RAGE

An asteroid is heading to earth and you've chosen this game as the last one you wanted to play? Well, welcome to the RAGE walkthrough! In case you haven't seen it yet, my gamertag is MC0REBE and I'm here to guide you to total completion. As I've done previously with the Borderlands 2 or Tomb Raider walkthrough (shameless plug, but what can you do about it? laugh), this walkthrough is divided in different sections where all main mission are covered in the most logical manner. All side missions are covered throughout our adventures and (mostly) have the same in depth written sections as they deserve.

How should you use this guide you ask? Allow me to kindly give you the intel:

  • We'll start off by covering all Weapons and Quick Use items: you'll be able to tell yourself what the best load out will be and how you will approach this game. I like to approach with a certain level of stealth, whilst you might want to go in gun blazing. This is the page to find out what weapons are available for your playing style!
  • The best way to defeat certain enemies is knowledge, that's why I decided to give you a brief overview of the different types of enemies you will fight during your adventures.
  • Sections 4-35 will hold most valuable information for most of you: an in depth strategy to tackle certain area; complete with maps, screenshots and a video guide whilst playing on Ultra Nightmare. There's nothing holding you back from putting this game in your trophy case!
  • Want a spoiler free guide? Section 36 only holds a checklist for Obsessive Compulsive that contains anchor tags to the location of where you'll pick up certain collectibles!
  • Here for the co-op missions? For those missions, I've also provided an in depth approach with a video guide (and screenshots if needed). Shout out to lifebringer23 for his help!
  • To finish this game off, we should also take note of the Road RAGE-achievements. There's only two in the game, but can also be obtained whilst following this walkthrough
  • Last but not least, a simple overview of the DLC achievements: the missions will be covered during our adventure in the Wasteland.

Thanks for the support and patience, feedback is definitely appreciated. Feel free to comment in the Walkthrough forum and let me know how I can improve my future walkthroughs.

Without further ado, let's dive into the Wasteland and all it has to offer!

WEAPONS

Settler Pistol
Seeing as this will be your first primary weapon in the game, you're gonna have to get used to it. The damage output is not the greatest, but Fat Mamma ammunition is by far the best ammo in terms of Armour Piercing rounds. Personally I wouldn't advise you to invest in huge amounts of ammo (except for Fat Mammas), since the ammo is found on a regular basis while looting corpses and scavenging in general.

In-game description:
High-caliber, semiautomatic revolving pistol. "Settlers don't leave home without one."

Ammo types:
- Pistol Rounds: Regular ammo-type
- Fatboys: Deals twice the amount of type in comparison with the regular Pistol Rounds
- Fat Mammas: Deals twice the amount of damage in comparison with Fatboys, can only be crafted
- Killbursts: Turns the pistol into a semi-automatic weapon, firing "bullets within bullets within bullets"

Mods:
- Monocular: available for purchasing after acquiring the Settler Pistol

Acquired:
- Received from Dan Hagar before your first mission (story related)

Double Barrel Shotgun (Pre-Order content) // Combat Shotgun
This weapon has the best damage output in close quarter combat and will be a standard weapon in your arsenal throughout the entirety of your play through(s). The regular ammo type isn't the greatest later on, but the other two ammo-types provide more flexibility and provides solutions for various scenarios. Investing in this weapon is not a bad shout and highly recommended.

In-game description:
Awesome firepower at close range. "More boom for your buckshot."

Ammo types:
- Buckshot: Regular ammo-type
- Pop Rockets: Buckshot with a boom, literally. Acts like a grenade launcher and should be used as one. Can only be crafted
- Pulse Shot: Fires EMP slugs at enemies, very useful later on when fighting the Authority

Mods:
- Shotgun Extender: Reload all slugs in one move, available for purchase when entering Wellspring.

Acquired:
- The Double Barrel Shotgun is only available when purchasing or redeeming the pre-order content
- The Combat Shotgun is received from Rikter Outrigger (story related)

When aiming down the sights of the Combat Shotgun, you'll be able to recognize the Quake logo.

Settler Assault Rifle
Your standard Assault Rifle, comparable to the AK47 in other games. The recoil on this weapon (without the mods) is huge, and using this weapon in combat will be limited. As such, I wouldn't recommend investing in ammo since you will be finding it on regular basis. The positive side to this weapon is that the ammo is another source of extra cash.

In-game description:
High-capacity, heavy-hitting automatic weapon. "Every settler has one."

Ammo types:
- Steel AR rounds: Regular ammo-type
- Feltrite AR rounds: Feltrite-infused bullets, only effective against armored enemies

Mods:
- AR Stabilizer: Reduces recoil
- AR Concentrator: Reduces bullet spread and increases accuracy

Acquired:
- Can be bought in shops
- Can be found during Rumbles In The Dark (DLC)

Sniper Rifle
I don't think I need to say more, great choice for long range combat. It's safe to say that stocking up some ammo for this weapon is advised for any mission since there will be some long distance battles, and on higher difficulties keeping distance will make your life easier.

In-game description:
Extremely accurate, one-hit kill. "Hit the bulls-eye every time."

Ammo types:
- Sniper rounds: Regular ammo-type

Mods:
- Auto-Loader: Increases fire-rate by making this weapon semi-automatic. Can only be acquired by accepting the "Mutant Menace" side-quest on the job board in Wellspring

Acquired:
- Received by Dan Hagar (story related)

Related achievements:
Aim for headshots and you'll get this one by natural progression. There's not more I can say except for aim for the head...

Open Minded

Get 10 Headshot kills with the Sniper Rifle

Open Minded
1 guideOnline/OfflineSingle PlayerCooperativeCumulative +

Striker Crossbow
The most versatile weapon in your arsenal with high damage output. Great when using stealth to advance through your quests.

In-game description:
Your standard military-grade crossbow. "Silent but deadly."

Ammo types:
- Steel-Tipped Bolts: Regular ammo-type, can be retrieved from enemy corpses
- Electro Bolts: Very deadly when used in wet surroundings, wouldn't advise you to stand in water when shooting a puddle.
- Mind Control Bolts: Aim for a target, take over its mind and lead it into his/her/its compatriots to gain multiple kills at once. Can only be crafted and is rather expensive
- Dynamite Bolts: Pretty much the same Pop Rockets, but here you can stealth nuke some guys; great fun!

Mods:
- None

Acquired:
- Received by Dan Hagar (story related)

Related achievements:

Stealth kill 10 enemies. Need more explanation? Don't get noticed and kill some bad guys.

Silent But Deadly

Stealth kill 10 Enemies with the Striker Crossbow

Silent But Deadly
5 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

With Mind Control Bolts, tag an enemy with these bolts and guide him towards two of his/her buddies. Use cn_RT to create a red mist. The best locations to do so will be mentioned later on in the walkthrough.

Hat Trick

Kill at least 3 Enemies with a single Mind Controlled Enemy

Hat Trick
4 guidesOffline Game ModeSingle PlayerBuggy -

Authority Machine Gun
A standard Assault Rifle, with higher accuracy and rate of fire in comparison with the Settler Assault Rifle. Investing in ammo for this gun is also recommended since it will come in handy later on when fighting armored enemies.

In-game description:

Ammo types:
- Authority MG Rounds: Regular ammo-type
- Authority AV2x Rounds: Highly effective against armored enemies

Mods:
- AMG Laser Sight: Adds a laser sight to your weapon, increases accuracy

Acquired:
- Can be bought in Wellspring
- Can be found during the quest "Destroy The Bomb Caches"

Rocket Launcher
Need I say more?

Ammo types:
- HE Rockets: Regular ammo-type
- Viper Rockets: Smart seeking rockets, but only for vehicles.

Acquired:
- During the mission "Defibrillator Upgrade" (story related)

Authority Pulse Cannon
Used very late on in the game, and comparable to the BFG, this weapon is very useful when fighting armored enemies.

Ammo types:
- Authority Pulse Rounds: Regular ammo-type
- BFG Rounds: Fires extremely deadly balls of plasma, use with care.

Acquired:
- Received from Portland before the mission "Infiltrate Capital Prime"

QUICK USE ITEMS

Wingsticks
Iconic weapon that will help you fight off enemies while being stealthy or in close combat. You can only obtain them by accepting Loosum's mini-game at the start of the game. Shortly into the story, you'll also be able to craft Wingsticks. Before the DLC-update, it was way cheaper to craft them; but now I would recommend just buying them from the vendors instead of buying the materials (saves you $1). Craft them when you found all ingredients.

After getting 10 headshots with the sticks (should come during story progression), you'll unlock another achievement:

Decapathon

Get 10 Headshot kills with the Wingstick

Decapathon
5 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

HE Grenade
The in-game description fits nicely: "For when you don't care about making a mess". Use as you would in any other game.

RC Bomb Car
Quick Use item that can't be bought from vendors, and can only be crafted. Luckily, you'll receive the schematic during natural story progression. Although this weapon will mostly be used for cleaning up big groups of people (and I would advise as such, seeing as there is an achievement related to it), this item can also be used to explore certain areas. Obviously, these will be pointed out during the story sections. Killing a group of three with one explosion will also grant you the following achievement:

Three Birds, One Bomb Car

Kill 3 Enemies with one RC Bomb Car

Three Birds, One Bomb Car
9 guidesOnline/OfflineSingle PlayerCooperative

Sentry Turret
There's not much I can say about this little fella. This item will help you stand your ground in enemy infested areas, but is vulnerable to melee attacks. The best way to use this is deploying it in a corner of the area and standing guard with your Combat Shotgun. Just blast anything that comes in your comfort zone and you should be fine. Also, if the turret manages to get 5 kills, you'll unlock the following achievement as well:

Keep 'Em Coming

Get 5 kills with one deployed Sentry Turret

Keep 'Em Coming
12 guidesOnline/OfflineSingle PlayerCooperative

Sentry Bot
By far one of my favorite items in the game, and highly recommended having some in your inventory before accepting a mission. Not only can this guy shoot some bullets, opposing to the Sentry Turret; this guy also has powerful melee attacks. The Sentry Bot can be compared to a loyal dog, who will always watch your back. There is an achievement related to this little dude, but it should come through regular story progression:

Passive Aggressive

Get 3 kills with a single Sentry Bot

Passive Aggressive
10 guidesOffline Game ModeSingle Player

EMP Grenades
Just like HE Grenades, there is not much I can say. One difference is that this grenade will not immediately kill threats, but it will disable all electronics in its blast radius. The schematic for this one can be found in the Authority Prison.

Advanced RC Bomb Car
Same as the regular counterpart, although the schematic for this one is awarded after successfully completing the side-quest "A Proposition".

Advanced Wingstick
Same as the regular counterpart, but this upgrade can only be crafted. The big difference is auto-targeting, after hitting its first target, it will automatically seek out its next target before returning to you. Recommended upgrade.

Advanced Sentry Turret
Again, the same as its regular counterpart. The difference here is that this upgraded version has a wider view and also has a laser light equipped. Again, a recommended upgrade.

Advanced Sentry Bot
I feel bad to repeat myself, but same as its regular counterpart. There's no big difference in functionality, but is has a better lifespan due to the fact that it's armor has been upgraded. I want to repeat myself once again, but I feel like you get where I'm going at by now...

BANDITS

THE GHOST CLAN

Enemies

The Ghost Clan is an insane group of cannibals that occupies the old Rutherford Hotel, which is now their base of operations known as the Ghost Hideout. These will be the first enemies you'll encounter after leaving the Ark, and will fight during the quest "Quell the Bandit Threat". They're very agile and adept at using the environment to perform jumps and other tricks to disorient enemies. They prefer close combat, making use of Wingsticks and bladed weapons like sickles and kitchen knives. Those that don't prefer close combat resort to pistols and assault rifles.

- Variants:

  • Ghost Bonestick, specialized in close combat
  • Ghost Pistol, uses a Settler Pistol
  • Ghost AR, used an Assault Rifle
  • Ghost Boss, only seen fleeing away

THE WASTED CLAN

Enemies

The Wasted are easily recognized by their British accent (or their face paint in the form of the Union Jack) and mainly reside in the Wasted Garage located on the old Dam Facility site north of the Hagar Settlement. These enemies are first encountered during the "Where's Juno"-quest and mainly use hand weapons and grenades as their main way of battling. These bandits are also proud owners of all turrets scattered around the Wasteland.

- Variants:

  • Wasted Club, specialized in close combat
  • Wasted Pistol, uses a Settler Pistol
  • Wasted Shotgun, armed with a shotgun and moves in slow pace
  • Wasted AR, armed with an Assault Rifle
  • Wasted Boss, fought during the "Missing Parts" mission

THE SHROUDED CLAN

Enemies

The Shrouded clan live in a complex known as the Shrouded Bunker. They are first encountered during the quest "Destroy the Barricade" and are the most technologically advanced and intelligent bandit clan in the Wasteland. They mostly use assault rifles and grenades, whilst also taking advantage of nearby cover. Once killed, they often drop ingredients as random loot. The biggest threat in this clan are the Minigun and Shotgun Shrouded since they are equipped with heavy body armor.

THE GEARHEADS

Enemies

Like the Wasted, the Gearheads are easily recognized by their Russian accent and mainly reside in the Gearhead Vault, an old power plant located east of Subway Town. They are first encountered during the quest "Gearhead Vault" and are heavily armored. They mainly use explosives and robotics during combat, making extensive use of Sentry Bots and Turrets.

THE JACKAL CLAN

Enemies

This clan resides in the Jackal Canyon south of Subway Town and are first encountered during the quest "Ark Equipment". They are equipped with minimal armor and use improvised hand weapons and crossbows as their means during combat. The trademark of this clan is howling like wolves, using the walls of their canyon to amplify their shouts. They also like to swarm you with a whole group, so your best bet is having those Sentry Bots ready.

THE SCORCHER CLAN

Enemies

The Scorchers control the Scorcher Territory. They could be compared to the Ghost Clan since they also use the environment to their advantage. They use improvised hand weapons, including spiked baseball bats, as well as firearms and grenades. You'll encounter them in the main game in their vehicles during "Wellspring Bound", but are first sighted during the "Rumbles In The Dark"-mission.

MUTANTS

Enemies

Regular Mutants

Wild and savage creatures that love to surround you for close combat. These enemies never run in a straight line and their movement is hard to predict. Luckily, the Wingsticks and Combat Shotgun will allow you to live that one moment longer.

Variants:

  • Club Mutant, comes up close with sharp objects or bones to whack you in the head
  • Dagger Thrower, as their name suggests they mostly attack by throwing daggers but aren't afraid to come up close
  • Scoop Mutant, throws explosive objects from long range
  • Dyno-Mutant, rushes to your position whilst holding dynamite fuses
  • Armoured Mutants, only available in the Scorcher DLC Pack and come up close to attack you. Due to their thick skin, they are a lot harder to deal with but explosives and armor piercing rounds are your best bet!

Kraken

A moderately big Mutant that has two types of attacks: one of them is rushing in on your position to bash you, another is to swing its tentacle at you to blur your vision and do a great deal of damage. Explosives and armor piercing ammo will be your best bet to kill this fella!

Large Mutant

This variant uses a Grenade Launcher to deal damage and stays for away from you to avoid damage.

Giant Mutant

Encountered during the story once, luckily! Uses the environment to attack you as well as melee attacks. Not recommended to keep this guy as a pet!

AUTHORITY

Enemies

The Authority will use their technological edge to their advantage, but since we have EMP's at our disposal as well as Feltrite-infused ammo-types they're not really a big threat.

Enforcers

The standard enemies in the game and the main antagonists. They are heavily armoured and use long range combat to damage you.

Variants:

  • Shield Guard: Uses an energy field to advance to your position whilst holding out the Authority Machine Gun to shoot you to keep you pinned down
  • Authority Sniper: Not encountered very often, but will use height to their advantage. Their position is easily recognisable due to their laser sight.

Elite Guard

Very heavily armoured, and very heavily armed to blow your head off with the Authority Pulse Cannon. Try to have some distance in between yourself and this guy whilst you get some headshots in!

Authority Mutants

I chose to include this kind of Mutant here, but they are basically the same as the regular Mutants previously described. Instead of melee attacks, they will shoot you with the laser arms and are a big threat if they surround you with a group.

PART 1: PROLOGUE

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0

The game starts off with a beautiful intro. A meteor arrives in the Solar system, clips the moons of Saturn and braces the Moon before making an impact on Earth. Right before the meteor hits the earth, dozens of people are being put into cryogenic chambers so that mankind would survive after the meteor destroys most life on the planet. Sounds good, right?!

Screenshot #01 - Prologue

As you might imagine, it doesn't go according to plan. As soon as you gain control over the main character (Nicolas Raine for those interested), you'll be asked to calibrate so look up/down/left/right when prompted. An audio log will start to play, saying you will be mankind's last hope and finally you can step outside into the Wasteland. You'll meet a friendly face soon before you hit the main road, and there will be another friendly soul after that.

Screenshot #01 - Prologue

You'll be saved by a character named Dan Hagar, founder and leader of the Hagar Settlement, and he'll ask you to hop into his buggy. Since he insisted on saving your life, he'll force you into doing the same for his settlement...

Screenshot #01 - Prologue

VIDEO GUIDE

PART 2: QUELL THE BANDIT THREAT

OVERVIEW:
- Collector Cards: 5
- Recipes: 0
- Minigames: 0
- Side Missions: 1

HAGAR SETTLEMENT

Map #01 - Hagar Settlement

The friendly faces you've met on the way to the Hagar Settlement are part of the Ghost Clan. Your first assignment is going to their hideout and wiping them out. Don't do what he says immediately after accepting his job, there is some more stuff we need to take care of in the Hagar Settlement before we start our first real mission.

COLLECTOR CARD #1 - DAN HAGAR:
Screenshot #02 - Quell The Bandit Threat

After accepting the first mission from Dan Hagar, turn around and go to the back. Next to the bed, on the left side, you'll find your first collectible at the bottom of the nightstand.

COLLECTOR CARD #2 - HE GRENADE:
Screenshot #02 - Quell The Bandit Threat

Head outside through the garage. On a barrel, next to Becky, you'll find the second collectible.

COLLECTOR CARD #3 - LOOSUM HAGAR:
Screenshot #02 - Quell The Bandit Threat

From the entrance of the Hagar Settlement, go all the way to the left towards the building where Dan is standing in. On a rock, hidden in the corner, you'll find your final collectible in this area.

SIDE QUEST #01: WINGSTICK MASTERY

Screenshot #02 - Quell The Bandit Threat

We'll first start looking for a person called Loosum. You'll recognize her since she's throwing up something that looks like a boomerang. She will introduce you to Wingsticks, a very useful item to have during your adventures. She'll challenge you to a simple mini-game: hit as many targets as you can in the time frame she'll give you. On Ultra Nightmare, you'll be aiming for 10 targets. After successfully completing this mini-game, you'll be able to buy some from the merchant, which you can find in the underground.

Screenshot #02 - Quell The Bandit Threat

Screenshot #02 - Quell The Bandit Threat

Before we start kicking butt, we'll make sure we are well supplied. Dan already gave you a Settler Pistol with some Ammo, and you should have enough with what is provided. You are also given $50, which we will spend wisely. First of all, pick up the Binocular mod for your pistol. It will come in useful since this game seems to think that one headshot isn't enough to stop certain (read: all) threats. With the leftover money, you can opt to buy more Wingsticks and/or some Bandages. After getting geared up, we are ready to take the ATV towards the Ghost Hideout.

WASTELAND

Since you will be traveling through the Wasteland on a regular basis, I will be adding the area map here. Should you need it during your play through(s), you can reference back here.

Map #02: Wasteland

COLLECTOR CARD #12 - DAGGER THROWER:
Screenshot #02 - Quell The Bandit Threat

Follow this walkway until you reach the end. Halfway towards the Ghost Hideout, you will soon meet a destroyed bridge with something hovering towards the left. On your left side, you'll see a railing. Park your vehicle and follow the railing onto some concrete to find a very well hidden collectible at the end.

FIELD GOAL #01 - ARK SITE: While in the area of this collector card, use it to your advantage to score a field goal. All you need to do is drive top speed into the railing and launch yourself in between the goal posts. It's better to do it now while the area isn't covered with enemy vehicles.

GHOST HIDEOUT

Map #03: Ghost Hideout (First Floor)

Screenshot #02 - Quell The Bandit Threat

Screenshot #02 - Quell The Bandit Threat

When you arrive, you can use the chance to look at an inactive enemy vehicle. Follow the marker on your mini map across the bridge and enter the hideout. As soon as you encounter a dead body, the game will notify you to loot it. This will be one of the key actions during your quests in the Wasteland so take the chance whenever you can to get some extra junk, ammo and cash. In the wooden box to the left, you'll find some extra loot. These objects will be shiny and it might prove useful at the start of the game to search entire areas in search for these items: you'll be able to sell them at any store for a guaranteed cash reward. Continue forward, crouching and jumping as the game instructs you to until you reach an area with a strange looking lock. We'll be coming back to this area later to pick up whatever is behind that door. In the next big area, you'll meet the first member of the Ghost Clan. After dealing with him, head to the left-hand side to find some Small Objects and a Cloth Rags against the back wall. Be sure to pick up the book and mug on the counter and proceed down the corridor where a Bonestick will rush towards you. The best way of dealing with these kinds of enemies are your Wingsticks, so it may be good for you to try out this tactic. After dealing with him, proceed and pick up an Electrical Wire Kit in the box on the left.

Screenshot #02 - Quell The Bandit Threat

COLLECTOR CARD #04 - GHOST BONESTICK:
Screenshot #02 - Quell The Bandit Threat

Before proceeding, you'll find this collectible between the torches on the platform in front of you.

Head into the open area and take the long route to make sure you pick up a Beer Bottle to your right.

Screenshot #02 - Quell The Bandit Threat

COLLECTOR CARD #05 - GHOST BOSS:
Screenshot #02 - Quell The Bandit Threat

While taking the long route behind the statue, you'll find this collectible underneath the table near the entrance to the next corridor.

Map #03: Ghost Hideout (Second Floor)

Proceed through the door opening to meet more enemies. Deal with them accordingly and proceed until cut scene pops up on your screen. The Ghost Clan will take you to their kill room and soon you'll get stabbed. This is when the next element of game play pops up: the defibrillator (or defib). Follow the instructions on screen and after the prompt to save your game (which you should often do, there is no autosave).

Screenshot #02 - Quell The Bandit Threat

Screenshot #02 - Quell The Bandit Threat

After opening the door from the kill room to freedom, crouch using cn_B: you'll be able to sneak up on enemies. Dispose of him using your preferred actions (I would suggest a Wingstick to the face) and pick up the Pistol Rounds behind the door. The noise will alert his fellow mobsters, so get ready for a fight. You'll be facing some that rush towards you and others that take cover. With your Wingsticks you can take out the ones that charge towards you quickly, and for those that are in cover you'll be able to make good use of your Binocular mod on your Settler Pistol.

THE WOLFENSTEIN EASTER EGG
Screenshot #02 - Quell The Bandit Threat

After you've cleared the area of enemies, you'll find some Pistol Rounds on the right-hand side of the room. Turn around and use cn_A on the right corner next to the television: a secret door will open so you can get the Wolf Goblet. Other than the $150 you can receive for it by selling it, these items holds no other value in-game. The video below might give you a better indication on how to pick it up smile.

