Wolfenstein II: The New Colossus

Wolfenstein II: The New Colossus

396 ratings
100% Achievement Guide: Wolfenstein 2 - The New Colossus
By Cynic 0055 and 1 collaborators
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
12
3
8
2
11
2
5
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Introduction:

Achievement Breakdown: (50)
Story Related: (17)
Missable: (4)
Perks & Upgrades: (7)
Collectibles: (8)
Slay: (5)
Miscellaneous: (4)
Killboard: (5)


You can unlock 49 Achievements in the Base Game in a single playthrough; beating the game on Mein Leben Difficulty will take its own playthrough. Only 4 Achievements are missable, they will be unlocked during the Main Campaign or during Post Game at anytime.

There are a lot of Collectibles in this game, 232 being in the Base Game alone, so follow along with the guide & I will lead you to every single one of them. There are 150 Readables as well, but there is no Achievement for finding them all so their locations are not tracked in the guide. In Post Game (or when you unlock the Enigma Machine) we can begin hunting Ubercommanders & play District Missions. District Missions are broken down maps of places we have previously been in the Main Campaign. Certain Collectibles are only accessible during these District Missions; I go into these when we reach Post Game in Sequence 11.

For the Hard Headed Achievement, we will need to pick up at least 1000 Nazi Helmets over the course of the game. There is an exploit however, that if you have full Armor, the game will still count a Helmet you try to pick up (but cannot collect) as counted towards the Achievements. If at full Armor, & you find Helmets, spam pick up on it to log some progress towards the Achievement; we can farm this very easily at the end of the game during our mop up.

There are 18 Perks we have to get up to Level 5 as well, each has specific conditions you need to complete to level them up. Perks are cumulative over your Saves, if you reload a Save, all your progress will still carry over. Working towards these throughout the entire game will save you grinding them at the end, but this is still a valid strategy. There are locations to farm every Perk in Post Game.

For the 3 Freedom Chronicle DLCs, we just need to complete the Campaigns as well as the 3 Challenges for each DLC once. There are Achievements associated with beating each DLC on Mein Leben Difficulty as well. In Mein Leben, you must beat the entire Campaign without dying once; you cannot Save & there are no checkpoints. It has to be done in a single sitting. Your game is deleted if you quit or die & you must restart the whole Campaign from the beginning. Mein Leben is not for the faint of heart…

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamproxy.net/sharedfiles/filedetails/?id=2308069318&searchtext=checklist
*Guide contains major spoilers.
Sequence 1: Doomed To Die
1. Complete Awakening, Under Siege, & Section F
2. Records: 0/10
3. Concept Art: 1/50
4. Gold: 0/50
5. Starcards: 0/75
6. Upgrade Kits: 0/21
7. Achievements: 4/80
-----------------------------------------------------------------------------------------------------


If you want to unlock all Achievements in one run, begin the game on I Am Death Incarnate Difficulty. If not, at least play it on Bring em On! Difficulty as it is the minimum Difficulty for one of the missable Achievements. Let us begin!

Awakening:


Achievement #1 – Déjà Vu: Make the choice.
Story Related. As the beginning cinematics unfold, you will have to make a choice of choosing your Companion. There are no specific Achievements associated for either of them however the story will alter radically depending on who you pick. Fergus is my personal favourite, but Wyatt’s timeline is pretty hilarious. It IS worth doing a second playthrough to see the differences in my opinion.

Under Siege:

Apart from Collectibles, we also need to collect 1000 Nazi Helmets over the course of the game. Whenever you see them & you are not at full Armor, grab them. They are dropped by Nazi’s or found randomly through out the game. Like everything in this game, collected Helmets are cumulative.

Concept #1 – Farmhouse & Evas Hammer Sickbay: When the Missions begins, roll out of the starting room & look immediately to your left. You can find this Concept on top of a medical bed in the corner. This can also be collected at anytime while on board Evas Hammer.


Achievement #2 – Crippled But Able: Perform a Takedown while in the wheelchair.
Missable. While highly unlikely, this is technically missable as it can only be unlocked during this Mission. At some point, you need to approach a Nazi & perform a Takedown on them. A good time is after speaking with Set, head down the hall & you will see a Nazi with his back turned to you off your left.


Achievement #3 – Carrying the Torch: Use the Power Armor.
Story Related. The Achievement will unlock after you put on the Da'at Yichud Power Armor & drop through the vent on the Ausmerzer.

Shortly in this Mission we will begin finding Nazi Commanders who will drop Enigma Codes when killed. Always loot these, we will need all of them for Post-Game. Collecting them all early will save you some time farming for them later on.

The hardest/most annoying Perk to max out is Enemy Grenade Kills (kill enemies with their own grenades). Whenever possible, always try throwing their grenades back at them. This can still be farmed, but it is definitely the hardest of the 18 Perks. The others a pretty straight forward & easy to farm for later. If you come across a good area to farm a Perk, make a Save & keep reloading the Save until the Perk has been maxed out.

Section F:


Achievement #4 – Enemy Within: Stop the Nazi signal from Section F.
Story Related. Eventually as you progress through Section F, you will come to a sealed door. Blast it open with your new Kraftwerk weapon & destroy the control center to unlock the Achievement.
Sequence 2: Like Water
1. Complete Evas Hammer – Visit #1
2. Records: 0/10
3. Concept Art: 9/50
4. Gold: 0/50
5. Starcards: 7/75
6. Upgrade Kits: 1/21
7. Achievements: 7/80
-----------------------------------------------------------------------------------------------------


Evas Hammer – Visit #1:

Starcard #1 – Peter Gully: When you regain control of B. J., leave your room & head left down the hall to bump into Bombate & Max. Enter Bombate’s room on your right & you can find the Starcard beside a leather chair on a table.

Side Quest #1 – Feed Rosa: Now walk across from Bombate’s room to go interact with Rosa the Pig. It will initiate the Side Quest to find food to feed her.

Concept #2 – Wheelchair Ride: Leave Rosa for now & head right down the hallway past Blazko’s room. Just past Set’s Lab down the hall you will enter an area that is meant for loading torpedoes. Take a right beside the torpedo around the front of it & you will find the Concept on the floor in the corner.

Starcard #2 – Fred Start: Walk over back towards Set’s Lab. You can find the Starcard just to the right of the door from this entrance on an open box beside a chair under some stairs.

Concept #3 – The Ausmerzer: While still in the lab, turn around & look inside a green metal work tray behind Set. The Concept will be just inside the tray. A Map can be found to the right of the tray.

Upgrade Kit #1: Speak with Set & enter the Shooting Range through the Armory. We can find the first Upgrade Kit to the right of a table with a lit lamp on it when we enter it.


Achievement #5 – Tinkerer: Upgrade a weapon.
Use this Upgrade Kit & upgrade whichever weapon you like. Silencers are great to start with. While there is no direct Achievement for finding all Upgrade Kits, we need to max out all 7 of our weapons so I will include the location of all 21 Upgrade Kits.

Concept #4 – The Ausmerzer: Head down the stairs further into the Shooting Range. Climb over the counter with the activation button on it & walk down the range past some numbered pieces of wood. Our fourth Concept can be found behind the “21” marker on top of a green crate.


Achievement #6 – Make A Point: Achieve the highest score in the Shooting Range.
After you destroy the Kampfdrohne in the Shooting Range, head up the stairs & there will be a woman sitting in a chair beside a score board. Walk back down to the Shooting Range & activate the red button to start the game. We must beat a score of 375 within 1 minute. This is pretty simple, just shoot every Nazi that passes by. The further away the Nazi is, the more points you will earn. Beat the top score to unlock the Achievement.

Concept #5 – Evas Hammer Interior: Return to Set, then head up the stairs to the upper level of his lab. This Concept will be found directly right at the top of the stairs on an open binder lying on the floor.

Starcard #3 – Izabelle Williams: Leave Set’s Lab & enter the main common room of Evas Hammer. Head down the stairs to floor “3”, where we can find this Starcard in the center of the common room on a stack of books near Gizela Balog. She is found in between the doorways leading into the lower floor of Set’s Lab & the sleeping quarters.

Starcard #4 – Al Sanchez: From here, head down the common room past the doorway to the sleeping quarters & down the stairs into the room where entered Section F from. The Starcard is around the corner in this room in an open locker to the left of Habib Ismail.

Concept #6 – The Silberfisch: This Concept is a little tricky to find. Head up all the stairs in the common room up to the locked Hanger door. From the door, look down to your right & you will see some pipes leading around a corner left below you. Hop over the stair railing & land on these pipes. From the pipes you can find a small walkway below them around the corner, the Concept will be on the floor of this walkway.

Concept #7 – Evas Hammer: Head up to floor “4” of the common room & head all the way down to the opposite end from the Hanger. Head past the main elevator & you will see a sign reading “Club Kreisau” on it. Head through the doorway & into the club, the Concept will be in between the two entrances on top of a speaker near a neon pink jukebox.

Starcard #5 – Arcade: From the pink jukebox, turn around & face the pool table. To the right of the pool table you can find Anna Wolanska watching TV with her feet on a table. The Starcard will be inside a cubby of this table on the opposite side of her.

Concept #8 – Section F Entrance & Pump Room: While still in the Club, head over to the bar where Francine Delacroix is standing. The Concept can be found behind her & the bar on a shelf to the right.


Achievement #7 – Retro: Play Wolfstone 3D.
Before leaving Club Kreisau, look over to the right of the bar & there will be an arcade machine. Here you can play classic Wolfstone 3D, simply entering its main menu will unlock the Achievement.

Side Quest #1 – Feed Rose: Exit the Club down the stairs to the Cantina. There are two sets of stairs going down, take the stairs across from Anna who is watching the TV. After the first set of stairs down there will be a storage room with a sign reading “Les Halles de Lyon”. Inside, we can collect some potatoes. Now run back over to Rosa who is across from Bombate’s room in the sleeping quarters. Give her some potatoes to complete the Side Quest.

Starcard #6 – Oskar Oathgrove: We are almost done grabbing Collectibles in Evas Hammer for now, head up the stairs to floor “4” into the Helm. Head down the first set of stairs on your right & take another right beside the stairs towards some green sonar consoles. The Starcard will be beside the console in the far-right corner on the counter.

Concept #9 – Section F: In the left side of the Helm will be an elevated chair with a lit sign reading “Enigma Terminal” above it. Drop into the area below the chair & turn around; there will be a space below the floor we can crawl through here. The Concept will be under the floor of the Helm in the center of the crawl space.

Starcard #7 – Tommy Death: Look to the right of the Killing Board & the Enigma Terminal & you will see a ladder heading up. Climb the ladder & enter a red lit hall, the Starcard will be immediately on the floor here.

This is all of the Collectibles we can find on Evas Hammer at the moment, the others will become available as we begin progressing through the Campaign.
Sequence 3: Ignore the Pain
1. Complete Manhattan – Harbour, Subway
2. Records: 1/10
3. Concept Art: 13/50
4. Gold: 7/50
5. Starcards: 11/75
6. Upgrade Kits: 3/21
7. Achievements: 8/80
-----------------------------------------------------------------------------------------------------


Manhattan – Harbor:

Gold #1 – Caroline: After using your Kraftwerk weapon to open up a concrete tube for you to crawl through, head up the ramp into the light. From here, head left & jump into the water. To the left of a crashed fighter plane will be a rusted green C-Can. We can find our first Gold just inside it.

Gold #2 – B.J. In A Wheelchair: This next Gold is a pain to find. From Gold #1, head over to the opposite side of the ruined walkway into the water. At the far end from where we first entered this area, there will be another rusted green C-Can half in the water. Walk/swim to the end that is in the water, the Gold will be tucked in between the C-Can opening & a rock under the water.

Gold #3 – Supersoldaten: Head up the stairs leading up from the waterfront & there will be two paths through the rubble we can take. Take the pathway on the far left towards another crashed fighter plane. Head past the plane as far as you can & take a right down a pathway past a ruined vehicle beside an LED light post. Carry on down this path & there will be a ruined a semi-truck with “Shrimp Pills” written on its side. The Gold will be just below the open passenger door of the truck on the ground.

Starcard #8 – Benjamin Wheelson: Now, back track out of this path back to the crashed fighter plane. Take the middle pathway directly across from the plane. Dispatch the two Nazi guards standing outside of the broken building. Just in front of the building near where they were standing will be a ruined taxi. The Starcard is inside the cab on the passenger’s side.

Concept #10 – Manhattan Vista: Enter the broken building & follow the hallway along the first floor till you enter a large multi-floored room. Before dropping down, follow the floor along to the right & into a dark corner. We can find the Concept in the back underneath a broken table.

Gold #4 – General Engel: Drop down the basement area below & make your way over to the two ladders that head back up. The Gold can be found to the right of the ladders, stuck in some rubble.

Concept #11 – Manhattan Ferry: Climb up the left ladder & head up the stairs to the second floor. Head across the metal beam over to the other side of the room & up the stairs past the LED light post. Go around the corner & finish off the final Nazi Commander if you have not already. In this room on the third floor, look in the far-right corner. The Concept is on the floor behind a broken dresser.

Upgrade Kit #2: From the third floor, head up to the fourth floor using a fire escape. The Upgrade Kit will be on the floor in front of an LED light post directly in front of you.

Starcard #9 – Sebastian Hoff: From the fourth floor, head up some stairs & you will enter another large multi-floored area. Head straight across from where you enter through an open doorway & drop down a floor. The Starcard is just on small table to the right of where you drop down to.

Gold #5 – Soldaten: From here, follow this floor along to the left & you can find the Gold tucked underneath a broken bed frame.

Record #1 – Hans: Mein Kleiner VW: Drop down to the bottom & head across the street into the ruined Police Station. Go up to the second floor & climb over a green desk with a typewriter on it in front of you. Hop across the broken floor to an isolated section in the far-right corner to find the Record on top of another green desk.

