Mutant Year Zero: Road to Eden

Welcome to the walkthrough for Mutant Year Zero: Road to Eden! This game is a tactical shooter based on the tabletop RPG game of the same name. In the game, the world has been destroyed by nuclear warfare. You play as a group of Stalkers who are tasked with the important task of scavenging the dangerous Zone for precious 'scrap' to keep the Ark running - a safe haven for mankind ran by The Elder. Scavenging in the Zone is dangerous. Thankfully, you are a mutant with special powers to help fight against the enemies littering the Zone.

All of the achievements in this game can actually be earned in just 1 play through. However, we will need to play on the hardest difficulty of the game to unlock all the achievements - Very Hard (no health recovery after each combat encounter) with Iron Mutant enabled (enables perma-death and disables manual saving). Simply beating the game though on this difficulty is not actually too bad. Instead, the hardest achievement actually requires us to keep every member of our squad alive while playing on the hardest difficulty. Because perma-death is enabled on Iron Mutant, this does not allow you to make many (if any) mistakes during your play through as 1 wrong move can easily spiral out of control where you end up losing a squad member. Thankfully, a majority of the enemies are isolated where we can kill them without alerting any other enemies. However, there are a number of combat encounters against groups of enemies that can be challenging to navigate through unscathed with your squad fully intact.

If you are unfamiliar to the genre of tactical shooters, earning all the achievements in a single play through may appear like a daunting task. If that is you, then I would recommend doing two playthroughs of the game: the first on Normal difficulty without Iron Mutant enabled and the second on Very Hard with Iron Mutant. You can use the first play through as a chance to get all the non-difficulty related achievements out of the way. However, with this walkthrough, I do not think doing the Very Hard with Iron Mutant enabled difficulty play through will be too challenging. That's not to say this is an easy game. The game is challenging, but I have tried to strategize each combat encounter so your likelihood of success is maximized. I am sure that I do not always use the most optimal strategy. So if you find a better way to do an attack, go ahead and do that.

This game has a bit of chance as every attack you do has some probability of success. However, by combining abilities and correctly positioning yourself, you can improve your attack's success probability to 100% most of the time, which is what my walk through will show you how to do. There are a few combat encounters though which do not have 100% chance of succeeding, but I make those combat encounters very clear and tell you what you can do to still win those combat encounters.

In the game, there are a number of collectible related achievements to earn for finding hidden notes, armour pieces, and artifacts. Some of these achievements though you can only earn if you have the Seed of Evil DLC as well. Because some of those DLC collectible items show up in the main story campaign area, I have included their locations in the base game walkthrough and labelled them as (DLC: ) related collectibles appropriately. That being said, even if you do not have the DLC, pick up all the collectibles as the armour, artifacts, and hats are necessary for gameplay and the notes add a bit of fun lore to read.

Lastly, there are a few missable achievements in the game. These are related to you killing enemies in specific ways or using mutations on enemies. For some achievements, I have set up encounters in the walkthrough where you can easily earn these. For the achievements where you have to use a mutation 10 times on an enemy, you will have to keep track of this yourself. When we are attacking groups of enemies, it is best if you follow the strategy given in the guide, but when we are attacking isolated enemies, I'd recommend using the mutations you need to earn those achievements as I don't always explicitly say when a good spot to use them is. There is one achievement related to taunting an ally who is under mind control. There are only 2 possible places in the game to get this achievement as only two enemies in the main campaign even have mind control abilities. If you miss this (as I did during my play-through, you will need to start another game and play at least half-way through the campaign until you can get a chance at it again).

Throughout the walkthrough I will assume you are playing on very hard difficulty. If you are doing a play through on a lower difficulty, the enemies will have less health and deal less damage than I am assuming they do in my walkthrough.


In the game, you will control of squad of 2-3 characters who explore smaller individual maps in the Zone connected to each other. Each map area is small enough to fully explore yourself, and while I will point out as much loot as I can for you to pickup, I encourage you to explore each area yourself as you may find loot that I missed. At the end of each map area in the walkthrough, I say how many weapons parts (used to upgrade weapons) and scrap (used to buy items) I find in each area, so that you can compare with how much you found yourself.


Within each area, there are enemies scattered about that we will attack and kill. Every enemy has a detection radius which is very clearly visible via a red or white line circling the enemy. If you move the squad member you are controlling inside an enemy's detection radius, they will be alerted to your position. Not only does this make them attack you, but they will also alert all nearby enemies to your location. This can cause combat to spiral out of control for you very quickly. You never ever want this to happen. Instead, for every single combat encounter in this game, you want to actually ambush the enemies to enter combat with them. Doing so allows you to kill them during your combat turn which prevents them attacking you and also alerting any nearby enemies. Note that only the squad member you are actually controlling is capable of alerting an enemy. If your other squad members are inside the enemy's detection radius while the one you are controlling is outside of it, then the enemy will not be alerted.


There are two types of weapons in the game, silent and loud weapons. There are only a few silent weapons and are labelled as such when you look at them in your inventory. Using silent weapons on an enemy will not alert any other enemy units in the area. However, using a loud weapon on an enemy can potentially alert other enemy units in the area to your location. Whether or not the other enemy units are alerted depends on how far away they are from where you shot the loud weapon. I do not know the exact distance away you need to be from an enemy to be able to use a loud weapon without alerting other, but generally a distance of 20 spaces seems to work. When we are ambushing enemies, most of the time we will be using silent weapons to kill them. I will let you know when it is ok to use loud weapons or not. Pay attention to which weapon I specify to use in the walk through. Silent and loud weapons can also be upgraded using both weapons parts to deal more damage and mods to improve weapon range, critical damage, or add modifiers to the weapon. In the walk through, I will tell you which weapons to level up and what modifiers to put on each weapon.


At your disposal you also have grenades you can use during combat. The two most useful are the hand grenade and EMP grenades. Make sure you save any hand grenades and EMP grenades you find for when I say to use them in the walkthrough. Without them, there are a number of combat encounters that will be much more difficult. If you are running low, you can actually purchase more grenades from Iridia's shop at the Ark using scrap. The only thing you should ever purchase from Iridia's shop (not including med-kits) are these hand and EMP grenades as we can never have too many of them. Do not bother using your scrap on anything else in the shop.


In addition to your weapons and grenades, you characters also have mutations which are special abilities to help yourself during combat. Only a few are useful and will be actually used in the course of the walk through. There are achievements related to using some of these mutations on enemies. After using a mutation however, it needs to be recharged until you can use it again. Mutations are recharged by killing enemies. Generally killing three enemies will recharge your mutation. There are a few combat encounters where we will need to use specific mutations in order avoid taking any damage. I would recommend skimming ahead a bit in the walkthrough to see if a mutation is needed during an upcoming encounter. This way you won't accidentally use a mutation earlier and have it be disabled when we actually need to use it.


The best strategy for the game is to maximize how much damage we can do with our silent weapons. The more silent weapon damage we can do, the more isolated high level enemies we can silently kill without alerting other enemies to our location. When we have cleared all of the isolated enemies in an area and just have a smaller group of enemies remaining, we can use our loud weapons to finish them off as there is no one we need to worry about them alerting.


If during combat, your character's health drops to 0, they will begin bleeding out. What this means is that you have a few turns where you can use a med-kit to heal them otherwise they will die. Since we are going to be playing on Iron Mutant, if they die, that death is permanent. You will also void the related achievement if that happens. If however, you finish combat before they bleed out and die, then after combat they will be revived with just 1 health point at which point you can heal them. Therefore, if a squad member begins bleeding out, either finish combat within the next turn, or rush to go heal them with a med-kit and proceed with finishing the combat encounter with your squad fully alive. However, healing a squad member during combat though is not the optimal way to heal them. Obviously, if they are about to bleed out, then heal them. But healing a squad member during combat only heals them for a handful of health points. If you heal the squad member outside of combat (which done by going to the inventory tab and pressing cn_Y), then you will heal the squad member to full health, no matter what their original health level was.


My final note about gameplay is that I have written this walk through using the techniques I used to get through the game. There are numerous ways to play through this game, and I am sure some of you may find or see more optimal strategies than mine. That being said, following the strategies I have laid in the walk through will allow you to get through the game on the hardest difficulty without too much trouble.


Save file tricks


Before we get started playing the game, I want to share a save file trick that can help you significantly during your play-through where Iron Mutant is enabled. Because Iron Mutant disables manual saves, your game will only autosave any time you enter/leave an area, open a chest, or after every combat turn. The 'trick' allows you to reload a combat turn even though we are playing with Iron Mutant enabled. If you mess up an attack during your combat turn, you can press cn_guide, go to the Mutant Year Zero game tile, press cn_start, and then quit the game. When you restart the game, it will bring you back to the last auto-save point giving you a chance to redo your turn which should have autosaved right after the previous combat turn. This is a great way to try out a few different positioning without committing yourself too much in case you make a mistake. NOTE: If you try and do this for a mistake made during the very last move of your combat turn, this will not work as the game will autosave right after your move as it passes the turn to the enemy now, and your mistake will be locked in. So make sure you only do this if the mistake is made early in the turn.


Now, if you made a mistake and want to undo some gameplay from several minutes ago instead (or even undo a full combat encounter that did not go quite as well as you wanted), we can make that happen as well. For instance, say I engaged a group of enemies to try and kill them, but I made a few mistakes during combat with positioning and my squad members were not behind any protective cover. Now two of my squad members are about to bleed out from enemies getting critical hits on them. Well I cannot use the trick I just mentioned above because if I quit the game, it will autosave to the last combat turn, and I will be stuck in the same position I was just in when I reload the game. However, we can make use of the fact that Microsoft syncs your cloud data only every 30 minutes or so. Press cn_guide, go to the Mutant Year Zero game tile, press cn_start, and select Manage Game & Attachments. Go to the Saved Data tab, and delete the saved data for the game. Restart the game and it will sync the latest cloud save data which should be 10-20 minutes behind where you were before. You may have to do some trekking to get back to where you were before, but 10-20 minutes is a lot less time than starting over the entire campaign because of a fatal mistake which caused a squad member to die. NOTE: Be careful not to accidentally quit the game while you are doing this as the cloud save will sync immediately upon quitting the game. This means when you delete the save data and reload in, you will be stuck right back where you were.


With all of that out of the way, let's dive into the walkthrough!

Start a new game on Very Hard difficulty with Iron Mutant enabled.

The Metal Bird (I)

When you gain control of your character, turn around and head north into a tiny swamp alcove. Hug the right wall and walk around the tree on the right to collect the first of the Elder's posters (1/5).

Image 1

Turn around and head south towards the quest marker until you see a glowing pile of scrap. Collect it and continue down the stairs on your right for your first combat encounter. Switch to Dux using cn_RB and turn off your flashlight with cn_B. Get as close as you can to the Butcher without alerting him and press cn_X to ambush him. Use your walk ability to get close enough to the Butcher so that you have a 100% chance of hitting with the crossbow. Proceed to attack him with the crossbow and silently kill him. Repeat these steps with the nearby Marauder. Press cn_LSc after each combat encounter to regroup your squad. Make sure to collect the loot from the killed enemies to get a weapon mod.

Continue to explore the nearby plane for some more scrap (be sure to turn on your flashlight again to make spotting the scrap easier). Follow the trail to find more scrap laying in the trunk of a rusty truck and follow the quest marker. You will come across two enemies who are too high of a level for us to deal with right now. Turn off your flashlight and sneak past them on the right side. There is broken gun lying right past them that you can pick up for 5 weapon parts. Continue towards the quest marker and into the next area.

While I point out where a majority of the scrap and weapons parts are in each area, I am sure there are other pieces of loot that I missed during my play through. Make sure to fully explore the regions to collect all the scrap and weapons parts you can before heading into the next area. These loot items help make the game easier in the long run (plus we need at least 270 weapon parts for one of the achievements anyway). To give you a baseline for you to compare with how much loot found in a particular map area, I will list the amount of loot I found in each area during my play through.

Scrap collected: 20

Weapons parts collected: 5

East Outpost

From the entrance, turn left to find some scrap underneath a broken down house roof. Follow the trail towards the quest marker to find a medkit laying next to a tent, some scrap near a broken boat and more scrap laying next to a broken down car and camper. Follow the trail north until you pass through some wooden posts with skulls on them. After a cutscene, head left to collect some more scrap and head down the stairs. Do not engage the enemies yet. First, head all the way to the southwest corner of the map to find some scrap along a spiky vine wall, then turn around back towards the group of enemies. You should see a lone butcher walking along the back of the house. Use Dux to kill him silently with the crossbow.

At this point you will level up and gain a skill point. Use Dux's skill point to earn the Skull Splitter mutation (it will automatically equip onto him). This mutation lets you deal critical damage with 100% chance but at the expense of -25% accuracy. We will use this ability a lot during the play through to help take down larger isolated enemies before they have a chance to alert other enemies on the map. However, we don't want to rely on the 75% shooting accuracy we get when using that mutation. When we get 7 more skill points, we will learn the Moth Wings mutation which allows us to fly giving us +25% accuracy. Using Skull Splitter and Moth Wings together then will allow us to deal critical damage with 100% chance and 100% accuracy. After using the mutation though, we will need to kill 3 enemies before it is recharged. So we cannot abuse this mutation pairing all of the time. Nevertheless it will help us significantly during the play through. Do not spend Bormin's skill point yet.

Walk over to the sparkling chest near the car to get the Gaper weapon. Give it to Bormin and equip the Scattergun onto Dux. Collect the scrap laying next to the car. Press cn_LSc to split up your group and move Dux to just outside the Marauder's detection radius is and move Bormin just outside of the Hunter's detection radius. Use Dux to kill the Marauder and Bormin to kill the Hunter during the first combat turn. Afterwards, do a sweep around and inside the building to collect weapons parts, scrap, a hand grenade, and the Boom Box artifact (1/12). Equip the hand grenade to Dux. Continue southwest towards the quest marker and collect the weapons parts along the way. Follow the path out of the area. If you wish, you can do a sweep of the map area again to check for any missed scrap or weapons parts.

Scrap collected: 39

Weapons parts collected: 15

Ark Outskirts

After a cutscene head towards the quest marker. You'll encounter a Butcher and Hunter talking. Do not engage them. Head north towards the back of the building and pick up some scrap near a broken radio tower. Proceed west and go inside the building through the broken wall. Pick up the all the loot including a Molotov, scrap, the Snazzy Visor hat (DLC: 1/14), and the Stalker Clara note (DLC: 1/37). Equip the Snazzy Visor and Molotov on Dux. Go outside the building and pick up the scrap by the red car. You should notice another Marauder enemy patrolling on the right. Make sure the patrolling Marauder is outside of the detection radius of the other Marauder positioned behind him, and then ambush the patrolling Marauder. Use Dux to take him out silently with the crossbow.

Go behind the two tanks nearby to find some weapons parts. Head towards the quest marker towards the other Marauder and take him out silently with your crossbow. Now head back to the two enemies we skipped early and use Dux to take out the Butcher and Bormin to take out the Hunter. Collect the enemy loot (which includes a weapon mod) and the scrap lying against the semi truck. Head towards the south end of the map to find a chest with the Stalker Vest. Equip it on Bormin. At this point, you can use Bormin's skill points to learn his Run 'N' Gun mutation. Move towards the quest marker and find some scrap in the trunk of a car along the way. Enter the elevator to return to the Ark which will unlock

Get back to the Ark!

Return to the Ark!

Get back to the Ark!
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Scrap collected: 34

Weapons parts collected: 8

The Ark

Welcome to the Ark! Here we can use scrap to buy helpful items for our journey at Iridia's shop, chat with the Elder, trade our Artifacts to Pripp, and upgrade our weapons at Delta's Fix Pit. To start, go to Pripp's and buy the Tough Guy artifact skill. This will extend the bleedout time for a crew member by 2 turns during combat. While our initial encounters have been straightforward and easy, some later combat encounters will be a lot tougher. It is possible that you might miss during combat and a crew member may get downed during combat and "bleed out." As long as you apply a medkit before they bleed out or finish the combat encounter before then, your crew member will not die permanently. You can then heal them to full HP using a medkit once combat is completed. I like having the Tough Guy skill as early as possible because it grants some leeway for yourself during combat in case things go south. If things go south and you can't afford to spend the action points during combat to heal your squad member, then you still have 2-3 turns to finish off the enemy before you crewmate dies.

Leave Pripp's and go to Delta's now. Dismantle the Stinger that is not equipped by anyone and then upgrade your Crossbow to level II. Go and also add the Broiler 50 mod to the crossbow as well. Lastly, equip the Ancient Sight to Bormin's Gaper gun he has equipped. Unless you somehow needed to use medkits during the earlier encounters, there is no need for us to visit Iridia's. Return to the Zone and travel to Hammon's Cabin.

Hammon's Cabin

When you load into the area, head north towards the quest marker. You'll pass by a run down house with some scrap lying next to it right before you head down some stairs. Head west at the base of the stairs to find a Zone Dog patrolling the area near a broken down truck. Wait for the zone dog to be as far south of the truck before ambushing him. There is a second Zone Dog patrolling nearby, but we are far enough away so that we can use loud weapons on this Zone Dog without alerting the other. Even if the other Zone Dog happens to be close enough so that it is alerted when you use your loud weapons, it will be far enough away where it can't attack you during it's turn and you can still kill it before it gets any attacks off on you. If the second Zone Dog is not alerted, head slightly east to find it patrolling the area. Ambush and then kill it with your loud weapons. After both dogs are dead, head back to the broken down truck and collect the scrap and hand grenade. Head north to find 2 sets of weapons parts and some scrap in the remnants of a building. Move northwest to find more scrap next to a boat.

Head east to find a broken down MIMIR Z800 you can investigate and circle behind it to find scrap. Follow the quest marker to find Hammon's cabin. Before we engage any enemies there is scrap lying along the fence that you can pick up. Approach the enemies, and let the enemies chat for a bit until the Marauder wanders off by himself to the west side of the cabin. Here, use Dux to silently kill the Marauder with the crossbow. Next, head back to the front of the cabin and kill the Shaman with your loud weapons. Shaman's are always a priority during combat because they can summon extra units for support during their turn. If this ever happens, it is difficult for us to regain the upper hand in the combat encounter. Killing the Shaman will alert the Hunter inside the house. Make sure you are behind some cover and kill the Hunter during your next turn. It is likely you will take some damage here. That is ok, as it will not actually kill any of our squad members. Just remember to not use any medkits during combat if you can avoid it. Always save them until after combat is completed so that your character can be fully healed.

After combat, circle around the cabin and collect all the loot including the Far Looker artifact (2/12), the Zone Dog Camp note (DLC: 2/37), a med-kit, a weapon mod, some scrap and weapons parts. Inside the cabin is more scrap. Collect the pile of notes to get your next quest. After the cutscene, follow the quest marker to the next area.

Scrap collected: 40

Weapons parts collected: 15

The High Road (I)

When you enter the area, head right towards the river to find scrap along the riverside. Follow the river west until you find a pile of weapons parts. Continue towards the quest marker to encounter a new companion for your squad - Selma. After talking with her, you will unlock the achievement

Huntress

Meet Selma and convice her to join your crew.

Huntress
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While having a third squad member is hugely beneficial in and of itself, Selma actually comes equipped with another silent weapon! So now we can start killing some isolated higher health enemies silently. Equip Selma with a hand grenade and upgrade either her Joker or Super Tendons mutation (joker tends to be more useful in the right circumstances) and then learn her Tree Hugger mutation. The "Green Fingers" achievement requires you to use Tree Hugger to trap enemies 10 times, so be sure to use this ability periodically during the campaign as you use her. This mutation is pretty useful and we use it a good amount during this walk through, so the achievement should come naturally.

Green fingers

Trap 10 enemies using 'Tree Hugger'

Green fingers
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Head north to find an overturned car with the Evacuation Guidelines note (DLC: 3/37) and scrap. Do not head up the ladder and instead turn east and follow the trail. Once you cross the bridge, head north to find weapons parts lying next to a log. At this point, if you have been following the guide you should have 34 weapons parts. Head back to the Ark and upgrade Selma's Ancient Pistol to level II. You can also equip the Noatum - EMP 30 onto the pistol as well. Go to Pripp's and learn the Pyromania skill with the artifact point you should have. Return to the High Road location.

Head back to the place we were at before heading to the ark just now to find two Zone Dogs patrolling around an abandoned house. Since we can now deal a combined 10 damage using silent weapons, use both Dux and Selma weapons to take the Zone Dogs out individually. Feel free to use Selma's Tree Hugger ability on one of them to start working on that related achievement! Explore the house remains to find scrap and the Aristo Hat (DLC: 2/14). Feel free to equip the hat to either Bormin or Selma, but I personally found this hat useless. Cross the yard and climb a ladder to the top of a slide to find scrap and head to the southeast corner to more scrap in a shack. Follow the ??? marker to go towards the next area.

