Before starting this mission, while in the main menu, go to Options > Game Options > Difficulty > Normal. If you're just coming off of a Ranger Hardcore playthrough, then go to New Game > New Slot > Normal, skip the opening train scene, then quit out to the main menu and load up Sam's Story (check to make sure you're on Normal difficulty first). You need to be on Normal difficulty to obtain the following achievement:
Complete SAM'S STORY on Normal or higher difficulty without dying in Batwing encounters.
In this DLC, you'll be introduced to a new enemy: Batwings. They are similar to the flying Demons in the base game, but may prove a bit more difficult to defeat. In order to complete this DLC in a single playthrough, you'll need to complete the game on Normal difficulty without dying in any of the three Batwing encounters (as mentioned in the achievement description above). Depending on your skill and familiarity with the game, this may be easy for you, or it might be difficult.
If you do end up dying in one of the Batwing encounters, don't restart your game. Instead, finish the DLC while following this walkthrough, then start a new game and try again. I'll also warn you to make a quick-save when you're coming up on one of the three batwing encounters (note: this quick save is useful for if you run out of med-kits or ammo during the fight -- it doesn't appear that you can use this quick-save for if you die, i.e., the "Untouchable" achievement is voided once you die in a Batwing encounter).
Also, you can die at any other point during the game and still earn the Untouchable achievement. Only deaths during any of the three Batwing encounters will void the achievement.
Throughout the DLC, keep stocked up on med-kits at all times for the three Batwing encounters!
Also in the main menu, go to Options > Game Options > Hints, and make sure they are turned on. They are important to help you gain *moral points* which are needed for another achievement.
There are 3 collectible-related achievements for this DLC: Sheet Music Melodies (9), Night Hunter Stashes (8), and Weapon Upgrades (18). All of the Sheet Music Melodies locations are linked to this video, and all of the Night Hunter Stash locations are linked to this video, both made by Game Guides Channel (most Weapon Upgrades are located in the same areas of the Night Hunter Stashes). Diary pages do exist in this DLC, but there is no achievement related to them. Therefore, diary pages are not included in this guide.
Play through the opening cutscenes until you're in control as Sam. As you proceed ahead, always be on the lookout for chemical and consumable resources (you should be doing this throughout the entire DLC). Follow the linear path ahead of you until you reach the building that is under attack. Once inside, kill the bandits, then head upstairs and up the ladders to the Captain. Once you meet the Captain, he'll command you to put your weapon down. Make sure you holster your weapon () to earn a *moral point*.
Continue to follow the Captain and he will tell you to use your binoculars to examine the submarine. After this, you will encounter your first of three Batwing attacks. You'll land on a very narrow bridge that has a train cart on it, inside of which is some ammunition, med-kits, and supplies (make sure you take these!). The actual Batwing "boss" is the very large bat that flys amongst many other, smaller bats. When the Batwing appears, keep damaging it by shooting it. When the Batwing flies near you, it is best to use your A-shot to deal a considerable amount of damage. Use med-kits if necessary, but try to be conservative with them, as you'll need them for future Batwing encounters. You'll know you've dealt enough damage once a cinematic begins of the Batwing picking you up, dropping you down below, and flying off.
Once in control of Sam again, look at your map to see your objective (the white "?") is slightly north of your location. Follow the path there, inside of the broken down building, then interact with the half-opened doors to begin a fight sequence (Sam is a total badass). After a few minutes of cinematics, you'll be in control of Sam again at the base with the submarine. Walk forward and up the stairs to the submarine to meet Tom, who is another American, and Klim, his right-hand man. Listen to the story for several more minutes, then exit the submarine to the shooting range.
In the shooting range, you'll meet Danila, the gunsmith, who will give you a couple of items for your journey. First is the detector, which warns you when you are near mines, spare parts, and weapons. He will also give you two new weapons: an assault rifle (the Sammy), and a pistol (the Stallion, which is laying on the table). As you progress through the game, you can upgrade your Sammy and Stallion by collecting the Weapon upgrades. Pull the lever to test out your new weapons on the shooting range, then exit when you're ready.