Screenshot #02 - Quell The Bandit Threat

Move forward and another Bonestick will charge towards you. Further, you'll be in a room that has two more enemies and soon after killing them, another one will rush towards you. Before leaving this room, make sure to pick up the Pistol Rounds and Bandages to your left in the bathroom. Continue your adventure by proceeding forward. You'll come to another circular area, and 2 Bonesticks will rush towards you by using the zip lines. After taking them out, you'll come to the next area with a new quick-use item: the HE Grenade. At this point, another enemy will rush towards you and three others stay behind cover. Obviously you'll wanna take out the rushing enemy first. Cook a grenade and throw it over to the other side of the hallway. This will kill most, if not all, remaining enemies in this section. Be aware that vaporized enemy bodies will not drop any loot. Advance until you come across some vending machines, picking up the cash that you can get while investigating them.

Screenshot #02 - Quell The Bandit Threat

Continue through the bedroom while picking up ammo, and sneak up to the next enemy to take him out by surprise with some accurate shots to the back of the head. From this position, you can already take out those at a lower level so it would be worth to pop out from time to have some shots at the enemies. Proceed and go down the stairs, but don't forget to pick up the Beer Bottles. You'll be at the final area of your mission at this point, so things are starting to heat up. Pick up the two HE Grenades and use them to kill both enemies in the hallway. Loot the vending machine for some extra cash and mop up the remaining enemies in the big area. One of them might be equipped with an Assault Rifle, so make sure you use your bandages when you need to use them. Take the zip line down and proceed to the location where you came in. Jump on your ATV and return to Dan Hagar to receive your reward: armor and some cash. As you could've guessed though, it's not over yet...

Screenshot #02 - Quell The Bandit Threat

Oh, and you should've unlocked the following after riding the zip line:

Ghost Buster

Complete Ghost Hideout in the Campaign

Ghost Buster
1 guideOffline Game ModeSingle PlayerMain Storyline

Screenshot #02 - Quell The Bandit Threat

VIDEO GUIDE

Timeline:
- 01:04 - Collector Card: Dan
- 01:17 - Collector Card: Grenade
- 01:42 - Collector Card: Loosum
- 04:55 - Collector Card: Dagger Thrower
- 09:08 - Collector Card: Ghost Bonestick
- 09:18 - Collector Card: Ghost Boss
- 13:50 - Wolfenstein Easter Egg

PART 3: MEDICAL SUPPLIES

OVERVIEW:
- Collector Cards: 3
- Recipes: 2
- Minigames: 0
- Side Missions: 2

HAGAR SETTLEMENT

During your quest to take out the Ghost Clan, some other clan raided Hagar's Settlement. Dan asks you to go to another nearby settlement, the Outrigger Settlement, to meet up with Rikter. He'll promise you to get you your own buggy after returning, who wouldn't do this for such a reward? After accepting the mission, and before taking the ATV, go talk with Halek. Sell your junk, including the Wolf Goblet, so you have plenty of cash to replenish your ammo and supplies. Make sure to pick up some Wingsticks as well as Bandages. If you could afford the Assault Rifle, don't buy it just yet. We'll be getting that weapon soon without splashing out any cash (provided you have the DLC installed). Once you are ready, get on your ATV and follow the marker on your mini map and make way to the Outrigger Settlement.

OUTRIGGER SETTLEMENT

Map #04 Outrigger Settlement

Once at the Settlement, proceed going up the tower until you are blocked by a dude with a Shotgun in his hands. His name is Rikter. He'll take a look at the list and tells you to go talk to Janus.

COLLECTOR CARD #06 - JANUS OUTRIGGER:
Screenshot - Medical Supplies

Before speaking to Janus, make sure you pick up the collectible on the couch in front of her. This one is missable and will set you back a big amount of your cash, so avoid that.

Talk with Janus, and she agrees to help but only if you find out what happens to Juno. In return, she'll give you the recipe for the Bandages. Before you get the chance to descend, Rikter asks you a favor as well. He'll ask you to fix the radio tower, which conveniently lies on your path. Accept your first real side mission and descend the tower. No need to take your ATV since the entrance of the next part is right across the street (well, sort of ... laugh). Follow the mini-map to start your first mission.

WHERE'S JUNO?

As soon as you enter the area that's marked in blue on the mini-map, it is advised that you start sneaking. Once you descend from a stair set, you'll hear two enemies having a chat. Take the left door opening to dispose of the enemy quickly with a Wingstick, and quickly turn around the right corner to take care of another one.

Screenshot - Medical Supplies

COLLECTOR CARD #07 - SENTRY TURRET:
Screenshot - Medical Supplies

After killing your first two enemies, you can find this card at the bottom of a stair set on top of a chair right next to some Beer Bottles.

Start descending some stairs, and you might see two more bandits across. Both of them have Assault Rifles and since we're not equipped just yet to face them up close, fall back to where you killed the first two of their friends and aim for their heads with the Binocular mod on the Settler Pistol. After taking both of them down, descend the stairs completely, following the path marked on the mini-map. On your right, you might notice a small cave entrance. Go check it out since there might be a Night Blossom growing there. Continue and another bandit might rush towards you. Kill him using any means and continue your path up the small ridge.

Screenshot - Medical Supplies

Screenshot - Medical Supplies

You'll encounter an abandoned house. Enter it and pay attention to the noise that plays. This is the sound of a nearby Mutant, an enemy with unpredictable movements who always comes up close to deal melee damage. Proceed forward while sneaking so you can take him out by surprise by using a Wingstick: you aren't equipped to go up close and personal. Interact with the body the mutant was focused on, and proceed your path. You'll come into a room with a ladder up, but don't go there yet.

COLLECTOR CARD #08 - RIKTER OUTRIGGER:
Screenshot - Medical Supplies

In the dark and final room after interacting with the body, go to the left-hand side wall to find this well-hidden collectible.

After finding the previous collectible, head up the ladder.

SIDE QUEST #02: RADIO TOWER REPAIR

As soon as you surface, head forward. You'll find a panel which you'll need to interact with. Do so and take the zip line down. Continue down the ladder and enter the Outrigger Settlement.

Screenshot - Medical Supplies

OUTRIGGER SETTLEMENT

Take the route you've previously taken up towards Rikter. After briefing Rikter on the repair you've done seconds ago, you'll be rewarded with the Combat Shotgun. Nice reward for the first Side Mission, right?! Proceed forwards and tell Janus about your findings. After some chatting, she will give you what she promised.

SCHEMATIC #02 - BANDAGES:
Screenshot - Medical Supplies

Rewarded for completing the "Where's Juno?"-mission.

Screenshot - Medical Supplies

On your way down, make sure to speak with Ramos Outrigger and accept the "Mutant Alert" Side Mission. Jump on your trusty ATV and return to Dan Hagar. He'll be very grateful and rewards you with $100 and tells you to go talk with Durar Hagar to get you your own buggy, but we'll go for our first DLC-mission first. In case you don't have it installed, you can skip the next page altogether and proceed to "The Missing Parts".

SCHEMATIC #01 - WINGSTICKS:
Image 1

This schematic is now available for purchase with Halek for $50. It is recommended you buy this one right away.

VIDEO GUIDE

- 03:16 - Collector Card: Janus Outrigger
- 05:44 - Collector Card: Sentry Turret
- 10:17 - Collector Card: Rikter Outrigger
- 12:20 - Schematic: Bandages

PART 4: RUMBLES IN THE DARK (DLC)

OVERVIEW:
- Collector Cards: N/A
- Recipes: N/A
- Minigames: N/A
- Side Missions: N/A

Screenshot - Medical Supplies

Before we start the next mission, we'll stock up on Bandages but more importantly Shotgun ammo and Wingsticks. Go see Halek and spend all the money you currently have access too. Once you are ready, activate this mission by pressing cn_back and going to the Mission Panel. Follow the marker on the mini-map to access a previously locked door. Your new mission will start immediately.

Screenshot Rumbles In The Dark

Welcome to the caves. This place will often confuse you but don't worry, there's only one path you can follow. Proceed forward until a cut scene occurs, you'll meet up with some mutants up close and a friendly face called Sarah. After a brief conversation, you can continue your mission which is to find out what is happening underneath the Hagar Settlement. Start by going through the first tunnel right in front of you, and pick up the Mushrooms as you pass them. You'll come to an open space, where 5 friendly mutants will greet you. Some of them will throw something that looks like Molotov cocktails (no idea where they got those from ...), so the Wingsticks for those at medium distance might be your best bet for now. Finish up the ones up close with a Shotgun shot. Once you've cleared the first open section, make sure to roam around if you want to earn some additional cash after this mission: there are 9 additional Mushrooms to pick up, and some are in a group of two.

Proceed by sneaking, since the next passageway will allow you to pick off two mutants using stealth (provided you throw Wingsticks). On your left-hand side you'll be able to find an oil can and a wrench are hidden in a box. The next section is recognizable by an overhead rail. In the same area you'll be able to find 6 Mushrooms as well as about 5 mutants. By using the sneak-technique, you'll probably be able to kill some using stealth. Continue to the right to enter the next cavern.

At the entrance of this cavern, you'll be able to pick up a hammer. Proceed forward until you hear the screech of another mutant. Move forward until you come in an open room with some bodies hanging from the ceiling. Kill the two present Mutants with your Wingsticks and pick up the Pistol Ammo on your right. Continue forward until you're forced to make a U-turn, picking up the Mushroom along the way, and enter the next cave. The first thing you'll notice is a dead body, but what's next to him is more important: the Settler Assault Rifle. Move towards the Rifle without picking it up to spawn yet another Mutant. Finish it off by your preferred method to go and collect this new toy. Next to the body is also some Canned Food as well as a Beer Bottle.

Screenshot Rumbles In The Dark

Screenshot Rumbles In The Dark

Proceed forward with caution: two rushing Mutants will spawn and attack you as well as another one throwing those annoying Molotov. Killing these three will spawn another Molotov throwing Mutant. Continue your path and kill another rushing Mutant to encounter yet another big area with a Molotov throwing Mutant. Proceed forward and take notice of your surroundings: there is another Molotov throwing and rushing Mutant in the area waiting to be dealt with. Continue along the path whilst picking up another set of Mushrooms and collect the Pistol Rounds underneath some wooden tracks. Continue along the path until another explosion is heard and you hear some new voices.

Screenshot Rumbles In The Dark

Screenshot Rumbles In The Dark

Meet the Scorchers: the most ruthless clan of bandits. The first two members of this clan you will encounter is a regular grunt as well as a Jet. Kill the Grunt by using your shotgun and/or Wingsticks, for the Jet we'll change weapons to our newly acquired Assault Rifle as well as HE Grenades. Cook those grenades and while the Jet is recovering from the explosion, spray the AR into him to deal with him quickly. Aim for the gas tank on this back to make it easier. After this fight, you can continue your path whilst finding two more Mushrooms and some Shotgun Ammo at the entrance of a beautiful underwater lake cavern. Proceed forward to meet two Mutants and two more Scorchers and use your desired weapons to kill them. On the opposite side of where the Scorchers were you can also pick up on Oil Can. Continue forward whilst picking up yet another set of Mushrooms to exit this cavern. We are now halfway through this level, and the real challenge will present itself soon.

Screenshot Rumbles In The Dark

Screenshot Rumbles In The Dark

Continue forward to find another set of Mushrooms need a pillar in the middle of your path, and at the end of the tunnel you'll find some Assault Rifle and Pistol Ammo on a box. Next to a switch, which is ready to interact with, you'll also find an Electrical Wire Kit. Interact with the switch, it will kill some enemies and more will spawn. This is when things are starting to get a bit harder; but nothing you can't handle. Proceed forward to pick up two HE Grenades and some Pistol Ammo. The three remaining Scorchers will be behind cover, so use your Settler Pistol to pick them off with headshots. Go down the ladder after dealing with them, pick up some Small Gears hidden in a crate on your left as well as some Beer Bottles on a rock.

Screenshot Rumbles In The Dark

Enter the cavern but be aware of the Mutant spawning behind you. At the same time, a Scorcher Grunt will also rush towards your location. Use your Wingsticks and Shotgun to greet them and proceed forward. While descending in the cavern up ahead, two more grunts will spawn. Continue forward until you see Mutants and Scorchers fighting each other. You can either opt to watch them kill each other and cleaning up the remaining enemies, or you could kill them all yourself. However, you handle this situation, proceed forward to meet two more Grunts and Sarah behind the corner. She'll deal with the threats and insists you to hurry up. Follow the cave to your right and once you reach the end, go right again to follow the path (it took me a while to figure this one out laugh).

Screenshot Rumbles In The Dark

Follow Sarah and listen to her story. At the end of it she'll ask you to help her and gives you her Nailgun, a fine piece of weaponry to convince you. We're not ready to take on this mission just yet though, so we'll continue the main game for now. Once the lift stops, you'll be back where you've started, so go left to return to the Hagar Settlement.

VIDEO GUIDE

PART 5: THE MISSING PARTS

OVERVIEW:
- Collector Cards: 3
- Recipes: 2
- Minigames: 0
- Side Missions: 1

THE HAGAR SETTLEMENT

Go meet Durar in the garage, and he'll inform you that the buggy needs some new parts to be able to get you to your locations safely. No worries, since he'll guide you back to the Outrigger Settlement to meet up with Johan Outrigger, the guy you've seen working on a vehicle earlier when we picked up the Medical Supplies for Dan. Before we make way to the Outrigger Settlement, we'll stock up on some supplies (ammo, bandages, Wingsticks, ...) and do our second Side Mission. Once you're ready, jump on your ATV and drive towards the Ghost Hideout.

SIDE QUEST #03: MUTANT ALERT

NOTICE: The Outrigger Settlement will close after completing this story mission, so do this side mission right now. You'll be risking missing a schematic, voiding the Obsessive Compulsive achievement.

Once you arrive at the Ghost Hideout, instead of going right and across the bridge we'll go to the left. You'll see a launcher. Interact with it and two mutants will spawn in. If you want to preserve ammo, and start working on a different achievement; run back to your ATV and run them over. You should be able to get 2 - 3 kills this way. This Side Mission is now completed, so we'll drive towards the Outrigger Settlement next.

THE OUTRIGGER SETTLEMENT

Before we'll speak to Johan, return to Ramos Outrigger. For completing this side mission, he'll reward you with a new schematic as well as $100.

SCHEMATIC #03 - ADRENALINE OVERDRIVE:
Received after completing the "Mutant Alert" Side Mission. If you fail to turn in this mission before the settlement closes, this schematic can never be obtained again.

Once this is done, we'll go see Johan. He'll tell you to go get these parts yourself in the Wasted Garage. To help you out on your quest, you'll receive some Fatboys for the Settler Pistol and the Lock Grinder schematic.

SCHEMATIC #04 - LOCK GRINDER:
Screenshot - The Missing Parts

Received from Johan Outrigger (Story related)

Screenshot - The Missing Parts

You'll also receive the parts required to craft one, so do this right away. Once you are ready, cross the street once again and enter the Wasted Territory. Follow the path until you come across the lookout where you can see two Wasted members. Take them out before you descend the stair set. Once they are dealt with, descend and follow the mini-map. You'll notice you'll be going straight ahead instead of taking the U-turn as we did before. Kill the grunt who's waiting near something that looks like a doorway and continue your path. At the end of the walkway, take the ladder up and be ready to meet another clan member before you have a chance to enter the Wasted Garage.

Screenshot - The Missing Parts

Screenshot - The Missing Parts

WASTED GARAGE

Map #05 - Wasted Garage

Once you've entered this new area, you'll be able to find Small Gears and Hardware Packet; but there's also some money in the parking meter. Open the door with a Lock Grinder and descend the stairs to meet some grunts. There's a variety of enemies that either rush towards you or hide behind cover. Either way, deal with them and sweep the room for any useful items as well as some junk that you'll be able to sell once you get back to the Hagar Settlement.

Screenshot - The Missing Parts

Screenshot - The Missing Parts

Proceed forward until you reach an electrified door and the Alternator. Kill the three Wasted members that are waiting to greet you, and pick up your first Buggy part to open the electrified door. This doorway will allow you to descend a floor, so you can continue your quest on having your own Buggy. Once you are descended a handful of Wasted members will be there to greet you. This will also be the first time you'll need to watch out for grenades flying around. Deal with them by any means you see necessary and before we continue to collect our second part, we'll be scavenging the place for a Collector Card.

COLLECTOR CARD #09 - WASTED CLUB:
Screenshot - The Missing Parts

From where you descended the stair set, continue walking forward until you reach another set of stairs that ascends. At the top, in this small room, you'll find this collectible.

Screenshot - The Missing Parts

Screenshot - The Missing Parts

Keep moving to find more enemies as well as another locked door. Craft another Lock Grinder (you should have found enough parts) and open the door to pick up some more supplies including Bandages, and HE Grenades. Continue your rampage until the room is cleared to look around for more useful items in the room. Once you are done, head down the stairs where you will encounter a closed door. Before opening this, there's another collectible for you to pick up.

COLLECTOR CARD #10 - WASTED PISTOL:
Screenshot - The Missing Parts
On the opposite side of the door, you'll find this collectible hidden in a cardboard box.

Screenshot - The Missing Parts

Advance by opening the door, and you'll be in another main area where things start to heat up. There will be a lot of bandits rushing towards you and there will be lots of bullets aimed towards you. The best method here is to advance slowly, keeping your Wingsticks at the ready for those rushing in on you and the Settler Pistol to pick off the ones behind cover. Once the room is cleared, pick up all the shiny objects you can find and continue down a narrow corridor. You'll be able to spot some yellow gas tanks, shooting them will allow the nearby door to blast open. Backtrack until the point where you can enter this room and pick up a set of Feltrite Crystals and other small objects.

Screenshot - The Missing Parts

THE QUAKE ROOM EASTER EGG
Screenshot - The Missing Parts

If you paid attention, you'll probably noticed the Quake symbol on the wall right before entering the adjoining corridor. There's another piece of loot you can pick up here, however this one is only available after clearing out the garage off enemies. I personally went back after a side mission that occurs here, but if you finish this level, you can enter the garage again to get yourself the Shambler Plush. Other than the $150 you could receive for it by selling it, this item holds no other value in-game. In order to access the Room, you'll need to activate 3 switches. For those interested, I'll leave a video here that shows you the way you should take before you can pick it up.

Screenshot - The Missing Parts

Continue your carnage and grab the Distributor Cap from the car. This will blast open another door, so you can advance your adventure. The final area will lead to your first boss fight. Equip the Settler Pistol with the Fatboys (if you have any remaining). Once the Boss spawns in, he'll call in for reinforcements and there's an infinite number of them. You could take this opportunity to farm money and ammo; however I decided to take out this guy as soon as I could. Aim for the small opening of where his turret is and you should be able to deal with him in about 4-5 shots. Additionally, every time you kill one of his reinforcements he'll present his head to you providing some easy shots. However, you want to handle this, after killing him you'll be greeted by one last Wasted member equipped with a shotgun so be ready for that.

Screenshot - The Missing Parts

You'll be able to continue on the left of where the Boss was blocking your path. Do so to spot the Piston Assembly on a table but be aware that picking up this item will spawn yet another Wasted member to rush in on your position. Before we exit the garage, there's two more things we want to do here. First up, open the door next to the one where the clan member spawned from with a Lock Grinder. There's some more loot to collect here including another set of Feltrite Crystals.

Screenshot - The Missing Parts

COLLECTOR CARD #11 - WASTED TURRET:
Screenshot - The Missing Parts

On the opposite side of where you collected the Piston Assembly, you'll be able to pick up this collectible, hidden in a small box.

Exit the Wasted Garage and notice that you are close to the starting point of the game. At this point, you'll have the following achievement unlocked for you as well:

Waste Management

Complete Wasted Garage in the Campaign

Waste Management
1 guideOffline Game ModeSingle PlayerMain Storyline

In front of you, you'll be able to spot two more Wasted members guarding a bandit Jetter. Return to Durar Hagar to finish this mission.

Screenshot - The Missing Parts

VIDEO GUIDE

Timeline:
- 01:46 - Schematic: Lock Grinder
- 12:58 - Collector Card: Wasted Club
- 17:39 - Collector Card: Wasted Pistol
- 23:41 - Collector Card: Wasted Turret

PART 6: DESTROY THE BARRICADE

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 0

Now that you have your vehicle set up, we'll be able to tackle another Side Mission, "Durar's Time Trial" but we'll come back later. The time is based on your difficulty, and playing on Ultra Nightmare makes this one really hard: there's no room for errors. As such, we'll be upgrading our vehicle a little later, so we can come back.

Screenshot - Destroy The Barricade

Return to Dan, and he'll ask you another favor. He needs to deliver a message to Major Clayton in Wellspring, but the Shrouded Clan built a blockade on the only road leading there. As such, he'll ask you to destroy it with some explosive charges. He will also give you his Sniper Rifle so you can take out the bandits from afar, and it's better that way too: they're firing a Rocket Launcher and you will need cover in order to complete this mini-mission. Got outside the Hagar Settlement exiting through Durar's Garage. Take cover using the big rock on your left and notice the two Shrouded on the left and right firing explosives at you. Take them out first.

Screenshot - Destroy The Barricade

Screenshot - Destroy The Barricade

As soon as you did that, you could advance close to take out the ones on the turret or you could just take your Buggy and plant the explosive charges. Either way, after blowing up the blockade you'll need to return to Dan. The time to say goodbye has nearly come, but he has one last favor to ask you...

VIDEO GUIDE

PART 7: DAN'S MESSAGE

OVERVIEW:
- Collector Cards: 6
- Recipes: 3
- Minigames: 3
- Side Missions: 0

HAGAR SETTLEMENT

With the barricade gone, and your Buggy ready to hit the road; we'll be accepting our next quest from Dan Hagar. This one is fairly simple: drive to Wellspring and deliver Dan's note to the Major. There's one catch though: on your way there you'll be facing armed vehicles, and yours doesn't have any defenses equipped. It is important to just boost yourself past enemy vehicles so you don't die on your way there. No need to go and see Halek, we'll be visiting a new shop soon. Get in your buggy and follow the mini-map to reach Wellspring.

Screenshot - Dan's Message

WELLSPRING

Map #06: Wellspring

When you arrive at the gates of Wellspring, a guard will stop you. After a brief moment, he'll allow you to enter the town. First things first: go visit Major Clayton. He'll welcome you and agree to collect everything Dan needs. During that time though, you'll need to try to fit in with the people of Wellspring, so we'll start with changing our clothes.

Screenshot - Dan's Message

FALLOUT EASTER EGG:
Screenshot - Dan's Message

On the major's desk, on the right, you'll be able to pick up this Bobble Head.

CHANGING CLOTHES

Go see Coffer, he runs the shop. He'll trade your suit for something else, which you can choose. The choices are listed below:

- Wastelander: Receive a discount on all cash purchases, vehicle parts not included
- Roughneck: Increases protection from everything that hurts, vehicles not included
- Fabricator: Enhance everything you craft (more durability, extra damage, extended duration and increased production)
- Crimson Elite: Combines the three types up top (only available after purchasing or redeeming the Anarchy DLC pack)

Screenshot - Dan's Message

Personally, I would opt for Wastelander or Roughneck if you don't have the Anarchy DLC installed, but the choice is up to you. With that done, you can either opt to sell your junk to Coffer and to stock up on other supplies. There are various interesting items for sale (prices listed below do not include discounts):

  • Supplies: Shotgun Extender ($500), AR Stabilizer ($350), AR Concentrator ($400), Light Armor ($500)
  • Collector Cards: Starter deck (including: City Guard, Club Mutant, Major Clayton, Jetter & Sheriff Black - $50)
  • Schematics: Fat Mammas ($475), Pop Rockets ($550) and Sentry Turret ($300)
  • Weapons: Authority Machine Gun ($500)

Once you are ready, head back outside to see a board flickering. This will be the Job Board. You can already accept "Missing Person", we'll complete this fairly soon. For now return to Major Clayton. He'll tell you he can't have your vehicle parked just in front of his main gate, which brings up the next mini-mission.