Scrap collected: 28

Weapons parts collected: 10

The Fallen Angel

From the entrance, head west to find some scrap next to a washed up boat in the river. Head north and you will find some scrap lying next to a tree. Continue north until you run into a lone Butcher. Kill him silently and collect his loot. Moving further north you'll run into a large mass of enemies that we will want to deal with. Do not engage them right now though. Instead, head east and you will find a patrolling Hunter. Kill him silently and collect his loot. Head towards the helicopter and search the surrounding area to find the Alpha Level Clearance Only note (DLC: 4/37), the Hipster Fruit Tester artifact (3/12), scrap and weapons parts. Inside the helicopter you can find weapons parts and loot the Explorer Helm (DLC: 3/14). I gave this to Bormin, but you can equip it to whoever you like. Follow the trail east to stumble upon a patrolling Butcher who can kill silently. Loot his scrap and follow the trail north to find more scrap and weapons parts a bit further along the trail. Follow the trail down the hill, collect some scarp and move to the back side of the group of enemies we saw earlier.

Before we engage them, use the 5 skill points you should have to learn Bormin's Hog Rush mutation. The "And Stay Down!" requires you to knock down 10 enemies using this ability so remember to use this mutation during your campaign progression.

And stay down!

Knock down 10 enemies using 'Hog Rush'

And stay down!
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This mutation is definitely one of the most useful ones available, so this achievement will come naturally as we use it a lot. Use the Hog Rush ability to knock out the Med-Bot without alerting the group of enemies (pay attention to the fast the Hog Rush does knock back the enemy a little bit, so you need to be careful not to knock any enemies into another enemy's detection radius on accident). Use Dux and Selma's silent weapons to finish him off while he is knocked out. DO NOT use Bormin's loud weapons as we do not want to alert the other enemies nearby. Once the Med-Bot is defeated, collect the weapons parts, scrap, and the Stalker Vest armour. Equip it to whoever you like, but I chose Dux. At this point, learn Dux's Moth Wings mutation. This allows you to fly giving you +25% weapon accuracy. If we combine this with the Skull Splitter mutation we can deal critical damage with 100% accuracy now which can be very helpful when we need to sneakily take out larger enemies. Feel free to also unlock the first two stats for Selma (Health Booster and Thrower) and unlock the first stat for Bormin (Health Booster).

While there are a lot of enemies left, we can take almost all of them out in one turn. Make sure both Dux and Selma have a hand grenade equipped and then ambush the enemies. First, use just 1 action point to move Bormin behind the small rock near the enemies as indicated in the screenshot

Fallen Angel - 2

If you cannot quite reach where you need to position Bormin using only 1 action point, just exit combat using cn_LSc, reposition Bormin and try again. Attack the Pyro with Bormin's Gaper gun. This will knock back the Pyro closer towards the Zone Dogs and Chief Husse. Next, use Selma's Tree Hugger mutation to root all of the enemies in place (this gives you 5 enemy traps towards the "Green Huntress" achievement and also prevents Chief Hesse from hiding behind cover during his turn). Then throw a Hand Grenade which will kill the Pyro and Marauder. The Pyro will drop a Molotov cocktail that will ignite the Chief and the 2 Zone Dogs. Throw another hand grenade with Dux that hits all of the three remaining enemies. At the start of the enemies turn, 1 zone dog will die from the Pyro's Molotov Cocktail earning you both the "Butterfingers!" and the "Sent to the Farm" achievements.

Butterfingers!

Kill an enemy by making the Pyro drop his Molotov.

Butterfingers!
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Sent to the farm

Put 5 Zone Dogs 'to sleep'.

Sent to the farm
1 guideOffline Game ModeSingle PlayerCumulative +

Chief Husse will then fire off a shot at one of your squad members and the turn will pass to you. Focus on killing Chief Husse first and the zone dog second in case your positioning works out where you cannot finish both off during this turn. After all the enemies are dead, heal your injured squad member and loot the surrounding area to collect scrap, a medkit, weapons parts, a chem flame, and most importantly... the Mimir Needle Pistol: a third silent weapon! Equip the Mimir Needle Pistol to Bormin and move the Stinger to Selma. We are all done here now. Go to your Zone Map and travel back to the Ark. At the Ark, the only thing to do is buy a hand grenade at Iridia's Shop. Equip this hand grenade to Selma, and fast travel back to The High Road.

Scrap collected: 73

Weapons parts collected: 28

The High Road (II)

Follow the trail west towards the quest marker until you come to some ladders. Climb the ladders to reach an elevated area and head right to find some scrap laying next to an abandoned truck. From the scrap, head west to find another pile of scrap tucked away in a little enclave. Head towards the quest marker to find a lone Butcher patrolling the area that you can take out silently. Along the wall near the Butcher is more scrap you can collect. While avoiding the detection radius of the Med-Bot and Hunter, go and loot the chest in the south corner of the map to get the Gladiator Armour. Equip it to Bormin and put the Stalker Vest onto Selma. Head back to the ladders you climbed to reach the area (there is some more scrap on a semi-truck you can pick up when heading back to the ladders). From the ladders, head south towards the quest marker. We are actually going to skip killing the remaining enemies in this area as there is no easy way to take them on without taking some damage. Wait for the Shaman to move as far north towards the ladders as possible during his patrol. You can them sneak by him on his left side and avoid him detecting you. Make sure you hug the railing while sneaking past him. Pick up the pile of weapons parts lying in front of the truck right before exiting the area.

Scrap collected: 29

Weapons parts collected: 5

Cave of Fear

Head west following the path and as soon as you can turn right and then right again. You'll find a medkit, some weapons parts, and scrap back here. Turn around and head west again where you will run into another pile of scrap. You'll eventually stumble upon a group of 3 enemies. Turn left before running into them to ignore them for now. Head west towards the back of this map area to find some scrap and a patrolling Butcher. Take out the Butcher silently. There is another Butcher hiding further in the back. Kill him silently too. Collect the loot and scour this back are to find scrap, weapons parts, the "I'm SORRY" note (DLC: 5/37), and a Molotov. Equip the Molotov to Selma. Head back to the group of enemies we ignored in this area earlier.

Approach from the west side next to the left side of the ambulance. The main strategy for this combat encounter is to prevent the Hunter from having any line of fire on you. Switch to Selma, and follow along the wall. Move as close as you can to the Med-Bot without alerting him, and press ambush the group. I've attached a picture showing how close I got. What you want to check before using any combat actions is that the Hunter has no line of fire on you. You can check this by trying to target the Hunter with Selma, and if you have no line-of-sight, it will tell you. If you're at the same positioning I am in the screenshot, you should also have a 75% chance of hitting the Pyro as well.

Position for Cave of Fears attack.

First, use Selma's Tree Hugger ability to trap all of the enemies, and then throw a hand grenade that hits all 3 of the enemies. Use 1 action point to move Dux to a location where he can 100% hit the Pyro but is still out of the line of fire for the Hunter. Use both the Moth Wings (press cn_up) and Skull Splitter mutations to deal 7 critical damage to the Pyro with the crossbow. Lastly move Bormin into position to kill the Pyro without being able to be hit by the Hunter. On your next combat turn, move Bormin to the front of the ambulance and attack the Hunter with the Gaper. If you are positioned right at the front of the ambulance you can hit the Hunter without triggering his Overwatch ability if he used it during his turn. Attacking him with Bormin will then remove the ability trigger. Use Selma and Dux to finish off the Hunter (making sure to avoid the patch of fire leftover from the Pyro we killed). All that is left now is to finish off the Med-Bot (which may take you two turns, but that is fine because we have 1 turn left from Selma's Tree Hugger ability and the Med-Bot needs two combat turns in order to revive a downed enemy).

Collect all of the loot including scrap, a smoke grenade, a MIMIR - Driver 30, and the State Switcher weapon. Equip the State Switcher to Selma (replace the Stinger pistol she has equipped). Learn the first two Stats for Dux (1 Health Booster and 1 Movement Booster), Follow the quest marker to the exit out of this area.

Scrap collected: 40

Weapons parts collected: 51

The Sea Titans (I)

Head north and follow the guardrail on the right side of the path. Turn into the area where there is a break in the guardrail to find a hand grenade (equip it to Selma). Look behind the nearby ambulance to find some weapons parts. Head back to the main path and head north to find a chest with the Fertility Crown hat (DLC: 4/14), and equip it on Selma. Head west to find some scrap lying near another ambulance. Go behind this ambulance to find a picnic table with the "Stalker Anton" note (DLC: 6/37). Finally head southwest to find the stair path leading down to the main part of this area.

Take the right fork at the bottom of the stairs to find an area where a Marauder is patrolling. Take him out silently. Loot the scrap and turn north. You will see a run down trailer you can investigate with some scrap laying near the truck towing the trailer. You should notice a Sect Pyro off to your side with a nearby Hunter and patrolling Brother Bodin. (Make sure that Brother Bodin and the Hunter finish their conversation before doing anything next. There are reports that killing Sect Pyro before the conversation finishes will cause the Sect Hunter to not patrol.) Wait for the Brother Bodin to move away from the Sect Pyro so that his detection radius no longer includes the Sect Pyro. If we kill the Sect Pyro silently while he is within Brother Bodin's radius, it will alert Brother Bodin to us and he will attack us which we do not want right now. You can position yourself as I have in the screenshot in order to easily tell when Brother Bodin is out of range.

Image 1

When Brother Bodin is out of range, ambush the Sect Pyro. Use Dux's Moth Wings/Skull Splitter combo to deal 7 critical damage with the Crossbow and use Selma and Bormin's silent weapons to kill the Sect Pyro. Feel free to loot the Molotov from his corpse. Turn around so you are facing north and head up the stairs to an elevated area with a large broken down building. Head to the northeast corner of this area to find a trail leading to a lot of scrap and weapons parts. There are a lot more enemies in this area, but we are going to ignore them for now and try to scavenge some more weapons parts for a bit.

Head back to the main set of stairs at the beginning of the area. Instead of taking the right path, take the left path now. Head all the way left along the path to find a pile of weapons parts next to a dead man dressed in a hazmat suit. Continue directly north where you will come upon a picnic table next to a house. On the picnic table is the "MESSAGE to 555-6789390" note (7/37). Enter the house to find some scrap as well. If you wait near the picnic table long enough a patrolling Marauder will come near you that you can kill silently. Loot him and head west along the dock to find two piles of scrap. We still need a little bit more weapons parts for what we want to do, so ignore the enemies and head towards the ?? marker on the map. Along the way you should find some scrap and the "Stalker Kalle" note near the exit (DLC: 8/37). Keep following the ?? marker into the next area.

Scrap collected: 44

Weapons parts collected: 20

The Rot Warren (I)

Do not be alarmed that this area is well above our current level. We will not actually be killing any enemies here. Rather we are just looking for a few more weapons parts. Before that though, follow the path towards a closed gate. Before entering the gate, turn left to find some scrap lying near a truck. Continue east until you find a clearing with a broken down MIMIR Z600 that you can investigate. Search around the clearing for an EMP grenade and several piles of scrap. Turn around and go back to the closed gate, open it and follow the trail. At the fork, head left into the bunker. Continue along the path and down some stairs until you have the option to turn left. In the room, you can find a pile of weapons parts and some scrap. Head into the attached room to find a chem flare and more scrap. Once you have collected these items, return to the Ark.

At the Ark, go to Delta's Fix Pit and dismantle the Stinger for 11 weapons parts. If you have been following the guide, this should put you at 92 weapons parts. Use these weapons parts to upgrade the Mimir Needle Pistol and the Crossbow to levels II and III respectively. Feel free to also attach the Mimir - Driver 30 mod to the Mimir Needle Pistol. While this gives +2 critical damage, I do not like equipping it onto Dux or Selma's silent weapons because of the 30% chance to knock back enemies. An unwanted knock back can move an enemy into another nearby enemy's detection radius which will alert them to us even if we kill the first enemy silently. Because Dux and Selma are my first people to attack when using my silent weapons, I want to avoid them having any chance of knock back during their attacks.

After all the weapon upgrades, we can deal a total of 16 silent damage with our squad. This is a pretty critical total damage to be able to do with silent weapons as a lot of next few enemies we will deal with have 16 health, and we can now silently kill them in one turn. We are done at the Ark, so fast travel back to the Sea Titans.

Scrap collected: 28

Weapons parts collected: 5

The Sea Titans (II)

When you load in, follow the path down the stairs and take the right fork near the base of the stairs. At the base of the stairs, head back to the north edge of the map. You should come back to a set of stairs leading up to an elevated area with a larger run-down building with a Sect Hunter that we left alive last time we were here. There is also a nearby patrolling Marauder. Ambush the Sect Hunter and use your silent weapons to kill the Sect Hunter in one turn. Proceed to loot all the contents in the building: hand grenade, Ancient Eye weapon mod, and scrap. Next, silently kill the patrolling Marauder next.

After looting him, head towards the place in the map as indicated in the screenshot below, and wait for a patrolling Sect Butcher to head up to the platform across from you on the boat. When he is on top of the platform, wait to make sure there is not a Sect Hunter lurking down below and behind him. If the Sect Hunter is positioned behind him when we kill the Sect Butcher, then the Sect Hunter will be alerted to our location. Simply just wait until the Sect Butcher is properly isolated from anyone. In the below screenshots you can see the INCORRECT positioning of the Sect Hunter and one with the CORRECT positioning. Double check you have the positioning correctly before ambushing the Sect Butcher.

Image 1

Use Dux's Moth Wings/Skull Splitter combo to silently kill the Sect Butcher with the Crossbow. Since you only used mutations to kill the Sect Butcher, you will unlock

Unnaturally successful

Finish a combat encounter by using mutations only .

Unnaturally successful
2 guidesOffline Game ModeSingle Player

Head east and go down the stairs to the main area of the map. You should be where you killed the Sect Pyro earlier. You will see Brother Bodin by a campfire. He should be fully alone. If he is not, then wait for the patrol path of the nearby Sect Hunter to fully isolate Brother Bodin. When he is isolated, ambush him, and use Bormin's Hog Rush ability to knock Brother Bodin out for 2 turns. Then use your silent weapons to easily finish him off before he regains consciousness. Loot the EMP Grenade from him and wait for the Sect Hunter to walk towards where you are. When he is in range, ambush and silently kill him. Loot him and head west towards the quest marker and onto the boat.

You will see a Sect Butcher on the left side of the boat up some stairs. Ambush and kill him in one turn using Dux's Moth Wings/Skull Splitter combo. After he is dead loot him, and head over to the opposite side of the ship and loot the other Sect Butcher we killed earlier. Along the way over to loot the other Sect Butcher's corpse, you should see more scrap you can loot. At the topmost level of the ship where the map area exit is, you can find more scrap to loot. Head down to the back most end of the boat and loot the area to find a chem flare, scrap, the Power Brick artifact (4/12), and the Evac Control Key. Head east off of the boat, turn south and follow the chain-link fence to find a locked gate that you can now open with the key we just found. Loot the whole pier to find scrap and Pyro Armour. I equipped the Pyro Armour to Dux. We are all done here now so head to the quest marker to leave the area.

Scrap collected: 49

Weapons parts collected: 5

House of Bones

When you first load into the area, we will take care of some mutation upgrades. Learn Bormin's Corpse Eater mutation, and then learn Selma's Contortionist mutation. Head towards the quest marker. You will come to a chain-link fence with a closed gate. Before passing through the gate, you should see the Red Plague Protocol (DLC: 9/37) note to your left. Pass through the gate, turn left and head down the stairs. At the base of the stairs, there is a patrolling Sect Butcher you can silently kill. If the Butcher is not there yet, wait for him to patrol near you. After you loot him, head north to find two enemies talking. When they finish talking, they will split up and you can silently kill the Sect Butcher loot him. The Sect Marauder should hang around by the side of the building where he can also be silently killed and looted for a hand grenade.

Head into the school where the Sect Marauder was standing and you'll see two enemies on the floor above you. You can walk around freely on this lower level without alerting them. Search around this bottom floor to find lots of scrap, some weapons parts, and the Defibrillator artifact (5/12). Head back out through the side of the building where you entered from and head south so you are traveling back to where you first entered this area. Turn left when you get to the front of the building and head east. You should spot some scrap in between two ambulances on your way. Keep going and you'll find a lone Sect Butcher that you can take out silently. After killing and looting him, you should now be level 18. Go ahead and learn Dux's Circuit Breaker mutation. Keep exploring the area east of here to find scrap and weapons parts and turn north. You should stumble upon a patrolling Sect Marauder you can silently kill.

Turn back towards the school building to see a ladder going up to the second floor of the school. Climb it and head down the hall towards the two enemies we saw on the second floor earlier. When you get close, they will start talking. Let the Sect Pyro and Sect Hunter finish their conversation, and they will then split up. You can then silently take them both out individually without alerting the each other. After they are both dead, loot the chest to find the Boomstick weapon. Equip the Boomstick to Bormin and move the Gaper to Dux. In the southwest corner of the second floor, there is a wall opening you can fall through to end up outside again.

Head north, and you should see a Med-Bot hanging around the north side of the school building. Make sure Dux's Circuit Breaker mutation is equipped and ambush the Med-Bot. Use Dux's Moth Wings/Circuit Breaker ability to stun the Med-Bot and then proceed to silently kill him in two turns. Loot his corpse and the nearby weapons parts. You'll see there are still 4 more enemies we need to kill. The Sect Pyro and Sect Hunter stay still but Brother Skoog will do a small patrol loop between the two of them. Wait for Brother Skoog to move as close to the Sect Pyro as possible. This should put the Sect Hunter just outside of his detection radius. See the screenshot which shows the positioning. You can now silently kill the Sect Hunter without alerting any other enemies when he dies.

Image 1

Now head around the group of enemies to the Sect Butcher. Wait for Brother Skoog to move outside of the Butcher's detection radius, and then silently kill the Sect Butcher and loot him. Wait for Brother Skoog to move close to the Sect Pyro and then use Bormin's Hog Rush mutation to knock out Brother Skoog. Wait to ambush until you just enter Brother Skoog's detection radius. This should let you be able to Hog Rush AND have an action point left over to to attack the Sect Pyro. Proceed to kill the Sect Pyro and then focus on Brother Skoog. If you were not able to get a shot off from Bormin during the first turn that's fine. Just kill the Sect Hunter during your second turn and then use a medkit to heal whoever the Sect Hunter attacks during his combat step. Feel free to use your loud weapons now. You should easily kill them both before Brother Skoog's regains consciousness. Proceed to loot the area for a Medkit, Molotov, and the Green Eye weapon mod. At last, free Magnus. After the cutscene you will unlock

Thoughtful warrior

Rescue Magnus from the Nova cultists.

Thoughtful warrior
1 guideOffline Game ModeSingle PlayerMain Storyline

Hopefully by this time, you have unlocked the "Green fingers" achievement with Selma. If not, whenever we take out an isolated enemy, just swap her back in to your squad and use her Tree Hugger mutation to trap enemies until you have trapped a total of 10. For the rest of the walkthrough, we will be using a squad compose of Dux, Bormin and Magnus. Magnus has two achievements related to his mutations: "Frying tonight!" and "The power of flesh". "Frying tonight!" requires you to use his Chain Lightning mutation to kill 10 enemies, and "The power of flesh" requires you to mind control 10 enemies using the Puppeteer mutation to control 10 enemies.

Frying tonight!

Kill 10 enemies using 'Chain Lightning'

Frying tonight!
2 guidesOffline Game ModeSingle PlayerCumulative +

The power of flesh

Possess 10 enemies with 'Puppeteer'.

The power of flesh
2 guidesOffline Game ModeSingle PlayerCumulative +

Both are pretty annoying to get.

I found Chain Lightning to not be useful for combat as enemies were not close enough to use the ability's chaining effect and the actual damage dealt the mutation is relatively low compared to traditional weapons you have. Nevertheless, we want the achievement. So make sure to use it on an enemy as soon as their health is at least 4 or lower so you can kill them and finish off the achievement quickly to avoid worrying about it later. Chain Lightning is very useful on robots though as it deals double damage and ignores armour. So when going for this achievement, focus on robotic enemies (a great area is the Metal Fields discussed later in the walkthrough).

Puppeteer is a much more useful ability for combat. However, the mutation only has a 50-100% chance of working depending on the type of enemy you target with it. This makes using it on enemies 10 times pretty difficult as you are not always guaranteed for it to work each time. The mutation has a 50% chance of success if used on a Tank or boss character, regular enemies have a 75% chance, but there are a few enemies with a "weak brain" that you can use the mutation with 100% success. I will try and avoid relying on using Puppeteer during any description of combat I give in this walkthrough to avoid requiring "luck" to beat the game. But I encourage you to use this ability often to make combat less stressful for yourself if you are having a difficult time. With all that said, Magnus is who I used to finish the game from here on out, so I will walk the walk-through assuming you are as well. This will give you plenty of opportunities to use the mutation during your play through to earn the achievement.

