. Turn around from the record and look for a bench beside a partially broken table in the same room for Starcard #48 (49/75). Exit out the nearby door and walk straight across the area to the smaller building with the blue dumpster by the door. This is the building you climbed onto in order to break through the ceiling for the stealthy way into the interior in the main campaign. Just inside the doorway beside the blue dumpster you’ll find some shelving to the right with a white pair of dress shoes and Gold #31 (31/50). Turn left when facing these shelves and exit out the rear door of the room from where you entered. In this small outdoor area you’ll see a small yellow round end of a pipe at the base of the wall.
Crawl into this pipe using the constrictor harness. When you exit, go up the nearby stairs to your left and straight ahead from the top into a workroom. On the desk at the far end of the room sits a grey toolbox and Concept Art #30 (31/50). Exit this room and hug the left wall, staying on this level of the building. At the far end of the building you’ll enter a large. Go up two flights of stairs and exit out the door on the left, back into the main area of the building. Go straight ahead along the walkway and enter the 3rd door on your right. Look on the desk to the left of the wall with the red phone you see as you enter for Starcard #49 (50/75). Facing this desk, turn left 90 degrees and crawl under the low pipes into the next room. At the far end of the room you’ll find Weapon Upgrade #12/21 if you didn’t pick it up during the campaign.
Exit via the door to the left and turn right immediately into the stairwell that led up to the exit which despawned the building’s enemies during the campaign. Go up two flights of stairs and into the doorway on your left. At the far end of the room on the right here you’ll find Max’s Toy #10 (9/15) on a metal shelf high on the rear wall. Kill the nearby ubercommander for his Deathcard #10 (9/16).
New Orleans – Ghetto
From the start walk straight ahead down the street and into the very 1st door on your left. Go right into the next room, then just before the hole in the wall leading into another room look for a door to your left. You have to jump over or move around a hole in the floor in front of the door. Grab Concept Art #34 (32/50) off the small shelf inside. Turn around and drop down through the hole in the floor just outside the door. Move forward and to the left to the corner of the room to find Gold #35 (32/50) on the ground between some metal drums on the left and tall green metal cabinet things on the right. Turn around facing away from this wall then slightly right to see a doorway beside the aforementioned metal drums. Go through this door and look for a small gap at the base of the wall to the left. Crawl through this using the constrictor harness to reach an outside alleyway. Turn right and move forward down the alley.
You’ll recognize this alley from the campaign. When you reach the end of the shanty structures on the left, climb up onto the last one and cross it to the left onto the adjacent building’s fire escape. Go up one flight of stairs and break through the wooden planks blocking a window to the right (again, just like the campaign), then climb through the window. In the corner beside a hole in the floor is a partly destroyed table, behind which you’ll locate Gold #34 (33/50). Go back out onto the fire escape and jump over the railing back onto the roofs of the shanty structures. Cross the roof, moving away from the large building with the fire escape, and drop down into the yard ahead. You should see a short wooden building to the left ahead painted blue and white and another a more natural wood color to the right of that with a gap in between them. Proceed through this gap to find a makeshift table/bench straight ahead supported by tires, with Starcard #53 (51/75) atop it.
Go into the building directly behind this to find Gold #33 (34/50) on the floor to your right. Go back out into the yard between all the buildings here and turn right to see a large gate/wall. Climb over with the battle walker or go under with the constrictor harness. There will be a large mech enemy coming out of the huge door on the far side of this area if you haven’t cleared the enemies here yet. Once you do, go through the huge doors into the large room beyond. Turn 45 degrees left as you enter and go to the far-left corner from the entrance to find a small raised section of the floor. You’ll find an infinite grenade box here, and a table opposite it against the wall with Concept Art #33 (33/50). Turn right from this and proceed to the middle of the room into a green double-decker bus. To the left as you enter from this side you’ll find the driver’s compartment with Starcard #52 (52/75) on its barrier.