Keep in mind that the Sammy goes into your special weapon spot (you equip it by holding
, like with the Tikhar), so you can pick up another weapon for your secondary as you play. Most enemies carry the A-shot, which I strongly recommend you take!
Head down the stairs and continue on until you reach a small red boat with the two locals you met earlier. Enter the boat and head forward until you reach this building:
Head inside of the building and continue forward a little ways until you reach a dock on your right that has some glowing green fungi and a torn red flag. Dock the boat here, then head up the stairs and make left. Continue forward and make another left into the partially-broken wall to a room with some supplies. Continue forward, walking across the wooden plank, then turn around and jump down to some more wooden planks below that are floating in the water. Continue along these planks, crouching through the hole in the wall, then up the stairs to reach Night Hunter Stash 1/8. In this Night Hunter Stash is a gear upgrade (Throwing Weapons Harness), plenty of resources and ammunition, and a weapon lying on the ledge that has Weapon Upgrade 1/18 (Burst Fire System - Sammy) and Weapon Upgrade 2/18 (Standard Magazine - Sammy). You can access your backpack at any time to equip these attachments (i.e., do it right away!).
Head back to your boat and continue forward to the building just in front of you:
Dock your boat here, then head through the window and into a room with a staircase. While looking at the staircase, turn left to see a white door you can open. Once inside, loot the gun on the table for Weapon Upgrade 3/18 (Reflex Sight - Sammy) and Weapon Upgrade 4/18 (Red Laser - Equips to both Stallion & Sammy). Exit back out of the room and head straight across to a partially-opened door on your left. Inside of this room is a piano against the wall, and taped up on the wall is Sheet Music Melody 1/9.
Head back to your boat and go directly south, docking your boat near the building you see in the background here:
At the entrance of this building are several enemies you'll need to kill. Take your time as more enemies pour out of the building, then slowly make your way inside, dispatching any enemies you see. From the entrance, head to the back left area to reach a staircase that heads up. At the top, you'll notice an entrance on your left that leads to a large projector. Head up to the projector and interact with the tape player that's behind it to eject the tape. Next, exit the projector room from where you came, and then take a left (away from the staircase). Continue on until you reach an open room on your right that has a shelf full of tapes on the wall. Interact with the shelf, and Sam will grab a new tape. With this new tape, head back to the projector and interact with the tape player again. Once the film starts playing, you'll unlock:
Organize a documentary screening in the SAM'S STORY chapter.
Next, head back to the room where you grabbed the tape, and directly across from the entrance to this room is a window with wooden planks that lead to another window. Walk across the planks and into this room, which is filled with instruments. On the right-side wall is a bulletin board with Sheet Music Melody 2/9. Also in this room, on the table is a gun with Weapon Upgrade 5/18 (Green Laser - Equips to both Stallion & Sammy).
Backtrack to the entrance of the building, but instead of going back to the boat, continue around the left exterior of the building, following the scaffolding. Once you've wrapped around to the next wall and the scaffolding ends (beware of a potential mine near here) head into the open entrance (to the same building), then immediately look to your right for a hole in the ground of the bathroom. Descend the hole and proceed through the water all the way to the end where there is a grate. Behind this grate is a dead soldier where you can collect Weapon Upgrade 6/18 (Short Barrel and Suppressor - Stallion). Use the ladder on your right to head back up to the surface, beware of mines, then head back through the building to the entrance/exit, and you can finally return to the boat.
Back in the boat, head a short ways to your main objective, which is a tower where the Captain is fighting off some enemies, located here:
Once you've entered through the lower part of the building and make your first right, continue heading straight into a room that contains a large red door. To the left of red door is a hole in the wall that has a rope you can interact with. Once you've cut the rope, open up the red door and head inside for Night Hunter Stash 2/8. In this stash is Weapon Upgrade 7/18 (Balanced Grip - Stallion) and Weapon Upgrade 8/18 (Extended Magazine - Stallion).