Concept #12 – Manhattan Hotel: Jump back across to the second floor & take a right then another right down a hall. At the far end, you can find the Concept on top of a short filing cabinet.

Concept #13 – Kampfdrohne: Now head to the opposite end of the second floor down the hallway. Hop across some broken flooring over to the other side, & you can find the Concept on another short filing cabinet.

Starcard #10 – Van Martin: While still in the Police Station, drop down to the bottom floor & drop down again into the basement of the station. The Starcard can be found in the back of the basement inside a holding cell underneath a bed.

Gold #6 – Evas Hammer: Head back up to the second floor & drop down into the other half of the first floor. Before carrying on, look to the right & jump over the gap above the basement level. Hidden underneath a desk, the Gold will be on its lower shelf. It is the desk that has another desk directly in front of it that is almost falling down into the basement.

Manhattan – Subway:

Gold #7 – Silberfisch: Drop down into the Wall Street Subway Station, beware of Kampfhunds. In this first area, head to the right corner of the far end past the two broken trains & into a third one down the tunnel. The Gold will be on the floor inside this train at the back end.

Starcard #11 – Joe Montgomery: From here, enter the middle section in between the two tunnels. There will be a long corridor leading down past all the exits back into the tunnel. Carry on down this corridor & you might be attacked by an Alligator. The Starcard can be found in the rubble just on the other side of the water pool.

Upgrade Kit #3: In the room where you have to power up the generator to move the train, look to your right. The Upgrade Kit can be found on the floor near some trash.


Achievement #8 – Specialist: Fully upgrade a weapon.
This is the soonest you will be able to unlock this Achievement. Every weapon has 3 upgrade slots. This will come naturally. At this point, it is almost more beneficial getting silencers & damage upgrades for your weapons before maxing one out.
Sequence 4: Ain't Got No Spoon Though
1. Complete Manhattan – Ruins, Penthouse, Evas Hammer – Visit #2, Section F
2. Records: 3/10
3. Concept Art: 18/50
4. Gold: 11/50
5. Starcards: 21/75
6. Upgrade Kits: 6/21
7. Achievements: 10/80
-----------------------------------------------------------------------------------------------------


Manhattan – Ruins:

Starcard #12 – Joe Loreson: As soon as the Mission begins, turn around & climb up the rubble behind you up towards some Nazi transponder machine. The Starcard can be found just to the right of the contraption on the ground close by.

Starcard #13 – Danny Jordans: Carry on through the Mission till you enter our first ruined building. On your left when you enter will be a broken bed beside a large hole in the wall. Crawl through it & the Starcard will be immediately off your right inside.

Gold #8 – Scout Zeppelin: Leave the hole, & you can find a Nazi standing near a funky green couch before a set of stairs. The Gold is just behind this couch on the left.

Concept #14 – Manhattan Ruins: From the first floor, head up the stairs to the second floor. At the top of the steps, take a right around the corner past the LED lamps. The Concept will be underneath a green couch in the far corner.

Starcard #14 – Matthew Winner: Drop down out of the building into the next area. Head around the right corner of the building into an alley way. The Starcard can be found on the ground near some trash & a dumpster.

Starcard #15 – Manny Saxon: Now quickly head over to the left side of the street & enter the first building here through the window. The Starcard can be found immediately off your left on the other side of a radiator.

Gold #9 – Kampfhund: While in the same building, head left around into a dark corner to find the Gold underneath a fallen painting.

Concept #15 – Manhattan Ruins: Walk over into the next room & you can find a Concept sitting on the far windowsill facing the next enterable building.

Record #2 – Schwarz Rote Welle: Ich bin Überall: Now head over into the next building. At the very far end past the supply cache in the center of the room, is an isolated counter. The Record is tucked in a shelf inside this counter.

Gold #10 – Subway Train: This is a tricky one to find. Leave the building & head into the large open area inside a huge building. Almost in the center of this building on the ground floor is a large pile of rubble off your left. On the other side of the rubble, closest to the upper floor above it, you can find the Gold on top of some debris near some large concrete slabs.

Starcard #16 – Chris Lawrence: Head up the stairs to the next floor. At the top of the stairs, look right & you will see a LED light post near a busted cabinet & shelf. The Starcard is underneath the tipping cabinet on the ground.

Upgrade Kit #4: Do not hop across the rubble to the other side yet. Instead, take a right & enter a side room from where you found the Starcard. The Upgrade Kit is on the ground near a table here.

Concept #16 – State Building Entrance: As you head down some stairs towards the Mission Exit, there will be a counter off your left. We can find the Concept tucked in a shelf under the counter.

Manhattan – Penthouse:


Achievement #9 – Amazing Grace: Recruit Grace’s group.
Story Related. Make it to the Penthouse of the State Building & speak with Grace & Super Spesh to unlock the Achievement.

It is easiest clearing the enemies from the Penthouse before searching for Collectibles. Just do not board Hass #1 until you find them.

Concept #17 – State Building & Penthouse: On the top level of the Penthouse inside the caged area, we can find the Concept on a shelf in the center.

Upgrade Kit #5: While still on the upper floor, exit the caged area & head left to the side area above the stairs heading down. The Upgrade Kit can be found in the corner near a suit of Body Armor.

Starcard #17 – Dale Mitchelson: Head down to the lower level where another caged area is set up. The Starcard is outside the caged area facing back towards the stairs coming down, on top of a small travel case.

Gold #11 – Grace: From here, turn around & head right over towards a kitchen area in the far
corner underneath where the upper caged space is. The Gold is on a small shelf above the oven.

Record #3 – Die Käfer: Changeover Day: Now head towards the evac chopper. Before boarding, look on your right & you can find the Record on a coffee table in a lounge area.

Evas Hammer – Visit #2:

Upgrade Kit #6: Before or after you return to Section F, make your way over to the Shooting Range. You will notice a new area, The Kill House, has become available for usage on the top floor here. Enter the Kill House & head right as soon as you enter. You can find the Upgrade Kit past a bunkbed beside some lockers.

For the moment, do not worry about your time.

Starcard #18 – Ayden McWood: Head to the far end of this first room & take a right. The Starcard will be immediately around the corner beside some lockers on your right.


Achievement #10 – First Loser: Achieve the second-best time in the Killhouse.
Now just run to the end of the Kill House. Get an idea of where you have to go, we will have to beat Bombate’s time of 1:29 minutes for the Achievement. You want as fast a time as possible while shooting as many of the targets as you can. Every target you miss will be added against your time at the end. This is not all that difficult. Just walk, not sprint, through the Kill House shooting all the targets you see. After climbing the ladder, sprint to the end & stop the clock. Good thing we don’t have to beat the first best score…

Starcard #19 – Yvonne Nesman: After you have collected the Nuke from Section F, return to the Helm & you will notice a new area has been unlocked for us, Hacker Central. Head inside the main control room here & head left. The Starcard is behind large computerized pipe in the center of the room on a rolling cart.

Starcard #20 – Nick Doors: While still in Hacker Central, head across to the other side of the room. Near the other doorway on the right, the Starcard will be beside some propane tanks on a blue crate.

Concept #18 – Section F Nuke Storage: The Hanger is now available for us to explore as well. Head on up to it & walk down the stairs towards Hass #1. The Concept will be underneath the walkway we came down at the far end on a pallet.

Starcard #21 – Bryan Felt: Head back up the stairs on the walkway & follow it along the right side of the room. The Starcard is inside a locker on the right side of the Hanger up here.
Sequence 5: Why Did I Come Here?
1. Complete Roswell – Downtown, Underground, Mesquite – Farmhouse
2. Records: 4/10
3. Concept Art: 20/50
4. Gold: 16/50
5. Starcards: 34/75
6. Upgrade Kits: 8/21
7. Achievements: 14/80
-----------------------------------------------------------------------------------------------------


Roswell – Downtown:

Starcard #22 – Jessi Love: When the Mission begins, walk down the street & turn right down the first alley just before the “silly looking ghost men” (granted you should listen to their conversation first cause its hilarious). The Starcard can be found in a small box in between the two blue dumpsters back here.

Starcard #23 – Matthew Develt: Head all the way down the street until you are just outside Papa Joe’s diner. From here, take a right across the street to the other side. The Starcard can be found on a table in front of a building with a big “Restaurant” sign above it.

Roswell – Underground:


Achievement #11 – Hail Mary: Throw a hatchet & kill an enemy from 30m.
Make your way through the tunnels until you see the Nazi train station. Do not jump down just yet. From here, look along the left walkway & you can see a Nazi a fair way down leaning against a railing. This is the perfect moment to try to get a thrown hatchet kill at 30m. Definitely Save beforehand, it may take a few throws to get your accuracy honed in. Keep trying until you unlock the Achievement. There are plenty of opportunities to try for this, but this is just a good known spot for me to direct you.

Gold #12 – Übersoldaten: Drop down to the ground floor now. Before heading forward, head to the far-right corner behind where you dropped down from past all the large grey containers. The Gold is tucked beside some green ammo cases.

Upgrade Kit #7: From the Gold, follow this far-right wall along till you see a standing sign that has a Zitadelle on it reading “Robotertechnik!”. The Upgrade Kit can be found just to the right of it beside the railing.

Starcard #24 – Frida Safron: While still on the ground floor, sneak along the far-left pathway of this area. Head down the long hall past the Diesel & Electric re-fill stations until you come across a set of three vending machines at the far end. The Starcard can be on a foldout chair just before the vending machines.

Gold #13 – Shotgun Elite: From here, keep following this left most pathway until you reach the end of the area at the back. Here, you should see a ladder dropping down below the train & a ladder leading up to the other side. Climb up the far ladder & take a left from the canvased crates. The Gold will be at the very back end of the last crate here.

Starcard #25 – Freddy Young: Now head back down this pathway on the right side until you see a set of stairs leading up off your left. Follow the stairs up, & you can find the Starcard next to a red toolbox in the right corner before the next set of stairs taking you to the Nazi Commander.

Starcard #26 – Axel Torvsteiner: Enter the Nazi Commander’s control room. The Starcard is in the far-left of the room on top of a control console.

Concept #19 – Train, Blueprints, & Posters: Now head over to the far-right side of the control room. The Concept will be just to the right of a doorway leading out to the upper level.

Gold #14 – Super Spesh: Do not lower the rocket engine just yet. Instead, head out along the upper walkway until you see a large opening off your right. There will be two offices on either side of this new set of rails. Enter the office on your right first. Upon entering, you can find a Gold to the right of another Zitadelle poster straight ahead of you.

Concept #20 – Underground Train Station: Turn around, & you can find a Concept just to the right of the doorway you entered through on a table.

Record #4 – The Comet Tails: Weltram Surfen: While still in this office, head a bit more to your right & you can find a Record underneath one of the desks in the corner.

Starcard #27 – Kev & Abbey Cox: Now head over to the other office straight across from this one. Going left around the room from the doorway; you can find this Starcard on top of a desk.

Starcard #28 – Roger Rugson: Now look right from the doorway you came in. Another Starcard can be found on top of a desk here.


Achievement #12 – Its Fricking Space Aliens!: Find Area 52.
Story Related. After boarding the train & making your way to its front, stop the train to end up in Area 52.


Achievement #13 – Max A Perk: Max a Perk.
Pretty self explanatory. The first Perk I maxed out was Takedowns or Tampers; use a Takedown on a robotic enemy (Übersoldaten). These enemies are first found during the Roswell Underground Mission. Pretty much Takedown every single one you come across & you should unlock it. I may have died & killed extra during my reloads as well.

Mesquite – Farmhouse:

Starcard #29 – Ruby Webber: When the Mission begins, head over towards the barn off your right. Open the stable door, & you can find the Starcard in a side room on the left on top of some crates.

Gold #15 – Mono Wheel: While still in this side room of the barn, turn around & you can find some Gold in a large water pot behind you.

Starcard #30 – Lucy Cell: After seeing all the “Member-Berries” outside, enter the Blazkowicz family household. The Starcard will be inside the dining room on your right on a small table in the right-hand corner of it.

Starcard #31 – Hector Silver: While still on the first floor, take a left & head into the kitchen. The Starcard will be in an open drawer just below the sink.

Upgrade Kit #8: Now head down the stairs into the basement. When you enter the main room, take a left. The Upgrade Kit will be on a shelf in the back corner.
Gold #16 – Rip & Zofia: This Gold is found directly across from the Upgrade Kit in the basement inside a crate.

Starcard #32 – Sebastian Dunn: While still in the basement, head to the opposite end of it & look in the right corner. The Starcard can be found just on the floor near some junk here.

Starcard #33 – Larry Johnson: Head up to the second floor & enter the first room directly ahead of you. The Starcard will be in the right corner on the floor in between a dresser & the desk with the BB pellets.

Starcard #34 – Marty Lean: The last Starcard can also be found inside this room. Turn around, & you can find it on the floor in between the two windows.


Achievement #14 – R.I.P.: Kill Dad.
Story Related. Enter the final room in the Blazkowicz household & confront your father… for the last time.
Sequence 6: Risen From Ashes
1. Complete Courthouse, Evas Hammer – Visit #3, Manhattan – Bunker, Evas Hammer – Visit #4
2. Records: 5/10
3. Concept Art: 21/50
4. Gold: 20/50
5. Starcards: 38/75
6. Upgrade Kits: 11/21
7. Achievements: 17/80
-----------------------------------------------------------------------------------------------------


Courthouse:

There are no Collectibles on this Mission. Save often, this is one of the most difficult parts of the game. This may take a few tries…

There are many different ways to survive this. I find for the first half when you are locked in the main court room, just hiding underneath the podiums below where the judge stands is the safest place to be. Kill the Nazi’s as they walk past or pop out & take some shots at them. This is tedious, but it is more or less safe (no where is truly safe here). This puts you in a good position when the two Supersoldaten drop down. Surviving this initial section of the Mission is the hardest part. Save every time you kill a few Nazi’s, though be careful not to Save right as a grenade is thrown or a Nazi rounds a corner.