Exit the bus out the far side from whence you entered and continue through the door at the far end of the room. Go up three flights of stairs and turn right 90 degrees. Go through the doorway ahead (you should pass the next set of stairs to your right) and through a somewhat dark room beyond. Exit out the far side of this room and jump the railing. You’ll recognize this room as the one where you had to power up the ceiling crane to cross the room in the campaign (unless you climbed up using the railcar and the battle walker). When you jump the railing you’ll see two green railcars here, one immediately to your left and a lower one on the far side of the room. Climb through the window into the far one. Turn left and proceed down the stairs to its lower left, then look on the left end for another driver’s compartment with Concept Art #32 (34/50) on its barrier. Go back up the stairs and jump out the windows to the left at the top of the stairs.
Climb the stairs just ahead to your left as you exit the railcar, then turn right through the door at the top of the stairs and immediately hop over the railing to the left just beyond the door. Look for an adjacent room in the lower level with a darkened doorway and enter it. You’ll find Starcard #51 (53/75) in the dark, on a desk to the right just as you enter the room. At the far end of the room in the more lighted area you’ll find Weapon Upgrade #13/21, another that was located during the campaign. Turn around and exit the room. Use your laserkraftwerk to blast open the door to the right or go through a gap in the wall behind the nearby boxes with your constrictor harness to exit the building. Cross the yard outside and swim across the water to the far side. You’ll see a schoolbus ahead of you as you climb up the ramp out of the water.
Go into the building just to the right of it and out the far side. You should see a rusted out taxicab just ahead to the right with a blue mailbox on the corner of the sidewalk behind it. Go into the red building there via the doorway nearest the blue mailbox and look on the 2nd table to the left as you enter for Starcard #50 (54/75). Continue deeper into the building through the door to your right and through a 2nd door to find Concept Art #31 (35/50) on the counter to the right just inside that door. Facing that counter, turn left 90 degrees and go through the nearby door. Turn left 90 degrees again and exit through the door back outside. Now turn right 90 degrees and look for a green railcar partially submerged in the water. Dive down into the water to find Gold #32 (35/50) at its right end in the sand.
Swim back up to the surface and work your way to the far end of the water so you can climb out via the sloped ground. Ahead you should see a double decker bus in the distance. In the building just to the right of it kill the ubercommander here for his Deathcard #9 (10/16). Don’t leave after killing him though. Grab Starcard #54 (55/75) off the shelf in the rear of the room as well as Max’s Toy #9 (10/15) off the end of the counter.
New Orleans – Bienville Street
From the start jump over the railing all the way down to the bottom floor and turn around 180 degrees to enter a narrow door. Grab Starcard #59 (56/75) from a pallet just inside to the right. In the same room you'll find Concept Art #37 (36/50) at the other end behind a partially broken table. Go through the hole in the wall near that concept art and drop down to the sewer below. Walk straight through the door into a narrow tunnel and down the stairs to the left. Straight ahead at the end of this tunnel sits Gold #37 (36/50). Turn around and go through the nearby metal bars on the left, taking a left at the intersection just beyond them. Turn right at the next intersection and walk straight ahead to find Weapon Upgrade #19/21, one that I mentioned in the campaign when coming here for the ramshackles. Facing the upgrade's location at the nearest intersection, turn left and go to the next intersection.
Turn right at this intersection to find Max's Toy #11 (11/15) right beside it in a dead end. Turn around 180 degrees when facing the toy and proceed forward down the tunnel to find the Ramshackles (also obtained already if you followed the campaign page) at the far end, beside a breakable barrier. Sprint into the barrier with the ramshackles to smash through. Jump over the railing and turn right down this larger tunnel. Go through the next large opening on the left and across to the far side of the tunnel, turning right up a few steps onto a small ledge along the tunnel's wall. A short distance ahead a large opening to the left will lead out of the tunnels into the building at the end of the panzerhund ride in the campaign. Exit via the far end of the room and go up the stairs to the left.
Turn right around the corner, then right again and up the next set of stairs. Again turn right and look for some wooden pallets on the left leading up to a an open window. This window leads out onto a metal catwalk high up in the large room you exited down below. to the right on this catwalk at the base of a ladder you'll find Concept Art #36 (37/50). Climb the ladder and go left along the upper catwalk to the end to drop down onto the roof of the building below at the far end of the room. Drop through the hole in the roof onto some wooden rafters inside the building to find Starcard #58 (57/75). Drop down from here and exit the building back into the bottom of the large room, then leave via the far end again and up the stairs and tunnels, all the way to the top and out into the open yard beyond.