My advice is to use Puppeteer on isolated "weak brain" enemies we want to silently kill. Equip a Molotov cocktail onto Magnus. Use Dux and Bormin's silent weapons to weaken the enemy, then have Magnus mind control the enemy. While the enemy is mind controlled, throw the Molotov cocktail to burn the enemy to death before the mind control wears off and he alerts other enemies to your location.

Make sure to unequip all of Selma's armour and weapons and equip the following onto Magnus: Ancient Pistol, Rambino, EMP Grenade, hand grenade, Fertility Crown, and Stalker Vest. Proceed to also learn his Telekinesis Shield, Sneak, Pupeteer, and Chain Lightning mutations as well. Before exiting the menu, make sure to equip a Molotov and hand grenade to Bormin, and an EMP grenade and hand grenade on Dux. Learn also the Joker mutation on Bormin as well. With all that out of the way, head to the ??? map marker to head to the next area.

Scrap collected: 74

Weapons parts collected: 20

Izza and Fala

Follow the path until you come to a car with scrap under its hood. You will then find a building with the roof blown out which you can loot around in to find some scrap. Head north to find some weapons parts laying near some cars as well a patrolling Polis-Bot and Polis-Bot Enforcer. Use Dux's Moth Wings/Circuit Breaker combo to disable the Polis-Bot, then silently kill him with your squad. Loot him for scrap and turn your attention to the Polis-Bot Enforcer. Let him run his patrol cycle until he is as far north as possible. Then use Bormin's Hog Rush mutation to knock him out and proceed to kill him silently. Loot the nearby scrap and weapons parts. Head east to find some weapons parts behind a road barrier. You should see a Marauder and a Hunter patrolling up on top of the building. Head to the northeast corner of the map where you will see a group of enemies. You should also spot the Cold Box artifact (6/12) lying on top of a car. This will then unlock

50% Old Skool

Collect 50% of Pripp's artifact wishlist.

50% Old Skool
1 guideOffline Game ModeSingle PlayerCollectable

Head back to the front of the building and around it so that you end up in the southeast corner of the map on the other side of the group of enemies. You should see a patrolling Shaman. Wait till he reaches the southeast most point of his patrol which will isolate him from all the other enemies in the area. Proceed to kill him silently with your squad. If I have been counting correctly, at this point you should earn the achievement for killing 40 ghouls

Take out the Zone trash!

Kill 40 Ghouls.

Take out the Zone trash!
1 guideOffline Game ModeSingle PlayerCumulative +

You can then loot the scrap and weapons parts inside the building. Be careful though as while the Marauder on the roof is patrolling, there are brief instances when he can spot you on the first floor. So make sure the detection radius line is always dashed which indicates he cannot observe you.

When you are done, head to the southwest corner of the building where there is a ladder leading up to the roof. Wait for the Marauder to patrol away from that corner of the building and climb up. Head towards the northwest corner of the building and position yourself as in the screenshot.

House of Bones - 2

Wait for the Marauder to come back to the west edge of the building like in the screenshot and then head towards the Hunter. With the Marauder away from the Hunter, you can proceed to kill the Hunter silently on the roof without alerting the Marauder. Be careful that during the combat, you do not move your stalkers within the radius of the Hunter though and accidentally alert him. Head back to the northwest corner of the building and wait for the Hunter to patrol back near the ladder you used to climb up here. Switch so you are controlling Bormin and get ready to move quickly. Maneuver yourself around the Marauder until you are positioned as in the screenshot attached.

Image 1

We are going to get an achievement here for killing an enemy by knocking them off of the roof. Use Dux first to shoot the Hunter with the Crossbow which will should deal at least 6 damage to the Marauder. You can now use Bormin's Hog Rush ability to knock the Marauder off of the roof. The Hog Rush ability causes 2 damage points and the fall will deal 4 damage bringing us to a total of 6 damage dealt by Bormin. Doing this will kill the Marauder and unlock

Bormin smash!

Kill an enemy by knocking them off a high place.

Bormin smash!
2 guidesOffline Game ModeSingle Player

I have been told that sometimes the Marauder does not actually patrol all the way to the edge of the building. If this happens to you, equip Dux with a weapon that can knock back an enemy to move the Marauder closer to the edge (I think the only weapon with 100% chance of knock back is a loud weapon, so you will probably alert the other enemies in the area. You may need to reload your old cloud save after you get the achievement so you don't have to deal with killing the other enemies in the area). Alternatively, you can use Magnus' Puppeteer ability to move the Marauder right by the edge (should have 100% chance of success as the Marauder has a Weak Brain modifier). Go ahead and collect the loot from the Marauder and Hunter you killed as well as some scrap laying around on the roof.

We are all done in this area. Return to the ark so we can spend some artifact points we have saved up. Go to Pripp's Place and learn the Blaster Master and Zapper artifact skills. At this point, I had 55 weapons parts. So you can dismantle one of your extra weapons (I dismantled my State Switcher) to get 60+ weapons parts. Upgrade the Mimir Needle Pistol to Level III. I also attached the Green Eye scope to the Mimir Needle Pistol and the Ancient Eye to the Crossbow. If you have a ton of scrap saved up (I had 577 scrap), you can purchase a 1-2 hand grenades or 1-2 medkits from Iridia's Shop if you like. After all that is done, fast travel to the Iron Serpent to continue with the story.

Scrap collected: 84

Weapons parts collected: 25

The Iron Serpent (I)

From the start, turn right and head south to find a pile of scrap. Head due east to the southeast corner of the map to find more scrap. Head north following the train tracks a bit to find weapons parts and scrap in front of a broken down train. From the front of the broken down train, head east until you find the Stalker Oscar note (DLC: 10/37). Go back to the train and follow north along the train's west side a ways until you come to a ramp leading up into the train. You should also spot enemies standing nearby as well on the other side of the train. Do not head up the ramp for now. Turn west towards the water front and move south along it to find some scrap. Turn around and head north along the water front until you find a chem flare and some weapons parts. You should see a Zone Dog patrolling up ahead. Head back to the ramp we turned away from earlier. Nearby the ramp there should be a chest you can open to find the Axe Warrior Armour. This is a great piece of armour to help take on Zone Dogs and Tanks as it blocks charge attacks. Equip it on Bormin, and move the Gladiator Armour on Magnus. Go up into the train car to find some scrap. For now, we are actually going to ignore all of the enemies in the area actually. Proceed to the eastern ??? map marker (specifically the one WITHOUT your quest marker). Sneak around the patrolling Zone Dog if you need. Before exiting the map area, there should be a pop-up tent nearby with a chest you can loot to find the Helm of Wisdom (DLC: 5/14). Equip it on Bormin. Now go to the ??? exit into the next area (collect the scrap on your way out ass well).

Scrap collected: 34

Weapons parts collected: 15

Scraplands

Follow the path all the way until you go down a set of stairs. Turn to head west and you should see a Butcher patrolling around. Silently kill him (making sure that the nearby patrolling Med-Bot is not alerted when you kill him) and loot him. This Butcher is actually a good place to use Magnus' Chain Lightning mutation to get a kill if you are working on that. Attack him first with Dux and Bormin, and then finish him off with Magnus' Chain Lightning mutation. Loot the broken gun in the nearby car, and head west along the edge of the map. You find some scrap lying behind a run down medical truck. Keep going west until you find weapons parts lying next to the run down car with the hood popped open.

Image 1

From here, head due south and right in the middle of the fern Bormin is standing at in my screenshot to find another hidden poster (2/5).

Image 1

Head north to find another pile of scrap lying near a car. Wait around here until you hear/see the Med-Bot patrolling as close to you as possible. Use Dux's Moth Wings/Circuit Breaker combo to stun the Med-Bot and then proceed to silently kill and loot him. You should see two Hunters nearby (1 on the roof and the other on the ground floor). Ignore them for now. Search the west side of the broken down building to find some scrap and weapons parts. Head to the north edge of the map near where an old boat is to find more scrap. On the north side of the building you should see a Tank and three ladders leading up to the roof of the building (1 in the middle and two on the east and west corners of the building). Wait for the Hunter to be fully on the south side of the building and climb up to the roof via the middle and move your squad to where I am positioned in the screenshot.

Image 1

Before engaging the enemy, make sure all your squad members have a hand grenade equipped. You can now do 1 of 2 things. The first option has a 100% chance of success but uses up a lot of hand grenades which are very useful to have as they can now deal 8 damage. The second option has a 75% chance of success as it requires using Magnus' puppeteer ability. I think the 2nd option is the better of the two. You can always try the 2nd option first and if it doesn't work, just reload your old cloud save and retry the combat (refer to the "General hints and tips" page for how to do this).

  1. Use Bormin's Hog Rush ability to knock out the Hunter on the roof. Make sure you are standing close enough to him before ambushing so that you only use 1 action point during this. Using the Hog Rush will alert the Hunter on the ground floor unfortunately. You can then proceed to throw 3 hand grenades at the Hunter on the ground floor to kill him after which you can silently kill the Hunter knocked out on the roof.
  2. Use Bormin's Hog Rush ability to knock out the Hunter on the roof. If you have an extra action slot, use it to shoot the Hunter on the roof with Bormin's Ancient Pistol. Move Dux so you can shoot the ground floor Hunter with his Crossbow. Then use Magnus' Puppeteer mutation on the ground floor Hunter (you may have to spend an action point to move him close enough so he is in range of the Hunter). Proceed to silently kill the Hunter on the roof and then wait for the Puppeteer to expire on the ground floor Hunter and then finish him off. During your turns where you control the Hunter, just spend his action points by moving him around. Do not attack with him as it will alert the other units and you don't want to use either of his other abilities for when his mind control expires. Before the mind control expires make sure all your squad members are in a good position to attack the ground floor Hunter.

No matter which option you choose, the end result should consist of the 2 Hunters dead and no other enemies alerted to you at all. Loot both of their bodies and then explore the ground floor of the building you are on top of to find weapons parts, scrap, and the Melting Tool artifact (7/12) (be sure not alert any of the remaining enemies in the area though). Before leaving this area you can explore the northeast edge of the map to find some more scrap. We are now done here, but if you like you can try killing the remaining three enemies yourself for the challenge.

Fast travel to the Ark now, and go to Pripp's Place. Purchase the Ranger Artifact Skill. At this point I had 48 weapons parts. I dismantled both my Scattergun and Pipegun (I've been told that this a typo, and that you should not have the Pipegun at this point! However, I cannot recall which gun I actually dismantled... Apologies. Just dismantle a gun you are not using) for another 18 weapons parts and upgraded my Ancient Pistol to level III. Lastly, switch the MIMIR - Driver 30 attachment from Bormin's Mimir Needle Pistol and the Broiler 50 attachment from Dux's Crossbow. This should make the Crossbow deal 10 critical damage and the MIMIR Needle Pistol deal 9 critical damage. This allows us to deal 21 base damage silently, and 24 damage if Dux uses his Moth Wings/Skull Splitter combo as well. The only thing you need to be careful of is that Dux's weapon now has the chance to knock back enemies. Make sure you don't accidentally knock back an enemy into another enemy's detection radius. Before leaving the Ark, feel free to learn Bormin's Twitch Shot mutation, Dux's Eagle Eye mutation, and learn Magnus' first Health and Movement Booster in the Stats column.

After all that is said and done, fast travel back to the Iron Serpent.

Scrap collected: 64

Weapons parts collected: 21

The Iron Serpent (II)

For this next part there are two paths you can take. One path will have you kill four enemies, and the other path will ignore them. Killing the four enemies without taking any damage isn't really doable (at least from what I can tell), and my strategy requires you to use Magnus' Puppeteer mutation on a Tank which only has a 50% chance of success (although you can try a few techniques until it actually works). This optional path is labelled as such and italicized so that you can choose to skip it if you want. However, for the sake of the walkthrough I will assume you did kill the 4 enemies. If you choose not to, that is fine, but you may not be able to learn the mutations when I say to learn them. You will just be delayed in learning them until you kill a few more enemies and earn the XP. That being said, I highly recommend you do this optional encounter, and I will be assuming you have done it for the rest of the walk through (in terms of how much XP I think you should have).

Optional path: When you load into the area, head to the far east edge of the map. When you get to the water edge, head north until you find the remains of a building with two long benches back-to-back sitting there. Wait here for a hunter to patrol towards the building remains. Use Dux's Moth Wings/Skull Splitter along with everyone else's silent weapons to take out the Hunter. Loot the Hunter and the scrap lying on one of the benches. Turn and head west towards the other enemies standing around. You should see a Butcher, Shaman and Tank standing in and around the remains of another building. Sneak around the enemies so you are on the southwest side of the enemies.

Make sure Magnus has a hand grenade equipped. Use Dux and Bormin to silently shoot the Tank. Then use Magnus' Puppeteer ability on the Tank which unfortunately has a 50% chance of success. If it fails, you can reload your cloud save and try again. When you do try again though, do not shoot the Tank with either Dux or Bormin initially. This will cause the game to roll a different RNG value for you. If you do the exact same thing every time you reload your cloud save, the game will actually roll the same exact RNG values every time, so the Puppeteer mutation wouldn't succeed.

Use the Tank's Hog Rush ability on the Shaman to knock him out. Since the Tank is positioned so close to the Butcher and the Butcher hasn't been alerted to your other squad members yet, the Butcher will target the Tank during his combat turn. At this point, all of the enemies will be grouped nicely together. Use Magnus's hand grenade to deal a whopping 8 damage (5 on the tank) to the three enemies. Use the Tank to shoot and kill the Butcher, and then use 1 action point to move Bormin close to the Tank. Finally use Dux and Bormin to kill the knocked out Shaman (as long as you have kept your squad near where you ambushed the enemies, you should not alert a nearby patrolling zone dog to your location when using loud weapons here).

From here, the Tank's mind control will expire. Since Bormin is the closest squad member to the Tank, the Tank should try and use his Hog Rush ability on him which will be blocked by Bormin's Axe Warrior armour. The Tank will either then run for cover or shoot one of your squad members. On your combat turn, finish off the Tank, and then heal your squad members if they took damage. Loot of the enemies and the area to find scrap, a chem flare, weapons parts, a Medkit, and the Rambino gun. While right now this is a better gun than the Gaper equipped on Dux in terms of damage, I like the Gaper's ability to destroy covers enough to keep it equipped on Dux. So don't bother equipping the Rambino on anyone right now.

Start here if skipping optional path: Now head north towards the quest marker. You should see a lone patrolling Zone Dog. Use Dux's Moth Wings/Skull Splitter mutation and everyone's silent weapons to kill the Zone Dog. Loot him and continue towards the quest marker where a Mother Zone Dog and a Zone Dog are waiting. Use Bormin's Hog Rush ability to knock the Mother Zone Dog out for 2 turns. Then use everyone's silent weapons to kill the Mother Zone Dog before she wakes up. Then turn to the regular Zone Dog and ambush him. Use everyone's loud weapons to kill him 1 turn (make sure to use 1 action point if need to move everyone into a position where they have a 100% chance of landing their attack before attacking otherwise you risk missing a shot and taking damage from the Zone Dog). You can loot some scrap near where the Mother Zone Dog was killed before heading to the next area.

Scrap collected: 19

Weapons parts collected: 5

Metal Fields

Follow the railroad tracks to find some scrap and weapons parts. When the railroad tracks start to curve away, keep heading south to find more scrap and go towards the fire you see up ahead in a building to find Farrow. After a brief cutscene with her, she will join your party and you will unlock

Survivor

Meet Farrow and convince her to join your crew.

Survivor
1 guideOffline Game ModeSingle PlayerMain Storyline

I did not find Farrow very useful, and I never use her in my actual squad. There are not any achievements related to using her anyways. Before we continue on with this area, I would go ahead and equip Magnus' Chain Lightning mutation and Dux's Circuit Breaker mutation. This area has lots of robots patrolling around, so the Circuit Break mutation is quite useful as it does double damage to robots and ignores health. There are several isolated enemies you can use Magnus' Chain Lightning ability to kill to work towards that achievement as well (just make sure the enemies have at least 8 or less health). As a last thing, make sure each squad members is equipped with a hand grenade and that at least two are equipped with an EMP grenade (go back to the Ark and buy some if you need). My EMP Grenades were equipped on Dux and Magnus.

You can explore the area around where Farrow was to find scrap, the Ingmar's Journal Page 153 note (DLC: 11/37) and the Polis Armour. Equip the Polis Armour on Dux. Head out of the ruined building towards where you entered this area. There is a train car to the east that you can enter to loot some scrap and a hand grenade. There is a Polis-Bot that you should see standing near the train car. Head outside of the train car and around to ambush the Polis-Bot. Use Dux's Moth Wings/Circuit Breaker combo to stun the Polis-Bot and then use everyone's silent weapons to kill him. Loot him and head south through another train car. There is some scrap lying to your left when you exit this second train car. You should see two robots nearby. A stationary Polis-Bot Enforcer and a patrolling Polis-Bot. Wait for the Polis-Bot to patrol as far away from the Polis-Bot Enforcer as possible. Then use Bormin's Hog Rush ability to knock out the Polis-Bot Enforcer and proceed to use everyone's silent weapons to kill him. Right now both the Circuit Breaker and Hog Rush mutations need to be recharged. So we are going to move around and kill some other enemies to recharge them.

Head back to the place were you entered this map area (Metal Fields) from. Instead of heading east as we did in the above paragraph, head west. You will eventually come to a small building with a Polis-Bot in or patrolling nearby. If you follow where this Polis-Bot is patrolling, it will come and stop by two other enemies in a small clearing: a Polis-Bot Enforcer and another Polis-Bot. Make sure to wait for the Polis-Bot to patrol so the three enemies are standing close together and ambush them. Use Magnus to throw an EMP grenade to stun all of them, and then use Dux and Bormin to throw hand grenades that target all three enemies. Use Bormin to shoot one of the Polis-Bots with his silent weapon and have Dux shoot the other Polis-Bot with his silent weapon. Use Magnus to throw another hand grenade to kill the two Polis-Bots and damage the Enforcer. Then simply kill the Enforcer using silent weapons. Loot the surrounding area for scrap and an EMP Grenade. If you've been following this walkthrough then at this point you will unlock the achievement

Anti-Mechanic

Decommission 10 'Mechanical' men.

Anti-Mechanic
1 guideOffline Game ModeSingle PlayerCumulative +

Again head back to where you entered this map area from. Head east and go back to where we killed that Polis-Bot Enforcer earlier using Bormin's Hog Rush ability in the southeast corner of the map. When you see the patrolling Polis-Bot we ignored before, ambush it. Use Dux's Moth Wings/Circuit Breaker combo to stun him and then silently kill him. Loot him and head west. You should eventually stumble upon a patrolling Polis-Bot Enforcer. Use Bormin's Hog Rush ability to stun him and then silently kill him. Loot him and the nearby corpse in a Hazmad suit to get the Quarantine Key. Keep heading west until you come to a stationary Polis-Bot Enforcer. Throw an EMP grenade at him using Dux and proceed to silently kill him. Loot his remains and head up into the train car on your right to find scrap and an EMP Grenade. Outside of the train car there is another patrolling Polis-Bot. Ambush him and use Dux's Moth Wings/Circuit Breaker combo to stun him and then silently kill him. Loot him to get the Elysium - Driver 100 weapon mod.

From here, keep heading west until you get to the clearing where we killed those three Polis-Bots earlier with all the grenades. Turn a bit south and you should see/hear a patrolling Polis-Bot Enforcer. Wait for him to patrol as far west as possible (so you don't accidentally alert the nearby Polis-Bot). Use Bormin's Hog Rush ability to knock the Polis-Bot Enforcer out and proceed to silently kill him. If you head a bit more south, you will see a lone Polis-Bot standing in a building. Equip Dux's Skull Splitter ability and a chem flare onto one of your squad members. Ambush the Polis-Bot and throw the chem flare at it. Exit the combat using cn_LSc and then ambush the Polis-Bot again. Use Dux's Skull Splitter ability with the Crossbow on the Polis Bot. Use Bormin and Magnus' loud weapons to finish the Polis-Bot off. Loot the remains and the building for scrap. Before heading through the other side of the building, turn and go back out and towards the west edge of the map. Go and stand next to the chain link fence as I show in the screenshot to find another hidden poster (3/5).

Image 1

Now continue into the area past the building and loot around to find weapons parts and a Smoke Grenade. Head east and open the gate using the Quarantine Key you found earlier. Inside is a Med-kit (hopefully the walkthrough has been helpful enough where you aren't really needing these though). Before leaving, you should go through and do a sweep of the whole area for any loot I did not mention. There is quite a bit to be found here and scrap and weapons parts are always helpful. As usual, I've listed how much I found during my play through so you can compare to make sure you've done a thorough search. After that, head to the next area through the west ??? marker (note that this is not the exit with the quest marker).

