Wolfenstein II: The New Colossus

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Hello my lovelies and welcome to the TrueAchievements official walkthrough for Wolfenstein II: The New Colossus! WARNING: This game contains Nazi imagery that may be sensitive and even offensive for some people. Although technically the player is fighting against them, I feel it necessary to point out before going further that if you are triggered by Nazi and Klan imagery, this might not be the game for you.

While the game has been out for nearly two years already as of this writing, I personally only recently tackled it after picking it up on sale several months back. I noticed that no walkthrough had been written in all this time, and while I feel that this game lends itself more to following along with video guides, I wanted to add a formal walkthrough. Some of you may be here after diving in due to its recent presence on Gamepass. Others might just now been revisiting it after shelving it for a long time thanks to the formidable Mein Leben achievement. Hopefully no matter what your reasons are for arriving at this page, you will find the following pages and video guides a good resource.

Wolfenstein II is a first-person shooter by MachineGames. It follows on after the events of the first mainline Wolfenstein game on modern consoles, picking up at a point where our main character William Joseph Blazkowicz (BJ, for short) has to make a life and death decision. It is there that we will begin our adventure in the main story walkthrough page. I have structured the main story walkthrough as a step-by-step transcription of the path I take through Mein Leben difficulty. I have completed that mode three additional times since first getting the achievement while following the exact same route and using the same strategies, so I feel confident in its accuracy for guiding you through the game. You only technically need to complete the game twice, once on any difficulty and again on Mein Leben to unlock all the stacking difficulty-related achievements. I suggest doing a total of three playthroughs however, then mopping up the collectibles and districts on your 1st progression slot whenever it is convenient (possibly during Mein Leben attempt breaks).

Playthrough 1 – Bring ‘em On difficulty or higher in order to obtain an achievement in the Panzerhund section. This playthrough will focus on learning the level layouts, enemy spawn locations and pathing, and knocking out most of the miscellaneous achievements. You will also create a manual save file at the beginning of each of the 1st ten main missions for use later to practice those missions on I Am Death Incarnate (IADI) difficulty. I suggest just doing Bring ‘em On unless you are very skillful at shooters, as the frustration of dying repeatedly on IADI due to not knowing enemy spawns, paths, and strategies for clearing each area can quickly grow thin. Not only that, but you need a 2nd progression slot in order to have saves at the beginning of missions 11 onward if you want one for every mission. You will return to this progression slot and pick up where you left off in the post-game to do all the districts and collectibles on the easiest difficulty - Can I Play Daddy.

Playthrough 2 – This 2nd playthrough will be on IADI difficulty on a different progression slot. Make sure you don’t overwrite your first progression slot when starting this playthrough so you don’t lose your practice save locations as well as any collectibles progress you’ve made. You will focus on repeating your paths and strategies through each mission that you learned in the first playthrough, refining your techniques and the timing in each area. You will create a manual save slot at the beginning of each of the main missions from Mission 11 onward in order to return to this progression slot and load up those save files to practice any problem areas for you. No collectibles or districts will be done on this playthrough, other than the New Orleans – Bienville district in order to obtain the Ramshackles just before the final mission, as you will be doing this same strategy on Mein Leben.

Playthroughs 3 and up – Make sure to switch to the 3rd progression slot so you don’t overwrite your first or 2nd slots. This playthrough (likely multiple playthroughs) will be on Mein Leben difficulty. Once you have practiced enough on IADI and are ready to tackle this mode you will get one shot to make it through the game without dying, without any saving whatsoever, and in one sitting (unless you leave your Xbox running to take a break). If you do leave your Xbox running to take a break, I suggest hitting the guide button during one of the skippable cinematic pre-rendered cut scenes. These don’t run on the game’s rendering engine and thus don’t tax your Xbox’s processors and fans egregiously. Pausing overnight in a normal mission with the processors running hot and the fan on full blast is a good way to test whether an Xbox One can be bricked.

I won't bore you with a button for button breakdown of the controller and call it ‘hints and tips’, but there is one important button to point out -- cn_LB. Holding cn_LB when behind the corner of an obstacle, door, wall, etc and tilting cn_LS will cause BJ to ‘lean’ out from cover. This is an absolutely crucial skill to master when playing on Mein Leben. Even though you will feel like you are highly exposed with a good view of the area ahead, you will notice enemies are magnitudes less accurate when shooting at you, hitting you far less frequently and for less damage than if you simply step out from behind cover. Trust me, you cannot ‘pop out’ and back into cover fast enough to avoid eating led on IADI/Mein Leben.

You must exercise care when leaning, however, because it can cause you to inch your way out from behind cover. If you are aiming in the opposite direction from that which you are leaning, for instance if leaning out to the left from behind cover but aiming at enemies to the far right in the area ahead, you can actually aim too far in that direction and it will cause BJ to inch his way out. Try to make sure you are aiming generally straight ahead or in the direction you are leaning (lean left, aim left) in order to avoid this. You can also ‘lean’ up, over the top of short boxes and whatnot, although this comes into play very rarely in my experience with the path I take through the game.

A note on collectibles...there are a boat load of them in this game. Considering how quickly you can speed run the campaign, it's really no surprise the developers padded the game's 'content' massively by sending you around collecting hundreds of meaningless lore items that most players will never even look at. There are even a massive amount of readables and audibles that you can collect in addition to the rest, but thankfully these don't have an achievement. DO NOT waste your time getting collectibles on the way through the campaign. None are missable and it is much more efficient to play through the districts on the easiest difficulty in the post-game mop-up to grab them, since you have to do that anyway for the ubercommander kills/deathcards and Max's Toys. All of these will be on their own page for the main game's collectibles. For each DLC everything will be on one page.

I want to point out some shorthand I use in the main walkthrough so as not to have to re-type all of the long, convoluted names of things in German. Even the US version has German names for things. The seven regular weapons (those that can be upgraded) are as follows:

Pistole – Pistol

Maschinenpistole – Machinegun

Sturmgewehr – AR-style rifle, referred to as rifle in my guide

Schockhammer – Shotgun

Laserkraftwerk – Laser

Kampfpistole – Not really sure what this is, but with upgrades it acts like a grenade launcher. I don’t bother with this during my main campaign playthrough, so any mention of it will just call it by name.

Handgranate – Grenade.

There are three heavy weapons that can be obtained by detaching turrets or killing enemies that have them (supersoldats): a heavy machinegun, a heavy laser, and a napalm cannon. There is a fourth that is found once on Venus and once on the Ausmerzer before the final battle against two enemies wielding them, the Ubergewehr.

Next a word on perks. Maxing them all is easy enough as you can just save your game at a good spot, do a perk, then suicide. Rinse and repeat. However throwing back enemy grenades is a tricky one to set up. It can be done easiest on the Ausmerzer in Mission 2. At the 2nd room with a commander in it (just after a room with 2 commanders), you can take cover in the red hall and enemies here will throw grenades relatively often. Knock out the enemy grenade throwback perk in that spot before continuing on in your 1st playthrough. I mention this again at that spot.

Finally I will frequently refer to supersoldat enemies in the walkthrough. These are the large, heavily-armored enemies that you will encounter frequently throughout the game. They have a gas tank on their back that can be detonated to blast off their armor, before or after killing them. This weakens them if alive, as well as generating more pieces of armor for you to scrounge whether they are alive or dead.

As for weapon upgrades, I advise the following upgrades as you play through, assuming you collect all the upgrades along the way and aren’t ‘short’ on anything. After the first nine weapon upgrades, it really doesn’t matter where you put the rest if following my paths/strategies. Maybe get the scope for the laser with the 10th, though it isn't particularly needed, and put a couple into grenades if you like using them.

Upgrade 1 – Silencer for the Pistole

Upgrades 2 & 3 – Marksman Scope and Armor Piercing for the Sturmgewehr

Upgrade 4 – Charge shot for Laserkraftwerk

Upgrades 5-7 – Rotor, Ricochet, and Extended Mag for Schockhammer, respectively

Upgrade 8 – Battery upgrade for Laserkraftwerk

Upgrade 9 - Jungle Mag for the Sturmgewehr

Remember one final thought. If frustration sets in on Mein Leben, move on to the three DLCs: The Adventures of Gunslinger Joe, The Diaries of Agent Silent Death, and The Deeds of Captain Wilkins. You would be surprised how many silly mistakes and entirely avoidable deaths happen when an hour or two into a Mein Leben run simply due to frustration and fatigue. Sit it down for a few days and return to it fresh, trust me. Also follow along with video guides like Falcon’s, Kreeper’s, Flipy Fliperson’s, or my own which is included in this WT. I have tried to edit down my full-game walkthrough video as well as the Mein Leben video for brevity and to avoid the user having to skip the oh-so-annoying unskippable cutscenes.

Choose Bring ‘em On or higher for your first playthrough. You can play on I Am Death Incarnate from the get-go if you are adept at shooters, but it helps to learn enemy positioning and level pathing first before tackling IADI, and you will need practice before doing Mein Leben anyway. We’ll be making 10 manual saves at the beginning of the first 10 missions, then on our second playthrough make manual saves at the beginning of missions 11 onward. That way you can jump back to any specific mission you want to practice.

At the start you will be forced to choose between Wyatt and Fergus, which is a choice you made at the end of the previous mainline Wolfenstein entry. Chose to sacrifice Wyatt (save Fergus) so that you receive the Laserkraftwerk weapon in the 3rd mission. This unlocks the Déjà vu unmissable achievement.

Déjà Vu

Make the choice

Déjà Vu
1 guide

After the initial unskippable scenes you’ll awaken and be forced to play the first mission in a wheelchair. Wheel over to the door and take the machinegun (called a Maschinenpistole in-game) from your friend. He will be killed and the level begins. First and foremost, DO NOT stick your head out from behind the doorways. Take position against a door/wall/etc and hold cn_LB, then use the left thumbstick to lean out from the corner. It’s better to take a few seconds inching your way forward and leaning until you can get a line of sight on enemies than to just roll out past a door and get mowed down. On this easier difficulty setting you’ll survive, but on IADI and Mein Leben, you will be killed extremely quickly. Better to practice proper strategies now.

You can’t see the first enemy, so position yourself against the right side of the door, facing to your right (so that if you were to roll out you would be looking 90 degrees to the right down the next hall). From now on, I will just say to take cover on the left or right of an obstacle and lean. From there, you will need to tweak your positioning to what works for you, or follow along my Mein Leben video to see my exact positioning. So take position on the right side of the door, facing to the right, and lean out. You will have a red and beige sign blocking your view. Aim at the midway point on the red and beige sign, with your crosshair about where the red and beige colors meet in a straight line, centered on the sign, and blast through it. If done correctly, you should shoot an enemy leaning against the door at the right-hand end of the hall beyond the door you’re in.

After he’s dead, shoot out the rest of the sign and inch closer to the edge of the door and lean out. Aim down the hall to the right through the doorway, into the next room, above the boxes blocking your view. Two enemies will run into that room. If you start tapping cn_RT once your crosshair turns red (don’t hold it down), you can likely kill the one that moves to the right as they enter, leaving just the one to the left to take out. Once they’re dead (make sure to take cover if needed), move out into the hall where you’re friend died and collect two 10-Armor packs on the left. Move into the next room where the two enemies were and collect any armor and health packs scattered around the room.

Before moving into the next doorway, position yourself so you’ll be looking at a 45 degree angle to the right as you move into the doorway. Move up to the door and quickly lean out with cn_LB so that you can see the fire extinguisher on the wall at the base of the staircase. Try to shoot the extinguisher as the first enemy passes it. If you’re lucky, you’ll kill one or both enemies on the stairwell. Finish them off, taking cover in this doorway, before moving into the hall where they were. You’ll see a lift platform to your right and a breakable crate to the left. Grab the health packs from the tray, and break the crate for a 25-Armor pack. Take the lift up.

Ignore the enemy on the way up the lift. Move down the next hallway, making sure to grab the 25-armor pack in the lockers to the right and the health pack beyond them. Ignore the enemies through the window on the left. They will get nuked by the electromagnetic trap in that hall. Make sure to stop as you round the corner, so you don’t get nuked yourself, and wait for Set to disable the trap before moving forward and activating the door to his room. Skip the cutscene to reappear in another hall. Move forward and press the button at the top of the stairs to activate the traps. The roaming enemy will get nuked. Back up a little so that the barrier by the stairs blocks you from the enemies and shoot the wall at the top of the stairs to draw two enemies below into the trap. Once you hear the distinct sound of two wet pops, you’ll know they are dead. Two enemies remain in this area. One will usually wait for you at the base of the stairs, to the right. So just roll down the stairs and aim to your right to shoot him as you reach the bottom. Occasionally he will wander out ahead of the stair base, or even up to the top level, so be mindful of that.

Once he’s dead, continue down the hall to the right at the base of the stairs. Break the 2nd wood crate to the right for a 25-Armor pack. Just ahead of you, at the corner to the right, is another trap that should still be activated. Lean out to let the enemy see you, then hide so he dies on the trap. All of these trap kills in this 1st mission count as environmental kills for the perk, which is a handy one because it reduces explosives’ damage to you. Once he nukes himself on the trap, press the button to the left of it carefully to deactivate the traps and continue down the hall to the left, then right at the end into the next room with two large cogs rotating. Inch into the room just enough to see the enemy up above. Once he starts walking away, slowly roll onto the nearest cog and ride it up to his platform. Roll up behind him and click cn_RS to take him down, which will unlock Crippled but Able.

Crippled but Able

Perform a takedown while in the wheelchair

Crippled but Able
1 guide

Move forward and look for two enemies coming in from the left past the cogs. They may not run in if you did a takedown on the first guy, in which case you can lean out and take them out easily. If they do rush in, make sure to spray both of them so they don’t spread out. If you try to aim and take down one at a time, the other will kill you before the first even falls on IADI/Mein Leben. As long as you pepper both with shots and alternate targets to keep them staggered, they shouldn’t spread apart too far and you can kill both before you have to reload. Enter the next room where they came from and take the lift on the right up to the top. You’ll see an enemy pass by in front of you. Press the wall switch to turn on the traps, then move right so he can’t see you and fire a shot to send him through the trap for another environmental kill.

Continue to the right to the end of this hallway where you will see pipes making a sort of ramp leading down into the next room. Do not go out onto the pipes. Instead, position yourself against the right wall just before the pipes and lean out, looking down into the next room. On the far end, lower-left side, you should barely make out an enemy behind a trap that is active since you hit the button. Down on the floor to the left of him is an explosive canister. Shoot that with a few sprays until you see flames coming out, then duck back behind the wall to allow the explosion to take out an enemy or two. If you’re lucky, at least one and maybe two more enemies will rush to that corner and be killed by the trap.

Either way, stay up here and lean out gingerly, looking for any enemies down by that trap or behind the wall between the trap and the base of the pipes, on the left. Take them out with short bursts. When you’re sure it’s safe, lean further out and look to the far end of the upper-floor walkway, in the center of the room but on the upper level. If there is an enemy there, pepper him with short bursts until he is dead. If he isn’t there, he probably ran down and got killed by the trap. At this point, you shouldn’t see any enemies with a line of sight on you. There will almost always be one enemy remaining on the upper-right catwalk. Return to the trap switch behind you and deactivate them. In the hallway where the first enemy was as you rode up the lift, there is a 25-Armor pack, and at the top of the pipes leading to the next room there are a couple of health packs.

Go down the pipes into the next room. Stay on your toes in case any straggler enemy is hiding below. If not, take a shot at the guy on the catwalk in the top right and wait for him to make his way around to the center of the railing, where he will climb down. Shoot him there or when he reaches the bottom. Pick up any health or armor in the room before continuing into the next hall. Before you exit, if you forgot to turn the traps off up above, make sure to hit the switch here to turn them off. This prevents having to take the long way at the end of the level. As you move into the hall, an enemy will approach at the base of the stairs straight ahead. Shoot him before he gets high enough to shoot back. Before going down the stairs, more armor and health resides in an alcove to your left if you need it.

Once you reach the bottom of the stairs, move onto the conveyer belt. Cross over to the next conveyer belt at the end, which will take you up before an enemy reverses its direction. As the conveyer moves you down from the guy that switched its direction, shoot the enemy straight ahead of you in a window above the belt. After that you will go down a slope to the end of the conveyer belt. You should see a fire canister directly ahead of you as you approach the bottom. Wait for two enemies to come out from the corner to the right, and shoot the canister once they are out. If you shoot it the instant you see them, it won’t kill them and they’ll spread out and kill you very fast on higher difficulties, so wait a beat after you first see them to fire and detonate it. As long as at least one of them dies, you can easily clean up the 2nd with your machinegun.

As long as you didn’t leave the traps on up above (which is why I had you turn them off before going down the pipes), all you have to do after they are dead is push the nearby button to reverse the conveyor belt’s direction and hop back on. If you forgot, you’ll have to take the long way in this lower area, which I won’t detail here as it is very straightforward and linear, but entirely unnecessary as you should always turn the traps off before finishing the previous areas. So push the button to reverse the belt and hop on. As you ride it to the exit, one last enemy will be to your left on the way up. Deal with him, then exit the belt at the top and go to the left to the large platform to activate the switch that begins a cutscene with Anya and the mission ends.

Mission 2 - The Ausmerzer

After the cutscene with Anya, which is skippable, you will be forced to watch an unskippable scene with the Nazi commander. Unlike the game’s intro, where you could go afk for a snack or drink, you want to make sure you are paying attention here. At least turn up the volume and listen as you grab a snack. After about 3-4 minutes, you will hear bullets start flying, and a prompt to press cn_X will appear (assuming you don’t change camera angles at all) to enter the power armor. If you do not do this quickly enough, you will be killed. On other difficulties this just means rewatching the scene, but on Mein Leben this will end your run. Enter the power armor to make the commander run away and unlock Carrying the Torch.

Carrying the Torch

Use the power armor

Carrying the Torch
1 guide

You’ll be forced to watch another brief bit of dialogue between Fergus and the commander’s ineffectual daughter. Grab a 2nd machinegun from the floor and max out your ammo at the nearby ammo box while waiting. Once she opens the door, enter into the next hall. Look for a square on the floor with yellow caution stripes on it. Jump with cn_A and press cn_B in mid air to power stomp, which breaks through the floor into a crawl space below. Follow this to the next room to hear about how manly Fergus is. Grab the hatchet from the wall nearby, and use it to pry open the next crawl space. Follow this one to the end to FINALLY begin the game proper. Sneak up behind this first Nazi you see and press cn_RS to perform a stealth takedown. There is a way to climb up on the left and skip this enemy, but even on Mein Leben, it is unnecessary unless you’re going for record speed runs to do it for what little time it saves.

Past that enemy, climb up two ladders and pick up the pistol straight ahead and a 2nd on a nearby table before going into the next crawl space. Hold cn_RB and equip dual machineguns, then switch your right hand to the pistol. This is called “prepping a weapon” and allows you to just tap cn_Y to switch whichever hand most recently changed weapons back to the previous weapon that hand was holding. So right now you have pistol in the right, machinegun in the left, with a 2nd machinegun “prepped” in the right hand. From now on I will simply say “equip X and Y, with Z prepped in Left or Right”, meaning to equip weapon X in the right hand, weapon Y in the left hand, and weapon Z “prepped”. I will annotate which hand to prep weapon Z in each time.

As you drop down the pipes before entering the next room, you will see two white circles with lines on one side indicating direction, while the number in the middle indicates distance in meters, to two commanders. You will see the 1st commander ahead of you. Continue crouched and sneak up behind him to do a stealth takedown. Collect his pistol ammo and Enigma Code. Turn left and watch the area below, to the right, for the 2nd commander. Wait until he stops walking, unless your aim is on point, and headshot him with the pistol. Immediately look slightly left and closer to you from where he was walking for another enemy and take it down with the pistol and machinegun. Now tap cn_Y to switch to your prepped machinegun in the right hand. Move to the left along this walkway, looking over the railing down into the room below for two more enemies.

That’s a total of two commanders and three enemies down in this room. There should be three more enemies coming from a hallway to the right side, past where the 2nd commander was, down below. Depending on your speed, they will likely already be out into the room and in cover positions. Either take them down from the relative safety of your perch up here or jump the railing and deal with them up close, assuming the previous enemies are all dead of course. Once the room is clear, if you wait long enough (and look toward the center of the room) you will here BJ start talking. His talking after fighting enemies in an area indicates that all the enemies are dead in that area. Make sure to grab the Enigma Code from the 2nd commander’s corpse.

Move down into the hall to the right of where the 2nd commander was and look for an access point to a crawl space you can pop open with your hatchet to get into an ammo room. You will find an infinite grenade box in here, some armor and health, a hatchet (allowing for thrown hatchet kills) and your first rifle (called a Sturmgewehr in-game). Grab everything but the health for now and use the crawl space at the far end of the room to get to a room with a lever that opens the path forward. Step out of this small room after hitting the lever and toss a grenade into the room it opened to detonate the fuel tank. Return to the ammo room and top off your grenades. Grab the health in here, as well as the two on the boxes near the lever room, to overcharge your health before heading into the area with the destroyed fuel tank.

Crouch and drop down into the hole in the wall to the right, then immediately crouch walk over and climb up onto the boxes nearby on your left by holding cn_A and pushing against them. Once on top of the boxes, immediately crouch again and move into the corner of the wall. When the enemy comes around the corner to the right, click cn_RS to stealth kill him. Grab a 2nd throwing hatchet off the wall nearby and follow the corridor from whence he came around to the left. You don’t actually have to crouch-walk here, but it is safer to do so. Click cn_RS from a distance to throw a hatchet at the enemy from behind, or walk up and do a stealth takedown, although this is riskier. Make sure to equip machinegun and rifle at this point, just for ammo conservation, with a 2nd rifle prepped in the machinegun hand. Also make sure to collect your hatchet from the corpse if you used a throwing hatchet. Always collect hatchets thrown, if possible.

IMPORTANT NOTE:One of the most annoying perks to grind during mop-up is enemy grenade throw-back kills. You only need 10, but setting it up in districts is a pain. Save your game here so you can move on to the paragraph below after doing this. In the very next room, you can do the enemy grenade kills easily. Set off the alarm then return to the red hallway right after where you dropped down. Take cover behind a wall and let the enemies congregate at the other end, in the main room. They will eventually throw grenades down the hall. Rush forward and press cn_Xat the grenade to toss it back. If you run out of enemies, suicide and repeat until you max the perk. This unlocks Max a Perk but more importantly it will make the mop-up much easier.

Max a Perk

Max a perk

Max a Perk
2 guides

Carrying on after that reload your save before the alarm. Now, most videos show a way to fight your way through this next room, but it is actually far easier to skip the room entirely. From this 2nd enemy, return back the way you came, but instead of turning right to where the first enemy you killed was when you dropped down here turn left to head toward the next room. Before entering the room, look for a set of stairs to your left with two 20-Health packs at the base. Go up these stairs, where one enemy will be waiting up above. Quickly kill him, which will set off an alarm (unless you manage to throw a hatchet at him from the top of the stairs before he sees you). The alarm is irrelevant, though. As soon as he is dead, sprint to the wall behind him. You should see electronic consoles up against the wall with health packs beneath them. In between these is an opening in the wall leading to a crawl space. This area will allow you to drop in BEHIND the commander’s spawn point, onto the catwalk that leads down the ramp and outside.

This is your goal, and even in IADI/Mein Leben, you can easily take this path, drop in behind the commander, and turn around to sprint to the switch at the far end of the catwalk, in the room with all the electricity arcing around. You can kill the commander if you want so that his Enigma Code is there for you when you return, but if you don’t he will de-spawn along with the rest of the enemies in that room once you hit the switch at the end of the catwalk. As soon as you hit the switch, make sure your dual rifles out and sprint back along the catwalk and up into the previous room. When you enter, keep sprinting to the far side of the room and turn around 180 degrees, facing back toward where the commander spawned/where the catwalk was. A supersoldat will drop in with his back to you, allowing you to mow him down with your dual rifles.

Pick up his heavy laser weapon, turn around 180 degrees (your back should be to the commander’s spawn) and you will see two thing grey destructible walls ahead of you. Drop his heavy weapon just to the right of this (you’ll see a laser-weapon recharging station to your right). Go back to his body and bring his 2nd weapon over and drop it here. Now go around the room and top off all your weapon ammos, especially the rifle. There is an ammo locker on the wall in the previous hall where you first dropped down to this area that has some if it is opened (which it should be if you set off an alarm). There is also some rifle ammo near some boxes around the perimeter of the room where the heavy dropped in, along with some grenades. Once your ammo is topped off, grab all the health packs around the room (several of which are upstairs near the crawl space you took to sneak behind the commander). There are two 40-Health packs on the boxes just to the right of where the commander spawned.

Overcharging your health like this allows you to work on the perk for overcharge kills, which makes overcharged health deplete more slowly. Not to mention there are achievements associated with the perks. Once you’re confident your health is sufficiently overcharged, move back to the destructible wall and pick up a heavy laser. Destroy the wall to reveal the next room and take cover behind the non-destructible wall to the right. Hold cn_LB and cn_LT to lean out and keep the laser charged, respectively, and just tap (don’t press and hold) cn_RT to fire in short bursts at the enemies in the room beyond. When your first heavy laser runs out of ammo, you can simply replenish it from the 2nd one you brought over here, laying on the ground. This saves you from having to use the recharging station on the wall and risking an enemy flanking behind and killing you. Once most or all of the enemies are dead, move into the room carefully and make sure to clear the area THOROUGHLY, as this room has lots of nooks and crannies an enemy can surprise you from.

At this point you can refill the lasers you had or grab a new one from the heavy you killed in this room and destroy the destructible boxes around the room, revealing ammo, health, and armor. Top everything off to your liking and proceed into the next hall, at the far end of which is a lever to open an adjacent door. I suggest having your health as overcharged as possible, again to work on the perk as well as to increase survivability if things go sideways in here. Once you hit the lever and enter the next area, you will see two commander markers appear at the top of the screen. Grab the two 40-Health packs on the left, then immediately go down the stairs on the right. You can walk normally down these stairs, just don’t sprint. Crouch when you hit the bottom and go around the corner to the right. You should see a commander to your left as you hit the end of this first walkway. Kill him with a throwing hatchet from a distance using cn_RS. Don’t worry about collecting his Enigma Code. It’s better to practice the route and timing you’ll use on Mein Leben.

Once he’s dead, continue straight through the next room, crouching the whole way. As you exit the room, hug the right side of the catwalk and go around the corner to the right into the next room, ignoring the enemy to the left outside on the catwalk. In this next room, there should be a lightly armored enemy in front of you. Crouch forward and do a stealth takedown or throw a throwing hatchet at him. Past him, go up the stairs to the left, where you’ll see a supersoldat ahead of you with his back to you. He may still be coming down the next set of stairs to the right if you got here particularly fast. If so, just wait for him to stop with his back to you. Continue up that next set of stairs (with the red propane tanks just beside the base) and stealth takedown the enemy on the level above. There is still a commander roaming this area as well as several enemies we skipped, but it doesn’t matter. After the enemy at the top of the stairs is dealt with, activate the lever nearby to open the door to the next section.

The room beyond is the same exact room where you started the mission with the first two commanders of the game. As soon as you hit the lever, take cover behind the wall to the left of the door and lean out to deal with three regular enemies and one supersoldat in the next room. If you topped off your grenades earlier as instructed, you should have two or three you can toss in to weaken the supersoldat before finishing it off with your rifles. Don’t lean out for long periods here, as the angle is wonky and the heavy will be able to hit you with his lasers. Just pop out briefly and pepper him a little before returning to cover, again using cn_LB to lean. Do NOT stick your head out without leaning, as this will lead to a quick death on IADI/ML. Alternatively, you can kill the three weaker enemies then sprint down the corridor to the right, into the ammo room from earlier in the mission, and deal with the supersoldat from there if you feel safer, but if he has his sights on you he will likely melt you before you get to cover.

Once all the enemies here are dead, go down the hallway to the left from where you entered this time (the opposite direction as the ‘ammo room’) and activate a button on the wall to return to where Fergus is waiting for you to leave via the escape pods. Two enemies high above on the far side of the escape pods will be shooting down at you, so take cover behind the console with the infinite machinegun ammo box and lean out to take care of them. If you wait long enough, the NPCs will kill them for you. Once prompted, press cn_X to climb into the escape pod and end the mission.

Mission 3 – Section F

At the start you will receive the laser weapon (called Laserkraftwerk in-game). Use it to shoot through the yellow-striped hatch in the wall and again through the one in the floor just beyond that. Once you drop down equip machinegun and rifle, with the laser prepped in the left hand. At the end of the tunnel grab a couple of health packs on the shelves before climbing the ladder. Crouch down as you exit the ladder and grab some more health packs to your left before crouch-walking forward. Take the hatchet from the dartboard on the 1st pillar you reach. Just ahead, you will see one enemy to the far right and another closer, to the left. Throw a hatchet at the right enemy’s back and do a stealth takedown on the one to the left. Collect your hatchet from the right one’s corpse. This is the last time I will remind you of this. Just always try to retrieve hatchets if you can.

Through two dorways, you should see two enemies at the base of some stairs. If they are both facing away, throw a hatchet at the one on the right and stealth takedown the left one. If the left one is facing toward your area, then throw a hatchet at the one on the right and immediately shoot the left one, which will set the enemies in this area on alert. Either way, sprint up the stairs and be ready to kill three more enemies that will be at the far end of the upper hallway, whether they are running at you or not. At the end of that upper hall, jump and hit cn_B to smash through the small grey panel on the floor to get down into a crawlspace and proceed to the end, where you’ll exit behind a 100-Armor pack if you need it. Ride the moving platform here up and climb over the railing above. Continue along this walkway and it will partially fall out from under you. Stand back up and proceed to the ladder at the end.

After climbing the ladder and moving forward, the walkway will fall again, this time fully. When you land, go to the end of the tunnel and drop down, then exit via the door on the right. You’ll be on some pipes and looking across some water to a far doorway. Sprint off the pipes without jumping and tap cn_A as you hit the water to avoid diving down into it (a minor inconvenience if you do) and exit via the door on the far side. You’ll drop down and see stairs leading up or down from where you are. Walk but don’t spring up the stairs up and through the door on the right, crouching as you reach the top of the stairs. When you pass through the door, you’ll see two enemies ahead of you against the railing. Hug the wall to your left, where you’ll find a 40-Health pack straight ahead under a tilted box, with one of the two commanders in this area to your right.