After the Supersoldatens are killed, the side doors of the court room will open up. Sprint as fast as you can through the doors & head up to the upper level of the court room. At either end on the highest floor will be a stockpile of weapons, armor, & a heavy weapon. This is where we will hold out for the rest of the Mission. It does not matter which side you pick. The enemies can only come at you from the front making this Mission a million times easier. Take cover behind the metal barricade & lean out, shooting anyone that comes up. Try saving the heavy weapon ammo for when the other Supersoldatens show up. That is all there is to it, the hardest part is surviving the beginning assault in the court room.


Achievement #15 – All the Gains!: Get a new body.
Story Related. Return to Evas Hammer & get your new super ripped body.

We will also get to pick between the 3 Contraptions: Constrictor Harness, Ram Shackles, & the Battle Walker. I chose the Constrictor Harness, but feel free to pick whichever one matches your play style best. We will be able to collect the other two Contraptions during Post-Game, so nothing is missable. There is one Achievement associated with using each Contraption.

Evas Hammer – Visit #3:

Upgrade Kit #9: Collect your Contraption, & Set will have us complete a small Training Course above the Shooting Range. It is the same course no matter which Contraption you picked. At the very end of the scenario, there will be a button that “finishes the training course”. Before pushing it, look in front of it to find an Upgrade Kit near some green crates.

Starcard #35 – Miles Lamburt: While still in the Contraption Training Course, look to the right of where you grabbed the Upgrade Kit to find a Starcard in another green crate.

Manhattan – Bunker:

This is a really good time to try for the 10 Stealth kills in a row. The Nazis/dogs are spaced out enough, though there are a couple moments that might be tricky. Silent Takedowns & hatchet throws count, but I am not sure if silenced headshots do. Either way, killing them with a silencer won’t alert anyone so that is still safer than being detected.

Gold #17 – Set & Shoshana: Make your way through the irradiated building until you get through the decontamination room. Exit the decontamination room & look immediately to your right. The Gold will be behind some metal crates on a rail cart in the corner.


Achievement #16 – Snake Bite: Perform a Constrictor Harness Takedown.
If you chose the Constrictor Harness, we will be set up for the Achievement in the next room here. From the Gold, follow the rail lines down the hall then to the right. There will be a cart in your way with some more metal crates on it. Crawl underneath it & you will see a pair of legs on the other side…

You should be able to unlock the associated Achievement for your Contraption on this Mission. The Ram Shackles are a little tricky/luck based as you have to sprint into a charging Supersoldaten so remember that. There will plenty of opportunities to unlock these Achievements.


Achievement #17 – They Did Nazi That Coming: Stealth kill 10 enemies in a row.
This can be a little tricky to pull off as it is 10 kills in a row. The Bunker is a good time to unlock this. But, like almost all of the Achievements, this can be earned at anytime. A later Achievement will have us complete an entire Post-Game District Mission without being detected, so that will be a guaranteed time to unlock this.

Starcard #36 – Chris Grey: Enter the next area where the Nazi Commander is & drop down to the lower level. From here, head all the way down to the other end just before the rotating gateway. The Starcard can be found on a foldout chair just to the right of the rotating gate.

Upgrade Kit #10: Before going through the gateway, turn around & head to the left around the corner. Here there will be a hole in the wall we can crawl through with the Constrictor Harness that will lead you to an Upgrade Kit. If you have the Ram Shackles or the Battle Walker, head to the upper floor just above the hole here for your own specific entrance.

Concept #21 – A New Body: Head through the Bunker until you reach the next Nazi Commander area. Go down two floors & there will be control rooms to your left & right. The Concept can be found in the control room on the right on a small shelf across from the lever console.

Starcard #37 – Wolf Monster: Pull the two levers & head into the room; take the stairs leading down to the other storage room. In this second storage room there will be a forklift in the middle of the room. The Starcard can be found is on the forklift just below the seat & the steering wheel.

Gold #18 – B.J. Captured: In the same room, head over to the far-right corner opposite the exit. The Gold can be found in behind a metal crate here.

Gold #19 – Engineer: When you enter the large room with the Panzerhund, head to the rotating gateway on the left. Inside, the Gold can be found tucked behind some crates beneath the stairs.

Starcard #38 – Jimmy Kell: Head down the elevator & into the large control room where we will be ambushed. Fight off the Nazis & return to the doorway you came in through. Walk down the stairs to the lower floor of the control room & follow the desks along closest to the railing above them. The Starcard will be on top of the third desk, the only one with a chair in front of it.

Gold #20 – Commander: In the same room, keep heading left along the lower floor of the control room over to the fourth desk in the line. The Gold will be tucked inside one of its lower drawers.

Upgrade Kit #11: Go to the far corner of this control room where we use one of our three Contraptions to progress. The Upgrade Kit is on a metal crate in between them all.

Record #5 – The Bunkers: Toe the Line: Enter the room with the two Nazi Commander’s & make your way up to the second floor where the New Orleans Dossier is. The Record can be just to the left of the Dossier on the other console.

Evas Hammer – Visit #4:

Side Quest #2 – Help Demont Take Care of the Rat Problem: After you drop the two Übersoldaten to Set’s Lab, leave through the back exit leading to the sleeping quarters not the common room. In the area between the Armory & B.J.’s room, where the torpedo loading machine is, we can find Demont Conway. Speak with him & he will give us our next Side Quest. Simply head inside the Armory & free the rat, return to Demont afterwards to finish the Quest.

We will be allowed to access the Enigma Machine now as well. Might as well wait till Post-Game to do this when all the Districts are available to us. Keep on collecting those Enigma Codes from the Nazi Commanders.
Sequence 7: Horton Hears A... Nazi
1. Complete New Orleans – Wall & Ghetto
2. Records: 6/10
3. Concept Art: 26/50
4. Gold: 25/50
5. Starcards: 44/75
6. Upgrade Kits: 13/21
7. Achievements: 18/80
-----------------------------------------------------------------------------------------------------


New Orleans – Wall & Ghetto:

Record #6 – Zug Nach Hamburg: Die Schäferhunde: When the Mission begins, head to the bar to your right. The Record will be on a counter behind the bar… counter.

Starcard #39 – Tony Smooth: While still in the bar, look in the far-right corner opposite the bar counter to find a Starcard on a bench.

Gold #21 – Alligator: Leave the bar & walk under on archway on your right reading “Joy’s Alligator Farm”. Through the arch will be a red brick building with an open doorway. Head inside the shop & look on the shelf to your right. The Gold will be on the shelf hidden behind a piece of plywood.

Concept #22 – Manhattan Nuclear Bunker: Ignore the Contraption entrances to the large warehouse & just follow your Quest Marker over to the ladder leading to a covered vent. Pry the cover off with your hatchet & crawl through the vent. The Concept will be immediately off your left from where you drop down on a grey worktable.

Starcard #40 – Thomas Lid: Head up to the third floor of this warehouse & go inside the security room on your right. Crawl under a set of pipes into the next security room & head towards the terminal in the far-right corner. The Starcard will be on the counter just beside it.

Upgrade Kit #12: From here, crawl under the next set of pipes into the final security room on the third floor. The Upgrade Kit can be found at the far end of this room on top of a green safe.

Gold #22 – Search Light: Exit the warehouse & drop down into the water below. Right where you drop down, there will be a green rail car half submerged in the water. Swim to the end closest where you dropped down from & you can find the Gold tucked inside the front of the rail car.

Concept #23 – Nuclear Bunker Command Center: Climb onto the ground above & head over to the flaming building on your left. Enter the room that appears to be some kind of clothing or sewing shop, the Concept will be behind the front counter on a shelf near a doorway.

Starcard #41 – John Sunny: Head through the doorway the Concept was near & enter the next room over that is on fire. The Starcard will be on the first table off your right when you enter.

Starcard #42 – Matty Land: Carry on through the Mission until you swim across some water & enter a large warehouse building with two Nazi Commanders. Stay on the first floor & head left over to a workshop area. The Starcard will be on a table full of radios underneath a large cork board full of papers.

Upgrade Kit #13: While still in this large workshop room, head over to the far-left side to find an Upgrade Kit sitting on top of a table.

Concept #24 – New Orleans Marshlands & Alligator Farm: Enter the next part of the warehouse that has two green double-decker rail cars. Climb inside the rail car closest to you through a window (you have to hop on a barrel or table & crawl through one). The Concept is on the lower level below ground on the counter in front of the operator’s seat.

Starcard #43 – Zack Frey: Power up the crane & enter the next large area of the warehouse. The Starcard can be found inside the only green double-decker rail car in the room, on the table beside the operator’s seat.

Concept #25 – New Orleans Wall: In the far-right corner of this room, we can find this Concept sitting on top of a worktable along the wall near the Diesel refill station.

Starcard #44 – Nick Firm: Exit the warehouse & fight off the enemies in the large circular area. Use your Contraption to get over the wall & you will find yourself in a bit of a shantytown. When you enter, head over down a path on your left & you will see a shack with an open doorway. The Starcard can be found on a table to the right of the doorway.

Gold #23 – Panzerhund: Now head inside the shack, you can find a Gold immediately on your right behind some cardboard boxes & a body.

Gold #24 – Troop Transport: Leave the shack & head over to the opposite side. Climb up the rubble ramp & get on top of those shacks. On the back wall of the red brick building, there will be a fire escape going up. Walk up the fire escape stairs to the next level up, do not go all the way to the top. On this second level there will be a window covered by wooden boards. Break these boards & climb through the window. Past a dead body on the right side will be a broken table, the Gold is tucked behind it against the wall.

Gold #25 – A New Body: Drop into the final area with all the Nazis fighting Horton & his group. In the building you entered from, head down into its basement. In the main room of the basement, there will be a barrel fire in the corner along a wall. The Gold will be right beside this flaming barrel on the ground.

Concept #26 – Streetcar Maintenance: While still in this building, head up the stairs from the basement. Near the middle of the building on the first floor, there will be an open doorway across from a hole in the floor. Jump across the hole & you can find the Concept in the right corner of this side room on a green shelf.


Achievement #18 – Sermons & Moonshine: Recruit Horton’s group.
Story Related. Speaking with Horton at the end of the Mission will unlock the Achievement when he joins the cause.
Sequence 8: Terror-Billy Unleashed
1. Complete New Orleans – Bienville Street
2. Records: 6/10
3. Concept Art: 29/50
4. Gold: 27/50
5. Starcards: 49/75
6. Upgrade Kits: 14/21
7. Achievements: 19/80
-----------------------------------------------------------------------------------------------------

New Orleans – Bienville Street:


Achievement #19 – I’m Machine Enough: Beat the Panzerhund ride without killing anyone on Bring ‘em On! Difficulty or higher.
Missable. At the start of the Mission make two separate Saves as a back up! We want to be able to reload all the way to the start in case this goes badly for us. It is important to note that for this Achievement, only kills while riding the Panzerhund will void it... kills on foot do not. Very simply, when we hop onto the Panzerhund to head down Bienville Street, just drop off it & leave it behind.

Make your way through the Level on foot, killing or not killing whoever you want. Head down through the warehouse building then enter into the sewer system off your left at the bottom. The sewers can be a bit disorienting; follow your Nazi Commander Marker as he will be standing near the exit of the sewers. The Achievement will unlock after you drop through a hole in the floor near where the Nazi Commander will be standing. If you did not kill anyone while riding the Panzerhund, the Achievement will unlock as you hit the water. If it doesn’t, check your Difficulty or reload your manual Save.

Starcard #45 – James Anderson: At the very start of the Mission, hop off the Panzerhund, & look at the red car in this initial parking lot. We can find the Starcard sitting on top of the passenger seat.

Gold #26 – Horton: From the car, take a left out past the gate & look at the first building. Right after the fence line, you can see a blue dumpster sticking through the front door of the building. Climb over the dumpster, & you can find the Gold tucked behind a metal crate close to a box of Handgranates. It is very dark in here & hard to navigate, turn up your Brightness if you cannot find it.

Starcard #46 – Fredrick Zane: Return to the Panzerhund & clear out the Nazi’s on the streets if you have not already. Leave the Panzerhund in the alley way where we get the checkpoint if it is still alive. This is at the far end of Bienville Street before you are outside of the warehouse section that comes up next.

From the alley turn around & head to over to the building on your right at the dead end. Inside the building, head over to the left corner & you can find the Starcard sitting on a shelf.

Concept #27 – The American Bank: Now head across the street over to where the lone Nazi Commander is/was hiding in this area. Enter the garrison building through the front door past the tank. To the right of the entrance will be a room you can enter, the Concept is directly across from you on top of a metal filing cabinet.

Upgrade Kit #14: Leave the room & head to the far end of this building. Take a right at the back & you will end up outside above a ruined section of the street. The Upgrade Kit can be found a metal crate just above the hole.

Starcard #47 – Gretchen Green: For the last Collectible in this section, head down the street from the Nazi garrison & pass the two cop cars. At the second cop car here in the street, look over to a building on your left with a bright spotlight shining through its front door. Enter the building & look on a shelf behind this spotlight to find the Starcard.

Concept #28 – Bienville Street: Hop back on the Panzerhund & fight your way down to the bottom of the large warehouse next. At the bottom, your objective will change to “Pass through catacombs”. Now that all the enemies are dead here, run all the way back up to the warehouse until you are at the Electric recharge station. Follow this wall along past a stack of pallets & there should be another pallet stack in front of a barred window above. Climb the pallets & head through this barred window. You will drop onto a walkway with a ladder at either end leading up. Head to the ladder on your right & you can find the Concept beside it.

Starcard #48 – Matt Peterson: Climb up the ladder & follow the walkway all the way to the other end. Climb down the next ladder at the far end & drop through a square opening in the roof to enter secret room. Here carefully walk along the planks & you can find the Starcard in the left corner.