Scrap collected: 115

Weapons parts collected: 18

The Castle of Light (I)

Head west and follow the path ahead. Eventually you will need to turn north and continue moving along. You can find some scrap hiding behind a fallen power line along the way. Eventually you will run into Lux which will trigger a cutscene. After talking with Lux, turn east and follow the road towards the ??? marker making sure to pick up any scrap and weapons parts you see along the way.

Scrap collected: 4

Weapons parts collected: 15

The Unenlightened

From the start, follow the path until you come to a chain link fence you can pass through (there is a pile of weapons parts a long the path to your left). Walk through the fence and loot the scrap in the trunk bed of a nearby truck and continue towards the main area where there is a group of enemies waiting. Head around the south side of the enemies and go to the west edge of the map there is some scrap lying next to a big robotic arm. Near where the scrap is, there is a Butcher who will patrol in your direction. Silently take him out with your squad and loot him.

Travel west along the edge of the map and keep going until you see the MIMIR Z600 hiding in the back. Magnus' Chain Lightning ability is useful here as it ignores armour and deals double damage to robots. Make sure at least one of your squad members has an EMP Grenade equipped, and then ambush the MIMIR Z600. Use your squad member to stun the MIMIR Z600 with the EMP grenade and then proceed to finish him off with your weapons. Try to position yourself as far west as possible when attacking the MIMIR so that you can use your loud weapons. The three stun turns from the EMP grenade make this doable. Make sure you are not standing too close to the MIMIR Z600 when he dies as he explodes and deals 4 damage to whoever is in the blast radius (as I did accidentally during my play through). Either way, after you kill him, you will earn

20 Seconds to comply…

Destroy a MIMIR Z600.

20 Seconds to comply…
1 guideOffline Game ModeSingle Player

Loot the remains and the clearing to the west to find scrap, weapons parts, and an Explorer Helm (DLC: 6/14). Turn around and head back to deal with the remaining enemies. At the entrance to the clearing, you should see a Hunter patrolling towards you. Use Bormin's Hog Rush ability to knock him out and then proceed to silently kill him (this a good enemy to use Magnus' Chain Lightning mutation on to finish him off). Loot his remains and open the nearby chest with the Gladiator Helm (DLC: 7/14). Travel east to find some weapons parts and scrap near an old toilet.

Turn back towards the remaining three enemies we need to finish off: two Hunters and a Tank. Be warned, you will probably take damage here, but we have to kill these enemies to earn all the achievements. Come from the northwest side of the enemies (near where the path to the MIMIR Z600 was). Use 1 action point to move each of your squad members as close to the Tank as possible (so you are within 100% range). Equip a molotov cocktail on one of your squad members. Silently shoot the tank with Bormin and Dux first, and use Magnus' Puppeteer ability on the Tank. Remember that if the Puppeteer ability fails, you can reload your save and try shooting the Tank with only Bormin or Dux instead to roll a different RNG value. Once mind-controlled, use the Tank to knock out the Hunter. The eastern Hunter should not have been alerted to your squad, but will be alerted to the Tank which means the Hunter should shoot the Tank. On your next turn, use your squad's loud weapons to kill the eastern Hunter. Use the Tank to shoot the knocked out Hunter. One your next turn, you will no longer have control of the Tank. Use Bormin's (and Magnus if you need) loud weapon to finish off the remaining Hunter. Use Dux's Skull Splitter/Moth Wings combo with his loud weapon on the Tank. The Tank will then attack and will knock out either Magnus or Dux or fail to do so on Bormin (because of Bormin's armour). You will take some damage here, but it should not be lethal. Go and finish off the Tank on your next turn. If you need another turn to kill the Tank, that's fine. Just heal squad members as needed if they begin bleeding out.

After combat, heal any injured squad members and loot the surrounding area to find the Elysium - EMP 50 weapon mod, weapons parts, scrap, 2 Smoke Grenades, a hand grenade, an EMP Grenade, and the Lux Sanction Key. We are now done here so head east to the Castle of Light area again.

Scrap collected: 48

Weapons parts collected: 30

Castle of Light (II)

As soon as you load into the area, head west through a gap in the fence (you should pass some scrap). You will hear Lux telling you to bring the key back to him. Do NOT do this. Instead, head towards the tall building to the right with LUX lights above the door. Before you go into the door. Make sure to note where the nearby Hunter is by the campfire. Now open the door into the Lux building and go down the stairs until the cutscene triggers. After the cutscene, look around to find the Lux's Lights artifact (8/12) in the corner of the basement. While you're looking around the basement, you will unlock

Fitness club

Free the slaves from Lux's basement.

Fitness club
1 guideOffline Game ModeSingle PlayerMissable

Now turn around to leave the basement and go back up the stairs, but pause before going up the stairs. We are going to do a trick to make this next big combat encounter easier. As soon as you exit the LUX building, Lux will start speaking to you. While he is talking, run towards that lone Hunter we passed by earlier and engage him and kill him silently. You will need to use Dux's Moth Wings/Skull Splitter mutation combo. After combat ends, the game should automatically save. Quit the game and reload your save. If all works out correctly, then all of the enemies in the area should be hostile towards you, but not in combat with you. This allows us to stealth kill a lot of the enemies in the area. If we didn't do this, then everyone in this map area would have automatically engaged in combat with us right when Lux finishes speaking. It would be very difficult to fight everyone without losing any squad members which is why we did this trick.

Loot the Hunter you just killed and head southwest until you see a Marauder and a Butcher close together. Unfortunately, they are too close to each other where we can't pick them off individually. Position yourself in between the car near them and the chain link fence to the west. Use Bormin's Hog Rush ability to knock out the Butcher. The use Dux and Magnus to silently kill the Marauder. After that, finish off the Butcher silently. Loot both of their corpses and look in the trunk of the nearby truck for weapons parts.

Now turn and head back north towards where you killed that very first Hunter. Off to the east, you should see Lux and another Hunter on the second floor of a building. Make sure you flashlight is off and enter the first floor of the building. Slowly make your way towards the stairs in the southeast corner of the first floor. Remember that as long as an enemies detection radius is a dashed white line, they won't detect you. You should be more or less able to move freely on the ground floor. When you get to the stairs, go up them and head towards the Hunter outside on the ledge. Equip a chem flare onto a squad member and ambush the Hunter. Throw the chem flare at the Hunter and then exit combat. Ambush the Hunter again, and silently kill him using Dux's Skull Splitter and everyone else's silent weapons (I wasn't able to find a spot to use Dux's Moth Wing's mutation which is why we needed the chem flare). Be careful that when you move your squad member during combat that you don't accidentally alert Lux who is lurking nearby. When he is dead, loot the corpse and scrap.

Now, we are going to try and get another achievement here really quick, but I will note that doing this achievement requires you to initiate a very unfavourable combat encounter. We will be using the technique of reloading our old cloud save to get around this on the Iron Mutant difficulty. If you are uncomfortable doing this on your Iron Mutant play through, I would suggest skipping this next paragraph and doing this on a second easier play through where Iron Mutant is not enabled.

Optional encounter for achievement: Read through the entire combat encounter so you understand what we are going to do first before committing yourself to actually doing it. There are only two enemies in the game where we can get this achievement: Lux and the final boss of the game. To start, quit the game, close the game, reopen the game, and continue your save. This should sync your current save state to be your current cloud save. This way, it won't accidentally happen during the next combat encounter and leave us with a cloud save where we are in an unfavourable combat situation. Next, switch out Magnus for Selma in your party. Feel free to make her load out whatever you want. We are going to try and unlock the achievement and then switch her out anyway so it doesn't really matter. Unequip Bormin's Helm of Wisdom and have both Selma and Bormin equip the Joker mutation.

Lux has two attacks, Chain Lightning and Mind Control. We need him to use Puppeteer on one of your squad members and then taunt that mind controlled squad member. It seems that the only time Lux ever tries mind control is during his second combat turn, and even then the mutation does not have a 100% success rate. So you need to have your squad last through the first enemy turn. This isn't too difficult as the only other two enemies left now are the Sect Pyro and Tank outside on the ground floor. That being said, if Lux doesn't use Mind Control on the second turn or if it fails, you should just reload your cloud save file (following the steps in the "General hints and tips" walkthrough page) and try again with a different attack strategy until RNGesus works in your favor. It took me almost 5-7 attempts before it worked correctly, and one of my squad members was under mind-control. As soon as that happens, use either Bormin or Selma's Joker mutation to taunt everyone. This will unlock

Unfriended

Taunt a teammate who is under mind control.

Unfriended
1 guideOffline Game ModeSingle Player

Congrats! In my opinion, this is the most annoying achievement to get in the whole game. Go and reload your old cloud save by following the steps in the "General hints and tips" walkthrough page. This should load the save file from right before we engaged Lux.

Use Bormin's Hog Rush ability on Lux to knock him out. Then have your squad pelt him with silent weapons until he is dead. For killing Lux, you should unlock

Lights out!

Dish out some 'Zone-style' punishment to Lux.

Lights out!
1 guideOffline Game ModeSingle PlayerMissable

Loot Lux for an EMP grenade and then loot the nearby box for the Lucia Armour. Go ahead and equip it on Magnus. If you haven't already, feel free to also spend some of you ability points on more mutations for you squad (make sure you do not spend any points on stats upgrades though, only mutations). Now, the Sect Pyro and Tank are the only enemies left. You don't have to deal with them if you don't want to. However, if you still need to work on some mutation related abilities these are good enemies to do that on. For the walkthrough, we will ignore them. Feel free to search the who map area for any remaining loot I may have missed in this walk through. When you are all done, go back to the Metal Fields.

Scrap collected: 16

Weapons parts collected: 11

Metal Fields (II)

Head towards the ??? marker picking up any scrap along the way.

Scrap collected: 16

Weapons parts collected: 0

Cultlands (I)

From the start, head west along the path until you come to a tractor. Turn and head north towards the ??? marker that does not have the quest marker associated with it. Follow along the wall on your right until you come to the location in the screenshot. Position yourself as I have to find another hidden poster (4/5).

Image 1

From there, head directly to the ??? marker to the next area.

Scrap collected: 0

Weapons parts collected: 0

The Grogg Den

Start scrap: 783

Start weapons parts: 85

Follow the path north and down the stairs until you pass through a chain link fence. Head north towards a big barn and you should see a Med-Bot patrolling around. Switch so that Dux has the Circuit Breaker mutation equipped, and then use the Moth Wings/Circuit Breaker combo plus your squad's silent weapons to kill the Med-Bot. Loot the med-kit and enter the barn. Search the barn to find scrap and the Grogg Milker artifact (9/12). Head north out of the barn to see a skeleton fishing with some weapons parts next to him. You'll hear/see some Pyro's nearby.

Be careful as there are lots of explosive barrels that will blow up if they are caught on fire. Position yourself east up the top of a hill where you are overlooking everything. Wait for the Pyro to patrol close to you and use Dux's Skull Splitter mutation and everyone's silent weapons to kill the Pyro. Since you are on top of the hill, Dux's mutation will hit with 100% probability. Loot him and head towards the other Pyro in the center area. Make sure Chief Pyra is as far away as possible and then use Bormin's Hog Rush mutation to knock him out and then silently kill him. Loot all the Molotov's in the area and head back up the hill to the north.

Move east towards the Hunter to find some scrap. Head further east to find more scrap in a tucked away corner. Wait here until a Hunter patrols and stops near you. When he starts patrolling away from you, head south into the building. In the building you can find the Fishmas Bill note (DLC: 12/37), scrap, and the Elysium - LR678 weapon. Give the gun to Bormin and the Boomstick to Dux. Head as far south as you can and wait for the Hunter to patrol to where you are. Use your loud weapons to kill the Hunter in 1 round. You should be far enough away from any enemies to not alert them by using loud weapons. Loot him, then head west to find some scrap and lots of weapons parts in the second floor of a small building. Head north to where the stationary Hunter is. When he is alone, use Dux's Moth Wings/Skull Splitter combo and everyone's silent weapons to kill him. Loot him and then ambush Chief Pyra. Use all of your squad's loud weapons to take him out in one round. Loot the Red Eye weapon mod and then head out of this area back to the Ark.

At the Ark, go to Pripp's Place and purchase the Mule and Deal Maker perks. At Delta's Fix Pit, switch out the Green Eye weapon mod on the Ancient Pistol for the Red Eye weapon mod (you want the Ancient Pistol to have 25% critical chance now). Then equip the Elysium - EMP 50 and Green Eye weapon mods to the Elysium - LR678 weapon and upgrade it to level III. Take the level II Boomstick equipped onto Farrow and move it to Dux, and then equip the Ancient Sight onto it. At this point, you should have a lot of scrap saved up. Go ahead and buy 5 hand grenades (you can never have too many of these, and we will use several of them). If you've needed to use a few medkits during your play through, stock up on a few now. When you are all done, fast travel to The Rot Warren.

Scrap collected: 34

Weapons parts collected: 15

The Rot Warren (II)

Follow the path through the gate. At the fork, head left towards the entrance to the underground bunker and follow the path down the stairs. When you enter the main part of the bunker, head south until you hit the dead end with some loot where you can head right. Head down this hall until you can turn right into a boiler room with some scrap. Head west out of the room and turn right to find more scrap hiding behind a storage locker. Head back into the boiler room and out the door into the hallway again. Head south across the hall into the other room. Here you should see/hear a Med-Bot patrolling around. Don't kill him quite yet. We will use him to unlock an achievement here. Before we go any further though, make sure all 3 of your squad members have a hand grenade equipped. Also, equip the Corpse Eater mutation on Bormin.

Go ahead and ambush the group of enemies in the room, but do not actually do anything. Just exit the combat by clicking cn_LSc. This should trigger the Butcher to begin patrolling into the boiler room. Wait for him to enter the boiler room and then silently kill and loot him. Head across the hallway and back into the room where we ambushed the group but did nothing. Wait for the Med-Bot to patrol so he is right under the doorway into the south room. When the Med-Bot begins patrolling away from you, follow him into a small room where you can loot scrap and the Bunker Life note (DLC: 13/37). Hide in a corner of this room while the Med-Bot patrols back into the room and away from you. As soon as the path is clear, go and ambush the Marauder and silently kill him. As soon as combat finishes, turn around and run back towards the southeast corner of the room where the Med-Bot is. If you go out to loot the corpse right now, you risk being detected by the Med-Bot and putting ourselves in a non-ideal positioning to ambush the group of enemies in the room.

When the Med-Bot has entered the large room to the west, head back north to the small room where we ambushed the group. Move your squad near the door leading west into the room. You should have a direct view of the Shaman, Hunter and Pyro standing there. Double check that each squad member has a hand grenade equipped. When the Med-Bot patrols as close to you as possible, ambush the enemies. Position all of your squad behind some form of cover. Positioning two right by the door provides 100% coverage, and there is a group of barrels near the three enemies that will offer 50% coverage (most likely only Dux can reach this while only using 1 action point). After all your squad is positioned behind coverage, throw 3 hand grenades to kill all of the three enemies in the middle: Shaman, Pyro, and Hunter. After this the combat is very straightforward. You want to focus on killing the Hunter with Dux and Magnus. However with Bormin, have him trail the Med-Bot until the Med-Bot begins healing an enemy. As soon as the Med-Bot begins reviving an enemy, use Bormin's Corpse Eater mutation on the enemy being revived to earn

Om nom nom!

Use 'Corpse Eater' to interrupt a ressurecting enemy.

Om nom nom!
1 guideOffline Game ModeSingle Player

Since this wasn't an ideal combat encounter because we were trying to get the achievement, go ahead and use some medkits if your squad got damaged. Loot the entire room for scrap, weapons parts, a Smoke Grenade, a medkit, and Gladiator Armour. Go ahead and investigate the hostage sitting in the middle of the room for a brief cutscene. We are all done here now, so head back outside and onto the path again. At the fork in the road, head left (south) towards the ??? map marker. Make sure to pick up the weapons parts on the way.

Scrap collected: 45

Weapons parts collected: 22

Lair of the Horned Devil

As soon as you load into the map area, head left and follow right alongside the wall until you get to this spot.

Image 1

Here you'll pick up a hidden poster (5/5) and unlock

Bush Whacker

Collect all of the Elder's specialist publications.

Bush Whacker
1 guideOffline Game ModeSingle PlayerCollectable

Keep going until you get to the water and turn north to find some weapons parts. Turn and head east to find scrap and an airplane wing you can investigate. Keep moving forward until you are back at the road. Head north across the bridge. Follow the path right until you come to the Camp Moose sign you can investigate. Loot the little area to the east to find scrap and the Extreme Survival Weekends! note (DLC: 14/37). Go back out and follow the path west until you reach a fork in the road. Take the northward path to find a Marauder and Shaman waiting. Let them talk and then the Marauder will move away from the Shaman. Make sure you have Bormin's Hog Rush ability equipped again. Use Bormin's Hog Rush to knock out the Shaman and then silently kill him. Loot the nearby scrap and then silently kill off the Marauder. There is a chest nearby with a Rambino and the MIMIR Z600 Manual - Page 319 note (DLC: 15/37). If you head west from here, you can find an abandoned dock with scrap and weapons parts.

Head north/northeast and across the bridge with moose warning signs. Across the bridge head east and you should see a lone Marauder patrolling you can silently kill. Loot him and continue heading north past a rundown house. Here, you should see yet another Marauder patrolling around. Kill him silently and loot him. Loot the house for some weapons parts and you should also see a Molotov in a rowboat near the dock. There is another house further east with the Borg Band helmet (DLC: 8/14) inside. After the four enemies in the center have their dialogue by the fire, one of the Hunters will actually start patrolling into this house. When the Hunter is in the house, use Bormin's Hog Rush mutation to knock him out and then silently kill him (note that Hunter's now have 26 health). Loot him and head east to find some scrap. Keep heading east and then around the backside of the barn (picking up scrap along the way). On the other side of the barn will be a ladder. Climb up the ladder and interact with the computer terminal to reset the MIMIR Z600 programming so that it targets the enemies and not us. This will earn you the achievement:

Demo thing

Reprogram the Ghouls' MIMIR Z600.

Demo thing
1 guideOffline Game ModeSingle PlayerMissable

Go back outside and down the ladder. Head west to get some scrap. When you are getting the scrap, note the Pyro on the scaffolding further west near a Tank. Now backtrack to the house where we found the Borg Band. Watch the three enemies by the fire. When Chief Grey-Worm is in the barn and the two Hunters are far enough apart such that they are 'just' outside of each other's detection radius, ambush the Hunters. Shoot at the Hunter closest to you with either Bormin or Dux's silent weapons. Next use Magnus' puppeteer mutation on the Hunter. If it fails, reload your cloud save data (following how I say to do it in the "General tips and hints" page) and redo the combat encounter. This time shoot the Hunter with both Bormin and Dux instead of just one of them to get a different RNG roll. Once under mind control, move the Hunter close to your squad and out of the detection radius of the other Hunter. When the mind control wears off, finish off the Hunter using silent weapons.

Now go ahead and spend your mutation points for your squad members. Make sure to get the Silent Assassin mutation for Magnus and equip it. With the +20% critical bonus from his helmet, you can have Magnus deal critical damage with 100% success as long as he is hidden. What that means is that when you ambush and are trying to silently kill an enemy, always attack with Magnus first while he is hidden to deal 9 damage with the Ancient Pistol.

Ambush the remaining Hunter in the main area now. Make sure Magnus is hidden, and then shoot the Hunter silently with Magnus. Follow this by using Dux's silent weapon with the Skull Splitter/Moth Wings combo, and finish off the Hunter with Bormin's silent weapon. Now go and position yourself near the northwest corner of the barn's wall. You should see Chief Grey-One patrolling in and out of the barn. When Chief-Grey One is as far into the barn as possible, ambush him and use Bormin's Hog Rush mutation to knock him out deep inside the barn. Move the rest of your squad in the barn and as far away from the Pyro and Tank as you can (use two action points if needed to move a squad member well into the barn). Our main goal is to have our squad be far enough from the Pyro and Tank so that we can use loud weapons without alerting them. Proceed to use your loud weapons on Chief Grey-One and finish him off. This will unlock

50 Shades of death

Kill Grey-One.