Exit this room, then take a right and continue forward until you reach a ladder. Climb up the ladder, then head up the first set of stairs (another set of stairs will lead you to the Captain - but don't go up just yet). In front of you is a red door that's locked, and beside it is a room you can enter. Head into this room, then interact with the blue door. On the other side, head right through the hole in the wall that leads outside, then interact with the wooden door you can kick. In this room, the left side wall has jars of food. Shoot these jars to break them which will reveal Night Hunter Stash 3/8.
Head back to the stairs and continue to ascend them, killing enemies as you proceed ahead, following the yellow markings on the wall. Once you reach the room that once was a kitchen, you'll notice a pole in the corner. Interact with the pole to slide down, then kill a few more enemies and interact with the door to reunite with the Captain. Once the Captain walks towards the large wooden block and tries to move it, make sure you help him when he asks to earn a *moral point*.
Follow the captain for a few minutes, hop aboard his boat, and listen to him talk for a little while until you're attacked by a sniper. Once the Captain stops the boat, exit off the boat and head straight into the building filled with water. Make your way through the water until you reach some stairs that lead up to a white skull painted on the wall. From the white skull, turn right and walk forward to the torn white cloth hanging from the ceiling. As you walk into the cloth, it will raise up, revealing a room you can climb up to. In this room, interact with the wooden table to your right and you will crawl underneath to yet another hidden room that contains Night Hunter Stash 4/8. In this stash, you will also find Weapon Upgrade 9/18 (Reflex Sight - Stallion).
Exit the stash room, then pass the white skull again and head outside. While you're out here, you'll have some other enemies to deal with, but the most important part is taking cover from the sniper. Once the sniper shoots at you, you'll have a couple of seconds to head forward and take cover again. Continue to do this until you reach the building with the sniper, and head through the blue door. Continue killing enemies as you make your way through the building until you reach this door and interact with it:
On the other side of the door, you'll trigger a QTE cinematic with the sniper. Once you're given the option to spare or kill him, make sure you spare him () for a *moral point*. Immediately after that, look on the ground for a weapon that contains Weapon Upgrade 10/18 (Sniper Stock - Sammy), Weapon Upgrade 11/18 (Semi-Automatic System - Sammy), and Weapon Upgrade 12/18 (Scope 6x - Sammy).
Shoot the lock off the door and then interact with it to head outside, where the Captain will approach with his boat. Before getting on the boat, continue following the wooden path to a blue door you can interact with. In this room, on the cabinet is Sheet Melody Music 3/9. Head on to the boat and proceed forward with the Captain.
Once you arrive to the base, head into the elevator, then continue following the Captain into the hideout room. Once he sits down, interact with the chair across from him and you two will have a small chat. At one point, he will mention that he wishes he had some food. Choose to give him some of your own food () for a *moral point*. Stumble through the following scenes for a few more minutes until you're in control of sober Sam again, tasked with getting some suits and setting some traps.
For this section, you'll need a total of 5 Molotov cocktails to arm a total of 5 traps in the building. If you're short on Molotov cocktails, there is one on the ledge next to the Captain. If you still need more, you can craft some at the workbench in the room you and the Captain originally drank in.
Descend down the stairs until you have to open a door to continue downward (note: to the left of this door is a broken-down wall that leads to the room you and the Captain drank in if you need to craft more Molotov cocktails). Once the door is opened, head down one more flight of stairs and enter the doorway ahead of you (you'll see a corpse on the ground in this room). Immediately to the right of this corpse you'll see a white "1" on the wall, with a white "X" on the ground. This number and cross indicate a trap location, so interact with it and you will place a trap (as long as you have a Molotov cocktail) for Trap 1/5.
In front of this trap is a couch and chair which you can jump on to hop over the wall with the yellow paint. Continue forward to a room with a piano, then look to the right of the piano where hanging on the pillar is Sheet Melody Music 4/9. Kick down the red door in this room, then proceed forward to a blue door. Once you've opened the blue door, look immediately to your left and place Trap 2/5.