Grab the health and stealth takedown the commander. Collect his Enigma code and exit via the door at the far end of this walkway, past the commander, and around a corner to the right past that door. You should see a ladder in front of you and a hatchet on the wall to the right if you aren’t maxed out on them. Climb the ladder and continue around this catwalk to the right, to the far side of the room. At the end of the catwalk you’ll be looking down on a junk pile with a railing to the right. Crouch before dropping down, then climb over the railing to the right, crouching again as you land so as not to alert the two nearby enemies. Once you climb this railing, any action in the previous section is negated and all previous alarms end, as there are two new commanders in this area. Throw a hatchet at the right enemy and stealth takedown the left enemy, leaning on the railing. Stand up and walk (don’t sprint) along the walkway. You should see one enemy straight ahead and another to your left.

Throw a hatchet at the enemy in front of you and stealth takedown the left one. You can opt to shoot both if you prefer, as we are about to set off an alarm anyway. Collect the health by the left enemy, then two small health packs to the right at the end of the walkway, past the enemy that was approaching you and near the door to the commander’s little shed. Rather than shooting open the door with your laser, climb over the railing that was directly behind the enemy who approached you as you came down the walkway and go up the pipes to get onto the roof of the commander’s shed. There is armor and health up here. Look down into the room and headshot the commander or just shoot the explosives to kill him and blow open the way forward, at which point you should unlock Enemy Within.

Enemy Within

Stop the Nazi signal from Section F

Enemy Within
1 guide

On top of this roof, move to the far side from where you came up on the sloped pipes (the opposite side from the armor and health). You should be able to look down through a narrow gap onto the walkway below you in the next section. From here, just hang out and keep killing enemies as they come up the stairs to the right onto the lower section of those walkways. Eventually, you will hear the area’s 2nd commander yelling that they need more backup (after killing around 8 enemies). Once you hear this, wait for two more enemies to show up and kill them. Then back up and lean diagonally down and to the left so that you can get an angle on the turret in the distance. Switch to your “prepped” laser weapon by tapping cn_Y and fire at the turret once your crosshairs are read to disintegrate that enemy. You should be safe now to move down into that area and kill the 2nd commander and any straggler(s).

There should be 11 total enemies, plus the 2nd commander, for a total of 12 enemies in this area past the 1st commander’s room. Make sure to grab both commanders’ Enigma codes before running to the far end of the 2nd commander’s walkway. Here you will climb two ladders and go through a crawlspace and down some pipes that break to reach a pressure hatch to exit the mission.

Eva’s Hammer

From where you spawn, exit out into the hallway and turn right. Go forward a few paces and turn left into Set’s lab. Talk to him and exit the door on the right side at the far end of the lab, turning left immediately after exiting to enter the shooting range door. Opening the door will start a short sequence where a flying robot crashes down in front of you and flies downstairs. Grab Weapon Upgrade #1/21 to the right and put the Silencer upgrade on the pistol before heading downstairs. This unlocks Tinkerer.

Tinkerer

Upgrade a weapon

Tinkerer
1 guide

Equip the laser in your right hand and aim just to the left of the boxes at the far end of the shooting range to one-shot the flying bot when it comes out. If you miss it too much and run out of ammo for the laser, you can just use your rifles to take it out a little more slowly. Activate the switch on this ledge to try the actual shooting range, where you can get an achievement if you score the high score. I suggest the machinegun in your left hand for nearby targets and the rifle in your right hand for the targets further away, with a backup machinegun “prepped” in the right. Just fire in short bursts at each target.

You get more points for destroying a target than just hitting it oncw. You’ll need 375 points to unlock Make a Point, which isn’t that hard to do. I actually skipped this achievement here and did it later on along with the Killhouse one, but the longer you wait the higher the score you need. I suggest getting it now while it is at its lowest requirement.

Make a Point

Achieve the highest score in the Shooting Range

Make a Point
4 guides

Return to Set to give him the thumb’s up on the shooting range, making sure to top off your weapon ammo on the way. Pistol ammo is to your right where the shooting range is located, with machinegun and rifle ammo boxes upstairs in the room above. After talking to set, visit Anya in the command room. To get there, from Set’s lab go to the end where the shooting range is out the door to the right, but exit via the left door instead and go straight across the walkway to the command room on the far side. The door to the right as you enter will be where Anya is sitting, talking about how she can “still smell her” when you speak with her. As soon as you can move, ignore her monologue and return to Set’s lab the way you came, exiting out the far door. The shooting range entrance will be directly to your left, with the ammo depot door directly in front of you. Once the prompt appears, hold cn_X to begin the next mission.

Mission 4 – Manhattan (Harbor and Subway)

At the start, use your laser to shoot three barriers in a tunnel leading to the rest of the mission. There’s a laser recharging station just to the right of the tunnel’s entrance. Make sure to top off the laser before exiting the area. It’s probably best if you watch the video for this part as we are sprinting past 90% of this mission. Equip dual pistols (which should be silenced now), and “prep” an rifle in your right hand. From the tunnel’s exit, sprint straight ahead and drop off the ledge. Turn slightly left and keep springing straight ahead, to the far end of the docks, and go up the stairs. At the top of the stairs, continue sprinting and angle slightly right to sprint up the ‘hill’ of rubble ahead of you. At the top of the hill, continue to the far side, where you should see a partially destroyed building ahead of you with a pipe creating a bridge across the gap to the building.

One enemy should be visible across the gap. Take him down with the dual silenced pistols as fast as you can, then CAREFULLY cross the pipe bridge to the building. Around the corner to the right is another enemy, who will either walk away or start coming toward you. Train your crosshairs on the corner at about head height. If you don’t see his head pop out after a couple of seconds, he walked away so ignore him. If he sees you, alarms will go off and all hell will break loose. That doesn’t change our strategy at all though. Whether he sees you, or you shoot him, or he walks away, what you want to do next is go around the left side (where the first visible yellow enemy was). Make sure there isn’t an enemy at the base of the stairs in front of you. If there is, shoot him in the head. From the top of the stairs, you can look straight across a gap to see the wooden flooring on your level, above the stairs.

If you haven’t set off any alarms, a commander may walk out here (you can see his distance/direction at the top of the screen to gauge this). If he does, shoot him in the head. Either way, once you’re ready, sprint forward and jump at the top of the stairs to land on that wooden flooring that is at your level (do not go down those stairs or around to the right, or I can’t help/advise you on how to handle the resultant firefight). If you successfully jump the gap (you have time for 1 or 2 retries, even on Mein Leben, if no alarms have gone off), immediately turn left and go out a doorway onto the fire escape on the side of the building. Go up the fire escape to the floor above and grab the two 20-Health packs and Weapon Upgrade #2/21 just as you re-enter the building. Continue straight ahead past these and up the stairs ahead to your left. You can walk normally until you reach these, but crouch as soon as you hit the top, before exiting out onto the wooden flooring above so that you don’t alert the flying robot.

Crouch-walk forward and drop down to the left, toward where the bot flies. Continue crouch-walking to the edge of the building, grabbing the two health packs on the left before you drop down and grab another health pack on the right. Move around the overturned vehicle in front of you, still crouched, and headshot one of the two enemies with your silenced pistol. If you can line up a headshot on the 2nd quick enough, do so, but just take him down fast even if you have to simply unload on him with your silenced pistols. Immediately tap cn_Y to swap to your rifle in your right hand. You can pause the game here to upgrade it to Marksman Scope (1st upgrade for the Sturmgewehr here) as well. Now sprint to the side of the building past those two enemies, then turn right and hug the building, sprinting forward. You will need to jump the gap in front of you. If you miss, you might have time to run back up the rubble to the right and try to sprint and jump the gap a 2nd time before all hell breaks loose.

Practice this until you can nail it repeatedly before attempting Mein Leben, as you do NOT want to spend ages on this level killing all the reinforcements. Once you’ve jumped the gap, continue sprinting straight ahead. You can zigzag a little to throw off the enemies’ aim if you wish. Just past the far end of the building, you should see a set of stairs leading down into the subway. Aim for these, tapping cn_B to slide as you start down the stairs to prevent additional damage on higher difficulties. Do not slow down at the base of the stairs, as a supersoldat will be dropping in. Continue sprinting forward and turn hard right down the next set of stairs, where you’ll reach a fence. You don’t have to jump or anything, just keep sprinting and you’ll go up and over the fence, at which point you can stop and catch your breath. If you haven’t already, go ahead and upgrade the Sturmgewehr with the Marksman Scope upgrade.

Equip one in each hand, with a pistol “prepped” in the right. Grab the health pack at the base of the pillar to your left and move into that corner behind the pillar, against the subway car. You should see dogs patrolling the area ahead of you. Rather than try to sneak past them, just hole up in this corner and shoot them. Try to take out one or two with a silenced pistol to avoid them rushing you if you wish, but swap to the dual rifles with marksman scope upgrade for single-shot fire to take them down as they approach you. If you use the silenced pistol for at least one, you should easily be able to take out three of the five before they even start rushing you. Once the five dogs are dead, grab the rifle ammo in the middle of the area, and pistol ammo at the far end from where you entered before entering the subway car at that end of the area, to the left. Swap to the pistol in your right hand for this next bit.

Once on the subway car, turn 90 degrees to your right and sprint out the end of it, down the tunnel a short distance, and up a ramp into the next subway car. Hit cn_B to slide down to a crouch position as you leave the top of the ramp, and immediately be ready to throw a hatchet at a yellow-suited Nazi entering the train from the right at the far end. Once he’s dead, stand up and sprint out the far end, past him, and down the tunnel ahead. Slide or crouch under the gap in the rubble, then stand and walk (don’t sprint) onto the next subway car. Once you are about 1/3 through the car, crouch down and approach the enemy at the far end. If he turns, take him out with your silenced pistol quickly before he fires any shots. If not, just do a stealth takedown on him. Once he’s dealt with, look for an exit on the right-hand side of the subway car at its midway point. You’ll pass through a small L-shaped hall with two 20-Health packs in it, and onto another subway car. Turn left on this train car and walk (don’t sprint) to the end, exiting to the left.

Immediately move up behind the pillar to the right as you exit and wait for the supersoldat to walk past. Creep around the pillar to the right, so that you come out behind him after he has passed, and shoot him with dual rifles in his gas tank to make short work of him. You can use his weapon or your laser to shoot open the door into the room on the right, or simply walk into the subway car on the far side of the room from where you entered and exit it into said room, where you’ll find Weapon Upgrade #3/21, as well as armor, grenades, and rifle ammo. Use this weapon upgrade to attain the Armor Piercing mod for the rifle (Sturmgewehr). Activate the switch to power up the train, then exit the room onto the train on your right when facing out back into the area with the supersoldat. At the end of this train, now that it is powered up, activate the switch to start the train moving. As soon as it starts moving, turn around 180 degrees and sprint out the back of the train, down into the tunnel to an exit on your right. From here, just cross this room with bedrolls to enter another train and turn left to find the lever at the end of the train that exits the mission.

Mission 5 – Manhattan (Ruins)

After a cutscene where BJ yells obscenities and crashes the subway train, of which only the last few seconds are skippable, you’ll regain control in the ruins area. As soon as you regain control, sprint forward until you reach a small slope before the building, where the commander’s icon appears at the top of the screen. From here walk forward at a normal pace into the building and stealth takedown the enemy straight ahead. Go up the stairs to the right and grab the two health packs, then crouch and go up the next set of stairs. As you enter these stairs, an enemy will cross from left to right ahead of you. Either take him down quickly with rapid shots from the silenced pistol or throw a hatchet at him, which you have to aim just to the right of him to land the hatchet toss. As soon as he’s dead, stand up and finish the stairs, turning left at his dead body.

Straight ahead of you is a ‘ramp’ of sorts made of rubble. Rather than going up the ramp and dealing with all the enemies in this building, just hug the right wall and go down under the ramp and out an opening on the right side of this building. As soon as you exit, sprint 45 degrees to your right and slide under a low opening in the rubble in the far right corner. When you come out the other side, stay crouched and walk forward. Pick up the two health packs along the way and continue to a small piece of rock turned up on its side. Just around this, to the left, you should see one enemy on the corner of the destroyed building, with a large set of stairs to the left. Use your silenced pistol to headshot him, or throw a hatchet at him. You have to land the very first shot. If you miss, he will send the other enemies in this area on patrol. The alarm won’t necessarily sound if he doesn’t see you, but it makes timing the enemies in this area more difficult.

If you successfully land a headshot on him in one shot or throw a hatchet without him calling out and setting everyone on patrol, immediately sprint up the large staircase on the left. At the top, look for a health pack on the corner of the wall, then look in the room to the right for Weapon Upgrade #4/21. Get the upgrade QUICKLY, then look for a floating platform between this building and the far one, where the commander and other enemies are patrolling. If you killed the guy at the base of the stairs quickly and quietly, and sprinted up to this point fast, you will see the commander’s pet dog patrolling the far building just past the floating platform. Jump onto the floating platform and shoot the dog with your silenced pistol, then jump over to the far building. At this point, it is highly likely the commander is around 10-15 meters away, or less, and approaching you. If that’s the case, just use your silenced pistol and take out the commander with quick taps to the body so he doesn’t have a chance to sound an alarm.

Once he’s dead, clear the building of the remaining six enemies. One should be patrolling shortly behind the commander, with three more hanging out on the top floor and two others hanging out one floor down from them. You can stealth kill them all rather easily if you’ve already taken out the commander. There won’t be any reinforcements though, so feel free to break out your dual rifles at this point and clear the building loudly. The large mechanized enemy will start showering the building with explosive blasts, so be careful and keep a wall between yourself and that large mech to avoid being made into so much pink mist. Once you reach the top floor of the building, look around to top off your rifle ammo. Reaching the top floor via the staircase, move to the very far end to find two health packs by a box of machinegun ammo. From here, turn around 180 degrees to see the elevator door that signifies the mission’s exit.

In order to avoid dying to the large mech, or to the supersoldat that drops in when you approach the elevator, position yourself on an outcropping of rubble a short distance before the afore-mentioned health packs, one that overlooks said elevator entrance. Sprint and jump off this outcropping, angling at the elevator, so that you can press cn_X to enter it immediately upon landing. As soon as you go in, move to the right so that the supersoldat that drops in doesn’t shoot you in the back, then move forward and hold cn_X on the ladder to exit the mission and unlock Amazing Grace.

Amazing Grace

Recruit Grace's group

Amazing Grace
1 guide

Mission 6 – Penthouse

Again, a video is worth a thousand words so I would advise watching this mission on the accompanying Mein Leben video for a better idea on positioning. From where you spawn in, do not go downstairs. Instead, look outside the cage you’re in at the start for a table with rifle ammo, and from there to the left you should see stairs leading down. Next to this staircase, in the far corner to the right of them, is Weapon Upgrade #5/21 next to some boxes in the corner. Grab the upgrade and immediately climb up onto the boxes, dropping down into the gap in the corner behind them. You will have to crouch to wedge yourself down into that gap. If done correctly, facing out toward the staircase, hold cn_LB and “lean” directly backward. You should sort of duck down behind the boxes in this pile. That lets you know that you are positioned correctly.

However, don’t lean down and hide behind the boxes just praying you can survive the mission until the timer (invisible timer that is) is up. The enemies can and will hit you, even laying down behind the box with the lean ability. Instead, just stay ‘standing’ behind these boxes and aim your crosshair at the base of the pillar at the top of the staircase. Using dual rifles with marksman scope and armor piercing, from this vantage point you can easily take down any enemies coming up the stairs at you and any enemies coming from the cage on the left (where you spawned at the mission’s start). Occasionally you may need to take down one of the flying robots hovering above the stairs. If you get shot a little, there’s a 50-Armor pack within reach without even having to exit your hiding spot. In this manner, you won’t have to deal with the heavy enemies down below, and should be able to take down any regular enemies that approach before they even have a chance to shoot at you.

As mentioned, this mission is on an invisible timer, so just camp here until the helicopter comes in and kills all the remaining enemies for you. Practice makes perfect, so practice getting into the hiding spot fast at the mission’s start. There is no guaranteed set order in how the enemies will approach, though, so keeping your aim targeted at the base of the pillar by the stairs (below the American flag on the pillar) ensures you will see danger approaching before they unload with automatic weapons. Don’t get complacent here, because on IADI/Mein Leben, they can and will kill you extremely quickly, especially the enemies coming from the cage on the left. Once the coast is clear, scour the area to top off your armor, health, and ammo before sprinting and jumping to the helicopter to exit the mission.

Mission 7 - Eva’s Hammer & Section F Revisit

Before heading down to the locker room to go to the Section F revisit, head to the shooting range. On arriving, down go downstairs to the actual shooting range but instead through the door on the far side, where you should see an active electromagnetic trap. If playing on Mein Leben, be careful not to sprint in and blow yourself up on the trap. Deactivate the trap and enter the course, looking to the right just as you enter, beside the bunk bed, for Weapon Upgrade #6/21. Continue to the bottom of the course, and at the very end you will crawl under some pipes and see a sloped ramp in front of you leading back to the beginning of the shooting range. Before going up that ramp, look up above you to find Weapon Upgrade #7/21 on the railing overhead. You aren’t supposed to get this one until you return after the courthouse, when getting your first contraption, but you can jump and press cn_X to grab it here early.

It’s not really necessary, but it allows you to use an extra upgrade on your laser or rifle where you otherwise wouldn’t. While you’re here, keep replaying the killhouse until you get the achievement for getting the 2nd best time, First Loser. You can do it later, but some have said in the solution that the time for getting 2nd place gets harder the later you do it in the game, so it’s best to knock this out now.

First Loser

Achieve the second best time in the Killhouse

First Loser
5 guides

From here exit out into the main area of the ship and go to the far end, where the stairs lead down to the locker rooms and the entrance to Section F revisit. From the start of the mission go through the small gap in the right and up the pipes (you’ll remember these falling on you earlier). Continue through the tunnel and drop down, then drop down again at the far end of the next one into the watery room beyond. Swim up to the metal walkway on the far side of the room and climb up. Here we are going to do the only level skip/out of bounds glitch that I bother doing on my runs. There are others (one in the 2nd mission, an out of map glitch on venus to avoid the conveyor belt, and a way to climb up using the battle walker on venus to skip a big outdoor portion), but I don’t like using them because they don’t feel as consistent nor as safe as this one.

Once you climb up onto the metal walkway in this watery room, you will see a gap in the corner of the railing. This gap is where most people say to sprint off the metal walkway and aim at the wall, spamming cn_A. However, that method is really inconsistent for me. Instead, climb up onto the railing, in the corner of its L-shape, to the right of that gap in the railing. Look at the far wall, where you should see the fan blade spinning in the large opening. Up and to the right of this opening, there are two small black dots on the wall. Aim your crosshair just above the left of these two black dots, with dual rifles equipped. Hold sprint and push the left thumbstick forward. Don’t jump, just sprint off the railing toward those two black dots, and spam cn_A as you approach the wall. If done correctly, you will vault ‘over’ an invisible ledge and through the wall.

From here, swim straight forward through the far wall and you will exit out onto a sea of blackness with the level geometry to your left and a sort of waterfall-looking ridge of water in front of you. If you are underwater when you hit that waterfall-looking ridge of water, you will likely get stuck outside the mission. So make sure you are swimming at the top of the water when you hit it, and it will ‘bump’ you upward so that you are level with the switch room on the left. Continue forward, swimming past the switch room on the left, and you will see two side-by-side pipes down and to your left. Once you are even with them, dive down into the water and swim under these pipes, just normal speed don’t hold sprint. As you reach the bend in the pipes where they curve upward, angle yourself to the left and ‘swim’ up and into the room. If done correctly (watch the video to see the angles), you will rarely get stuck outside the mission and should have a 90% or better success rate.

Activate the switch with cn_X to open the nuclear warhead storage, which will pull you back into the level geometry. Immediately sprint out the door to your left and down to the far end of the catwalk, then down the stairs, and into the nuclear warhead storage room on the left. Heavy enemies will be spawning into the room just outside, so be quick about getting in here and holding cn_X to grab a warhead and end the mission, lest you get shot.

Once back on the Eva’s Hammer, go talk to Grace in the command center, then head to the hangar bay (opposite end of the ship as the locker room where you entered Section F, on the very top floor). Charge up the helicopter with your laser weapon (recharge it on the charging station on the nearby wall if need be), then recharge your laser one more time before exiting. At this point due to having more weapon upgrades than I need, I usually do the Supercharge and Battery Upgrade mods to the laser weapon. Supercharge is extremely helpful on an upcoming mission, and battery upgrade is nice to have in case you miss a charged shot. Return to Grace in the command center to head to Roswell.

Mission 8 – Roswell

You’ll take control after the scene in Roswell, NM with KKK members all around. Just sprint forward, past the gas station, and take a right down the street beyond to reach Papa Joe’s All American Diner. Head inside and ring the bell on the counter, then take a seat and wait for a Nazi commander to show up. Once he asks for your papers, click cn_RS to smack him in the face to save a little time, then move to the door and hold cn_X to start the Nuclear Train mission.

When you regain control, move forward through the tunnels, equipping an rifle in the left and a silenced pistol in the right, with a 2nd rifle prepped in the right. Once you exit the tunnel, either headshot, throwing hatchet, or stealth takedown the enemy by the railing. If doing a stealth takedown, circle wide to the right so he doesn’t see you. Drop down through the hole in the floor, then move forward and drop off the left side of the pipes. Look for Weapon Upgrade #8/21 by the boxes where you land. Stay crouched and move up the sloped boards on the nearby boxes and out onto the pipes on the right. Move along the pipes to the far end, ignoring the two enemies on the walkway up and to your left. Again headshot with your pistol or hatchet/stealth takedown the enemy ahead at the base of the stairs, then go up those stairs (on your right). At the top of the stairs, quickly headshot the commander with your silenced pistol or throw a hatchet at him, then take out his dog with your pistol as well. As always, grab his Enigma code since you have time and aren’t in a hurry.

Pick up health packs in this room to overcharge your health to 200 and swap to dual rifles. Activate the lever where the commander was standing to initialize the train, and exit the room to the right of where he was standing when you reached the top of the stairs. Climb up onto the railing as you exit this room and look out onto the train, where you should see a two red lines (some sort of clamp or something). Hold sprint and sprint/jump off the railing to jump over and land on the top of the train. If you miss your jump, immediately go back up the stairs to the commander’s room and try again. You likely won’t get a 3rd shot at it, so if you miss twice retreat to a safe spot and take down the onslaught of enemies. Be especially wary of the robot soldiers as they can make short work of you with grenades or even up close by punching you. If you make the jump onto the train, drop down into the hole on the roof and sprint to the end to activate the lever and start the train.

Mission 9 – Nuclear Train

This isn’t truly a ‘next mission’, as it continues directly from the previous area, but I’d advise considering it to be a new one and making a save here to practice the area for your Mein Leben run nonetheless. As soon as you’ve activated the train, turn around 180 degrees and move forward until you reach the weapon lockers. Grab all the shotguns and the health pack. Open up your menu and immediately put all three upgrades into the shotgun (called Schockhammer in-game). Assuming you got the eight weapon upgrades I pointed out up to now and placed one in the pistol, two in the rifle, and two in the laser, that should leave you the three you need for the shotgun. This will also unlock Specialist.

Specialist

Fully upgrade a weapon

Specialist
1 guide

Dual-wield the shotguns, but swap your right hand to the silenced pistol for now so the shotgun is prepped. Crouchwalk forward down the subway car and an enemy will pass from left to right in front of you. Follow him to the right at the end, and once he reaches the base of the stairs and starts walking forward, stealth kill him from behind. Immediately headshot the enemy leaning on the nearby boxes with your pistol as well as the 3rd enemy on the far side of the room. If you miss your shots and things go south, immediately swap to dual shotguns and run out the far end of the room and down the hall, blasting any enemies in your path, and drop down the ladder to the right at the end of the hall. If you hit all three kills in that first room, there won’t be any other enemies to deal with before you drop down. Either way, as long as you make it to that ladder and drop down, the enemies there won’t affect the rest of the mission even if they were alerted to your presence.

Move forward on this crawlspace beneath the train, at which point a commander’s direction/distance icon will pop up at the top of the screen. At the far end of this subway car, climb up the ladder and exit out the door to the right. Do a stealth takedown on the robot to the right as you exit, circling wide left to get in behind it, then crouch walk along the left side of this subway car to the far end. Ignore the robot to your right as you reach the other end and just enter the next subway car. In this first hallway on this subway car, again look for a ladder on your right and drop down to take the crawlspace underneath to the other end of the car before climbing back up and exiting right out of the car. Upon exiting, you will see a supersoldat walking away on the left. Stay crouched and follow him. Don’t worry about catching up as he stops for a long time. Creep up behind him and hit cn_RS to sabotage his gas tank when prompted, then back up behind the nearby stairs and shoot the gas to detonate his tank.

Immediately follow up with five or six silenced pistol shots to his back to kill him, then crouch walk into the next subway car. An enemy will come out from the left in front of you, so throw a hatchet at him and grab the two health packs on the left. Just ahead, in a doorway to the right, an armored soldier is talking to a scientist. Headshot the soldier with your pistol, then either headshot or bodyshot the scientist with the pistol too, or just ignore him and sprint straight ahead to the control room. Two armored soldiers will be waiting in here, so tap cn_Y to swap that right weapon back to shotgun and dual shotgun these two. Take the small set of steps on the right side at the far end of the room, then move to the left and exit into the next room and hit the lever to stop the train, which also despawns any enemies that may have been alerted and making their wait to you. Swap to dual rifles, with a shotgun prepped in your left hand, and crouch before exiting the train. You’ll unlock It’s Fricking Space Aliens upon exiting.

It's Fricking Space Aliens!

Find Area 52

It's Fricking Space Aliens!
1 guide

Mission 10 – Oberkommando

Again this follows on directly from the previous area but this is another good spot to save for practice for your Mein Leben run so save here. As soon as you exit the train, stay crouched. There is armor just to your left if you need it but be quick about it. Crouch directly forward into the room with lots of wooden crates, and exit the room to the right into a small room with one enemy leaning over some electronic consoles. Stealth takedown this enemy and proceed to the next room. Turn 90 degrees to your left and stealth takedown the enemy standing at the exit to this room with his back to you. Move past where he was standing, to the left, and forward. You should have some wooden crates on your left and metal railing on your right with a large platform making its way down to you. There should also be a commander distance/direction thing at the top of the screen that shows about 180-200 meters at this point.

Once you pass the wooden crates to the left and the commander’s distance is about 185 meters, move to the railing on the right and climb onto it. Very carefully inch out onto the pipe slightly so that you can turn left and jump onto around red cutoff valve on the pipe. Crouch down on this round valve and wait for the platform to come down to you. Once it comes to a full and complete stop, turn and stand so that you are facing directly onto the platform and climb over the railing onto it. If you do this at an angle or crouched, you can fall through the railing and die, ending a Mein Leben run. Crouch upon landing. If done correctly, you won’t alert any enemies and can move to your left and activate the lever to bring the platform back up to the top of the mission, where the commander is located. If the enemies see you, just make sure to hit that lever asap so that you only have to deal with the enemies on the platform and not everything else down below.

Once you activate the lever, if you haven’t been spotted, move back down and hide behind the grey metal sheets on the railings so the supersoldat on the platform doesn’t see you. If it does see you, sprint down to the bottom of the platform (furthest from the switch/lever) and take cover behind the boxes to deal with this first supersoldat as well as subsequent ones. It’s best to have a shotgun at the ready in case a robot or heavy manages to get in close to you. There are two sets of boxes at the base of the platform, and you can alternate between them if need be, but make sure you take down any enemies on the platform with you ASAP, as more will come and you don’t want to be facing two or even three heavy enemies in these tight spaces with little to no cover to speak of.

If the platform makes it to the very top and you still haven’t been seen, you can then climb over the railing to the right when facing that lever that set the platform in motion, then move to the left alongside the next area. Either way, once you get off the platform, or if you’ve been seen and have killed enough enemies that you are ready to make a break for it, just sprint to the far side of the area that the platform stops at above, and into the room on the right. If you’re quick, you can just run into this room and up the stairs, turning right at the top of the stairs, and should only have to blast one or two enemies that get in your way with your handy shotgun. Dual shotguns works great for this, too.

((Alternatively, once you hop onto the platform and move to the lever that sets it in motion, you can simply climb onto the console the lever is on and jump down onto the orange curved support behind it, and from there jump down onto the long orange sloped girders that the platform supports move on. This allows you to skip the platform, avoid setting off alarms, and save several minutes or more just by sprinting up the girders to the top and climbing the railing. From there you can just sprint into the room on the far right as mentioned, up the stairs, to the right at the top, and over the railing into the room with the final two commanders. I don’t like this strategy on Mein Leben because a poorly timed jump can make you fall to your death and end a run, but it is possible to do it pretty consistently.))

Once inside that building on the right, go up the stairs and immediately turn right from the top of the stairs and sprint into the next room, then jump over the railing to your left. Crouch and stealth into the next room, equipping your silenced pistol in your right hand. Look for a commander walking away from you to your right as you enter this room and headshot him or throw a hatchet, as quickly as you consistently can, then immediately turn around with your back to where he was and shoot 3 pistol shots into the big slanted window against the wall to break it. Grab a 40-health pack from the shelving in front of you, then drop out of the shattered window, making sure to crouch before you drop out. Look to your left to see an enemy that should be stationary if you were quick enough, or just starting to walk toward the ramp in the center of the room. Headshot him with your pistol, then stand and walk normal speed past where he was to the corner of the room and around to the right.

If you aren’t comfortable headshotting him from this angle, as long as you can move past him and get to the commander on the far side of the room quickly, you only have to deal with him and two other guys, as well as two robots, if things ‘go loud’. At any rate as you pass by where he was, you should see a robot standing dormant next to a desk with several health packs on it. Crouch as you approach the desk, grab the health packs, and stealth takedown the bot from behind. Continue around the room from here, hugging the left wall, and take out the commander with your pistol before dealing with his dog. From there, move up onto the central platform and take out the two remaining enemies silently if possible, followed by a robot on the far side of the platform, at the base of the stairs beside some propane tanks.

If you’ve done this all correctly (watch the video to see exact path and timing), you should easily and consistently clear this room without taking a scratch. If things go south, it’s best to retreat to the upstairs room where the first commander was and deal with enemies as they come up the stairs. Just camp up there and wait the enemies out, picking them off one at a time until no one is left but the 2nd commander. After everything is dealt with, equip the laser in your right hand and an rifle in the left, with a 2nd rifle prepped in the right. Activate the switch on the large central platform to open the spot where you’ll place the nuclear warhead. Before doing so, top off your ammo and overcharge your health to 200. Plant the bomb, then immediately begin charging a laser shot. Step forward as the doors open on the far end of the room and wait for your crosshair to turn red before releasing the shot. If you get a perfect fully charged headshot the mech within will go down in one hit, but it’s best to charge a 2nd shot right away anyway, just in case.