Gold #27 – Paris Jack: Enter the second sewer area & swim over into the next area. Follow the lower sewers along until you kill a lone Nazi Soldaten in a doorway. From this doorway, look to your left & you can find the Gold in the corner of a dead end.

Starcard #49 – J. Jay: Climb up a ladder at the end of the lower sewers & you will enter the final building of the Mission. Climb up a set of stone stairs & you will enter a large room with another staircase leading up. Take a left at these stairs into a side room. The Starcard is directly in front of you on a pallet to your right.

Concept #29 – New Orleans Factory & Sewers: In the same room, head left around a broken table to see a Concept underneath its far end.
Sequence 9: Mein Meisterwerk
1. Complete New Orleans – Lakeview, Venus – Audition Room & Habitat
2. Records: 8/10
3. Concept Art: 32/50
4. Gold: 32/50
5. Starcards: 57/75
6. Upgrade Kits: 16/21
7. Achievements: 21/80
-----------------------------------------------------------------------------------------------------


New Orleans – Lakeview:

Starcard #50 – Abbey Cox: When the Mission begins, deal with the patrolling Zitadelle & drop down to the ground. Directly across from the building you came from/a Nazi transport truck, will be a bright yellow light post near some trash. The Starcard is on the ground to the left of a blue dumpster.

Starcard #51 – Peter Lance: Make your way over to the hole in the wall that will take you to more sewers. Before entering through the wall, take a right along a path going above it to some more trash against a wall. The Starcard is on a small wooden box in front of the garbage.

Gold #28 – Anya: When you exit the sewers back into the streets again, turn around. Hidden above the brick pipe you came out of will be the Gold.

Record #7 – Wilbert Eckart und seine Volksmusik Stars: House of the Rising Sun: Leave the sewers & head down the street. You will see a Supersoldaten firing at Evas Hammer from atop a destroyed bus. Sneak up to the bus & you can find a van with its back open to the right of it. The Record will be just inside the back of the van.

Concept #30 – Troop Transport & Scout Zeppelin: Take a left from the bus & enter a house with a barred fence & a spotlight shining out from above it. Across from the main doorway inside, you can find the Concept in the back-right corner lodged underneath a painting near some trash.

Upgrade Kit #15: In the same house, take a left & enter a dark side room. In the left corner of this room we can find an Upgrade Kit tucked between a desk & dresser.

Gold #29 – Professor: Leave the house & head to the far-left corner inside this walled yard. You can find the Gold past the metal crates in the far back of the yard, hidden in the shadows.

Starcard #52 – Christopher Love: Exit the yard area & head down the street straight ahead to a dead end. We can find a Starcard on the ground to the left of the metal barricade.

Gold #30 – Sigrun: Head to the far end of the street now & you will see the road has been wrecked by the Evas Hammer. Walk inside these fissures towards a bright yellow light. While standing at the light, you can go left outside back to the streets, or walk straight ahead further into the fissure. Take a few steps further into the fissure & you can see a Gold on the ground to your right.

Starcard #53 – Marcus Southbranch: Leave the road fissure & enter the large apartment building that is on fire off your left. Take a left inside & walk past a set of stairs leading up. The Starcard will be in the corner of the room next to some trash right beside these stairs.

Venus – Audition Room & Habitat:

Gold #31 – Lady Helene: When the Mission begins, do not pick up the clipboard yet! Instead, head to the far-right corner of the Audition room past the glass observation room. Beside a Soldaten statue & a video camera, you can find the Gold leaning against the statue pillar.


Achievement #20 – Kick It: Kill Hitler during the Aerostat Audition.
Missable. While highly unlikely given the circumstances, this is definitely a missable Achievement. After you finish the first part of the Audition, you will be tasked with walking into the glass observation room. Along the way, you will have to pass Mr. Hitler… “oops my foot slipped…”

Upgrade Kit #16: When the next section of the Mission begins, leave your suite & head right along the wall. Enter the suite, Raum 1, at the far end. Kill the Nazi Soldaten inside, & you can find the Upgrade Kit at the back of the room.

Starcard #54 – Nikki Meadow: Leave Raum 1 & head across to the terminals running left from the stairs going up. Right below the first large orange radar screen, you can find the Starcard on top a small counter next to a terminal.

Record #8 – Viktor und die Vokalisten: Berlin Boys & Stuttgart Girls: Head back towards the suites & enter Raum 8. The Record will be laying on a couch along the back wall inside.

Concept #31 – Aerostat Habitat: Enter Raum 10 & you will find a Nazi Commander. As well, underneath a shrine to Frau Engel, you can find a Concept on top of a table. Inside another living quarters.

Gold #32 – “The Producer”: Head up the stairs now to the lounge area. In the corner across from the pool tables will be a neon orange juke box. The Gold will be on a table to its left next to some beers.

Starcard #55 – Andrew Creek: Leave the lounge area & carry on into the next area. You will enter a large hall with red carpeting & Nazi banners hanging from the walls. Downstairs in this room, below the statue of Mr. Hitler, will be a reception desk. The Starcard will be beside the typewriter on the desk.

Starcard #56 – Chris Shale: From the reception desk, head left through this lower doorway, then left again into a small multi-ended hallway. Take the left doorway of this hall & you can find the Starcard on top of a tray cart. Above in this room is usually where the other Nazi Commander is.

Starcard #57 – Vince Quick: Carry on & you will come to two different doors leading to large control rooms. Enter the door on the left & walk to the terminal half circle in the middle of the room. The Starcard can be found beside the third chair along this half circle from where you enter.

Concept #32 – Aerostat Habitat Interiors: At the very end of the Mission you will enter a room where we will find a Space Suit equipment room. Walk around to the other side of the central pod & you can find a Concept laying on top of a bench on the back wall.


Achievement #21 – Venus: Travel to outer space.
Story Related. This Achievement will unlock after equipping the space suit & being fired down to the Venus planet surface.
Sequence 10: Blitzkreig!!!
1. Complete Venus – Transporthalle, Oberkommando, Evas Hammer – Visit #5, The Ausmerzer
2. Records: 9/10
3. Concept Art: 38/50
4. Gold: 36/50
5. Starcards: 63/75
6. Upgrade Kits: 18/21
7. Achievements: 29/80
-----------------------------------------------------------------------------------------------------


Venus – Transporthalle:

Starcard #58 – Dan Roberts: Sneak past or destroy the Zitadelle at the Mission start & enter the area indoors. Head to the far-left corner of this workshop, past the rovers, & you will see two terminal stations with “Kartenstation” written above them. The Starcard can be found on a desk in between the two terminals.

Concept #33 – Aerostat Habitat Interiors: From the Starcard, walk over to the other desk to the left of this one. The Concept will be tucked underneath it.

Gold #33 – Venus Soldaten: Enter the tunnel after the workshop room where the Nazi Commander is. Past the rover to the left will be a line of covered crates & two open containers full of rocks. The Gold will be hidden in the shadows behind these rock containers along this left wall.

Upgrade Kit #17: Climb the ladder leading out of the tunnel. When you get to the top, turn around & look down from where you came. Across from the ladder, you can see an isolated platform a little ways down. The Upgrade Kit will be resting on top of it.

Concept #34 – Venus Base Exterior & Garage: Carry on through the Mission until you reach the next indoor area. When you enter, there will be a line of space suit pods along the left wall. A Concept will be in front of the sixth pod.

Starcard #59 – Nick Fog: Before carrying on outside, head into the side area & go to the far-right corner of it. To the right of the mine storage will be a small cart with some white plastic cases on top of it. The Starcard will be on the cart behind one of the plastic cases.

Venus – Oberkommando:

Concept #35 – Venus Base Interiors: Head outside now & continue on until the next indoor section. Take the elevator up & complete the conveyor belt sequence. When you return indoors once again you will be in another lounge area. As soon as you enter, take a right into the first break area. The Concept will be on one of the benches along the wall.

Starcard #60 – Eric Power: At the far end of the lower level in this room, you can find a Starcard on a bench where a Nazi Soldaten was sitting.

Concept #36 – Venus Base: Take the stairs to the upper level now & walk across the walkway to the other side. Inside the first suite straight ahead, you can find the Concept on top of a desk.

Gold #34 – Venus Elite: Enter the next suite down the hall. Some Gold can be found on the floor in between the desk & the bed.

Record #9 – Karl & Karla: Tapferer Kleiner Liebling: The final suite down the hall will have the Nazi Commander inside. As well, we can find a Record below the window next to a bust of Mr. Hitler.

Upgrade Kit #18: Carry on & enter the next room after the lounge. Straight ahead of us be a trolley with two carts behind it with white plastic cases on top of them. The Upgrade Kit will be on the first cart beside the lone crate.

Gold #35 – Laserhund: Go up the first set of stairs after this room & there will be a number 23 printed on the wall in front of you. Take a left at the 23 & there will be a small garden room straight ahead of you. Look at the garden windows on the lower set. Four windows down, you can see some Gold stuck inside. Break the window & grab it.

Starcard #61 – Mickey Tran: Take the final set of stairs up to where the other Nazi Commander is. There will be two trolleys on this level. The Starcard can be found with the trolley transporting the mine, on the stepping assist of the operator’s seat.

Concept #37 – Laserhund & Other Machinery: Take the elevator up to Oberkommando Control. When you enter the main control center, take a left to the extended terminal console. The Concept will be on top of it next to some maps & red film spools. On another control panel terminal.

Starcard #62 – Andy Rears: In the center room with the large Venus globe, look along the terminals on the left side of the room. The Starcard will be on top of the second terminal from where you entered.

Gold #36 – Gottesanbeterin: While still in the “globe room”, carry on around the room right. Under the next set of terminals, you can find some Gold tucked away. It will be under the second terminal of the two on this side.

Evas Hammer – Visit #5:

Starcard #63 – Don Laffy: Before completing your Companions task & exiting Evas Hammer, head over to Horton’s room. To find it, head to the Cantina & head to the left stairway leading up to Club Kreisau. Horton’s room can be found in between the Cantina & the Club to the right. The other stairway up will take you to Les Halles de Lyon.

In Horton’s room, the Starcard can be found immediately on your right.

Concept #37 – Evas Hammer Interiors: While still in Horton’s room, head to the very back of the room & you can find the Concept underneath his brewery.

The Ausmerzer:

There are no Collectibles on this Mission.


Achievement #22 – Taste of Your Own Medicine: Destroy a Zerstörer with an Übergewehr.
Missable. At the very end of the Mission, you will fight your way onto the roof of the Ausmerzer. After defeating the final Nazi Commanders & climbing up the last yellow ladder you will get to an area asking you to “Activate elevator”. Wait, this will take you up to the final bosses. If you have not already grabbed it, walk out of this room onto the roof & go left. Beside the left anti-air cannon will be an Übergewehr. This gun make getting one of final missable Achievement easier, though it isn’t completely necessary. The bosses both drop an Übergewehr when killed.

Take the elevator up & we will be attacked by some Supersoldats. Dispatch them all, & the two Zerstörer will eventually arrive with a change in soundtrack. They are pretty difficult, especially since there are a lot of regular enemies running around as well. Take cover in the bunker on the right, this will give you a reprieve from the bosses, but the regular enemies can still kill you pretty quickly here. If you grabbed the Übergewehr below quickly start launching beams at the Zerstörer. Killing one with it will unlock the Achievement.

If you did not grab the Übergewehr you will have to manually whittle down one of the Zerstörer with your own guns. When one is destroyed, run up & grab its Übergewehr & kill the other one with it.


Achievement #23 – The Ausmerzer: Capture the Ausmerzer.
Story Related. After defeating the two Zerstörer bosses, climb up the ladder & enter the Ausmerzer control to unlock the Achievement.


Achievement #24 – Revolution: Beat the game.
Story Related. Beat the game on any Difficulty.


Achievement #25 – Bring ‘em On!: Beat the game on Bring ‘em on! Difficulty or higher.
Story Related. See Achievement #28…


Achievement #26 – Do Or Die!: Beat the game on Do Or Die! Difficulty or higher.
Story Related. See Achievement #28….


Achievement #27 – Call Me Terror-Billy!: Beat the game on Call Me Terror-Billy! Difficulty or higher.
Story Related. See Achievement #28…


Achievement #28 – I Am Death Incarnate: Beat the game on I Am Death Incarnate! Difficulty or higher.
Story Related. All Difficulty related Achievements are retro active. Kill Frau Engel, & you will have beaten the story of Wolfenstein 2. If you beat the game on a lower Difficulty, use this opportunity to play the game with however you chose to sacrifice in the prologue.


Achievement #29 – Keep Playing: Wait for the game to resume after the Credits.
Story Related. After the Credits end, we will return to Evas Hammer. It is now Post-Game time!
Sequence 11: E. Nigma
1. Complete Evas Hammer – Visit #6
2. Records: 9/10
3. Concept Art: 38/50
4. Gold: 36/50
5. Starcards: 63/75
6. Upgrade Kits: 18/21
7. Achievements: 30/80
-----------------------------------------------------------------------------------------------------


Evas Hammer – Visit #6:

Now, we enter Post-Game. Here, we will hunt down the 16 Übercommanders & mop up the rest of our Collectibles/Perks. Ideally, you have already maxed out a number of Perks & only have to focus on a few. If not, really be an opportunist. Whenever you see a good repeatable stretch for Stealth, Mayhem, or Tactical kills; Save & keep reloading until the Perk is maxed out. We are most likely going to have to replay District Missions, especially since need to max out the Perks associated with our remaining two Contraptions.

While we are in Evas Hammer, let us go & collect all the Side Quests that are available to us.

Side Quest #4: Destroy the Sumerian Tablets.
While in the Helm, head up the stairs above Hacker Central & speak with Maya Gilliam. She will give us a Side Quest to complete while we are in the Roswell – Underground: District Mission. If she is not here, she can be found up in the Hanger Bay.