50 Shades of death
1 guideOffline Game ModeSingle Player

Proceed to loot the area for weapons parts, scrap, a chem flare, and the Ghoul Armour. Now we are going to set ourselves up for another battle. I'd read through the whole paragraph first to make sure you know what is going on. You will most likely take some damage, but it will certainly not be lethal to any squad member. Make sure everyone has a hand grenade, and EMP grenade equipped. Equip the Twitch Shot mutation, Borg Band Helmet, and Pyro Armor on Bormin. Equip the Lucia Armor on Magnus. Split up your squad and move to where the Pyro and Tank are. Move Dux and Magnus near the midpoint between the Pyro and the power generator that is outside of the barn door entrance. Make sure they are both in range where they can throw a hand grenade at the Tank and stay behind some cover. You can check their positioning by ambushing the pyro and seeing if they can still target the Tank with hand grenades. If not, adjust their position and check again. Move Bormin close to the Pyro's radius and ambush him. Proceed to throw two hand grenades at the Tank and Pyro with Dux and Magnus (there is a small sweet spot you can find that will hit both the Pyro AND the Tank with the hand grenade). Use 1 action point to have Bormin climb up onto the scaffolding with the Pyro. From here, you can target the Tank with Bormin. Use Bormin's loud weapon and the Twitch Shot mutation to hit the Tank twice. During the enemy combat turn, either the Tank or the Pyro will run to the generator to activate the MIMIR Z600. No matter who runs to the MIMIR Z600, move Dux towards the MIMIR Z600 and place him behind some cover. Use Dux to throw an EMP grenade at the MIMIR Z600 to disable it. Use Bormin to kill the Tank (you should be able to get in range of the Tank easily because we have the Borg Band equipped). Have Magnus target the Pyro. The Pyro will then attack you with a grenade, but don't worry because it won't kill you. Move whoever was caught in the fire from the Pyro's grenade out of the fire, and finish off the Pyro with Magnus. Have Dux and Bormin both target the MIMIR Z600 with loud weapons. Make sure to keep a respectable distance away from the MIMIR Z600 when shooting it as it does explode upon death. When the MIMIR Z600 shows 1 charge remaining on his disabled status from the EMP grenade, use Magnus or Bormin to throw an EMP grenade to keep the MIMIR Z600 disabled while you finish it off. After combat, heal any injured squad members with medkits and loot the weapons parts, scrap and interact with the generator to get the El Generator artifact (10/12). We are all done here so fast travel back to the Ark.

At the Ark, buy the Technophobe and Butcher artifact skills at Pripp's Place At Delta's Fix Pit, upgrade Dux's Boomstick to level III and equip the Ancient Sight weapon mod on it. This will unlock the achievement

Weapon smith

Improve 5 upgradable weapons to level III.

Weapon smith
1 guideOffline Game ModeSingle Player

While here, switch the Ancient Pistol and Crossbow between Magnus and Dux (so that Magnus has the Crossbow equipped). Furthermore, switch the weapon mods on the two guns so that the Crossbow has the the Green Eye sight and the Ancient Pistol has the Ancient Eye sight equipped. Now, as long as you ambush someone while Magnus is hidden, we can deal 24 silent damage without needing to use Dux's Skull Splitter mutation. At Iridia's Shop, buy any hand grenades available and stock up on some medkits if you are low on them since our last visit here. Before we leave, make sure to re-equip the Axe Warrior Armor on Bormin. We will keep the Borg Band equipped on Bormin as it makes it easier to Hog Rush enemies with just 1 action point. The Helm of Widsom won't be useful again until the very last boss fight of the game. Fast travel back to the Cultlands.

Scrap collected: 82

Weapons parts collected: 69

Cultlands (II)

When you load into the area, head west along the path. You will eventually come to a fork in the road in front of a tractor. Turn and head south to find a shack with a medkit, weapons parts, and scrap in it. Head west to find some scrap in front of a pile of wood. In front of you will be a red barn, head past the barn and turn slightly south west to find a truck with scrap near it. From the truck, turn north and you'll see a group of three enemies talking. After the dialogue finishes, the Sect Shaman will begin patrolling towards you. When he is far enough away from the other two enemies, ambush him and silently kill him using Dux's Skull Splitter/Moth Wings combo (make sure you attack with Magnus first which you should always default to doing now if you attack someone silently). We had to use Dux's mutation because of the Sect Shaman's 1 armour point. Head into the barn and loot the scrap.

Turn and head north to another big barn building to see three enemies talking. At the end of the dialogue, the Sect Butcher will patrol east. Follow him and when he is alone, kill him silently (make sure you don't accidentally walk into the Sect Hunter and Brother Lundgren's detection radius during combat). Now turn your attention towards the Sect Hunter and Brother Lundgren. Ambush them both. Make sure that Bormin can use Hog Rush on Brother Lundgren using only 1 action point (don't actually use the ability yet) and that Magnus is in range so that he can hit both the Sect Hunter and Brother Lundgren with 100% accuracy. If not, then reposition yourself and ambush again. Attack the Sect Hunter with Magnus first using his silent weapon. Then, use Bormin's Hog Rush mutation on Brother Lundgren, and then use Bormin's silent weapon on the Sect Hunter. Finally, finish off the Sect Hunter with Dux's silent weapon. Next, turn all your attention towards Brother Lundgren and use your silent weapons to finish him off easily (you will have to reload Magnus' weapon which is why it's important that you positioned himself correctly before engaging in combat. Loot the area for weapons parts, scrap, a Molotov, and the MIMIR Zero G-08 armour piece. Equip it on Magnus.

On the north side of the building is another group of three enemies. Approach them and they will start talking. When they are done, the Sect Pyro will begin patrolling away from the other two enemies. When he is well isolated, ambush him. Attack with Magnus first using his silent weapon and then finish him off with your other squad member's silent weapons. Head northeast towards where the Grogg Den entrance is to find some scrap lying near a tree. There is a nearby dock further west that has scrap lying on it as well. Head even further west and you should eventually see a blue truck off to the south. Go to the truck to find some weapons parts.

From the truck, move to the northwest most part of the map, and wait until a Med-Bot patrols near your position (he should end up standing to the west side of a group of 16 barrels). Ambush him, and use your loud weapons to finish him off. If you keep yourself positioned as northwest as possible, you will not alert the other enemy units in the area when you use your loud weapons. Turn and head back east until you come to the Sect Tank and Sect Hunter we left earlier. Ambush the pair and use Magnus' loud weapon on the Sect Tank. Use Bormin's Hog Rush mutation on the Sect Hunter and then his loud weapon the Sect Tank. Proceed to finish off the Tank using Dux's Skull Splitter/Moth Wings combo and his loud weapon. Finish off the Sect Hunter while he is knocked out. Loot them both for hand grenades.

From here, head south until you see two enemies: a Sect Pyro and Sect Butcher. Go to the blue truck and loot the weapons parts in it's trunk. The two enemies will share a brief dialogue after which the Sect Butcher will patrol away from you. Follow him and silently kill him when he is isolated. Loot him and go back to the blue truck. Get as close to the ladder as you can and then ambush the Pyro. We are going to climb your squad up the scaffold one by one, so make sure you don't accidentally block the ladder with your squad member during the combat. Do not position your squad member too close to the Pyro either otherwise they will catch on fire after we kill him. Climb up onto the scaffold first with Bormin and shoot the Sect Pyro with Bormin's loud weapon. Next, climb up with Dux and do the same. Finally, climb up and finish off the Pyro with Magnus. Loot him and head west towards another Sect Tank and Sect Hunter we had left earlier in this area.

We're going to do the same exact strategy we did on the other Pyro/Tank enemy pair. Ambush the duo and shoot the Sect Tank with Magnus' loud weapon (making sure he is hidden while shooting). Then use Bormin's Hog Rush mutation to knock out the Hunter and then shoot the Tank with Bormin's loud weapon. Finish off the Tank with Dux's Skull Splitter/Moth Wings combo and his loud weapon. Finally finish off the Sect Hunter however you like. Loot both of the corpses and you'll get the MIMIR C/R 33 Scope weapon mod. Look near the Water tower for scrap and a medkit and head west to find the Ingmar's Journal Page 154 note (DLC: 16/37). Head towards the ??? map marker to exit this area.

Scrap collected: 42

Weapons parts collected: 34

Spear of Heaven

When you enter the area, head north until you get onto a main street that heads west. Head west and avoid any MIMIR Z200 enemies you see. Continue until you see a Sect Hunter and Sect Butcher talking. When their dialogue finishes, they will both patrol away from each other. Follow the Butcher and silently kill him. Then turn towards the Sect Hunter and ambush him. Attack him first silently with Magnus, followed by Bormin and Dux's silent weapons to kill him. Loot both of their corpses and head north to find some scrap in a knocked over trash can. Continue even further north to find some weapons parts.

From there, turn west. You should see a Sect Butcher patrolling in this area. Silently kill him and loot him. A bit further west is an isolated Sect Hunter waiting outside the north side of the church. Ambush him and silently attack him with Magnus first, followed by Dux and Bormin's silent weapons to finish him off. Loot him and the nearby scrap. Turn around and head south along the east wall of the church until you see two Sect Pyros. Approach them and they will talk. When they finish, one of them will split off on patrol. Follow him, and when he is isolated, ambush him. Attack him silently first with Magnus, then Dux and Bormin. Turn back towards the other Sect Pyro. There is a Sect Hunter patrolling above him on the second floor of the church. Wait for the Sect Hunter to walk out of the detection radius of the Sect Pyro and then ambush the Sect Pyro. Silently attack him first with Magnus, then Dux and Bormin.

Loot both corpses and head west to find some scrap lying near a tombstone. Keep going west into a broken down building to find weapons parts inside. You should see some enemies up in front. A Sect Hunter will eventually patrol towards you. Wait for him to be isolated and then you should know the drill by now. Silently kill him by attacking first with Magnus, then Dux and Bormin. Loot him and head west to find the Sect Butcher. Silently take him out and loot him. From the Sect Butcher turn north to find an isolated Sect Hunter standing there. Silently kill him by attacking first with Magnus, then Dux and Bormin. Loot the corpse and the nearby scrap.

Now head further north and let us take out that MIMIR Z600. Go on the north side of the MIMIR and equip Dux's Circuit Breaker mutation. Ambush the MIMIR and silently attack him with Magnus. Next, use Dux's Moth Wings/Circuit Breaker combo and his silent weapon to disable the MIMIR. Shoot him next with Bormin's silent weapon. Take the next two turns to finish off the MIMIR using your silent weapons. As usual, make sure you aren't standing too close when you finish it off as they do explode and deal a fair amount damage. After combat, loot the MIMIR for weapons parts and re-equip Dux's Skull Splitter mutation.

Head towards the church. Near the south side of the church you should see a ladder leading up to the second floor where the Sect Hunter is patrolling. When the Sect Hunter patrols to the eastern edge of the church, climb up the ladder with your squad and ambush the Sect Hunter. Attack him silently first with Magnus, then Dux and Bormin. Loot him and the weapons parts lying on the second floor. Drop down the ground floor and approach the Sect Hunter and Cardinal Hansen. Feel free to use loud weapons here as the Sect Tank we left alive earlier is too far away to hear them. Ambush the two enemies. Shoot the Sect Hunter with Magnus' loud weapon and then use Bormin's Hog Rush mutation to knock out Cardinal Hansen. Finish off the Sect Hunter and then focus on taking out Cardinal Hansen before he wakes up. Loot the church building to find the Grenadier's Delight helmet (DLC: 9/14). When you're done, interact with the ??? marker to enter the next area.

Scrap collected: 34

Weapons parts collected: 39

The World Ender

When you load in, head north until you get to a room with a helicopter. Follow the red carpet around the helicopter and before turning east into another hallway, go north into a room with lots of dead computers (there is a MIMIR logo you can interact with outside the room). Loot the room for scrap and Ingmar's Journal Page 155 (DLC: 17/37). Head out of the room and east into the next hallway. When you get to the room with the missile, head down either stairs and go to the wooden platform in front of the missile to find the Holy Book of Fixing +1 artifact (11/12). Turn north and enter one of the side rooms to find the Commando Vest armour. Equip it on Dux. Head east into another side room with a hand grenade. Head back into the main missile room and into the side rooms on the south side to find lots of scrap, the Geggo's Note note (DLC: 18/37), and the GJR-666 weapon (see why we've been saving some weapons parts?). Equip the gun onto Magnus and head back into the missile room. Follow the quest marker east into the next room where there is scrap lying around. Finally at the very end of the pathway is Hammon who we have been searching for this whole time. Interact with him to free him and you'll unlock

Extraction

Rescue Hammon from the Nova cult.

Extraction
1 guideOffline Game ModeSingle PlayerMain Storyline

After the cutscene, fast travel back to the Ark. By this time, we have more than enough mutation points to finish everyone's mutation trees. So go ahead and max out all of your squad's mutation trees (do NOT put anything into the stats tree until you've finished the mutation tree first). Doing so for each squad member will unlock

Freak out!

Unlock all Mutations in each character's skill tree.

Freak out!
2 guidesOffline Game ModeSingle PlayerMissableLevel

Now since everyone's mutation skills are unlocked, you can use any extra points you earn from here on out to upgrade your skill stats upgrades (however, if you are planning on doing the DLC immediately after, I would save some mutation points). After that, go to Delta's Fix Pit, and remove the weapon mods equipped on Magnus' old Rambino. Upgrade his GJR-666 to level III and equip the Red Eye and Broiler 50 weapon mods on it. Equip the MIMIR C/R 33 scope weapon mod on Dux's Boomstick. Next, go to Iridia's shop and buy any hand grenades she has (she only had 1 for me at this point) and make sure you have at least 3 EMP grenades (one equipped on each squad member). If you need some, buy a few medkits as well if you have the scrap for it. After all that, fast travel to the Castle of Light.

Scrap collected: 52

Weapons parts collected: 0

The Castle of Light (III)

When you load in, make a beeline towards the quest marker picking up any scrap you find on the way (although by this point we have been here three times, so it should be almost picked clean.

Scrap collected: 0

Weapons parts collected: 0

Grave of the Ancients

Head west until you get to the quarantine wall.  Head south to find some scrap.  Turn around and head north until there is a break in the wall for you to head west.  As soon as you pass the wall, immediately turn south to find some scrap.  Head back to where you passed through the wall and head west.  Ignore and avoid any MIMIR Z200 scouts you see in this area.  You'll come upon the Ingmar's Journal Page 152 note (DLC: 19/37) just past the building with the Frisor sign.  Head west until you see a crashed MIMIR Z800 which has some scrap lying on the north side of it.  From the robot, head to the north to find more scrap inside a building.  Turn and go back towards the robot.  Head west to find more scrap in an abandoned arcade.  Keep heading west to find the Your Journey Is Just Beginning note (DLC: 20/37) and some scrap.  There is also a nearby downed robot you can investigate. 

From there, turn and head south picking up the weapons parts along the way until you get to the Polis-Bot Enforcer.  Equip the Circuit Breaker mutation on Dux and ambush the Polis-Bot Enforcer.  Attack him first with Magnus' silent weapon, and then use Dux's Moth Wings/Circuit Breaker combo with his silent weapon to stun the Polis-Bot Enforcer.  Proceed to finish off the enemy using your squad's silent weapons.  We will ignore all other enemies in this area as there are too many within range where we can't use loud weapons to quickly take out. We do not really need the XP anyway as our mutation skill tree is already maxed out.  Loot the corpse and proceed to the the ??? map marker (picking up any loot in the nearby area first).

Scrap collected: 15

Weapons parts collected: 10

The Forbidden City

From the start, head north to the northeast corner to find weapons parts.  Head west to see three Polis-Bots ahead.  Head into the building to the north to find some scrap on the ground floor and some weapons parts and an EMP grenade on the third floor (just keep climbing the ladders).  Before going further, make sure all of your squad members have an EMP grenade equipped.  Go back to the ground floor to engage the enemy trio.  Shoot the front most Polis-Bot Enforcer with Magnus' loud weapon.  Next, use Bormin to throw an EMP grenade at the Polis-Bot and Polis-Bot Enforcer in the back stunning them both.  Then use Dux to throw an EMP grenade at the first Enforcer.  With all of them stunned, proceed to use your squad's loud weapons to take them all out easily. Loot the corpses and replenish Dux and Bormin's EMP grenades you used.  Head west across the bridge.

Up ahead you'll see a functional MIMIR Z800.  It has a searchlight that you want to avoid.  Occasionally, it will emit a pulse and if it detects you with it, will cause the MIMIR Z800 to deploy two of the MIMIR Z200 scouts making for a difficult fight. Try to sneak up on the MIMIR Z800 and ambush him before getting caught in his pulse or searchlight (it's not very difficult to do so). Once you ambush him, shoot him using Magnus' loud weapon.  The MIMIR Z800 will deploy both of the MIMIR Z200 scouts he has.  Use Bormin to throw an EMP grenade to stun all three of the enemies.  Proceed to finish off the MIMIR Z800 using your loud weapons.  Upon death, the MIMIR Z800 will explode and actually kill the MIMIR Z200s it deployed.  Killing the MIMIR Z800 will unlock

Not-so-tactical nuke

Destroy a MIMIR Z800.

Not-so-tactical nuke
2 guidesOffline Game ModeSingle Player

Replenish Bormin's EMP grenade (take it from Dux or Magnus if you are missing any extras).  Along the south wall to the west there is some scrap.  From the scrap, turn north and up a ladder to find scrap and a hand grenade.  Drop down to the ground floor on the north side of the building.  Head east along the wall until you find some scrap near an old transport truck.  Head north from there to find a lone Polis-Bot Enforcer. Shoot him first with Magnus' silent weapon and then use Dux's Moth Wings/Circuit Breaker mutation combo to stun him.  Finish him off with your squad's silent weapons.  Loot him and wait for a Polis-Bot to patrol near you.  Use Bormin's Hog Rush mutation to knock him out and then kill him silently.  Loot him and head further north to find a medkit and scrap.  Now turn and head all the way back to the Robo-shack building.  Wait for a good opportunity to ambush the MIMIR Z800 near the robo-shack.  Shoot him first with Magnus' loud weapon and then stun all three of them using Bormin's EMP grenade.  Proceed to finish off the MIMIR Z800 using everyone's loud weapons. 

Turn back and go into the Robo-shack.  Before going in make sure each member of your squad has an EMP grenade equipped.  If you don't have enough go and buy some more (if you don't have enough scrap, try to just buy 1 EMP grenade). On the ground floor you will find the Kommode 64 artifact (12/12) which will unlock the achievement

100% Old Skool

Collect 100% of Pripp's artifact wishlist.

100% Old Skool
2 guidesOffline Game ModeSingle PlayerCollectableMissable

Head to the second floor of the Robo-shack and loot an item.  This will trigger an ambush from the Polis-Bots guarding the store.  Because you are ambushed you will take some damage.  After the first round of enemy combat, use two of your squad's EMP grenades to stun both the Polis-Bot and Polis-Bot Enforcer (if you don't have two EMP grenades, then you can use Dux's circuit breaker mutation with a chem flare thrown at the enemy).  It's possible that the Polis-Bot will stun one of your squad members which is why it's ideal to have each squad member carry an EMP grenade otherwise you may not be able to use the one you have equipped on a particular squad member if they are targeted with the stun.  After both enemies are stunned, it's an easy battle to finish them off using your loud weapons.  After the combat, heal up your squad and loot all the remaining scrap in the Robo-shack to unlock the achievement

Tea leaf

Steal something from Roboshack.

Tea leaf
2 guidesOffline Game ModeSingle Player

We're done here so head to the next area via the ??? map marker.

Scrap collected: 85

Weapons parts collected: 35

The Sealed Gate

From the start, head east until you see some enemies.  Equip Dux's Skull Splitter mutation.  There are two patrolling enemies: a Sect Hunter and Brother Mark Luktar.  Wait for the Sect Hunter to be isolated and outside the detection radius of any other enemies.  Make sure to equip Dux's Skull Splitter mutation. Ambush the Sect Hunter and silently attack him with Magnus first.  Then use Dux's Skull Splitter/Moth Wings mutation combo with his silent weapon and then finish him off with Bormin's silent weapon.  Loot him and wait for Brother Mark Luktar to patrol as north as possible and then ambush him.  Use Bormin's Hog Rush mutation to knock him out and then kill him silently with your squad. 

Now head east past the Sect Butcher and Tank until you find two Polis-Bots standing off alone in the back of the map.  Make sure Bormin has an EMP grenade (buy one if you need) and then ambush the enemy pair.  Use an EMP grenade to stun the both of the Polis-Bots.  Now kill them both easily using your loud weapons.  Loot them and head back to the Sect Tank and Butcher to the west.  We are going to deal with the Sect Hunter on top of the large blue storage container first.  Stand near the base of the ladder leading up to the second floor, and then ambush the Sect Hunter.  Have Magnus climb up and stand at one tile to the east of the northwest most corner of the container (you should be out of range of the Sect Hunter but have 100% chance of hitting them).  Have Dux climb up as well and use his Skull Splitter/Moth Wings combo with his silent weapon the Sect Hunter.  Finally have Bormin climb up and finish the Sect Hunter off.

Drop down to the ground floor. Switch weapons so that Bormin has Dux's Boomstick equipped and Dux has no loud weapon.  Next, switch out Dux for Selma in your squad, and make sure Selma has the Twitch Shot mutation equipped as well as the Elysium - LR678.  Move Selma on top of the blue cargo container.  Ambush the Tank and Sect Butcher.  Use your loud weapon and shoot the Sect Tank with Magnus.  Then use Bormin's Hog Rush mutation on the Sect Butcher, and then have Bormin shoot the Sect Tank with his loud weapon.  Finish off the Sect Tank using Selma's Twitch Shot mutation and her loud weapon.  Switch Dux back into your squad and go back to your original loadout (with the Boomstick on Dux and the Elysium - LR678 on Bormin). 