RENTING A GARAGE

Screenshot - Dan's Message

Head across the open space and enter the garage. You'll meet Mick, who won't charge you any rent as long as he can do all repairs on your vehicle. Well, that was easy! Let's go find Sheriff Black. Go past Coffer's shop and continue straight on, ascending some stairs when they cross your path. He'll tell you that the supplies for Dan are ready to go, but he doesn't want to you on the road with an unarmed Buggy.

ARMING YOUR BUGGY

We need to go see Rusty (descend the stairs and go right), but he'll tell you to win some racing certificates. He'll tell you to go talk with Jackie Weeks (the guy in the middle of the open area), and he'll direct you to Slim (behind him). You can pick whatever race you want, but keep in mind that Time Trials are affected by the difficulty you're playing on and your vehicle isn't ready yet to take on these tight tracks. Whatever you choose to do, win the race to obtain 15 racing certificates and you'll be ready to buy the Minigun. Let's go back to Sheriff Black.

Screenshot - Dan's Message

RESUPPLY DAN HAGAR

With the Dune Buster armed and ready, Sheriff Black allows you to take the supplies and bring them back to the Hagar Settlement. Before we leave Wellspring, we'll go and visit the Second Chance bar. Behind the counter is Sally, and she asks you to take out bandit vehicles in exchange for a cash reward ($10 per destroyed vehicle) as well as racing certificates (1RC per destroyed vehicle).

Screenshot - Dan's Message

COLLECTOR CARD #20 - SALLY:
After destroying your first bandit vehicle, return to claim your reward and receive this collectible as a bonus.

One last thing before we leave: let's activate our first Job Board Mission. We'll go for "Missing Person" first, since we'll need to return to the Ghost Hideout (which is close to where we need to be). With all that done, leave Wellspring and return to Dan. Don't forget to destroy some vehicles on your path!

Screenshot - Dan's Message

From this point on, there are 3 mini games available in Wellspring: Five Finger Fillet (Second Chance Bar), Rage Frenzy (Second Chance Bar) and Tombstone (next to Coffer's shop). Just complete one round and take your winnings to win a single round.

VIDEO GUIDE

PART 8: WELLSPRING BOUND

OVERVIEW:
- Collector Cards: 1
- Recipes: 0
- Minigames: 0
- Side Missions: 1

HAGAR'S SETTLEMENT

Arriving at Dan's place, he'll be happy to welcome you with the supplies he asked you to fetch. As a form of gratitude, Dan Hagar will give you his beloved Crossbow with some ammo. Your time at the Hagar Settlement is done now, and you'll be informed to make your way back to Wellspring. Before we'll do that, we'll do our first Job Board Mission, let's head back to the Ghost Hideout and make sure you have at least one Lock Grinder in your inventory.

Image 1

JOB BOARD MISSION #01: MISSING PERSON

Reward: $200

After entering the Ghost Hideout, you'll notice that nothing has changed. The main thing we're here for is the cash reward and another Collector Card (and off course achievements laugh). Once you reach the first open area, look in the direction of the right back corner to notice a locked door: that's why we needed that Lock Grinder.

COLLECTOR CARD #13 - GHOST PISTOL
Image 1

Open the door with a Lock Grinder to find this card on a desk with a Night Blossom and some Feltrite Crystals.

Apart from that, this quest is straight forward: keep moving up while dealing with incoming enemies until you reach the point where the Ghosts captured you during "Quell The Bandit Threat" and interact with the body laying on the floor. At that point, the mission is over. While you return to the exit, a handful of Ghosts will come say hello so deal with them accordingly. Once you've made it out of the hide-out, return to Wellspring.

Image 1

WELLSPRING

Upon entering Wellspring, Joe will inform you that both the Major and the Sheriff are looking for your services. Although you can choose freely, this guide will opt to finish some quests for Major Clayton first. Before we move onto the next mission, it's recommended that, in between missions, you do some races to gain Racing Certificates which then result in vehicle upgrades. Races are not recorded for obvious reasons, but use the following tricks to help you win some of the toughest races:

  • Don't use the Shield in early stages of the race, it's better to save them for the last lap
  • Use your boost whilst in the air to gain speed when you land, don't use it before you hit a jump or right after you land it: you'll actually lose speed
  • Focus on being in first place instead of destroying opponents
  • For faster turns, use the handbrake (use cn_B) instead of regular braking (done with cn_LT)

During the races, you'll be able to pick up 3 different items and are limited to the type of race you'll be in. Boost Recharges are recognized by their blue color, the pick-ups for Minigun - and Homing Rockets ammo are only available during Minigun Rallies, Rocket Rallies and Rocket Races. For a full overview of the races you'll need to complete in order to obtain the Obsessive Compulsive achievement, I'll point you to the checklist.

Image 1

VIDEO GUIDE

Timeline:
- 02:48 - Collector Card: Ghost Pistol

PART 9: FELTRITE CRATER

OVERVIEW:
- Collector Cards: 1
- Recipes: 1
- Minigames: 0
- Side Missions: 2

WELLSPRING

Visit Major Clayton, and he'll inform you that the Shrouded Clan are digging north of Wellspring and asks you to go and get a sample of whatever they're doing. Before we'll head into the Wastelands, it's worth stocking up on Minigun Ammo, quick-use items such as Shields and Bandages as well as ammo for your favorite guns. Once you feel you're ready, it's time to head out. Before tackling the main story mission, we'll go ahead and complete yet another Job Board Mission in the Wasted Garage, as well as another Side Quest you can accept from Richard in the Second Chance Bar ("Miracle Cure"). Small detour, but needed nonetheless.

Mission #09

JOB BOARD MISSION #02: STOLEN MERCHANDISE

Reward: $200

You'll enter the garage where you left it during the "Find The Buggy Parts"-mission so it means you'll be going through the garage backwards. Luckily, we won't have as much resistance as we previously had. The path again is straight forward, and normally you should've picked up all collectibles during your first visit; but should you have missed one, here's a chance to pick up what you've missed. Keep progressing from the bottom until you've reached the third floor. The stolen crate is located near the stairwell. Upon interacting with them, this quests ends and you'll get your cash reward. The crate you've picked up also transformed into 8 Beer Bottles in your inventory which means the Bandits already had or were having a party. Return to where you've entered, and make set the "Feltrite Crater" as active so you'll get guided there with the mini-map.

THE QUAKE ROOM EASTER EGG
After leaving the Wasted Garage, you can now re-enter this location to unlock the Quake Room. There are three buttons located in the garage you must interact with to unlock a hidden passage. The locations of these buttons are rather hard to describe, but the video below should help you find them all. After interacting with all three of these buttons, you'll be able to walk over the previously blocked stair set recognized by the Quake Logo. Pick up the Shambler Plush, which you can either keep in your inventory or sell for a juicy $150.

SIDE QUEST #05: MIRACLE CURE

This mission really doesn't hold much difficulty. Activate this mission from your control panel and drive towards the designated location. Once you arrive at a lake, you're at the right spot but don't move just yet.

COLLECTOR CARD #21: CRAZY JOE
Mission #09 Collectibles

Go in the small shack on the right to find this one on a table.

Right now, we'll be finishing our mission. Cross the lake and pick up the Night Blossom, then return to your vehicle to continue your quest. This Side Quest is finished upon meeting again with Richard in the Second Chance Bar.

Mission #09

SCHEMATIC #11: APOPHIS INFUSION

Received from Richard after successfully completing the "Miracle Cure" Side Quest.

WASTELAND

On your way to the refinery (if you can call it that), you'll notice that more vehicles are now present throughout the Wasteland. On top of that, you can also complete challenges which are always the same: destroy a certain amount of vehicles and receive a cash reward. Take note of the bandits in Turrets and destroy them (if you can) by smashing your buggy into the towers. Once you reach the designated location, you'll be greeted by two or three enemies so you'll be forced to deal with them.

Mission #09

COLLECTOR CARD #28 - SHROUDED MINIGUN

Mission #09 Collectibles

Before moving toward the objective and going up the stairs, go to the right side of the area and enter the container. At the back, you'll find this well-hidden collector card./infomessage]

Mission #09

Go up the rig and interact with the device on the left-hand side. Once you pick up the sample, two more enemies will spawn from the opposite side of the rig so make sure you're ready to give them a warm welcome. Jump in your vehicle and return to Major Clayton in Wellspring.

VIDEO GUIDE

Timeline:
- 13:17 - Collector Card: Crazy Joe
- 15:09 - Collector Card: Shrouded Minigun

PART 10: FELTRITE SAMPLE

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 0

WELLSPRING

You could leave this until we start doing the "Defibrillator Upgrade"-mission, I chose to include it here though.

Report back to Major Clayton, and he'll inform you that the substance you've picked up can't be something that should fall into wrong hands. He'll tell you to bring it to Kvasir, a scientist. We don't really need to prepare ourselves for a long mission, but it is recommended you stock up on consumables for your Buggy. Once you're ready, make your way towards Kvasir's lab.

Mission 10

Once you've reached Kvasir's Lab, he'll almost recognize you as an Ark Survivor and tells you he'll be able to upgrade your defibrillator. Before we'll do this quest however, we'll return to Wellspring, so we can finish some other missions first, so we can come back better prepared. If we do the upgrade mission now, we'll miss out on a collectible, and we obviously don't want that to happen. Activate the quest to go and see Sheriff Black, and return to Wellspring for now.

Mission 10

VIDEO GUIDE

Timeline:
- 00:38 - Schematic: Apophis Infusion

PART 11: CUPRINO NEEDED

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 0

WELLSPRING

Sheriff has a problem, and who else would be the man for the job? The problem is that Sheriff Black believes you need a vehicle needs an upgrade. He'll task you to go and talk with Jackie Weeks, the person in front of Slim (where you can choose to complete races). Jackie Weeks has a Cuprino ready to be donated, but you'll need to win it in a sponsored contest. Since you haven't gotten one, he'll tell you to go and see JK Stiles. Before heading out, stock up on Wingsticks, Bandages and Shotgun Ammo, as well as Feltrite AR Rounds. If you have some more money to spare, you should invest it into parts for Sentry Bots and Turrets. Once you feel you're ready, leave Wellspring and make your way to JK Stiles.

Part 11 - Cuprino Needed

MUTANT BASH TV

Mutant Bash TV - Map

JK Stiles is the owner of a TV show which basically is a shoot or die-event. He'll sponsor you on one condition: you must make it out of his program alive. Luckily, it's a lot easier than it sounds if you are well-equipped so before you activate this mission, make sure you have plenty of Shotgun Ammo and Wingsticks. Feltrite AR Rounds will help you during the last round, and those Sentry Bots will keep you covered throughout this mission. Are you sure you're ready? Alright then, let's get started!

During this mission, you'll receive a cash reward based on your accuracy and the time it takes to clear an arena. Being quick and accurate will result in more money!

ARENA 1: CHAMBER OF LAUGHS

Part 11 - Cuprino Needed

This room is more or less a warm up round, and is pretty easy to get past. There are 20 mutants to fend off, and none are an exceptional notable enemy. During wave two, some Scoop Mutants that throw Molotovs will spawn on top of "towers", but Wingsticks or a close range shotgun-shell should take them out easily. Once you get the message that this room is cleared, you're free to move up to the next one. Before taking the elevator up, pick up the items on the left- and right side.

ARENA 2: JUNGLE GYM

Part 11 - Cuprino Needed

The first thing you'll notice upon entering is the giant gorilla. It's safe to say you don't need to take the time to pet is, since it's covered with deadly spikes. At the start, mutants will enter the room by the lodges positioned at the ceiling so take this opportunity to kill them before they land. This room only holds a dozen of mutants so finishing this wave shouldn't be too troublesome or take up too much of your time.

ARENA 3: BONUS ROUND

Part 11 - Cuprino Needed

At the start of this round, you'll be able to make some quick money. The principle is simple: Shoot the target when a dollar sign is aligned in the center to receive $1. If you match three dollar signs (3 times '$$$'), you'll get a $9 bonus. Use your Settler Pistol so you preserve your ammo. Once you hit the inevitable skull, be ready to take on 6 mutants.

ARENA 4: TICKLE ME MUTANT

Part 11 - Cuprino Needed

Part 11 - Cuprino Needed

If you thought this would be a complete walk in the park, you're in for a treat in this arena. To start off, the floor is covered completely with holes. Why you ask? At random times, spikes will pop up. Luckily, you can recognize them popping up by a red beam of light. Once you've gotten past the regular mutants, it's time for a real challenge. Meet the Kraken! Although the spikes stop popping up, this enemy is not easy to take down. Keep your bandages as Quick Use Item and shoot the creature in the head with the Feltrite AR Rounds. The Kraken has two forms of attack: a rushing tackle and a tentacle slap. Keep an eye on its behavior until you've dealt with him.

THE DOPEFISH EASTER EGG
Part 11 - Cuprino Needed

One you've finished off the Kraken, look on the left-hand side off the room to the ceiling. There are three spotlights you need to shoot from right to left. After this action, a Dopefish will appear swimming through the waves three times. In the short amount of time he'll be visible, you just need to shoot it once. Each hit will reward you with $200. This action can only be done once every time you decide to run through Mutant Bash TV (and it's Reruns).

COLLECTOR CARD #22: SCOOP MUTANT
Part 11 - Cuprino Needed

Leave the final arena. Whilst making your way through the adjoining corridor, you'll find this collectible on the left-hand side

You'll get to some kind of podium with a roundup of how you've done. If you scored at least $750, you'll be unlocking the following achievement:

Bringin' Home the Bacon

Earn 750 Dollars in one episode of Bash TV in the Campaign

Bringin' Home the Bacon
7 guidesOffline Game ModeSingle Player

You'll also receive the following story related achievement:

Gladiator

Complete Mutant Bash TV in the Campaign

Gladiator
1 guideOffline Game ModeSingle PlayerMain Storyline

COLLECTOR CARD #23: J.K. STILES
Image 1

JK Stiles is so happy you've made it out alive that he'll not only reward you with a sponsorship, but also with another Collector Card!

Before leaving, JK Stiles informs you he'll be happy to let you run through Mutant Bash TV as much as you'd like. If you don't have the DLC installed, this will be your best bet of making some quick money. Jump back into your Buggy and return to Wellspring.

FIELD GOAL #02 - MUTANT BASH TV: Should you have come here with the ATV, you are able to do this field goal. Instead of going to Wellspring, go the opposite direction. At the left, outside of the playable area, you'll see the posts. Crash the ATV into the wall to lunch your character over the will. Might take some tries, but shouldn't take you long to complete.

WELLSPRING

Part 11 - Cuprino Needed

Return to Jackie Weeks and you'll be able to race in the Dusty 8 with a special vehicle. There's nothing to note about this race as it is basically a Rocket Race, but instead of rockets you have a special weapon. Use your boosts and ammo wisely. Once you finish the race, you have a brand-new Cuprino in the garage. Not only does this vehicle have better resistance against incoming fire, it also allows you to switch between Rockets and your Miniguns. Finally, return to Sheriff Black.

COLLECTOR CARD #24: CUPRINO

After successfully completing the Sponsored Event, you'll receive this collector card.

The next story related quest "Resupply The Watchtower" is covered on the next page since I recorded that one specific mission at the same time. In case you don't have the DLC installed: it's basically only a delivery message before returning to Wellspring whilst taking enemy vehicles out along the way. We also tackle another side quest which will result in having a vehicle upgrade as well as a Collector Card in Hagar's Settlement. For that, just speak with Durar in the garage and complete the race. Should you wish a more extended explanation, you can read the first part on the next page. In case you don't, you can skip to Part 14 instead. Sorry the confusion wave!

VIDEO GUIDE

Timeline:
- 16:40 - Dopefish Easter Egg
- 16:56 - Collector Card: Scoop Mutant
- 17:20 - Collector Card: JK Stiles

PART 12: SCORCHED REFINEMENT (DLC)

OVERVIEW:
- Collector Cards: 1
- Recipes: 0
- Minigames: 0
- Side Missions: 1

RESUPPLY THE WATCH TOWER

With your new vehicle available, the Sheriff is ready to give you another task: delivering some supplies to one of his outposts. Stock up on vehicle consumables: Shields, Rockets, Minigun Ammo and get ready to head out. This time around, you'll need to drive past Kvasir's lab (or home) to find a lonesome guard in the middle of the dessert. All you need to do to turn in this quest is getting out of your vehicle and go near him: he'll accept whatever it is you were carrying and you can go back to Wellspring to meet Sheriff Black.

Scorched Refinement

This guide will point you to your second DLC mission though, since the time has come to get Jackpots open (an easy way to gain cash quickly). Press the cn_back-button and select the "Scorched Refinement"-mission. The mini-map will guide you there, but don't forget to stock up on supplies at Hagar's Settlement if you have too. Proceed to follow the mini-map until you come to the Scorched Hideout.

SCORCHED REFINEMENT

Scorched Refinement

I took the opportunity to do this DLC mission at this point in time, since money will become a necessity and the Video Poker-game will provide just that in a very easy manner. Before we can do that though, we'll need to find some plans that describe the Firestorm project. Before we dive in: stock up on ammo. Pop Rockets are recommended as well as Fatboys and Sniper Rifle rounds. A collection of Wingsticks as well as Sentry Bots (not Turrets) will help you along the way. Finally, a Lock Grinder or two will allow you to loot all areas, although it's not required. The entrance of the refinery is almost right across the Outrigger Settlement (which is now closed). Before entering, pick up the Feltrite Crystals on the left.

Scorched Refinement

Upon entering, you'll find various items for crafting as well as ammo. Move up and you'll hear enemies. Hug the right of the corridor until you can enter a small hallway and have the Nailgun ready with the Slugs. If you aim carefully, you'll be able to take out two Scorchers at once, unlocking another DLC-related achievement:

Wall Hack

Kill 2 enemies with one Railgun Slug shot through a wall

Wall Hack
1 guideOffline Game ModeSingle Player

Some more enemies will start spawning in, including two heavily armored ones: this is where the Pop Rockets come in. If you don't have a lot of this ammo type, try Headshots with your Sniper Rifle or shoot them from close range and aim for the tank at the back. Once you do enough damage there, this tank might explode and kill the Scorcher in the process. Advance your quest by ascending the stairs after looting the first area.

Scorched Refinement

Once you reach the top, hop onto the roof and move towards a ladder. Once you ascended the ladder, you'll encounter two Scorcher Jetpacks. Make sure to deal with them before riding the zip line to the other side of the room. Once you've made the transition, you'll encounter three more Scorcher Jetpacks. Use your Sniper Rifle to get rid of them and head down the stairs to progress. Before reaching the end of this hallway, you'll encounter two more Scorchers where one of them will move towards your location and the other one will flee and close a gate behind him. Kill the Heavy, and flip the nearby switch to open the gate.

Scorched Refinement

The next area will hold a dozen of enemies, but use the Shotgun and Assault Rifle since you've probably already noticed that they have a habit of closing in on you. Just progress through the area with caution until you reach the end of this area with two Scorcher Jets awaiting your arrival. After dealing with them, you can advance into the next room and ascend another stair set. You'll eventually come across a ladder which leads to a small room that has a Second Chance Bar sign as well as some items and more importantly the plans for Firestorm. Grab them and continue your path to enter the final room.

Scorched Refinement

Scorched Refinement

If you still have some Sentry Bots remaining, I would strongly recommend using them here in combination with your Shotgun and Wingsticks. A handful of Jets will spawn outside the room, and your best bet is taking them out before they land in the room. Once you've dealt with them, the final enemy will spawn in. Use your remaining Pop Rockets on the Heavy Scorcher and after dealing with him, take the zip line down to make your way back to Wellspring.

Scorched Refinement

SIDE QUEST #04: DURAR'S TIME TRIAL

Before we head back to Wellspring, we might as well pass by Durar since we have some unfinished business. He offers you a nice boost for your Buggy if you beat his time. I should point out however that the time to beat depends on your difficulty level: on Easy the time limit will be 45 seconds, on Ultra Nightmare your time will be 31 seconds which basically means a perfect run. Remember to use your boost will being airborne and use your handbrake (cn_B) to make short turns. Once you've beaten this small side-quest, you'll have the Evenflow 2x Boost as well as another Collector Card.

COLLECTOR CARD #14: DUNE BUSTER
Scorched Refinement

Awarded when successfully beating Durar's Time Trial

We're ready to head back to Sheriff Black in Wellspring now, but before we do that, we'll tackle yet another DLC-mission!

VIDEO GUIDE

Timeline:
- 21:19 - Collector Card: Dune Buster

PART 13: TICKET TO OASIS (DLC)

OVERVIEW:
- Collector Cards: N/A
- Recipes: N/A
- Minigames: N/A
- Side Missions: N/A

This quest (and the following DLC-missions) cannot be completed until you are able to enter Wellspring. This quest can also not be completed if you haven't completed the original "Mutant Bash TV"-quest.

WELLSPRING - JACKPOTS

Ticket to Oasis

Ticket to Oasis

Jackpots is found close to Sally's Second Chance bar, and can be easily found by looking at the "Jackpots" sign (like seriously, you can't miss it). Follow the small ally and you'll find a door you can interact with. Inside, you'll meet Sarah again along with Clive who is a former Scorcher. Clive agrees to help you if you win him a ticket to Oasis. To complete this, you'll need to go talk with JK Stiles, and he'll want you to complete his latest installment of Mutant Bash TV in return for a ticket. Just like the last Mutant Bash TV run, we'll need to stock up heavily on Shotgun ammo as well as Sentry Bots, Wingsticks and Pop Rockets. Luckily, since you can now freely enter Jackpots, there is an unlimited amount of money to be won with Video Poker. Once you're ready to take on this new challenge, head to JK Stiles' studio.

Ticket to Oasis

MUTANT BASH TV - BASH CANYON

ARENA 1 - THE BONEYARD

Ticket to Oasis

Once you triggered the Mutants to spawn in, back yourself up to the doorway where you've entered and deploy two Sentry Bots in front of you. This will be an easy ride: just shoot the Mutants that start attacking your Turrets.

ARENA 2 - BALLOON GAMES

Ticket to Oasis

This arena is a bit more difficult than the last one, with a Grenade Launcher up high while you are attacked by its regular brothers. Use Sentry Bots to cover your back and use your Sniper Rifle or Settler Pistol to shoot the target on the left- and right side of the catwalk he's on to drop bombs on him. Alternatively, you could also blast your ammo into the Mutant's head, either way works. This arena is only considered completed when you kill the big guy, so focus fire on him. Once he's dealt with, you'll be free to breath and shoot outlines of mutants to gain some extra cash. After that section, two mutants will climb up the catwalk and a Scoop Mutant can be found on the opposite side of where you came outside from. Use your Sniper Rifle to deal with him

ARENA 3 - SHIPWRECK ISLAND

Ticket to Oasis

Honestly, this could be the most frustrating part of this mission. You'll have regular and Slime Mutants spawning in, and to make it even harder there are explosives in the air that explode at random times. You could shoot them, but it's better to focus fire on the other, unpredictable threat with your Shotgun and Sentry Bots. After clearing this arena of mutants, there's one more challenge to go.