After shooting the mech with 2 fully charged shots, sprint down the stairs to the left side of the platform (when facing the mech), and forward toward where it was. You will see a handful of enemies to the right and ahead of you as you approach, so tap cn_Y to swap back to your dual rifles and pepper two or three of them down before sprinting into the room where the mech was and taking cover behind the door to the left. Face back into the large room and lean out from the corner with cn_LB to kill any enemies sprinting toward you. Once the coast is clear and no more are approaching, inch out slightly more and look for the two enemies at the top of the ramp and take them out. Once they’re dead, even if there is one random enemy hiding somewhere in that room and yelling at you, you should be safe to run for the exit to this room (on the back-right side when facing the mech as you enter from the large room, or essentially opposite where I told you to take cover).

Exit and sprint up the stairs. At the top, you’ll see two white-coated scientists running away. Shoot them both, grab the health on the nearby shelf, and continue down the hall where they were running into the next room. Crouch down the stairs and stealth takedown the robot nearby, grabbing the healthpack from the shelving in front of it. Move to the far end of the room and stealth takedown this bot as well. Finally, deal with the supersoldat patrolling on the platform above this 2nd robot before moving into the next and final hallway. A robot will spawn and leap to the wall directly ahead of you as you move down this hall. Shoot it down, then take cover on the corner at the end of the hall and lean out to take down the supersoldat in the next hall. Swap to dual shotguns and sprint to the exit, holding cn_X to exit the level and return to your family’s farmhouse in Mesquite, TX.

Mission 11 – Mesquite & Courtroom

Run up to the house and enter, skipping the cut scene. Go down to the basement and to the left to find Weapon Upgrade #9/21 on the shelves to the left. Return to the ground level and continue upstairs, activating the door to end the mission and start a scene with dear old dad. Press cn_RT when the scene starts to end matters and begin a short escape sequence, as well as unlocking RIP.

R.I.P.

Kill dad

R.I.P.
1 guide

As soon as you can move your character, step forward and click cn_RS when prompted to remove the robotic tentacle from the wall. After the house crashes down, sprint forward over the reddish brown dresser and vault over the wall behind it. When you land, turn around and crouch forward, then clamber up onto the ledge to your left with cn_A and cn_LS. Move to the left and clamber over the short wall, then hug the wall to the right and move to the end to break another tentacle loose.

After the house crashes to a standstill a final time, go down the stairs to your right. Fire a shotgun blast at the door (you should have dual shotguns equipped as mentioned at the end of the last mission) to lure the robot over. A single robot enemy will come through this nearby door. After that, take cover on the corner by the stairs and lean out to look up the stairwell, where four more robot enemies will show up. After the final one is dead (for a total of five), go to the upper level and very carefully look over the ledges, through the rafters, to locate the supersoldat. Once you have sight of it, try to shoot it without it getting line of site on you. You can return down the stairs if need be to get in behind it. Once it’s dead, pick up armor (detonating its fuel tank if need be to release more armor) to try and get as close as possible to max 50 health and 200 armor before breaking the 3rd and final level loose to end the mission. This begins a long unskippable cut scene that lasts approximately 5 minutes, after which you will be in the courtroom where the next battle begins.

As soon as the judge calls for the bailiff and the prompt appears, press cn_RS to break free of your restraints. Once you knock out the two enemies near you, quickly look at your feet to pick up a machinegun, although you shouldn’t necessarily need it with this strategy. As quickly as you can, sprint forward and to your left, but instead of going behind the crates in the left corner like a lot of videos show, go to the right and duck under the wooden barrier at the very bottom of the judge’s platform steps, on the left side. This is the one nearest to the TV camera at the base of the stairs. Under the ledge behind this barrier, you should find a heavy machinegun weapon in the alcove furthest from the camera (closest to the center of the room), grenades in the 2nd/middle alcove, and a 100-Health pack in the alcove nearest to the camera. This alcove where the health is located is where we are going to now camp, facing out toward the stairs.

Pretty quickly, two enemies should show up. Shoot them with your heavy machinegun, just tapping cn_RT so you don’t waste ammo. You’ll have to camp here for quite a while (sometimes as much as 10 minutes), waiting for enemies to wander by and spot the dead bodies piling up in front of you, but you won’t get damaged at all hiding in this spot. You also won’t have to worry about grenades. Now, I like to try and grab a Sturmgewehr and Schockhammer (rifle and shotgun) if they fall near enough from dead enemies. Basically, if they fall on the first part of the carpet nearest to my location, up until about the corner of the steps closest to me, I will drop the heavy weapon right on top of the health pack (after killing a couple of enemies so I know the coast is clear), and pop out to grab them before retreating to cover.

You have to be extremely careful doing this. Firstly, the sniper up on the balcony to the right will take shots at you if you are out of cover for more than a second, and can do a ton of damage. Second, you don’t want to spam cn_X and accidentally pick up the 100-Health pack. We save that for the exit strategy. It isn’t entirely necessary to do this, but I like to just so I have my favored rifle + shotgun setup for the escape. You can just as easily use dual machineguns, and plenty of those will fall near enough that you can grab their ammo without even leaving cover much, if at all. Just camp here by the health pack killing enemies until the screen shakes, a helicopter sounds outside, and you hear the enemy general calling you out. When this happens, make sure there aren’t any enemies imminently approaching, which you can tell by the sounds of their footsteps being loud, then creep down to the center alcove where you found the heavy machinegun.

Camp in here until a supersoldat drops down right in front of the judge’s podium. Hold cn_LT and press cn_RT to go full auto with the heavy machinegun and drop it fast. Retreat back to the leftmost alcove with the health pack and wait for a 2nd heavy to come up the stairs from the left. As soon as it gets into view, mow it down in the same manner, but don’t leave cover yet. Wait for a dog to come running in and shoot it before finally dropping the heavy machine gun and picking up the health pack. Now, step out just enough to toss a grenade over into the corner to your left to flush out nearby enemies. Once it explodes, stand up and sprint out through that door. Spam cn_X as you slide along the wall on the right-hand side of this area just outside the door to pick up ammo, but be quick about it. You don’t want to be here in this security cage (what I call them) for more than one or two seconds, absolute max. From there, sprint out and up the stairs. If there’s an enemy waiting for you before you reach the stairs, just outside this ammo area, spray him with a few shots but don’t worry about killing him.

Just make haste up the stairs and continue on up the 2nd set of stairs to the security cage on the far side of the building from where you are, on the top floor. You’ll know you’re in the right one that I am referring to because there will be both a 100-pack and 50-pack of armor in here, as well as ammo lockers with tons of rifle ammo. At this point I can’t give you specific instructions on how to deal with the enemies. There will be three robot enemies that will rush you, although at varying points, so it’s a good idea to have a shotgun in your left hand, and an rifle in the right hand to snipe enemies down on the middle landing of the steps. I like to take position in the corner of the concrete wall, to the left of the metal security cage entrance, and fire diagonally over that corner down to the mid-stair landing where most of the enemies congregate, then retreat back and duck down if I get shot or if one of the robots is rushing me, so that I can shotgun it.

This spot is a little riskier because the enemies have line of site on you and can shoot you from the mid-stair landing. However, if you are quick about shooting them first before they can line up a shot, it isn’t that bad. Alternatively, you can crouch down and lean out by the metal door with cn_LB, but this takes longer as they have to come up the upper flight of stairs before you will have a line of sight on them. Once the three robots and most or all of the regular soldiers are dealt with, you can make a break for it down the first flight of stairs and up the other side, to the security cage on the far side of this top floor, for more health, armor, and ammo. After dealing with all the other enemies (possibly sooner depending on how slow you are), there will be three heavy enemies that will come up. The most dangerous one is the one with the flame cannon (dieselgewehr if I am not mistaken).

As long as you’ve dealt with the rest of the enemies quick enough, you can take out the three heavies from relative safety. Just don’t try to go toe to toe with them, especially if all three are still alive. Thinking you can face off with one mano a mano is tempting, but they have a way of wrecking that fantasy, especially if one or both of the others show up to join the party. Once the three heavies are dead, the exits will unlock. Make sure to go to all the security cages until you’ve maxed out your shotgun ammo before leaving. There should be some in the center security cage on the bottom floor, as you likely wouldn’t have camped there at all. The rest of your weapons can be topped off on the ship, but there are only 20 shotgun rounds on board. When you exit, you’ll be faced with another unskippable cutscene, followed by one you can skip, after which you will be back on board the Eva’s Hammer and get your new body and your first contraption. Pick the Battle Walker as your first contraption, as it is the best one and makes the rest of Mein Leben much easier than it would otherwise be. You’ll unlock All the Gains after the scene.

All the Gains!

Get a new body

All the Gains!
1 guide

Eva’s Hammer (A New Body)

Skip the cut scene and Set will be standing by your new Battle Walkers. Pick them up with cn_X and climb onto the table they were on. Activate them by double-tapping cn_A and climb onto the ledge above. Drop forward into the area with the two cardboard cutouts. Activate your walkers again and kill the two cardboard enemies with cn_RS. There is an achievement for doing this against a real enemy, which will be obtained when clearing the Districts in the post-game collectibles mop-up. Climb over the walkway they were on and use the battle walkers again to get up to the room’s small round exit on the far side (or just sprint and jump to it from the cardboard enemies’ walkway). Exit the room and drop down into the next, then activate the button to open the floor. This is where one of the Weapon Upgrades is if you didn’t get it earlier by grabbing it through the floor. I numbered it Weapon Upgrade #7/21 earlier, for reference.

Go through the crawl space below to exit out into the shooting range and head back upstairs. Top off any ammo that might be low here before exiting. When you exit the range, you should see the guys trying to put the end of a missile in place, and Max Hauss assists them. Continue past them once they move out of the way to have our Nazi defector come out and complain she needs to pee. Activate a skippable cutscene at the door to your left with cn_X to avoid listening to her. Turn the corner where she was and continue straight out into the main hall of the ship. Directly ahead of you is Hacker Central. Turn right up the stairs in front of it and go up to the level above. Continue straight ahead from the top of the stairs to the far end of the ship, where the Cantina and Club Kreisau are located. Turn left as you enter the hallway, and you should see Irina Yakova. Talking to her will initiate Side Mission #1/9, the Battle Walker upgrade.

Step forward past her and you will see an active trap in front of you. Inch forward until you are able to use your battle walker to climb onto the pipes above it. Walk straight ahead and drop off the end of the pipes. Turn 90 degrees to your right and step forward. Activate the walkers again to climb onto the ledge above the next trap. Pass through the round hole in the wall into the next room. Carefully climb directly over the pipes in front of you. You should land facing a wooden pallet leaned against the wall. Turn 90 degrees to your left and walk forward but DO NOT enter the doorway with the yellow light beyond, as there is a trap inside. Turn 90 degrees right when facing the door and use the walkers to climb onto the walkway above. A few feet ahead of you will be some planks bridging the gap to the right. Crouch and walk across them, continuing straight ahead to fall off the far end, on the other side of the ventilation duct to which the wooden boards connect. You should be facing some green lockers when you land.

Turn 90 degrees to your left and follow the yellow wire just around the obstacle directly in front of you. You should see some mattresses leaned up against the wall on the right-hand side a few feet ahead of you. Walk over to those mattresses and use the walker to climb up to the ledge above them. On this duct, step forward a foot or two and turn 90 degrees to the left. Drop down and you should be facing some bunk beds directly ahead of you. Walk forward to these beds and turn 90 degrees to the right. You should see an open doorway with yellow light inside. Enter this door and go to the far-right corner of the room, where a square hole in the ceiling is above. Use the battle walker to climb up to the ledge through this hole. Just to the right, you should see Mr. Stubbins yelling at you behind another trap. Rather than try to climb up over this trap in such tight confines, just look right past him to see the red button on the wall that disables the traps. Shoot it to shut them all off, then walk up and subdue him by hitting cn_X. Return to Irina Yakova and you’re done. You can now overcharge your health up to 200 and it won’t deteriorate over time! You’ll also unlock Plus Package here.

Plus Package

Upgrade a Contraption

Plus Package
1 guide

You can enter the Cantina at this time to unlock retro for playing Wolfstone 3D (a shameless rename of Wolfenstein 3D). You don’t even have to play, just interact with the console to pop the achievement.

Retro

Play Wolfstone 3D

Retro
2 guides

Continue past Irina from the exit to the trap course from her side mission and out the doorway to the right into the main area of the ship. Look off to the right for a large 4 on the wall on your level, and a large 3 on the wall on the level below. Drop down and head over to that doorway to enter the helm. Activate Grace’s door to the right for a short scene, then interact with the war map in the center of the room and select Manhattan to head to the Bunker mission.

Mission 12 – Nuclear Bunker

At the start of this mission your health will be deteriorating despite your battle walker upgrade due to the radiation in the area. Immediately swap to pistol (R) and rifle (L) with a 2nd rifle prepped in the right. Walk around the gap in the floor in front of you to the left and grab the health pack on the far side. To the right of that health pack is a smaller gap, through which you can look down and headshot the enemy below with your silenced pistol. Drop down where he was, grab the health pack, and look through the doorway on the right to headshot the enemy by the corner. Move into his room and look through another gap in the floor to the left to headshot the next enemy below before dropping down. Grab the health and go to the far end of the room to a ramp leading down to another enemy. Take him out and move down the ramp. Drop through the opening ahead to a room below. This room has loads of health packs, so max out your health at 200 before dropping through the next hole into a room with two dogs and a commander.

Use your silenced pistol to take out the two dogs ASAP, then focus on the commander. As long as you kill the dogs quickly with a silenced pistol, the commander shouldn’t set off any alarms. Now, this area can end many a run if things go sideways, so once the commander is dead back up behind the corner and peak around it to the right, where an enemy should be coming up the stairs. If you’ve been spotted, immediately swap to dual rifles and shoot the enemy on the stairs, then sprint past where the commander was to the far end of the room and look for a 2nd enemy there that should have been leaning on the railing if no alerts were sounded and kill him. Once he and the other yellow suited Nazi that was coming up the 1st set of stairs to the right in the commander’s room are dead, go down either set of stairs and into the room on the floor below, between them. Look out the door on the end of the room nearest the 1st set of stairs in the commander’s room and take cover against the side of the doorway.

Lean out with cn_LB to take aim at the walkway ahead leading to the next set of stairs and more enemies below. They will funnel up to you, allowing you to pick them up as they round that corner. The corner to which I am referring is to the right as you come down the stairs from the commander’s room, at the far end of this walkway. So long as you don’t let any enemies get up the stairs and flank you from behind, you’re relatively safe here. Just don’t leave the commander, either of his dogs, or either of the two enemies nearest the commander’s room alive, otherwise you’re in for a nasty flank maneuver. A 3rd dog will also come up from below at full sprint, so make sure to take it out before it rushes and tackles you. Once all the enemies in the area are cleared out (either silently with the pistol or by going loud with rifles), make your way down the stairs to the bottom floor, grabbing health packs along the way. Use your battle walker to climb up the boxes on the side of the ‘building’ down here and drop down into the entrance to the bunker.

Go down the stairs and press the button to open the airlock to the bunker. Once inside, go around the corner to the right to find a weapons locker for ammo and a health pack, which will stop your health from deteriorating. Fully charge your laser weapon on the wall station, then make your way down the walkway, moving away from the weapons locker and laser charging station. A cart to the left will have some pistol ammo, and a ledge above marked by yellow and black stripes signifies the way forward. Use your battle walker to climb up to it, then climb over the small ledge to the right. There is a cart here with some boxes on it that can be used to glitch out of the map and sprint to the end of the mission. However, personally don’t think that is necessary. It is a relatively short and easy mission if you don’t set off alarms (and even then there are good choke points to funnel enemies to you), and it contains two more weapon upgrades you might want.

So instead of climbing out of the map here, move to the far side of this ledge and drop down to the next ledge, overlooking a room with a commander, three regular enemies, and one robot enemy in it. Take aim at the commander’s head with your silenced pistol and take him down. Immediately headshot the enemy he was talking to as he approaches the commander’s body. Then look over the ledge to the left to headshot the 3rd guy. The 4th enemy will be over to the right, usually around the corner although sometimes he will be near the ledge you’re on. Get a line on him and take him out (preferably silently, so as not to alert the robot). Immediately deal with the robot that will be up against the wall to the left, when looking over the right side of this ledge. If you killed the commander and the first two enemies silently, you can drop off the ledge to the right and deal with the 4th guy with the pistol, no headshots needed, before polishing off the robot last.

Once they’re all dead, move to where the commander was standing and look for a ledge up above. Use the battle walker to climb up to it and drop into the room beyond, where you’ll find Weapon Upgrade #10/21. At this point you should have Pistol Silencer, Sturmgewehr all 3, Shotgun all 3, and Laser all 3, for a total of 10 upgrades. From here on out it does not matter what weapon you upgrade, so dealer’s choice. After grabbing the upgrade, climb the ladder and use your walker again to climb out. Turn 90 degrees right as you land and follow the right-hand wall, making a large U-shape around the first set of rotating doors. When you reach the portion the walkway that goes between the two sets of rotating doors, drop off to the right and go through that set of doors. Continue around the corner to the right, through the next room (with a forklift at the far end) and turn right down the next hall. Stop sprinting before you enter into the next hall leading down.

You’ll see a weapons locker to your left as you enter. Go down this first set of stairs and look through the window to your left. Headshot the two enemies by the railing below, then immediately switch to the dual rifles and look down to the next level below them, to the right, between the two large moving pistons. If you were quick, you will see the commander walking along this walkway, from right to left heading toward the corner at the top of the screen. This is extremely consistent and is based on your timing looking for him here after he initially spawns when you enter the hallway and come down the stairs. If you can’t get a line on him here, wait till he turns the corner and starts to walk right to left on the far end of the room on that level. Once able, immediately shoot him with your dual rifles, taking a few shots for good measure to make sure he’s down. Once he’s dead, back up and look down the hall to your right, where a robot enemy will come running.

Take it out, then immediately sprint down the hall, around the corner to the left, and down the next hall. Continue around until you reach a set of stairs. Go down and into the doorway in front of them. Look down the hall to your left for two enemies that should be arriving soon if not there already and take them out. Once they’re dead, all you have left in this area is one supersoldat. Swap to your laser weapon and fully charge it by pressing and holding cn_RT. Continue around and down, looking for the supersoldat as you go. Lean out from behind corners. He should be coming up from the level below the one where you just killed the two enemies, if you were quick about making your way down. Once you see him, take cover and peak out with cn_LB to release your charged laser shot on him to one-shot him. Once he’s dead, look for two levers on opposite ends of the level one floor above the lowest level. Activate the first, then when activating the 2nd make sure to charge up another laser blast to take out the supersoldat that comes out of the doors that open below.

Sometimes he will just walk out. If he dashes out and you can’t get line of sight on him, just take cover against the wall near the stairs leading down and fire a rifle shot at the base of the stairs to lure him over, then charge up a laser shot and one-shot him when he appears. Once this 2nd supersoldat is down the area should be clear of foes, leaving you free to scour for any health, ammo, or armor you need. There is a laser charging station on the level above the one with the levers, in a corner near a bunch of propane tanks. I’d recommend topping it off while here. Once you’re ready, head down to the lowest level and enter the doors that opened where that 2nd supersoldat came out. Follow the corridors beyond down to a lower level and around until you exit out into a large room, with rotating doors to your left. Stop sprinting and walk normal speed through these doors. Hug the wall to your right and make your way around to the far-right corner of the room from where you entered.

As you entered, you will have seen another set of rotating doors directly opposite you. However, a panzerhund enemy (giant robot dog) spawns in the far-right corner of this room. This is why you walk normal speed around the right side, so that you approach from behind the dog. Wait for it to wake up and start walking away from you, then take position behind the pillar where it spawned. Wait for the doors to the right (to your right if facing the dog as it walks away), and once they open stand up and sprint through. Don’t worry about the dog, just sprint through the doors to the far side of the room, where a gap in the railing marked by red and black stripes indicates the way forward. Use your battle walker to climb up, and immediately sprint to the right and drop down into the elevator before the dog is aware of your presence. Activate the elevator to go down to the Ubercommander’s level.

BEWARE: Stay crouched at all times on this level until told otherwise, or the Ubercommander will open a slot in the steel doors and one-shot you with a Kampfpistole with explosive rounds. Take out your silenced pistol, with dual shotguns prepped in case things go sideways. Follow the walkway around the corner to the right, past some steam coming out of a pipe and into a large room with a large steel door directly ahead of you. This room is a semi-circle. Follow the curve around to the right, staying crouched. When you pass a machinegun leaning against a chair, creep up behind the next pillar to the left. Lean out to the right with cn_LB and headshot an enemy coming down a small set of steps on the inner part of the semi-circle. Continue around the walkway to the right a short distance, keeping an eye out for an enemy that might be coming from the right. If you got here quickly, he should be on the inner part of the semi-circle, leaning over a railing. Headshot him with the pistol as well.

If things go sideways and an alarm gets set off, make haste as fast as you can to the end of this outer semi-circle with dual shotguns at the ready, just past where that 2nd enemy was supposed to be, and use your battle walker to climb up to the catwalk up above, to the left. This leads to the interior chambers, where the Ubercommander and a regular commander are located. Weapon Upgrade #11/21 is on the ground to the right just beside where you climb up to this catwalk. If you were able to silently kill the two enemies in the outer portion, grab the upgrade and climb up, then carefully crouch walk down the inner corridors, leaning out from each corner carefully until you get a shot on the commanders. You should reach the regular commander first, in a room with magnetic tape machines, before going downstairs and around a couple of corners to find the Ubercommander.

If you set off an alarm, you’re going to want to stay on the catwalk where you first climbed up, with your shotguns trained on the door leading in, and blast all the enemies as they come out. Do NOT go into the inner corridors until you’re sure no more reinforcements are coming, because the Ubercommander has a nasty habit of waiting until you’re engaged with another enemy, then popping out from a corner like an unholy jack-in-the-box and one-shotting you with his explosive Kampfpistole. Once all the enemies in the interior are dead (which should just be the two commanders and one additional enemy if you didn’t set off any alarms), return to the upper level interior room where the magnetic tape machines are located and the objective marker is. Make sure to go grab the weapon upgrade if you set off an alarm and had to bypass it to deal with reinforcements. When ready, equip dual rifles with one shotgun prepped and activate the objective to obtain the New Orleans dosier. This opens a door at the far end of the room.

Use the rifles to take out the few yellow-suited Nazis that try to come through the door. If any hide behind the door frame, swap to the shotgun and hop down to blast them as you approach the door. Top off ammo at the weapons lockers nearby and exit the door, activating the gas mask on the right with cn_X before grabbing the health just outside the final exit door. This will stop your health from deteriorating. Sprint to the far side of the platform outside and activate the lever to start it raising up to your rescue chopper. From where you activated the lever and facing out onto the platform, drop down to your left into the recessed area, so that only your head and shoulders are exposed. Take out dual rifles (should still be equipped from before), with a shotgun prepped in case an enemy gets too close. You’ll have to take out six robot enemies that drop in from above. From this position, they are very easy to spot and you should be able to shoot most or all of them as they land, before they even have a chance to move. Once the helicopter comes down, swap to dual shotguns before approaching it and jump aboard with cn_X.

Eva’s Hammer (New Orleans)

After the scene where you land on the ship, two robot enemies will attack. You can take them out with cn_RS, but I find it easier and quicker to just blast them with the dual shotguns we equipped at the end of the bunker mission. Once those two are dead, speak to your fallen comrade for another short scene. You’ll wind up in Set’s lab afterward. If you forgot to do the side mission to upgrade the battle walker earlier, do it now, as this is your last chance until the post-game. When ready head over to the helm and speak to Grace to proceed to New Orleans.

Mission 13 – New Orleans Wall

From the start, move forward to the side of the building ahead and along it to the right so that you circle around the water area in the middle. You’re heading for the building on the far side. On the lower level, you can enter beside a garbage dumpster to find two health packs on the shelves. Don’t progress further into the building though. Go back out and climb onto the dumpster, then use your battle walker to get onto the roof. Move to the far end of the roof and use the walker again to climb up to a walkway above. Turn right and use the walker once more to climb onto the next roof, where you’ll find a breakable square that you can jump and smash through with cn_B to enter the building. This saves loads of time trying to work your way up the interior inside. When you land inside, you’ll see a Kampfpistole (basically a grenade launcher once upgraded) on a bench beside a door.

Swap to pistol (Right) with dual shotguns prepped. Step out the door and immediately headshot an enemy walking away to the right with the pistol. Now, facing straight out from the door, climb onto the railing in front of you. Don’t crouch, just walk forward off this railing normal speed and you will drop down onto a walkway on the far side of the room. Immediately crouch and walk forward into the room ahead of you. Go to the far-right corner as you enter and crouchwalk under the pipes. You may see a commander standing facing the wall in the room beyond, although he might have gone out the door to see what the noise was when you landed. If you see him, headshot him with the pistole. If not, walk into the room and look out the nearby door to the right, toward where you landed, to headshot him as he investigates. Return into the room the way you came and crouch back under the pipes, into the room you entered right after you jumped down from the railing above.

At the far end of this room is Weapon Upgrade #12/21. Behind the wall on the left when facing the upgrade, there will be a supersoldat patrolling back and forth. If you had to kill the commander out on that walkway, it may alter the heavy’s timing, but you honestly don’t have to deal with it if you don’t want to. All you need to do is to exit the room via the door beside where the weapon upgrade was and turn right 90 degrees, immediately sprinting forward into the stairwell and up the stairs to reach the exit door. As soon as you press cn_X to open the exit, all the enemies inside the building despawn. Before returning for ammo and health, swap to your laser and begin charging a shot. Look down from this exterior ledge to see a panzerhund patrolling below. Shoot it with the fully charged shot and immediately charge a 2nd shot and blast it, which should kill it. If you’re not quick enough it will go into a building on the left, but will eventually come back out so that you can finish it off.

Once the panzerhund is dead, return to the interior of the building you’re in to top off ammo, health, or armor as needed. When ready, exit via the door at the top of the stairs to the exterior ledge where you killed the panzerhund. Sprint and jump diagonally off the right-hand side to land in the water below, then immediately swim to the left and use the battle walkers to climb up onto the 2nd story of the partly destroyed building nearby. Move to the stairwell of the building with dual rifles equipped and take your time picking off enemies as they enter the door below. If you position yourself quickly enough on the landing at the midway point of the stairs, you’ll have a line of sight out the door and can kill everything before they even have a chance to come in and shoot you. Be wary of enemies that might keep their distance outside and take sniping shots at you with single-shot rifles (the same ones you’re using).

Once no more enemies are approaching the door below, peak out to make sure no stragglers are hiding trying to snipe at you, as there is usually at least one that won’t rush the door. Turn right as you exit and move to the far side of this area, past the destroyed schoolbus, into the next building. Stand against the wall just before the door on the far-right from where you enter and lean left, so that you can aim out the door. Fire a shot to alert the enemies, then take them out as they mill around. One or two will usually try to take cover behind a destroyed car on the far-right out the door. Once all those guys are dealt with, scour this building, the first large area with the panzerhund, and the area where that last group of enemies was for health, armor, and ammo as needed. When ready, move out into that area and jump into the water, swimming across into a bus that is tilted at an angle. Move to the far end of the bus and prep your laser, with dual rifles equipped.

Throw a grenade at the group of enemies standing on the other side of this courtyard. If your aim is true, you’ll take out most or all of them with one grenade. If not, back up down the sloped floor of the bus and pick them off by inching forward just far enough to get a shot or two off before retreating. A supersoldat is with them and if you don’t kill all of them with one grenade, he also will come to investigate, so take out the laser and one-shot him with a charged shot. Just don’t poke your head out often or for long periods lest you get melted. Once all the enemies in this yard are dealt with, recharge your laser on the far wall before using the walker to climb up to the ledge above the door of the building. You can also blast the door down with the supersoldat’s weapon or even with your laser.

The room directly to your left as you enter has Weapon Upgrade #13/21, but ignore it for now. Just remember to return for it once the building is clear. Instead, equip shotgun (left), pistol (right), and prep a rifle in the right. Go upstairs quickly and close in on the first commander’s signal. Take him out asap with the pistol if you can, and his dog. You can try to take out the 2nd commander before an alarm gets set off, but you’re likely to get caught between flanking enemies and have a hell of a time surviving on higher difficulties if not really practiced here. Instead, return to where you entered the building after that 1st commander is dead, to the room with the weapon upgrade. Grab it, then take position by the entrance to the room and make some noise. An alarm will be set off and you’ll have to hang out here for a few minutes, blasting enemies as they come down to enter the room, but this is the far safer method to clearing this building.

Once all the enemies are dead, including the 2nd commander, you can make your way to the middle level, where you’ll exit out to a large open room with a railcar down below and a shed on the upper level at one end. Climb to the top of this shed with the walker and drop inside to power up the overhead crane. Facing out from where you hit this lever, you can see the crane on the top-left of the room. Climb out of the shed and return up those stairs and pathways on the left side, where you encountered the commander, to reach the crane and use it to move to the far side of the room where a fire escape-type walkway is located. There is a shortcut to jump onto that railcar in the middle of the room and use the walker to jump from it onto the fire escape staircase, but I’m focusing on the most approachable method of traversal for the purposes of this walkthrough. Once you reach the far side, drop down the ladder and into the hallways and stairwells beyond.

You’ll come downstairs and exit out into a very large room, your destination being the far end. You can alert the enemies here and retreat to the stairwell as they approach to pick them off. However, it is very easy to sprint past most or all of them, assuming you have at least one grenade. Just hug the right wall and sprint all the way to the end of the room. As you pass by some wooden crates on the right and the subway car on the left, you may have one or two enemies directly in your path. Just blast them with your shotgun and continue to the far end of the room, to a staircase leading down to a propane tank below. Toss a grenade at the tank, then look back up the stairs in case any enemies reach you before it explodes (they shouldn’t). If you don’t have any grenades, there is a box on the small platform to the right of the stairs from which you can take a grenade while standing on the stairs if positioned correctly. Again if nothing else just hang out on the stairs and blast enemies as they approach the top until everything is clear before grabbing a grenade if you need to.

Once the tank explodes, it will blast a hole in the wall to the right. Move through the hole and you’ll see armor directly in your path if you need it. Sprint through the darkened area beyond and up the stairs to reach an opening in the wall and drop down outside. Immediately sprint over to the concrete wall to the right and use the battle walker to climb over it. Sprint down the narrow alleyway to the left on the far side until you reach the end of the shantytown building, then use your walker to climb onto the end of it. From there, move forward and to your left onto the fire escape on the side of the tall building. Go up one flight of stairs and look for a boarded-up window to your right that you can bust through to get into the building. Inside, drop down the hole in front of you into an area below, where you’ll be looking out onto a street with several enemies battling allies of yours on the balconies of the building on the opposite side of the street.