Turn back around and head down the stairs immediately in front of the blue door, then turn right. Slightly ahead of you, on the right wall, you'll see Trap 3/5. Continue heading straight towards the wooden planks that lead outside. Follow the wooden planks to the next room, then head straight towards a wooden door you can kick over to reveal Night Hunter Stash 5/8.
Open up the red door in this room, then continue following the wooden planks on your right into another room with a red door. Once this door is opened, look immediately to your left for Trap 4/5. Turn back around and continue to the room ahead of the red door (the room with the hanging cans). In this room, in the corner with the broken television is another Molotov if you need it. Continue through the bathroom to another red door, then head down a flight of stairs to find Trap 5/5. Upon arming the final trap, you'll earn a *moral point* along with:
Set all 5 traps in the SAM'S STORY chapter as the Captain requests.
Head into the room in front of the 5th trap, then take a right to find the zipline. Interact with the zipline then continue forward and you'll be ambushed by some bandits. Once they're all dead, keep going ahead towards the water, and to your left will be a bridge you can cross (be careful of potential mines in front of the ladder). Once you've crossed the bridge, head to the broken-down building that contains a workbench and Sheet Melody Music 5/9, located here:
To the left of this sheet music melody, if you head up the stairs, you will meet two locals and will also find the Ammo Pouches armor upgrade, which doubles the amount of ammunition you can carry.
Next, head to the bridge located here:
Once you cross the bridge, you're going to want to head inside of the building directly in front of you. To do that, wrap around the right exterior of the building, and in the backside, you can enter through the large hole in the wall. Once inside, ignore the blue door, and enter the next doorway on your left (it has another white skull on the wall). To the left of the white skull, interact with the table to crawl through to Night Hunter Stash 6/8. In this stash is a pistol with Weapon Upgrade 13/18 (Closed Reflex Sight - Stallion) and Weapon Upgrade 14/18 (High Capacity Magazine - Stallion).
Next, backtrack across the bridge, and docked near here you'll find a blue boat. Use it to head here:
On this dock is a dead body with Weapon Upgrade 15/18 (Heavy Stock - Sammy) and Weapon Upgrade 16/18 (High Capacity Magazine - Sammy).
Once you've gathered the weapon upgrades, make sure you're stocked up on ammo and med-kits, have your preferred attachments equipped, and are prepared for your second Batwing encounter. In this encounter, you're still going to be doing the same strategy as before by simply shooting the Batwing at every opportunity you have. Remember, when the Batwing is flying near you, it is best to use your A-shot to deal more damage. During this fight, however, the Batwing will be throwing around and moving wrecked cars in this area, which gradually shrinks the area you have to move around in. When you see the colony of bats headed your way, you should run around in circles to avoid their attacks. If you use all 5 med-kits during this fight, I recommend you immediately quick-load to a recent save and try again (remember - dying during these fights instantly voids the "Untouchable" achievement, so the quick-save is just so you can try again if you run out of med-kits and/or ammo). You'll know the fight is over once a cinematic begins with some Nosalis attacking the Batwing. To start the fight, head here:
Once the fight is over, head here:
Head through the gates and directly ahead to the open window in the building in front of you. Once inside, head through the garage area to a blue door, then in front of you is another blue door to open. In this room, to your left, is a table with a balalaika. To the left of this, on the wall behind the door, is Sheet Melody Music 6/9.
Next, head here:
Outside of this building is a ladder that leads up, so climb it. Once inside, turn left and then proceed down the hallway down to the balcony with the sandbags. To the right of the sandbags is a green-ish door you can open. Do so, and immediately to your right you'll see Sheet Melody Music 7/9. There's also a workbench in here if you need to use it. Exit this room, and continue following the wooden path to your right into the next building. In the next building, there will be some bandits to kill. Once they're all dead, head into this building located here:
Once inside, don't head up the stairs just yet, and look for the 3 switches on the wall that are all emitting a red light. In order to access the next Night Hunter Stash, you need to interact with the right switch, followed by the left-most switch, then finally the middle switch. Once all of the lights are green, the door to your right will unlock, allowing you to enter Night Hunter Stash 7/8. Within this stash you'll find Weapon Upgrade 17/18 (Heavy Grip - Stallion) and Weapon Upgrade 18/18 (Long Barrel with Full Auto - Stallion), your final Weapon Upgrade for:
Lord of War
Collect all the upgrades for Sammy rifle and Stallion pistol in the SAM'S STORY chapter.