ARENA 4 - THE KRAKEN RETURNS

Ticket to Oasis

This arena starts off slowly with regular mutants and some Scoop Mutants: nothing your Shotgun, Sentry Bots or Wingsticks can't deal with. After a while, JK Stiles will announce the "final challenge", which will be a Kraken accompanied by several other Mutants. Use Pop Rockets on the Kraken to get it killed quickly, and deploy Sentry Bots and Wingsticks to deal with the others. Once you're finished here, get ready for the bonus round.

BONUS ROUND - AERIAL ASSAULT (SERIOUSLY?!)

Ticket to Oasis

There was absolutely no reason to include this round, but here it is anyway. The only thing you need to do is kill Mutants in the air with the turret before they get torn apart by the propeller in front of you. Once this is done, JK Stiles will reward you with a cash reward based on time and accuracy as well as Clive's ticket. Return to Jackpots to deliver it to Clive.

WELLSPRING - JACKPOTS

Clive will tell you all you need to know about the Firestorm project and tells you how to enter their hide-out. The next DLC mission will be available immediately, though I choose to do it near the end of the game for one simple reason: a better chance of survival with better equipment. Let's return to the main game!

Ticket to Oasis

Before I forget, you'll unlock the following achievement for successfully completing the Bash Canyon-quest:

Thrash Canyon

Complete Bash Canyon in The Scorchers job path

Thrash Canyon
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

PART 14: DESTROY THE BOMB CACHES

OVERVIEW:
- Collector Cards: 5
- Recipes: 0
- Minigames: 0
- Side Missions: 1

WELLSPRING

Back with Sheriff Black, he'll tell you the Shrouded Clan are causing troubles in the canyon between Wellspring and Kvasir's Lab. He'll ask you to destroy the bomb caches (as the title already suggested) in their hide-out. What else can you do besides accepting this noble quest?

SCHEMATIC #10 - RC BOMB CAR
Destroy The Bomb Caches

Upon accepting this mission, you'll receive this schematic from Sheriff Black.

Before going out on a rampage, let's visit Coffer. You'll see he'll have the Authority Machine Gun for sale. Don't buy it: you'll be able to pick it up for free provided you have a Lock Grinder with you. Instead, opt to buy the Armor upgrades if you haven't already. Stock up on useful Quick Use Items as well as ammo for your favorite guns, but don't forget to purchase any items your vehicle might need. Once you are ready, head out and follow the mini-map to the Shrouded Bunker.

SHROUDED BUNKER

Shrouded Bunker

As soon as you enter the bunker, you can pick up Oil Liters on the right. There are about five Shrouded in the first area, and they will send Bomb Cars your way the moment all hell breaks loose so make sure you can pick them off safely while also taking note of your surroundings.

COLLECTOR CARD #25: RC BOMB CAR
Destroy the Bomb Caches

Picked up on a ledge on the left of the first room.

Once you've dealt with the enemies, use a Car Bomb yourself and guide it through a narrow tunnel. Once you reached a dead end, you'll probably be in the correct position to destroy the first cache so press cn_X to detonate your newly acquired toy. Since the explosion won't be silent, a few will take an elevator up to check out what happened. You can easily use your crossbow to take them out quietly, but do so as you wish. Before taking the elevator down, don't forget to pick up the Steel-tipped Bolts on the shelves on the left.

Destroy the Bomb Caches

Once you are one floor below where you've started, you'll notice another Shrouded member. You can also use the crossbow to take him out. In the next main room up ahead there will be quite a bit of resistance, and I personally prefer to advance with the Sniper Rifle ready to blast some heads off. A few enemies will fallback into a nearby corridor but keep moving up until you've cleared the room.

Destroy the Bomb Caches

COLLECTOR CARD #26: SHROUDED AR
Destroy the Bomb Caches

After clearing the second room of all enemies, look on the right-hand side of the room to find this collectible on a rack where you are also able to pick up Water Purifiers

Move through the adjoining corridor to encounter a locked door. If you took notice of my advice above, you should have a Lock Grinder ready. The room has a lot of goodies, including an Authority Machine Gun, as well as some Beer Bottles, Bandages, Fatboys and Shotgun ammo. Continue your path of destruction and collect a bomb car along with Pistol Rounds. On top of some rubble, you'll find some Bandages. Continue through the pipe and you'll hear some enemies talking. You can use a stealth approach to clear them out, or you could go in gun blazing. However, you decide to approach this situation, keep in mind that there's a handful of enemies on the floor below you.

However, you decide to take on this room (and the floor below), sweep the area for sellable or usable items. To advance, you'll need to find a key card. To give you a brief description: From where you left the pipe, continue through the adjoining corridor and go left. Descend the stairs and on the right you'll find a closed door: the key card is inside this door. Interact with the door to open it (no Lock Grinder needed). Before moving on: don't forget the final Collector Card.

COLLECTOR CARD #27: SHROUDED HEAVY
Destroy the Bomb Caches

Once you've left the aforementioned pipe, continue through the adjoining corridor and go right when you are able too. In another pipe, you'll find this collectible.

Return to the corridor to find a locked door on the left-hand side. Use the key card to unlock it and immediately crouch. The Shrouded below will be alarmed by an alert send out by one of their members. They immediately become suspicious of their surroundings, but you could use the upper floor as an easy way to pick them off with either the Sniper Rifle or the Crossbow. Watch out for a COD World at War scenario when they spot you: it will be raining grenades if they do. Once you've dealt with them, you are free to destroy the second bomb cache. As soon as the explosion goes off, there will be reinforcement sent towards your location including some Shrouded Heavy.

Go through the hole you've created with the explosion and shoot the guards that are a level above you with the Sniper Rifle. Continue up the stairs and deal with the enemies as you encounter them. You'll soon be back in the second main room. The Shrouded that are in this room decide to aim at you from long range, and there will be an enemy firing a Minigun from above as well. Kill them using any means, and notice that the big gate on the opposite side of the room is now opening as well.

This will be your first encounter with a Shrouded Minigun, and an easy way to get rid of him is by using Pop Rockets, Fat Mammas or Sniper Rifle Shots to the head. Focus fire on him and deal with his minions after. Continue forward and you'll encounter the third Bomb Cache. After sending in another Bomb Car, the bunker is about to be completely destroyed, but we still need to get our character out alive. Proceed forward and another Shrouded Minigun will spawn. Once you've dealt with him, take the elevator up and try to avoid incoming bullets by using the strategically placed crates as cover. Once you reach the main floor, you'll have to worry about 2-3 more Shrouded AR's, but they should be easy to deal with.

Destroy the Bomb Caches

Once you've cleared this final room, head through the hatch and make your way back to Wellspring. You should have unlocked the following achievement on your way out as well:

Debunked

Complete Shrouded Bunker in the Campaign

Debunked
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

Timeline:
- 01:44 - Schematic: RC Bomb Car
- 05:24 - Collector Card: RC Bomb Car
- 09:25 - Collector Card: Shrouded AR
- 13:45 - Collector Card: Shrouded Heavy

PART 15: DEFIBRILLATOR UPGRADE

OVERVIEW:
- Collector Cards: 3
- Recipes: 0
- Minigames: 0
- Side Missions: 1

WELLSPRING

Before we leave for this rather extended mission, make sure you stock up on Bandages and Wingsticks as well as shotgun ammo. You will also need an RC Bomb Car to be able to reach one of the collectibles, but after the last mission that shouldn't be a problem. On top of that, a dozen of Sentry Bots and Turrets wouldn't hurt. If you have some money remaining, spend it on the items to craft Pop Rockets: we'll be fighting some big enemies and you are never prepared enough for this mission. It wouldn't hurt grinding some money on your favorite mini-game, with Video Poker being the highly recommended one if you have the DLC installed. Before we travel to Dead City, we'll also finish one side quest as well as another Job Board since we're on our way there anyway. Activate the "A Proposition"-mission (found on the Wellspring Job Board) and head to Hagar's Settlement.

HAGAR'S SETTLEMENTS

Go and see Phalinx just outside the garage. He has news that the Shrouded are working on an Advanced RC Bomb Car, and he would be willing to share the schematic with you if you go and fetch the prototype the clan already crafted. With that being said, we'll be making our way back into the Shrouded Bunker.

JOB BOARD #05: A PROPOSITION

You've been at the Shrouded Bunker before, and the challenge hasn't really changed. This is another chance to pick up any Collector Cards you might've previously missed, so check that related page for more information should you need it.

In the first main area you'll encounter two Shrouded AR's and a Shrouded Minigun. Deal with them however you'd like and take the elevator down. Once you've landed a floor below, you'll immediately be greeted by three more Shrouded AR's and in the main room that follows you'll find some more Shrouded AR's as well as another Minigun. Don't stick around in the same area too much, because HE Grenades as well as Bomb Cars will find their way towards you. Advance until you come to the first area with the lookout point in the same area where the door was that you had to open with the key card. Once the Shrouded decide to fall back, this door will open and another AR will come and greet you.

Advance through that door and stay up high to avoid those Bomb Cars and yet another Shrouded Minigun. Pick them off until you find it safe to progress to the bottom floor but thread carefully: more bandits are waiting for you. Once the room is cleared, pick up the prototype and go up the stairs. Follow the path again until you come across another elevator and take it to the top. Once you've made it there, there's a handful of enemies to deal with before you can exit out again.

You can turn in this mission whenever you like, I chose to turn it in after the next main mission

DEAD CITY

Save often during this mission, especially on Ultimate Nightmare. From this point on, all Collector Cards are missable items. If you forget to pick them up during this mission, you'll have to buy them later in a story. If you want to avoid splashing out lots of money on these items, follow this guide carefully!

COLLECTOR CARD #30: ENFORCER

Before you interact with the hatch to enter the Dead City, find this collectible hidden near debris on the right side of the entrance.

Once you've entered, you'll find yourself in a small hallway leading to something that looks like a destroyed highway. Grab the things you can find on the dead body (he won't need it anymore anyway) and enter the only doorway available to progress. Inside you'll find some ammo and quick use items on some shelves, and after picking those up, you should head up the stairs. You'll immediately get a glimpse of what's to come, but first we'll focus on what's to come one challenge at a time.

Move forward until you come to a big open space, and carefully move forward until you spawn some Grunts. Deal with them however you like (a well-placed turret at the back of the area is really helpful!), and soon you'll see another type of Mutant with a very fitting name: the Giant Mutant. The trick is dealing lethal damage to something that appears to be its head with armor piercing ammo, so focus fire on him while your Sentry Bots and Wingsticks deal with the other Grunts. After clearing out the area of threats, you can find a Small Battery Pack in a nearby garbage can along with some other goodies. Once you've looted the area, head up the stairs.

At some point, you'll be in a room that's divided in two equal parts and soon you'll find out that Mutants can actually lure your character in a trap as well. Place a Sentry Turret aimed at the boarded up windows in each room and pick one side to keep your turret safe. It's doesn't take a long time to stay in this room, although it would feel as an eternity (the devs created the atmosphere really well!). Once the right-hand side opens up, slowly move out but you'll soon see two Scoop Mutants throwing some of their well crafted Molotov your way. Use your Sniper to dispose of them and carefully descend: three Dagger Throwers will spawn and attack you. Clear them out and keep a lookout for a drainage pipe: your next collectible is near!

COLLECTOR CARD #31: LARGE MUTANT

Before entering the main building, look for a small drainage pipe (there's a Beer Bottle on top!) and guide an RC Bomb Car through it. In the adjoining room, you'll see yellow explosive tanks near a barricaded door. Detonate your RC Bomb Car there and go up to the building. You'll find a stair set leading down. Head through the doorway and go to the left of the room right after entering to find this card on a barrel.

Enter the room and drop out down to a parking lot (or something that looks like it) and you'll find yourself in a battle with a Kraken soon. This is an enemy you will already know by now, so use your preferred means to deal with it and fend off the regular Grunts with Wingsticks and a Sentry Bot. Once you've cleared the area of potential threats, we'll be going for our final collectible on this page.

COLLECTOR CARD #30: KRAKEN

Enter the gory room the Kraken came out from. You'll find this card on top off ... Well, something...

Head down the stairs in the back right corner to have another look at that abdominal monster. Continue to ascend the stairs until you reach a switch. Before you interact with it, head to the right-hand side of the area and pick up any item you can find up on the shelves: some extra money for supplies will come in handy after finishing this mission! Once you've looted everything you can find, interact with the fuse box at the end of the "store" and head back to the switch. Interact with it and whilst it's powering up you'll need to defend yourself against Grunts. Once you can open the door, head down the stairs to meet up with a Slime Mutant.

These enemies have two attacks: melee attacks and spitting acid. They can take a lot of damage, but they also reward you with both ingredients to craft a Bandage once you've killed and looted them. You can take this one out with headshot using the Sniper Rifle, but deal with it however you prefer. Go through the door to enter Dead City Central and flip this page to continue.

VIDEO GUIDE

Timeline:
- 15:49 - Collector Card: Enforcer
- 24:00 - Collector Card: Large Mutant
- 25:30 - Collector Card: Kraken

PART 16: DEFIBRILLATOR UPGRADE (PART 2)

OVERVIEW:
- Collector Cards: 2
- Recipes: 0
- Minigames: 0
- Side Missions: 0

REMINDER: Save often during this mission, especially on Ultimate Nightmare. From this point on, all Collector Cards are missable items. If you forget to pick them up during this mission, you'll have to buy them later in a store. If you want to avoid splashing out lots of money on these items, follow this guide carefully!

COLLECTOR CARD #33: SLIME MUTANT

Once you enter Dead City Central, go the left-hand side. You'll find this collectible on a round table.

Before we activate yet another switch, we'll roam the area for useful collectibles. Stay on the left-hand side and you'll notice yellow, explosive gas containers. Go through the blown open doorway to find some sellable items as well as ammo. On the right of the area, you'll find a locked door which you can open with a Lock Grinder (Pinkies sell for a lot of money smile!) and two ATMs you can loot some money from.

Interact with the fuse box to start another "defense" section, a Sentry Bot sure will prove useful during this one since another Slime Mutant will come to meet you. Once the gate opens up, descend the stairs. At the bottom, you'll find one open area on your right. If you decide to make a U-turn, you'll notice some lasers: we will access that part of Dead City Central later on. Continue until you reach a lookout position on 3-4 Mutants. You can opt to take out some of them with stealth, but you can also descend the stairs to deal with them. Either way, once you reach the bottom, you'll spawn some more Grunts so be prepared to deal with them as well.

Continue your path and you'll soon reach a Shanty Town. Progress with caution: Mutants will come and rush you to head you in the head at surprising times. Once you've made it through, head up the stairs. You'll come another locked door you can burst open with a Lock Grinder to find some more goodies. Continue the linear path and you'll soon find a Rocket Launcher. Before you pick it up, save your game: we'll make great use of it right away.

This is pretty much the only boss fight in the game and what a fight it is. The way to beat the Giant Mutant is simple: he'll toss debris at you and when he does he'll expose a weak spot at its chest. Time your shots with the Rocket Launcher and hit him. Once you do, you'll enrage him, and he'll be smashing the position he aims at with his giant hands. After three of these hits, he'll grab the building for whatever reason exposing its brain. Shoot it and it will go back to chucking debris. This sequence will repeat itself three times, the target it will aim at will be clear due to a red mark on the floor. Rocket Launcher ammo is unlimited as long as the Giant Mutant roams so don't try to be nitpicky with your ammo. As a last hint: the target you'll be aiming at will be clear as soon as you zoom in with the Rocket Launcher using cn_LT. Killing the Giant Mutant will clear the way to the hospital.

Once you've killed him, go left through the newly opened doorway. Go up the stairs and follow the path, a few Mutants will attack you while you roam these hallways so have your shotgun at the ready. You'll soon reach the room which has the upgrade waiting for you. Interact with it and another trap will start. Use a Sentry Bot to your advantage and clear the room of Mutants. Follow the path to the exit and don't forget to pick up the craft able and sellable items along the way.

Once you interact with the exit-hatch you'll unlock

It's Alive!

Complete Dead City in the Campaign

It's Alive!
1 guideOffline Game ModeSingle PlayerMain Storyline

WASTELAND

Jump in your vehicle and head back to Mr. Kvasir.

COLLECTOR CARD #29: SENTRY BOT

Before you cross the makeshift bridge to turn in this mission, look around the left edge of the area to find this collectible on a rock. You were able to pick it up earlier during "Part 10: Feltrite Sample" but I've included it here to make sure this written walkthrough is on par with the video guide.

Once Kvasir recognized you've made it "back in one piece" and finishes the upgrade you were after, you can return to Wellspring to turn in the mission to Major Clayton.

VIDEO GUIDE

Timeline:
- 00:12 - Collector Card: Slime Mutant
- 19:59 - Collector Card: Sentry Bot

PART 17: HIJACKED WELL

OVERVIEW:
- Collector Cards: 2
- Recipes: 0
- Minigames: 0
- Side Missions: 0

WELLSPRING

Once you've shared Kvasir's findings with Major Clayton, you'll hear a bell ringing. The major will tell you that Carlson is probably exaggerating, but asks you to check it out nonetheless. Before you head to the well, make sure you are well-equipped: some Sentry Bots, Wingsticks, a Lock Grinder and obviously Bandages will come in handy. Fill up the ammo you'd like to use against the Ghost clan, but be aware that some will have extra armor on.

THE WELL

While you visit The Well, the two Collector Cards are missable items. If you forget to pick them up during this mission, you'll have to buy them later in a story. If you want to avoid splashing out lots of money on these items, follow this guide carefully!

Talk to Carlson, he'll tell you the Ghost clan are up to no good and are threatening to poison their water supply. It's up to you to stop that. To help you on your quest, Carlson gives you some Electro Bolts as well as the recipe. Once you feel you're ready, interact with the small dome-like structure on the floor.

As you spawn in, you'll find another NPC named Jerry sitting next to the body of a fellow worker, and he'll warn you about the bandits around the corner. Crouch and sneak forward, and you'll see two to three enemies in a puddle of water: an excellent chance to try out your Electro Bolts. Aim at the water that surrounds them and you'll kill them with one shot. Head down some stairs and you'll hear three more enemies in the room to the right. Using stealth is not an option in this case, so go in gun blazing with your shotgun. Loot the bodies of your foes and proceed forward.

Proceed forward and you'll face a rushing Ghost member, dispatch of him however you'd like. You'll soon come to an intersection that both has a ladder and a stair set, and you'll need to ascend the ladder to continue your quest. You'll find some more Ghosts consuming the body of a Wellspring citizen, so kill them however you like. Proceed forward and you'll find a locked door: use a Lock Grinder to grab the goodies inside and proceed. A handful of Ghosts will be awaiting you so, and it's advised to continue this section with caution. At the end of the hallway, you'll meet a Ghost AR and a few Bonesticks will attack you from behind to surprise you.

Head up some stairs and you'll find a pile of bodies in the center of the next room. As you could've guessed by previous missions this will be an ambush so be ready to stand your ground. Deploy a Sentry Bot to watch your back and as soon as you clear the locked room, some more reinforcements will rush towards your current position. Continue along the path and deal with the incoming enemies. Soon you'll be in a long corridor with some pillars in the center: you are now in the area of where one of the Collector Cards is. Before we start exploring, deal with the incoming enemies first whilst moving from pillar to pillar. There will be a few Bonesticks as well as Ghost AR's. Once the room is cleared, return to where the corridor starts and hug the left wall until you find a small hallway leading to the left and use the ladder.

COLLECTOR CARD #34: DROP MINE

Head up the ladder and loot all you can find. Although it's hard to see, this collectible is found on the right-hand side of the room op top of a cabinet.

Proceed forward and down some stairs: you'll find two more Ghosts in a water-surrounded area so use your Electro Bolts as soon as the two enemies are close to each other. Go to the area where you've killed them and more will come to your position. Again, kill them however you like. Proceed and have a Sentry Bot ready: this will be another holdout area with a twist. There's a switch on the "ground" floor and you'll need to go through the locked gate up some stairs. Once you interact with the switch, more Ghosts will spawn and having a Sentry Bot (or two if you're feeling lethal) allows them to jump on top of the platform killing them rapidly. Keep interacting with the switch until the game allows you to proceed.

Head up the stairs and you'll hear the ongoing gunfight between Wellspring Guards and the Ghost-clan. Keep going, killing enemies while you proceed until you meet up with Valder. He'll tell you to follow and you'll meet up with more guards near a locked gate. Before we start engaging, let us pick up the last collectible in during this mission.

COLLECTOR CARD #35: VALDER

Instead of engaging in the fight, go to the dead end on the left to find this card on top of a red cabinet.

This fight is pretty straight forward: kill the incoming Ghosts. Once the room is cleared, move in to pick up the toxin and use the switch on your right to take a lift up. Proceed down the path and don't forget to pick up a box of Pinkies. Use the hatch to exit the level and go back to Carlson to inform him about your success: he'll be very grateful. He'll tell you to go and see old man Kvasir again, which is exactly what we will do.

Before I forget, you should've unlocked the following as well:

Wellness Plan

Complete The Well in the Campaign

Wellness Plan
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

Timeline:
- 18:10 - Collector Card: Mine
- 21:26 - Collector Card: Valder

MISSION 18: SECRET DELIVERY

OVERVIEW:
- Collector Cards: 0
- Recipes: 2
- Minigames: 0
- Side Missions: 0

This is a very short mission, which basically only entails bring the previously found toxin to Kvasir and returning to Wellspring to meet up with another NPC. I take this opportunity to return to the Hagar Settlement to get the Advanced RC Bomb Car schematic, but you might've already turned in this mission. Nonetheless, the only point of this mission is heading to Kvasir to hand you another awesome element of the game, so let's go.

WASTELAND

On your way to Kvasir, a Feltrite Tempest mini-quest will start. This basically means you need to pick up x amount of Feltrite Crystals whilst driving to receive those Crystals, and they can be used to upgrade your Defibrillator once more. For this specific event, you'll need to pick up 7 Crystals in 20 seconds, which is easy enough since they will spawn on your path.

Continue your path to Kvasir's lab (or hideout), and give him the toxin. After some talking about the Authority and the Resistance, he'll want you to return to Wellspring and search for Elisabeth in the Second Chance Bar with a new schematic. Accept the quest and return to Wellspring.

SCHEMATIC #13: MIND CONTROL DARTS

Received from Kvasir (story-related).

VIDEO GUIDE

Timeline:
- 01:27 - Recipe: Advanced RC Bomb Car
- 06:02 - Recipe: Mind Control Darts

PART 19: LIBERATE CAPTAIN MARSHALL

OVERVIEW:
- Collector Cards: 7
- Recipes: 2
- Minigames: 0
- Side Missions: 1

WELLSPRING

Enter the Second Chance Bar and find Elisabeth sitting at the bar on the left-hand side. She'll tell you to follow her, and she'll inform you that the Mind Control Darts will help her and the Resistance. The problem though: Captain Marshall, their leader, has been captured and locked away. Who else but you can take on this noble quest to free him. Before we leave: talk to Jacob, he can be found in the Second Chance Bar near the right wall to accept (and possibly turning in) the "Finding Feltrite"-side mission. He only wants you to find 20 pieces of Feltrite Crystals. If you don't have 20 yet, don't worry: you will have them soon enough.

Another thing before we head out: Coffers has some more stuff to offer you. You can find the list below:

  • Authority Machine Gun Laser Sight upgrade ($250)
  • Authority Machine Gun AV2x Rounds
  • Dynamite Bolts schematic

It wouldn't be a bad idea to pick them up as soon as you can, especially the schematic for the notorious "Obsessive Compulsive"-achievement. Whilst you are at Coffers, make sure to set yourself up: two Lock Grinders, lots of Bandages and AV2X Rounds will set you up massively. The obvious crafting of Sentry Bots/Turrets and/or Wingsticks is also something to take into consideration. Whenever you feel ready, we'll head out.