Take position in the back corner of this room and just mow down enemies as they mill about outside. There will be one enemy to the right around the corner, on the far side of the adjacent room, that likes to take cover and lean out from a wall leading to a 3rd room. Once all the regular enemies are dead, prep whatever weapons you prefer for taking out heavy enemies. I prefer laser in the right, rifle in left, and a 2nd rifle prepped in the right. Move to the end of the building where you first dropped down and exit out onto the street. Look to your right down the street and charge your laser, blasting the first heavy as it drops in. If you miss a shot on this first one, immediately retreat into the building and take cover to deal with these two heavies. If you nail the first one, immediately charge another shot and try to blast the 2nd as it drops in. Again, take cover inside the building if you don’t kill them immediately. One of them has the napalm canon weapon that can kill you EXTREMELY quickly if he lands shots.

Once everything is clear, look for your objective marker on a balcony above two cars with a ladder leading up. Climb the ladder or use the battle walker to rise up and talk to the priest-looking fellow to end the mission and unlock Sermons and Moonshine.

Sermons and Moonshine

Recruit Horton's group

Sermons and Moonshine
1 guide

Mission 14 – New Orleans Streets

There is a mission for beating the panzerhund ride portion of this mission without defeating any enemies. This is why we’re playing on Bring ‘em On difficulty (or higher). It is extremely difficult, if not impossible, to do this achievement on IADI, and darn near impossible even on Terror Billy. Just leave the difficulty at BEO and run through the streets on the mechanical dog. Try to avoid stepping on enemies, as this can actually kill them. The achievement should unlock when you drop down into the sewers at the end of the interior/subway portion after you get off the hound. Unfortunately, it doesn’t unlock right when you get off the hound, but I have confirmed that it will unlock even if you kill enemies in the subway area while on foot. Just don’t kill anything out in the streets, on the mechanical dog.

I can’t really give a step-by-step for the first half of this mission. On IADI/ML you just need to inch your way forward through the streets, spraying your flames left and right and ‘strafing’ left and right on the hound to try and dodge enemy fire. I like to stop right where the first fenced-in area is to the right, with the large troop carrier vehicle in front of me, and keep moving forward/back/left/right spraying the entire area. This allows most of the enemies from the 2nd street to funnel to me either in front by the troop carrier, or to the right through the fenced off area. Make sure to pick up armor pieces on the ground from fallen enemies, though only when the coast is clear so you don’t take more damage than the armor you pick up. Once you move down the first street, turn the corner, and move down to the end of the 2nd street, a narrow gap between the buildings on the right will be the way forward.

At the very end of this 2nd street, before moving into those buildings, look to the left behind some boxes for Weapon Upgrade #14/21, just beside the building where the commander in these first two streets hides. You can move into the next area on foot, but unless going for the achievement, I would suggest staying on the hound and walking into this area the same way, spraying flames left and right and inching forward. You should be able to take out the first heavy and the two regular enemies in this cramped courtyard type area before reaching the entrance to the large corridor building that leads down to the sewer. Clear out all the enemies inside the entrance of this building, including one up on the catwalks to the left and several that will congregate on the catwalk straight ahead. Once the coast is clear, use your battle walker to climb up to the fencing on the left as you enter this building, and from there you can climb up onto the metal catwalk where that first enemy was to the left when you entered the building.

On this upper metal catwalk, walk straight ahead and turn the corner to the right at the far end, then immediately look for an open window to your left. Go through this window and hurry to the end of the catwalk on the right where a ladder leads up. If the supersoldat below in this area hasn’t spotted you it may be safe to climb the ladder, but I suggest using your battle walker to pop up to the top of the ladder and climb onto the catwalk above. Move down this highest catwalk to the left, where you can drop down onto the roof of the structure at the end of the room. From this roof, pick off any enemies in the area below that you can see, then drop down through a hole in the roof onto some wooden rafters. Below these, you should see a laser recharging station and another hole that leads down to a crawl space below. Charge your laser here once the coast is clear, then drop down into the crawl space and make your way forward. You’ll see a ladder ahead but turn right, then right again to reach the exit out into the sewer area. There is a 100-pack of armor in this crawlspace if needed.

This next bit can be a royal pain if you don’t do it quickly and stealthily. I highly advise watching the video for it to see the path I take as it is difficult to describe. You’ll see a ramp to your right leading back up into the room you just came from when you exit the crawl space. Make sure to kill any enemies nearby before moving forward into the sewer, so that you don’t set off an alarm once the commander spawns. Facing out from this exit, you should see a fence off to the right, beyond which further down the tunnel sits a large dormant mech enemy. Proceed forward through the large opening straight ahead of you at normal walk speed (no sprint or crouch) to the far side of the next large tunnel. Hug this left wall until you reach a short bit of steps up to a small ledge running along the wall. It is at this point you should see an enemy approaching from a nearby corner along this ledge. Headshot him and stand to walk normal speed forward, down the steps where he was and up the next set before crouching to stealth forward further.

You should see an enemy step out from the corner directly ahead of you. Inch a little closer before headshotting him. Turn the corner where that enemy was and you should see that the commander’s distance/direction icon puts him straight ahead of you. Stand and walk (or even sprint) straight ahead until you reach the commander. Blast him and quickly drop through the hole near where he was standing to drop down into the sewers. It is at this point that I’m Machine Enough will unlock if you didn’t kill any enemies in the streets during the panzerhund ride.

I'm Machine Enough

Beat the Panzerhund ride without killing anyone on "Bring 'em On!" difficulty or higher

I'm Machine Enough
4 guides

Swim through the water and out into the sewer tunnels. Continue up through these tunnels, taking out the enemy en route from behind. Near the exit you should see a very bright overhead light, with a doorway to the right. Lean into this doorway and look for an enemy up above you on a higher level on the far side of the room. Headshot him with your trusty pistol, then climb the ladder up to the level below where he was standing. Break the boxes for ammo if needed, then use the walker to rise up and climb onto the ledge where that enemy was. Move into the next room with the stairs leading up and deal with the two enemies here in whatever way you see fit before proceeding to the exit.

Mission 15 – New Orleans Streets Pt 2

At the start of this mission, immediately crouch and drop down through the broken floor to the room below. Wait in here for the large mech enemy in the street outside to walk past. When it is even with you so that you won’t be in its line of sight, inch around the left wall when facing out on to the street to get onto the ledge on the side of the building. Drop down into the larger/wider concrete ledge, then sprint to the end and jump off at a 45 degree angle to the right, heading for the far-right corner of the street. You should see one enemy waiting in front of a small dirt slope leading to a hole in a brick wall. Blast him and go into this hole, breaking the crates on your left for two health packs. You can also recharge your laser here if you didn’t on the last mission. Move down into the sewer water and swim to the other end of the tunnel. Continue through the tunnels here, looking for a few health packs in an alcove on your left as you pass through, until you exit the tunnels up out onto the streets.

You will see a commander indicator that is already turning red as you exit. There is no way to avoid this alarm. Equip your laser and look for a supersoldat standing atop a vehicle far ahead of you in the street. Wait for him to stop moving them blast him with the charged laser shot to one shot him. Keep the laser prepped but equip dual rifles or a rifle and a shotgun. Move to your left down to the end of the adjacent street, just before a concrete fence surrounding a yard outside a small building on the left side of this area. Take cover behind the left side of the opening in this fence and look through the yard. On the far side, to the right, you should see a lone enemy behind the metal fence, in the street. Try to take him out from here if you can. Once he’s dead, a few more regular enemies and one supersoldat will slowly make their way to you. Take them out from cover as well before moving into the building inside the stone fence. Inside this building, you’ll find Weapon Upgrade #15/21 sitting beside a desk on the floor.

Assuming you killed the two heavies and the three or four regular enemies in this area, it should be safe to move about. Be on alert for a straggler that might have hidden someplace and try to jump you, however. Move to the end of the street, straight ahead past where you saw the first heavy standing atop the vehicle. As you approach the building with the commander in it, a lone enemy will run out from the left-hand side. Blast him then take up position by the windows looking into the building, where a ramp made of broken wooden flooring is located. Shoot the enemies as they come down that ramp until they stop coming, then move into the building. This building is highly unpredictable, so I can’t tell you where to stand and where to shoot to clear it. It’s best to have a shotgun and a rifle equipped, and just slowly make your way through the building, methodically clearing each room before moving up to the next level.

A quicker way to do it, however, is to make your way to the room with all the flames on the floor up the first flight of stairs (or up the wooden ramp mentioned before). In here, you can use your battle walker to climb up to the floors above, making your way all the way to the top floor where you can activate the ladder on Eva’s hammer to end the mission without even clearing the building. I’ve taken to doing it this way lately, but it’s a risky tactic. Any enemies that happen to see you climbing up in the flaming rooms can do a ton of damage or even kill you before you finish your climb. Either way, clear the building and/or make your way to the top floor and activate said ladder to end the mission and begin your audition for Hitler.

Interlude – Hitler Audition

There’s not much to this mission. Just follow the cues. Your three lines at the start contain “nazi whore”, “rape and murder you”, and “murder your dirty race”. After that you’ll have to watch a lengthy bit of dialogue before being prompted to act out a scene yourself. On your way to your scene, while you have control of your character, you can click cn_RS to kill Hitler. This results in your immediate death, so I wouldn’t recommend it on Mein Leben, but it will earn you the Kick It achievement. Once you do that, proceed to the scene and click cn_RS on the armored soldier to start scene. Press cn_RT when the gun is pushed under the soldier’s mouth to end the scene and proceed to your first of two Venus mission.

Kick It

Kill Hitler during the Aerostat Audition

Kick It
2 guides

Mission 16 – Venus Aerostat

At the mission’s start, eat up all the food in the bowl on the shelf nearby to get up to 190 health. Crouch and exit the door. Immediately turn right and throw an hatchet at the enemy walking away. Move past where he falls and into the last door onto the right to stealth kill the enemy inside as well as find Weapon Upgrade #16/21. Exit this room and stand. Walk normal speed to the far end of this lower area, where you’ll find a commander in the very last room opposite the room you just left. Crouch before opening the door and headshot him. Now, from here there is a way to finish off this mission extremely quickly, but it involves a risky ‘run for your life’ strategy. You can see that strategy in motion in Falcon’s video in the Mein Leben achievement solutions. I prefer to take a slightly longer, but easy and safe, way to finish.

Once the commander is dead, go up the nearby stairs in a crouch. Headshot one of the two enemies in the cafeteria above. Let the 2nd enemy see you, then shoot him as he’s alerting the others and the 2nd commander’s alarm is going off. By doing this, more often than not for me at least, the 2nd commander would actually rush at me in this cafeteria rather than waiting until all of the reinforcements had been killed like they usually do. Either way, hang out in this cafeteria area and use the ledge in front of the door as cover, leaning “up” by holding cn_LB and pushing up on cn_LS to shoot enemies as they come through the door. At least one regular dog will rush you as well, usually right after the alert is sounded. Back well away from the door until this first dog is dead so it doesn’t rush in and tackle you, allowing a trailing enemy to finish you off. For enemy killing other than the dog, I suggest staying ‘leaned up’ so that you can see as the door opens to blast them.

Only duck behind cover if you’re taking fire from a supersoldat or something so that they stop firing, giving you an opening to rise back up and blast them. Dual rifles or shotgun/rifle is a good combo for this. Stay on your toes as robot enemies will rush in intermittently and can do some serious damage if they get the drop on you. There should be three or four of them in total. You may have to inch through the doorway and take shots into the next hall to lure more enemies in. You will have a total of three heavy enemies to deal with, the afore-mentioned three or four robots, and an unknown number of regular enemies. If the commander rushes you right away, the enemy count can be significantly reduced. If he stays back, expect to spend five or ten minutes here just moving out to alert more enemies, then retreating to the doorways or back into the cafeteria to kill them as they rush you. You don’t have to kill everything from the cafeteria, obviously.

As you clear enemies, you can work your way forward using doorways and environmental obstacles as cover to continually clear the two hallways beyond the cafeteria. Be extremely careful of the large explosive red balls in the halls, as well as propane tanks. It’s best to blast all of these from safety before entering each hallway, so an unexpected fight with an enemy doesn’t end in an explosive death. Once all the enemies are cleared out in the first couple of hallways, starting back at the cafeteria, the route is thus. Exit the cafeteria and go straight across the first perpendicular hall, continuing straight ahead down the narrower hall to reach a large banquet area. You will hear another supersoldat dashing in. Retreat back to the cafeteria area or the entrance to it from the first long hall and wait for said heavy to approach to take it out. Return to the banquet hall and move to the end on your right from where you enter.

Make sure to sweep the banquet hall and the small narrow hallway/tunnel leading off the end of it for stragglers, as usually one or two like to hide in here and rush you from behind when you least expect it. From the right-end of the banquet hall, you should have an exit on the far side from where you entered. It’s a large room with an exit on each corner, two leading out into the first hall between here and the dining area, and two leading out into the next long hallway. You want to exit via the far-right exit, furthest from the dining area. Cross the perpendicular hallway beyond it, making sure it’s clear of enemies, and approach two white doors straight ahead. There is a turret positioned just in front of the alcove with the doors, for reference. Again, be careful and detonate all the explosives in this long perpendicular hall before proceeding. If you have to retreat from the enemies ahead, you don’t want them to detonate one at an inopportune time. Approach the doors and open one, firing into the room to alert the enemies. Retreat back to the nearest corner to these two doors.

You should be in the perpendicular hall, taking cover against the corner just before these two doors. A bunch of white-coated scientists should come rushing out of the doors, along with a couple of robot enemies. Blast them to smithereens while leaning out from your corner with cn_LB until they stop coming. Sweep the area to replenish health, armor, and ammo. There are several weapons lockers in the alcoves leading between the two halls, and tons of health on the food tables in the banquet hall. When ready, return to the two white doors where the scientists and robots came out and go into the left door. Move around the semi-circular room and exit via the door on the far side. This next hall has two enemies and lots of explosives. Creep up to the enemies and blast them with your rifles so they don’t get a chance to fire and detonate anything, then sprint to the far end of the hall and enter the small antechamber to hit a switch and open an escape pod, which will suit you up in an environmental cooling suit and take you to the surface for the penultimate mission.

Again, for a faster way to do this mission check out Falcon’s Mein Leben solution and watch his video for the run for your life strategy. You’ll unlock the Venus achievement upon landing on the planet’s surface.

Venus

Travel to outer space

Venus
1 guide

Mission 17 – Venus Surface/Oberkommando

A forewarning here. There is a method to climb up an outer area that cuts out a large part of this mission using the battle walker which I don’t do. It risks falling to your death, which can end a Mein Leben run. It can be done very consistently with practice, but this walkthrough is intended for folks who don’t necessarily want to practice every step of the game dozens of times for the most efficient path. There is also an out of map glitch which makes the conveyor belt near the end easier, but I don’t do that either as you can drop an Ubergewehr weapon onto the belt before dropping down. This seems to prevent the worst case scenario on the belt, although it still boils down to quickly killing all but the last enemy before any of them shoot you so that the last enemy won’t kill you if he is out of position. There are plenty of videos on Youtube showing these paths, so I won’t detail them here.

From the start, sprint ahead and drop down, then sprint forward until you reach the coolant station on your right and hide behind it. Wait and listen to the large mech enemy’s steps. When you hear stomp, stomp, stomp stomp (two footfalls in rapid succession) this is the cue that the mech has stopped and is standing still. Once its footfalls start back up again, that means it is walking away. Immediately step out and walk (don’t crouch or sprint) until you reach the end of the walkway, then crouch and walk up behind the large enemy, angling to the large airlock door on your left. You want to be through that door before the big guy turns around. Inside, switch to your silenced pistol and move to the boxes straight ahead. Lean out and headshot the nearest enemy, and the 2nd one nearby. Once these two are dead, walk forward and drop down into the narrow opening in front of you to reach a crawl space beneath the room.

Go down to the first intersection of this crawlspace, at the base of the stairs, and turn right. You should see an opening in the wall straight ahead. Move forward through this space to reach the next chamber, where the commander is. Headshot him first, then take out the nearby enemy with silenced pistol shots. You can return to the first room at this point and kill one regular enemy and one supersoldat, luring them to the stairs leading down to the crawl space by firing a loud weapon. That will allow you to sweep both rooms for ammo, health to overcharge your health, and refill your laser weapon at a charging station in the first room, if you wish. Return to the room where the commander was and climb up the ladder at the far end of the room. At the top of the ladder, turn around and look over the ledge with the ladder to see a small ledge midway down with Weapon Upgrade #17/21 on it. Climb back up the ladder and prep dual shotguns, then swap one for a rifle.

Step outside and immediately crouch walk over to the robot enemy on the left and do a silent takedown on it. This is the area where you can climb up to the exit with the battle walker and some tricky platforming. Instead of doing that, go up the nearest stairs as soon as you take down the first robot enemy and circle to the right and back down those stairs. You should be coming down behind a supersoldat, and see a dormant robot enemy at the base of the stairs. Blast the robot with your dual shotguns, then quickly turn and blast the supersoldat before it has a chance to react. Retreat through the door and wait for a 3rd robot enemy and a couple of flying robots to come down. Pop the door open just long enough to shoot one at a time, then let it close to block the others’ shots at you. Once all three are dead, replenish health and armor here, either in the room behind the door or from the supersoldat. You can use his heavy weapons to turn his body over and blast his gas tank for more armor if needed.

If the heavy has his back to you, you can stealth take down the bot before turning your attention to him. If the heavy sees you, always kill him first as he will kill you faster than the bot, and you can retreat to the previous room to recuperate before engaging the bot and the other enemies that come down. Once the heavy, the three bots, and the flyers are dead, it’s time to go upstairs and snipe the commander from below to make this section easier for a kill everything strategy. Go up two long and one short flight of stairs from where you entered the area. At the top of the short flight of stairs, there is a coolant station just to your left. The commander’s icon will appear here. Top off your coolant at that station. Turn around from the coolant station and go up one more small flight of stairs, just ahead to the right. Immediately at the top of the stairs, turn left into the middle portion of the walkway between the two sets of stairs. Don’t worry about the enemy up above you further away as he won’t see you here.

Take out a single rifle so that you can aim down the marksman scope sights and look up and to your left, way up to the top level of this area where the commander is located. You should see his direction and distance icon showing around 30-35 meters at this point. Aim down your sites and stand up so that you can see enough of his body to aim. Wait for him to walk over from the right side of that walkway, into view, and line up a headshot. You should easily be able to hit him with a headshot from this angle as he walks right to left. If you’re struggling with that, aim lower on his chest and fire 3-5 shots in rapid succession. You should take your shot when his distance shows around 16-18 meters, as that is when he is most visible. As long as you take him out like this, there will only be a few enemies remaining in this area to deal with. Retreat downstairs to top off armor from the heavy or the interior room if need be, then carefully return to this area where the commander was and deal with the remaining few enemies as you see fit.

As you approach the spot where the commander died, a robo dog will jump out from the right side, so have your dual rifles or dual shotguns at the ready to take it out quickly, while it’s still getting its bearings and sighting you. Enter the door nearby and immediately exit out the far side of the room. There is health, armor, and ammo in this interior room if you need it. On the far side when you exit back out, you’ll see a flying robot enemy up to the right, past the railing. Take out dual rifles and kill it. This will trigger two more flying enemies and a couple of robot enemies to rush down to you. Take cover behind the door, inching forward to open it for a second or two at a time to take these enemies out. There are also two heavy enemies in this area, one of which should just about be reaching you by the time you deal with the bots and flyers. Take cover against the wall to the left as the door opens and lean out to blast him as he comes around the corner, before he can even see you.

The one remaining supersoldat as well as one regular enemy in this area may or may not come down to you for easy killing. If not, just make your way carefully up the stairs and look for them. The shotgun makes quick work of the heavy enemies, even at medium distance, and keeps them staggered when it’s fully upgrade (as it should be) so that they can’t fire back. The 2nd heavy has the napalm cannon weapon, so be very careful not to let him get the drop on you or he can kill you before you even have a chance to react. Once the coast is clear, make your way to the top of this area and across the pipes. Use your walker to climb up onto the small circular structure, then drop onto the pipes on the far side and jump over to the round platform on the left at the end of the pipes, then onto the walkway to reach the area’s exit, where you’ll head back inside.

When you enter, you’ll see an enemy directly ahead. To the left of him, a 2nd enemy is in a small alcove further away, and two enemies are standing by a cart in the middle of the hall with a robo dog. Take out your pistol and headshot the enemy straight ahead. Make sure you have dual shotguns prepped just in case you get spotted, then try to headshot the enemy in the alcove as well. If you kill the first two without being spotted, toss a couple of grenades at the dog. Conveniently there is an explosive tank beside the dog as well, so the dog should die easily and you may even kill the two guys with him. If you get spotted, retreat to the door and back up against the wall to your left to blast the robo dog with the dual shotguns as it comes around to rush you, then deal with the remaining enemies. Go up the elevator at the end of the hall to the left.

Upon exiting the elevator, move straight to the far end of the hall and open the door. Headshot the guy visible to the left with your pistol, then lean with cn_LB around the right side of the door to headshot the guy in the center of the room. Move into the room and blast the 3rd guy, who will be hanging out on the far right side behind a clear wall. Pick up the heavy weapon (the Ubergewehr) from the center of the room and hold cn_LT to charge it. Open the door on the far side of the room and step into the hall beyond. Aim to the left side, just over the box on the left side of the hall, and fire with cn_RT as soon as you see the first enemy come out. Immediately drop the weapon by tapping cn_Y and retreat back into the previous room. If the charged Ubergewehr shot killed all the enemies, great. If not, move to the edge of the door and lean out as the door opens to finish off any stragglers. Once they’re all dead, pick the Ubergewehr back up and move to the far end of the hall to exit outside.

Drop the heavy weapon as you exit and equip a shotgun and rifle. Crouch walk to the end of the walkway, where several robot enemies are dormant. Stealth takedown the first two on the left, and the first one on the right. After you’ve taken down three, the rest will wake up, so just blast them all with the shotgun/rifle combo. With the area clear, return and pick up the Ubergewehr. There is a way to climb out of the map two rooms back, where you got this weapon and the three scientists were located. It allows you to kill the enemies at the conveyor belt without riding it, but it isn’t worth it so long as you have halfway decent aim. Take the heavy weapon to the end of the platform, right before you drop down onto the conveyer belt, and drop it on the platform. Return inside to replenish your coolant, then come back to the platform edge. It’s tricky to do but if you inch your way to the edge, you can actually jump and tap cn_Y to drop the Ubergewehr onto the conveyor belt.

It may just be a placebo, but in my experience dropping it onto the belt then jumping on behind it has had a 100% success rate, even if the last enemy is too far to the left for me to shoot. Once you’re on the conveyor belt, you should have dual rifles equipped with a shotgun prepped. Immediately aim at the nearest red explosive oil drum on the platform above and to the right and shoot it to kill that enemy. Look just beyond that on the right-hand side for another platform with an explosive drum that you can shoot to take out two enemies there. Shoot the drum on the platform to the left before you reach it so it doesn’t get detonated behind you and damage you. You’ll drop down onto a lower conveyer belt. Aim at the corner of the wall to your right and unlock on the enemy as soon as he is visible, or just shoot the explosive drum by him. So long as you haven’t been shot by any of those first four enemies, the last one shouldn’t kill you even if he’s out of position.

After the 4th enemy is dead, look to the left toward the top of the conveyor belt for the 5th and final enemy. If you can get a line of sight on him, shoot him. Sometimes he is too far to the left to shoot, at which point you can try blasting that area with the shotgun and hope the ricochet of the bullets hits him to stagger him. With the Ubergewehr riding the belt in front of me, I have personally had 100% success clearing the conveyor belt without dying, but I always kill the first four enemies before they can damage me. Once off the conveyor belt, move forward and take out your pistol, with dual rifles prepped. The next room can be extremely sketchy. I will attempt to describe the quick route, but if the shit hits the fan (which it likely will), just move into the small alcove to the right as you enter and take position against the wall, facing toward the far end of the room. Lean out with cn_LB and take down enemies as they come down the stairs at the far end of the room with your dual rifles.

Be extremely wary and watchful, and don’t look away from the far end of the room for long, as after a short time a robo dog will come running in. If you don’t kill it when it reaches the bottom of the stairs at the far end of the room as it rushes toward you, it will likely end your run on IADI/Mein Leben.

For the quicker way, as you enter you want to have a silenced pistol out and immediately headshot the enemy on the walkway above, then headshot a 2nd enemy leaning against a wall down on your level, on the right side midway down the hall. As soon as both of those are dead, stand just inside the door through which you entered, to the right of the sign, and activate your battle walker to rise up. Standing on your stilts look for a 2nd enemy coming around the left corner on the walkway above. If he spots his dead comrade before you kill him, he will alert the commander in the room next door to where he is, who will go on patrol. So try to take him out quickly with a headshot or a few body shots with the pistol. Once he’s dead, tap cn_B to lower yourself back down and move around the trio of carts in front of you. From the back side, facing back toward the entrance, climb onto the cart and onto one of the barrels on it. From there, jump to the left onto the driving portion of the cart.

Activate your battle walker and rise up to climb over the railing above. Turn toward the nearest commander, who should still be inside his room or just starting to exit. His room is right behind where the 2nd enemy came out on that walkway above. Take him out asap with your silenced pistol. If no alarm has been activated at this point you can slowly make your way to the far end of the hall from the commander’s room (directly out from it), and upstairs to kill the 2nd commander. If an alarm was set off, which is more than likely, enter his room and look out across the walkway to the far hall, in the direction of the 2nd commander (who is on an upper floor). From the safety of the 1st commander’s spawn room, you can take cover against the door and lean out to shoot enemies as they come down to you from above. Wait here for a while, until the trickle of enemies slows and eventually stops. If you haven’t killed two heavy enemies by this point, be mindful that they are waiting for you somewhere, likely upstairs on the path to the 2nd commander.

There is no perfect strategy for this area if you set off an alarm. It helps drastically if you kill the first commander quickly, so focus on doing that even if you have to set off an alarm in the process, because his room is the safest spot to deal with the enemy reinforcements that show up. As you move forward from the first commander’s room, across the walkway and into the first large hall ahead that you were aiming at from his room to mow down reinforcements, look on the white carts to the right for Weapon Upgrade #18/21. Continue up through these halls carefully, watching out for heavy enemies that like to wait until you’ve killed all the other reinforcements and are heading to the commander to show up and wreck your day. Once you reach the 2nd commander, kill him and enter the elevator at the end of the hall past him. This takes you up to the levels’ final portion, Oberkommandor, with “a shit load of assholes”. The first hallway will have one enemy facing you as you enter, so take him out as quickly as possible with your silenced pistol.

Deal with the two remaining enemies at the far end of the hall any way you see fit, as these three here won’t alert anyone in the next room even if you kill them loud. Go into the door behind where those two enemies were. This room can be extremely dangerous, but you can skip it entirely. As soon as you enter, walk forward (don’t crouch or sprint) and jump up onto the table/console directly ahead. You should see a large marble-looking orb in the center of the room. Walk up behind it and crouch down. Blast it to shatter it, and IMMEDIATELY step forward and drop down into a crawl space beneath where it was, turning about 45 degrees to your left to duck into the actual crawl space. This will lead to the next room where the level exit is located, completely bypassing dealing with the supersoldat, regular enemies, robo dog, and commander in the previous room who all have the potential to ruin your run right before the last mission. Activate the console in front of you when you exit the crawl space to exit the level and being the final level on the Ausmerzer.

Eva’s Hammer and Bienville Streets

You’ll be back on Eva’s Hammer after the cut scene. Step forward into the darkened doorway for a surprise, and interact with the cake to end the scene and be tasked with retrieving Fergus’s arm. Before doing that, we are going to go to just one of the districts for a very easily retrievable Ramshackles contraption. Go to the enigma machine and activate it. Select the New Orleans – Bienville Streets district. This requires four enigma codes, which you should have easily collected by this late point in the game. This is the soonest we can do this district, as you have to have played through the New Orleans missions to access it. Decode its randomized code on the enigma machine. Check the hints/tips page for more info on how to do this if you’re struggling. Exit the machine and interact with the war map in the center of the room and select New Orleans – Bienville to enter the district. You’ll unlock Puzzler for deciphering the commander’s location on the enigma machine, and Sightseeing upon loading into the district.

Puzzler

Decipher an Übercommander's location using the Enigma Machine

Puzzler
1 guide

Sightseeing

Visit a District

Sightseeing
1 guide

From the start of the mission, equip the silenced pistol and head down the first flight of stairs. On the next flight of stairs, headshot the two enemies below. Continue down and crouch before dropping down into the sewers. Proceed forward the only direction that you can, and you will come up behind a 3rd enemy. Stealth takedown this enemy and continue. Go down the stairs past this first enemy and you will see two health packs just ahead on the left. Turn right down the adjacent tunnel next to them, following it around to the left and back right again to come up behind a 4th enemy. Stealth takedown him, or just pistol him to death if he’s facing you. Straight ahead from this enemy in a small alcove you will find Weapon Upgrade #19/21.

From the intersection facing the weapon upgrade, go to the left, then left again at the next intersection and straight ahead to find the Ramshackle contraption at the end of the tunnel. As soon as you pick it up, go to the pause menu and exit the district. Make sure you don’t exit to the main menu if playing on Mein Leben, as that would suck! Back aboard Eva’s Hammer, turn around from the war map and exit out into the main part of the ship. Look for Ritva Tuomivaara by the lever on the large platform just outside the helm. Facing her on the lift to talk to her, you can see the door to the helm directly behind her. Talk to her to begin Side Mission #2/9, the Ramshackles upgrade. This one is extremely easy. She’ll take you down the lift to the lower portion of the ship. Go down the hall and jump over the railing into the water. Swim to the nearby walkway and climb up.

From here, just ramshackle charge (sprint and smash into) the crates blocking the doors into the next few rooms, including one door blocked by a destructible slatted wall you can see through. When you smash the last crate blocking the exit door, Ritva will enter and thank you. You can ignore her and just go out and take the lift back up. You now have the ability to regenerate armor in increments of 25 by picking up a single scrap. Even a piece worth only one or two armor will give you 25 if you have a safe place to hide and wait for it to regenerate. Replenish ammo and armor if needed, then go talk to Grace to begin the final mission.

Mission 18 – Ausmerzer

At mission start, turn around and follow Anya. Almost immediately the platform will begin to collapse and she will jump up into a hatch that is closing. Wait for her to reopen it for you and immediately go up the ramp. Don’t waste time as I believe the walkway can fall out from under you. At this point, she will take cover to the left of a door, with a switch on the right to open it. GLITCH WARNING: If you use the battle walker to go up to the crawlspace above, the same pathway that I instructed you to use to drop in behind the commander in this room on the 2nd mission of the game, you can glitch Anya. If you don’t open the door first and instead go up there and kill all the enemies in the room behind it before opening the door, it can skip the script that tells her to enter the room, which will mean you can’t complete the mission. This is a crummy way to ruin a Mein Leben run, and it happened to me.