Turn right into the alley at the far end of this open area and continue forward to the street. Just as you exit the alley into the street you should see a vehicle right in front of you. Turn right here and go into the door on your right, inside the building flanking the alley. Collect Starcard #57 (58/75) from the shelf in this room. Go back to the alley and face out to the street with that building to your right. Go straight ahead across the street and look for some boxes alongside the building on the opposite side of the street. Behind these you'll find Weapon Upgrade #14/21 if you didn't grab it during the story. Right beside this upgrade you can go up into a hallway of the adjacent building. Turn left at its intersection then into the 2nd door on your left (just before exiting its front door back out onto the street). Collect Concept Art #35 (38/50) from the filing cabinet.
Exit the building out front to the street and turn right. A short distance ahead you'll see bright light streaming from an open door on the left. Look inside for Starcard #56 (59/75) on a shelf to the left. Kill the nearby ubercommander for his Deathcard #11 (11/16) but don't exit the mission yet. Proceed down the street away from where you arrived and you'll reach an intersection with a very large troop transport vehicle. Turn left at this intersection and go to the far end of the street. Just before the opening to the right that leads to the dead end where you began this mission in the campaign atop the panzerhund, look in a doorway near the corner of the building to the right. You should see a blue garbage dumpster in the door. Climb over it into the room to find Gold #36 (37/50) on the floor beside the small drawers. Climb out over the dumpster and immediately around the corner to your right to find Starcard #55 (60/75) on the seat of a rusted red car.
New Orleans - Lakeview
At the start you should see a bicycle beside a door. Turn right and go past the stairs to find Starcard #63 (61/75) on the floor beside the left wall. Return to the door and exit the building. Turn left and go down into a crevice in the rubble to your left. Hug the left wall of the crevice around a corner to the left to find Gold #40 (38/50) a few feet ahead in this branch of the crevice. Turn around 180 degrees and walk straight ahead out of the rubble. You should be on the street with a building on your left and a crack in the road to your right. Continue walking toward the sun in the distance a short way and turn left at the corner of the building to find Starcard #62 (62/75) in a dead end beside a dumpster and trash bags. Turn around 180 degrees from this and go straight ahead past the street's intersection. A stone wall to the left surrounds the yard of a house. Go through the opening in the wall and stay to the right alongside it.
In a recessed corner between the house and wall sits Gold #39 (39/50). Go up the short stairs nearby and into the house. Just inside on the floor behind the table, tucked under a painting, you'll find Concept Art #38 (39/50). Just to the left of this around the corner in the next room you'll find Weapon Upgrade 15/21 on the floor beside the desk, which was pointed out in the campaign. Exit the house via the front door and walk straight ahead across the yard, out the front gate. Across the street inside the rear of what looks like a blueish van you'll see Record #8 (8/10). Turn around from this and continue down the street. The house from before should be on your right. At the far end of the street there will be a slope in the ground leading down to a sewer pipe. Jump over the gap in the pipe to obtain Gold #38 (40/50). Drop down through the pipe into the sewers and follow the ubercommander's icon through the sewers to the next area.
You'll have to swim through some water and exit the far end of the sewers to the area where this mission began in the campaign. Go out the hole in the wall and up the sloped ground to toward the street. At the top of the dirt slope, turn around and go along the right side of the hole you just exited to find Starcard #61 (63/75) sitting on a small wood box. Turn around and hug the building on your left around the corner. A short distance ahead on the sidewalk by some garbage bags near the building sits Starcard #60 (64/75). Just behind these garbage bags, climb through a window into the building to find Concept Art #39 (40/50) on a wooden shelf in the back of the room. Facing this concept art, turn right 90 degrees and climb out the window ahead to the adjacent alley. In the far corner here you'll find Max's Toy #12 (12/15) beside a blue garbage dumpster. Kill the ubercommander in the area for Deathcard #12 (12/16).
Venus - Aerostat Habitat
Turn around at the start and look on the seats behind the escape tube for Concept Art #41 (41/50). Exit out to the hall and turn right. At the far end turn right and enter the door on the right. Look on the large electronic console in the center of this room for Starcard #67 (65/75). Exit via the far end of the room and go straight ahead, past the turret and across the hall. On the far side enter the door on your right. Turn left just inside it in a narrow hall and immediately right through another door. You should see what look like laundry machines on your left and a small metal cart with Starcard #66 (66/75) atop it. Turn right from this and left up a few steps to exit out the far side of this room. Turn left in this hall to reach the large banquet hall with all the big marble statues. Turn right in this banquet hall and go through the very large door between the even larger marble statues.