Contraption Quest – Ram Shackles: From the upper level of the Helm, leave the doorway out to floor “4” of the main commons. Take a right & you can find Lucien Woolrich at a dead end standing in a corner. Speak with him, & he will unlock the Quest to collect the Ram Shackles in the New Orleans – Bienville Street: District Mission.

Side Quest #6 – Save Hercules' Cousin: While still on floor “4”, head over to the upper floor of Set’s Lab. Here we can find Hercules. He will give us a Side Quest in Venus – Oberkommando: District Mission to go & rescue his cousin.

Contraption Quest – Battle Walker: Go down to floor “3” & head outside of the Helm doorway here. We can find Barbara Casey here & she will give us the Quest to find the Battle Walker in Venus – Transporthalle: District Mission.

Side Quest #5 – Collect Toys For Max: Head along the right walkway from the Helm & we can find Gizela Balog standing in the middle of this walkway. Speak with her & she will give us the Quest to collect toys for Max. This will be the final Side Quest we complete as there is a toy in almost every single District Mission.

Side Quest #3 – Destroy the Tapes Manhattan: Head inside Hacker Central now & speak with Laney in the main control room. She will give us a Side Quest in the Manhattan – Bunker: District Mission. (The Constrictor Harness can be found here if you do not already have it).

With all the Quests collected, return to the Helm. It is now time for us to start plugging away at the Enigma Machine. This mini game stumped me for a little bit. Always Save before attempting to locate an Übercommander. Messing up will consume your Enigma Codes & you will have to go collect more… meaning killing more Nazi Commanders which is a real pain. That is why it is important to Save before attempting to find each Übercommander.

Alternatively, if you know you are not going to make it in the time limit, just exit out of the mini game & it will not consume the Enigma Codes. A good tip is if you still have a bit of time before entering a specific code in, look which symbols you need for the next entry & how to get to them. This will rapidly increase how quickly you can complete the Enigma Code.


Achievement #30 – Puzzler: Decipher an Übercommander’s location using the Enigma Machine.
Around this point, I had 43 Enigma Codes. I think I missed one or two of them by accident. It is impossible to unlock all Übercommanders right away, which is fine. We will find Nazi Commanders in the Districts so they should round us out. We need a total of 70 Enigma Codes to locate all 16 Übercommanders, the final Commander not appearing until the first 15 are killed.

Here is a quick video by PrimaGamesVideo giving you a briefing on how to complete the mini game. Skip to 0:30 seconds in to jump straight to the Enigma Machine.

https://youtu.be/X4pNm36CuxY

As for Perk farming, here is a full list detailing the exact amounts you need to max them all out as well as some ideal Districts to farm them:

Stealth:

1. Stealth Takedowns: Total Kills (50) Location (Anywhere)

2. Thrown Hatchet Kills: Total Kills (50) Location (Anywhere)

3. Takedowns or Tampers: Total Kills (10) Location (Roswell – Underground District)

4. Enigma Codes: Total Collected (50) Location (Anywhere, Manhattan – Penthouse District)
Reloading a Save will not count the Code as collected. You have to quit the entire Mission or complete it for it to count unfortunately.

5. Quick Commander Kills: Total Kills (25) Location (Manhattan – Penthouse District)

6. Constrictor Harness Kills: Total Kills (5) Location (Manhattan – Bunker District)

Mayhem:

1. Heavy Weapon Kills: Total Kills (100) Location (Anywhere)
Anytime you kill a Supersoldaten that carries the Dieselgeweher, grab it. This will count towards Kills By Burning as well.

2. Dual-Wield Kills: Total Kills (250) Location (Anywhere)

3. Combat Takedowns: Total Kills (50) Location (Anywhere)

4. Grenade Kills: Total Kills (125) Location (Venus – Oberkommando District)

5. Overcharged Kills: Total Kills (100) Location (Anywhere)

6. Ram Shackle Kills: Total Kills (50) Location Venus – Oberkommando District)
Ram Shackle kills are very annoying to get. Usually, you have to sprint into an enemy twice to kill them. As tedious as it is, you might have to get a group of 1-3 Nazi’s & sprint in between them all, then reload.

Tactical:

1. Kills By Burning: Total Kills (50) Location (Manhattan – Bunker District)
Can be done with Grenade Kills if the Diesel Handgranate upgrade is equipped. Alternatively, anytime you kill a Supersoldaten that carries the Dieselgeweher, grab it. This will count towards Heavy Weapon Kills as well.

2. Environment Kills: Total Kills (50) Location (Roswell – Underground District, Venus – Transporthalle District)

3. Headshot Kills: Total Kills (125) Location (Anywhere)

4. Electrical Stun Kills: Total Kills (10) Location (Roswell – Underground District)
Best done with the Electromagnetic Handgranate upgrade equipped.

5. Enemy Grenade Kills: Total Kills (10) Location (Manhattan – Ruins District)
There is a great video by Freeki11 where the enemies very frequently throw Handgranates at you... almost too frequently. The hardest part is finding them in time to throw back.

https://youtu.be/sfNSH_agvvI

6. Battle Walker Kills: Total Kills (100) Location (Roswell – Downtown District, Manhattan – Penthouse District, Venus – Oberkommando District)
I personally like the Manhattan – Penthouse District because the Supersoldatens cannot reach you. Sneak into the far-right corner of the lower room, Save, then Battle Walker up killing the enemies that climb up from the two ladders. Rinse & repeat.
Sequence 12: Dr. Manhattan
1. Complete Manhattan – Harbor, Subway, Bunker, Ruins, Penthouse: District Missions
2. Records: 9/10
3. Concept Art: 39/50
4. Gold: 39/50
5. Starcards: 65/75
6. Upgrade Kits: 18/21
7. Max’s Toys: 5/15
8. Death Cards: 5/16
9. Achievements: 32/80
-----------------------------------------------------------------------------------------------------


As a side note for when farming District Missions for Perks, always try picking up Helmets for every reload. This will help with farming the 1000 Helmets. Otherwise, we will have to reload Saves specifically for farming them… which is highly likely anyways.

Manhattan – Harbor: District Mission


Achievement #31 – Sightseeing: Visit a District.
This Achievement will unlock the first you enter any District to hunt Übercommander’s.

Gold #37 – Kampfdrohne: Make your way over to the very end of the District to the building you find the Übercommander inside. When you enter the building, head to the left corner. The Gold will be in the corner next to a caved in doorway.

Max's Toy #1 – Ball: The first of Max’s Toys we can find will be on the same floor where the Übercommander is. When you reach the top of the stairs, head over to the right corner across from them. The Toy will be in behind a tipped over table.

Death Card #1 – Walter Hauser: Kill the Übercommander & collect his card.
Grabbing the Death Card will prompt you with staying are leaving. If you stay, you can leave the District from the start menu.


Achievement #32 – Starting A Collection: Find at least one of each Collectible item.
For this Achievement you will need to have collected 1: Gold, Starcard, Concept, Record, Max Toy, & Death Card.

Manhattan – Subway: District Mission

Starcard #64 – Nick Court: When you enter into the area with the Übercommander, you will have a left or right way you can go. Take the right route & you will enter a square room. The Starcard is to the right in this room beside a large bed mattress on the ground.

Max's Toy #2 – Airplane: Head back to the entrance & take the left path instead. Take the stairs up & go to the far end & exit out into the tunnel. A train will be parked here at the dead end. Inside the train, a Toy can be found near the dead-end cave in.

Gold #38 – Atom Elite: Leave this train & head down the tunnel. Take a left along the backside of the next train. On the other side of a wooden ramp leading up into the train, you can see the Gold tucked underneath the station platform in some water.

Concept #39 – Manhattan Subway: From here, sneak onto the platform & take a left. In the corner between the train tunnel & some stairs leading up to the Übercommander, you can see a Concept underneath a bench.

Death Card #2 – Heinrich Müller: Kill the Übercommander & collect his card.

Manhattan – Bunker: District Mission

Side Quest #3 – Destroy the Tapes: Enter the Bunker & head to the upstairs section of this first area. Take a left at the top of the stairs & you will enter a small control room overlooking the entrance you came from. In this room, there should be a large metal box with 4 red spools that are spinning (2 on each side). Melee these spools to destroy them.

Go down the right hall now & enter a ledge overlooking a large control room below. The final magnetic tape will be on your right opposite the doorway we continue through. Melee them & that will conclude the Side Quest.

Max's Toy #3 – Robot: When you enter the area where the Übercommander is, make your way through the area & head up the stairs. At the top, go to the very far end where a Nazi banner is hanging off of the wall. (Not the one you see when you get to the top of the stairs) At this far banner, look right & there will be a rail cart pushed into a blast door carrying some metal crates. The Toy will be in behind these crates near the blast door.

Constrictor Harness: If you do not already have it, the Constrictor Harness can be found in this area as well. It will be on a rail cart near where we found the Toy.

Death Card #3 – Klaus Klinger: Kill the Übercommander & collect his card.

Manhattan – Ruins: District Mission

Gold #39 – Zitadelle: Get past the Zitadelle at the end of the District & enter the underground subway entrance where the Übercommander is. The Gold will be at the bottom of the stairs that lead down, on the last step.

Max's Toy #4 – Boat: There will be a lone train down here in the tunnel. Enter the train & you can find the Toy at the far end near the exit.

Death Card #4 – Raimund Hofmann: Kill the Übercommander & collect his card.

Manhattan – Penthouse: District Mission

Starcard #65 – Chris Kind: Go down the ladder across from the lower cage, not the one underneath the upper floor. Down the ladder, take a right & then another right to enter a small side room. In this room, there should a shelf full of radio equipment & a green desk. Head around the green desk to the front of the shelf with the radios, the Starcard will be on one of the lower shelves here to the left.

Max's Toy #5 – UFO: Leave this room & head into the center of this lower area. In the middle of it, there should be a large reception desk. Head around to the far end over where the Übercommander is & there will be another large reception desk. The Toy can be found in a shelf underneath it.

Death Card #5 – Leopold Meissner: Kill the Übercommander & collect his card.
Sequence 13: Homecoming
1. Complete Roswell – Downtown, Underground: District Missions, Mesquite – Farmhouse: District Mission
2. Records: 10/10
3. Concept Art: 45/50
4. Gold: 46/50
5. Starcards: 72/75
6. Upgrade Kits: 19/21
7. Max’s Toys: 8/15
8. Death Cards: 8/16
9. Achievements: 34/80
-----------------------------------------------------------------------------------------------------


Roswell – Downtown: District Mission

This is a good District to attempt to Ghost if you have not already done so. Though it may be worth replaying for it since we have a lot of Collectibles to find here.

Concept #40 – Roswell: When the Missions begins, sneak inside the gas station. Going around through the alley is a better option to not be detected. If you break through the first window from the alley, look down from where you hop in. The Concept will be on the floor in the corner beside the front counter.

Starcard #66 – Oscar Goodman: Look at the front counter in the gas station, the Starcard will be right at the end near where you found the Concept.

Gold #40 – Bombate: Head into the alley outside the gas station & climb on top of the Nazi transport truck. From the truck, jump onto an AC unit on the gas station wall to get onto its roof. The Gold will be at the back-left corner behind the raised part of the roof.

Max's Toy #6 – Baseball Bat: Drop down into the streets & head over to the far side. Sneak towards the Klasse Spielzeug store on the top of the middle street. Sneak to the second window facing back towards the gas station, shoot it with a silenced weapon to break the glass. The Toy can be found just inside the window. Try not to be seen by the patrolling Zitadelle if possible.

Starcard #67 – Pierce Williams: Keep sneaking down the street & enter the Neumond Recording Company store on your left. The Starcard will be on a small coffee table to your left when you enter.

Record #10 – Die Käfer: Changeover Day: Enter the recording studio of this building. Our final Record will be on top of a speaker beside the drum set.


Achievement #33 – Audiophile: Find all 10 Records.
If you have been following along with the guide, after collecting this final Record you should unlock the Achievement.

Concept #41 – Roswell Interiors: Head to the very back room of the store now. The Concept can be found to the left of a ladder in the back corner.

Gold #41 – Max Hass: In the room across from the recording studio will be the mixing room. Check underneath the recording machine to find some Gold on the bottom shelf.

Starcard #68 – Eva Johnson: The final Collectible in this building is in the same room. The Starcard can be found to the left of the sound board on the floor next to a small cart.

Starcard #69 – Mark River: Now head inside Papa Joe’s Diner. The Starcard can be found around the front counter right beside the cash register.

Gold #42 – Serving Robot: The Gold can be found immediately to your left on a shelf as you enter the kitchen.

Starcard #70 – Alexander Tech: While still in the kitchen, head to the right corner of the room. The Starcard can be found on a lower shelf beside the refrigerator.

Gold #43 – Civilian Cars: Head down into the basement where Super Spesh’s lair used to be. The Gold will be on a shelf immediately to your left when you enter.

Upgrade Kit #19: The Upgrade Kit can be found in Spesh’s lair to the right of the large map of America on a green metal desk.

Death Card #6 – Jürgen Schlusser: Kill the Übercommander & collect his card.


Achievement #34 – Ghost: Finish a District without triggering an alarm.
Do not trigger any Nazi Commander or Übercommander’s alarms. If no Commanders are present, you can be detected, so long as they are not present in the area. Roswell is nice because it is pretty short. The hardest part is sneaking past the Zitadelle. Once inside Papa Joe’s Diner its smooth sailing. Kill the Übercommander without setting off an alarm & the Achievement will unlock.

Roswell – Underground: District Mission

Concept #42 – Area 52: This Concept is found at the very beginning of the Mission. In the first room with a Nazi Soldaten standing guard, look for it on a terminal to the left of an emergency hatchet box.

Gold #44 – Protocol Robot: When you enter the area with the two Nazi Commanders, head left around some covered crates near the entrance. Around past a box of Handgranates, you can find the Gold in the shadows in behind the crates.