Furthermore, this stash contains the Consumable Carrier weapons upgrade, which will allow you to carry up to 10 med-kits at once!
Next, head to your main objective, which is the large building near you. Once there, you'll notice a boat waiting for you, but you need to raise the gate. To do so, climb up the stairs until you reach the room with a lever in the middle. Interact with the lever to raise the gate, then use the pole on your left to slide back down and enter the boat.
Once on the boat, you'll notice the area ahead of you will have some heavy fog. Furthermore, the area up ahead will require you to wear your gas mask, so make sure you do so and craft some filters when necessary.
Your boat journey will be cut very short as you come up to an abandoned building and can't proceed any further. Exit the boat, then hop on to the wooden planks on the right side, following the path until you reach the ladder that leads up. Once up top, make your way to the yellow fuse box and interact with it, along with the valve wheel to the right of it. Once that's done, you'll burn the worms below you and can continue along on the boat.
Next, head to the white "?" located here:
This part is crucial for earning a moral point to gain the Captain's trust. From where you dock your boat, make your way inward on this small island, ascending up the metal walkway that leads to a corpse with a blue and white striped shirt. Loot this corpse, then continue following the metal walkway downward and to the left, where you can continue along a muddy path. A short ways along the path, continue up and over some debris, where on the other end is another corpse with a blue and white striped shirt. Upon seeing this corpse, Sam will say that this is "the second of Ed's friends". From this corpse, turn left and continue along the muddy path for a while until you encounter a shrimp which you can kill, then further along will be a flipped white van you can interact with to crawl under. On the other side of the van, ascend up the collapsed silo to the top, jump over to the platform, and finally, climb up the yellow ladder. At the top, you'll radio the Captain and will receive a crucial *moral point*.
Use the zipline here to quickly get back to your boat, then head here:
Once here, kill a couple of bandits inside, then climb up the stairs to the walkway above. On the other end of the walkway is an outhouse, and attached to the outhouse is Sheet Music Melody 8/9.
Next, head here:
In front of the bus, you'll notice a generator that is out of fuel. Directly behind the generator is a bonfire in front of a chair and a couch. To the left of the fire, hanging on the green cart, is Sheet Music Melody 9/9, your final sheet music for:
Collect all harmonica melodies in the SAM'S STORY chapter.
In front of the bonfire is a red fuel cannister you can pick up. Do so, then go back to the generator and interact with it to turn it on. Once it's on, the generator will power up the crane to your right which will move a blue crate. Jump down to the grate where the blue crate was, then interact with the pipe to crawl through. On the other side of the pipe, you'll find Night Hunter Stash 8/8, unlocking:
Find all the Night Hunters' secret stashes in the SAM'S STORY chapter.
Climb up the yellow ladder, then you can enter the bus through the back to access the workbench. Use this workbench to craft some med-kits, ammunition, and to clean your weapons and add some attachments. If you'd like, you can swap out your Ammo Pouches armor upgrade for the Consumables Carrier, but this is your choice. If you're worried about health for the final Batwing fight, then choose the Consumables Carrier. As long as you have full ammo in your A-shot and Sammy, ammo shouldn't be an issue for you, so I'd recommend the Consumables Carrier.
Before we get to the Batwing fight, there's still another compound of thugs to kill. Head there (your main objective) and kill them all, then enter the building. Continue killing enemies as you head upstairs, then interact with the door that's near the bathroom/showers. On the other side of the door, you'll have a QTE with a dog, then you'll locate the firesuits. Once you've found the suits and radioed the Captain, head up to the roof, then climb the yellow ladders up to the zipline and use it. Once you've used the zipline, make sure you're stocked and prepared for the final Batwing fight.