So activate the button on the right to open the door. From there you can take cover behind the right side of the door, opposite Anya, and lean kill the enemies in the room. This is a highly vulnerable position of enemies throw grenades at you. I recommend instead to open the door, then retreat and use the battle walker to climb up into the afore-mentioned crawl space up above. From there, you can peak out into the room and deal with the enemies. The is one flying enemy and four regular enemies in the room. Be mindful of all the explosive tanks around the room. You can use them to take out enemies, but when Anya enters the room and opens the next set of doors, you can just as easily die to those same tanks if enemies in the next room hit them with a stray bullet. Once the room is clear and Anya enters it, go ahead and shoot all the explosive tanks in the room, just to be safe.

She will open two doors on the far side of the room. You’ll have a bit of deja-vu here, because these same two doors were ones that you destroyed with a laser weapon in the 2nd mission before killing a bunch of enemies in the room beyond. Nothing like devs re-using the same enemy encounter for all intents and purposes. Take cover behind the low wall between Anya and the two doors, in the center of the room. Lean left and right from the two sides of it to look into the next room and take out the enemies. There is one supersoldat, one flying bot, and a handful of regular enemies in the room. Once you are confident that all or nearly all of them are dead, equip a shotgun and rifle combo and move into the room. Do a sweep around the perimeter of the room, clockwise starting with the left corner nearest you, to make sure no stragglers are hanging around waiting to surprise you. Move into the next hall and kill the enemy in the green jumpsuit that should be running away from you as you enter.

Return to the room where Anya is and sweep both rooms for ammo, health, and armor. Once that’s done, go back to the hall where the green jumpsuit enemy was and look for a hole in the ceiling. Use your battle walker to climb up into it and continue through the air ducts through another room with health and armor, and around a corner where you’ll drop down in a room with boxes. Climb quietly up the boxes and you’ll be in another familiar room from early in the 2nd mission, with three enemies in it. Headshot the one off to the right standing still, then the one walking down the center of the room, and finally the one on the left in the smaller side room with the lever that opened up the door to the large propane tank in the 2nd mission. Once they’re all dead, top off your grenades from the side room on the right before using the battle walker to climb up into another hole in the ceiling. This leads into an adjacent room with a commander, his dog, three regular enemies, and a supersoldat.

Don’t move too far out into the room. Headshot the commander with your pistol from the air duct, then shoot the enemy up on the walkway with you to the right. After that, take out the enemy patrolling below and the dog. Look for the 3rd enemy on the same level as you on the far-left corner of the room, although if he heard anything he may have dropped down to go on patrol. With the commander and the enemies that pose the greatest threat of a surprise attack dead, you can shoot him with your rifles if you wish. If you’re able to take all of them including him out with the silenced pistol, the supersoldat should still be unaware of your presence and will likely be hanging out on the lower level of the room in the far-right corner. Once all three regular enemies, the dog, the commander and the supersoldat are all dead, drop down and activate the console in the center of the room with BJ’s singsong rendition of V-A-L-H-A-L-L-A.

As soon as he puts in the code, a door will open just in front of you to the left, with two enemies behind it. Blast them with shotgun or rifle as the door opens, before they get a chance to shoot back. After they’re dead, activate the lever on the left to open the door to yet another familiar outside area, with two commander icons appearing. Have a rifle and shotgun prepped, but swap your preferred hand to the silenced pistol. Crouchwalk down the stairs to the right and immediately headshot an enemy to your right after reaching the bottom of the stairs. Move forward across the gap in the center of this area, making sure to cross on the walkway and not fall into it. Quickly headshot a 2nd enemy to your right. A 3rd enemy will be walking away from you through a door on the far side of this area. Approach that door but don’t pass through it. Instead, lean out from the right side of the door with cn_LB and shoot the commander standing just past the door on the right with your pistol.

The enemy that was walking away should have stopped behind a pillar nearby and be standing still at this point, so headshot him. Swap to dual rifles and look to the far end of the walkway for the 2nd commander. If he’s out of view at this point, you may want to just sprint down the walkway and make a run for the exit, which is at that end of the walkway by him. There is a supersoldat on the right side at that end, and a small gap at the bottom of the wall to the left that you can crawl through. As long as you have full health and shields, you should easily be able to sprint down this walkway and sneak through that hole before taking too much damage. You can stop as you near the supersoldat and blast it witch shotguns, then turn and blast the commander to end reinforcements and make it slightly less risky running for that small gap in the wall.

Be extremely careful sprinting down this path with the commander and the heavy at the end. There are explosive tanks on the sides. With your ramshackles if you accidentally clip one of them while sprinting, you will detonate it. This will knock you on your butt and allow the enemies all the time they need to kill you on higher difficulties. An alternative to this area would be to do everything else the same, but after you kill the first commander just past that first doorway, look down the walkway and shoot the 2nd commander ASAP to prevent reinforcements. From there, retreat back up the stairs to where you entered the area and just mow down the remaining few enemies as they rush at you. With both commanders dead there won’t be that many enemies to deal with, so it should only take a minute or two of killing before you can move to the end of the walkway and duck through the gap in the wall.

In the next hall move forward and look for a laser turret on your left. Mount this turret and immediately hold cn_LT to charge it. Blast an enemy crossing the walkway on the far side of the room up above before aiming directly above the boxes just to the left. Several regular enemies and a heavy will come from this left side, but you can easily mow them down with the turret as they cross behind the boxes before they have much of a chance to engage or shoot at you. Once they’re dead, dismount the turret and move into the starting room with Anya, replenishing armor from the killed supersoldat along the way if need be. I would also suggest topping off your laser weapon to 200 energy at one of the recharging stations in this room. Anya will already be in an escape pod and will instruct you to hop into the opposite one. Equip dual shotguns and follow her instruction.

She will begin talking to you before a supersoldat drops onto her pod. You will then feel a crash as a supersoldat lands on your pod, which Anya will mention. Aim up at the roof of your pod and blast it with the dual shotguns as soon as it rips the top off. When prompted, press cn_X to climb out of the pod. You should see a nearby fan, which may or may not have been stopped by shotgun ricochets. If not, simply shoot the center of it to stop it. The jump over to the platform by the fan can be nerve-racking on Mein Leben just because it would suck to end a run so close to the end for such a simple jump failure. The easiest way to ensure you nail it every time is to not try and jump or move forward separately. Instead, hit cn_LS forward toward the ledge and tap cn_A at exactly the same time. This will cause you to do a very small hop forward and you will land on it every time. Jumping first or trying to step forward first can cause you to slip off the pod and fall to your death.

Once you’re on the platform by the fan, keep dual shotguns at the ready but swap one to the silenced pistol and crouch-walk through the ducts behind it. You’ll be facing out into a very large room, with an enemy coming from behind a pillar down to your right. Headshot him and immediately drop down into the room and crouch-walk around the left side on the outer perimeter. You’ll pass by a staircase and see another set of stairs just ahead with an enemy descending. Wait for him to reach the bottom and turn to the right, then quickly headshot him before he sees you. If you miss a shot, the 3rd enemy will likely start walking in your direction just ahead, so be ready to unload on him with body shots from the pistol before he has a chance to sound an alarm. If you nailed the 2nd enemy without missing, the 3rd enemy will be standing still and you can line up a shot and take him out with ease.

The way forward is directly to the left of where that 3rd enemy stands if not alerted, just around the corner from the 2nd enemy. Move down into that hallway and use the battle walker to climb up into yet another opening in the roof. Proceed forward to look down into the room with the commander and two regular enemies. Headshot the enemy in the middle of the area, near the central console. This will cause the enemy closer by just underneath you to start walking toward his corpse. Headshot the 2nd enemy, then look for the commander on the far end of the room and take him out with your pistol or rifles. You can even take out the commander first, which is probably safest to avoid an alarm, but the two other enemies and the commander are all extremely easy to take out from this vantage point using the silenced pistol without setting off an alarm.

Once they’re all dead activate the console via the Valhalla command again. Facing the console, move around it to the right and take cover behind the grey wall on the right side, facing down the long hall toward the door at the far end. Lean out with cn_LB and take out the enemies as they approach. Make sure to focus your attention on the robot dog that should rush in very quickly after the first couple of enemies. Dual rifles works best here due to the slightly longer range of the engagement. Once they’re all dead, move to the end of the hall but don’t exit out into the main room (the one from just after the fan jump earlier). Instead, just approach it and two robot enemies should spawn and rush at you. One climbs over the metal arm in front of you, and the other should come from the left. Retreat back to cover if need be to deal with them. Replenish health and armor from this area where the commander was. There should be tons of armor from the robo dog.

When ready, you want to sprint into the large room and make your way to the ladder in the top center ASAP, before the heavy enemies spawn in and start shooting at you. To do this, as you enter the large room from the room where the commander was, turn 90 degrees to the right and hug the wall to the very first set of stairs you reach. Sprint up these stairs and turn left to see one of the robot arms leading up to the higher central platform with the ladder. Climb onto this arm and walk up it at normal speed. You can sprint up it but this risks falling off and having to deal with the clusterfuck below. As long as you sprint to the arm quickly upon entering the room, you should have plenty of time to just walk normal speed up it, then climb the ladder to a catwalk high above. From this catwalk, you will be able to look down to a very large open area with two heavy enemies. DO NOT drop down yet. Instead, equip dual rifles and take them down from this high catwalk. Don’t waste your laser ammo on them, as you’ll need it very shortly.

Once they’re dead, look across the large open area to the far-right corner. That small room with a ladder inside is your destination. Equip dual shotguns and drop down onto the raised platform in the center of the area. As you drop down, the two commanders will spawn. Immediately drop down again off the right side of this raised platform to the area underneath and sprint to the far-right corner and up the stairs. When you reach the top of the stairs, blast the commander you can see as well as the nearby enemy. If the ricochets from the shotguns don’t kill the commander in that small room as well, rush in and kill him ASAP then climb up the ladder. At this point you will be in a small room above with a weapons locker in it that has a 100-Health pack. You will also hear one of the large mech enemies spawned in on that raised central platform in the large outer area you just sprinted through. There is a small gap in the wall at the top of the ladder you can crawl through that leads out onto a narrow ledge with another ladder leading up.

Wait until the large mech enemy stops firing, then charge up a shot with your laser weapon and crawl out onto that ledge. Aim at the large mech enemy to the right in the large area and release your charged shot as quickly as you can before retreating back through the small gap in the wall to the previous room. DO NOT STOP inside that small gap that you can crawl through. The splash damage from the large mech’s shots will be enough to damage you significantly, and can easily end a Mein Leben run one encounter away from the final boss fight. Repeat this process of charging up a laser shot and waiting for the mech to stop shooting before you crawl through and take a quick shot on him until he’s dead. You will only have four fully-charged shots with your laser, so make them count. If you run out of energy for it, you can switch to the Kampfpistole as a backup. By now it should be fully upgrade with the rocket rounds and the other two upgrades, so it will do solid damage.

You could use the rifles too, but you only have time to get one or two shots off each time you peek out before retreating, and each time you peek out is a risk of splash damage whittling away your health. If you land two or three charged laser shots, it should die. You’ll know because you hear several explosions then silence. With him dead, it’s clear to go back down to that area. Look for the dead heavy enemies and grab their lasers. Take two lasers and move them to the opposite side of the railing where you first dropped down from the catwalk high above, so that you can take cover behind the railing and face out into the large area. From where you’re standing, you can just make out the ladder on that small ledge where you were when taking shots at the large mech enemy with the laser. Keep the top of that ladder’s position in mind.

Make sure both heavy lasers have full ammo and leave them behind the railing. Sweep the area for ammo, armor, and health. Don’t just grab all the armor. Take one piece at a time and let the armor regen from the ramshackle upgrade give you 25 armor for each piece you collect. Leave the large pieces from the big mech enemy for last, just in case you end up needing them. Top off your laser ammo at the charging station, which is inside the alcove adjacent to the raised central area, before you reach the room where the commanders were. Go back to that room and climb the ladder, then head through the small gap in the wall and climb the next ladder. Equip a shotgun in the left hand and the laser in the right hand, with a rifle prepped in right. Fully charge up a shot with the laser and hold it, then go forward along the walkway and up a very small set of steps to the area above. Look to the left of the boxes to your left and you should see a robo dog charging you.

Try to release your charged laser shot and blast it. If you hit it one fully charged blast should do the trick, so try to quickly charge up another shot ando blast the supersoldat on the raised walkway in the center of this area, just beyond where the dog was rushing you. If you’re quick and accurate, you can take out both that first dog and the supersoldat before dropping back down the ladder. If you miss your shot on the dog, DO NOT try to charge a 2nd shot or engage it in any way. Instead, drop back down the ladder immediately (do this anyway even if you kill the dog and/or the supersoldat). Go through the gap the wall and down the other ladder into the room where you killed the commanders. Hug the right wall and move to the room adjacent to the large raised central platform, where the laser recharging station is. From here, sprint out and down the stairs on the right as you enter the central area so that you go underneath it to the far end, then use your battle walker to climb up onto that raised portion where you left the two heavy lasers behind the railing.

Using those two lasers, aim up at the highest portion on the far side of the area, where all the enemies have spawned in. You might be able to kill several of them, perhaps only one or two, but the key is to look at the top of that ladder to the right that I mentioned before and kill the robo dog if it is camped at the top of the ladder waiting for you (if you missed your shot on it before). Fire in short bursts and destroy all the thin grey panels along the railing on that highest area to expose any enemies that might be hiding that you can kill from here. Once you’ve killed all you can and no more are visible, return back up the two ladders to that upper area and take cover behind the nearby boxes. Fire a few rifle shots down to the far end to draw the enemies’ attention. More enemies will rush you, including a 2nd robo dog, a regular dog or two, and plenty of regular enemies. If you see the 2nd robo dog rushing at you and you aren’t 100% confident you can kill it before it reaches you, drop back down the ladder and retreat to the heavy lasers to take it out the same way, as it will camp the top of the ladder just like the 1st one did.

I can’t give you any better advice than that. Carefully clear the enemies in the upper area here, retreating down to the lower area to look for health and armor replenishment as needed. Once you’ve cleared the entire upper area including the commander, sweep the area and top off ammo, health and armor as much as possible. Make sure to recharge your laser too. Once the upper area is clear, climb one final ladder from the control room to reach an area with no enemies. You will see a large elevator here that leads up to the final battle, and in the center of the area rests an Ubergewehr heavy weapon. There is an achievement for killing one of the two large mechanized enemies in the final battle with this weapon. You don’t have to destroy one of their arms and use their own against them, as you can just take this one up to that battle with you and drop it in a safe spot until you’re down to just the last big guy and no regular enemies running around, at which point killing the last one with it should be relatively painless. This unlocks Taste of Your own Medicine. Don’t drop the Ubergewehr on the lift as it seems like it usually (perhaps always) won’t let you pick it back up off the lift’s floor.

Taste of Your own Medicine

Destroy a Zerstörer with an Übergewehr

Taste of Your own Medicine
3 guides

Don’t try to do that on a Mein Leben (or even IADI) run, as carrying that heavy weapon makes you move very slowly, making you an easy target for the enemies. The final battle can be relatively painless if done right, or a royal nightmare if done wrong, especially on IADI/ML. Many guides suggest going to the far-left corner from where you arrive at the top of the elevator and hiding on the outer edge of the map (so much so that you can easily fall to your death if you back up too far). From there, they suggest to kill the six heavy enemies and regular enemies as they come over to you, then make a mad dash for the ladder once the two large mechanized enemies blast open the door. This strategy requires throwing an EMP-upgraded grenade to the right as you turn the corner, and blasting two regular enemies in your way before using the battle walker to pop up the ladder inside faster than just climbing it. You WILL take damage doing it this way, and it is very easy to die.

I instead prefer to use a strategy I saw on another TA user’s path through Mein Leben. What you do is equip dual shotguns before riding the elevator up to the final battle. Once you arrive, immediately sprint forward to the center of the platform, between the two hatches that open up to launch the first two heavy enemies. From here, kill the one on the right first, then the one on the left. Turn around 180 degrees (so your back is to the elevator you rode up), and sprint forward then right as the 2nd set of hatches opens. Kill two regular enemies, then retreat to the area between the two hatches that just opened and again blast the right supersoldat, then the left one as they land. From there, you don’t move. Just turn around and wait for the 3rd set of hatches to open. Position yourself against the hatch on your left. You should still be between the 2nd set of hatches at this point, with your back to the elevator that you rode up, and crouched against the hatch on your left.

Again, kill the right supersoldat as it lands, followed by the left. At this point, all six heavy enemies are dead and there should be four enemies running around looking for you. You have to find and kill these four enemies VERY quickly, before the two large mechanized enemies arrive. You have one or two seconds after the first of those large mechanized enemies dashes out before you have to take cover, but you need to kill those four enemies asap. This is the riskiest part of his strategy, but it isn’t that hard to do it consistently with 80-90% success rate. Once those four enemies are dead, you run back toward the elevator you rode up, down on the lower-left outside walkway (when facing the elevator) and dash inside that turret building. At this point, you take up position in the far-right corner of the building, furthest from the pathway along the perimeter of the fighting area. If done correctly, you should be facing back out along the walkway with the weapons locker containing grenades to your left.

The base of the staircase to the left should just barely be visible, and a red painted area on the floor should be visible to the right. If you don’t see one of the large mechanized enemies moving toward you on the lower walkway outside, you’re golden. If you do, run over to the corner where that red paint is on the floor and wait for the mech enemy to move off to the center of the battle area, then move back to the corner by the weapons locker. In this position, so long as the large mech enemies aren’t out on the walkway straight ahead of you where they could see you, they cannot hit you. Their charged Ubergewehr shots will blast the building around you, but you won’t take damage. The reason you had to kill the four regular enemies after the six heavies were dead is because for whatever reason those four enemies will throw grenades into the building at you if left alive. None of the other enemies that spawn in will do so.

So just camp in this corner and look down the walkway outside, picking off enemies as they spawn in and run toward you. After about five minutes or so of doing this, no more than ten minutes max, you should have killed ALL the regular enemy reinforcements and will be left with just the two large mechanized enemies. Now all you have to do is sprint straight forward out of this building and turn left down into the tunnels that run underneath the battle area. Equip your laser weapon in your right hand and a shotgun or rifle in the left. Sweep the area and fire a few shots out the doors to make sure no regular enemy stragglers will surprise you. When you’re confident it is just you and the big mechs remaingin, fire a shot out one of the four corner doors, then move to the far opposite corner door with a charged laser shot ready. Peek out and over the curve of the battle area until you spot one of the two mechs and blast it with the laser.

Retreat into the tunnels, and repeat this strategy. Fire shots out of a corner door then go to the opposite corner to get a line of sight on one of the mechs and blast it with a charged laser shot. Two well-placed fully charged laser shots is enough to take one down, so if you have full laser ammo you should be able to kill both before running out. I believe there is some more laser ammo in the tunnels as well. If nothing else, once you’re out of laser energy, just switch to your dual rifles or your kampfpistole and take potshots at them, again alternating corners. Just don’t hang outside too long shooting. A quick two or three dual-trigger burst with the rifles is all you need to do before retreating to the tunnels and going to the opposite corner. As long as you are careful here, there is no reason you should fail this fight after the initial sequence. If you make it to the camping spot in the corner of the building to pick off the reinforcements safely with no grenades coming in from a missed enemy after the heavies, there isn’t any reason you shouldn’t finish the fight on that attempt.

Once the fight is over climb the ladder in the room where the two large mechs came out, and continue up the pathway above and up to the top of the building. Enter the door on the right and activate the elevator inside for a somewhat disgusting scene where Anya gets… messy. The ausemerzer unlocks here.

The Ausmerzer

Capture the Ausmerzer

The Ausmerzer
1 guide

From there, you will have a scripted sequence at the end where you’ll make your way to your nemesis while she sits at a talk show discussing how great she is. As you take the last lift down to the stage, you will be spotted. Just move forward toward her with cn_LS and spam cn_RS as you near her to make sure you take her down once and for all and finish the game. I will list all the difficulty-related achievements here, although if this is your first run you will obviously only unlock the one for beating the game and the Bring ‘em On difficulty achievement now. This text guide is the exact path I used in my Mein Leben runs on both my gamertag and my wife’s, so I will include that achievement here as well.

Revolution

Beat the game

Revolution
1 guide

Bring 'em on!

Beat the game on "Bring 'em on!" difficulty or higher

Bring 'em on!
1 guide

Do or die!

Beat the game on "Do or die!" difficulty or higher

Do or die!
1 guide

Call me Terror-Billy!

Beat the game on "Call me Terror-Billy!" difficulty or higher

Call me Terror-Billy!
1 guide

After doing your 2nd playthrough on IADI to make saves at the start of Mission 11 and onward, you'll unlock IADI.

I am death incarnate!

Beat the game on "I am death incarnate!" difficulty or higher

I am death incarnate!
1 guide

And of course once you've practiced enough to do Mein Leben on a fresh save, there is that feather in your hat to attain.

Mein leben

Beat the game on "Mein leben" difficulty

Mein leben
3 guides

After the credits roll (or you can skip them) on your first playthrough, you will be back aboard Eva’s Hammer and be ready for post-game mop-up, as well as unlocking Keep Playing.

Keep Playing

Wait for the game to resume after the credits

Keep Playing
1 guide

Side Missions Mop-up

At this point you have two of the nine sidequests done, the ones for the Battle Walker and Ramshackles upgrades. The one for the Constrictor Harness upgrade remains, as well as the random ones around the ship. Turn down the difficulty to the lowest setting, Can I Play Daddy. This will make the mop-up much easier as you can run and gun all of the districts save for the one you want to do stealthily to unlock Ghost. You should have collected roughly 20 Enigma codes throughout your first playthrough, give or take a few. Load up the enigma machine and decipher the Roswell – Underground district. You will kill the first two commanders in this district to farm enigma codes until you have roughly 35-40 of them. To do so, load up the mission from the war map once it is deciphered.

From the start go forward along the walkway and use the battle walker to climb over the pipes to the left at the end, before entering the door. Drop down and go into the nearby building to find the first commander. Immediately exit the building and run to the far end of this first area, into the subway car there to find the 2nd commander. Once you have killed both and collected their Enigma codes, pause the game and exit the mission back to Eva’s Hammer. Keep reloading the mission and farming these first two commanders until you have enough enigma codes to decipher all but the two districts. Make sure the Manhattan Nuclear Bunker and Venus Oberkommando are two of the ones you unlock. You will wind up collecting most if not all of the needed codes for the final two while going through the other 13 districts. If not, you can always farm Roswell – Underground a couple more times after the first 13 districts are done for any remaining enigma codes you need.

Once you are done unlocking the first 13 districts, we are going to go around the ship and collect the rest of the side missions before actually doing the districts. Just outside the helm, in the main area of the ship on the lowest level of the walkway you will find a lady who will ask you to find all of Max’s toys for Side Mission #3/9. There is one in each of the first 15 districts, for a total of 15. You must talk to her to get the side mission BEFORE collecting the 15th toy. If not, she will no longer give the mission and even though she will thank you for finding his toys whenever you pass by her, it will not count toward the achievement. Next go to the ammo depot, near the shooting range. Just next door to it in the hallway, there will be a guy by the missiles that will give you the Side Mission #4/9 to get rid of the rat in the ammo depot. All you have to do is go next door to the ammo depot and interact with the box in the middle of the room to let the rat escape and complete the mission.

While in this area, move into Set’s lab and find a gentleman in the corner of the lab (usually on the 2nd floor) named Hercules Leclercq. He’ll ask you to save his cousin for Side Mission #5/9. His cousin is found near the very end of the Venus Oberkommando district, in a room with bloody smears by the door. I’ll point out his location during the collectibles walkthrough of the districts. You’ll want to collect all of the district’s collectibles, then kill the Ubercommander and collect his death card, choosing after collecting it to remain in the district. From there you just return to the room with Hercules’ cousin and interact with the body to end the mission and complete the sidequest.

Side Mission #6/9 requires you to feed Rosa the pig. Find her in her pig pen near BJ’s room and interact with her. From there, go to the end of the ship with the cantina and look for a nearby storage room with potatoes inside. Interact with all that you can to collect them and return to the pig to feed her and complete the mission. For Side Mission #7/9, speak to a woman in Hacker Central on the ship to get a mission to destroy magnetic tapes in the Manhattan Nuclear Bunker district. Different site members have said they got this from different NPCs (likely based on which story line you choose at the game’s start), so just look for the one with the speech bubble when you get close to her. Two of the three pairs of tapes are in the very first room you come to from the mission’s start, on the upper level over the railing. You can climb up there with the battle walkers. From there, enter the next room and look for the 3rd pair of tapes in the corner to the right.

For Side Mission #8/9, speak to Maya Gilliam. She can either be found in the hangar bay or on the upper level of the helm room. She will ask you to destroy three Sumerian tablets in the Roswell Underground district. From the district’s start, you simply need to drop down and sprint over to the subway car on the right when facing out into the area. For reference, the 1st commander’s building will be to your right as well, and the subway car with the 2nd commander is opposite the one to which I am referring. Drop down into the subway car through a low opening on the side, where you’ll find the first two tablets. Go up the stairs from this room into the hallway of the train to find the 3rd tablet sitting on a wooden pallet midway down the hall.

Side Mission #9/9 is the upgrade for the Constrictor Harness contraption. First you will need to go to the Manhattan Nuclear Bunker district to obtain the contraption since we chose the battle walker during the story. The harness is found near the very end of the district, and is required in order to complete it as you need to use the harness to go through a tiny opening at the bottom of a wall in order to reach the district’s ubercommander.

On your way through the mission, you will ride an elevator down up. Just after this elevator ride, you will enter a large room that you should remember from the campaign where you encountered a large robo dog. Now there are two supersoldats. Shoot the one to the right with your dual rifles or a charged laser shot from a distance. This should make the one on the left charge at you. Sprint at it and collide while it is charging for Bull Rush.

Bull Rush

Ramshackles tackle a charging Supersoldat

Bull Rush
3 guides

Just after that you will enter a room with an enemy on a walkway above, facing away from you. Walk up behind it and activate the battle walker to rise up. Do a stealth takedown on him to unlock The Sky is the limit.

The Sky is the Limit

Perform a Battle Walker takedown

The Sky is the Limit
5 guides

Once you’ve collected the harness, either immediately pause and return to Eva’s Hammer, or go ahead and kill the ubercommander first before leaving so you can collect his death card and not need to get it later when returning to the districts for collectibles. If you crawl under the cart or a wall crawl space in the commander's room with him or his escort near enough you can perform a constrictor harness takedown while hidden for Snakebite.

Snakebite

Perform a Constrictor Harness takedown

Snakebite
2 guides

Once you have the harness and are back aboard Eva’s Hammer, look for a man standing by a tiny round pipe at the base of a wall, near the cantina. He will open the pipe for you allowing you to use the harness to get to the area beyond, where you are tasked with shutting off a gas leak. Just proceed through this extremely linear area, dealing with a few dogs inside along the way, and shut off the gas. Exit through two consecutive pipes afterward to return to the gentleman and gain the harness upgrade. This unlocks the achievement for getting all contraptions and contraption upgrades.

Complete Package

Acquire all Contraptions and Contraption upgrades

Complete Package
1 guide

If you already collected all 15 of Max's toys and this is your last side mission, you will unlock Sidetracked here as well. If not it will unlock once you complete that sidequest and have all 15 toys. These locations are included in the next page for districts/collectibles.

Sidetracked

Complete all side missions

Sidetracked
2 guides

For all the other miscellaneous achievements as well as the collectibles and districts guides, proceed on to the collectibles page.

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.

Ghost

Finish a District without triggering an alarm

Ghost
3 guides

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.

Hail Mary

Throw a hatchet and kill an enemy from 30m

Hail Mary
7 guides

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.

They did Nazi that Coming

Stealth kill 10 enemies in a row

They did Nazi that Coming
7 guides

Now for the collectathon...

Eva's Hammer

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.

Starting a Collection

Find at least one of each collectible item

Starting a Collection
2 guides

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.

Audiophile

Find all records

Audiophile
2 guides

Venus - Transporthalle

Coming back for more should unlock if this is your final district to visit before the secret one.

Coming Back for More

Visit every District

Coming Back for More
1 guide

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.

Gun Nut

Fully upgrade all weapons

Gun Nut
1 guide

Use the battle walker to climb up one level, then climb up a slightly higher ledge with cn_A. 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.

Toy Collector

Find all of Max's toys

Toy Collector
2 guides

Sidetracked

Complete all side missions

Sidetracked
2 guides

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.

Riverside

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.

Golden Boy

Find all gold

Golden Boy
2 guides

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.

Art Aficionado

Found all concept art

Art Aficionado
1 guide

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.

Meet the Cast

Find all starcards

Meet the Cast
2 guides

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.

Terror-Billy

Collect all Übercommander death cards

Terror-Billy
1 guide

Across the Board

Complete the Killboard

Across the Board
1 guide

Thank goodness, the collectible marathon is over right! smile 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.

Max a Perk

Max a perk

Max a Perk
2 guides

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.

Max all Perks

Max all perks

Max all Perks
5 guides

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.

Hard Headed

Collect 1000 helmets

Hard Headed
3 guides

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!

Gunslinger Joe has us playing as Joe Stallion, a former football player turned propaganda puppet for the Reich. When you decide not to take a dive for the Reich, you are jailed and must break out to join the resistance. This is more of a guns blazing DLC than stealth, made evident by the lack of silenced weapons and no throwing hatchet. The tin cans you have can kill an enemy if you nail a headshot, but are more used as a distraction than anything. It is possible to (mostly) stealth the first Volume, but the 2nd and 3rd have areas with nearly forced gunfights and the final battle is guns blazing all the way. Mein Leben still isn't that bad, however, as you can do each volume one at a time and come back later for the rest. No need for one sitting on the DLC Mein Leben achievements. We still have the dreaded obligatory collectibles, although only 48 per DLC.

Volume 1

From the start, talk to the fellow through the wall then sprint at the wall to smash through after the guard arrives. Exit the room and run straight across to the open window. Climb through and grab the 25-Armor pack from the laundry bin. Look on the table for Readable #1/8. Climb back out and turn right along the wall. Go into an open cell on the right to hear Joe say “This was a place of secret horrors”. Grab Readable #2/8 from the table here. Turn right out of this room to see a thin barrier in the right corner that you can smash through. Grab the 10-Armor helmet from the weapons locker and let your armor recharge up to 50 total (we have upgraded ramshackles in this dlc). Stock up on ammo here as well. Press the two red buttons and exit the room. Go around the corner to the right through the metal bars, following the blood trail. Continue to the end of this hall and smash through the wall at the end. In the next room there will be four enemies to dispatch.