Starcard #71 – John North: Head down into the lower area & go to the control room on your right near a Nazi Commander. The Starcard will be on the counter near a terminal in the control room.

Side Quest #4 – Destroy the Sumerian Tablets: In the far-right corner of this area, past a Nazi Commander, will be a parked train with some open side doors. Crawl inside the train & you can see some Quest Markers over some gold looking tablets. Melee them to break them. There are three tablets on the lower floor of the train, with one more on the upper floor on a walkway. Destroying the fourth tablet will complete the Quest.

Max's Toy #7 – Tank: Across from the control room where we found the Starcard will be another similar control room. The Toy will be found near a terminal in this control room.

Concept #43 – Area 52 Oberkommando: From this control room, turn around & there will be a doorway leading into a side room here. The Concept will be found by another terminal to your right.

Gold #45 – Marksman Elite: Carry on out of this room & into the next. The Gold can be found in the far-right corner of this room behind some metal crates.

Concept #44 – Monowheel, Posters, & Blueprints: The last Nazi Commander will be inside a large train area. Head inside it & take a left up some stairs into the living quarters. The Concept will be inside the first room on your right on one of the bunk beds.

Starcard #72 – Becky Hide: Head over into the second living quarter to find the Starcard on a foldout seat to the left.

Gold #46 – UFO: In the third living quarter down the hall where we find the Nazi Commander, the Gold will be tucked underneath a locker on your right.

Death Card #7 – Friedrich Baumgartner: Kill the Übercommander & collect his card.

Mesquite – Farmhouse: District Mission

Max's Toy #8: When the Mission begins, follow the right wall underneath the scaffolds towards the far end. As you sneak, keep an eye on your left. Sneak past a building that has Diesel & Electric refill stations on it, then past a white propaganda truck. On the other side of the truck as you walk, you will see a small table with a white umbrella above it. The Toy will be found on this table.

Concept #45 – Mesquite Farmhouse: Carry on underneath the scaffolds until you get to the end of them. There should be a stairwell leading up to the top of the scaffolds here. Head up the stairs & enter a control at the top of the scaffold. We can find a Concept inside to the left across from some terminals.

Death Card #8 – Erich Eberhardt: Kill the Übercommander & collect his card.

By this point, you may need to farm for some more Enigma Codes. The Manhattan – Penthouse: District Mission is by far the fastest way to net 2 Enigma Codes per run. Simply take both Commanders out, leave the District, then repeat as needed. It is definitely tedious, but it’s the only way unfortunately… Reloading Saves will not keep the Enigma Codes collected. You must exit the District back to Evas Hammer for them to register.
Sequence 14: They Call the Rising Sun
1. Complete New Orleans – Confinement Wall, Ghetto, Bienville Street, & Lakeview: District Missions, Venus – Aerostat Habitat, & Transporthalle: District Missions, Evas Hammer – Visit #7
2. Concept Art: 47/50
3. Gold: 47/50
4. Starcards: 74/75
5. Upgrade Kits: 21/21
6. Max’s Toys: 14/15
7. Death Cards: 14/16
8. Achievements: 38/80
-----------------------------------------------------------------------------------------------------


New Orleans – Confinement Wall: District Mission

Max's Toy #9 – Sailboat: Make your way through the Mission until you reach the room where the Übercommander resides. The Toy can be found up high on a shelf just behind the Commanders desk.

Death Card #9 – Otto Ackermann: Kill the Übercommander & collect his card.

New Orleans – Ghetto: District Mission

Max's Toy #10 – Minivan: Once again, head through the Mission until you reach the building where the Übercommander is found. It will be a bar; inside, you can find the Toy at the far-left end of the bar counter.

Starcard #73 – Theodore Savage: The Starcard can be found in the same bar around the other side of the counter at the right side.

Death Card #10 – Victor Kreuger: Kill the Übercommander & collect his card.

New Orleans – Bienville Street: District Mission

Upgrade Kit #20: Walk through an open barred doorway after you leave the ruined house in the sewers. Kill a Nazi Soldaten & you should see the Upgrade Kit straight ahead of you on a pallet.

Max's Toy #11 – Alligator: Take a left down the sewer from the Upgrade Kit then look immediately to your right. The Toy will be in the dead-end adjacent to where we found the Upgrade Kit.

Ram Shackles: Almost immediately after we find the Toy, we will come across the Ram Shackles. They are unmissable on this District Mission as we need them to progress.

Death Card #11 – Daniel Eckstein: Kill the Übercommander & collect his card.

New Orleans – Lakeview: District Mission

Concept #46 – Lakeview District: To the left of the Übercommander will be a small building that can only be entered through its bottom floor windows. The Concept will be on a shelf in the far-left corner of the room.

Max's Toy #12 – Rocket: The Toy can be found behind the Übercommander in the alley, beside a blue dumpster & some trash.

Death Card #12 – Albert Grosse: Kill the Übercommander & collect his card.

Venus – Aerostat Habitat: District Mission


Achievement #35 – Bull Rush: Ram Shackles tackle a charging Supersoldat.
This is pretty easy to earn on this District Mission. Save at the very beginning then proceed to raise the alarm. A Supersoldaten will be around the middle of the hallway you begin in. Get a clear line to him & wait for him to charge at you. If you are too close, he will not charge & just shoot you instead. The tackle may kill you, but so long as you are sprinting into him when he charges, the Achievement will unlock.

Max's Toy #13 – Car: The Übercommander will be in a different location then these Collectibles. Back track through the Mission until you reach the living quarters where you begin during the Main Campaign after the Auditorium. Enter Raum 3 & you can find the Toy on the counter to your left.

Starcard #74 – Sebastian Pole: While still in Raum 3, look to your right & you can find a Starcard on top of a speaker next to the bed.

Death Card #13 – Ludwig Kassmeyer: Kill the Übercommander & collect his card.

Venus – Transporthalle: District Mission

Gold #47 – Venus Rover: Make your way into a garage room outside where the Übercommander is hiding. When you enter the room, there will be a hole in the floor, look to the right of it & there will be some covered metal crates against the wall. The Gold will be tucked behind a metal support hidden behind these crates.

Upgrade Kit #21: Now make your way over to where the Übercommander is hiding & crawl through the vent below the room he is in. The Upgrade Kit can be found at the very bottom of the shaft, right beside the Battle Walker.


Achievement #36 – Gun Nut: Fully upgrade all 7 weapons.
After you insert the final upgrade into your weapon, if you have been following along with the guide & collected the other 20 Kits, you will unlock the Achievement.

Battle Walker: Unmissable while playing this District Mission. It is at the bottom of a shaft underneath the Übercommander right beside the final Upgrade Kit.

Death Card #14 – Michael Rademaker: Kill the Übercommander & collect his card.
Do not leave just yet after killing the Übercommander, we need to grab one more thing first.

Max's Toy #14 – Laser Gun: A Toy can be found in the same room we just killed ol’Michael. It will be on top of a terminal along the back wall.

Evas Hammer – Visit #7:

Ram Shackles Upgrade: Now that we have all 3 Contraptions, we can collect their upgrades. Leave the Helm & head to the central elevator in the Main Commons on level “3”. Here we can find Ritva Tuomivaara who will take us down to sub level “3”. Ram through all the objects & link back up with Ritva to finish the Quest, it is very short. Head back towards the elevator afterwards to trigger the upgrade


Achievement #37 – Plus Package: Upgrade a Contraption.
Complete any of the three Contraption Upgrade Quests to unlock the Achievement.

Constrictor Harness Upgrade: Now make your way down to floor “3” & head over to the Cantina. Just before entering into it from the bottom entrance, keep heading left down the corridor & you will see Habib Ismail. Enter Section 66G using the Constrictor Harness & make your way through this side level to turn off a gas leak. Watch out for Kampfhunds! Speak with Habib after turning off the leak & walk out of the room to unlock the upgrade.

Battle Walker Upgrade: For our final upgrade, head up into Club Kreisau & exit through one of the doorways leading into a hallway. At the end of this hall, we can find Irina Yakova standing in an open doorway. Mr. Stubbins is off his meds again, crazy ol’coot. Use the Battle Walker & navigate through an annoying maze of electric fields to get to him. Calm him down with some tough love & turn off the electric fields. Speak with Irina & leave this area to unlock the upgrade.


Achievement #38 – Complete Package: Acquire all Contraptions & Contraption Upgrades.
This will unlock after completing the final Contraption Upgrade Quest onboard Evas Hammer.

Concept #47 – Trial & Execution: There is one last Collectible to find onboard Evas Hammer. Head over to Shooting Range & crawl through Constrictor Harness pipe outside the Kill House Entrance. When you land on the other side, head immediately to the walkway supports on your right. The Concept will be in between the two supports on the floor. This could have been collected back when we were completing the Contraption Tutorial Course.
Sequence 15: Goodbye Moon-Man
1. Complete Venus – Oberkommando: District Mission
2. Achievement Mop Up
3. Concept Art: 50/50
4. Gold: 48/50
5. Starcards: 75/75
6. Max’s Toys: 15/15
7. Death Cards: 15/16
8. Achievements: 43/80
-----------------------------------------------------------------------------------------------------

Venus – Oberkommando: District Mission


Achievement #39 – Coming Back For More: Visit every District.
There are 15 Districts, each with an associated Übercommander. Heading to your 15th District will unlock the Achievement.

Max's Toy #15 – Zeppelin: As soon as the Mission begins, look immediately to your right to see some empty space suit tubes & a cart. The Toy will be beside a white plastic box on top of the cart.


Achievement #40 – Toy Collector: Find all 15 of Max’s Toys.
If you have been following along with the guide, you should unlock this Achievement after picking up the Zeppelin. Can they really be considered “Max’s Toys” if we haven’t even given them to him yet?

Side Quest #5 – Collect Toys For Max: After grabbing the final Toy for Max, we will complete this Side Quest. We do not have to return them to Gizela Balog.

Gold #48 – B.J. In Venus Suit: Before exiting this first large room at the back end, take a left instead past a red mine & into a side room with a mine in its center. To the right of the mine, look in the far corner to see a metal cart with some Shotgun ammo on it. The Gold will be behind a cardboard box on the floor right beside it.

Side Quest #6 – Save Hercules' Cousin: Take the elevator down now to where the Übercommander will be hiding. Leave the elevator & walk over to where some Nazi Soldatens are standing near a doorway. From this doorway, look to your right to see a trail of blood leading into a side room. Enter the room & you will find Cousin Dimitri, on the floor, but still breathing. Interacting with him will end the Mission, wait until we kill the Übercommander first, but this is where he is anyways...

Death Card #15 – Thomas Wechsler: Kill the Übercommander & collect his card.
After collecting the Death Card, return to Dimitri’s corpse & leave the District.


Achievement #41 – Sidetracked: Complete all 6 Side Missions.
All 6 Side Missions are completed through the District Missions during Post-Game. Completing the final Mission & the Achievement will unlock.

I am not actually sure if the Contraption Upgrade Missions count as Side Quests or not, I have always completed them before finishing the known Side Quests.

If you have not done so already, this is the time to go & max out all of your Perks. If you have killed the first 15 Übercommanders, a secret 16th Commander will now be available at the Enigma Machine for another 8 Enigma Codes. This will be the last District we complete to find our last few Collectibles.


Achievement #42 – The Sky Is the Limit: Perform a Battle Walker Takedown.
The easiest way to get this Achievement I found was going to the Manhattan – Nuclear Bunker District. Take the elevator up & past the first Nazi Commander. At the beginning of the area with two Nazi Commanders (where the Übercommander used to be) you will enter through a rotating gateway. If you are undetected, there should be a Nazi Officer standing on a walkway above you. Battle Walker up to him & take him down.


Achievement #43 – Max All Perks: Max all 18 Perks.
This is one of the more time-consuming Achievements of this game. If you are lucky, you were able to complete the majority of them during the Main Campaign.

Check Sequence 11 in the guide to see a breakdown of the Perks. It is not totally comprehensive in the sense that a lot of these Perks can be farmed on pretty much any District. Opportunity plays a huge role in these. There are a few Perks that are tricky to farm & certain areas are a lot easier to farm than others.
Sequence 16: Lord Helmet!
1. Complete Riverside – Abandoned Bunker
2. Achievement Mop Up
3. Concept Art: 50/50
4. Gold: 50/50
5. Starcards: 75/75
6. Death Cards: 16/16
7. Achievements: 49/80
-----------------------------------------------------------------------------------------------------

Riverside – Abandoned Bunker

When you are ready/have the last remaining Enigma Codes. Make your way over to Riverside. This is a very disorienting District, finding Collectibles here is a bit tricky.

Concept #48 – Shooting Range, Hanger, & Moon Pool: When the Mission begins, head down the subway tunnel & climb onto the station platform. From here, walk down the center of the platform until you see a desk with a terminal beside it off your right. The Concept will be inside a drawer in the terminal.

Gold #49 – Ausmerzer: Carry on with the Mission until you enter a room after dropping down from a vent. Destroy the Übersoldaten & take a right up into the next area. From here, head down the hall & take another right & you will enter a room with a Supersoldaten in it. Defeat the enemies & head left then look right. There will be a steel door in front of you with a space above it.

Use the Battle Walker to get above the door & head down this new hall. The Gold will be on top of a rail cart at the very end.

Concept #49 – The Ausmerzer: Carry on & fight off another 2 Supersoldaten before heading down some stairs. At the bottom of the stairs, go left down the corridor then look right to see a room with a yellow steel door. Enter the room & you can find the Concept on the ground to your left.

Gold #50 – Zerstörer: The next Supersoldaten you face should be near another yellow steel door a little bit later in the Mission. Walk past the door & there should be vent on your left with a sign with a crossed off hand & an arrow sign below it. Enter the vent & smash through a barred door with the Ram Shackles. Enter the next area & use the Battle Walker to get up onto a ledge above. The final Gold will be sitting on the ledge near some metal crates.