Loot the corpses and head north until you see a group of enemies with Plutonia off to the east. Now before we go to the next combat encounter, if you like you can go back to the Ark and remove the MIMIR - Driver 30 weapon mod from Magnus' Crossbow.  This is because we will need to silently kill an enemy in a bit, but if we accidentally cause him to knockback from Magnus' crossbow, then the enemy will fall into another enemies detection radius.  So if you do not want to take that chance, then go and remove that weapon mod. Head into the broken down building on the north edge of the map and sneak past the Med-Bot so you are positioned between the MIMIR Z600 and the Med-Bot as in the screenshot. 

Image 1

Make sure two of your squad members have an EMP grenade equipped.  Ambush the MIMIR Z600 and use Dux to throw an EMP grenade that targets both the MIMIR Z600 and the Med-Bot. Silently shoot at the MIMIR Z600 until it dies, making sure to throw another EMP grenade targeting both the MIMIR Z600 and the Med-Bot when you need to to keep the stunned.  Once the MIMIR Z600 is down, turn your attention towards finishing off the Med-Bot silently (if you need to throw another EMP grenade go ahead, although I don't think you'll need another one). This Med-Bot is the enemy I suggested removing the MIMIR - Driver 30 weapon mod from the Crossbow for.  Now that he's gone go back to the Ark and re-equip the weapon mod if you removed it. 

Equip Dux's Skull Splitter mutation again and look towards the Sect Pyro to the south of the Med-Bot we just killed.  Ambush him, and attack him first silently with Magnus.  Then use Dux's silent weapon with his Skull Splitter/Moth Wings mutation combo.  Finish off the Sect Pyro with Bormin's silent weapon. Loot the scrap and smoke grenade from the enemies just all killed and turn your attention to the last three enemies.

The Sect Tank will have 1 combat turn to deal damage to your squad during this next encounter.  But that should be fine as he cannot kill anyone in just one turn and both Magnus and Bormin are wearing armour to protect themselves from the Sect Tank's charge attack.  When you set yourself up to ambush these three enemies, try and position Dux further north than the other squad members so he is furthest away from the Sect Tank.  This helps reduce the likelihood of Dux being targeted by his charge attack.  Equip as many hand grenades as you can onto your squad.  Now ambush the group of enemies.  Use Magnus' loud weapon on the Sect Hunter, and then kill him with Dux's loud weapon.  Use Bormin's Hog Rush mutation on High Priestess Plutonia and then have him shoot the Sect Tank with his loud weapon.  It'll pass to the Sect Tank's turn so just let him do his thing.  When it is your turn again, use everyone's loud weapons to kill the Sect Tank.  Then turn your attention to finishing off Plutonia.  Unless you get really lucky with Critical hits, it is most likely that she will regain consciousness before you can finish her off.  She will then use her Chain Lightning ability (which doesn't deal much damage).  So just deal with whatever damage you take and then kill her once it is your turn again (hand grenades are very useful here because she can deflect bullets from your regular weapons out of the air).  Killing her will unlock the achievement

Matriarch

Put an end to Plutonia's plans.

Matriarch
1 guideOffline Game ModeSingle PlayerMain Storyline

Loot all the stuff in the area, heal up your squad (make sure to heal up your squad especially if you are going to do the DLC next as we want our squad full strength for that) and enter Eden.

Eden

Upon loading into Eden you will now unlock a bunch of achievements if you've done this on Very Hard with Iron Mutant enabled and haven't lost a squad member (which if you followed this walkthrough you shouldn't have):

Not a myth

Reach Eden.

Not a myth
1 guideOffline Game ModeSingle PlayerMain StorylineStackable

Still too easy!!!

Reach Eden in 'IRON MUTANT' mode on VERY HARD.

Still too easy!!!
2 guidesOffline Game ModeSingle PlayerDifficulty SpecificStackable

Pfft! Too easy!

Reach Eden in 'IRON MUTANT' mode (Any difficulty).

Pfft! Too easy!
2 guidesOffline Game ModeSingle PlayerStackable

QA have suffered!

Reach Eden in 'IRON MUTANT' mode on VERY HARD without losing a crew member.

QA have suffered!
5 guidesOffline Game ModeSingle PlayerDifficulty SpecificStackableMissable

Quick note, I think this area is best explored while controlling either Bormin or Dux (for the story dialogue), but use whoever you want.  Head east along the hallway until you get to the first room.  Turn north into another room where you can find the Military Recall note (21/37).  Turn around and head south across the way into another hallway.  At the dead end turn west and into a room with a medkit and the Project Cancelled note (22/37).  Head out and back into the first main room and then continue east along the hallway.  You'll eventually come upon a room overlooking a small park/playground.  In this room you'll find the Peace Talks Fail note (23/37).  Head out into the grass area and head north into a room where you can interact with some drawings in the corner for a bit of story development. Head back to where the slide is and head east.  When you enter the building keep going straight ahead until you enter a room with the Bone Density Report 12W note (24/37).  Head back into the hallway, turn north and head into the next available room to the east to find the last note in the main campaign: the DNA Analysis 67J note (25/37).  From here, just continue along the path until you reach the end where there is a computer screen you can interact with to finish the story.

After the final cutscene completes, fast travel back to The Metal Bird area, we have three more achievements to finish up.

The Metal Bird (II)

When you load into the area, you should be coming from the East Outpost area.  Up ahead are two enemies we left from the very beginning of the game.  We are going to sacrifice one of our squad members.  I would recommend quitting the game before doing this to save the game's saved data to cloud, so we don't lost any valuable progress made when we delete the game's save data later.  If you feel uncomfortable doing this, you can do another play through on normal difficulty and just rush to get Bormin's Corpse Eater mutation which you can use on Dux when he is bleeding out instead. If you are going to do it here, then equip Bormin's Corpse Eater mutation and remove all armour from Dux and Magnus.  Ambush the Marauder and Tank, and just move Dux and Magnus into the detection radius of the two enemies.  Don't shoot the enemies, and just let them down either Dux or Magnus.  Once Dux or Magnus are bleeding out, use Bormin's Corpse Eater mutation on them.  This will obtain the two achievements

My bad

Kill your teammate.

My bad
1 guideOffline Game ModeSingle Player

Tastes like chicken

Use 'Corpse Eater' to eat a teammate.

Tastes like chicken
1 guideOffline Game ModeSingle Player

Since we have now gotten all of the achievements you will also unlock:

Zone master

Obtain all achievements!

Zone master
1 guideOffline Game ModeSingle PlayerDifficulty SpecificCollectableLevel

Go ahead and reload your cloud save data just so that you don't overwrite the save file in case you are going to do the DLC campaign next!

Congratulations!  I hope you enjoyed this game as much as I did.  Hopefully the walkthrough was helpful for you getting through the Very Hard/Iron Mutant difficultly play through.  I had a lot of fun strategizing for each encounter to make it as easy as possible for you all (although I am sure there are alternate/better strategies that I missed).  If you have the Seed of Evil DLC, then let's continue on to that campaign for more tactical fun!

Welcome to the Seed of Evil DLC for Mutant Year Zero: Road to Eden.  The campaign for the DLC is not too long and should only take somewhere between 6-8 hours for you to complete. Thankfully, all of the achievements can be achieved in just one play through like the base game.  There are two options for how you can play the DLC pack.

  1. Continue on from your base game save slot with all your upgraded weapons/characters/loot/etc.  This is the option I will be assuming you do for the sake of the walk through as we have all of our high level weapons from the base game and all of our characters have maxed out mutation trees.
  2. Start the Seed of Evil DLC directly from the main menu of the game where you will have preset characters to play with.  If you do this, you can play on any difficulty, but you must have Iron Mutant enabled if you want all of the achievements (as the difficulty related achievement only requires you to finish the DLC with Iron Mutant enabled).  For the easiest play through, just do the normal/Iron Mutant difficulty.  This method is not a bad choice as the enemies will be very easy to kill compared to what you are used to plus all your mutations recharge after every combat encounter.  So going through the campaign will be easy. 

For this walk through I am going to be doing option 1.  If you choose to do option 2, you will probably find the game much easier especially if you follow the walkthrough.

There are two difficult achievements required for the DLC.  One requires us to complete the DLC with Iron Mutant enabled (permadeath and no manual saving).  The other (and more difficult) achievement requires us to complete the DLC without ever using a medkit.  This essentially means we cannot take any damage at all during the DLC campaign.  Alone, neither of these achievements are too difficult.  However, this walk through will show you how you can get both of these in the same play though (which means taking no damage during an Iron Mutant play through).  I am actually also going to assume you are continuing straight from your base game Very Hard/Iron Mutant play through. Taking no damage on a Very Hard/Iron Mutant play through seems like a very difficult task, but it's actually not too difficult.  I will walk you through through each combat encounter so you can get this achievement easily even if you are continuing straight from the base game walk through.

If you bought the DLC before you started playing the base game, then you may have already unlocked this achievement.

Skinflint

Collect 600 scrap.

Skinflint
2 guidesOffline Game ModeSingle PlayerCumulative +

If not, during the DLC campaign you will unlock the achievement when you collect 600 scrap.  You do not have to have 600 scrap in your inventory all at once (so don't bother hoarding it just to get the achievement).  It'll pop naturally during your play through, so I won't point out when that will happen in the play through as it'll depend on how vigilant you are about collecting scrap. With all that out of the way let's get started! From the Zone Map, head to the Mausoleum of Suburbia. 

Mausoleum of Suburbia

Before moving anywhere, if you are coming straight from the walk through for the main campaign, you should have enough to upgrade everyone's 2nd level mutations that are available now in the DLC.  After this now, you are free to spend your upgrade points on any available stats you have left now during the rest of the game.  Make note though of how Bormin's Hog Rush mutation was upgraded to Bear Smash.  The Bear Smash mutation will knock back enemies very far away.  You need to be careful that you do not accidentally knock back an enemy into another enemy's detection radius when you are using this mutation.  Unequip all of Magnus' gear and swap him out for Selma in your squad.  Equip on Selma the Crossbow, GJR-666, Fertility Crown and MIMIR Zero G-08 armour.  We are going to use Selma now because of her Tree Caster mutation which we not only need an achievement for, but because it also allows us to completely incapacitate groups of enemies for a few turns (similar to Bormin's Hog Rush but now applied to multiple enemies).  Make sure then that her Tree Caster and Alpinist mutations are equipped.

With all that out of the way, head south towards the quest marker.  When you come to a fork in the road, head west all the way to the edge of the map where you will see a broken down house.  On the ground floor is some scrap.  Head slightly west to find a broken down shed with some weapons parts inside.  There is a Pod Wolf patrolling just to the north of the shed.  Head just a bit more south until you see the group of three Pod Wolfs and Pod Burner hanging out.  Head to the west into another broken down shed with some scrap. Wait for the Pod Wolf to patrol out of the detection radius of the Pod Burner and then ambush the Pod Burner.  Silently kill him with your squad.  Loot him and the house he was standing by for scrap and weapons parts.  Wait for the three Pod Wolfs to eventually patrol so they are close together and then ambush them.  Before doing anything make sure Selma is within 100% range of at least one of the Pod Wolves. Then use Selma's Tree Caster mutation to root all three of the Pod Wolves.  This will unlock

Repurposer

Turn 3 enemies at once into cover.

Repurposer
2 guidesOffline Game ModeSingle Player

Next, use Selma's loud weapon to target one of the Pod Wolves (the one she has 100% chance of hitting).  Have Dux and Bormin each choose a Pod Wolf to focus on.  Use Dux's loud weapon with his Wings of the Sniper/Skull Splitter combo on one of the other Pod Wolf, and then have Bormin focus on the remaining Pod Wolf.  You have three turns to kill them, which is perfect considering how much damage all your squad's loud weapons deal.  Loot all the corpses, weapons parts in the car, and the Garage Key. Then open the chest to find the Grogg Helm (DLC: 10/14).

From where you looted the chest, head due east until you find an isolated patrolling Pod Burner.  Silently take him out with your squad and loot him.  Avoid the nearby Pod Tank and Pod Jumper and keep heading east.  You should then enter the first floor of a run-down house where you can find the WTF Daniel? note (DLC: 26/37).  Head even further east to find weapons parts. From the weapons parts turn and head south.  You should quickly see another patrolling Pod Burner.  Silently kill him with your squad.  Use the Garage Key to open the door and enter the bunker.  This will earn you the achievement

Remember. The safe word is "Eden"

Find the secret room were the Ancients used to meet.

Remember. The safe word is Eden
1 guideOffline Game ModeSingle Player

Loot the medkit and Noatun - LP50 weapon.  From the Bunker, head west until you see a semi-isolated Pod Jumper near where we left the Pod Tank and Pod Jumper earlier. Position yourself on the south side of the Pod Jumper.  Ambush the Pod Jumper.  Use Bormin's Bear Smash mutation to knock out the Pod Jumper (make sure you knock the Pod Jumper AWAY from the nearby Pod Tank and Pod Jumper), and use Bormin's silent weapon on him.  Then kill him with either Selma or Dux's silent weapon. Loot the Pod Jumper's corpse.  Look in the broken down, small red-bricked house just to the north of the corpse.  Within the ruins will be the Hellraiser Grenade artifact (DLC: 13/16). From the corpse head southwest until you get to the snow covered street. There will be an isolated Pod Burner patrolling outside the medical building across the street.  Silently take out the Pod Burner and loot him. Head west to find two Pod Jumpers, a Pod Burner, and Pod Rooter taunting the Elder. 

We are going to get an achievement here for killing three enemies while invisible with Dux.  Position Selma as I have in the screenshot so that she has 100% chance of hitting both the rightmost enemies (the Pod Jumper and Pod Burner) (also make sure that Dux is within 100% range of the rightmost Pod Burner as well).

Image 1

Before we attack, make sure Dux's Stalking Death mutation is equipped, and make sure Bormin has one hand grenade equipped (you should have plenty from the main campaign, but if not, go buy two right now before ambushing). Now ambush the enemy group.  Use Selma's Tree Caster mutation to root the left three most enemies (the two Pod Jumpers and the Pod Rooter), and then use her loud weapon on the Pod Burner on the right.  Next, use Dux's Stalking Death mutation to turn invisible and then use his silent weapon to kill the Pod Burner that Selma just shot.  Since you killed the Pod Burner with Dux, he will stay invisible.  Have Bormin throw a hand grenade that targets all three of the remaining enemies.  On your next turn, reload Selma's loud weapon and have her use it on the Pod Jumper she is within 100% range of.  Move Dux closer to the enemies and then use his silent weapon on the Pod Jumper that Selma just shot.  Again, since you killed him with Dux, he will remain invisible. Move Bormin closer to the remaining two enemies and have him target the Pod Jumper with his loud weapon.  On your next turn, have Dux use his loud weapon on the Pod Rooter.  This is now three enemies in row while we've been invisible so you should unlock the achievement

Vampyr

Kill 3 enemies in a row whilst invisible.

Vampyr
2 guidesOffline Game ModeSingle Player

Finally, use Bormin and Selma to finish off the Pod Jumper.  We are all done with this area now, before talking to the Elder go ahead and do a loop around the map to pick up any loot (of course, avoid the Pod Tank and Pod Jumper in the middle of the map area).  Finally, chat with the Elder to advance your quest and earn you the achievement

Quicker than he looks!

Catch up to the Elder.

Quicker than he looks!
1 guideOffline Game ModeSingle PlayerMain Storyline

Scrap collected: 90

Weapons parts collected: 20 

Ark Outskirts (II)

When you load in, follow the path west towards the Ark.  Pass through the chain link door through the fence and head towards the gas station to the northwest.  You'll see a Pod Rooter and Pod Jumper talking to each other.  Head to the northeast corner of the map and then head west along the map edge at the backside of the building and follow it until you turn southwest.  You should see a Pod Burner standing ahead (ignore the patrolling Pod Tank).  Silently kill the Pod Burner.  Continue on towards the elevator leading to the Ark to find a Pod Jumper standing in front of it.  Use Bormin's Bear Smash mutation to knock him out and then silently kill him with the rest of your squad.  You should see then another Pod Burner nearby to the southeast.  Make sure the Pod Tank is not within the Pod Burner's detection radius, and then silently kill the Pod Burner.  Loot the area for a bit of scrap.  Head around to the backside (west side) of the elevator to find the Volts Rumor #1 note (DLC: 27/37).  Do not go up the elevator yet.  Trace back your steps back around the building to where the Pod Rooter and Pod Jumper were in the beginning in the gas station.  Wait for the Pod Rooter to patrol away from the Pod Jumper and then silently kill him (we needed to finishing recharging Bormin's Bear Smash mutation).  Finally, head back to the elevator and head up it to the Ark.

After the cutscene, when you have loaded into the Ark, go to Pripp's Place.  Purchase the Blaster Grenade Master artifact skill.  Head to Delta's Fix Pit.  If you are continuing from the main campaign walk through, you should have enough weapons parts to fully upgrade the new Noatun - LP50 weapon to level III.  If you are missing a few weapons parts, feel free to dismantle your extra Rambino and Gaper weapons that no one in your squad is using to get enough weapons parts.  Remove the weapons mods from the GJR - 666 gun.  On the Noatun - LP50, equip the Ancient Sight and Broiler 50 weapons mods.  Exit out of Delta's Fix Pit and switch out the GJR-666 on Selma with the Noatun  - LP50.  While the Noatun does 1 less damage than the GJR - 666, the GJR - 666 has only 1 ammo which can be annoying and detrimental to a combat encounter since you have to always spend an action point reloading your weapon.  Go to the Zone Map and fast travel to the Water Risers.  

Scrap collected: 14

Weapons parts collected: 5

Water Risers (I)

From here on out, occasionally you will get a side quest from Pripp telling us there are enemies in an old map area from the base game.  We will eventually come back to these and complete them as there is an achievement from them (plus some weapons and armor loot we need), but for now just ignore them. Follow the path all the way until you run into Big Kahn.  After the dialogue cutscene with him, he will join your squad and you will unlock the achievement 

King of the Forest

Convince Big Khan to join your crew.

King of the Forest
1 guideOffline Game ModeSingle Player

Head east towards the ??? map marker.  You'll come into a clearing of buildings with enemies scattered all about.  There is a Pod Burner standing in the center of the clearing (with a nearby Pod Rooter to the south of him).  Ambush the Pod Burner.  Use Bormin's Bear Smash mutation the Pod Burner.  Then have all your squad target the Pod Rooter with their silent weapons.  On your next turn, finish off the knocked out Pod Burner.  Continue east towards the ??? map marker (picking up the scrap along the way) and into the next map area.

Scrap collected: 19

Weapons parts collected: 5

Hall of Electric Coffins

Follow the path north for a ways until you see weapons parts lying next to an old van.  You should have been notified for one of Pripp's side missions (the Sea Titan's one).  If you like, go to the Sea Titan's and complete that side mission or at least just do enough to find the Wraith weapon. The Wraith is a very high damage silent weapon that can be extremely useful for this DLC (especially since we do not want to take any damage).  It's not very difficult to earn the weapon, just follow the guide on the next page of the walkthrough.  You don't have to do this though.  I wrote the rest of the story walkthrough assuming you do not have the Wraith.  It will just help you out if you get it.

From the van, head north to find a Shaman and Hunter standing by a fire.  Use Selma's Tree Caster mutation on them.  Then silently finish the both of them off.  Loot them and the nearby area for scrap and weapons parts.  Go back to where you found the weapons parts next to an old van and head east.  Keep going until you find two Marauders talking by a fire.  Wait for them to finish talking and patrol away. There is a Med-Bot patrolling nearby.  Equip Dux's Wings of the Sniper and Circuit Breaker mutations and then ambush the Med-Bot.  Use Dux's Wings of the Sniper/Circuit Breaker combo to stun the Med-Bot and then silently kill him. 

Loot him and then go ahead and silently kill the two nearby Marauders.  Loot them and head to the north edge of the map.  At the northern map edge, in between the two ruined buildings you should see a chest you can loot to find the Herpes Mask (DLC: 11/14). This helmet is great as it allows us to always hit with critical damage when we ambush someone. Equip this helmet onto Bormin, and also swap Bormin and Selma's weapons (so that Bormin has the Crossbow and Noatun - LP50 equipped and Selma has the MIMIR Needle Pistol and Elysium - LR678 equiped).  Equip Dux's Skull Splitter mutation again as well and double check that Selma has the Alpinist mutation active. 