Take cover by the nearby boxes and look for two on your right and two coming from the left, leaning out with cn_LB to take them out. Look on some shelves in the right end of the room for another 10-Armor helmet to grab. Pick up any helmets knocked off the enemies if you got headshots as well. Always let each piece of armor regen you a total of 25 before grabbing the next so that you maintain as close to 100 armor as possible. Once you’ve scavenged the room for armor and ammo, look for another breakable wall adjacent to the windows here and bust through, taking out the one enemy hiding inside. Look in a bin on the far wall between the metal shelves for Gold #1/4. Activate the lever in the room. You can see the yellow and black-striped door it opens straight ahead when you hit it.

Scrounge once more to get your armor maxed if it isn’t before exiting the room and going through the door it opened. Go down the stairs ahead and grab the rifles from the weapon locker on the left wall. Peak around the corner to the left and make sure the enemy there isn’t looking toward you, then crouch-walk around the corner and sneak up behind him to perform a stealth takedown. Continue past where he was standing and look straight out the door toward another enemy that should be looking to the left. Creep out and move in behind him. Circle as wide right as you can, but stay on the left side of the boxes and pillar immediately to the right as you exit. Once you’ve taken him out return to the hallway where the first enemy was and exit via the far end.

There’s one enemy left on this bottom floor of the room, over on this side. Peak out to make sure he has his back to you and move in behind for the takedown. If you took too long killing the first two he may have moved away around the far corner, so just move counter-clockwise around the perimeter of the room to find and assassinate him. From there you can creep around this bottom floor for armor if needed, but don’t walk around standing up and making noise or the commander and his guard from the 2nd floor will come down to investigate. Get an angle where you can see up each of the two flights of stairs and look for whichever one has a clear path where you won’t get seen by the commander on the 2nd floor. Go up that staircase and immediately up the nearest one to the 3rd floor. One staircase leads up just beside the open door with the objective marker, while the other one will bring you up at the far end of the walkway between the two stairs, putting you further from the exit.

Of note in this room you can find the Grenade Upgrade. From where you killed the 2nd enemy by the desks on the bottom floor, go up the nearest set of stairs and look in the room in corner to the right from the top of the stairs. It’s on the corner of the green desk in the middle of this room. You may want to clear the room first. Once the two commanders are dead a supersoldat will enter on the 3rd floor. When the room is completely clear Joe will say “I need to take a knee after that”.

Either way, look for the objective-marked door and sprint through before you get seen (or after everything is dead). If you get spotted on the way up the door will close, so immediately jump back down to the bottom floor and go back into the tunnel where you arrived. Go up the stairs by the weapon locker that had the rifles and just wait for the reinforcements to funnel into the hallway below to pick them off until the commanders come to clear the area and re-open the door on the 3rd floor. Inside this door turn left around the first corner you reach. Just ahead is a thin barrier. To the right of it in a box on some larger crates sits Gold #2/4. On the shelf right beside the barrier you’ll find Readable #3/8. Smash through the thin barrier, then through the next barrier at the end of this dark hallway into a medical area with curtains and stretchers. Turn right 90 degrees as you enter and go straight ahead past a desk with a pistol on the right, then turn 45 degrees to cross past a stretcher with a dead body to reach a darkened corner with Readable #4/8 on the console to your left.

Lean out to look up the stairs and take out the dog and enemy that should be on their way down. Go up the stairs and carefully work your way along the hall. Lean around each corner and pick off enemies as they come to you. The first corner will have two enemies just past it, still in the darkened hall. Beyond them you’ll reach a door leading into a hall more brightly lit with fluorescent lamps overhead. Take cover against this door and wait until no more enemies come. Give it a good bit when you think the least enemy is dead to make sure no stragglers surprise you. When you do start moving into this bright hall, peek out the windows on the left to check for anyone camping. They like to shoot you through the windows as you walk by if you haven’t waited long enough for all of them to funnel to you.

Go to the end of this first bright hall and exit into the large room beyond once the coast is clear. At the far end of the room look on a bench in a small hallway for the Map. Exit around the corner nearby and go up the stairs. Just go up high enough that you can see out into the room above, then retreat and take cover around the wall at the stairs’ base. Lean out and take out the robot enemies as they rush you. Once the two robots have shown up and you’ve killed an enemy or two, things might slow down. You can go up the stairs and shoot down into the room/through the window to lure the rest of the enemies and a supersoldat to you. Either retreat down the stairs to lean there or (more riskily) against the wall at the top of the stairs to deal with them.

Once they’re all dead, especially the supersoldat, move on up the stairs and across the area toward the objective marker. Smash through the obvious breakable wall. Go up the stairs around the corner and smash through another breakable wall with a small opening in its center to find a small room with blueish grey boxes in front of you. Smash through them as well and you’ll find a briefcase-looking item on the floor behind, which gives you the Machinegun Upgrade (drum mag) as well as Gold #3/4. Continue out this room and on up the next flights of stairs toward a room with two commanders. Crouch walk when you near the top of the stairs to see two enemies near the railing with their backs to you.

Position yourself behind and to the right of the nearest one and melee him from behind, then quickly turn to the one on the right and melee him before he can sound the alarm. Alternatively you can hide on the stairs and wait for one to walk away so you’re only dealing with one. Face out over the railing, still crouched, and look for a guy on the level below. He should be near the base stairs to your right. Crouch-walk over to those stairs and make sure he turns the corner before you move out onto them so he doesn’t see you. Go down the stairs and follow behind him until close enough to stealth kill him from behind. Return back up the stairs and go back the way you came, past where the first two guys you killed were by the railing.

Ahead of you as you pass their bodies you’ll see a room with green lockers. Go inside and into the adjacent room. If you let the 2nd guy walk away he’ll be in here. Look for Readable #5/8 on the table as well as a Pistol Upgrade (Magnum) on the tables. Walk back out through the locker room toward where the 1st two guys were. Just as you exit the locker room, look for a gap in the railing to the left you can drop over. Drop over and immediately perform a takedown on the enemy that should be approaching around this time (he rooms the walkway below you, so you may have to look for him before dropping down). Look in the nearby dead-end for the 1st commander and take him down. Go around the corner from the commander and walk to the far end of this walkway, then left around the corner into a room with consoles and sturmgewehr ammo boxes in the far-right corner as you approach from the 1st commander’s location. Go through the door to your left and up the nearby stairs. Turn 90 degrees to the right at the top of the stairs and look in the corner straight ahead for a breakable barrier leading into the control room with the 2nd commander.

If at any point you activate an alarm, retreat to where you killed the first two guys and go down one of the two sets of stairs behind them, then down the next set of stairs between those two below and wait for the enemies to funnel to you. Alternative you can hide behind the boxes in the dead-end where the 1st commander was and peek over the boxes to kill things. This can be risky if an enemy decides to toss a grenade in, but I’ve cleared the room successfully from this spot with an alarm sounded.

Kill him quickly before he can sound the alarm if you’re alarm-free. Lean out the door to deal with any stragglers rushing you. Make sure to kill the supersoldat on the ground floor as well. Once the area is completely clear of enemies, hop on the laser turret near the control room where the 2nd commander was and use it to shoot open the near side of the shipping container below to reveal the panzerhund. Go into the control room with the dead 2nd commander and activate the switch to open the ground floor doors leading out.

This spawns two robot enemies, so immediately rush back out the barrier you broke through and hop over the railing down to the ground floor. Get on the panzerhund and look out the right side of the shipping container and burn the two robot enemies that should be rushing you. Once they’re dead switch to the other end of the container and shoot your flamethrower past its edge to melt any other enemies rushing. From there, move your way out and toward the large open doors toward the streets. There is no specific strategy to the streets per se, as the enemies will be milling around and I can’t pinpoint where they will be on your run with any certainty. My best advice is to strafe left and right while you inch your way forward, sweeping the street with flames and focusing fire on any supersoldats that show up.

This streets portion is far easier than the one during the main game’s campaign. If you’re struggling you can camp at a corner of each section near the next section and spray your fire. So long as the enemies have already spawned in said next section (you may have to step into it and retreat back to the corner for this), the enemies should eventually rush your corner and get melted. Doing multiple test runs on IADI however, I didn’t had any trouble just pushing my way forward through this area strafing and sweeping flames left and right. It’s also much faster than camping at corners for extended periods. At one point you will encounter another panzerhund. You can move around a car or corner and it will follow you regardless of whether you’re spraying that spot with flames.

In this manner you can just circle a car right where you encounter it and keep burning from behind as it chases you around the car. Keep pushing to the end of the streets to a building in a dead end with an open door. Spray some flames into the room to kill the enemies inside before you hop off the panzerhund and enter. Take cover behind the door leading from this first room into the next hall and kill the dog first, then the enemy. Look on the desk in the corner of this 1st floor hallway for Readable #6/8. Go up the stairs and take cover again to take out two guys that come down from the 3rd floor. Move up to the 3rd floor and take cover near the metal screen door at the other end. Lean out and kill the enemies in the hall beyond before moving forward, grabbing Readable #7/8 on the desk to the left just as you pass through this first wire mesh door on the 3rd floor. Work your way slowly forward through this hall, taking cover and leaning to kill enemies as they rush you.

Be sure you’re taking cover behind the solid portion of the wall each time, not the wire mesh. You’ll know you were behind mesh because you’ll probably be dead and starting over if on Mein Leben. Once you clear the area and enter the bedrooms, look on the table to the left of the bed in the first bedroom you come to for Readable #8/8. Smash through the wall bathroom to reach the next bedroom. Grab Gold #4/4 from the bedside table to the right of the bed. Smash another wall to reach the next hall. Take cover and lean to kill the last three guys in this hall. Scavenge the area for ammo and make sure you top off your health and armor as best as you can before activating the elevator to end Volume 1.

First Down

Escaped from Research Station Omega

First Down
1 guide

Volume 2

Don’t bother fighting on the football field. Just die as it is scripted and unavoidable. Climb up out of the ground and go to the end of the room, up the stairs. The two guys around the corner are nearly impossible to kill without alerting the commander. Throw a can behind them to turn them away, then move up and mow them down with dual machineguns. Quickly look around the corner to the left for the commander and kill him too before he has a chance to bring in many reinforcements. Retreat to the top of the stairs and take cover behind the wall to the right of the opening where you saw the first two enemies. Lean out and look right and left for the two guys the commander called in and clear them before moving forward down the hall to the left, where the commander was.

Look for Readable #1/8 in the room on the right of this upstairs hall where the commander was. Scavenge ammo and armor before moving forward. Nearby in this upstairs area look for a breakable wall. Smash it to find supplies inside. The railing in this small hidden room looks over the room where you first spawned. Just over the rails you’ll find Gold #1/8 on a box atop some shelves that are positioned in that lower room. Next look for another staircase leading down from the far end of this upstairs hall (not the one from the start), to a more open room with pillars in the middle. Take cover against the corner just before entering the room and shoot the first guy you see. Stay here and lean out to take out the rest of the guys that rush in.

Once they’re clear, move forward to the far along the right side of the room to find Readable #2/8 on a desk against the wall. Move to the far end of the room and take cover behind the pillar with green paint on it. Lean out and look up the ramp in the next room for four more enemies that may or may not rush in. If they don’t, toss a can at the ramp to lure them then pick them off as they rush you. Move to the top of the ramp to trigger a few more and retreat back to the cover of the pillar to lean and pick them off. Sweep the room breaking boxes and scrounging for ammo. Look for the Map on a desk by the yellow/orange forklift. Top off armor if need be (if possible) before moving to the door at the far end of the room. Just inside this door near the stairs you’ll find grenades and ammo.

From the doorway at the top of the stairs you can lean out and shoot the nearest enemy on the railing, then take your time picking off enemies around the room and below the railing by leaning out the door until the last couple are left directly below the walkway outside the door. You may have to drop over the far end of the railing and sprint to cover to deal with these last couple. Although you can see through the walkway, you can’t shoot through it nor can the enemies. An alternative is to walk out and stealth kill the enemy outside leaning over the railing, then hop over and move to the far wall and around the perimeter of the room there. Wait for the enemies to move away and give you a clear path to the stairs at the far end.

Sprint up them and position in a small dark side room that can act as a choke point to kill everyone. the supersoldat might take a while to make his way over, but it’s relatively safe to hide in this room and kill everything. Once everything is dead you can grab Readable #3/8 from a desk against the far wall directly out from where you entered the room. In a room right next to the control booth with the lever you need to activate you’ll find the Machinegun Upgrade (Nailgun). Move into the control room to the objective marker and activate the switch to open a door where another supersoldat will enter. Quickly retreat to the walkway above or the small adjacent room and pick off the heavy.

Make sure to top off your armor (one piece at a time letting it regen 25 points if need be to max out) before exiting via the door the switch opened. Drop down the hole in the floor to the sewers. Take a right at the first intersection. At the next, lean out from the corner on the left to take out a drone flying behind the metal bars ahead. Once it’s dead, take cover by the corner near the bars and look down the next tunnel to kill another drone hiding behind metal bars. Turn right at these bars, then left around the next couple of corners to reach a ladder. Climb up. Sweep the area for armor if need be as well as a couple grenades on a box behind a fence. Don’t sprint or you may lure out the enemies inside the record studio. You’ll find Gold #2/4 behind a wooden fence connected to a chain-link fence nearby.

Go up to the rear door and peek into the record studio to make sure the coast is clear, then move in and peek around the next door. There are two enemies in the studio you need to kill. At the far end of the studio grab Readable #4/8 from the desk. Take cover beside the door and look out to the street for more Klan members rushing you to pick them off as they approach. There should be four or five enemies just outside to deal with. Once they’re dead, lean out and look down the street to the right for more. You can try to take them out from the wall by the outside of the door but it may be tricky with your machineguns or rifles, so you may need to sprint closer and duck behind cover to lean and take them out.

Don’t move past the small concrete wall just beyond the green car though, as that triggers the next commander to spawn. Once everything is clear move forward along the street and the commander will spawn. On the next cross street, hug the wall around the end of the street to the left. On the far-left corner you’ll reach some boxes with grenades and sturmgewehr ammo. Hug the left wall past this ammo and you should see a Klan member ahead behind a concrete wall. Creep up close enough to the wall that you can throw a can at his head without missing. If done right no alarms will have sounded and you can sprint to the entrance to the diner as soon as he drops. As you enter turn right immediately to find Readable #5/8 on the counter beside the register. Move back past the door and into the kitchen. Grab the Sturmgewehr Upgrade (Armor Piercing) just inside the kitchen.

Exit out the back into the alley and up the stairs on the nearby fire escape. Jump over the railing at the top of the first flight of stairs. You’ll drop into a small courtyard with a large open shipping container to your left. A panzerhund and a supersoldat spawn as soon as you drop in. For Mein Leben, ss soon as you land sprint straight ahead across the middle of the area but turn right before climbing up the raised portion on the far side. Sprint behind the shipping containers ahead of you, curving around to the right as you pass them. You should sprint directly into the supersoldat, which will stagger him for a second. While he’s staggered sprint past him into the next shipping container that forms a sort of ramp with a breakable wall at its far end and smash through it. Once through hug the wall to your right and sprint into the next building’s back door.

If not on Mein Leben though, go ahead and fight the supersoldat and the panzerhund in that area using the containers as cover to get in behind them for easy shots. Once they are dead climb up the shipping container in the middle nearest the building’s balcony using the boxes beside it, then jump over to the balcony to find Gold #3/4 on a table at the far end.

Once you exit that area by sprinting through the end of the shipping container past the supersoldat and into the next building, you should be in a room with a black and white checkered floor. Quickly shoot the enemy just ahead and the next one just the corner to the left past the door. Readable #6/8 is on the counter in the middle room of this building. If you’re quick enough the other enemies ahead outside the garage won’t have time to rush in. Move into the garage quickly and take cover beside the open door on the far end, where the objective marker is. Pick off the enemies in the area outside from cover. Once your objective changes to “Enter the secret police HQ” the area should be clear, but be wary of stragglers hiding off to the sides. Move forward to police HQ door and shoot in to trigger the enemies.

Take out everything in the room and any rushers from cover by the door before moving in. Move quickly to cover as you enter in case any stragglers are hanging about. You should find/kill one of the two commanders on this first floor. Once you’re sure the room is clear, grab Readable #7/8 from behind the wooden counter directly opposite the entrance. Continue into the building and upstairs. Take cover by the corner at the top of the stairs and lean out to shoot down the hallway. Once all the enemies are cleared out including the commander, proceed forward down the hall. Turn left around the corner at the end of the hall and move forward to the next corner. Just before you reach that 2nd corner, sprint back the way you came and take corner behind the corner, in the first hall on this floor, to take out the three guys that rush from the next room.

Move forward into the room they came from and into the small room immediately to your left around the corner to find Gold #4/4 on the table. Continue on through the 2nd floor, bashing your way through a grey metal door with your ramshackles. Climb through the window in this room and smash through the next door. Go downstairs and listen to the guy over the intercom ramble on for a minute, then go through the door that opens to hit a switch that opens the steel bars at the top of the next set of stairs. Head down those stairs and grab Readable #8/8 from the table below before going through the cell block toward the waypoint to end this volume and unlock Down at the Half.

Down at the Half

Eluded your pursuers

Down at the Half
1 guide

Volume 3

From the start break the nearby boxes for ammo and grab the 25-Armor pack from the truck as well. Smash through the nearby thin metal barrier into the hall beyond. Look for more ammo at the base of the cart in the hall and pick up one piece of armor at a time (10 points each) so that you can regenerate to 75 instead of 50. Pick up the grenades and everything too, then grab the health last and smash the barrier. Take cover to the side of it and lean to kill all the enemies as they rush toward you. Once no more enemies are rushing, take a few steps in and shoot into the middle then retreat to cover to see if you can lure the last couple. Either way, carefully move into the room and around the perimeter, taking cover so that any stragglers don’t blast you.

You’ll find Readable #1/8 on a desk just to the right from where you first entered, as well as Map #1 in a small room around the corner to the right of that. Do a sweep on the bottom floor once you’re certain the room is clear for ammo/health/etc then head upstairs, which triggers two more to spawn and run in through the nearby door. Kill them as they enter and grab the kampfpistole through the door behind them. Look on a wall seat to the right here for Gold #1/4. Go through the next door and grab Readable #2/8 from the desk just past it. You’ll see a window to your left and a security checkpoint to the right. Take cover behind the metal barrier nearest you at the checkpoint and lean out to kill all the enemies in the next two rooms, who will funnel to you here.

Move through the check point and look on the desk in the room directly behind the checkpoint for Readable #3/8. Continue to the far end of this set of rooms. In the last room where you dead end at a wall, several enemies will rush in from around the corner to the right. You can retreat to the security checkpoint spot to funnel them if need be. Ahead you’ll see two doors with a yellow light and a room beyond with railing to the right. Step into the door and toss a grenade down over the railing. If you’re lucky you’ll kill the three enemies below. If not just take cover and kill them as they come up the stairs. Go downstairs and through the two doors. Turn left at the corner and open the door ahead to reach “the bastard’s office”.

Look on the desk in the upper area just inside the room for Readable #4/8. Sweep the room for ammo and armor if need be. You’ll also find Gold #2/4 in a box at the far end of the room by the projector screen. Press the button indicated by a waypoint then another button on the desk to open a secret passage in the wall. Head inside and down the stairs to find a 2nd kampfpistole on it as well as the Kampfpistole Upgrade. Head through the door at the far end of the room and shoot the two guys here quickly as they are independent of the next section with the commanders. Move past them and around the corner to see a guy in a green jumpsuit walking away. Grab Readable #5/8 on the console to your left just before exiting this room.

Crouch walk behind the guy in the green jumpsuit into the next room and turn left, hugging the wall. As long as he doesn’t spot you and set off an alarm, move along the wall and over to hide behind a pillar by the raised platform to lean out and wait for the next guy ahead to turn to the side. Once he does, sprint past him and drop down the hole ahead against the left wall. It doesn’t matter if he spots you as you run past because you’ll be down the hole before they can react. If the first guy does spot you and trigger an alarm, immediately sprint back the way you came and take cover around the corner to deal with the reinforcements the commander calls in. Drop down the hole once the room is clear if that happens.

Once you land you need to sprint through this next bit quickly to avoid a terrible fight against supersoldats on these catwalks. Sprint up the stairs to the right as you land and turn left at the top. Turn right at the corner and run straight to the far corner. Go up the small set of steps to your right and quickly leap over the railing to the left down to a walkway below. Upon landing sprint straight ahead and turn right at the railing. Take the next right and an immediate left around the corner to run into a hallway with some wooden crates on your left. Break open all the boxes in this hall for health and armor quickly before the supersoldats arrive and shoot through the door, then make your way around the corner at the far end and up the stairs.

Sweep the room at the top of the stairs and the small adjacent room on the same side as the stairs for ammo and armor before stepping into the next room as entering it triggers the next two commanders to spawn. Kill the guy walking away through the next door and take cover beside the door to let the enemies in that large room with the commanders funnel to you for easy pickings. Both commanders should eventually rush you, but some of the enemies on the very far side of the room won’t until you shoot at them. If you can’t get them all to come, just carefully make your way across from cover to cover (preferably after both commanders are dead) to clean them up. Once Joe says “I had to find something to hide in” you know the room is cleared.

Look upstairs at the far end of the room for a small control room where one of the two commanders likes to hide if the room isn’t clear. You’ll find Readable #6/8 in here on the left console. Sweep for ammo and armor, then go to the waypoint and climb into the truck to go to the 2nd half of the volume. You’ll kill one guy upon exiting the truck. Immediately go down the stairs in front of you and melee the 2nd guy, then go back up the stairs and along the large vehicle to kill a 3rd guy leaning against the wheel toward the far end of the room. Directly behind the truck you exited you’ll find Map #2. From there, go to the very far end of the room. Look in the corner to the right behind the shipping containers for Gold #3/4 beside a toy plane on a box.

Once you step through the large nearby opening, two commanders will spawn and you’ll see a guy in an orange jumpsuit walking away around the corner to the right. Sneak up and melee him from behind. Move forward and around the corner to the left. As long as the two guys ahead are facing away, get close enough to guarantee a headshot with a can on the guy to the right. As soon as you throw the can at him, turn and melee the guy on the left before he can react. For another collectable, go across the walkway past where those two guys were and turn left, then enter the last room on the right to find Readable #7/8 on the bed. Exit this room and go forward to the railing. Hop over to the right to the level below and go straight ahead into the next room.

Turn right in this room and go up the short set of stairs to the next hall. Grab the Shotgun Upgrade (Rotor) at the far end of the hall before exiting out the airlock to the left. Move forward behind the guy walking away. As you approach the first corner on the right go ahead and shoot him and the two guys straight ahead if you’re quick enough. After those three are dead (or before they are if you miss one) take cover behind the corner to the right and pick off enemies as they funnel to you. Keep an eye on your coolant level while working your way forward. Retreat to an area you’re sure is cleared of enemies to refill it (or just retreat into the airlock).

Move forward once the enemies are dead to the far end of this walkway. There’s a coolant station to the left on the corner. Turn right and shoot through the large opening that leads into the next area. Retreat to the corner by the coolant station and lean out to take the next group of enemies out as they funnel to you. Once that group is dead retreat to the corner and top off your coolant. Move past the most recent set of dead enemies and through as small L-shaped intersection to another large doorway leading into the next area with enemies. Two commanders will spawn here. Shoot into the room to trigger everyone, then retreat to the previous door before the L-shaped hall and take cover against the door to pick them off as they approach.

There will be robot enemies with this group so make them a priority when they show up, as they will kill you faster than the regular guys. If you have to top off your coolant here, make sure to listen carefully for the sound of a robot’s footsteps rushing you and get off the coolant machine to take cover if you hear it. An alternative strategy is to rush into the room and sprint along the wall to the right to the far end of the first walkway. You can kill the commander there and crouch by the corner where he was to look back along the walkway and pick off the enemies from that side instead. Once the coast is clear head to the far side of the area and through the airlock into a hallway with three enemies and red explosive gas tanks.

If you shoot the three tanks and take cover quickly they on the left end of the wall that rises up they should take out one or two of the enemies. Once it’s clear head out the far end of the hall and out the airlock. Look for some armor in the left corner here before entering the next airlock. Go down the stairs and melee the first guy you see. Shoot at the enemies at the far end of the hall and take cover behind the barrier that rises up to clear the remaining enemies. After all the enemies are dead, look in the white cart near the middle of the hall for Readable #8/8 and in one of the glass compartments in the last small room on the right for Gold #4/4.

Read the Defense

Find all readables in "The Adventures of Gunslinger Joe"

Read the Defense
1 guide

Signing Bonus

Find all gold in "The Adventures of Gunslinger Joe"

Signing Bonus
1 guide

The next airlock leads into the final battle so make sure to sweep for ammo and armor one last time here. Switch to dual shotguns and enter the thunderdome (through the airlocks). From the entrance walk (don’t sprint) up the stairs to the left and shotgun an enemy on the left as you reach the top.

Sprint forward to the corner and shotgun the next enemy on the left and the commander on the right. Immediately turn the corner and at least stagger the next enemy with a shot but don’t stop to finish him off. Just sprint to the far end of this walkway and look for the 2nd commander to take him out quickly. Once the two commanders are dead, duck into the room at the end of the walkway for a moment so that the supersoldat comes out back on the walkway the way you came. Move back along it and blast the supersoldat with your dual shotguns. Immediately switch to dual rifles and go down the stairs back to the entrance.

From here, turn left and sprint across the arena toward the tall staircase leading up to a platform and airlock up above. Go underneath this staircase and crouch up against the very back corner of the wall, to the right of a metal box. From here, the big mech can’t hit you with its cannons or its flame thrower. Shoot it with your dual rifles, making sure to watch for regular enemies that come out to the right beneath it. Take them out quickly so they don’t shoot at you or throw any grenades (not sure if they throw them in this fight to be honest). If you need to refill your coolant before the mech is dead, sprint back to the entrance and up the walkway. Don’t use the coolant at the first part of the walkway. Instead stand at the midway point of the first part of the walkway for a second to lure the mech’s shots.

When you hear him make the horn sound indicating he is about to fire, sprint forward to the next coolant station tucked into the corner at the first bend in the walkway (where the first commander was) and refill here quickly. If you hear another horn sound while refilling, get outta dodge as fast as you can and sprint forward along the walkway, down the stairs on the right, and past the mech back to the area’s entrance. From there, run back to the spot beneath the stairs and shoot at the mech again until it’s dead. Once the mech dies, clear out any stragglers in the area and go up the stairs to the airlock to end the volume and unlock Touchdown. You’ll also get First Team Soldier if you’ve done all three volumes on IADI or ML, and All-Pro Warrior if you did them all on Mein Leben.

Touchdown

Enact Revenge on Übercommander Metze

Touchdown
1 guide

First Team Soldier

Beat the "The Adventures of Gunslinger Joe" on "I am Death Incarnate" difficulty or higher

First Team Soldier
1 guide

All-Pro Warrior

Beat "The Adventures of Gunslinger Joe" on "Mein leben" difficulty

All-Pro Warrior
1 guide

Station Omega Challenge

This is simply a relatively small portion of Volume 1 done on IADI. It’s the first larger room you come to with the two commanders. Follow the same basic strategy as the main volume by turning left at the first corner to take down that enemy, then quickly take down the one outside by the desk. Return to the hall and go to the far end to take down the enemy outside that door that is moving counter clockwise around the room. Go to the far side of the room from the hall and to the left, up that set of stairs. Make your way to the next set of stairs leading up, making sure to keep tabs on the commander and his escort on the 2nd floor so as not to get spotted.

Once you get to the 3rd floor, so long as you haven’t been spotted, just move to the waypoint to exit the room and run to the waypoint to exit the challenge and unlock the achievement. If at any point you get spotted, just retreat to the initial hallway and hide at the corner to lean and take aim at the door leading into the room to pick off enemies as they funnel in. There are also some side hallways and rooms on the 2nd floor that are good spots to take cover and kill guys. This isn’t super difficult and doesn’t need a step-by-step for killing stuff if you set off an alarm, especially since I have no way of knowing when and where you set it off and what locations the enemies will be in. It’s best to try and make it to the 3rd floor and exit without being seen. Doing that will complete this challenge in a matter of minutes.

Laboratory Expert

Beat the Station Omega challenge on "I am Death Incarnate" difficulty

Laboratory Expert
2 guides

Nightmare Challenge

This is likely going to be the 3rd hardest thing for you to finish in this game, after the Main Game’s Mein Leben, and Volume 3 of Gunslinger Joe on Mein Leben. Unlike the burning football field sequence in the main volume of the DLC, this challenge requires you to survive six waves of enemies without dying. You’ve got a lot working against you in that you’re in a tight confined space with flames (that damage kill you quickly if you step on them) on all sides, absolutely no cover, and enemies rushing you from all sides. However, there are a few things going in your favor as well. The enemies are very inaccurate as long as you keep running in circles full speed.

You have regenerating health (in increments of 20), meaning as long as you stay one point above the next-lowest increment, you will regenerate if you go without getting hit. So if you go down to 61 health, it will regenerate back to 80. You also gain three health each time you kill an enemy, so if you’re at 60 and kill someone you will go to 63. From there the regeneration would kick in to take you to 80. Finally you have regenerating armor as well, which is arguably the most crucial bit. So you’ll want to space out your armor pickups from the regular enemies (if you shoot them) and the supersoldats so that you regenerate 25 armor from each piece you pick up.

Now all that being said, I cannot give you specific instructions for this one. Due to its nature you simply have to sprint in circles around the perimeter, taking your time and picking your shots on enemies. If you want to do a melee kill, DO NOT do a takedown with cn_RS as you approach an enemy. Instead, sprint into the enemy to stagger them, then quickly tap cn_RS to finish them off. The KKK members will die on impact, while the armored enemies and supersoldats will get staggered. Staggering a supersoldat by sprinting into it will give you a chance to QUICKLY strafe around and shoot the gas tank on its back. This drops lots of armor on the ground for you as well as weaking or killing it.

There are three enemies in the first wave, five (I think) KKK members in the 2nd, two supersoldats in the 3rd, another five KKK in the 4th wave, two robots in the 5th, and finally five regular enemies in the last wave. Try to keep sprinting in a wide circle just inside the perimeter, occasionally turning in sharper after you hear an enemy stop shooting to reload. If you turn in quickly enough you can blast the regular enemies with dual shotguns to hit multiple and stagger them, as well as knocking off pieces of armor. The robots are probably the most dangerous wave, as they tend to shoot you if you’re running a wide circle around the perimeter. You have to run very tight circles around them or simply take them out as soon as they spawn with dual shotguns.