Achievement #44 – Golden Boy: Find all 50 Gold.
If you have been following along with the guide, you should unlock this Achievement after picking up this last Gold. You can check which Collectibles you are missing from the Extras Tab of your menu. It will even tell you were the missing Collectible is located.

Concept #50 – The End: Return to the hallway we were in just before entering the vent. Head down the stairs & there will be a control room in front of you. Take a right from the control room & there will be another one just beside it. The final Concept will be in this other control room on a metal tray just inside the room.


Achievement #45 – Art Aficionado: Found all 50 Concept Arts.
If you have been following along with the guide, you should unlock this Achievement after picking up this last Concept. You can check which Collectibles you are missing from the Extras Tab of your menu. It will even tell you were the missing Collectible is located.

Starcard #75 – Jerry Gussom: Now, make your way through the Mission until you find where the Übercommander is outside the Bunker. As you approach there will be a destroyed Taxi, where… you will most likely take cover. The Starcard is inside the Taxi on the driver’s side.


Achievement #46 – Meet the Cast: Find all 75 Starcards.
If you have been following along with the guide, you should unlock this Achievement after picking up this last Starcard. You can check which Collectibles you are missing from the Extras Tab of your menu. It will even tell you were the missing Collectible is located.

Death Card #16 – Gernot Herrmann: Kill the Übercommander & collect his card.


Achievement #47 – Terror Billy: Collect all 16 Übercommander Death Cards.
After killing Gernot & grabbing his Death Card you will unlock this Achievement.


Achievement #48 – Across the Board: Complete the Killboard.
This will also unlock as soon as you collect the final Death Card. Two Achievements for essentially doing the exact same thing… works for me.


Achievement #49 – Hard Headed: Collect 1000 Helmets.
Now for the tedious part of the Base Game. Farming for Helmets... The best location for this I found was the Manhattan – Nuclear Bunker District. When you arrive, do not pick any Helmets up just yet. First off, kill the 4 Nazi Soldatens inside & try not to take any hits to preserve your Armor. If you do take damage, try to replenish your Armor to full but Save at least 1 Nazi Helmet; there are 3 Helmets outside the Bunker doorway & the 2 Helmets inside the decontamination room. Then simply spam the "pick up" button on the Helmet.

Another location is the Manhattan – Penthouse District; we can find 9 Helmets on the top two floors.

Though we cannot collect it, the game still counts it towards the Achievement. Ideally you chipped away at this over the course of the game as that will determine how long you have to stand around spamming "pick up". This is a much faster strategy than having to Save/reload to manually pick up Helmets. There unfortunately is no way to track how many Helmets you have or still need. This may not take that long… or it could take a few minutes. After your 1000th one, the Achievement will unlock.

That is it for the Main Campaign, do not even worry about Mein Leben at this point. We will be saving Mein Leben of the Main Campaign & The Freedom Chronicles until the very end.

61% Complete
Sequence 17: Gunslinger Joe - Part 1
1. Complete Volume #1 & Volume #2
2. Gold: 8/12
3. Readable: 16/24
4. Achievements: 51/80
-----------------------------------------------------------------------------------------------------

Achievement Breakdown: (10)
Story Related: (5)
Collectibles: (2)
Challenges: (3)


Be sure to begin The Adventures of Gunslinger Joe on I Am Death Incarnate Difficulty to save yourself a playthrough.

Volume #1 – Captured:

Readable #1 – Uberbowl Advertisement: When the Volume begins, head across from your cell over to two windows on the other side of the cell block. One will have blinds over it, the other will be open. Climb through it & you can found our first Readable on a metal table to your left.

Readable #2 – Prisoner’s Diary Entry: On the same side of the cell block, you can find a room on the right close to where the barred door we need to break through is. The Readable is on a table to the right of a dead body.

Gold #1 – Cell: Shortly, you will break into a large storage room with two Nazi’s inside where you will use a lever to open the way forward. From the lever inside this room, turn around & walk along the left wall. The Gold will be inside a cardboard box next to one of the green shelves against the wall.

Readable #3 – Note From Leutnant Strauss: After you fight off two Supersoldatens at the top of a three-story room, you will enter a room with a barred door you need to break through. Before you do, look to the left of the barred door. A Readable can be found on a shelf beside you.

Gold #2 – Prison: In the same room, look over to the right corner of the room from the door. The Gold will be inside an ammo crate on top of some metal crates.

Readable #4 – Metze’s Note: Break through the two barred doors & you will enter a surgery room. Across from where you enter will be a side room lit by red light. The Readable will be on a terminal to the left side of this red room.

Gold #3 – Panzerhunden Garage: After you fight through a host of enemies there will be a concrete wall you will have to break through. When you climb a set of stairs you will see another concrete wall straight ahead you can break as well. Through that wall, bust through some breakable metal crates. You can find the Gold on top of some metal crates beside an Upgrade Kit.

Readable #5 – Metze’s Note: Near the end of the first part of Volume #1, you will enter a three-story Panzerhund garage with another two Nazi Commanders. From the 2 Nazi Soldatens speaking with one another, head left around this upper level. There will be two rooms immediately on your left: a locker room & a small yellow office. The Readable will be in the yellow office on the grey metal table across from the Upgrade Kit.

Readable #6 – Concerned Resident’s Note: Mount the Panzerhund & ride it all the way to the Resistance Apartment complex. On the first floor of it, enter the next room past the laundry room. The Readable will be on a desk to your right just across from the next room.

Readable #7 – Excerpt From Sportsman’s Companion: Head up to the third floor & entered the first caged room. The Readable will be to the left of on a table against the back wall.

Readable #8 – Outlawed Sports & Activities: Enter the large bedroom after the Resistance HQ room. The Readable can be found on the dresser to the left of the bed.

Gold #4 – Apartments: Leave the bedroom & break through the bathroom wall. The Gold will be on an end table to the right of the bed when you enter.


Achievement #50 – First Down: Escape from Research Station Omega.
Story Related. This will unlock after you take the elevator out of the Resistance Headquarters & exit the Volume.

Volume #2 – On the Run:

Gold #5 – Warehouse: When the Volume begins, head up the set of stairs into the area with the Nazi Commander. Head left down the hall & there will be a breakable wall on your left in a side room. Inside the room, climb over the rail in the far corner onto a shelf to find the Gold sitting on top of a metal crate above where we began.

Readable #9 – Warning/Achtung: Leave this side room & head for the middle of this area. In the center will be a small communications room where the Nazi Commander resides. The Readable is on the table to the far left in the room.

Readable #10 – Lieutenant Schroeder’s Note: Head down some stairs & enter a large warehouse area. Go past the forklift on the right over towards a mounted turret in the distance. In line with a stack of metal crates, look to your right. The Readable will be on a table in the corner against the wall.

Readable #11 – Übercommander Metze’s Note: Eventually, you will enter a garage where your objective will change to “Open Warehouse Doors”. Go down to the ground floor & head over to the far-left corner past the transport truck. The Readable will be on a desk against the far wall beside a garage door.

Gold #6 – Sewers: Make your way through the sewers & climb the ladder out of them at the end. Outside, head right around a chain link fence to the back side of a shack. The Gold will be on top of a wooden box.

Readable #12 – Ava’s Note: Carry on & enter the music store. The Readable will be on the front desk.

Readable #13 – Ava’s Note: Head down the street & enter Dan’s Restaurant. The Readable can be found just beside the cash register on the front counter.

Gold #7 – Police Station: Drop into the area with the Panzerhund & head to the far-left corner of the area. Climb up some metal crates to get on top of a C-Can & hop over a balcony on a white building. The Gold will be against the building on a table below a clothesline.

Readable #14 – Springfield Post, Evening Edition: Break through concrete wall & head inside a nearby car repair shop. The Readable will be on the front counter next to the cash register again.

Readable #15 – Resistance Newsletter: Enter the Police Station at the end of the Volume & you can find the Readable behind the front desk on a side counter.

Gold #8 – Back Room: Head up to the second floor & enter the office room. In this room, look to your left & there will be a metal door with a yellow border. Run through it & you will be in an interrogation room. The Gold is on the table in the middle of it.

Readable #16 – Übercommander Metze’s Order: Pull the lever & unlock the gate to the prison cells. At the bottom of the stairs you will be in an armory with lockers & uniform crates. The Readable will be on the desk in front of the prison doorway.


Achievement #51 – Down At the Half: Elude your pursuers.
Story Related. Get to the end of the prison room & end the Volume finding out what Metze’s surprise is…
Sequence 18: Gunslinger Joe - Part 2
1. Complete Volume #3
2. Challenges: Station Omega, Nightmare, Venus
3. Gold: 12/12
4. Readable: 24/24
5. Achievements: 58/80
-----------------------------------------------------------------------------------------------------


Volume #3 – Showdown:

Readable #17 – Sitrep On Losses In the Midwest: At the beginning of the Volume, break through the barred door. On the first floor of this area, head to the furthest terminal on the right. The Readable will be in between the two orange screens.

Gold #9 – Bunker: From here, head up the stairs & enter the next room. In this room, take a right & you can find the Gold on a fold out chair behind some cardboard boxes.

Readable #18 – Note From Metze: From the Gold, head into the next room & look on the green desk straight ahead of you. The Readable will be beside the keyboard.

Readable #19 – Note From Metze: Now walk past the metal barricades & go straight towards an open window with a red light up on its right. The Readable will once again be on a green desk through the window.

Readable #20 – Article From Newspaper 1950: When you enter Metze’s Office, head straight ahead towards his desk. On the green desk here, look on top of his wooden organizer labeled In/Out. The Readable will be in the Out tray.

Gold #10 – Office: In the far-right corner of the Office, look for a chest containing some clothes & body armor. The Gold will be in one of the compartments on top.

Readable #21 – Part of a Note Chain Between Several Officers: Leave the Office & enter through a maintenance passageway. In the room with the two Nazi’s speaking to one another, go to the far-left corner of this room. Beside the doorway leading out into a new area with two Nazi Commanders, you can find a Readable on a terminal to your left.

Readable #22 – Note From Metze: Before exiting this part of the Volume in the storage crate, head over to the far end opposite where you entered from. Head up some stairs & enter the middle rooms in between the stairs leading up, left or right depending which stairs you took. In this middle room there should be a side control room where a Nazi Commander may be hiding. The Readable will be on top of the left terminal.

Gold #11 – Station: When you arrive on Venus, exit the container & make your way to the far end of the garage you start in. At the back wall, take a right around a rover & grey storage crate to find the Gold on top of a metal crate behind them.

Readable #23 – Shipping Instructions For Metze’s Delivery: When you enter the area the two Nazi Commanders, head across the walkway on the upper floor to the other side. Head down the hall left to the last living suite on your right. The Readable will be on the bed in the left corner.

Readable #24 – Note Between Two Officers: When you return inside the base from a second short stint outside, head down the stairs & enter a large hall area. The Readable will be on the drivers seat of a white transport cart in the center of the hall.


Achievement #52 – Read the Defense: Find all 24 Readables in The Adventures of Gunslinger Joe.
If you have been following along with the guide, collecting this final Readable on Venus will unlock the Achievement for you.

Gold #12 – Venus: In the same room, head to the far-right corner & enter the last windowed garden room over here. We can find the final Gold inside the second last garden on the bottom row.


Achievement #53 – Signing Bonus: Find all 12 Gold in The Adventures of Gunslinger Joe.
If you have been following along with the guide, the Achievement will unlock after collecting this final Gold on Venus.


Achievement #54 – Touchdown: Enact Revenge on Übercommander Metze.
Story Related. After you take down the immensely annoying Zitadelle outside, head into the Sun Gun control room & stop Metze to complete The Adventures of Gunslinger Joe.


Achievement #55 – First Team Soldier: Beat The Adventures of Gunslinger Joe on I Am Death Incarnate Difficulty or higher.
Story Related. If you successfully completed all 3 Volumes of this DLC on I Am Death Incarnate you will unlock the Achievement after completing Volume 3.

Gunslinger Joe is definitely the hardest of the three Episodes, especially with that final encounter with the Zitadelle.


Achievement #56 – Laboratory Expert: Beat the Station Omega Challenge on I Am Death Incarnate Difficulty.
After you finish the Campaign, load up the first Challenge in Gunslinger Joe on I Am Death Incarnate Difficulty.

Score does not matter on these Challenges; you only need to find the Exit & leave. The Exit for this Challenge is on the third floor directly across from where you enter the room from the bottom floor. Sneaking is ideal, but if you are detected, sprint up to the third floor & escape. Exiting the Simulation will complete the Challenge.


Achievement #57 – Nightmare Expert: Beat the Nightmare Challenge on I Am Death Incarnate Difficulty.
This Challenge is very difficult, & one of the only Challenges we cannot simply run through. We will have to defeat all the waves that will arrive. It is a real pain. The best way I found to survive it is just sprinting around in circles to avoid the gun fire. There are 6 Waves. The Supersoldatens will arrive on Wave 3 & will land in the same spots every time. Sprint as fast as you can behind/into them & destroy their fuel packs. The Übersoldatens are the hardest part of this Challenge, they arrive on Wave 5. It is a bit of a free for all, at this point. Even if you managed to maintain 100 Health & 100 Armor, they can still annihilate you in seconds. This part is the make or break of your run. The final wave will just be more Nazi Soldatens but a lot of them. If you can survive the Übersoldatens you should be in the clear. This Challenge is very frustrating & will take many attempts to complete.


Achievement #58 – Venusian Expert: Beat the Venus Challenge on I Am Death Incarnate Difficulty.
This Challenge is actually quite simple compared to completing this section during the Campaign. When it begins, sprint as fast as you can up the stairwell in the right corner to the top & exit through the door to win. You will get a score of 0… but the Achievement will still unlock so who cares.