WASTELAND

Do the usual and follow the mini-map to your next location. As soon as you drive up the ramp in the Scorcher territory, another "Feltrite Tempest" mini-quest will start. The drops are conveniently back on your path to your current destination and this time around you'll need to pick up 7 crystals in 45 seconds. Once you are close to the mission marker, exit your vehicle: we'll need to kill two Guards up high first. Once that's done, interact with the switch on the left to open a gate. Inside go right (ignore the stairs, there are no items here to loot) and drop through the hatch. Follow the narrow path and interact with the entrance to enter this new area.

AUTHORITY PRISON

While you visit the Authority Prison, all Collector Cards and the EMP Schematic are missable items. If you forget to pick them up during this mission, you'll have to buy them later in a story. If you want to avoid splashing out lots of money on these items, follow this guide carefully!

Once you are inside, follow the path up and pick up some Small Gears on a box. Go up the stairs and proceed forward. Pick up some Beer Bottles and before you descend the small stair set, head into a small room on the left first to grab some goodies as well as another collectible.

SCHEMATIC #14: EMP GRENADE

On the operation table, you'll find this schematic.

Exit the room and descend the stairs, you'll come inside a small room with a generator on the right back corner of the room. Close to it, you can find another set of Beer Bottles. To proceed, we'll need to disable the generator. There are 3 ways of doing this: tossing an EMP grenade, shooting two Electro Bolts into it or wacking it with melee attacks. Whatever you decide to do, disable it and go to the newly unlocked area.

COLLECTOR CARD #36: POWER SUPPLY

You can find this collectible inside a crate, near the back wall of the newly accessed room.

There will be a Guard on the catwalk up high. You can either opt to go in gun blazing, or taking him out using stealth by shooting an Electro Bolt into his skull. Once you've disposed of him, tackle the generator on the right to disable it and continue your path. A Shielded Guard will enter the room, you can shoot through the small gap on the left or toss an EMP. If the shield is red, bullets will penetrate.

Proceed with caution to the newly accessible room: a Guard will open the door on the opposite side spotting you immediately so be ready to take him out. Doing this will spawn 2-3 more Guards in the adjoining corridor so take them out however you like. After dealing with them, scout the room and hallway for some sellable loot and items, and before we take out the next generator, it would be wise to set up a Sentry Turret in the room where the first guard came from, aiming out the window. From the same window, you'll spot the generator. Throw an EMP Grenade towards it, exit the room and follow the newly unlocked path. You'll get two waves of descending enemies, and it's the first opportunity to kill an Enforcer whilst they are airborne. If you don't succeed now, don't worry: we'll have a better opportunity soon enough. Take out the enemies as you like, and proceed forward. In the left corner you'll find the generator so you can proceed to the right.

In the unlocked area, go right first to grab some ammo. Then, proceed to the left-hand side of the corridor.

COLLECTOR CARD #37: GIANT MUTANT

In this newly unlocked room, you'll notice a cardboard box on top of a desk. Near it, there is a hole in the wall. Crouch and enter the hole to find this cart on the left whilst facing the dark wall.

You'll hear a female voice talking about some "Automated Defense System": this means turrets that will shoot you on sight. It'll be important to take out those generators as fast as you humanly can, and the first one is easy since power source is basically right in front of you. Take cover behind the hexagonal boxes and throw an EMP Grenade: you can now safely go up the stairs and enter the corridor but be aware: the next turret is waiting for you. Sprint into the small corridor on the left and throw an EMP through the whole on your right, this will disable the power source; but an Enforcer will come out rushing towards you so take him out fast.

Follow the path until you come into another big room accompanied by a new turret. Taking out the power supply is a little more challenging, but still doable: proceed from cover to cover until you are close enough to throw an EMP Grenade. Follow the path once again (what else can you do ...) and you'll come across another firefight. This would be the perfect room to try to unlock the "Hat Trick"-achievement since there are plenty of enemies around. Either way, take out the Enforcers and proceed on your path of destruction by destroying the generator on the left-hand side and proceeding on the right, going up the stairs and dealing with more incoming enemies.

COLLECTOR CARD #38: EMP GRENADE

After the first firefight, ascend two flights of stairs and at the top take a hard right. This collector card along with some other items is found inside a cabinet.

Once you reach a control panel, you can breathe easily: we are almost near the end of this mission, and for now there are two approaches to the following section: shoot the enforcers patrolling at the bottom of the cellblock, open the door and deal with the mutants that will come to rush you or ambush the enforcers by opening the cellblocks releasing the mutants, and dealing with the leftover enemies before descending. Either way, you'll need to interact with the switch on the control panel at one point or another. After you've cleared the area of potential threats, follow the path until you descend some stairs. Before we liberate Captain Marshall, we'll go and pick up yet another collectible which requires a Lock Grinder.

COLLECTOR CARD #40: CAPTAIN MARSHALL

Once you reach the area the two Enforcers were patrolling, go to the right to descend some more stairs and follow the corridor. At the end, on the left-hand side, you'll see an unlockable door. Use a Lock Grinder to do so, and pick up this card inside this small room. There's a Feltrite Crystal in this room as well.

Once you've picked up this collector card, go and interact with the button to release the Captain. A brief conversation will trigger, and he'll soon get a weapon from a box opposite of his cell which will trigger some Enforcers to spawn in. Deal with them and follow Captain Marshall's orders. Before heading out to the last part of this mission, check the box Marshall for a weapon from, there's yet another collector card to be found in there.

COLLECTOR CARD #39: DROP SHIP

Accessible once Captain Marshall picks up a weapon from a chest, this collectible is found inside.

Move up inside the courtyard and keep Captain Marshall covered since you'll need to keep both him and yourself alive. He's pretty bad ass though, so focus on the enemy more so you can move up whilst taking note that Enforcers are more than happy to mount the turret at the back of the area. You can easily get rid of most enemies by using your Sniper Rifle, but clear out this area as it suits you. Once that's done, Marshall will ask you to scout the area to find a way past the security barriers. Go to the back of the area on the right and ascend a stair set to find a generator. Throw an EMP to disable it, and you'll be ready to start the last part of this mission: keeping Captain Marshall covered from incoming attacks.

Don't be shy to mount the turret yourself: Enforcers will descend from a Dropship making them easy targets to unlock the "Jetpacker"-achievement. To make full use of this baby: shoot in burst so you don't overheat it. Hold off the enemies and at some point Captain Marshall will have the exit opened.

Jetpacker

Kill an Authority Enforcer during Jetpack descent

Jetpacker
5 guidesOffline Game ModeSingle Player

Captain Marshall will then try to bypass controls of an elevator, but it will (obviously) crash down meaning you have to find a way out yourself. Luckily, this will be an easy task. On the right, there's a door an Enforcer will come through: punish him for his naivety (with the Shotgun for example) and proceed. Before we make way for the exit, there's an opportunity to pick up yet another Collector Card:

COLLECTOR CARD #41: SHIELD GUARD

In a small room on the right-hand side of this newly unlocked area.

Go to the left, and continue to the exit. Once you are able to grab the wheel of your vehicle, head towards Wellspring. You'll have the following achievement unlocked as well:

Jail Break

Complete Authority Prison in the Campaign

Jail Break
1 guideOffline Game ModeSingle PlayerMain Storyline

WELLSPRING

Head to the Second Chance Bar and proceed to the back. Captain Marshall and Elizabeth will be waiting for you to give you your next assignment.

COLLECTOR CARD #42: ELIZABETH

Ascend the first flight of stairs to find this collectible on a barrel, this card is nearly unmissable.

VIDEO GUIDE

Timeline:
- 05:48 - Schematic: EMP Grenades
- 07:03 - Collector Card: Power Supply
- 13:49 - Collector Card: Giant Mutant
- 20:32 - Collector Card: Captain Marshall
- 22:21 - Collector Card: Dropship
- 29:13 - Collector Card: Shielded Guard
- 30:53 - Elizabeth

MISSION 20: RECOVER ID DRIVE

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 3

WELLSPRING

Captain Marshall will ask you to recover your ID drive back in the Ark you emerged from, but before we head back to the start we'll finish some Side Missions first, so we can earn a bit of cash and an upgrade for the Sniper Rifle. Obviously, you don't need to do this right now if you don't want to or if you've finished it already.

JOB BOARD MISSION #02: MUTANT MENACE

Reward: $200 - Sniper Rifle Auto-Loader

This side mission is straight forward and easy, with you providing cover to two Wellspring citizens to repair water lines. Start with shooting the mutant on the right-hand side. Doing so will trigger the guard and the mechanic to step outside. The next sequence is easy: Mutants will spawn in waves, changing their spawning direction. If you watch the video underneath this section of written text, you can see the waves and how they spawn. The only thing you'll need to learn is kill the mutants while they are moving. Other than that, this is pretty easy. As a small side-note: you can successfully complete this mission if the guard dies, only the mechanic needs to survive.

JOB BOARD MISSION #04: CARAVAN COVER

Reward: $200

Pretty much the same as the previous "overwatch"-mission, but this time around the threat will come from some Bandits. You'll notice a Buggy with three Wellspring guards and soon into this mission, they will get ambushed by a Bandit vehicle. Score some easy headshots and take note of any rushing enemies to deal with them fast. Whilst your allies can stand their ground, melee attacks can deal severe damage. After the first wave, the vehicle will move to the left and the second time around, Bandits will start shooting from the bridge above the caravan. Deal with them as you did with the first wave and keep an eye out for RC Bomb Cars. Clearing out this second wave triggers the end of this mission.

JOB BOARD MISSION #06: THE EXCHANGE

Reward: $200

Again, the same as the two side missions above: you'll be watching Sheriff Black's back whilst he's making an exchange with the Authority. As always, things go wrong and it's your job to deal with the Authority forces first. Focus your attention on the snipers, their red laser is a dead give away for their positions. They will also take note of your presence and shoot you, so it's important you deal with them before they kill you. After the first wave, a Dropship will come with backup: shoot the Enforcers the moment they hover above the ground since it will only take one shot to deal with them. Another wave of enemy snipers will spawn as well, so do what you have to do to grab your cash reward.

With these missions finished, you should've completed all Job Board Missions Wellspring has to offer. After successfully completing five, you will have unlocked the "Mr. Oddjob"-achievement, but you'll need to complete all for the "Obsessive Compulsive"-achievement.

Mr. Oddjob

Complete 5 Job Board Quests in one play-through

Mr. Oddjob
1 guideOffline Game ModeSingle Player

Let's go back to our main missions!

RECOVER ID DRIVE

Stock up on ammo for both your vehicle and your guns, you'll be facing some Enforcers. AV2x rounds should be your best bet, although Pulse Shots or Electro Bolts are pretty effective as well. Either way, take your Cuprino out for a drive and follow the mini-map until you reach the exit of the Wasted Garage. Park your vehicle and meet the three Enforcers by shooting their brains out. Move on up to the Ark and interact with the display. Once you can grab the drive you're after, go back outside to meet two more Enforcers. Meet them in the exact same fashion, jump in your Cuprino and go back to Captain Marshall to get yet another assignment.

VIDEO GUIDE

Timeline:
- 00:57 - Mutant Menace (Job Board Mission)
- 04:34 - Caravan Cover (Job Board Mission)
- 09:13 - The Exchange (Job Board Mission)

MISSION 21: LOST RESEARCH DATA

OVERVIEW:
- Collector Cards: 1
- Recipes: 0
- Minigames: 0
- Side Missions: 0

WELLSPRING

Our good friend wants you to return to the Dead City, and he wants you to retrieve the data of the works the Authority has been doing. Stock up on ammo for your Sniper Rifle, Authority Machine Gun (AV2x Rounds) and your Shotgun. Captain Marshall will also provide you some equipment, which could come in handy; especially the EMP Grenades. Once you are ready to head out, grab the Cuprino from the garage and make way to the Dead City.

DEAD CITY

This mission isn't half as long as the previous mission in this location, and you'll be scavenging the Dead City backwards this time. Keep in mind that any collectibles mentioned on this page are missable, so stay wary of your surroundings and don't forget to thoroughly look in every corner to pick up all the loot you can find.

Enter the Dead City through the same hatch as you did before, and follow the linear path whilst also taking out the lone mutants you will come across. You will soon get to the room where you've grabbed the Defibrillator Upgrade, so progress through the hallways until you meet an Authority Drone. Stay on the first level and pick off the Enforcers with your Sniper Rifle whilst also avoiding incoming Grenades. Once you've dealt with them, descend the stairs and turn left.

COLLECTOR CARD #43: DRONE

Found on a small table underneath the stair set you've descended.

Loot the rest of the room for ammo and sellable items, and progress your quest. There will or should be some Enforcers another level below you, so pick them off in the exact same fashion as you've done before and move forward. You'll find yourself in a locked room, with Enforcers busting through. Deal with them however you'd like, and proceed through the newly opened door. Ascend the stair set until you hear the sound of a Mutant. An Enforcer will happily clear your path, but it's up to you to deal with the Enforcer now. Below him, in the area where you've dealt with the Large Mutant, there will be another Enforcer waiting for your arrival. Proceed forward and you'll soon hear how more Enforcers are hunting Mutants. One is found a story above your location whilst three others are either on the same platform as you or one level below: deal with them as usual and follow the path.

You'll descend into the Shanty Town, with two snipers looking for you so take note of their Laser Sight. Move forward slowly but steady and pick them off once you see them with either your Sniper Rifle or the Explosive Bolts (my preferred way of dealing with them). Once you've cleared them, you'll be good to proceed forward. You'll see three Enforcers shooting Mutants so you might want to bust out the Mind Control Bolts to unlock the "Hat Trick"-achievement. Whatever you do, once you descend the stairs and enter the open area, a Dropship will allow three Enforcers to move in on your position. Clear the area, and proceed up a stair set to enter another building.

You'll see a Laser Grid soon and you know what that means: keep those EMP's ready for use. The generator can easily be found by spotting a small hallway on the left-hand side close to the laser grid. You can toss the grenade through the hole in the wall to disable it. Enter the new area and you'll notice the game will notify you to grab the data which is in a small room close to yet another laser grid.

The next generator is actually in a room you can access by interacting with the closed door on the left of the grid. Melee the device or throw an EMP to disable it and proceed. You'll come to an open area and to progress we'll go up the stairs. You'll be ambushed by a handful of Enforcers: be aware of what happens in front of you, but most importantly behind you. Deal with them however you prefer and proceed: we're near the end of this quest. After dealing with these threats, interact with the doors to access the second part of Dead City.

Head up some stair sets and you'll come to an open area where you've previously fought a Kraken. This time the threat won't come from a Kraken, but 4 Enforcers. One will be overlooking the place while the three other patrol the area. Once you've dealt with them, proceed inside the building (use the ramp on the right) and once inside look for a stair set that descends to disable a generator. Once you've dealt with it, you are free to proceed your route to the exit. Continue to follow the linear path, ascending some stairs, moving through the "It's a trap"-room so you can stealthily deal with an Enforcer overlooking the final big area. Descend the adjoining stairs and deal with the enemies the Dropship delivers to you: there's one shielded enemy and two regular Enforcers. Once they have been dealt with, descend through the hole in the floor to access the underground garage (or something that looks like it).

There will be 3 enemies lurking around: 2 regular Enforcers and to finish this level off with a bang you'll be greeted by an Elite Enforcer who utilizes the BFG as his main weapon. Blast him with whatever you have left and once he's dead, you'll be allowed to leave the Dead City to return to Wellspring where you can meet up with Captain Marshall. Once you interact with the hatch, you'll unlock the following story related achievement:

ytiC daeD

Complete Dead City Reverse in the Campaign

ytiC daeD
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

Timeline:
- 10:24 - Collector Card: Drone

MISSION 22: GAINING INFLUENCE

OVERVIEW:
- Collector Cards: 0
- Recipes: 3
- Minigames: 0
- Side Missions: 0

WELLSPRING

Once you meet up with Captain Marshall, he'll tell you that he and you should move to Subway Town. He also tells you to wrap any loose ends you might have so before you talk to Captain Marshall again, ensure you've done the following:

  • Story Related Mission 1 - 16 successfully completed (Shouldn't be an issue, otherwise you wouldn't be here)
  • 43 Collector Cards obtained
  • 14 Recipes obtained
  • 6 Job Board Missions completed
  • Side Quests 1 - 6 completed
  • Completed all Stanley Express missions
  • Completed Racing set 1 - 3
  • 11 vehicle jumps successfully completed

As you noticed, I've done all the things that involved driving (jumps included) off camera; but you should ensure that you've got all of these done. I would recommend you get somewhere in between 91 - 94 points in the "Obsessive Compulsive" tracker in-game (the award-system seems randomized from time to time). You can come back to Wellspring at any time you'd like (which we'll do for the DLC-missions soon enough), but it's better to have the main game completed as stated above. Either way, for sake of this walkthrough, we'll interact with our buddy and enter Subway Town.

SUBWAY TOWN

You've reached the second part of this great game, and it's your job to ensure the Authority loses their grip on human kind. Captain Marshall will introduce you to Lassard (a guy who loves technology) and Jack Portman (for things that go Boom, go see him). Obviously, you've already met Elisabeth. Captain Marshall wants you to become best buddies with Major Redstone.

COLLECTOR CARD #44: AUTHORITY MUTANT

In the new base, pass Mr. Lassard and go left inside Elisabeth's lab. You'll find this card next to a dead Mutant on a tray.

Go up the lift and meet up with Saul, the guy who runs the garage. He'll talk a bit, but he'll send you straight up to Major Redstone. Before we can explore Subway Town a little more, we'll need to do that right away. Exit the garage and go up the stairs to your left and take another left once you arrived at the first floor. Enter the office and listen to what he has to say. To earn your stay, you'll need to help him do things. As a first test, he wants you to go speak with Foreman Jones and discuss the little Mutant problem he has. Accept the mission, but before we go speak with Jones we'll see what Subway Town has to offer.

BLAKE GRIFFIN EASTER EGG:

On the major's desk, on the left, you'll be able to pick up this Bobble Head.

FIRST LEVEL

We'll start with exploring the first level. Hug the left wall and you'll soon find Stew. He offers supplies at a lower price than the stores you visit, and his offers often change. Don't forget to go meet him in between missions, and see if he has anything you might find useful. Sometimes you can buy his items and sell them back to Jani for a small profit making it easy to get quick money.

Continue your path while hugging the left wall and you'll soon find the Strum mini-game, in which you can earn an achievement: an extended explanation can be found here. Walk past him to find an unlockable door: use a Lock Grinder and pick up the Feltrite Crystal as well as the Night Blossom. Exit the room and continue your sweep around the first floor. In the video I got a bit lost, but opposite Redstone's Office you'll find Jani's Supplies who sells a lot of useful items. These are listed below:

  • Supplies: Heavy Armor Upgrade
  • Ingredients: Advanced Wingsticks, Advanced Sentry Bot, Advanced Sentry Turret

It is recommended you buy these items as soon as possible, since this is the reason why we waited to complete the final DLC-mission. Either way, let's continue to explore Subway Town and descend the stairs to go to the Main Street.

MAIN STREET

On Main Street, there isn't much to cover really. We've already met Saul in the garage and there's only two more things left to cover here: the Job Board and the Fez bar. Let's go to the Fez bar first to activate a continued side quest: taking out enemy vehicles for Racing Certificates and a small cash reward. On a positive note: taking out Authority vehicles will grant you double the normal amount. In the Fez bar, we'll also find Abbott for Five Finger Fillet and Teague for Rage Frenzy. You need to beat her hardest deck for an achievement, but we're not ready for that yet: we still have some cards to find.

Exit the Fez bar and right across you'll notice something flashing: that's the Job Board. There are already missions for you to accept but for this part, we'll continue our main story so we can get on Redstone's good side. Right in front of the Fez bar there's a stair set leading down, so descend the stairs as we can cover the last bit of this page.

BASEMENT

Once you've descended, the first thing you notice is the Tombstone mini game, but what really brings us here is the Subway Town Speedway which holds two more sets of races, and Sparky's Autoparts where you can upgrade your vehicle. For some races, you'll need another vehicle which we will cover later. For now, you can choose to do some races, or to continue our story.

Ascend the stairs and move in a straight line. You'll meet Norbu who gives you another Side Mission ("Comet Bloom"). You can accept it now, but we'll cover it much later in this walkthrough. Move forward until you meet Foremand and accept his mission. Make sure you're stocked up on Wingsticks and Shotgun ammo, but some AV2x Rounds would come in handy for certain challenges...

VIDEO GUIDE

Timeline:
- 04:55 - Collector Card: Authority Mutant
- 14:00 - Schematic: Advanced Wingsticks
- 14:00 - Schematic: Advanced Sentry Turret
- 14:00 - Schematic: Advanced Sentry Bot

MISSION 23: MUTANT EXPANSION

OVERVIEW:
- Collector Cards: 1
- Recipes: 0
- Minigames: 0
- Side Missions: 0

SUBWAY TOWN

As said before, make sure you're stocked up on ammo for your Shotgun and Authority Machine Gun, but also have plenty of Sentry Bots and Wingsticks. Obviously, the Advanced versions will give you an edge and it's highly recommended you have those ready to craft. The Advanced Sentry Bot has better armor whilst the Advanced Wingsticks have a better targeting system and can kill up to three targets. You can choose to exit Subway Town on foot or with your vehicle since the mission location isn't too far away from Subway Town.

EASTERN WASTELANDS

The Eastern Wastelands is a big place, and it's a lot more open than the Northern Wastelands. It is recommended you beat Stark so you have a better vehicle since the Cuprino would last long out here. There are 7 remaining vehicle jumps for you to complete. I'll put a map underneath this section, but should you reference back to it during the remaining (side) missions, you could always come back here.

For now, follow the mini map and enter the Blue Line Station.

BLUE LINE STATION

NOTICE: Throughout this mission there's are tons of ATM's and/or vending machines to loot for cash. Make sure you interact with all of them!

Once you've spawned inside, grab the Hardware Packet from the counter ahead and loot the bodies before descending the stair set. Ignore the mutant running past and grab the Gas Can to the left. Enter the train and turn right so you can pick up yet another Gas Can and some Feltrite Crystals. Retrace your steps and continue forward. Once you've exited another train and entered the other side of the station, spawn a Bot and proceed forward. Loot the nearby vending machines and ATM's for some cash and start fighting some Mutants on the way: an excellent way to test those Advanced Wingsticks.

Move up the stairs right in front of you and once at the top go to the right: there's a Collector Card to pick up.

COLLECTOR CARD #45: DYNO-MUTANT

You'll notice a closed gate with a yellow box next to it. Shoot it with an Elector Bolt or Pulse Shot to open it. Enter the unlocked area and pick up the collectible next to some loot.

We'll continue to explore and go to the left-hand side of the stairs to enter a bathroom. Sweep the rooms and stalls for sellable loot and finally we'll go the location where the TNT is flashing. Don't pick it up yet though: let deploy a Sentry Turret in a corner aiming at the fence that's still open: it will drop as soon as you interact with it. It would be wise to save that second slot of a Sentry Bot. Interact with it as soon as you are ready. You'll be swarmed by Mutants, but luckily your Quick Use Items will come in handy. Eventually the fence will open up again, along with some suicidal Dyno-Mutants.