This is tough though, as they will come out blasting. There is a little bit of luck involved as to your positioning at the end of the 4th wave when the robots come out. The enemies always come out of the same spots, but timing your sprinting around and killing to position yourself well for each new spawn is very tricky. You can try to use the three side-by-side burning crosses on one side of the field as a reference point to learn spawn locations, then leave the last enemy in each wave alive in order to position yourself for the next wave before killing it. This is very tricky to do. Overall the best strategy I found was just to swap to dual shotguns with a rifle in reserve in the left hand at the start. I sprinted around and either staggered or shotgunned enemies for the first two waves.

Once the supersoldats spawned I swapped my left shotgun for a rifle to conserve the last 40 or so rounds of shotgun ammo and took my time dealing with them. I made sure to top off my armor from the first supersoldat to 100 before killing the 2nd, then immediately turned to one of the larger openings to kill a KKK guy or two as they spawned before resuming my sprinting around the perimeter. After doing this a few times I got lucky enough with my positioning to kill one of the two robots on wave 4 just as they ran in, making it a little easier to deal with the 2nd. From there the final wave was relatively easy as it’s just like the first wave only with a couple more enemies. Once you manage to get through the 6th wave you’ll unlock Nightmare Expert.

Nightmare Expert

Beat the Nightmare challenge on "I am Death Incarnate" difficulty

Nightmare Expert
1 guide

Venus Challenge

This is the easiest challenge of them all simply because you don’t even have to do it. It’s the fight at the end of Volume 3 against the giant mech enemy with the two commanders and other enemies, with your coolant depleting. As long as you don’t care about the leaderboard and just want the achievement, simply sprint straight ahead from the start and run up the stairs. Activate the airlock to exit the arena and unlock the achievement.

Venusian Expert

Beat the Venus challenge on "I am Death Incarnate" difficulty

Venusian Expert
1 guide

The Diaries of Agent Silent Death are more stealth focused than Gunslinger Joe. Ammo for stronger weapons is limited, so you’ll need to focus mostly on silenced pistol headshots, throwing daggers, and cn_RS takedowns to deal with enemies. This also means you’ll want to avoid engaging larger enemies like supersoldats whenever possible. This is most crucial on Volume 3, where a good stealth run can involve just a clip or two of pistol ammo and some carefully timed movement. Rather than pointing out the collectibles on the way through, since they would create a vast departure from a stealthy path on Mein Leben, I will simply be listing their locations at the bottom of each Volume and trust you to seek them out on an easy difficulty your first time through. I do suggest playing through a 2nd time on a high difficulty (IADI or one below it) to practice timing and enemy locations in each section before going for Mein Leben (especially Volume 3).

Volume 1

This volume can be cleared very easily on Mein Leben if you’re fast and accurate. In the starting room climb the ladder. Press cn_X to break the grate at the far end of the ducts and crawl out. Go left along the railing and stealth takedown the first enemy. Sprint to the second and do a takedown as you near him before he has a chance to yell for help. Turn left around the next corner and continue straight to the end of the hall (grab pistol ammo on the table midway down), breaking open the small gap at the base of the door to crawl through. Move to the door ahead as you crawl out and peek around the edge of the door with cn_LB. Shoot the nearby dog past the next door with your silenced pistol.

Sprint straight ahead through that door, a 2nd behind it, and a 3rd into the far hallway. Some enemies to the right as you sprint through will almost spot you, slowing time for a second, but as long as you don’t stop you’ll be in the next hall before they do. Turn left in the hall, then right around the next corner. Just ahead to the left you’ll see an open room and a closed door to the left of it. Break open the gap at the base of the closed door and crawl through. Go straight ahead through this hall to exit into a large three-story room. Just before this room there’s a box of pistol ammo under a table to the left in the square room with red carpet. As you enter the large room, turn right immediately and move to the enemy at the corner to perform a stealth takedown.

Go back to entrance and look down the center of this bottom floor to see an enemy in the center of the area. Move up behind him and take him down. Turn right to go along the right side of the room (same side as the first enemy you killed). One enemy remains near the far corner, so throw a knife at him with cn_RS. Go upstairs to the second floor and takedown the enemy leaning over the railing at the top of the stairs. Move around the right side of the railing, using a throwing knife or silenced pistol headshot to take out the enemy at the far end of this walkway. Go upstairs to the 3rd floor. There is a supersoldat patrolling this floor at the far end. He should move around to your right so long as you didn’t alert anyone below.

Go around to the left and into the first door you come to along the left side. Break open the grate at the bottom of the door in the far end of this hall and crawl through to reach the room adjacent to the commander’s office. Turn right into his office and headshot him or take him down up close with cn_RS before climbing out the window to end the volume.

Back in the Field

Eliminate Übercommander Hans

Back in the Field
1 guide

Volume 1 collectibles:

You’ll find Readable #1/8 on the shelves to the left right at the start. Crawl through the duct near the floor. In this bottom floor room you’ll find the Map and Readable #2/8 on the desk, as well as Gold #1/4 in the far left corner facing out from the desk. Turn right at the top of the stairs and crawl under the door at the end of the hall. Turn into the next room on the right and look on a table to the right of the far door for Readable #3/8. Readable #4/8 is on a desk to your left at the far end of the room. Gold #2/4 is also at this end of the room, in a filing cabinet. Go out the nearest door into the next hall and turn left. Just around the next corner you’ll see an open door and a closed door.

Go into the open door to find Pistol Upgrade (Extended Mag) as well as Readable #5/8 on the desk. In the very next room (through two doors) with a bunch of shelves you’ll find Gold #3/4 on the far back shelf. Turn right out of this room with the shelves and continue straight ahead into a door in the corner of the hall. Climb through the window into the interrogation room for Readable #6/8. Exit the room and turn left down the hall to enter the large 3-story room. On the 2nd to last desk on your right at the far end of the room you’ll find Readable #7/8. Gold #4/4 is sitting on a table at the far end of the hall on the 3rd floor, just before the commander’s room. Readable #8/8 is on the commander’s desk.

Volume 2

From the start go straight ahead to the far end of the street and headshot the patrolling enemy through the metal bars. Turn left and approach the door to studio 25, stopping near the sign at the end of the fence so you don’t get spotted too quickly. Headshot the guy in the door first as he’s facing you, then the 2nd enemy to the left. Go inside and grab the ammo and throwing knife off the table as well as overcharging your health (just in case). Move to the left around the wall and headshot the two guys on the stage. Continue to the far-left corner for some extra pistol ammo on a chair before continuing around and up the metal stairs. Take down the enemy just outside the door with cn_RS before hopping over the railing. Go up the stairs on the far side and into the next building.

Look over the corner of the railing to your left. You will need three quickly and carefully placed shots here. Headshot the furthest enemy first, followed by the one facing him, and finish with the 3rd enemy in the green jumpsuit to the right of those two. Once they’re dead, jump over the railing and turn right, hugging the wall to move counter-clockwise around the room. You should come up behind a 4th enemy that is on his way over to investigate his dead comrades, so headshot him. Look for some pistol ammo on a small cart near the 3rd enemy’s corpse before heading to the far end of the room past the miniature city prop. Go upstairs and lean out from the door in the hall to headshot the commander.

Make sure to grab the pistol ammo in the hall, the commander’s pistol, and the throwing knife on the food table. Overcharge health if you wish. In the next hall you’ll crawl under a narrow crawlspace at the base of the wall to reach a large hall with marble floors. Stay in the crawl space and watch the boots under the chair to your right. You have to be very quick and precise to avoid an alarm here. Once he turns around and starts to sit down, crawl out and move in behind him to knock him out with cn_RS. Immediately move to the doorway that was to your left when exiting the crawlspace and go into that hall to take down the nearest enemy from behind with cn_RS. Quickly headshot the enemy at the far end of the hall and move to the door by him.

Lean out from the side of the door with cn_LB. Headshot the dog followed by the commander. If you can take out another enemy or two do so, but you’ll likely get spotted pretty quickly. The key is taking out the commander before getting spotted. Once you do, switch to dual weapons with a machinegun and rifle or whatever you prefer and sprint back down the hall the way you came. Take position in the corner by the door and shoot enemies as they come down the hall or through the door. If this position isn’t working well for you, run out the door back into the main hall and through the door on the far side. From here you can duck into the far hallway and run to the end into a library-like room and use the bookcases in the room to take cover and mop up the enemies.

If you’re quick when you take the commander down and can clear any nearby enemies, you can duck into the crawl space right outside the door where you were taking cover, at the base of the wall to the left. Crawl through here after the enemies are taken out if you had to go loud. You’ll exit out into a smaller room with a door ahead and a chair with pistol ammo to your left. Go through the crawlspace beside the chair with the pistol ammo. As you exit, you will see two commander icons pop up at the top indicating their spawn. This is another part where speed and accuracy can make things much easier. Immediately upon exiting, move into the room on your left and take down the enemy standing near the stairs.

As soon as you take him down, turn left and crouch. Move around the perimeter of the room, staying near the wooden wall to the right so the room’s occupants don’t spot you. The faster the better here, so throw a knife with cn_RS to hit the next enemy leaning on the wall in the legs as you approach (the legs ensure you won’t hit his armor and fail to kill him). Grab your knife as you pass by his corpse. Just up ahead you’ll see the first commander after passing a set of stairs. This is why speed is key, because if you’re slow a supersoldat down in the middle may see you passing in front of the stairs. Just do a takedown on the commander once close enough. There is a knife sitting on your right you can grab as you approach the commander, but don’t slow down to look for it.

After the commander you’ll approach another enemy that should hopefully be leaning against a marble statue. If you see movement up ahead, take cover and lean out to try and headshot him before he spots you if he’s on the move. If he’s leaning against the statue the matter of shooting him in the back of the head becomes trivial. Continue forward past a couple more statues and take cover behind the last statue before the next gap in the wooden wall, one with a box beside it. Watch the far side to see a supersoldat walk toward you and turn away before going left of the statue and into the nearby door. Inside this adjacent room there is a crawlspace at the base of the wall to move through.

Upon exiting you’ll see two enemies in green jumpsuits. You have to be extremely fast taking them out to avoid getting spotted. Headshot the far one first, followed by the near one. As long as the far one dies and you begin shooting the near one before he can sound the alarm, several body shots should be as good as a headshot. If an alarm has been sounded, I can’t help much other than to say be very careful moving forward and try to listen for the supersoldat so you can hopefully move around the outer perimeter of the level above into the hallway on the far side of the room. There’s a crawlspace in this far hall to escape through if you can get to it. You won’t be able to fight all the enemies here with what little ammo you have most likely.

Worst-case scenario, it’s best to just try and headshot the regular enemies to clear out as many as possible, then make a break for the far hall if you can’t get around the supersoldat without being seen. If you haven’t set off an alarm and managed to kill the two enemies in green jumpsuits in this service hall, continue forward and crawl through a crawlspace on the level above at the far end. From where you exit, you’ll need to go out the door on the right and make your way to the far end of the room. If no alarm has been set off, just crouch and go around the outer perimeter, hugging the wooden barrier. You should only encounter one or two enemies max that may be approaching you on this level.

Quickly headshot them or use a throwing knife before they have a chance to react. Once you reach the doorway on the far side, listen for footfalls approaching and if they sound near wait for a send for the enemies to exit the hall before entering. If you see a couple of enemies near the door walking away and don’t hear footfalls near the door it’s probably safe. Just be prepared to sprint/run for your life if you get spotted. When you enter that hall, turn right and move quickly to the end where you’ll see a closed door. There’s a gap in the base of the wall to your left here to crawl through.

So long as you aren’t already getting shot as you move through the door, you should make it through the gap even if you get spotted and take a shot or two. Climb the ladder in this small room to reach the commander’s room. Go left around the railing and over a small box so you can get a better line of sight on him. Line up dual silenced pistols and wait for him to stop pacing back and forth so you don’t miss your shot. As soon as he’s standing still, fire two or three rapid dual shots from the pistols to make sure he goes down. If there is a 2nd enemy in the room, take him down as quickly as possible. Hop the railing and turn around 180 degrees as you land exit the window with cn_X for mission completion.

Cut! Cut! Cut!

Cancel Chuck Lorentz

Cut! Cut! Cut!
1 guide

Volume 2 collectibles:

Turn right at the intersection near the start and look behind the truck on the right for Gold #1/4. Just inside the door to Studio 25 the Map is on a wooden pallet and Readable #1/8 is on the nearby desk. When you enter the next building, Readable #2/8 is on the car with the pistol ammo by the 1st three enemies. Gold #2/4 is on the far side of this same room, on a table behind the miniature city before you go upstairs. Just upstairs from there, in the room where the commander was, you’ll find Readable #3/8 on a table to the right as you enter.

Once you reach the large marble-floored hall with the 2nd commander, Readable #4/8 is on the desk right by where he is and Readable #5/8 is just left of this in the adjacent hall, on a table with two flower vases. Go into the hall opposite the one with the last readable and take a left into a library-like room. Turn right as you enter and look on the first desk to your left for Readable #6/8 as well as Gold #3/4 on another desk at the far end of the room and the Weapon Upgrade on a desk on the far side of the room from where you entered. Turn around from the upgrade’s table and look for a gap in the bottom of the wall to your left.

Crawl through the gap and out into the large two-story soundstage with red carpet around the perimeter. Turn right as you enter and go to the first door on your right, then through a crawl space to a maintenance hallway. Exit via another crawl space at the far end. Readable #7/8 will be on the table straight ahead as you exit the crawl space. Exit out to the 2nd story of the sound stage room and go to door on the far side. Use the crawl space here to reach the commander’s room. You’ll find Readable #8/8 and Gold #4/4 on his desk.

Volume 3

No for the true test of your stealth and timing skills. From the start of the mission move forward until you see two enemies in the window to your right. Back up and take cover behind the box to the left with the propane tank beside it. Wait about 15 seconds, peaking out for a split second at a time after 10 or so to see whether both enemies have moved into the tunnel. As soon as the first is in and the 2nd is walking close to him, lean out with cn_LB and headshot the one on the right followed by the one approaching you. If done quickly and accurately, no alarm will sound. Sounding an alarm right here at the start is brutal on Mein Leben due to the limited ammo supply, so it’s best to practice this until you have the timing right and just restart if you set off an alarm here on your ML run.

If you nail both of those guys with headshots, avoiding the noise of missed shots hitting the wall, the next enemy outside will still be leaning against the pillar. Throw a knife at him or sneak up and kill him with cn_RS. If he’s on patrol you’ll have to get a quick headshot before he spots you. Move down the tunnel to the left and get as close as you like to the enemy at the far end to make sure you nail your headshot on him. I usually do it from the boxes near him that have the sturmgewehr resting against them so I can grab it while I’m there. Return to where you entered the tunnel and move into the door directly across from where you exited at the start. This room has a supersoldat walking around counter-clockwise. Turn right in the entrance and go around the right side of the room.

On the far side lean out from the edge of the door and headshot the two enemies outside. If you’ve taken too long to get here one or both may have walked down the tunnel on patrol. Hide in the central area of the room with the supersoldat if this is the case, making sure he doesn’t see you, and wait for him to pass by the door so you can sneak up and headshot the two guys once they have returned. As soon as they are dead, walk straight across from the supersoldat’s room into the next room with the commander. Lean up or out from the desk to headshot the commander without being seen. There’s an enemy patrolling the hall to the left from where you entered this room. Look out the left door and headshot that enemy if he’s anywhere in sight. If not, don’t go looking for him.

Once the commander is dead and the coast is clear, activate the button in the center of the room. It’s on the far side from where you enter. Move over to the right side of the room and activate the console hanging from the ceiling by the door. Move out into that hall and to the right, behind the pillar. Lean out to the left and look down the hall past the door you just exited. If you don’t see the robot dog, wait until it arrives on the far end. It may or may not approach your location (it shouldn’t if you didn’t make any noise). Even if it does, just wait behind the pillar for it to turn and walk away. As soon as it walks away, move forward until you’re close enough that you can comfortably headshot the two enemies ahead of you at the corner where the dog turns away with your silenced pistol. Shoot the one on the right first as he turns to go to the window and can throw off your shot.

Once those two are dead, immediately return to the pillar and hide before the dog returns. Once it returns, wait for it to turn and walk away again. As soon as it starts walking away, immediately stand up and walk forward to follow it down the tunnel to the 2nd corner. There’s a large circular pillar/wall with yellow and black stripes in the middle of the tunnel on that corner that the robot dog will go around. Follow it around the pillar so it doesn’t spot you when it comes out the other side. You can sprint for just a second or two as you approach the pillar if you feel like you’re too far behind the dog but make sure you slow down before you approach the pillar. When you come around the far side of the pillar you will see two enemies just ahead.

Headshot both quickly, then move past them into the door on the right side of the tunnel. This tunnel leads to the life support reactor/generators. Move through the tunnel and into the room with the generator. Crawl under the metal floor grating with the wires leading down into it on the floor nearby and proceed through it to a point where you reach a 3-way intersection. There is one reactor you need to damage down each branch by shooting into a rotating pipe at the exposed blue electrical piece inside. Make sure to use a silenced weapon here if you haven’t set off an alarm so that you remain undetected. Once both are destroyed, exit back out through the crawl space. From here I can’t give super specific advice as the last bit of the mission can be very unpredictable.

Once you exit the hall leading to the generator, there will be two enemies in the hall where the robot dog was before. Sometimes both will be approaching you, but sometimes they won’t. Try to move out into the hall and duck behind the pillar so you can take them out with the silenced pistol without setting off the alarm. From there move down the tunnel to the corner by the big round pillar, then down the next hall to the 2nd corner. You should see the commander’s direction/distance icon appear. In this hall if you’re lucky you can hide at the corner where the commander’s icon first appeared and wait for a supersoldat to exit the room down the next hall from a door on the right.

If the supersoldat exits, it should walk away from you if an alarm isn’t sounded. If that happens you can move into the room and exit out the door closest to wherever the commander’s direction/distance icon is. Be ready to take out a dog that may or may not hear/smell you and come running, preferably with dual silenced pistols if you somehow STILL haven’t set off an alarm. Make your way to the commander and take him out, then sprint for the exit (it will be the same hall where you started the mission). Exiting via the prompt at the end of that hall will end the mission.

If you set off an alarm at any point, your life becomes much more difficult. Once the generators are destroyed and the life support is failing, you have a limited time to find and kill the commander and exit the mission. If you take too long, the commander can escape. Even if the commander doesn’t escape, you can also die from lack of life support if you take too long. So in the unfortunate scenario that an alarm has been activated, take out your dual sturmgewehrs or whatever weapons you prefer and push hard and fast for the commander. The supersoldat and the commander’s dog will be your biggest threats, but you will probably have to take out a couple of other soldiers as well.

I set off the alarm personally because the supersoldat wouldn’t exit that room, so I got up close to the room and shot the dog then rushed through the room because the commander was already walking down the next hall toward the exit. The supersoldat saw me, but I just sprinted out and down the hall. I blasted the commander with dual rifles and sprinted for the exit, not worrying about clearing the rest of the enemies. This probably included a little bit of luck not getting shot in the back as I made the dash for the commander. Once you complete the mission, assuming you’re playing on Mein Leben you will unlock that as well as the IADI achievement if you haven’t done it already. The mission completion achievement will have unlocked the first time you played through on a lower difficulty to unlock Mein Leben and grab the collectibles.

Dunked

Kill General Dunkel

Dunked
1 guide

Expert Spy

Beat "The Diaries of Agent Silent Death" on "I am Death Incarnate" difficulty or higher

Expert Spy
1 guide

Ultimate Spy

Beat "The Diaries of Agent Silent Death" on "Mein leben" difficulty

Ultimate Spy
1 guide

Volume 3 collectibles:

As you exit the starting corridor look on the boxes directly in front of you for Gold #1/4 and on a low flat cart to the right for the Map. Turn left facing the gold and move to the far end of this first large tunnel to find Readable #1/8 on the boxes in the corner of the tunnel. Return to the boxes where the gold was and enter the room across the tunnel from the starting corridor to find Readable #2/8 the floor and Readable #3/8 on the desk to your left right at the room’s entrance. You’ll also find Gold #2/4 on the corner of the desk in the center and the Weapon Upgrade (Machinegun Drum Magazine) on the outer console in the far end of the room. Exit the room on the far side from where you entered, into the next tunnel, and look on the back of the boxes right by the exit for Readable #4/8.

From #4, turn right and go down the tunnel and around the corner to the right at the first intersection. On some boxes just ahead on the right you’ll find Readable #5/8. Facing #5, go around the corner to your immediate right and into the next room on the left. Readable #6/8 is straight ahead as you enter, on the desk in the center. Go straight ahead out the far end of the room from where you entered and continue straight across the tunnel to the wall opposite the door where you exited the room. Gold #3/4 is hiding in a tiny little space behind some pipes at the base of the wall here. Look for a small opening in the pipes that will allow you to peek in with your constrictor harness to grab it.

Exit this tiny crawl space where Gold #3 was and go right along the wall and around the corner at the next intersection. You should be approaching the large circular pillar with yellow and black stripes where the robot dog is/was patrolling. Turn right at the intersection with the pillar. Go into the next door on your right, into the halls leading to the life support generators. Grab Readable #7/8 off the box at the end of the 2nd hall, just before entering the generator room. As you enter the generator room, look in a bucket in the corner to your immediate left for Gold #4/4, and on a box down on the lower level at the far end of the room for Readable #8/8. These should unlock your final achievements for the story part of this DLC, leaving just the three combat challenges.

California Gold

Find all gold in "The Diaries of Agent Silent Death"

California Gold
1 guide

Investigation Complete

Find all readables in "The Diaries of Agent Silent Death"

Investigation Complete
1 guide

Sacramento Challenge

For this first challenge you start off entering the 3-story room at the end of Volume 1. This challenge is extremely easy to clear with stealth. Walk normal speed as you go through the route, no sprinting but no need for crouching either. From the beginning, enter the large room and turn right to do a stealth takedown on the enemy at the corner of the right side of the room. Go back to the entrance and up the center of the room to stealth takedown the enemy in the middle of the room. From his body, turn right and go out the gap in the wall around the desks, then left along the pathway leading to the stairs. The enemy at the end of the path just before the stairs may turn around as you approach.

It’s best to throw a knife at him with cn_RS once you’re mid range and comfortable nailing your throw. Walk up the stairs and immediately takedown the enemy leaning over the railing. Turn right and go around the perimeter of this 2nd floor, taking out the enemy walking away from you either with a throwing knife or a takedown when close. Go up the stairs and take an immediate left on the 3rd floor. Ignore the supersoldat at the end of the room and just walk up the left side and into the first door on your left. From here, it’s a simple matter of breaking open the grate at the bottom of the door on the far end of the hall and entering the commander’s office to kill him. I don’t advise attempting a stealth takedown on the commander. Just enter the room with dual rifles or machineguns at the ready and mow him down before sprinting to the window to exit and end the challenge.

Sacramento Medalist

Beat the Sacramento challenge on "I am Death Incarnate" difficulty

Sacramento Medalist
1 guide

Hollywood Challenge

The enemies might be out of position if you don’t do this very fast. This run breakdown assumes you’re moving with a purpose and taking aim at enemy heads quickly at each turn. If you set off an alarm, you can restart the challenge or just kill all the enemies and head to the crawlspace in the room adjacent to the library (instructions below on exact location) to end the challenge. At the start, turn around and grab the pistol ammo off the boxes. Crawl under the gap at the base of the opposite wall. Upon exiting, immediately headshot the enemy by the chair to your right. Move toward the door on the right, turning left and headshotting the nearest enemy before entering the door.

Turn left around the corner and headshot the two enemies at the far end of the hall. Near the end of the hall, look through the door on your left and headshot the commander, then immediately sprint into the library straight ahead. Exit the library through the door on the left at the end of the room. In this next room, crawl through a gap in the base of the wall on the far-right of the room from where you enter, beside a chair with pistol ammo on it. Crawling through this duct ends the volume for your achievement.

Hollywood Medalist

Beat the Hollywood challenge on "I am Death Incarnate" difficulty

Hollywood Medalist
1 guide

The Moon Challenge

At the start there will be three enemies just outside the door that you will have to take out without setting off an alarm. It’s possible to headshot the one on the left without being seen, then one on the right. The nearest one on the right you can’t get an angle on to headshot so you’ll have to step out the door. You have to be very quick and unload on him with dual silenced pistols to avoid an alarm. An alternative to risking killing these three from the door is to just kill the one on the left with a silenced headshot. Then fire a silenced pistol shot at the wall opposite the door to lure the two from the right. As they go to investigate, you can headshot the one closest to you (since he’s behind the other guy), then the 2nd one.

After those three are dead, a 4th guy should be leaning on the pillar to the left. If you shot the wall to lure the other two, he may be patrolling as well. If he’s leaning against the pillar you can just cross the hall into the next room without killing him. If he is patrolling, take him out with a silenced headshot to avoid an alarm. There will be a large robot dog (panzerhund) patrolling the hall to your far left. Don’t let it see you crossing the hall. At this distance it shouldn’t react, but just be careful. Wait outside the door to the next room, just to the left of it so you can see into the room on the right side. Wait for the supersoldat in the room to walk past on its counter-clockwise path around the room then enter behind it.

While the supersoldat walks around the right side of the room, just crouch walk across the center going left around the center desk and exit via the door on the far side. Once you exit this room you should be able to sprint to the mission’s exit. From the supersoldat’s room, sprint across the hall to the next room straight ahead. This room has a commander in it but just ignore him. Exit the room via the door on the right-hand side from where you enter. Continue sprinting around this hall, making two right turns at the intersections. You’ll recognize this area as the hall leading to the generators from the main mission. After the 2nd right turn look for the next door on your right and enter. Sprint down this corridor to end the challenge.

Lunar Medalist

Beat The Moon challenge on "I am Death Incarnate" difficulty

Lunar Medalist
1 guide

The Deeds of Captain Wilkins DLC is going to feel a lot more like the main game than the other two. You aren’t as limited to either run-and-gun or stealth as you were in the previous two. You have your trusty hatchets back for thrown stealth takedowns, as well as the silenced pistol, but you also have access to the rifles and shotguns and a decent amount of ammo for each throughout the missions. What worked best for me was a stealthy approach to clear the bulk of each area, followed by camping and picking off enemies with rifles if and when alarms were sounded. Again this more closely approximates my approach to the main game. These missions will also feel a good bit longer than the previous two DLCs’ missions, especially Volume 2. Once again collectibles will be included after the volume guides as they sometimes deter from primary strategies.

Volume 1

From the start grab the nearby weapon, ammo, and armor then use your battle walker (double tap cn_A) to climb onto the shipping container just ahead. There’s more armor on top of it so grab that and use the walker again to get up to the walkway above. Grab the hatchet and the Machinegun Upgrade from this room as well as ammo from the wall locker. Exit via the far side. Headshot the left enemy with a silenced pistol and immediately perform a stealth takedown on the right enemy. Now, while you can wait for the enemies in this room to be in a position to allow you to drop down and get up onto the stairs just ahead, then quickly make your way to the exit around the far side of that upper walkway, I suggest killing everyone.

The reason for this is that there is a ton of ammo around this room. So stay on the walkway where you just killed those two enemies and carefully line up headshots on the enemies below as they come into view. Their comrades will see the dead bodies and come to investigate, but as long as you don’t miss your shots or stand near the ledge to let them see you when they look up, you should have no problems picking off all the regular enemies here with silenced headshots. Once everything but the supersoldat is dead, switch to a rifle and machinegun combo and drop down after it passes by so you can unload into the gas tank on its back for a quick kill. You can toss grenades down on it from above to take it out too, preferably when it’s near an explosive oil can. It’s entirely up to you.

Once the room is clear, sweep the lower floor and pick up as much ammo as you can find (especially several sturmgewehrs from the boxes just below the upper floor room from which I instructed you to kill everything). Make sure to grab any health and armor available as well. With the battle walker upgrade in Captain Wilkins’ DLC, you can overcharge your health to 200 without it depleting unless you take damage. When you’re satisfied you’ve scrounged the last of the available ammo, armor, and health, head to the boxes near the end of the upper walkway on the far side of the room from where you dropped down and climb them using the walker to reach an air duct leading to the next room.

This room has a commander and supersoldat in an adjacent room on the far end, and can get quite messy if you set off an alarm. Try to place your shots extremely carefully. The enemies will already be on alert due to killing everything in the previous room, so any missed shots are likely to sound the alarm. Stay at the exit to the air duct and look down into the room to headshot the two enemies below. Very carefully line up a headshot to kill the enemy on the far mid-level walkway overlooking these two, as well as one on the walkway to the right overlooking them. Once those four are dead, drop down and go up the stairs on the left. Move to the far side of the walkway, up against the left wall, and begin making your way to the far end of the room.

An armored regular enemy will be on your right and will likely be patrolling toward you by now. There are a couple of small walls in the middle of this walkway, so hide behind one while he passes. Make your way to the far end of the room through the door there. If you haven’t sounded any alarms, a large vault-like door just ahead should open. There is a supersoldat inside facing the window, so crouch under the window to reach the door. You have two options from here. The more aggressive option is an attempt to kill the commander asap. It is risky because he has a kampfpistole that can one-shot you even from full overcharged health and full armor, but it will make this area a lot simpler to deal with because once the commander is dead you can sprint past his location to the far room and exit this area by entering the air duct in that far room.

To do this strategy you must sprint into the room and past the supersoldat, going up the stairs to the area above and out the door to the walkway beyond. Make sure to grab the Sturmgewehr Upgrade off the desk here as you run past/vault over it. IMPORTANT: Pay attention to the commander’s direction/distance icon so you’re facing him with dual rifles at the ready as you exit the door above the supersoldat, and kill him immediately. If you miss, he will most likely one-shot you. If you succeed and you grabbed the weapon upgrade, continue past the commander’s location into the next room and exit this area by breaking into the air duct in that room.

If try the aggressive strat and fail you likely died and will start over. If you set off an alarm before you entered the supersoldat’s room, take position behind the pillar just outside that room so that you’re facing down toward the far end of the room where you entered. Equip a rifle and shotgun combo and use the pillar for cover to take down the supersoldat as it exits that room, then dual rifles or rifle and machinegun combo to lean out to the left and right of the pillar and mow down the enemies coming from the far end to rush you. This isn’t a very well covered position, but trying to run back to the far end to find better cover will likely lead to your death. The pillar is your best bet for cover while dealing with the enemies rushing you if an alarm sounds.

If you sound an alarm while still in the air duct at the very beginning of the room you can either restart the mission (as you aren’t that far in), or try and take out the enemies from the relative safety of the air duct. Just be cautious as you are very exposed any time you attempt to move forward and shoot at an enemy. It really isn’t worth it and will take longer to clear the enemies then it would to simply restart the mission and get back to that point. At any rate, once the room is cleared and the commander is dead, make sure you sweep for ammo, armor, and health before exiting. Don’t forget to grab the sturmgewehr upgrade in the supersoldat’s room. Once you enter the air duct to exit the room.