You'll pass through a room with a chandelier above and into the room where Hitler's audition took place in the campaign. Look in the corner to your right as you enter for Gold #42 (41/50) behind a TV camera. Go back out into the banquet hall and all the way to the far end. Near the far end of the room sits a long thin desk in the center where you'll find Starcard #65 (67/75). Continue out the door in the far end of the room to a narrow Y-shaped tunnel to kill the ubercommander for his Deathcard #13 (13/16). Return to the large banquet hall and up the small stairs to the left of the Lincoln-esque Hitler-in-a-chair statue. Exit via the nearby door on the left into the next hall. Continue directly across the hall and through a door on the far side into the cafeteria where this mission began in the campaign. Look on the far corner of this upper area of the cafeteria, on a table by the jukebox, for Gold #41 (42/50).
Turn around and walk past the pool table to go down the stairs on the left. Enter Room 10 below to find Concept Art #40 (42/50) on the shelf inside. Exit the room and turn right. Go into the 2nd door on your right (Room 8) for Record #9 (9/10), found on the curved seat inside. Exit and continue to the far side of the room. Enter Room 3 to collect Max's Toy #13 (13/15) from the shelf. Collect Starcard #68 (68/75) from the speaker in this same room. Exit and continue down to Room 1 to find Weapon Upgrade 16/21, another that was mentioned during the campaign. Exit this room and look on the console/terminal almost straight ahead (very slightly left) for Starcard #64 (69/75).
Venus - Oberkommando
Straight away at the start look on the small white cart to the right for Max's Toy #15 (14/15). Continue to the far end of the room and turn right into the next room with the semi partitioned-off central area. From where you enter this room you can go into the central area via an opening either on the left or right. Go through the left opening and look on the floor to your immediate right, underneath the desk between the two openings, for Gold #46 (43/50). Facing this, turn left and follow around the perimeter of this central area to find Starcard #73 (70/75) on a computer console with both rectangular and round screens. Just left of this go through the opening to the outer are of the room again. Just ahead past the opening on a large rectangular object between what look like two control consoles of sorts you'll find Concept Art #46 (43/50).
Turn left (so that the center of the room is on your left) and proceed to the far end of this outer area where it dead-ends. In the corner to the right at this dead-end look behind a box on the floor for Gold #48 (44/50). Return the way you came a short distance around the perimeter of the room and exit via the door on your left. Continue down this next hall and take the elevator at the end down. When you exit, you'll see a red explosive round tank ahead on the 3rd of three white carts. On the rear of the 1st of the three carts sits Starcard #72 (71/75). Proceed through this hall and down one flight of stairs. Enter the last room on the right, before going down the next flight of stairs. Shoot open the lower 4th glass case from the entrance to collect Gold #45 (45/50). Exit this room and continue down the stairs on the right to the next hall. At the far end of this hall on the back side (from where you enter) of some white cards you'll find Weapon Upgrade #18/21 if you didn't collect it in the campaign.
Facing the weapon upgrade, turn around 180 degrees and go straight ahead across the walkway that goes over the room below, into the room just ahead where the 1st commander in this area spawned during the main campaign. Grab Record #10 (10/10) from the long table in this room. Exit the room and turn left, going into the very next room on the left to find Gold #44 (46/50) on the floor beneath the shelf on the left. Exit and again go into the very next room on the left for Concept Art #45 (44/50) on the shelf to the left. Exit and walk forward a short distance then jump over the railing on the left. Just ahead on a bench at the base of the stairs sits Starcard #71 (72/75). Go to the far end of the room to find Concept Art #44 (45/50) on a bench in the last alcove on the left. Kill the area's ubercommander and collect Deathcard #15 (14/16). You'll unlock Audiophile if that was the last record you needed.
Venus - Transporthalle
Coming back for more should unlock if this is your final district to visit before the secret one.