Return down the stairs whilst dealing with incoming Mutants, and as once you are back down to the main level a door will open up. Inside you can grab some loot, enter the crashed wreck to advance your quest. Once you get to another big area, spawn a Sentry Bot since you'll be swarmed once again. There's a variety of enemies here, but you should take aim at the Scoop- and Dyno-Mutants as soon as possible. Once the area is cleared, sweep the area for loot and head up the stairs.

Once you turn left to go inside another bathroom area, a handful of Mutants will come to attack you once again. Deal with them and advance whilst looking for some useful items. Go through the hole in the wall and be ready to drop some Bots in yet another big area. There will be some waves of regular Mutants, but soon a Large Mutant will show its face. Use Pop Rockets to deal with him but be aware of your surroundings and the health of your Bots. Once you've cleared the area, loot the room and advance by going up the stairs and passing through a dark tunnel. Keep your eyes open for loot and incoming Mutants: you'll soon come to the final area.

As soon as you reach the final big area, you'll be tasked to place dynamite. These spots are lit up for you and easily recognizable. As soon as you've completed this mini task, you'll be tasked to use the detonator. Once you interact with it, two Kraken will spawn in along with some regular Mutants. Clear the room as you normally would. The last wave of Mutants will open the train wreck you've entered at the start of this mission. After dealing with them, proceed to the exit and return to Foreman Jones in Subway Town to finish this mission. Once you've talked to Jones, return to grumpy Redstone to finish this chapter.

VIDEO GUIDE

Timeline:
- 05:18 - Collector Card: Dyno Mutant

MISSION 24: GEARHEAD VAULT

OVERVIEW:
- Collector Cards: 3
- Recipes: 0
- Minigames: 0
- Side Missions: 0

SUBWAY TOWN

As expected, Redstone isn't impressed with what you've done in the Subway station and demands you to embark on a bigger quest: infiltrating the Gearheads base to steal some plans to eliminate the electricity problems in the town. The Gearheads are the most powerful enemies on the game, and are heavily armored. Besides that, they also tend to have Sentry Bots alongside them which is a bigger threat. Luckily, the EMP grenades will come to save you as well as AV2x Rounds in your Authority Machine Gun. Don't forget to stock up on the usual (Bandages, Wingsticks, Pop Rockets, ...) and let's get going. The entrance of where you'll need to be is close to the strum mini-game, search for a door that has a yellow poster that says Management Office and enter it.

MANAGEMENT OFFICE

Once you've entered, you'll notice some items at the bottom of the stairs. Pick them up and move up the stairs to spot a Gearhead right in front of you. If you want to approach this stealthily, pick off the Gearhead on your right behind a car first before dealing with the aforementioned enemy. Things are about to heat up, with a dozen of enemies coming to rush towards you as well as two enemy Sentry Bots. Proceed slowly whilst dealing with them, and you'll notice a Gearhead Minigun coming into the room. I'd advise to kill them with Pop Rockets but feel free to deal with them however you'd like. Once the room has been cleared, head up the slope to find you first Collector Card in this level.

COLLECTOR CARD #46: ADVANCED SENTRY TURRET

After heading up the slope, you'll find this card on the drivers seat in a white vehicle.

You'll notice two/three more Gearheads you'll have to deal with before you can move into another big area of this quest. Your path will be blocked by fire, so proceed to the room to your left after leveling. Loot the room and go up the ladder to be ambushed by a handful of Gearheads. Deal with them how you'd like and proceed slowly through the level as you clear out some more Gearheads. Once you interact with the valve to put down the fire, you can take the elevator down to enter the lobby of what previously was a bank.

There will be a lot of resistance on your path, so be sure to have those Bots and Bandages at the ready. Most of the Gearheads tend to stay afar, so your Sniper Rifle might be your best bet to clear out the regular grunts whilst keeping yourself ready for another Gearhead Minigun that will spawn in. Deal with them out as you prefer and after you've killed all Resistance in this area, don't enter a new room yet: there's another collectible waiting for you.

COLLECTOR CARD #47: GEARHEAD SHOTGUN

From the main lobby, when looking at the counter, make your way to the far right of the area to find this collectible sitting on the edge of a flower pot.

To continue your missions, make your way all the way to the left and enter some dark offices. Before you do, it might be recommended to have your Pop Rockets at the ready since two Gearhead Miniguns will try to trap you. Blast them with explosive ammo as soon as you spot them, and once they are dealt with, the flames on the exit will vanish. Before you move on, there's something else you might want to do.

EASTER EGG: THE DOOM ROOM (PART I)

Inside the offices, interact with all the keyboards. There are 7 items to interact with which will open a secret room. There's no way of telling if done correctly, but the ones you correctly interact with will make a sound. Count them to be sure, and this will open a secret area at the end of the level.

Head out the back once you are done exploring, and head up the stairs. A fire barrel l will come and say hello as well as a Gearhead Club, so greet them accordingly: we are almost near the end of the level. The next room will pose another challenge, but luckily it's also one you can take advantage off. The blades that spin in the middle of the room with kill the Gearheads faster than they can say "RAGE", but the regular grunts (again) tend to stay back. Your goal is to reach the vault behind the spinning thingy and pick up the sample, but have your guard up: another Gearhead Minigun will come in.

After dealing with him, head back to the room with the spinning thing, and take out some more regular grunts. Take them out as you like (the propeller might also do it for you) and advance towards the stairs. A door will be locked and due to a blast in a wall, a new Gearhead Minigun will come to meet you. If the timing is right, he might be killed by the propeller; if not deal with him how you prefer. Proceed through the new exit, but before you advance down the stairs we'll pick up yet another collector card.

COLLECTOR CARD #48: GEARHEAD JET

Once you enter the newly unlocked room, face the stairs and turn around. Behind the counter, you'll find this card on a chair.

Head down the stairs and kill the two Gearheads that came in. Proceed and interact with the valve to disable the flames. You'll find yourself back in the lobby of the bank, with the last few enemies greeting you. Deal with them and make your way back to where you've entered. Before you leave the area though, and if you successfully interacted with the keyboards, you'll be ready to enter the DOOM Room.

EASTER EGG: THE DOOM ROOM (PART II)

When facing the exit, there's a previously locked door. In this room, you'll be able to pick up the Doom Marine bobblehead.

Exit through the door you've came in and you'll be back in Subway Town. Make your way back to Redstone to turn in this mission and to get another assignment.

Vault Assault

Complete Gearhead Vault in the Campaign

Vault Assault
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

Timeline:
- 11:40 - Collector Card: Advanced Sentry Turret
- 23:16 - Collector Card: Gearhead Shotgun
- 25:25 - DOOM Room Easter Egg (Part I)
- 30:29 - Collector Card: Gearhead Jet
- 33:25 - DOOM Room Easter Egg (Part II)

MISSION 25: THE PRICE OF POWER

OVERVIEW:
- Collector Cards: 2
- Recipes: 0
- Minigames: 0
- Side Missions: 0

SUBWAY TOWN

Redstone wants to gain a more permanent solution, and invites you to infiltrate the Power Plant in the Eastern Wastelands. Before you get a chance to leave, he'll advise you to get a vehicle "with a bit more kick in it", and that's exactly what we'll do. Make your way down to the racing track, and you'll meet a familiar face: Starky. He challenges you to another race, in which you can win his Monarch.

SIDE QUEST #09: STARKY'S MONARCH

Although Starky is driving a better vehicle, this shouldn't cause you any problems. Pick up the Boost Canisters when you can, and step on it: there's really not much else I can say. After successfully beating him, your new vehicle will be waiting for you in his garage, and he'll vouch to get it back (he won't tough ...). Before you leave, it might be useful to complete some (or all) available races in Subway Town to get this baby upgrades as soon as possible. Make sure to stock up on Vehicle Ammo and Quick Use items as well since the Eastern Wastelands are a bit more challenging.

Before we head to the exit of Subway Town, it's also recommended visiting the Fez Bar. Speak with the bartender to get a repeatable mission: taking out enemy vehicles; but there's a fun twist: for every Authority vehicle you take out, you'll earn double the cash and Racing Certificates! Another note to consider is stocking up heavily on supplies: this mission is more or less the most difficult one in the game. Make sure you've purchased all Armor Upgrades, have plenty of your favorite Quick Use Items and have the max amount of ammo for your Authority Machine Gun and Sniper Rifle. Have about 150 Pop Rockets ready as well since we'll be facing some (mini-)bosses in the process as well. If you're in need of cash, you can consider traveling back to Wellspring to play the Video Poker mini-game or you could play Strum in Subway Town (the easiest mini-game in the Base Game). Whenever you feel ready, head to the garage and let's start exploring the Eastern Wastelands.

EASTERN WASTELANDS

Follow the mini-map to the Power Plant, and you'll soon find some enemy vehicles along the way. There's also two vehicle jumps close to your destination, so you might want to get those out of the way. Once the area is cleared of roaming enemy vehicles, you're free to enter the Power Plant, but before you do, there's a collector card to pick up.

COLLECTOR CARD#49: MONARCH

Found on the right of the Power Plant Entrance.

THE POWER PLANT

Upon entering, you'll notice a lone guard. Take him out with your Wingsticks and proceed left. You'll notice a yellow power box as well as a camera above it. Shoot the power box with either the Electro Bolts or the Pulse Shots, and you can opt to shoot the camera so you can sell it later on at Jani's Supplies. Proceed to the right at the end of the corridor, loot the body and shoot yet another power box. Before we proceed, explore the upper level for some items and proceed by going to the bottom floor. Here, you can shoot the third power box in this area and search for any usable items, and once you're done ascend the stairs in the corner for your first fight. There will be a Gearhead Sentry waiting for you, and as soon as you deal with him you'll meet with 4 other friendly faces. Deal with them and open the door on the left using a Lock Grinder for some ammo and sellable items.

Proceed forward and meet some more Gearheads as well as two Sentry Bots, greet them accordingly with your bullets. Ascend the stairs and meet the two Gearheads on the opposite side of the area before getting shot by a guy on an upper floor. If you are using the Settler Pistol or Sniper Rifle, you might see an elevator ascending with handful of enemies in, including a Gearhead Sentry. Deal with the Sentry first, and make your way around to gain access to the elevator. Interact with the lever and interact with it, another 4 Gearhead grunts will come in so deal with them before entering the elevator. Once the area is clear, enter the elevator, ascend and enjoy the short cut-scene.

Once you are able to control your character again, sweep the first room for loot. Proceed further and you'll head some Gearheads talking. Another big fight will take place, so progress slowly whilst clearing all corridors. Proceed forward into a small room and use the ladder to reach a lone enemy in a small office. Kill him and proceed, two Sentry Bots will advance to your current position. Deal with them, proceed forward and take out some more Gearheads. You'll reach a rather large room where the boss demands his minions to start the decapitator: this is your cue to crouch.

Your first challenge is another Gearhead Sentry, deal with him and soon some other enemies will come in. Again, deal with them and progress. Ascend the stairs and you'll be facing another five enemies in a small area. Proceed forward to the right, whilst dealing with some more incoming enemies. You'll soon find yourself in some kind of generator room, and behind this room is your last big firefight before facing the Gearhead Boss. In this next area, a dozen of Gearheads will threaten you, but there's also a Gearhead Sentry that will spawn in. A Sentry Bot might be very useful in here to deal with the grunts or to distract the enemies' attention while you take the time to blast their head off. Clear the room of the heavy resistance, and proceed into another generator looking room. Check the room for useful items, including a bandage, and head up the stairs.

The Gearhead Boss will be waiting for you with his shotgun, and he'll attack you with Pop Rockets. I opted to use Explosive Bolts but returning Pop Rockets might also be useful in this situation. There's not much room to avoid his shells but move quickly, and he'll be dead in no time. Once you've done that, interact with the switch to redirect power to Subway Town. A grunt will come in to rush you: use Wingsticks to deal with him and ascend another small set of stairs to meet another Gearhead. Kill him or let him be killed by the Subway Town guard that comes in to greet you.

Descend some stairs and you'll be back in the previous big area. This time you'll be helping the Subway Town forces clearing out the remaining enemies: you could use the three switches in front of you to aid you; but your Sniper Rifle will work just fine. Once the room is cleared, exit through the newly opened door behind the switches. You're now back into the room where you've entered.

COLLECTOR CARD #50: GEARHEAD BOOS

Before you exit, use the newly opened door on the left and ascend the stairs. You'll find this collector card at the top

Exit and head back to Subway Town. Things will have changed, and the office for Major Redstone is no longer available. Back to the underground then to meet up with Captain Marshall.

Power Struggle

Complete Power Plant in the Campaign

Power Struggle
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

Timeline:
- 08:52 - Collector Card: Monarch
- 46:26 - Collector Card: Gearhead Boss

MISSION 26: ARK EQUIPMENT

OVERVIEW:
- Collector Cards: 2
- Recipes: 1
- Minigames: 0
- Side Missions: 1

SUBWAY TOWN

In the Resistance Base, you'll meet up with Lassard who will task you to find yet another Decrypter in another Ark, that emerged in the Jackal Canyon. You'll need to retrieve that piece of equipment so that Lassard can decrypt your ID Drive. Before we head out, it's important to know that the Jackal Clan likes to fight from a distance and it's recommend you stock up on Sniper Rifle ammo as well as Explosive Bolts. The usual supplies (Bandages, Wingsticks, Pop Rockets, etc) should always be a standard purchase at this point in time.

SIDE MISSION #07: COMET BLOOM

Before we head into the Eastern Wasteland to finish this fetch-quest, we'll activate this one as well. Find Norbu close to the Fez Bar. As the name of this side mission suggests, we'll need to go find some Comet Bloom. If you have some in your inventory already, the game will automatically give them to Norbu as shown in the video below at 0:33. If you don't have any in your inventory, I'll be in the exact location at 3:45 in the video: it's a small passage to the left of where the Jackal Canyon is. In this location, you can also work toward the "Roadkill"-achievement.

Either way, make your way up the rocky stairset, cross the bridge and interact with the gate to access the Canyon for your next main mission.

JACKAL CANYON

Once you've entered the Canyon, hug the lefthandside for some pick ups, including another collectible.

COLLECTOR CARD #51: JACKAL CROSSBOW

On your left, in a small cavern, as soon as you enter.

Continue down the path and deal with the lone enemy. Your presence will not be going unnoticed, and it's time to enter the fight. Enter the cave opposite the closed gate and deal with another two enemies rushing towards you. You'll probably noticed some fire arrows being shot at you, use your sniper rifle to deal with the enemies on the tower before proceeding. They are incredibly accurate so use the cave you've passed as cover and to regenerate health if needed. Once the troops are dealt with, cross the small bridge and pull the lever to unlock the previously locked gate.

COLLECTOR CARD #52: JACKAL CLUB

On the opposite side of the lever you need to pull to advance through the mission.

Return to the gate and watch three Clubs and two AR's closing in on you. Deal with them how you like and continue your path. On the tower to your left, there might be one or two enemies shooting at you, and another Club will zipline down. Proceed into another cave, and two explosive barrels will come and meet you, as well as another three Clubs to wack your head in. Have your Shotgun and Wingsticks ready to deal with them and continue down the linear path where you'll find a zipline to enter a new area of the Canyon. Dispose of the two enemies shooting at you and continue down another zipline. Whilst progressing, another set of enemies will rush into your position so deal with them before progressing. Cross the makeshift bridge again, deal with another two Clubs and ride the elevator down.

You'll arrive in their living quarters (I think), and you'll immediately be greeted by 3-4 enemies. Kill them and loot the nearby cabins before following the path. Two Jackals will emerge from the ground, and another set will rush in so expect a heavy fight: these guys are quite fast and agile but nothing your Shotgun and Wingsticks can't handle. Progress across yet another makeshift bridge into a cave. You'll enter a close quartered, chaotic area marking the near end of this mission. You'll spiral down some makeshift bridges whilst fighting off some enemies but there are also explosive balloons in the area. If you time your shots well, you might get a few out of the air whilst dealing with the incoming forces. At the bottom, you'll notice the Ark. After dealing with all the enemies (one will come out of the Ark), interact with the display to listen to President Davis if you'd like too; otherwise interact with the nearby blue display so you're able to pick up whatever it is Lassard wants. You'll unlock the following after completing the mission:

Decrypted

Complete Jackal Canyon in the Campaign

Decrypted
1 guideOffline Game ModeSingle PlayerMain Storyline

On your way out, another Jackal will come annd say "hi", great him with some bullets in the face and ascend the stairs on your immediate left to ride some sort of zipline back up to where you've entered the Canyon. Greet two more Jackals and make your way back to Lassard: we're almost at the conclusion of this amazing game!

SUBWAY TOWN

Once you've arrived, go down to the Resistance base and speak with Lassard. Follow the conversation with Captain Marshall and he'll tell you to go see Portman about some explosives. On his left, you'll find another schematic.

SCHEMATIC #15: AUTHORITY AUGMENTER

On a desk on the left near Portman.

If you've continued the conversation with Portman as I have in the video below, decline the mission: we have some other things to do first!

VIDEO GUIDE

Timeline:
- 04:28 - Collector Card: Jackal Crossbow
- 07:53 - Collector Card: Jackal Club
- 26:48 - Schematic: Authority Augmenter

MISSION 27: ABANDONED DISTILLERY

OVERVIEW:
- Collector Cards: 1
- Recipes: 1
- Minigames: 0
- Side Missions: 2

SUBWAY TOWN

It's important we complete every possible side mission available before we advance with the story so we don't miss our "Obsessive Compulsive"-achievement. One of the things on our To Do-list is visiting the Abandoned Distillery to retrieve some stuff. To be able to access this area, we'll need to find Dietrich in Subway Town, who is on the second floor in a room behind Jani's Supplies. If you followed the video guides, we have already accepted this mission before. Since this is a Mutant infested area, make sure you stock up on Sentry Bots/Turrets, bandages, Shotgun ammo and Wingsticks.

WASTELAND

The entrance to the distillery is close to Subway Town, leaving us wondering why Dietrich didn't grab a Shotgun himself and fetched his own items; but hey, we're here for the collectibles! Enter the caves on the right and follow the path.

COLLECTOR CARD #54: PORTMAN

In the caves towards the distillery on the right on a crate.

Follow the path into a desert-like area and pick up the Desert Spore on your left before interacting with the door at the end of the path.

SIDE QUEST #08: ABANDONED DISTILLERY

Follow the path until you reach an unlockable door: you'll need a Lock Grinder to advance. If you don't have any in your inventory, don't worry: in the office on your right there is one conveniently placed so you can proceed. Pick up all the small objects as well for you to sell when you return to Subway Town and unlock the door. Follow the path once more until you meet your first mutant: progress and you'll see him feasting on some corpse. Dispose of him however you like and once you've dropped down from the tube, use an Electro Bolt on the powerbox on the right to unlock a storage room containing a lot of useful items including an Advanced Sentry Turret.

Proceed forward to meet some more mutants, you'll find some Feltrite Crystals along the way, and ascend the spiral staircase to enter a machinery room. Check the room for some more sellable items, and once you've almost reached the end, you'll hear more mutants to be found on your path. I decided to take them out with the Nailgun and Railgun Slugs, but if you don't have the DLC (or if you don't want to use the weapon) you could try and stealth kill them with your Crossbow or Wingsticks. Progress and notice two mutants climbing up a structure. Enter the area and your first big fight will start: use a Sentry Bot in combination with Wingsticks and your Combat Shotgun to fend off the first big horde. At the end of the area, there's a small gap to drop a level: do so and go near the end of a small corridor to pick up some more small items and to find a valve. Interact with it and return to where you've came from. As soon as you've ascended a ladder, go to the immediate right to find a gate partially opened. Crouch and enter the room to unlock the following achievement:

Dev Graffiti

Find the secret Developer Graffiti Room

Dev Graffiti
2 guidesOffline Game ModeSingle Player

Now that's done, let's progress: ascend the silo in front of you and continue the laid out path whilst fighting off the incoming Mutants. Soon, you'll arrive at the actual distillery. Deploy a Sentry Bot and ascend the stairs on the left or right of the structure. Loot the area for some more small objects and place a Sentry Bot near the railing to fend off some future incoming Mutants. Once you're done, interact with the switch on the right: whilst the jugs are filling up, you'll need to fend off a big horde of Mutants twice (one for every jug). Once the first wave is done (or read: once the first jug is filled), deploy another Bot and Turret before reactivating the machine once more. Fend off the second horde in the same fashion as you did before until the second jug is filled.

As soon as you pick up the second jug, a door behind you will open with a handful of mutants behind it. Deal with them and follow the path to the exit. We won't go back to Subway Town just yet: there's another Job Board Mission to complete close to the exit of the Abandoned Distillery.

JOB BOARD MISSION #08: EVICTION NOTICE

Follow your mini-map and enter the Blue Line Station. The first time we've visited this location, we faced Mutants; this time we'll be fighting the Shrouded Clan. The mission is simple: leave no one alive. There's is little to no small objects since we've looted this area before, but as you enter you should notice 3 dead guards ready for you to loot. Follow the path to encounter your first handful of enemies and use any means to dispose of them. As soon as you cleared the first area (or if they fell back), loot the corpses as well as vending machines for some extra cash.

Once you've reached a dark corridor, there's a Sentry Turret waiting for you. Shooting it will deal with it but an EMP grenade might come in handy as well. Continue down the path to greet another handful of Shrouded on a railroad and follow it to reach an open area where guards from Subway Town are laying down fire on some more Shrouded. Assist them by taking out the first nearby enemy and proceed to take out some more Shrouded in the distance by using your Sniper Rifle or special ammo for your Pistol (Fat Mamma bullets will do the trick nicely!). Cross the open area and ascend the ramps to find yet another Turret shooting at you. Destroy it and progress through the bathroom stalls. You'll reach another train station with a handful of enemies, one of them up high behind a Turret so it would be wise to deal with him first.

Once this area is cleared, loot them as well as the nearby vending machines, and proceed to the left through a train to reach a small office. As you exit the office, there will be another Turret up high on your right so deal with it before it deals with you. Ascend to where the Turret was and another batch of enemies will spawn in; one of them being a Heavy. Deal with him first: Fat Mamma bullets to the head will take it him easily and kill the remainder of the Shrouded troops. Turn left at the end of the hallway so spawn in some more troops who will remind you about the horrors of Call of Duty: World at War. Once they are dealt with, go back to the stair set to spawn some more Shrouded in. Descend the stairs and move straight ahead: another set will spawn in through a door on the left.

Go through the door and the last Shrouded member will come and meet you. Once you've dealt with him, this mission is over and you can return to Subway Town.

SUBWAY TOWN

There's only one thing to do, go and meet Dietrich to give him his jugs of Blueshine. As a reward, he'll reward you with your final schematic:

SCHEMATIC #19: REGENERATIVE INFUSION

Received from Dietrich after successfully completing "Abandoned Distillery".

This will also unlock:

Master Chef

Collect all Recipes and Schematics in one play-through

Master Chef
2 guidesOffline Game ModeSingle PlayerMissable

VIDEO GUIDE

Timeline:
- 01:33 - Collector Card: Jack Portman
- 12:57 - Dev Graffiti Room
- 19:25 - Job Board Mission: Eviction Notice
- 38:15 - Schematic: Regenerative Infusion

MISSION 28: FINISHING UP ALL SIDE MISSIONS

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 2

It is important that you do all mini-games, races, vehicle jumps and side missions before the next story related mission "Assault Authority Bridge". Even though races aren't recorded (they would be really boring to watch anyway), make sure you've completed (read: finish first) ALL races in Wellspring and Subway Town as well as doing the Strum mini-game previously mentioned in this walkthrough. This page will only describe the remaining Job Board/Side Missions so they can provide any assistance if need be.