From the chest, head west towards the bigger of the two buildings (the one more in the middle of the map area).  At the northeast corner of the building on the ground floor you should see a purple glow indicating where you can loot the Goddess of Hunger artifact (DLC: 14/16).  Continue west and climb up the ladder to second floor where the Pyro and Scraplord Twtichfinger are.  Wait for your whole squad to climb up onto the roof and then ambush the Pyro.  First shoot at the Pyro with Bormin's silent weapon (since you'll be hidden you'll deal the 10 critical damage).  Use Dux's Wings of the Sniper/Skull Splitter combo with his silent weapon, and then finish off the Pyro with Selma's silent weapon.  This whole combat be careful not to accidentally move into Scraplord Twitchfinger's detection radius. 

Now sneak over to where the Pyro was killed by going around the vent and loot the corpse.  From on the roof, ambush the Hunter.  Use Bormin, then Selma, and finally Dux's silent weapons to kill the Hunter in one combat turn.  Selma will have 100% chance of dealing critical damage due to the Alpinist perk.  Because Scraplord Twitchfinger is on the roof, he will not be alerted when the Hunter dies.  Use Bormin's Bear Smash mutation to knock Scraplord Twitchfinger out and off of the roof to the west.  Use Dux and Selma's turns to move them as close to Scraplord Twitchfinger (and as far away from the Tank) as possible. Proceed to finish him off using your loud weapons (the Tank is too far away to hear any loud weapons).  Loot the corpses and head inside the ground floor of the building you were just on the roof of to find the Blockchain Massacre Challenge note (DLC: 28/37).

We are all done in this area so head back to the Water Risers.

Scrap collected: 20

Weapons parts collected: 13

Water Risers (II)

Head west into the clearing where we killed the Pod Burner and Pod Rooter the first time we were here.  There are run down buildings on the north and south sides or you.  Head into the southern building which has a Pod Jumper patrolling on the second floor.  Wait for the Pod Jumper to position himself so you can climb the ladder and then ambush him.  Use your squad's loud weapons to kill him in one turn.  You'll be far enough away that you won't alert the Pod Destroyer to the north of where you are.  Loot his corpse and head north until you find the Pod Destroyer patrolling around the other house in the area.  Ambush him and then use your loud weapons to kill him in one turn (don't stand too close when you kill him as he drops a hand grenade upon death).  Loot the corpse and head south until you are on a barge with lots of armoured trucks on it. 

Look around the barge find scrap and weapons parts and then head to the west side of the barge.  Hop over the bridge onto land again and you might see a Pod Wolf patrolling nearby.  As soon as you go over the bridge, head all the way west and hide behind a tank.  I feel like my directions getting here are not the clearest, so I've attached a screenshot showing which tank you should be hiding behind right now.

Image 1

Wait here until the Pod Wolf patrols as close as possible to you and then ambush the wolf.  Use Bormin's loud weapon on the Pod Wolf first to deal critical damage and then finish him off with Dux and Selma's loud weapons. Near where you killed the Pod Wolf and right by a snow covered armoured vehicle will be the Fed Up... note (DLC: 29/37).  From the note, head east until you see a broken MIMIR Z600 with some scrap near it.  There is a Pod Wolf patrolling near this MIMIR Z600.  Wait for the Pod Wolf to patrol north and then move your squad south towards another bridge with a Pod Jumper on it.  Ambush the Pod Jumper.  Attack him first with Bormin's silent weapon while hidden to deal critical damage.  Then use Dux's Wings of the Sniper/Skull Splitter combo with his silent weapon, and finally finish him off with Selma's silent weapon.   From the corpse, turn north towards the Pod Spawner and remaining two Pod Wolves (there is also a Pod Jumper in the back area as well). There is an achievement related to killing 5 of the Pod Spawners before they have a chance to spawn any new enemies.  This is fairly easily if you follow my attacks in this guide.

Do not attack the Pod Spawner and Pod Wolves quite yet.  Head back towards the broken MIMIR Z600 to the west.  Wait for the Pod Wolf to patrol as close to the MIMIR Z600 as possible, and then ambush him.  Use Bormin's Bear Smash mutation to knock him out, but make sure you knock him out either to the north, south, or west directions.  If you knock him out towards the east direction, the Pod Wolf will end up in the detection radius of the Pod Spawner who will then be alerted when we kill him. If you can't do this from Bormin's current position, just cancel the combat encounter and reposition Bormin.  After the Pod Wolf is knocked out, then silently kill him.  Head south towards the barge but do not actually get back on the barge.  Turn east head towards the Pod Jumper on the roof of a building.  Position yourself in between the Pod Jumper and Pod Wolf like in the screenshot

Image 1

Equip a hand grenade onto Dux and then ambush the enemy trio.  Make sure first that Selma is within 100% range of the Pod Spawner.  If she is not, cancel the ambush and reposition her until she is (you can always split up your squad using cn_LSc to make positioning her easier while keeping Dux and Bormin in the location I show in the screenshot).  Have Dux throw the hand grenade at the Pod Jumper.  This will destroy the roof and drop the Pod Jumper to the ground floor (dealing a total of 12 (grenade) + 4 (fall) damage).  Finish the Pod Jumper off with Bormin's loud weapon.  Use Selma's Tree Caster mutation to root the Pod Wolf.  Use her second action point to attack the Pod Spawner with her loud weapon.  On your next combat turn, focus all of your squad on killing the Pod Spawner with your loud weapons (DLC: 1/5).  On your third turn use your squad's loud weapons as well as Dux's Wings of the Sniper/Skull Splitter combo to finish off the Pod Wolf before he becomes unrooted.  Loot the area for scrap and weapons parts and head south.

Go across the bridge onto the next land area.  Right as you cross the bridge, to the front of you will be the Goran Note #1 note (DLC: 30/37).  From the note, head all the way west.  You should see a Pod Rooter and a Med-Bot patrolling nearby.  When the Pod Rooter is isolated, use your squad to silently kill him.  Equip an EMP grenade onto Dux and wait for the Med-Bot to patrol near you.  Ambush him and stun him with the EMP grenade.  Proceed to finish him off silently with your squad.  Turn your attention towards the Pod Destroyer nearby slightly off to the south.  Use Bormin's Bear Smash mutation to knock him out and then silently kill him with your squad.  Make sure you move your squad away from him before he dies as he'll drop a hand grenade upon death.  It is difficult to kill the remaining enemies without taking any damage with 100% accuracy on all your shots, so we are all done here.  Head south towards the ??? quest marker.

Scrap collected: 45

Weapons parts collected: 14

The Under Ark

From the start, head west until you start to see a bunch of red roots on the ground leading into an opening in the big wall on the north side.  Right by where the roots begin is a car you can climb on top of to find the Goran Note #2 (DLC: 31/37).  Follow the roots inside the wall to find a Pod Rooter standing there.  Ambush and then silently kill him.  In the northeast corner is some scrap and a chest with the Blue Oyster Cap (DLC: 12/14).  Go ahead and equip this hat on Selma.  Turn your attention towards the Pod Spawner and Pod Tank.  Ambush them and then use Selma's Tree Caster mutation on the Pod Tank.  Using your squad's loud weapons, focus your attacks first on the Pod Spawner until you kill it (DLC: 2/5), and then finish off the Pod Tank before he becomes unrooted. Loot the nearby area for some weapons parts.  Continue west.

Keep going until you come to a largish shack with a ladder leading up to the roof.  Loot the weapons parts just to the south and head west to come upon an isolated Pod Burner.  Silently kill him with your squad.  Loot his corpse and head south until you find another Pod Spawner with a nearby Pod Burner (and another Pod Burner patrolling around there).  Wait nearby for a bit until the patrolling Pod Burner heads east as much as possible and away from the Pod Spawner (he'll actually start moving slightly towards the Pod Burner you just killed silently not too long ago).  When he is far away from the Pod Spawner and Pod Burner, ambush and silently kill him. 

Loot the corpse and head all the way south until you get to a little viewing area where you can investigate the underground lake.  There is some scrap in here you can loot.  Turn back and go north and then immediately west to sneak to the west side of the Pod Spawner and Pod Burner.  You should see (or hear) a Pod Destroyer patrolling just up ahead. Head to the east side of the Pod Spawner and Pod Burner.  You can see the Pod Destroyer patrolling in the background from here. Wait for the Pod Destroyer to patrol all the way to the north and then ambush the Pod Burner and Pod Spawner.  Have Bormin first shoot at the Pod Spawner with his loud weapon to critical damage while hidden.  Then use Dux and Selma's loud weapons to take out the Pod Burner.  Use your next combat turn to finish off the Pod Spawner with your squad's loud weapons. 

Head west and wait for the Pod Destroyer to patrol all the way back south again.  When he does, ambush him.  Use Bormin's Bear Smash mutation to knock him out to the east.  Finish him off with your silent weapons (don't stand close to him as he'll drop a grenade upon death).  Go into the nearby house the Pod Destroyer had been patrolling through to find the Volts Rumor #2 (DLC: 32/37).  Make note of where the nearby Pod Spawner is located.  Head northeast until you get to another Pod Spawner and a Pod Jumper on a roof.  Ambush them, but do not shoot.  Instead, move your squad all the way back to the lonely Pod Spawner southwest.  Position yourself all the way on the southwest side of the Pod Spawner (so you are as far away from the other Pod Spawner/Pod Jumper duo).  The easiest way to position yourself without being detected by the Pod Spawner is to actually go through the house where you found the Volts Rumour note.  When you are in position (and haven't alerted the Pod Spawner), ambush and kill the Pod Spawner using your squad's loud weapons (DLC: 3/5)

Because Bormin's Bear Smash mutation isn't quite recharged yet, we will ignore the remaining Pod Jumper and Pod Spawner in the area (don't worry though, there are more Pod Spawners for the relevant achievement).  Look around for scrap if you like, and then follow the quest marker into the next area.

Scrap collected: 26

Weapons parts collected: 15

The Frozen City (I)

As soon as you load in, fast travel back to the Ark.  Go to Pripp's Place and use your artifact point to purchase the Hellfire artifact skill.  Fast travel back to The Frozen City.  

From where you load in head south until you come across a Tank on your west side.  Just path the Tank to the east is the Goran Note #3 note (DLC: 33/37) along a wall (there is also some scrap near where the note was picked up too).  Turn and head back north until you see some red vines on the ground and a Roboshack to the east.  When there, head all the way to the east edge of the map.  Turn north until you see a bridge leading into another map area.  Wait here at the base of the of the bridge until a lone Pod Burner patrols by that you can silently ambush and kill.  Loot him and then head east across the bridge into the next area.

Scrap collected: 20

Weapons parts collected: 2

The Last Stand

Now, we are actually going to go through and just collect some notes and an artifact without actually killing any enemies!  From the entrance, head southwest until you come to a group of buildings.  Go into the ground floor of The Puke and then up the stairs to the second floor (make sure you flashlight is off here).  Head west across the bridge into the next building and turn north to find the Friends Become Enemies note (DLC: 34/37).  Drop down to the first floor and head northwest.  You should see a small campfire burning up ahead with two Med-Bots nearby.  Near the campfire, turn south and move to the southeast corner of the building (see screenshot).

Image 1

Turn off your flashlight and enter the ground floor of the building. Remember that if the enemy's detection radius is a dashed white line, then they will not detect you even if you walk underneath them.  Walk over to where the fire is on the ground floor to find the Volts Rumor #3 note (DLC: 35/37).  Turn around and head back out the way you entered.  From the benches just outside the house head north. Watch out for the patrolling Sect Butcher during this next bit (do not kill him though as we will come back to him much later in the game to earn another achievement).  Walk all the way to the helicopter and then turn west into the ground floor of another building (watch out for the Med-Bot's detection radius).  As soon as you enter the building, turn north to find the Bluebottle Wand (DLC: 15/16).  We are all done here so go ahead and fast travel back to The Frozen City.  

Scrap collected: 0

Weapons parts collected: 5

The Frozen City (II)

From where you load in, walk off the bridge and head south.  You'll come across a Polis-Bot and a Polis-Bot Enforcer.  Make sure Dux has an EMP grenade and position yourself on the east side of the two Polis-Bots.  Ambush them and use Dux's EMP grenade to stun them both.  Use your squad's loud weapons to finish them off before they become unstunned. 

From where you killed the Polis-Bots, head slightly northwest until you find an isolated Pod Spawner.  Nearby are more enemies in a courtyard.  Move yourself so you are in ambush range of one of them and then make sure Dux has a Molotov grenade equipped. Equip on Selma the Fertility Crown hat and the Aplinist Mutation as well, and then ambush the enemy.  Instead of attacking anyone though, move your squad around back towards the northwest side of the Pod Spawner as far away from all the remaining enemies.  It is critical to make sure you move your squad around the Pod Spawner quietly so you don't accidentally alert him too early (pay attention before you move any squad member as the game warns you if you are alerting any enemies when you move).  The easiest way to do this is move your squad by going through and around the Furoren...banken building).  Move your squad as far away as you can while still having 100% hit chance on the Pod Spawner.  Split up your squad and move Selma up to the second floor of the Furoren...banken building.  If you've done all of this correctly, your positioning should look like mine in the screenshot.

Image 1

Attack the Pod Spawner with Bormin's silent weapon, and do the same thing with Selma (using her silent weapon).  Both shots will deal critical damage.  Have Dux throw the Molotov cocktail grenade at the Pod Spawner.  Bormin and Selma will still be hidden so go ahead and keep attacking the Pod Spawner with all your squad's silent weapons killing the Pod Spawner on your second round of actual combat (DLC: 4/5).    Go ahead and re-equip the Blue Oyster hat on Selma again. 

Head towards the remaining groups of enemies.  Pay attention to how I tell you to position yourself here as otherwise it is a tricky combat encounter to get through without taking any damage.  Before continuing make sure each one of your squad members has a hand grenade equipped.  If not, go back to the Ark and buy them from Iridia.  Split up your squad.  Position Bormin so that he is directly north of the Pod Wolf.

Image 1

Next position Selma and Dux so that they are to the southeast of the Pod Jumpers, Goran, and the Pod Spawner

Image 1

Ambush the enemies.  Make sure Bormin is within range of the Pod Wolf where he can use Bear Smash on the Pod Wolf while using only 1 action point.  Use Bormin's Bear Smash mutation to knock the Pod Wolf out and to the south.  The Pod Wolf should be lying right next to Goran. Have Bormin throw a hand grenade that targets the Pod Jumper, Goran, Pod Wolf and Pod Spawner all at the same time.  With Selma, use her Tree Caster mutation to root the more isolated Pod Jumper to the southwest (the one that didn't take any damage yet).  Have Selma then throw a hand grenade targetting the same group of four enemies as Bormin.  Have Dux throw another hand grenade at the four enemies killing the Pod Wolf, Pod Jumper, and Goran.  At this point you will unlock an achievement for killing Goran.

Weed Killer

Put Goran out of his misery.

Weed Killer
1 guideOffline Game ModeSingle PlayerMain Storyline

On your next turn, use a squad member to finish off the Pod Spawner (DLC: 5/5) then focus your attention on easily killing the Pod Jumper.  After killing the Pod Spawner you will have unlocked

Ripley Would be Proud

Destroy 5 Pod Spawners before they release new enemies.

Ripley Would be Proud
1 guideOffline Game ModeSingle PlayerCumulative +

After the cutscene, loot the area (making sure you pick up Goran's key) and head into The White Moose building to the west.  On the first floor you will find the Luxus Hand Warmer artifact (DLC: 16/16) unlocking yet another achievement!

Archaeologist

Collect every artifact in the Zone.

Archaeologist
1 guideOffline Game ModeSingle PlayerCollectable

Head back outside east and right by where the Pod Jumper was that Selma rooted during the last combat encounter is a bus stop.  Switch out anyone from your squad for Big Khan instead so that Big Khan is in your party. Then stand your whole party underneath the bus stop. Wait like this for a little under 2 minutes until you unlock

Northern Exposure

Stand under a Bus Stop with Big Khan in your party for 110 seconds.

Northern Exposure
1 guideOffline Game ModeSingle Player

Switch Big Khan back out of your party for whoever you switched him for.  We are all done here, so head west towards the ??? map marker into our next area.

Scrap collected: 21

Weapons parts collected: 4

Valley of Steel

This is another area where we will not actually have to kill anyone.  We will just pick up some collectibles (and any scrap you pass by) and then get out of here.  Follow the path until you enter the second floor of building.  There are weapons parts in the northwest corner.  Go down the stairs to the ground floor.  Head west across the way into the Captain's Sinkhole building. I'd suggest turning off your flashlight here so you can sneak better.  Head to the west edge of the building and then head into the ground floor of the building to the north (there is a sign with three crowns on the building's wall).  As soon as you walk into the building you will immediately see the We Have Left - Call Us! Dad... note (DLC: 36/37).  Keep heading north and you should see a chest you can loot for the Polis Taco hat (DLC: 13/14).  Equip the hat onto Dux.

We are all done here so feel to look around and loot anything you can (without attacking any enemies of course), and then fast travel to the Ark.  At the Ark, spend your remaining artifact points at Pripp's place and then make sure you have at least 4 hand grenades in your inventory (if you can only buy up to 3 then that's ok as there is a hand grenade dropped as loot in the final area). Fast travel back to The Frozen City.

Scrap collected: 32

Weapons parts collected: 10

The Frozen City (III)

Not much to do here except head towards the quest marker and use Goran's key to get into the final map area.

Scrap collected: 0

Weapons parts collected: 0

Garden Of Jyko

Follow the path leading west until you come to a tank.  To the south of the tank are two Pod Wolves (one stationary and one patrolling), and there is a Pod Wolf Mother to the north.  Go north towards the Pod Wolf Mother.  Wait for the Pod Wolf Mother to patrol so she is standing just to the south of the small broken playground.  Use Bormin's Bear Smash mutation to knock the Pod Wolf Mother out and towards the playground.  Use your squad's silent weapons to finish off the Pod Wolf Mother before she regains consciousness.  Make sure you don't accidentally move your squad within range of the Pod Spawner nearby. 

Loot the corpse and then turn towards the two Pod Wolves we ignored earlier.  One of the Pod Wolves is patrolling.  Wait for him to patrol to the south of the stationary Pod Wolf and then ambush them.  Do not attack them though.  Instead, move your squad to the north back towards the Pod Spawner.  Position yourself on the far northwest side of the Pod Spawner (making sure you don't accidentally alert the Pod Spawner while you're moving around him).  When you're in position, use your loud weapons to kill the Pod Spawner.  You'll be far enough away from the Pod Wolves that you won't alert them when you use your loud weapons. Head back to the two Pod Wolves.  Wait for the patrolling Pod Wolf to position himself right next to the stationary one.  Ambush them.  Use Selma's Tree Caster mutation to root both of them in place.  Use your squad's loud weapons to finish them both off before they become unrooted.  Loot the corpses and head west towards the main building.

Enter the building through the main lobby area.  You'll trigger a cutscene showing the final boss. Turn and head north until you enter a room with lockers on the north wall.  Just in front of the lockers lays the final note of the game: A Great Opportunity! (DLC: 37/37).  At this point you will unlock

Chronicler

Collect all notes in the Zone.

Chronicler
1 guideOffline Game ModeSingle PlayerCollectable

From the note, head west and stand by the dinosaur statue.  Watch the patrolling Pod Rooter to the north by a Pod Spawner.  Position your squad in the northeast corner of the room near the Pod Spawner.  Wait for the Pod Rooter to patrol to the northeast corner of the room and then ambush him when he is furthest away from the Pod Spawner (we need to make sure he is not in the detection radius of the Pod Spawner). You can see where he was positioned for my play through in the screenshot.

Image 1

Use Dux's Wings of the Sniper/Skull Splitter combo with his silent weapon on the Pod Rooter.  Proceed to finish off the Pod Rooter with Bormin and Selma's silent weapons.  (I used Dux's mutation combo here instead of having you attack with Bormin first in order to not risk knocking back the Pod Rooter with Bormin's Crossbow into the Pod Spawner's detection radius).

Head south towards the main room where Jyko is.  In one of the doorways leading into the room is an isolated Pod Rooter.  Ambush him and silently kill him by attacking first with Bormin, then Selma and Dux. 

Head west from where the Pod Rooter was towards the western wall of the room with all the enemies in it (not the main room with the boss in it) making sure to avoid the patrolling enemies.  There is a Pod Jumper and Pod Burner patrolling around.  Wait for the Pod Burner to isolate himself from any enemies (including the Pod Spawner) and then ambush him.  Silently kill him by attacking first with Bormin, then Dux and Selma. Just up to the north is a play area with a slide.  Wait for the Pod Jumper to patrol onto the west side of the play structure, and then ambush him.  Use Bormin's Bear Smash mutation to knock him out (towards the west) and then use your silent weapons to finish him off. 