From the start go straight ahead down the pipes to their end, then drop down to the walkway to the right. Enter the nearby airlock door with an 'Eintreten' sign above it. Just past the 2nd door on a bench to the right you'll find Concept Art #43 (46/50). Turn left into the adjacent hall and go to the far dead end. Locate Starcard #70 (73/75) on the corner of the 1st white cart at the dead end. Turn around and go back toward the concept art, turning left as you enter the hall where it was and exiting the next airlock. As you exit you'll see some pipes on the right. Just past these pipes look over the ledge to see some stairs on the walkway below. Drop down to those stairs. On the walkway, facing go to the corner of the railing at the base of the stairs so that the stairs are in front and to the right of you. Climb over the railing to drop down to the bottom of this area (where you first entered the area from the interior in the campaign).
If the directions for dropping down are confusing, just walk down the walkways all the way to this lowest level. Enter the airlock and look over the ledge where the ladder is to see a small ledge midway down the shaft. Weapon Upgrade 17/21 sits on this ledge, another one mentioned in the campaign portion. Drop to the bottom of the shaft and exit out into the room beyond. Climb over the railing and look left through a large door to see some yellow barrels with one red one, and a large box behind them. This area was not accessbile during the campaign. Behind the box by the barrels you'll find Gold #47 (47/50) on the floor against the wall. Turn left when facing the wall where the gold was to see a large vehicle between some stairs. Behind this vehicle you should see a small opening in the wall. Go through that small opening and drop down to the bottom of the shaft inside to collect the Battle Walker contraption.
You should already have it if you chose it as suggested during the campaign. Also at the bottom here, however, is Weapon Upgrade #21/21, one of only three you can't obtain during the campaign itself. We got the first when we visited New Orleans Bienville District for the ramshackles before the final mission. The other one was in the basement of the diner in Roswell Downtown District. Go ahead and apply any weapon upgrades you haven't yet so that all weapons have all three upgrades now to unlock Gun Nut.
Fully upgrade all weapons
Use the battle walker to climb up one level, then climb up a slightly higher ledge with . Use the walker again to climb up three more levels to reach a horizontal shaft with an inactive fan at the end. Drop through the hole in the floor in front of this fan to the room below. Kill the ubercommander for Deathcard #14 (15/16) but don't exit the area. Grab Max's Toy #14 (15/15) from the console in this room. You'll unlock Toy Collector here if that was your 15th toy. You'll also unlock Sidetracked either now or once you return to Eva's Hammer if collecting his toys was your final side mission.
Open the door via the adjacent button and exit the room. Go straight ahead through the large opening at the far end of the room into the next hall. At the curve in this hall, look in the corner to the right by some rubble and a jackhammer connected to a green contraption for Gold #43 (48/50). Continue around the curved hall and through another large opening into the next hall. Turn right around the corner in this hall, so that the two large dunebuggy vehicles are on your left. Near the end of the hall on the right locate Starcard #69 (74/75). You'll also find Concept Art #42 (47/50) on the opposite side of this desk tucked into a shelf.
From the start run forward and climb onto the subway platform on the right. Near the last pillar on the right at the far end of the platform you'll see a small cart with a terminal on it. The top drawer contains Concept Art #48 (48/50). Continue past this into the tunnel on the right. Just around the corner you'll see a partially destroyed wall with a yellow and black-striped door. Go through and through two more adjacent doors just ahead, then look for a small opening in the wall to the left. Crouch into it and go through the air ducts. You'll drop down three times, the 3rd landing you in a tunnel below with a robot enemy. Continue straight ahead in this tunnel to the end, around the corner to the right and up two flights of stairs. From the top of the 2nd flight, go straight to the far end of the room and turn right.
Proceed down this short flight of stairs into a more open room with pillars in the middle. Go straight to the far side and turn left. Go forward a few feet and look to your right for a ledge you can reach with the battle walker. Turn right when you climb up and go straight to the end of this hall to find Gold #49 (49/50) on a railcar. Turn right 90 degrees when facing that gold and drop over the ledge. Turn left around the corner, then left again to see a weak barrier you can smash through with the ramshackles. Turn right just beyond that barrier and right again. You should now be back in the open room with pillars in the middle again. Climb over the railing to your immediate right and drop to the stairs below. Continue down around the corner to the left at the base of the stairs. Turn right at the next intersection and enter the room past the yellow and black stripes to find Concept Art #49 (49/50).