JOB BOARD MISSION #09: HELP WANTED

For this mission, we'll return to the Gearhead Vault. The Authority has taken over and it's our job to stop them from whatever they are doing down there. Enter through the Management Office close to the Strum mini-game guy and interact with the door to enter the car park. My weapon of choice will be the Railgun, but if you'd like to use stealth you can also use Electro Bolts on your Crossbow: they are a one hit kill. Either way, take out the two roaming guards however you'd like and progress to find the first generator: use an EMP to destroy it. This will alert the nearby enemies, and two more guards will advance towards your current position. Take them out and advance up the makeshift ramp. Follow the balcony up another makeshift ramp and take out the three roaming Enforcers. Proceed into the bank area to find the second mobile generator; use an EMP to get rid of it. Go through the newly unlocked corridor to find three more guards on your path, deal with them again and move up the stairs into the vault area. At the top, go to the right and kill another roaming Enforcer. Descend the stairs and you'll hear two Enforcers noticing your presence: it's time to go loud.

In this corridor, you'll also find the final generator. Destroy it with an EMP and this mission will be over. Return to Subway Town and go back to the Job Board to activate the last mission.

JOB BOARD MISSION #10: BOUNTY HUNTER

We'll travel back to the abandoned distillery now, and no much has changed since. Instead of taking the long route like we have before, we'll take a right after entering and down the stairs to end up meeting a dead thief with some mutants. Again, we'll need to fill up two vials of Blueshine so we'll apply the same tactics: one Sentry Bot and a Sentry Turret, Shotgun ready to pump some lead into those Mutants and Wingsticks close in case they want to hug you with their knives or clubs. Once both jugs are filled, you can exit the distillery the same way you've entered. As an added bonus you can now sell the vials of Blueshine at Jani's or Coffers.

With this mission completed, we've covered all Job Board Missions and we're ready to tackle the final two story related missions. If you own the DLC though, we'll start off with the final DLC mission, divided into two parts. Get ready for some carnage!

VIDEO GUIDE

Timeline:
- 03:40 - Job Board Mission: Help Wanted
- 13:55 - Job Board Mission: Bounty Hunter

MISSION 29: SCORCHER THREAT

Before we start this mission, allow me to say that you will need to stock up on supplies heavily. Here's what I would recommend on Ultra Nightmare at the bare minimum:

  • 50 bandages
  • 60 Wingsticks
  • 15 Sentry Bots
  • 100 Sniper Rifle bullets
  • 100 Pop Rockets
  • 150 Shotgun shells
  • 75 HE Rockets

Obviously have your other guns ready for use as well. Fat Mamma bullets are recommended as well since they have a high damage output. If you are in need of money, play the Video Poker game in Jackpots and save often. I was able to make about $5.000 in about 45 minutes and used this method throughout the game to keep my ammo supply at a healthy minimum. Once you are ready to start and finish the final DLC-mission, head to Jackpots and speak with Sarah to get going.

WELLSPRING TUNNELS

Once you've entered the tunnels, proceed forward until you've reached a small building. Get to the right of it and up the ladder so you are able to enter from the top. In here, pick up the small items from the shelf. Interact with both consoles (you have to rotate cn_LS and cn_RS to get a green light on both dials) to open the gate. Once you do, Sarah will be grabbed by Scorchers, leaving two/three enemies behind for you to fend off. The first two will bust through the door of the building you're in, another will hide behind cover.

Go through the open gate and proceed forward until another enemy spawns. Kill him quickly, and the corridor will be closed by a gate. Scan the room for pickups and proceed to the left, and up the stairs. There's some useful ammo to be collected opposite of the switch you need to pull, and once you interact with it two automatic sentries will activate along with a big Mutant spawn. Get your Shotgun out, and maybe spawn a bot to help you defend yourself. Once you hear a ring, the area is clear and you are ready to progress. Before we progress through the newly opened door, there's an unlockable door in the tunnel below the platform you were on. Open it and pick up all the loot you can find. Go through the newly unlocked corridor and once you reach a big open area, another big batch of Mutants will spawn, including some Slime Mutants; you know what this means: Shotgun and Wingsticks ready with a Sentry Bot (or maybe two) assisting you.

Proceed forward until you hear an unknown roar whilst reaching a closed gate. This is a pretty tedious one, and I ended up using the following trick to get past it: back up against the gate whilst holding cn_A and backing up. This should help you get past it easily, but what you might find on the other side is probably the reason why it was closed in the first place. Spawn a Sentry Bot immediately and have your shotgun ready. You'll meet a new enemy: the Armoured Mutants. They are very hard to kill, but your Shotgun with Pop Rockets might be the easiest way.

Once you've dealt with them, proceed through the straight forward corridors to advance. Whilst moving, one or two more roars might give you a brief scare; but soon you'll arrive at another room covered in greenish goo. Once you reach the middle of the room, the entrance and exit will be closed and more Armoured Mutants will come in trying to give you a good old swing of their clubs. After dealing with a handful of these fantastic creatures, the exit will open up again. Go through the small corridor and another Armoured Mutant will bust open a door rushing at you, deal with it however you'd like.

Inside the newly opened room, there's some useful loot to find so be sure not to miss it. Proceed forward and a Slime Mutant shows up to join the party, but again: deal with him in any fashion you prefer before moving forward. Follow the corridors until you can ascend a stairset and make sure you're ready for yet another ambush of Armoured Mutants in combination with a few Slime Mutants in a very open space: Sentry Bots and Pop Rockets will help you very much in this very heated battle. Stay aware of your surroundings: they can show up pretty much everywhere. After you've killed about a dozen, a Kraken will show up: the very same combination will help you out greatly. After finishing him and his buddies, a gate will open up at the end of the room on the left hand side spawning in two more Armoured Mutants. I don't need to tell you what to do anymore at this point, continue the path after dealing with them until you reach a duo of Scorchers: finally some human(-ish) enemies!

Dispose of them and fall through the hole in the floor to continue your rescue mission. You'll soon hit a long corridor with another level: interact with it to spawn two Sentry Turrets as well as another big wave of Armoured Mutants. Since you don't have the advantage of height this time, it would be wise to get another set of Sentry Bots to accompany you. An audio cue will allow you to breathe easily again, so follow the stairs on the left to another unlockable door. Pull the lever and pick up the ammo found near it and descend the stairs to continue your path through the tunnel. You'll soon hit a door leading to the Scorcher Base, which is the final mission of this DLC. Interacting with it will unlock:

Rite of Passage

Complete Wellspring Tunnels in The Scorchers job path

Rite of Passage
1 guideOffline Game ModeSingle PlayerMain Storyline

VIDEO GUIDE

MISSION 30: RITE OF PASSAGE

Before we move on, it would be wise to change your current loadout. My preferred ammo-type are the Fat Mamma bullets from the Settler Pistol and I mostly used the Railgun Slugs to scout up ahead if possible to see where enemies are. Sniper Rifles might come in handy here as well but the explosive touch Fat Mamma bullets offer will help you against the Heavies that will present themselves. Make sure you have more than enough Bandages to get through this part effectively: a set of 60 - 70 should suffice.

SCORCHER BASE

Follow the corridor and go left at the end. You'll meet a familiar face: Stew. How he got there from Subway Town is another story, but the point is that he can provide you with supplies, so stock up if need be. This part of the mission will solely focus on human enemies (except the bossfight, but we'll get to that in time) so stock up on everything you might need or extensively used in the previous part. Make sure you have ammo for your Rocket Launcher, you'll need it.

Hug the right side of the destructed are to be able to ascend a stairset and follow the path. As the game suggests, save your game: it will get quite intense. Continue forward to meet the first three enemies of this mission, deal with them as you like and more will spawn in. There will at least one Scorcher mount a turret, so make sure you kill him before you do anything else. Another dozen will be there to be taken care off, and once you do follow the corridor and descend another stairset to spawn in another duo. Follow the path, ascending another stairset to spot two more Scorchers and proceed to face your first heavy and a few of his companions. Once you've dealth with them, enter the elevator on the rightside of the room to reach the upper floor.

Once you've exited the elevator, search both ends of the corridor for some useful pickups and go outside to have a first glance of an aircraft. A dozen of enemies will come in and rush your position, but a Sentry Turret might help you fend off those that come too close. Proceed forward with caution: more Scorchers will spawn in including another Heavy. Once you've cleared the area, proceed down the path up some stairs for a small puzzle.

Before we solve it: scout the room for the items laying around. Once you're done, go to the pedestal in the middle of the room and pick up the Feltrite Crystal. You'll notice a pedestal with a bowl rising to the ceiling. At the same time, the room is filling up with explosive gas. Make sure to act quickly: a skull will spawn on the right hand side next to the door through which you came in: pick it up and place it on the left stone lever to open a door behind the pedestal. Proceed down the straight forward path and soon Scorchers will notice your presence. You'll arrive at an open area, and another battle will enfold.

Once the area is cleared of the first wave, ascend some stairs at the backend of the are and proceed left: two more Scorchers will spawn in. Continue forward and you'll see a turret which you'll need to use to bust open a door on the opposite side. More Scorchers will spawn in, feel free to use the turret to dispose of them without wasting ammo. When the wave has been dealt with once more, navigate through the newly opened exit and follow the path. The game will prompt you to save once more and it would be a wise thing to do as they ask: the boss fight will start.

Descend the stairs and the gate behind you will close. The airship we've noticed earlier is back, and it's your job to shoot it down: this is where your Rocket Launcher comes in. The airship has two types of attacks: shooting you with a Turret or unloading explosives down to the playable area. During this first sequence you can only damage it by shooting the metalplates on both sides of the ship that cover the energy source. Once that is uncovered (you'll recognise it by the blue color), keep shooting it to deal a lot of damage. Make sure you stay behind cover at all times when the airship is laying down fire. As soon as you damage it enough, a set of Scorchers will come to the ground: use the Railgun Slugs to dispose of them whilst you stay behind cover. Killing them will make the ship disappear, allowing you to move to the next area. Make sure to save your game here once again.

To access the next area, you'll need to cross the bridge that will open up on the right hand side. Whilst it is opening, another set of Scorchers will come and meet you. Cross the bridge to spawn 3-4 more. Deal with them and another set will spawn along with the airship. The second sequence didn't change: shoot the blue areas to deal damage and as soon as there is 1/3 of health remaining, our method will change slightly. Before we work that out, we'll kill the incoming enemies that will spawn from the ship. To damage the ship significantly now, we'll need to target the 6 powersources that spawned in at the bottom: you can either continue to use the Rocket Launcher or use the Sniper Rifle for easier targeting. In between waves of explosives and Turretshots, the ship will also occasionally spawn in a set of regular enemies. As soon as you destroy three of these power cores, the ship won't be able to fly anymore and the boss fight will finally be over.

Soon an elevator will come down (probably behind you) with another set of Scorchers, dispose of them and ride the elevator back up. Follow the cave and straight forward path until you reach Sarah, to release her you'll need to interact with both buttons on both sides. Watch the cutscene and enjoy your final moments of the Scorcher DLC. After Sarah proposes to get a drink, you'll spawn into a new trophy room where you can view all your current accomplishments whilst the following achievement unlocks:

Fired Up!

Complete Scorcher Base in the The Scorchers job path

Fired Up!
1 guideOffline Game ModeSingle PlayerMain Storyline

You can use this place to play Five Finnger Fillet as well as the Strum mini-game. To leave, interact with the door on the left of Sarah.

VIDEO GUIDE

MISSION 31: ASSAULT THE AUTHORITY BRIDGE

OVERVIEW:
- Collector Cards: 1
- Recipes: 0
- Minigames: 0
- Side Missions: 0

This is it: our point of no return. After completing this mission, certain parts of the game will be locked so make sure you finished all the races, found/bought all collectibles and completed every Job Board and Side Missions!

SUBWAY TOWN

After the adventures in the Scorchers DLC, go back to Subway Town and meet back up with Portman in the Resistance base. Accept his mission and he'll give you the explosives needed to complete this mission. Jump in your vehicle and follow the mini-map. Once you're past the Jackall Hideout, a few mutants will await your arrival: run them over to progress towards the "Roadkill"-achievement. Jump out of your vehicle and interact with the locked gate to blow it open. More Mutants will spawn so run them over again to preserve your ammo and follow the mini-map through the destroyed gate. More Mutants will be on the road so you surely can't miss the following achievement:

Roadkill

Run over 10 Mutants

Roadkill
4 guidesOffline Game ModeSingle PlayerCumulative +

Once you reach a dead end, jump out of your vehicle again and interact with the green button to ride the elevator up. Once you arrive at the top level, an enemy will be waiting in front of you, and a set of three Enforcers will spawn on the right. After killing them, another set of three will spawn on the left. Before we place explosives, we'll scout the area for our final collectible:

COLLECTOR CARD #54: ELITE GUARD

Found behind some boxes on the left side of the bridge where you need to plant an explosive.

Picking this one up, provided you followed this guide and collected all of them, you'll unlock:

Gotta Have 'Em All

Collect all Playing Cards on one play-through

Gotta Have 'Em All
6 guidesOffline Game ModeSingle PlayerCollectable

The remainder of this mission is easy: plant explosives on the left- and rightside of the bridge and ride the elevator back down. Drive back to Subway Town to meet up with the Resistance and they'll give you their final mission. As a reward for completing this mission, Portman will give you some "extra firepower": the Authority Pulse Cannon. Grab it and prepare for the next and final mission!

VIDEO GUIDE

Timeline:
- 04:35 - Collector Card: Elite Guard

MISSION 32: ASSAULT CAPITAL PRIME

OVERVIEW:
- Collector Cards: 0
- Recipes: 0
- Minigames: 0
- Side Missions: 0

SUBWAY TOWN

Speak with Captain Marshall and listen to his whole explanation about how this mission is where it gets real. After he's done, stock up on supplies one last time (Bandages, Wingsticks, Sentry Bots, ammo for your preferred guns, ...) and make your way to the garage to enter your vehicle. Blowing up the bridge allows you to access the final part of the Wasteland in which you can complete the last two vehicle jumps so make sure not to miss them. This will unlock the following achievement:

Jumper

Perform all 18 Vehicle Jumps

Jumper
3 guidesOffline Game ModeSingle PlayerCollectable

Continue your path of destruction past the many Authority vehicles until you can enter the Authority Base. Interact with the switch to access Capital Prime.

CAPITAL PRIME

Follow the path forward until an Authority Drone spots your presence: it's about to get very heated from this point forward. Keep following the path and soon the first Enforcers will come and greet you. Your newly acquired weapon will help you greatly, even against the shielded enemies. This makes this mission quite easy in terms of difficulty, although the Elite Guards and Authority Mutants might still pose a threat later on. Keep following the path and soon the first Elite Guard will spawn in. Deal with it however you like. Keep following the path to meet up with more Enforcers and soon you'll hit an elevator that will allow you to go up. Follow the path and the game will prompt you to initialize the Nexus Core, but before you can do this the Authority will launch its first batch of Authority Mutants at you. Have a Sentry Bot covering you, have your Wingsticks ready and use the Pulse Shots in the Combat Shotgun to help you get through this wave. As soon as they stop spawning, interact with the green display to advance your quest.

Go stand next to the lit up core up ahead and an elevator will elevate you (get it laugh?), up top a set of Authority Mutants will spawn in. To disable the lasergrid, walk down the ramp on either sides and interact with another display. Upon advancing, more Mutants will spawn alongside Enforcers. Keep advancing down the straight forward path whilst clearing out some more Authority Mutants until you reach yet another lasergrid: you can disable those by interacting with the display on the left. Again, go up the platform to ascend yet another floor.

Another set of Mutants will spawn in, and after dealing with those you can choose between going left and right. Both have the same outcomes though, so pick whatever you'd like. Descend the stairs and more mutants will spawn in, dispose of them in any fashion you prefer and advance. Interact with yet another display underneath the bridge and go back up. Go straightforward and Enforcers will attack you including an Elite Guard and some more Authority Mutants. After dealing with all of these, go through the corridor the Elite Guard came from. More Authority Mutants will be thrown at you, proceed forward and another Elite Guard will soon present itself. At the end of this corridor, another lift will allow you to ascend. At the top interact with the display to trigger the endgame fight.

Once you are able to step foot on the platform, interact with the display. After a few seconds, you can also interact with the display on the left. Authority Mutants will start spawning in, so make sure Sentry Bots are covering your back while you lay down fire into them. Fend them off until you can interact with the display on the right hand side of the room and yet another wave of Authority Mutants will spawn in. Apply the same tactics until you can interact with the display at the back of the pillar in the center of the platform. Interacting with that display will unlock all of the following achievements, provided you've played on the hardest difficulty:

Hey, not too rough

Finish the Campaign on any difficulty

Hey, not too rough
2 guidesOffline Game ModeSingle PlayerMain Storyline

Hurt me plenty

Finish the Campaign on at least Normal difficulty

Hurt me plenty
1 guideOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

Ultra-violence

Finish the Campaign on at least Hard difficulty

Ultra-violence
1 guideOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

RAGE Nightmare

Finish the Campaign on Nightmare difficulty

RAGE Nightmare
6 guidesOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

Night Terrors

Finish the Campaign on Ultra Nightmare difficulty

Night Terrors
3 guidesOffline Game ModeSingle PlayerMain StorylineDifficulty Specific

But more importantly, you should've also unlocked the following:

Obsessive Compulsive

Reach 100% Completion in the Campaign

Obsessive Compulsive
3 guidesOffline Game ModeSingle PlayerMissable

Enjoy the ending cutscene!

VIDEO GUIDE

On of the achievements in RAGE requires to gain 100% completion, and this page is specifically meant for that purpose. Each of the categories below are required to gain full completion to make sure you are able to unlock this achievement. Underneath is a complete checklist, which you can use to track your progress.

Finishing everything on this list will reward you with

Obsessive Compulsive

Reach 100% Completion in the Campaign

Obsessive Compulsive
3 guidesOffline Game ModeSingle PlayerMissable

MAIN MISSIONS

There are 23 main missions, all of which are required to complete. Each of these missions link to their correspondent section within this walkthrough.

  1. Prologue
  2. Quell The Bandit Threat
  3. Medical Supplies
  4. Missing Parts
  5. Destroy The Barricade
  6. Dan's Message
  7. Feltrite Crater
  8. Feltrite Sample
  9. Cuprino Needed
  10. Resupply The Watchtower
  11. Destroy The Bomb Caches
  12. Defibrillator Upgrade
  13. Hijacked Well
  14. Secret Delivery
  15. Liberate Captain Marshall
  16. Recover ID Drive
  17. Lost Research Data
  18. Gaining Influence
  19. Mutant Expansion
  20. Gearhead Vault
  21. The Price of Power
  22. Ark Equipment
  23. Assault Authority Bridge
  24. Assault Capital Prime

COLLECTOR CARDS

There are 54 Collector Cards to be found, and each of them are listed below. Should you wonder on how to get them, there is a link to the specific part in this walkthrough to make it easier. None of these are missable anymore, since all the cards that you've missed in closed down areas will be available for purchase at Halek's, Coffers or Jani's shop in their correspondent settlement.

  1. Dan Hagar
    - Found at Hagar Settlement
  2. HE Grenade
    - Found at Hagar Settlement
  3. Loosum Hagar
    - Found at Hagar Settlement
  4. Ghost Bonestick
    - Found at Ghost Hideout during "Quell The Bandit Threat"
  5. Ghost Boss
    - Found at Ghost Hideout during "Quell The Bandit Threat"
  6. Janus Outrigger
    - Found at Outrigger Settlement during "Medical Supplies"
  7. Sentry Turret
    - Found during "Medical Supplies"
  8. Rikter Outrigger
    - Picked up during "Medical Supplies"
  9. Wasted Club
    - Found at Wasted Garage during "Find The Buggy Parts"
  10. Wasted Pistol
    - Found at Wasted Garage during "Find The Buggy Parts"
  11. Wasted Turret
    - Found at Wasted Garage during "Find The Buggy Parts"
  12. Dagger Thrower
    - Found near the Wasted Garage in the Wasteland
  13. Ghost Pistol
    - Found at Ghost Hideout during "Missing Person" (Job Board Mission)
  14. Dune Buster
    - Received in Hagar Settlement after completing "Durar's Time Trial"
  15. City Guard
    - Included in the "Started Deck", bought from Coffer for $50
  16. Club Mutant
    - Included in the "Started Deck", bought from Coffer for $50
  17. Clayton
    - Included in the "Started Deck", bought from Coffer for $50
  18. Jetter
    - Included in the "Started Deck", bought from Coffer for $50
  19. Sheriff Black
    - Included in the "Started Deck", bought from Coffer for $50
  20. Sally
    - Received from Sally after successfully destroying one Bandit vehicle in the Wasteland
  21. Crazy Joe
    - Found in Crazy Joe's shack during "Miracle Cure" (Side Mission)
  22. Scoop Mutant
    - Found at Mutant Bash TV during "Curprino Needed"
  23. J.K. Stiles
    - Received after completing one episode of Mutant Bash TV (Story Related)
  24. Cuprino
    - Received in Wellspring after winning the Cuprino
  25. RC Bomb Car
    - Found at Shrouded Bunker during "Destroy The Bomb Caches"
  26. Shrouded AR
    - Found at Shrouded Bunker during "Destroy The Bomb Caches"
  27. Shrouded Heavy
    - Found at Shrouded Bunker during "Destroy The Bomb Caches"
  28. Shrouded Minigun
    - Found in the Wasteland during "Feltrite Crater"
  29. Sentry Bot
    - Found in the Wasteland near Kvasir Lab during "Feltrite Sample"
  30. Enforcer
    - Found before entering the Dead City during "Feltrite Sample"
  31. Large Mutant
    - Found at the Dead City during "Feltrite Sample"
  32. Kraken
    - Found at the Dead City during "Feltrite Sample"
  33. Slime Mutant
    - Found at the Dead City during "Feltrite Sample"
  34. Mine
    - Found at The Well during "Hijacked Well"
  35. Valder
    - Found at The Well during "Hijacked Well"
  36. Power Supply
    - Found at the Authority Prison during "Liberate Captain Marshall"
  37. Giant Mutant
    - Found at the Authority Prison during "Liberate Captain Marshall"
  38. EMP Grenades
    - Found at the Authority Prison during "Liberate Captain Marshall"
  39. Drop Ship
    - Found at the Authority Prison during "Liberate Captain Marshall"
  40. Marshall
    - Found at the Authority Prison during "Liberate Captain Marshall"
  41. Shield Guard
    - Found at the Authority Prison during "Liberate Captain Marshall"
  42. Elizabeth
    - Found at Wellspring after completing "Liberate Captain Marshall"
  43. Drone
    - Found at the Dead City during "Lost Research Data"
  44. Authority Mutant
    - Found at Subway Town within Elizabeth's lab during "Gaining Influence"
  45. Dyno-Mutant
    - Found at Blue Line Station during "Mutant Expansion"
  46. Advanced Sentry
    - Found at the Gearhead Vault during "Gearhead Vault"
  47. Gearhead Shotgun
    - Found at the Gearhead Vault during "Gearhead Vault"
  48. Gearhead Jet
    - Found at the Gearhead Vault during "Gearhead Vault"
  49. Monarch
    - Found at the entrance of the Power Plant during "The Price of Power"
  50. Gearhead Boss
    - Found at the Power Plant during "The Price of Power"
  51. Jackal Crossbow
    - Found at the Jackal Canyon during "Ark Equipment"
  52. Jackal Club
    - Found at the Jackal Canyon during "Ark Equipment"
  53. Elite Guard
    - Found at the Authority Bridge during "Assault the Authority Bridge"
  54. Portman
    - Found in the Wasteland during "Abandoned Distellery"

Collecting all of the above Collector Cards will also unlock

Gotta Have 'Em All

Collect all Playing Cards on one play-through

Gotta Have 'Em All
6 guidesOffline Game ModeSingle PlayerCollectable

SCHEMATICS

There are a total of 19 schematics to be acquired, and each of them are listed below. Again, there is a link to each specific part in this walkthrough on how and where you acquire them.