Loot the corpse, turn around, and head south.  Go and stand inside the middle doorway leading into the big room with Jyko in it.  Split up your squad and move both Selma and Bormin on top of the play structure to the west of the Pod Spawner.  Switch Bormin and Dux's silent weapons (so that Bormin has the Ancient Pistol equipped and Dux has the Crossbow equipped).  Equip the Fertility Crown hat, the Alpinist mutation, and Twitch Shot mutation on Selma.  Make sure Bormin also has the Twitch Shot mutation equipped.  Dux should still be in the middle doorway.  Use Dux to ambush the nearby Pod Tank.  Do not attack the Pod Tank.  Instead, turn back north and towards the Pod Spawner in the middle of the other room.  Use 1 action point and position Dux so that he is within 100% range of the Pod Spawner.  Attack the Pod Spawner with Dux's silent weapon.  Use Bormin's Twitch Shot mutation with his silent weapon on the Pod Spawner.  Next use Selma's Twitch Shot mutation with her silent weapon on the Pod Spawner.  Finally, finish off the Pod Spawner on your next turn using all your squad's silent weapons.  Equip the Blue Oyster hat again onto Selma.  

Head south into the main room where Jyko is.  While remaining on the elevated floor area, position yourself in the middle between the Pod Destroyer and Pod Tank. Now, go and equip two hand grenades onto Dux, one hand grenades onto Selma, and one hand grenade onto Bormin. Bormin and Selma should also both have the Twitch Shot mutation still equipped. Selma should also have the Tree Caster and Alpinist mutations equipped.  Double check that Dux also has the Polis Taco hat equipped.

There is a Pod Jumper patrolling in the area below.  Ready yourself for a pretty long combat encounter.  Wait for him to position himself right next to the Pod Destroyer and then ambush the three enemies.  Use Selma's Tree Caster mutation to root the Pod Tank, and then have all of your squad members throw a hand grenade at the Pod Destroyer and Pod Jumper (because Dux is wearing the Polis Taco hat you will be able to kill them both with just 3 hand grenades).  Next, use Bormin's Twitch shot mutation with his loud weapon on the Pod Tank.  Finish off the Pod Destroyer with your squad's loud weapons. After killing the three enemies, combat actually will not end as the Tree Heart in the area was alerted during combat.  Do not attack the Tree Heart. 

Reload your weapons and then move your squad back into the room to the north.  Position your squad just south of the Pod Burner.  Make sure Bormin is close enough to the Pod Burner so that Bormin is still hidden, but can also use Bear Smash on the Pod Burner with only 1 action point (leaving him another action point to shoot an enemy).  Try and position Selma as close to the ladder as you can without alerting any of the enemies.  When you are in position, do not engage the enemy until all of your squad have full action point bars (if you need to "pass" a turn for one of your squad members while you are positioning another, just use the Dig Down ability).  For clarity, I've attached a screenshot showing my squad's positioning. 

Image 3

When you are ready, have Selma spend 1 action point to climb the ladder overlooking the Pod Destroyer, Tree Heart, Pod Tank, and Pod Burner.  Have her use her Tree Caster mutation on the Pod Tank and Pod Destroyer to root them both.  Have Dux throw a hand grenade that targets both the Pod Burner and Pod Tank (be careful to not accidentally blow up the roof area that Selma is standing on).  Have Bormin use his Bear Smash mutation to kill the Pod Burner, and then use his loud weapon on the Pod Tank.  Have Selma use her Twitch Shot mutation with her loud weapon on the Pod Tank.  Finish off the Pod Tank with Bormin's loud weapon.  Have Dux move towards and then attack the Pod Destroyer with his loud weapon.  On the next combat turn, use Dux's Wings of the Sniper/Skull Splitter mutation combo with his loud weapon on the Pod Destroyer.  Finish off the Pod Destroyer with Selma.  Now move Bormin towards the Pod Spawner and attack it with his loud weapon.  At the start of the enemies' turn, the Pod Spawner will spawn a Pod Burner.  Most likely it will target Bormin and light him on fire (don't worry about taking any damage here, he won't kill Bormin).  On your turn again, have Bormin use his Bear Smash mutation on the Pod Burner.  Proceed to use your squad to quickly finish off the Pod Spawner.  After the Pod Spawner is dead, finish off the knocked out Pod Burner. 

With all the enemies dead, we only need to worry about the Tree Hearts.  As soon as you start damaging the Tree Heart, Jyko will alert all the enemies in the area to come and kill you.  But we killed all the enemies in the area so there is nothing to worry about.  The Tree Hearts don't even attack at all.  Go ahead and finish off the Tree Heart in the room you are in.  From there head back to the main room and kill the second Tree Heart by Jyko which will kill her. A cutscene for the end of the DLC campaign will trigger and during it you will unlock the following three achievements (assuming you followed the walk through and never used a medkit)

Skogsarbetare

Defeat the demon-tree Jyko.

Skogsarbetare
2 guidesOffline Game ModeSingle PlayerMain Storyline

Anti Vaxxer

Complete the SEED OF EVIL without using medkits.

Anti Vaxxer
1 guideOffline Game ModeSingle PlayerStackable

Tough Nut

Complete the SEED OF EVIL in IRON MUTANT mode.

Tough Nut
1 guideOffline Game ModeSingle PlayerStackable

Congrats! Now that we unlocked the achievement preventing us from using medkits the pressure is alleviated for the final bit of cleanup we need to do for the remaining three DLC achievements.

The main thing we have left to do are all of Pripp's side missions. These were giving to you during the course of the DLC campaign. There are 5 in total and each one has us revisit an area from the main game's campaign. There will be new enemies in each map area and killing all of them will complete the side mission. I will point out that during one of my playthroughs, the game glitched and did not actually assign me one of the side missions (the Sea Titans one). If this happens, just start a new game on normal difficulty (without Iron Mutant) using the preset character builds, and just rush through the DLC campaign to unlock all the side missions. Going through the DLC on normal difficulty will seem trivial after you've just gone through it on Very Hard with Iron Mutant enabled.

With that out of the way, let's get started by fast travelling to the Spear of Heaven.

Spear of Heaven (Pripp's side mission)

Head west and right away you should see a Polis-Bot Enforcer. Use Bormin's Bear Smash mutation to knock him out, and use your squad's silent weapons to kill him. Further to the west is a stationary Polis-Bot as well as a patrolling Polis-Bot. Equip Dux's Circuit Breaker mutation and head towards the patrolling Polis-Bot. Ambush him, and use Dux's Wings of the Sniper/Circuit Breaker combo to stun the Polis-Bot. Finish him off with your squad's silent weapons. Turn your attention back towards the stationary Polis-Bot. Position yourself on the Polis-Bot's east side and then use ambush him. Use your squad's loud weapons to finish him off in one turn. Head west towards the old church building.

When you are in front of the church, turn north and keep going until you come upon a patrolling Butcher by himself. Silently kill him. Loot him and go to outside of the northern wall of the church. There should be a ladder leading up to small platform on the side of the building (which has another ladder leading up to an even high platform). Split up your squad, and climb up the ladder with Selma on to just the first platform. Keep Dux and Bormin on the ground. Wait here until a Hunter patrols towards you. When he patrols as close to you as possible, ambush him. Attack him first with Bormin to deal critical damage, and then use Selma's Twitch Shot mutation with her silent weapon on the Hunter.

From where the Hunter was, head south until you get to a smaller building with a Marauder on top and a patrolling Sect Zealot. Wait for the Sect Zealot to patrol all the way outside of the building and to the west. When he has done so, ambush him and knock him out with Bormin's Bear Smash mutation. Finish him off with your squad's silent weapons. On the north side of the smaller building is a ladder leading up to the second floor. Climb your whole squad up there. Equip the Snazzy Visor onto Bormin. From this side of the second floor, ambush the Marauder. Attack him first with Selma and Bormin (as their weapons don't risk the possibility of knocking back the Marauder), and then finish him off with Dux's Crossbow.

Head east and you'll see a Med-Bot standing by the church building. Be careful as there is a Long Witch patrolling above the Med-Bot on the second floor. Wait for the Long Witch to patrol towards the eastern side of the church building, and them ambush the Med-Bot. Use Dux's Wings of the Sniper/Circuit Breaker combo with his silent weapon to stun the Med-Bot. Proceed to finish off the Med-Bot using your squad's silent weapons. When Long Witch is on the eastern side of the church, sneak into the church building. In the main room are a Marauder and Granny Grey. Equip the Borg Band onto Bormin. Ambush them. Make sure Bormin can use Bear Smash on Granny Grey using only 1 action point. If so, use Bormin's Bear Smash mutation to knock out Granny Grey. Use your squad's silent weapons to kill the Marauder. Then focus on killing Granny Grey silently. Go and loot the chest for the Helm of the Speaker hat (DLC: 14/14). This will unlock

Mad Hatter

Collect every type of hat in the Zone.

Mad Hatter
1 guideOffline Game ModeSingle PlayerCollectable

Turn your attention towards the Long Witch that's left. Go outside of the church and on the southern wall (where we killed the Med-Bot just earlier). Wait for the Long Witch to patrol towards the east, and then climb the ladder up to the second floor. Ambush him, and use Selma's Tree Caster mutation to root the Long Witch. Finish him off using your squad's loud weapons. We are all done here so fast travel to the next area: Metal Fields.

Metal Fields (Pripp's side mission)

Because we fast travelled, I am assuming you are starting in the area as if you just came from the Iron Serpent. If you are starting somewhere else, either move your squad to the exit leading to the Iron Serpent, or simply fast travel to the Iron Serpent and then back to the Metal Fields to start at the correct entrance.

From where you start, to the south is a train car with a Hunter patrolling on top. Make sure Bormin has the Herpes Mask hat equipped, and Selma has the Blue Oyster Cap hat equipped. Have Dux equip his Wings of the Sniper and Skull Splitter mutations. On Selma, equip a chem flare grenade. Wait for the Hunter to patrol all the way to the east of the train car. Position your squad further east of the Hunter, but still within range of shooting him. Ambush him. Have Selma throw her chem flare on to the Hunter to illuminate him. Attack the Hunter with Bormin's loud weapon while he is hidden to deal critical damage. Use Dux's Wings of the Sniper/Skull Splitter combo to finish off the Hunter with Dux's loud weapon.

Head south to find a hand grenade on the ground. Keep heading south past the next train car, and then turn west. You will come upon a Med-Bot patrolling. Ambush him, and use Bormin's Bear Smash mutation to knock him out. Finish him off with your squad's silent weapons. Head west until you get to the western wall of the building with the Trainspotter in it. Do not attack the Trainspotter or the Hunter standing on top of the train car to the north. Wait for a Marauder to patrol through the train car that the Hunter is on top of. When he does and is outside any detection radii, ambush and silently kill him.

Equip another chem flare onto Bormin this time and make sure Selma has her Tree Caster mutation equipped. Position yourself near the Hunter on top of the train (making sure Bormin is as close as possible to the Hunter's detection radius), and ambush him. Have Bormin throw the chem flare onto the Hunter. Exit the combat, and then ambush the Hunter again. Attack the Hunter with Bormin's loud weapon. Finish off the Hunter with Dux's loud weapon by using his Wings of the Sniper/Skull Splitter mutation combo. Use Selma's Tree Caster mutation on the Trainspotter. Go ahead and finish off the Trainspotter with your squad's loud weapons.

Loot the area if you wish. Head towards the train car lying just to the west of the train car that had the Hunter on it. You will find yet another Hunter on top of this train car to the west. This time, there is a ladder leading up to the top of the train car. Climb up it with your squad. To the north, you should see a Pyro and Railfan in a clearing. The Railfan will be patrolling around. Equip the Twitch Shot mutation onto Bormin. Double check that Bormin has the Ancient Pistol silent weapon equipped. If you wait long enough the Railfan will eventually move so that the Pyro is outside of the Railfan's detection radius. When that happens, ambush the Pyro. Use Bormin's Twitch Shot with his silent weapon on the Pyro to deal 2x critical damage. Finish off the Pyro by attacking first with Selma and then Dux's silent weapons. Move west towards the Hunter on top of the train. Ambush him, and use Bormin's Bear Smash mutation to knock him out and then off of the train. Finish him off with your squad's silent weapons.

Head north towards the remaining Hunter and Railfan. Ambush the duo when they are close to each other. Use Selma's Tree Caster mutation on the Railfan. Use your squad's loud weapons to finish off the Hunter on your first combat turn. Then easily finish off the Railfan. Loot the area and the chest to get another Noatun - LP50. We are all done here, so go ahead and fast travel to the High Road.

The High Road (Pripp's side mission)

When you fast travel in, you should load into the area right by a small wooden bridge that points to the Fallen Angel. Head east across the bridge until you get to a wooden fence. When you get to the fence, look towards the south to see a lone Zone Dog patrolling. Ambush him. Silently attack him with Bormin while he is hidden, then use Dux's Wings of the Sniper/Skull Splitter combo with his silent weapon, and then finish the Zone Dog off with Selma's silent weapon. Head back to the wooden fence and head north to find another Zone Dog patrolling on the west side of the wooden fence. Use Bormin's Bear Smash mutation to knock him out, and then finish him off with your silent weapons.

Head around to the east side of the map on the other side of the remaining 4 enemies. Position yourself in between the Med-Bot and the Zone Dog. Wait for the Shaman to patrol in between the Med-Bot and the Hunter to the west (we want to be able to target them all at once with Selma's Tree Caster mutation). Ambush the enemies. Attack the Zone Dog with Bormin's loud weapon while Bormin is hidden and then finish off the Zone Dog with Dux's loud weapon. Use Selma's Tree Caster mutation on the Hunter, Shaman, and Med-Bot and then shoot the Shaman with your squad's loud weapon. When the Shaman is dead, focus on the Hunter. After the Hunter is dead, finish off the Med-Bot. Loot the area and chest for the GJP - X93 weapon.

We are all done here. Fast travel to The Sea Titans map area.

The Sea Titans (Pripp's side mission)

When you fast travel in, you should load in from the entrance coming from the Cave of Fear. Head west and down the stairs keeping right at the fork. Head north until you get to a wide road with lots of abandoned cars. To the west will be a Polis-Bot Enforcer patrolling east towards you. Equip Dux's Circuit Breaker mutation. Wait for the Polis-Bot Enforcer to be isolated and then ambush him. Attack the Polis-Bot Enforcer using Dux's Wings of the Sniper/Skull Splitter mutation combo using his silent weapon to stun the enemy. Finish off the Polis-Bot Enforcer using your silent weapons. Head west towards the campfire to find a lone Polis-Bot standing near it. Use Bormin's Bear Smash mutation to knock it out, and then finish it off with your silent weapons. Loot the nearby chest for the Wraith weapon. This weapon is great as it lets us deal even more silent damage.

Head back to the Ark quickly and upgrade this weapon to level III. Move all of the weapons mod from Bormin's silent weapon (the Ancient Pistol) onto the Wraith and swap out the Ancient Pistol for the Wraith on Bormin. The Wraith should be able to do 13 critical damage now. Fast travel back to the Sea Titans where you looted the Wraith weapon.

From here, head north up some stairs onto an elevated area with a house. Go along the north edge of the area and turn west to find a Polis-Bot Enforcer standing in the house and a Polis-Bot patrolling in and out of the house. Equip the Skull Splitter mutation on Dux again, as well as an EMP grenade on Dux. When the two enemies are standing next to each other, ambush them. Attack the Polis-Bot Enforcer with Bormin while he is hidden to deal critical damage. Have Dux throw an EMP grenade to stun both enemies. Focus on finishing off the Polis-Bot Enforcer with your squad's silent weapons, and then focus on finishing off the Polis-Bot.

Head back to the campfire where we looted the Wraith. Head south to find a Polis-Bot Enforcer patrolling around the area. When he patrols all the way east, ambush him. Knock him out with Bormin's Bear Smash mutation and then silently kill him. Head towards the boat now. When you first step onto the boat, wait. A Polis-Bot Enforcer will patrol east towards you. Equip Dux's Circuit Breaker mutation. Pay attention to the Bot Lover patrolling around the boat too. When the Polis-Bot Enforcer patrols all the way east, make sure he is outside the detection radius of the patrolling Bot Lover, and then ambush the Polis-Bot Enforcer. Use Dux's Wings of the Sniper/Circuit Breaker mutation to stun the enemy with Dux's silent weapon, and then finish him off with your squad's silent weapons.

Equip a chem flare onto Dux and then wait for the Bot Lover to patrol down the stairs and onto the main area of the boat. When he does, ambush him and throw the chem flare at him. Exit combat, and then ambush him again. Use Bormin's silent weapon and his Twitch Shot mutation while hidden to deal 2x critical damage. Finish off the Bot Lover with Dux and Selma's silent weapons. Turn your attention towards the remaining Med-Bot on top of the stairs on the boat. Ambush him and use your loud weapons to kill him.

We are all done here now, so fast travel to the last side mission: House of Bones.

House of Bones (Pripp's side mission)

When you fast travel in, I am assuming you are starting from the entrance coming from the Sea Titans. Follow the path and head north along the western wall of the building. You come upon a lone Marauder. Ambush and kill him silently. Turn and head east into the buiding through the KUNGALV... entrance. Near the middle of the building you should see Hotsauce patrolling into the ground floor of the building (avoid him). When he patrols back outside, follow him north outside into the courtyard and head east. You should fine a ladder leading up to the area where the Med-Bot is patrolling. When the Med-Bot patrols to the west, climb up the ladder. Make sure Selma or Dux has a chem flare equipped, and equip the Circuit Breaker mutation on Dux. When your squad is all on the second floor, ambush the Med-Bot. Have Bormin or Selma throw the chem flare to illuminate the Med-Bot. Have Dux use his Circuit Breaker mutation to stun him. Proceed to kill the Med-Bot silently.

Head east on the second floor to find a Hunter overlooking a Pyro. Equip the Helm of the Speaker hat onto Bormin. Get as close as you can to the Hunter's detection radius with Bormin and then ambush the Hunter. Using just 1 action point, use Bormin's Bear Smash mutation to knock the Hunter out. Have Bormin use his Twitch Shot mutation with his silent weapon on the Pyro down below. Have Selma also use her Twitch shot mutation on the Pyro down below to finish him off with her silent weapon. Finish off the Hunter with your silent weapons. Go and re-equip the Herpes Mask hat onto Bormin again.

Head back west along the hallway and drop down to the ground outside at the southwest corner of the building. Turn north until you see an overlooking Pyro to the east. Equip a chem flare to a squad member and pay attention to the patrolling Hotsauce in the background. Ambush the Pyro and throw the chem flare at him. Exit the combat. Wait for Hotsauce to patrol all the way back to the campfire to the east so he is as far away from the Pyro as possible. Position yourself on the west side of the Pyro. Ambush the Pyro again. Use your squad's loud weapons to kill the Pyro in one turn. Loot the Pyro for a Hand Grenade.

Head east towards the remaining three enemies in the area. Wait for Hotsauce to patrol all the way back to the campfire (make sure he's stopped moving) and them ambush them. Use only loud weapons for this combat. Attack Hotsauce with Bormin while he is hidden. Have Selma use her Tree Caster mutation to root all three enemies in place. Attack Hotsauce with Selma followed by Dux. Finish Hotsauce off with Dux. Have Bormin and Selma attack Torchjob next. Have your squad all attack Torchjob next. At this point the Hunter will become unrooted and shoot at one of your squad members (but won't kill them). Go ahead and kill the Hunter on your next turn. Heal yourself if the Hunter hurt you, loot the enemies and the chest for Flamer weapon.

At this point you've done all of Pripp's side missions and will unlock

Pub Crawl

Complete all of Pripp's side-missions.

Pub Crawl
1 guideOffline Game ModeSingle Player

Now, we need to just do one more achievement. I didn't put this anywhere else in the walk through as I found Big Kahn to not be a very useful squad member, and I did not want to put us into any vulnerable positions during the DLC campaign. Thankfully we left some enemies alive where we can get the last achievement. Go and fast travel to the Last Stand.

The Last Stand (II)

Head south and follow the path. Enter the ground floor of the building the path leads you towards. Climb up the stairs in the back of the building up to the second floor. Cross the walkway leading into the neighbouring building and hop down to the ground floor to the northwest. Turn west to see a campfire with two Med-Bots standing near it. There is a Marauder patrolling the area that we left alone when we were here during the base game plathrough. Switch out anyone in your squad for Big Khan and learn his Ground Pound mutation. Make sure the mutation is equipped. Also equip the Borg Band hat onto Big Khan for the extra movement range. Watch the Marauder patrolling around. Eventually during his patrol path, he will walk right in the middle of the two Med-Bots. Get as close as you can to the enemies' detection radii and ambush them. Move Big Khan right into the middle of the group of the enemies, and use his Ground Pound mutation to knock all three of them out. Since you hit three of them at one time you will earn the final achievement of the game:

Home Run

Hit 3 enemies at once with Big Khan's Ground Pound.

Home Run
2 guidesOffline Game ModeSingle Player

Congratulations! I hope you enjoyed this game as much as I did. Thanks for using the walkthrough! If you find any mistakes or having any suggestions, please let me know in the forum.

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