Exit the room and go straight ahead past the intersection to the far wall, then turn right. Take an immediate left around the corner and proceed straight down a short flight of stairs into an open room beyond. Enter the door to the left on the far side of the room and continue straight ahead until you hit the wall. Turn right, then take the next left through an open door with yellow and black stripes on it. Look to your immediate left in this hall as you enter for a small opening you can crouch through. Keep going and you'll drop down through an opening in the floor of this crawl space to find a weak barrier in front of you. Smash through with the ramshackles and use the battle walker to climb up to the ledge above the yellow and black striped door inside to collect Gold #50 (50/50). You'll unlock Golden Boy if that was your last one.
Drop back down and climb back up through the barrier you smashed. Go up the ramp here and back into the crawlspace to exit back through the low opening in the wall to the tunnel from before. Turn left as you stand up in the tunnel and walk forward down a short flight of stairs. You'll see a door ahead with a "2" to the right of it. Turn right just before you reach that door, then take the next left into a similar-looking security post room. Collect Concept Art #50 (50/50) from the small set of metal shelves here to unlock Art Aficionado if it's your last one.
Turn right out of this room (going away from where you entered) and down a short flight of stairs around the corner. You should see another short flight of stairs just ahead, but turn left before you reach them to exit out into another larger open room with lots of concrete pillars. Turn right at the midway point of the room and exit into the next room where you should see yellow and black containment doors on the far side. Facing these, turn right again and go through an open yellow and black-striped door with a "C" to the right of it. Turn left at the end of this hall and go up the tall ladder straight ahead. You'll exit into the outdoors with a waterfront and a rusted-out car in front of you. Grab Starcard #75 (75/75) from its seat. This will unlock Meet the Cast if it's your last one.
Kill the ubercommander in the area for Deathcard #16 (16/16) to unlock Terror-Billy. You'll also unlock Across the Board once you return to Eva's Hammer now that the killboard is complete.
Thank goodness, the collectible marathon is over right! Not if you plan on doing the DLC, darling. Next up you want to grind the perks. Leave helmet grinding for last as you'll get more while doing the perks. There is very little chance that you haven't already maxed at least one perk, likely for dual wield kills or overcharged kills, while doing the campaign and district collectibles. So you should already have Max a Perk.
The rest of the perks are very self explanatory. The best way to grind them is to find a spot in one of the districts with the type of thing you need (a robot for tamper/disables, an enemy near a crawl space that you can alert with an unsilenced gun then duck into the crawlspace for the constrictor harness takedown, etc). I will include specific instructions here for setting up a couple of the trickier perk grinds, but the rest are extremely self-explanatory. Once you have a spot to grind your perk, save as close to the perk credit happening as possible, on a higher difficulty so you die fast. Then do the thing for that perk and immediately suicide or let something kill you. The game will reload your most recent save, but you will still have progress on that perk. Once all are maxed, you will unlock Max All Perks.
For the final achievement Hard Headed, load up the Manhattan - Penthouse district on Can I Play Daddy. Take out your pistol and headshot the enemy leaning over the railing, then the enemies below other than the commander. Let him see you to set off the alarm and bring reinforcements, then kill him. VERY carefully go around headshotting all the reinforcements except for one enemy. Leave that enemy alive and lower your armor to zero, then run upstairs into the cage and face the two helmets there before changing your difficulty to one level above Can I Play Daddy. Save your game in that position. Now simply make a circuit around the map collecting all the helmets that were there at the start plus the ones you knocked off enemies.
It will be slow the first couple of times until you figure out your quickest route, but soon you will be getting 17-19 helmets each run in a matter of 10-20 seconds. Doing this I got around 570 helmets in like 30-40 minutes. Here's a video of me setting up a run. It will vary depending on enemy positions where you kill them. Save periodically so that if you accidentally grab a helmet while setting it up you can reload your save rather than starting over. You'll have your 1000 in no time for Hard Headed.
That completes the base game's 1000 gamerscore! I'm going to get this published hopefully so it can be of use to site members during the time I'm working on the DLC portions, while it is still in gamepass. Stay tuned for the DLC portions in the following pages soon!
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