For the final Batwing fight, the Batwing won't actually be flying around this time, although the colony of smaller bats will be. Instead, the Batwing will emerge from the woods and charge at you on foot, which is when you need to dodge out of the way while also shooting it (preferably with the A-shot, since the Batwing will get very close to you). While doing that, make sure you're running around and evading the attacks from the colony of small bats. During the small bat attacks, make sure you look up in the trees to see if the Batwing climbed on top of one, then shoot it down to continue to the next phase. If you decided on the Consumables Carrier, you should have plenty of med-kits to get through the fight. If you're running low on ammo, either quick-load to a recent save and try again, or see if you have any incendiary ammo available from the Night Hunter Stashes.
Once the Batwing is dead (your achievement won't unlock yet), simply follow the path all the way to your main objective, where you'll radio in the Captain. Kill some shrimp as you wait for the Captain to arrive on his boat, then hop aboard. He'll thank you again for placing the traps earlier, then you'll hand him his firesuit.
There's ~1 hour of gameplay left, but there are no more collectibles or miscellaneous achievements for you to obtain. Furthermore, the remainder of the story is extremely linear and straight-forward. Because of this, you likely won't need to follow the remainder of this guide to reach the end of the mission.
If you choose to stop following this guide, make sure you still gain your final *moral point* to earn the Captain's trust, which comes at the end of the game when you have a detonator in your hand...
After a couple of minutes, the Captain will stop the boat, and you can head off and interact with the yellow power switch on the wall to open up the door. Interact with the door to head into the next room where you'll be introduced to electric spiders. Once the spider is dealt with, interact with the switch near the workbench, which doesn't end up fully working. To fix it, crouch through the hole in the wall and head through the very linear path until you reach a large room with some generators and spiders. Kill the spiders, then head up the stairs and through the vents to reach the generator room where you'll radio the Captain.
Interact with the master switch to turn the power back on, then take the elevator down. As you're descending in the elevator, it will get shut off by some electric spiders which you'll need to kill in order to power it back up. Once that's done, continue following the very linear path, killing electric spiders when necessary, until you reach the fuse box to power the crane up. Defend the crane for a couple of minutes from the spider attack, then head to the lift where you'll trigger a cinematic.
Back in control of Sam, ascend up the spiral ramp, defending yourself from the spider attack. Prioritize killing the electric spiders, then the normal spiders. If you're low on ammo, I found it best to simply melee the normal spiders, as most of them died in one hit anyway. Once you've made it up to the top, loot the room for some resources and ammo, then interact with the door to continue on.
On the other side, the Captain will tell you to head through the vent. Since you can't pass through the spinning blades, wait for an electric spider to shut it off, then head through and hop back on the boat. Once on the boat, there will be a ~10 minute cinematic for you to watch and listen to.
Back in control of Sam, there is a workbench in the room directly in front of you. If you haven't already, I'd recommend swapping back to your Ammo Pouches upgrade, then craft some ammunition and med-kits, along with cleaning your weapons. Once you're ready, walk on to the surface of the submarine, then head forward and take the downward path to reach the building in front of you. Clear out the enemies here as you reach the entrance to the power plant, where you'll then radio Tom.
From here on out, the path to your main objective is very linear, and there will be a ton of enemies for you to kill along the way. Make sure you're frequently looting dead bodies to keep stocked up on ammunition and resources to craft med-kits. Continue moving through the cargo ship, killing enemies as you progress, then eventually hopping from boat to boat until you finally reach your main objective, Klim.
From this point on, you won't be controlling Sam anymore (as it's all cinematic from here on out). However, you'll still be left with one major decision to make. When Sam takes out the detonator, make sure you choose the option to use it () to gain your final *moral point*.
As you watch the closing credits, you'll unlock:
Complete SAM'S STORY on Normal or higher difficulty without dying in Batwing encounters.
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