Just use your battle walker to climb up in the area beyond and up the ladder to enter another air duct leading to the next area. You’ll see another commander’s direction/distance icon pop up as you enter this duct. This is another dangerous one with a kampfpistole, so don’t let him get a shot on you. At the end of the duct you’ll be looking down into a room with an enemy at a console on an upper platform. Use your silenced pistol once more to headshot him as well as the enemy that should walk into view down below. Now move back into the air duct and look for a way to continue forward and drop down to a lower level duct. At the end of this one you should be looking out into that same room, but on the lower level.

Look for an enemy patrolling an upper walkway just outside this room and headshot him. The commander should be patrolling another upper walkway past that one. You can try to headshot him from where you’re at, but it’s a tricky shot as he’s further away and moving laterally to you. If you’re not comfortable taking the shot with your silenced pistole, take out the sturmgewehr with its marksman scope (just one so you’re not dual wielding) and take him out. This will result in the other enemies rushing you, but as long as the commander is dead no reinforcements will come. Just retreat up the nearby stairs onto the small platform where you killed the first enemy from the higher air duct and pick them off as they come up the stairs to rush you.

After you’ve cleared out all the enemies in the area, do a sweep of the room for health, armor, and ammo as usual then activate the war map console in the middle of the room. Head to the far end of the room and up the stairs. Activating the console brings in another enemy or two on the walkways above as they come out of a previously-closed breakroom. Deal with them and head into the breakroom to the waypoint to press a red button that opens another large vault-like door. Pass through this and a 2nd one to reach the next area with enemies. Your goal is to take the elevator in here, but the enemies around it can be rather squirrely and a lot of times there will be a straggler hiding when you think its safe to shoot you in the back.

So take cover beside the door and lean out to shoot into the room with an unsilenced weapon. Pick off all the enemies as they rush you. When you think the coast is clear, carefully enter the room and take an immediate left at the first corner to do a clockwise sweep of the room for stragglers before entering the elevator to progress to the next area. When the elevator stops, don’t immediately try to start killing enemies ahead of you. There will be one or two behind the elevator, so carefully exit and turn left out of the elevator to deal with them using silenced weapons dual silenced weapons (machineguns or pistols). You’ll most likely see one coming down the stairs as you exit the elevator and move left around it.

Continue around behind the elevator to sweep for enemies that might catch you from behind, then turn your attention to the enemies that were straight ahead as you exited. Kill as many as you can with silenced headshots (preferably all of them). If you do set off an alarm, look for some indestructible boxes beside the elevator. Coming from behind the elevator you can take cover behind these boxes and lean out to the right to pick them off as they rush into the elevator room from the hallway beyond. Just be careful not to let any of them rush in and flank you. Toward the end of the enemies rushing you a supersoldat will show up. You can try to take it out or simply lure it behind the elevator then make a sprint for the exit.

The exit is actually up above. Coming out of the elevator you go straight ahead into the hall and use your battle walker to climb onto the truck to the right, then use it again to climb from the truck up onto the walkway above. Turn left on the walkway and enter the door straight ahead to exit to the next area. Go through the next door into the warehouse with the glass roof. Look for a room on your right to grab a health pack if you took damage on the way out and need to stop your health from deteriorating. Out the next door you’ll be on a walkway overlooking the large lower floor of the warehouse. Take out the two enemies on the left with a throwing hatchet and takedown or silenced headshots. Now, you can take your time here and clear out all the enemies relatively easily as there is lots of cover and you should have plenty of ammo for your rifles by now.

However, the volume’s exit is at the far end of this warehouse and it isn’t particularly difficult to run past most of the enemies to reach it. If you take out the nearest enemy in the lower-left area, then one or two more that should approach to investigate the body, you can walk along that lower area to reach the far end of the room without being seen. From there, just sprint straight into the next room toward the objective marker and hold cn_X at the passenger door of the truck to exit the volume. Clearing out all the enemies in the warehouse can take a good few minutes, and if you get unlucky and have a supersoldat nail you from a bad angle it can end your run on Mein Leben, so sprinting to the exit after silently killing the first few enemies isn’t a bad approach to this area.

Homecoming

Return to America

Homecoming
1 guide

Volume 1 Collectibles:

You’ll find the Machinegun Upgrade (Silencer) in the small upper room overlooking the starting room. Drop back down from this room toward where you started the volume to find Readable #1/8 inside one of the shipping containers. Directly across the water from this you’ll find Gold #1/4 by a stack of concrete on a palette near the railing/water. Go through the air duct into the next large room and look in the lower area of the room, near the middle of the room for a work bench with tools, the Map, and Readable #2/8 on it. At the far end of this room you’ll pass through a large steel door (where the supersoldat spawns) to find the Sturmgewehr Upgrade (Marksman Scope) and Readable #3/8 on the desk.

Exit out the upper level of this room and cross the walkway to the next room. Grab Readable #4/8 on the desk in this room before exiting via the air duct in here. Upon dropping out of the air duct into the next large room, look on the raised platform up two short sets of stairs ahead of you for Gold #2/4 on the shelves. Readable #5/8 is on a desk against a pillar just past the large red war map table in the low central area of the room. Continue to the far end of the room and up the stairs, then cross back along the walkway toward the exit. Before leaving the room toward the waypoint in the breakfroom on the upper floor, look on the control consoles to your left for Readable #6/8.

Readable #7/8 is on one of the tables in the breakroom just past that, right before you push a red button to open the door at the waypoint. Continue on through the two large steel doors and up the elevator. When you exit the elevator and clear the enemies, climb onto the truck in the next hall from the elevator’s room and from there onto the catwalk above. Look at the end of the catwalk to your right for Gold #3/4. At the other end of the catwalk you’ll pass through a couple of doors into a warehouse. Before going out into the warehouse proper, look in the room to your right for Readable #8/8 by a health pack. Proceed through the warehouse to the objective (where the volume’s exit is), but before exiting look on the side of a truck in the left corner of the path right before you reach the waypoint for Gold #4/4.

Volume 2

Start out with a takedown on the first enemy you see. Turn down the corridor and either headshot or battle walker takedown the enemy up above in the next room. Grab the pistol ammo off the seat to the left before climbing up where he was. Make sure to grab the health packs and armor before exiting. I won’t be pointing out every time you need to grab health, ammo, hatchets and armor henceforth. Just make sure to sweep each room for them once you’ve cleared it. At the end of the next hall you’ll crawl into an air duct to reach the next room. Drop down to the high shelf just below the duct’s exit but not down to the floor below. Headshot the enemy furthest away on the left, followed by the nearer of the two.

Turn right and aim near the lower portion of the window to wait for that enemy to walk over and headshot him. Drop down and do a stealth takedown on the two robots in the room as well as the one in the next hall. Sweep the room for supplies as well as a Shotgun Upgrade atop the central shelves. Head down the halls and downstairs to exit out into a very large warehouse. Directly ahead will be a robot with its back to you. Walk up normal speed and do a takedown on it, then turn around to face the entrance and go up the stairs to your right. From the first landing on the stairs, look up to the walkway above to headshot a nearby enemy that somehow doesn’t see you very quickly despite only being maybe a dozen feet away.

You’ll hear a supersoldat walking around on the walkway above him, but ignore it. Walk forward to the right side of the large line of traincars in the center of the room. Stand behind the steel support pillar so the enemies on the far side don’t see you and rise up on your battle walkers. Lean out to the right to headshot a lone enemy that should walk up the stairs on the right side, just past the line of traincars. Once he’s dead, move to the left end and rise up on your battle walker behind the steel support pillar there. Lean out to make sure that the flying robot is flying toward the right side and the robot on this end’s stairwell isn’t facing toward you (it patrols up and down the upper part of those stairs). When the coast is clear, climb over the traincars and hide between the boxes and the wall on the left side.

There is a supersoldat patrolling the lower middle area on this side of the room. Lean out briefly from the end of the boxes nearest the corner to watch for him. He patrols in a triangle pattern, walking toward these boxes, then diagonally toward the center of the traincar line, then diagonally to the far corner opposite these boxes you’re behind. What you want to do is go up the nearby stairs to do a quick takedown on the robot when it is standing at the railing nearest the bottom set of stairs (it doesn’t come down these). You want to do this when the robot is standing still, and when the flying robot isn’t nearby AND when the supersoldat isn’t standing at the point of its path nearest the traincars. You may have to wait a few cycles of their three patrols until you get a feel for the timing. I suggest practicing this bit on a lower difficulty setting.

Once the robot is down, immediately go up the stairs and crouch into the room where one of two commanders is hiding with his dog. The other is outside on the uppermost walkway. Lean out and shoot the dog first, followed by the commander. If you do all this successfully without sounding the alarm, you can proceed down the next hall to the first of the two cannons. If at any point during this room you set off an alarm, especially on your Mein Leben run, simply retreat to the far side of the room (where you first entered) and hide in that doorway to lean out and shoot enemies as they come down the stairs from the walkways above. It takes a long time to clear this room once the alarm is sounded due to the path the enemies have to take, and not all of them will rush you.

Be especially mindful of the robots as they are highly dangerous. Sweep the room, as there are tons of wooden crates to bust open for supplies. Once you’ve cleared the room (or made it through without an alarm) you’ll have two enemies to take out in the room with the cannon controls. Aim the cannon with the lever and press the red button to fire, adjusting your aim accordingly until you hit the large dome structure in the distance. Once you’ve fired it, climb up to the walkway above with your walkers and wait at the yellow and black-striped door with your shotgun at the ready to blast the enemy that enters once it opens. Crawl through the airduct to reach the next room, with your silenced pistol at the ready.

As you enter the next room, turn left along the wall. Just before you reach the dormant robot, look to the right and headshot the enemy at the far end of the room, then take down the robot with cn_RS. Go back to where you exited the air duct and lean out from the corner on your right to headshot an enemy leaning over the railing there on the upper level. Immediately walk to the wall beneath where he was leaning and use your walkers to rise up and climb onto that upper level. Move a short distance to your left and use your walker again to climb onto the tracks hanging from the ceiling to reach an open air duct that leads to the next large room. Take great care when maneuvering around this room that you don’t jump across the gap in the middle and get splattered by a moving train.

As you reach the end of the air duct make sure you have your silenced pistol out. Look directly across the room from the duct’s opening to see a commander and one regular enemy walking on that elevated walkway. Carefully headshot the commander first, then the other guy. If you prefer to wait for the commander to walk down the stairs on the right you can, as he will be closer and easier to headshot, but it makes it more likely the supersoldat patrolling that side of the room will see his body and send everyone on different patrol routes. If you can manage it, you can make this room a lot faster by making a mad dash for the 2nd commander. To do this, after headshotting the far commander drop down and headshot the two enemies directly below you.

Then immediately climb up the small boxes further along this side of the room and climb over to the far side of them. A supersoldat on this side of the room will likely see you and sound the alarm, but just sprint straight ahead past it and go up the stairs into the office above to blast the 2nd commander and stop any further reinforcements. From there, you’ll need to sprint out the far side of the office and make your way to a spot where you feel comfortable taking out the enemies as they rush you. You can actually stay in the room where the commander was and hide behind the console nearest the far door as most of the enemies will come from the door you entered, but make sure to check the door behind you (the one on the far side from where you entered) and the stairs behind it after every kill or two to make sure no one is flanking you.

This is a risky maneuver as the enemies in this room love to throw grenades at you. A safer, albeit slower, method to clearing this room is to stay in the air duct and ‘go loud’, using your dual sturmgewehrs to pick off all the enemies as they mill around the far side of the room. Be very careful doing this though. You’re in a tight confined space in the duct, and any shots fired into it will most definitely hit you if you aren’t behind the nearby corner. You can’t really lean out from that corner as effectively as you can in most places, but it is doable and I cleared 95% of the enemies in the room by doing just that several times. The enemies will congregate around the base of the far walkway’s support, with one or two at a time going up the stairs to try and shoot you from the upper walkway.

Make sure to kill the ones on the upper walkway first (or prevent any from going up) as they provide the biggest threat due to their angle. They shouldn’t manage to throw any grenades up into the duct, but it’s best to retreat further into it any time a grenade is thrown just in case. Once the room is clear, activate the button in the office where the 2nd commander was to open the doors of a shipping container on the far side of the area, lower-left corner when looking out the windows at the button. Once it’s open, go out the far door from where you entered to a very small bit of walkway and stairs leading down. Break the wooden crate here, then take cover against the wall where it was and lean out to take out three supersoldats that come out of that newly opened container.

Sweep the room for supplies, including a Kampfpistole Upgrade inside that newly opened container, before using your battle walker to reach another duct on the upper right interior wall of that container to reach the next large room. At the other end of this short duct takedown the enemy patrolling the red room. Move to the far left end of this area, by two armor pieces (helmets) to see a ladder leading down to the area below. Headshot the enemy nearest the ladder down below (you may have to wait for him to walk over), then drop down and takedown the robot. Just past the robot in a small nook you’ll find another enemy facing away from you to takedown. Turn back toward the ladder and exit the room via the door to your left, taking down the last robot here on your way.

This hall leads to the next cannon. Fire it to trigger your adversary’s chatter about killing you. Facing the button, back up to the wall and turn right 90 degrees to see a closed door that will soon open for an ambush. Back away from it into the corner so that you can also shoot enemies that will come out a 2nd door at the middle point in the wall, directly opposite the button. Blast all the enemies that rush out of those two doors then exit via the one opposite the button to head downstairs to a locker room. Continue down this hall into a control booth and press the button by the window to start a sequence where you’ll need to escort a warhead through several rooms full of enemies. These rooms can be rather unpredictable, as you will most likely alert the enemies pretty quickly in each one.

Make 100% certain each room is clear before moving to the warhead to progress, as you can be killed very quickly by a single enemy with an automatic rifle coming up behind you. Clear the first room from the safety of the control booth, leaning out with dual rifles once things have gone loud and the silenced pistol is no longer needed. This first room has a lever on the upper-right walkway you must activate to open the doors for the warhead to progress, after which you will need to push a button on the wall in the small chamber into which the warhead moves. Stay in this small chamber and lean out from the opening to try and silenced pistol headshot as many enemies in the next room as possible before moving in and sweeping/clearing it.

The easiest spot to clear the 2nd room from is on the right side from the entrance. Avoid breaking stealth and just headshot one or two enemies within easy sight when the door opens, then move down the ramp on your right. At the base of this ramp, turn left and move to the far side, then turn right into the corner to go into a shipping container with two dormant robots. Quickly do a takedown on both, then hide in this container and lean out to kill all the room’s occupants with dual rifles. Make sure to have a shotgun prepped in one hand so that you can blast quickly if a supersoldat makes it all the way to your hiding spot. If you alert the enemies before making it into that container take out your shotgun and sprint there, blasting the robots in your path.

Do not stop/stand en route to that container or you will most assuredly get flanked and die. Once the room is cleared head up to the walkway overlooking the warhead and activate the lever to open the next chamber. Once the warhead has stopped, move in alongside it and press the button to open the 3rd and final room. Hide behind the warhead for a few seconds as it moves into the room to make sure the enemy patrolling on the right side doesn’t spot you, then take cover against the left side of the door and silenced pistol headshot any enemies in easy sight. There is a lower tunnel that goes underneath the central walkway of this room from which you can fight, but make sure you blow up the propane tanks at either end of it for your own safety.

Do not expose yourself to the central part of this tunnel more than a second or so at a time either, as it is one of the rare places where the enemies will shoot you through the holes in the flooring. The other option is to try and get up the ladder just to your right as you enter without being seen and go into semi-circular control room on the upper level to kill from inside the room or the adjacent hallway. With your back to the ladder, hug the left wall in this hall and lean to the right so you can just barely see into the control room to kill everything as it comes up into that room and/or around the corner. Lastly you can take cover behind the boxes right beside that ladder (they’re near a ledge overlooking one end of that lower tunnel) and lean out from them to kill everything.

Once you get the objective ‘Sabotage Ammo’ it means all the enemies are dead and you are clear to interact with the warhead. Once that’s done, just go up into the office and press the button to load the sabotaged warhead and end the volume.

Ticket Punched

Destroy the cannons of Kodiak Island

Ticket Punched
1 guide

Volume 2 Collectibles:

You’ll find Readable #1/8 on the computer consoles where you first use your battle walker to climb up near the beginning. In the next room with enemies (3 robots and 3 regular guys) you’ll find a Shotgun Upgrade on top of the central shelves. Exit this room and continue through the tunnels to the large warehouse room with the line of traincars in the center. On the far side of the room (past the traincars), look inside an open container on the right for Gold #1/4. Go up the nearby stairs (either side) into the control room where one of the two commanders spawns and look on the consoles by the windows overlooking the room for Readable #2/8. Move on from here into the first cannon room and on through the crawl space into the next room with enemies.

Look on an office char on the left side of the lower portion of this room for Readable #3/8. From there, go up the stairs and use the battle walker to climb up onto the track hanging from the ceiling (the one that you use to reach the air duct to exit the room). Before exiting via the air duct, look at the end of the track against the wall for Gold #2/4. Use the air duct to reach the next large warehouse-like room full of enemies (including 2 commanders and 2 supersoldats). Turn left as you enter the room and hug the left wall until you reach a set of stairs. Go up and into the control room with the commander. Look on the consoles to your left as you enter for Readable #4/8. Press the button to open the way forward.

Look on the boxes to your left before entering the air duct for a Kampfpistole Upgrade. In the next room with the red lighting, drop over the railing straight ahead as you enter, by the moving machine, and turn around to find Gold #3/4 on a yellow barrel. Proceed onward through the next hall to reach the 2nd cannon. Look on the right end of the desk with the cannon control lever for Readable #5/8. Just after that you will reach a locker room. When you very first enter the locker room, look for a hole in the ceiling straight ahead. Use your battle walker to climb up into that hole to find Gold #4/4. Back down in the locker room, look on the wooden bench around the other side of the lockers for Readable #6/8.

In the very next room after the locker room you’ll find Readable #7/8 on a table before pressing the button on the control console to open the door. This room is where you’ll begin following the warhead through a few rooms to end the volume. In the very first room you come to (by pressing a button to open the doors in the small chamber with the warhead), look on the ground by a console in the far-right corner (ground level) from where you entered to find Readable #8/8. This last one’s location is difficult to describe, but just thoroughly search the first room you enter once the warhead starts moving to find it on the ground.

Volume 3

At the start switch to silenced pistol + machinegun. Headshot the enemy up above to your left as quickly as possible with the pistol, then jump onto the submersible in the water and use the battle walker to climb up onto that walkway. Turn to the nearby door and blast the commander as he exits with your machinegun and pistol so that he goes down before setting off the alarm. Go across the walkway directly out from his doorway and use the walker again to reach the ledge above. Turn left 90 degrees and sprint/jump over to another submersible hanging from the ceiling, then sprint/jump from it onto the far walkway. Turn left on this walkway and exit into the air duct at the far end. Kill the lone enemy as you exit and move into the maintenance shaft beyond.

Use your walkers to climb up the shaft and drop down at the far end, sweeping for supplies as you go. You’ll need to use the walkers once more to climb up another shaft at the far end of the next hall. At the top you should see two commanders’ direction/distance icons pop up as you move toward the ledge overlooking the room, indicating all the enemies have spawned in. This is another highly unpredictable room if you set off an alarm, and for some reason the enemies here are much more sensitive and set off the alarm faster seemingly. Even if you just miss a few headshots and the bullets hit the wall/floor, a few of those is all it takes to set it off. Also unlike most enemies, if you miss a headshot and hit their body you can usually just follow up with a few rapid body shots to kill them before they alert the commander.

These enemies here will alert the commander as soon as they get hit by a body shot if they are on ‘high alert’, which they will be as soon as the first dead body is spotted. So you must VERY carefully line up your shots and get a headshot every single time. If you do that, you can kill 90% of the enemies from the safety of the upper ledge overlooking the room from where you climbed up the shaft with your battle walker, so try to do that. If you are successful, once no more enemies are patrolling the area you can drop down and make your way to the far end of the upper walkway into the room on the far-right, then look down through the railing to headshot the commander below.

If you are unsuccessful and set off the alarm, the safest place from which to kill everything is the upper ledge overlooking the room at the top of the shaft. Once you drop down you can’t climb back up to it, at which point just take cover behind the nearby barriers and lean out to face down the length of the room for killing everything as they rush you. If you took the stealthy approach and managed to kill everything including the first commander without an alarm, you’ll want to move into the 2nd commander’s room quickly and silently to kill him. Entering the room will trigger another group of enemies to patrol, but if you get to the commander quickly enough you can kill him and exit via another crawlspace/air duct at the far end of the room (that you must break open with your axe).

At any rate, if you haven’t cleared the room 100% then use crawlspace as a safe place from which to kill enemies as they rush into the small area where the 2nd commander was. You want to clear this room 100% so you can sweep it for supplies before moving on. Once that’s done, crawl back through the duct into another shaft that you need to climb. Use your battle walkers once more to do so, including two more small ducts you must open with your axe and crawl through. The 2nd one isn’t so much a duct as simply an opening into the next hall. When you open it, you will see an enemy standing nearby below you. Take out your silenced pistol once more, with a shotgun in your second hand and a rifle prepped in the pistol hand.

Headshot the enemy below and drop down, quickly performing a takedown on the robot. Move through the nearby door toward the next enemy and take cover on the left behind the washing machine. Lean out and wait for a patrolling enemy to come around the corner by the other guy and headshot him once he moves between you and the guy on the corner. Headshot the one on the corner next. There’s a room on the left with a Machinegun Upgrade, but it isn’t necessary since you’re going to be using the pistol, rifle, and shotgun. However, that room is a good place to hide and lean out to kill enemies as they rush you if you set off an alarm (or simply stay behind the washing machine and lean out to shoot down the hall at enemies as they round the corner).

If you haven’t set off an alarm and killed the first three enemies and the dormant robot, you can make a rush to the commander and blast him before he sounds the alarm if you wish. Or simply go loud and take cover, firing a shot down the hall with your rifle to trigger the alarm and clear everything out as they rush you. Nothing can flank you as the spot you dropped down from the shaft is a dead end. If you do go loud or set off an alarm by accident, be on your toes as one dog will rush you amongst the enemies. If it grabs your leg that can quickly spell game over if another enemy approaches while you’re down. Once everything is dead continue to the far end of the hall, sweeping for supplies as you go, and break open yet another duct with your axe to proceed.

Crawl through the ducts and climb up the shaft with your battle walkers yet again, then through a final duct to exit out onto the top of some air ducts hanging from the ceiling of a cafeteria. As you exit you’ll be looking down on the cafeteria and can headshot the enemies in the area with your silenced pistol relatively easily. However, once enemies spot a dead body they will go on high alert and will occasionally look up at the ceiling. If they look directly at you for more than a second, the alarm will sound. If you’re careful and don’t miss any headshots, you can clear the room with relative ease just by moving up and down the duct along the room, picking off each enemy one at a time. If you do sound the alarm, do not try and fight from atop the duct. You want to jump down and sprint for a specific dead-end room.

I can’t give accurate directions from every point in the room, so I will use the spot you very first crawled out onto the duct overlooking the room as the reference point. From this corner, facing down into the room, you would drop down so that your back is to the wall where you exited out onto the duct. From here, you would turn 45 degrees to your right so you are looking past the wall partition between the main dining hall and a side hall. You would then move forward into that hall and see a room straight ahead of you, with facing it behind the wall just ahead to your right. It is in this small room you would hide and blast enemies as they rush you. You can sprint across to the other room (the one you would see ahead of you after the 45 degree turn) if a grenade gets thrown into your small hiding room.

However, if you have killed more than two or three enemies and if the alarm has sounded, this small side room will have a supersoldat spawned inside it. So you would need to sprint to it with dual shotguns at the read, blasting the enemy in the other room facing it, then turning into the small side room and blasting the supersoldat before it could react. You would then very quickly swap to dual rifles, with a shotgun at the ready, and hug the left wall as you face out of this small room. At that point you can lean right so that you can just barely see around the wall on the left and shoot enemies as they approach, before they get a chance to throw grenades at you. At least one dog will rush you here, so be on your toes for that.

Once you’ve cleared the room completely (including several supersoldats) your objective will update. The same will happen if you were successful in sniping all the enemies with silenced pistol headshots without setting off an alarm. You will know when everything is dead in either scenario when the objective updates to ‘Take Elevator to Schwarz’. Just head to that waypoint on the far side of the room from where you entered once that objective appears to activate it to reach a scripted sequence with Schwarz. Press cn_X when prompted to kill him, then head to the objective marker and interact with it to end the volume.

Hero's Journey

Stop the Sun Gun

Hero's Journey
1 guide

If you played on IADI and/or Mein Leben for all three Volumes, you’ll also get Army Vet and Super Soldier.

Army Vet

Beat "The Deeds of Captain Wilkins" on "I am Death Incarnate" difficulty or higher

Army Vet
1 guide

Super Soldier

Beat "The Deeds of Captain Wilkins" on "Mein leben" difficulty

Super Soldier
1 guide

Volume 3 Collectibles:

At the very start look on the ground under the tool box/drawers for the Map. Turn 45 degrees left when facing this toolbox and go to the far wall, hugging the wall around the perimeter to the far corner of the room. Look for a red radar screen terminal there to find Readable #1/8 the console beside that screen. On far side of the upper level of the room you’ll exit via a crawl space you open with the axe. Before exiting, grab Readable #2/8 on the box next to the crawl space entrance. Continue on and you’ll pass through a maintenance shaft with reddish-orange lighting where you have to use your battle walker to get up over a high catwalk to reach the far end.

At the end of this shaft you’ll reach a door leading into the next well-lighted hall with white and blue walls. Don’t exit. Continue past that door to the far end of the maintenance shaft and use your battle walker to raise up to a small platform above where Gold #1/4 sits. Proceed into that next hall (white and blue walls) and use your battle walker at the far end to reach the way forward. As you approach the ledge where the next room is, you will see two commanders’ distance/direction icons pop up. When you see this, do not drop down into the room. Look around to the far side of the shaft you’re in (yellow lighting) to find Readable #3/8 tucked in a corner on a box.

Drop down into that room with the commanders/enemies. Turn left upon landing and go to the wall. You’ll see stairs leading down to the lower portion of the room on your right. At the top of these stairs, just over the railing, is a another small air duct opening. Crawl through to reach a small room that isn’t part of the mission’s normal path. Gold #2/4 is in the corner of this room, behind the boxes. Crawl back through the crawl space and go down the stairs into the room. Clear out all the enemies and head toward the waypoint/exit. The exit from this room is yet another small crawl space. Before exiting the room, look for another radar terminal in the far corner of the room (northeastern-most smaller room off the main one on the map) to find Readable #4/8.

I believe that terminal is right by the exit/crawl space. Continue through the crawl space, the shaft beyond it, another crawl space, and a 2nd shaft to reach the next area with enemies, a long hallway. In a small side room to your left off the first part of this hall you’ll find a Machinegun Upgrade (Drum Mag) as well as Readable #5/8. Go all the way to the far end of the hall to reach yet another crawl space exit, but look on a small work desk on the right before exiting through that crawl space for Readable #6/8 by a white hardhat. Through that crawl space you will reach another shaft where you have to use your battle walkers. On the first ledge you use your walkers to climb up onto, look for Gold #3/4 by a small round yellow light.

If you reach a 25-Armor pack you’ve gone too far. It is one level below that. Continue on through the shaft to reach the final large room of the volume, the cafeteria. Clear out all the enemies. From where you enter, drop down and look on the 2nd table in front of you (by a big turkey leg and a white flower vase) for Readable #7/8. With the area cleared you will have a waypoint/objective at an elevator. Facing the elevator, look in the small room immediately to the right of it for Readable #8/8 on a trash can. Go up the elevator to confront Schwarz. Once he’s dead, look on the consoles on the left side of the room to find Gold #4/4.

Intel Acquired

Find all readables in "The Deeds of Captain Wilkins"

Intel Acquired
1 guide

Stipend Gained

Find all gold in "The Deeds of Captain Wilkins"

Stipend Gained
1 guide

Anchorage Challenge

This challenge is merely the last segment of Volume 1, where you move through the warehouse to jump on the truck and exit the volume. You can take your time and carefully pick off each enemy with silenced pistol headshots, or grab a couple rifles/machineguns and ‘go loud’ before hiding behind a doorway to mow down foes as they rush you to complete it. If you’re struggling, there is a YT video by a user named Beatminaz that makes quick work of this one with just the pistol. When you reach the truck at the far end of the warehouse the achievement will unlock.

Alaskan Expert

Beat the Anchorage challenge on "I am Death Incarnate" difficulty

Alaskan Expert
1 guide

Kodiak Islands Challenge

This challenge is the large room with the train that periodically passes through the center of it midway through Volume 2. For specific instructions on how I chose to clear the room, refer to the paragraph in Volume 2 that begins with “As you reach the end of the air duct”. You can use Ctrl+F to search for those words and it will take you up to that spot on this DLC page. This is a rather simple area. Just take out the two commanders then hunker down (usually in the office where the 2nd commander was, behind the far console from where you enter) and clear the rest of the enemies as they rush you. Again check out Beatminaz’s videos if you’re struggling for a path. Once you activate the lever in the commander’s office to open the way forward, kill the supersoldats that exit and proceed to the waypoint to finish the challenge.

Kodiak Expert

Beat the Kodiak Islands challenge on "I am Death Incarnate" difficulty

Kodiak Expert
1 guide

Sumberged Challenge

This is the final part of Volume 3, but it plays out a bit differently as you don’t have the advantage of hiding atop the air ducts. At the start, headshot the two nearest enemies in front of you with your silenced pistol. Turn right and headshot the enemy walking away just around the corner to your right as well as the one further ahead in a small room adjacent to the hallway in which the 3rd guy was walking. Immediately sprint into the small room facing the 4th enemy, on the opposite side of that T-shaped intersection of the walkway. You want to be in this red-tinged room before too many enemies have died because if not, a supersoldat will spawn inside it. From this room face out toward where the 4th guy was and move up against the wall to your left.

Lean right so you can just barely peak around the end of the left wall and use dual rifles with a shotgun as backup in one hand (for when a dog rushes you) to mow down all the enemies as they rush you. This isn’t the safest place in the challenge from which to kill, but it is the easiest to get to from the start. The safety factor is owed to the fact that enemies will throw grenades in at you if you don’t kill them fast enough. So make sure you don’t allow any enemies with a line on the room to stay alive for more than a second. If a grenade makes it in and you don’t feel confident throwing it back, sprint across to the room where the 4th enemy was, then sprint back when it is safe to do so. Once all the enemies are dead the door to the elevator (and challenge end) will open. Check out Beatminaz’s video for a visual representation of this general strategy.

Sub Expert

Beat the Submerged challenge on "I am Death Incarnate" difficulty

Sub Expert
1 guide

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