  1. Wingstick
    - Purchased from Halek Hagar in the Hagar Settlement
  2. Bandages
    - Received from Janus Outrigger after succesfully completing the quest "Medical Supplies" (Story related)
  3. Adrenaline Overdrive
    - Received from Ramos Outrigger after succesfully completing the "Mutant Alert" Side Mission
  4. Lock Grinder
    - Given by Johan Outrigger during "Find The Buggy Parts" (Story related)
  5. Pop Rocket
    - Purchased from Coffer in Wellspring
  6. Sentry Bot
    - Purchased from Coffer in Wellspring
  7. Sentry Turret
    - Purchased from Coffer in Wellspring
  8. Fat Mamma
    - Purchased from Coffer in Wellspring
  9. Dynamite Bolts
    - Purchased from Coffer in Wellspring
  10. RC Bomb Car
    - Given by sheriff Black during "Destroy The Bomb Caches" (Story related)
  11. Apophis Infusion
    - Received from Richard after successfully completing the "Miracle Cure" Side Mission
  12. Advanced RC Bomb Car
    - Received from Phallinx Hagar after successfully completing the "A Proposition" Job Board Mission
  13. Mind Control Bolts
    - Received from Kvasir during "Secret Delivery" (Story related)
  14. EMP Grenade
    - Found in the Authority Prison during "Liberate Captain Marshall" (Story related)
  15. Authority Augmenter
    - Given by Mark Lassard in Subway Town after arriving (Story related)
  16. Advanced Sentry Bot
    - Purchased from Jani in Subway Town
  17. Advanced Sentry Turret
    - Purchased from Jani in Subway Town
  18. Advanced Wingstick
    - Purchased from Jani in Subway Town
  19. Regenerative Infusion
    - Received from Dietrich after successfully completing the "Abandoned Distillery" Side Mission

Acquiring all of the above schematics will also unlock

Master Chef

Collect all Recipes and Schematics in one play-through

Master Chef
2 guidesOffline Game ModeSingle PlayerMissable

JOB BOARD MISSIONS

There are 9 Job Board missions to complete during your gameplay. Each mission will link to the correspondent section of this walkthrough to guide you through possible difficulties in completing them.

WELLSPRING

  1. Missing Person
  2. Stolen Merchandise
  3. Mutant Menace
  4. Caravan Cover
  5. A Proposition
  6. The Exchange

SUBWAY TOWN

  1. Bounty Hunter
  2. Eviction Notice
  3. Help Wanted
  4. Bounty Hunter

SIDE QUESTS

These Side quests are given by NPC's during your adventures in the Wastelands. Again, each mission is linked to their correspondent section of this walkthrough.

  1. Wingstick Mastery
    - Available as soon as Hagar gives you your first mission.
  2. Radio Tower Repair
    - Given by Rikter in the Outrigger Settlement (Story related)
  3. Mutant Alert
    - Given by Ramos in Outrigger Settlement
  4. Durar's Time Trial
    - Available after finishing "Destroy The Barricade"-story mission
  5. Miracle Cure
    - Given by Richard in Wellspring Bar
  6. Starky's Challenge
    - Given by Starky in Wellspring (Missable)
  7. Comet Bloom
    - Given by Norbu in Subway Town
  8. Abandoned Distillery
    - Given by Dietrich in Subway Town
  9. Starky's Monarch
    - Given by Starky in Subway Town

STANLEY EXPRESS

Stanley is a resident of Wellspring who is always in search of drivers to deliver his goods to his clients. He only requires you to complete three deliveries, and are restricted by time. The time given by him to successfully completing a mission is based on your difficulty: you'll get less time the higher your difficulty is.

  1. Settler Postal
  2. Bandit Postal
  3. Northern Express

RACES

To equip your vehicles with the best stuff on the Wasteland, you'll be required to gain Racing Certificates. You can earn them by taking out Bandit or Authority vehicles, or by completing races. For obvious reasons, there are no video walkthroughs available for them since each of them should be relatively easy to complete. Just take notice that Time Trials are based on your difficulty: the higher your difficulty, the less time you will receive to complete them.

WELLSPRING - BEGINNERS LUCK

  1. Dusty 8 - Time Trial - Buggy
  2. Southern Highway - Non-Combat Race - Buggy
  3. Southern Highway - Minigun Race - Buggy
  4. Dusty 8 - Rocket Race - Buggy

WELLSPRING - SPEED & THRILLS

  1. Dusty 8 Reverse - Time Trial - Buggy
  2. Southern Highway - Rocket Race - Buggy
  3. Scorcher Land - Non-Combat Race - Buggy
  4. Scorcher Land - Rocket Race - Buggy
  5. Dusty 8 Reverse - Rocket Race - Buggy
  6. Southern Highway - Rocket Race - Cuprino

WELLSPRING - MURDER & MAYHEM

  1. Southern Highway Reverse - Time Trial - Buggy
  2. Dusty 8 - Rocket Race - Cuprino
  3. Southern Highway - Rocket Race - Cuprino
  4. Scorcher Land - Rocket Race - Cuprino
  5. The Canyon - Rocket Rally - Buggy
  6. The Canyon - Rocket Rally - Cuprino

SUBWAY TOWN - CRASH & BURN

  1. Meteor Crater - Time Trial - Buggy
  2. Gearhead Valley - Non-Combat Race - Buggy
  3. Meteor Crater - Rocket Rally - Buggy
  4. Gearhead Valley - Rocket Race - Cuprino
  5. Gearhead Valley - Rocket Rally - Cuprino
  6. The Shipyard - Rocket Race - Buggy

SUBWAY TOWN - ROAD RAGE

  1. The Shipyard - Rocket Rally - Cuprino
  2. Authority Area - Rocket Rally - Cuprino
  3. Gearhead Valley - Rocket Race - Monarch
  4. Gearhead Valley - Rocket Rally - Monarch
  5. The Shipyard - Pulse Rally - Monarch

Winning one race will unlock the following:

Lead Foot

Win a Race in the Campaign

Lead Foot
1 guideOffline Game ModeSingle Player

Winning all races will unlock the following:

Rage Cup

Win all Races in the Campaign

Rage Cup
2 guidesOffline Game ModeSingle Player

MINIGAMES

There are 6 different mini-games available in RAGE if you have the DLC installed, but only 4 require you to win one round to add a point to your Obsessive Compulsive total. These are listed below:

1. Five Finger Fillet

Locations
- Wellspring, Second Chance bar
- Subway Town, Fez bar

Some name this a game of skill, others have different inappropriate but applicable names for this mini-game. Basically a knife moves above your hand, and you need to stab the highlighted section at the correct time. The first four rounds have the same patterns every single time, round 5 however is where the pain starts. The pattern is random every single time, and beating it on perseverance is probably your best bet. There is a trick however: stab - pause the game - stab - pause the game - stab - you should get it by now... The reason for pausing the game simply lies with the thought that you can see the next target. It will take some time to get it to work, but this is probably your best bet. Completing five rounds will unlock:

Just a Flesh Wound

Complete the final round of 5 Finger Filet

Just a Flesh Wound
4 guidesOffline Game ModeSingle Player

2. Rage Frenzy

Locations
- Wellspring, Second Chance bar (Hendrick)
- Subway Town, Fez bar (Teague)

I hear from a few people that this mini-game could be compared to Magic: The Gathering (never played it so don't kill me if I'm wrong). I'm not a true expert in how to beat this mini-game properly, but it might be your best bet to wait until you collect most, if not all, Collector Cards. This way, beating Teague in Subway Town will be a breeze. The deck I used was as following:

  • Shrouded Minigun
  • Gearhead Boss
  • Monarch
  • Gearhead Jet
  • Gearhead Shotgun
  • Giant Mutant
  • Large Mutant
  • Sally
  • RC Bomb Car
  • JK Stiles
  • Kraken
  • HE Grenades

Teague will always use the following cards on the hardest difficulty:

  • Authority Mutant
  • Enforcer
  • Elite Guard
  • Shield Guard
  • Power Supply
  • EMP Grenades
  • Kraken
  • Giant Mutant
  • Large Mutant
  • Drop Mine
  • Drop Ship
  • Drone

Beating the hardest deck of Teague will unlock:

Hardest Deck

Beat Teague's hardest Deck

Hardest Deck
6 guidesOffline Game ModeSingle PlayerDifficulty Specific

3. Tombstone

Locations
- Wellspring, outside of Coffer's shop
- Subway Town, near Sparky's Auto Parts

In this minigame, you'll be throwing dices that have two different faces: a white target and a black skull. The white target means that you shoot the holographic mutants, the black skull means they advance one step. Your goal is to eliminate the mutants before they reach you for which they have three turns. Winning a game in the first round will unlock

JACKPOT!

Roll 4 Targets in the first round of Tombstones

JACKPOT!
3 guidesOffline Game ModeSingle Player

4. Strum (Only available in Subway Town before accepting the mission "Assault The Authority Bridge")

Locations
- Subway Town, on the upper level near the Management Office

Strum is basically "copy the buttons". There are 5 different rounds and each round adds more buttons to the previous sequence. My personal big help was writing down the buttons when the NPC played, then read them from the paper I wrote them down on. This should only really take you 2-3 tries to win all 5 rounds. Winning all 5 rounds of this minigame will unlock

Deliverance

Complete the final round of Strum

Deliverance
7 guidesOffline Game ModeSingle Player

Winning one round in the above mini-games will also unlock

Minigamer

Win all Minigames

Minigamer
4 guidesOffline Game ModeSingle Player

VEHICLE JUMPS

There is a total of 18 vehicle jumps, with 11 in the Wasteland and 7 other in the Eastern Wasteland. Each of them are recognizable by the drone that hovers in mid-air, which can't be destroyed with regular weapons. Lunging your Cuprino or Monarch into them is key to completion. Each of basically requires doing the same thing, get enough speed to jump and destroy them. Use your boost in mid-air to gain more momentum to have a higher chance at successfully completing a jump. Each of them are marked on the maps below.

WASTELAND JUMPS

Jumps - Wasteland

EASTERN WASTELAND JUMPS

Jumps - Eastern Wasteland

Jumper

Perform all 18 Vehicle Jumps

Jumper
3 guidesOffline Game ModeSingle PlayerCollectable

FIELD GOALS

There are 3 field goals in the Wasteland which look like goal posts from your favorite American Football team. This rather hilarious requirement requires you to drive the Jetter ATV, crashing into the barrier and hope you hear a horn. If you don't, don't worry: you will spawn right next to where you left the map. If you did hear the magical sound, you are ready to progress to the next one. I would advise you to complete this as soon as possible, since the roads will have more traffic later on. The locations are marked on the map, and I also added in when they are best to be completed.

- Ark Site: as soon as you drive towards the Bandit Hideout
- Mutant Bash TV: after delivering Dan's message to Major Clayton in Wellspring
- Northern Watch Tower: do this one as soon as you can; the longer you wait, the harder it will get to even arrive at the place

Field Goals

It's Good!

Score each of the 3 Field Goals from the ATV

It's Good!
3 guidesOffline Game ModeSingle PlayerCollectable

Welcome to the co-op section of this walkthrough! We'll be tackling the Wasteland Legends in this section, which will give you some background information about some of the elements you would have encountered during the main game. Note that it is possible to play these solo, but achievements will not be rewarded when you do. Finding a friend to help you knock out is highly recommended. Since the game doesn't have an active community anymore, I would recommend setting up a Gaming Session so you can team up.

The Wasteland Legends can only be played at Normal and Nightmare difficulty levels. Your gear will always be set by the game and most of the times the upgrade mods you bought during the single player campaign aren't equipped. While playing through these missions, you'll find ammo stashes as well as quick-use items such as Bandages, Wingsticks, RC Bomb Cars, ... to use to your advantage. It would be wise to communicate during the missions so you share those found items to make it easier for both of you.

Please note that there will be no in-depth guide on how to complete these missions, since the paths to be taken are set, but I will provide some hints at how to tackle the hard moments of these missions. The videos underneath all are played on the Nightmare Difficulty, but only one mission requires you to complete it at that difficulty. For those that love a challenge however, I invite you to play them on the hardest difficulty as well.

To make it a bit easier for you to navigate through this page, I provided a menu below. Just click on the mission and you'll be guided to the appropriate mission.

LIFE IN PRISON

Notable items:
- Lock Grinder: After the second encounter with enemies, the game takes you up a stair set. Before going up, find the Lock Grinder in the box to the right.
- Pop Rockets: After opening the locked room with the aforementioned Lock Grinder, you'll be pulling a switch to open the cell doors to be able to move forward. After shooting some Gearheads, you'll be able to find a bandage in an open cell. Look for an opening in the back wall and go through the corridor to find these in the back.

Hard areas:
There are no areas that could be called "hard", but since you will be fighting the Gearheads you should be aware of your surroundings. I shouldn't have to mention that you aim for the head, but I will anyway. Save your bandages and revives for when things get too hot, use the Fat Mamma's scattered around the level and save up the big ammo and grenades for the two Gearhead Jets you'll face. At the end of the level, you'll find a Sniper Rifle which will make the end-game a lot easier. But again: aim for the head.

Video walkthrough:

Completing the first mission will unlock:

The Legend Begins...

Complete a Legend of the Wasteland

The Legend Begins...
1 guideOnline/OfflineSingle PlayerCooperative

Completing this mission on Nightmare difficulty will unlock:

A True Legend

Complete a Legend of the Wasteland on Nightmare difficulty

A True Legend
5 guidesOnline/OfflineSingle PlayerCooperativeDifficulty Specific

BACK TO TOP

SEASON 1: PILOT

Notable items:
- None

Hard areas:
If you've played Mutant Bash TV over and over again during your campaign run, you'll be very familiar with this level. There aren't any hard areas but you should pay attention to the Kraken at the final area. Have one player aim for the regular mutants while another takes on this monster with Fatboys found around the level. The only thing that makes this level a bit challenging is the fact that your loadout is not fully upgraded, but hey: you can get used to everything laugh.

Video walkthrough:

BACK TO TOP

WATER SERVICE

Notable items:
- Lock Grinder: This one is found in the starting area in an open locker. Pick it up before you open the door and use it in the Second Chance bar.

Hard areas:
The only thing that makes this level a bit more challenging is the timer on your screen, but even on Nightmare difficulty you shouldn't panic too much. Just keep advancing as you normally would, and you will be found. The Binocular mod is equipped on your pistol so use it to score some easy headshots to clear out the enemies a lot faster. To make it even better, there are lots of RC Bomb Cars to be found so use them while your partner is drawing fire to surprise them. At the end of this level, you'll be holding out a wave of enemies, including a few rushing forward, but have your shotgun at the ready and take out the enemies behind cover with the Sniper Rifle you've found. There's an ammo cache in the same room, so you never run out of ammo.

Video walkthrough:

BACK TO TOP

TROPHY HUNTING

Notable items:
- Advanced Wingsticks: Unlike any other missions, you'll be finding these goodies around the level.
- HE Rocket Launcher: Just before the final area of this mission, there will be two of these ready to be found. Make sure each one of you picks one up since the ammo is capped at 8 for each player.

Hard areas:
Mutants are always a bit harder to fight since their moment is unpredictable and they always try to crowd you to get you downed. Have your Shotgun and Wingsticks at the ready at all times and progress slowly until the rooms are cleared of potential threats. Halfway through the level, you'll also be fighting two Krakens at the same time. It's best to keep moving as much as you can and shoot them while they are inactive after rushing towards you. A tentacle attack can get you downed in seconds due to the large amount of regular mutants but use your bandages and defibs wisely. At the end of the level, after you've found the HE Rocket Launcher, you'll be fighting a Large Mutant. Stay underneath cover while battering the regular mutants with the Shotgun and Wingstick and fire at him with your newly acquired baby to take the Large Mutant down in just a few shots.

Video walkthrough:

BACK TO TOP

RUSTY'S RESUPPLY

Notable items:
- None

Hard areas:
This mission again is timed, and you'll be notified to pick up 25 auto parts. You aren't required to pick all of them up however, but to make it easier: there are 5 parts in every section of this mission. The last area of this mission is a little bit crowded, but there's nothing you can't triumph over.

Mission parts (click on the images to enlarge them):

Rusty's Resupplu - Parts

Rusty's Resupplu - Parts

Rusty's Resupplu - Parts

Rusty's Resupplu - Parts

Rusty's Resupplu - Parts

Video walkthrough:

BACK TO TOP

UNWANTED GUESTS

This mission is the easiest to get the "No Room for Sidekicks"-achievement since it's the shortest by far and very easy to complete on Normal difficulty. I would recommend this mission if you are looking for an easy way to unlock it.

Notable items:
- None

Hard areas:
Just before the end-section you'll meet up with an Elite Guard and it's energy pulse weapon. Make good use of your found Pop Rockets (inside Micks Garage) and the HE Rocket Launcher. Other than that, there's nothing to write home about.

Video walkthrough:

Finishing this mission without any of the players getting downed will unlock

No Room for Sidekicks

Complete a Legend of the Wasteland without any player(s) becoming incapacitated

No Room for Sidekicks
2 guidesOnline/OfflineSingle PlayerCooperative

BACK TO TOP

EXTERMINATION

Notable items:
- Pop Rockets: found on the ground just before you enter the second challenge room

Hard areas:
This level is what most would describe as a pain in the butt. From start to finish, the mutant seem to have upped their aggression and some of the extra challenges won't make it easier. The best way to beat this is to preserve your defibs as well as your ammo: you only get the bare minimum to be able to pass this missions. The first part until the first challenge room is straight forward: shoot the mutants with your shotgun. Just before you enter the first room you will get ambushed from behind so set up a Sentry Turret aiming there and hold off the ones that come too close with your shotguns.

The first challenge room is a bit different. Remember the spikes coming up at random times? They now move row by row, so you will have to cross them while they are moving. The enemies in this room are regular mutants, so you should know by now how to handle them.

There is no ammo cache in between room one and two, which will make the next one more challenging. You'll be fighting off at least 20 mutants in a rather small room and to top it all of you will also get your first encounter with a Kraken. Use Fatboys and the Pop Rockets to be able to take it down a little bit easier. If you or your partner go down, it's best to wait until you can revive instead of using a defib, because the next room is even worse...

The third challenge room is recognized by the spinning monkey. Instead of regular mutants, you'll be getting the Slime Mutants. The trick here is to stay behind the spinning monkey. Should you go down, the Slime Mutants will almost celebrate it; but the spinning monkey will take care of those throwing a party. In this room, it's almost better to go down instead of using bandages so set your tactics as such. Don't defib when it's not needed, revives will be a lot better since we have one more challenge lurking around the corner.

The final challenge room can be compared with the second. Small, compact and a Kraken to take on. Should both of you have a Sentry Turret in your inventory, take turns of placing it in a corner of the room. This will hold off regular mutants while you fight the big dude. Use leftover Pop Rockets and Fatboys on the Kraken and once he is down, kill the remaining grunts. Before advancing out of this room, be aware that another slime mutant will attack you, followed by some more grunts. The shotgun and any leftover Wingsticks will do the trick. Run out of this room to finish this Legend successfully.

Video walkthrough:

BACK TO TOP

GRAB AND GO

Notable items:
- Lock Grinder: Right before you pick up the plans, on the righthand side you'll be able to pick up this item. You'll encounter the door to use this one while progressing, and behind the door there is a HE Rocket Launcher which you can use to make the end part of this mission a lot easier.

Hard areas:
There's nothing to write about really, since the level is pretty straight forward and the Shrouded should be a known enemy by now. You'll encounter two Shrouded Miniguns during this mission, but Fatboys and the Rocket Launcher later on will make this a walk in the park.

Video walkthrough:

BACK TO TOP

A NEW TOY

Notable items:
- Authority Pulse Cannon: Can't be missed during the mission, but wanted to point it out anyway.

Hard areas:
During the first part of this mission, you'll be fighting off the Gearhead. While progressing, you will fight off some Armored Shotgun's. Your first encounter will require your Fatboys and AV2x Rounds, the second encounter (where two pop up) will require the same as well as Pop Rockets scattered around the map. Right after picking up the Authority Pulse Cannon, you'll encounter about 6; but those can be killed quickly with your newly acquired weapons.

The second part of the mission introduces the Authority. Use your Pulse Cannon as well as the AV2x Rounds to make quick work of them. Before ending the mission, you'll be facing some Elite Guards, but again, with the Pulse Cannon you should be able to progress quickly.

Video walkthrough:

Finishing all the above missions on any difficulty will unlock

Anthology

Complete all Legends of the Wasteland

Anthology
2 guidesOnline/OfflineSingle PlayerCooperative

BACK TO TOP

We are onto our final achievements for this game, and luckily it only involves nothing more then playing at least one game in the Multiplayer section of this game (provided you also win it). Join a public match to search for randoms or create a Boosting Session to meet up with fellow achievement hunters. After starting your first online public race, you'll unlock:

Fresh Meat

Complete a public Road RAGE match

Fresh Meat
1 guideOnline Game ModeVersusPlayers Required4 Players Required

Winning a public race will also net you:

MVP

Get first place in a public Road RAGE match

MVP
1 guideOnline Game ModeVersusPlayers Required4 Players Required

We only have one page remaining in this walkthrough, but chances are, you will already have that done too. Let's go take a look, shall we?

MAIN MISSIONS

The missions for this DLC are included in the Story walkthrough since you'll be needing to finish the entire game whilst playing on the Ultra Nightmare difficulty. With that reasoning in mind, I'll list the missions underneath and link them to their appropriate page.

  1. Rumbles In The Dark
  2. Scorched Refinement
  3. Ticket to Oasis
  4. Scorcher Threat
  5. Rite of Passage

MISCELLANEOUS ACHIEVEMENTS

1. Mini Games

ROLY POLY

Similar to a standard roulette game and found in Jackpots after successfully completing the DLC mission "Scorched Refinery". Bet on green and hope the ball falls on it to unlock:

Lucky Charms

Bet and win on Green in the Roly-Poly minigame

Lucky Charms
1 guideOffline Game ModeSingle Player

VIDEO POKER

The major cashcow in this game is not selling your junk, it's this mini-game. This can also be found in Jackpots and can easily yield you thousands of dollars to make sure you keep having enough cash while stocking yourself up with ammo, quick-use items and other items. Winning a game with a "Four of A Kind" will unlock you:

Foursome

Win with a Four of a Kind in the Video Poker minigame

Foursome
2 guidesOffline Game ModeSingle Player

2. The Nailgun

Placeholder text

Rebar Pie

Pin an enemy to a surface with a Rebar ammo shot

Rebar Pie
2 guidesOffline Game ModeSingle Player

Placeholder text

Wall Hack

Kill 2 enemies with one Railgun Slug shot through a wall

Wall Hack
1 guideOffline Game ModeSingle Player

That's it for this game, hopefully my walkthrough was of good use to all of you! Should you have anymore questions, please post them in the Walkthrough Forum or send me a message. I'll be happy to help clear some things up! Have a wonderful time, and until next time!

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