72% Complete
Sequence 19: Silent Death - Part 1
1. Complete Volume #1, Volume #2
2. Gold: 8/12
3. Readable: 16/24
4. Achievements: 60/80
-----------------------------------------------------------------------------------------------------

Achievement Breakdown: (10)
Story Related: (5)
Collectibles: (2)
Challenges: (3)


Be sure to begin The Diaries of Agent Silent Death on I Am Death Incarnate Difficulty to save yourself a playthrough.

Volume #1 – Gestapo Office:

Readable #1 – General Dunkel Restores Order To California: At the very beginning of the Volume, look to your left to find the Readable on a cleaning supply shelf.

Readable #2 – Lotte Stiglitz’s Letter: On the ground floor of the next area, head over to the receptionist’s desk on the left wall. The Readable will be on the desk near the Map.

Gold #1 – Gestapo Office: From this desk, go to the far-right corner on the ground floor here. The first Gold can be found to the right of the stairs leading up on a small coffee table.

Readable #3 – Übercommander Hans’ E-Post: After progressing through some hallways you will eventually enter a projector room. In the far-right area of this room will be some office desks. The Readable will be on top of a desk right against the back wall here.

Readable #4 – Kommandant Alfred’s Note: Now head over to the opposite end of the projector room into a similar side area you were before. The next Readable will be on the desk closest to the projector area & the doorway leading back into the previous area.

Gold #2 – Gestapo Office: In the same room, you can find the Gold tucked in a desk’s drawer against the wall opposite where we found the far Readable.

Readable #5 – Soldat Yürgen’s Note: The next area will have a Nazi Commander in it. He can be found across from where you enter, in a Nazi War Room. The Readable will be in this room at the head of the strategy table.

Gold #3 – Gestapo Office: Directly across from the Nazi War Room will be an evidence room with a sign above it reading “Beweismaterial”. The Gold will be in the back-right corner on a shelf, close to a reference to one of my favorite movies of all time.

Readable #6 – Nation-Wide Curfew Still In Effect: Go down the hall straight past an LED lamp on the floor over to a door with a sign reading “Verhörraum” above it. Crawl under the door & you will enter an interrogation room. The Readable will be on the table in the middle of the room.

Readable #7 – General Dunkel’s E-Post: Leave this area & you will enter a large three-story room. The next Readable will be on the ground floor, on the second last desk in the right row down the center of the floor.

Gold #4 – Gestapo Office: Head up to the third floor of this room now. The Gold will be just to the right of the Übercommander’s office on a small coffee table.

Readable #8 – Überkommandant Hans’ Diary: The Readable will be inside the Übercommander’s office on top of his desk where he sits. Be sure to grab it before exiting the Volume. It helps sneaking around the left side of the room to stealth kill him to avoid being rushed out of the Volume.


Achievement #59 – Back In the Field: Eliminate Übercommander Hans.
Story Related. After killing the Übercommander, escape through the open window to end the Volume & unlock the Achievement.

Volume #2 – Paragon Film Studios:

Gold #5 – Paragon Film Studios: When the Volume begins, head down the street & take a right towards the large Stage 26 building. We can find the Gold on the back of a small grey trailer pressed against the Stage 23 building.

Readable #9 – Chuck Lorentz’s Memo: Enter Stage 25 & you can find the Readable on a snack table just across from the entrance.

Readable #10 – Jimmy’s Fan Letter: Make your way out of Stage 25 out the back & head up into Stage 26 now. Walk down the stairs & begin walking around the left side of the crashed fighter plane set. To the left of the director’s seats in front of the set will be a metal tray with the Readable on it.

Gold #6 – Paragon Film Studios: The other half of Stage 26 is dedicated to a cityscape set. In the right corner of this area will be darkened with some unused buildings. The Gold can be found on top of a table behind them.

Readable #11 – Producer Öttrich’s E-Post: Head up the stairs & enter the recording room where the Nazi Commander can be found. The Readable will be to the right of where you enter the room from on a table underneath a “So you think you can yodel?” poster.

Readable #12 – Excerpt From The Blitzmensch Screenplay: Crawl through the vent out of Stage 26 & you will enter a large room with a gold globe in the center of it. Head immediately to your left through a doorway into a hallway. Go down the hallway to the far end & you can find the Readable on a table between two vases along the left wall.

Readable #13 – Chuck Lorentz’s E-Post: Leave this hall back into the globe room. The next Readable will be on a reception desk next to the typewriter.

Readable #14 – Hollywood Producer Charles Lorentz Is The New Blitzmensch: Leave the globe room & you will enter a library/record room. Start walking around the room right. The Readable will be on a table in front of a shelf, two shelves down from where you enter.

Gold #7 – Paragon Film Studios: Keep heading around the room right. Round the corner, & you can find the Gold on a table behind the furthest shelf in the next row.

Readable #15 – General Dunkel’s E-Post: Make your way through the next large circular room up to the second floor. To get there, head right around the outside of the first floor & enter the first doorway you come across off your right near a Supersoldaten. Crawl through a vent, then a second vent after walking through a maintenance room. The Readable will directly across from you on a bench after you exit the second vent.

Readable #16 – Paragon Film Studios: The last two Collectibles will be in Chuck Lorenz’s office. The Readable will be on Chuck’s desk. Make sure to grab the two Collectibles before exiting the Volume.

Gold #8 – Chuck Lorentz’s Diary: The Gold can also be found on Chuck’s desk right beside the Readable.


Achievement #60 – Cut! Cut! Cut!: Cancel Chuck Lorentz.
Story Related. Kill Chuck & escape through the window once again to exit the Volume & unlock the Achievement.
Sequence 20: Silent Death - Part 2
1. Complete Volume #3
2. Challenges: Sacramento, Hollywood, The Moon
3. Gold: 12/12
4. Readable: 24/24
5. Achievements: 67/80
-----------------------------------------------------------------------------------------------------


Volume #3 – Gamma Base:

Gold #9 – Gamma Base: Leave the initial hall you begin the Volume in & enter the large corridor. The Gold can be found straight ahead on some metal crates directly across from the entrance.

Readable #17 – Kommandant Schlusser’s E-Post: Now make your way left down the far end of this corridor. To the left of the large window at the end, will be a stack of metal crates. The Readable will be on these crates next to two metal cylinders.

Readable #18 – Maintenance Technician’s Note: Back track to where you found the Gold & head across the hall from it into a control room with a patrolling Supersoldaten. The Readable will be on the floor in front of you as you enter beside the terminal on the right.

Readable #19 – General Dunkel Moves From Kalifornien To Moon: From the last Readable, look at the terminal on your left on the other side of the terminals you were just facing. The Readable will be sitting on the terminal right across from you.

Gold #10 – Gamma Base: In the same room, head towards the central table & begin making your way around it to the right. The Gold will be just on the right side of this table as you approach.

Readable #20 – Soldat Karl’s Letter: Exit this control room & there will be some metal crates in front of you with another control room across the way. You can find the Readable on the back side of the crates in your way.

Readable #21 – Fatherland Prophecies Premier Brings Out The Stars: Enter the next control room & make your way around it, left. Around the terminals will be a doorway off your left. Exit it & look left again outside. The Readable will be on a large crate on the outside of the control room wall.

Readable #22 – Überkommandant Hans’ E-Post: Head back inside the control room now & go towards the central table in the middle. The Readable will be on the table directly across from where we first entered this room.

Gold #11 – Gamma Base: This is a difficult Collectible to explain. Access the Airlock/open the side door & enter the new area you just opened up. From the doorway, head to the wall directly across from you, past the crates. Over here you will see, from right to left: a red terminal, a wall covering with a Nazi logo on it, two blue pipes, & another wall covering with a triangle on it. Look on the bottom of the wall in between the wall covering with the triangle & the two blue pipes & you can see a tiny hole in the wall. Crawl through it, & the Gold will be on your right inside.

Readable #23 – General Dunkel’s Diary: Make your way over to the Life Support Chamber. In the hall right outside of it, before you enter it, you can find a Readable just to the right of the entrance.

Gold #12 – Gamma Base: Enter the Life Support Chamber now. As soon as you enter, look just to the left of the doorway & you can see the Gold in a bucket in the left corner of the room.


Achievement #61 – California Gold: Find all 12 Gold in The Diaries of Agent Silent Death.
If you have been following long with the guide, you will unlock the Achievement after grabbing the last Gold on the Moon.

Readable #24 – Maintenance Technician’s Note: In the same room, head down the stairs to the lower level & look to the right beside the other set of stairs leading down. The final Readable is on a crate here.


Achievement #62 – Investigation Complete: Find all 24 Readables in The Diaries of Agent Silent Death.
If you have been following long with the guide, you will unlock the Achievement after grabbing the last Readable on the Moon.


Achievement #63 – Dunked: Kill General Dunkel.
Story Related. Kill Dunkel & flee as fast as you can back to where the Volume began to exit. This can be a little tricky as your health declines very fast now that the life support is shutting down. You will definitely want a decent amount of health at your disposal if you can manage it.


Achievement #64 – Expert Spy: Beat The Diaries of Agent Silent Death on I Am Death Incarnate Difficulty or higher.
Story Related. If you successfully completed all 3 Volumes of this DLC on I Am Death Incarnate you will unlock the Achievement after completing Volume 3.


Achievement #65 – Sacramento Medalist: Beat the Sacramento Challenge on I Am Death Incarnate Difficulty.
Like all other Challenges, all we need to do is get to the Exit to complete the Challenge. Sneak your way up to the third floor as best you can, & either assassinate the Übercommander or just sprint past him & exit out the window.


Achievement #66 – Hollywood Medalist: Beat the Hollywood Challenge on I Am Death Incarnate Difficulty.
This may be the easiest Challenge in the game. When the Challenge begins, enter the globe room & head right, into the hallway. Then simply run down the hall into the record/library & go left through a doorway. The Challenge will end when you crawl into the vent in this final room.


Achievement #67 – Lunar Medalist: Beat The Moon Challenge on I Am Death Incarnate Difficulty.
For this Challenge, enter the hallway & head across to the first control room in front of you. Sneak around the control room to evade the patrolling Supersoldaten & exit out the other side. Enter the next control room ahead & you will have the opportunity to kill a Nazi Commander if you want. Otherwise, exit out the doorway on the right side of this control room & head through the orange lit corridor. The Challenge will end when you enter the passage that leads to the Life Support Chamber.

84% Complete
Sequence 21: Captain Wilkins - Part 1
1. Complete Volume #1, Volume #2
2. Gold: 8/12
3. Readable: 16/24
4. Achievements: 69/80
-----------------------------------------------------------------------------------------------------

Achievement Breakdown: (10)
Story Related: (5)
Collectibles: (2)
Challenges: (3)


Be sure to begin The Deeds of Captain Wilkins on I Am Death Incarnate Difficulty to save yourself a playthrough.

Volume #1 – Black Sun:

Readable #1 – The Owl’s Note Target Located: As soon as the Volume begins, you will have to use the Battle Walker & climb on top of some large shipping containers in your way. Drop down on the other side & turn around, walking to your left. The shipping container you just walked on will be open. Inside, you can find the Readable on a table where a game of solitaire is being played.

Gold #1 – Anchorage Naval Station: Jump in the water here & swim over to the other side. Climb up the yellow ladder out of the water & you can find the Gold on the back of a trailer to your right.

Readable #2 – The Owl’s Note Warning: Climb through the vent & you will enter the first area with a Nazi Commander. Drop down to the ground floor & begin making your way right, along the wall, down the storage room. The Readable will be on a worktable in between two large canvased trailers under the second walkway. It will be right beside the area Map.

Readable #3 – Public Notice: Head to the far end of this storage area & enter a small side room. Upon entering, a large steel door will open & a Supersoldaten will walk out. Enter this room & you can find the Readable on a counter space straight ahead beside an Upgrade Kit.

Readable #4 – The Ghost Fleet Rumor Debunked: Now take the stairs up to the catwalks above the storage room where the Nazi Commander can be found. To progress we will enter a room with a sealed vent. Before leaving the room, look to your right. The Readable will be on the counter to the right of the sealed vent.

Gold #2 – Anchorage Naval Station: Crawl through the vents & you’ll eventually have the vent open up on your right where you can see a Nazi Soldaten standing near a terminal. Drop down & head up to the stairs where he was. The Gold will be on a shelf underneath the radio he will have been using.

Readable #5 – Tragedy In Istanbul! Terrorists Attack!: Now head to the center of this room close to where you must “Search For Intel”. To the right of the table with the intel, will be a table pressed against a nearby concrete column. The Readable will be on this table.

Readable #6 – Anchorage A City… on the Rise: Take the stairs in the back corner of this room up to the second floor. Cross the catwalk over to the area with the observation window & all the terminals. The Readable will be on a table beside the terminal that has the red mug, steak, & pretzel near it.

Readable #7 – Kommandant Schrempf’s Note: Head back along the catwalk & enter the break room on this second floor. Before opening the door to leave it, turn around. You can find the Readable on a small table with some food on it. It will be the one near the table with the condiments & newspaper on it.

Gold #3 – Anchorage Naval Station: In the next area, take the elevator up & climb out with the Battle Walker. Go under the garage door & climb on top of the trailers to get up onto the walkway above with the Battle Walker. Go to the far end of the walkway, opposite the open doorway we progress through. The Gold will be at the dead-end bedside a barrel & some scrap metal.

Readable #8 – The Owl’s Note Complications: Now go through that open doorway & into the room that has some desks in it. In this room, enter the side room to your right. The Readable will be on some filing cabinets against the wall here near some tipped over green filing cabinets.

Gold #4 – Anchorage Naval Station: Sneak/fight your way through the final garage until you reach the truck that will take you out of the Volume. Before leaving, turn around & head down to the opposite end from your escape truck. Here will be some kind of Nazi tank. The Gold will be on the stepping stool to passenger door on the tank.


Achievement #68 – Homecoming: Return to America.
Story Related. Escape using the Nazi truck to end the Volume & unlock the Achievement.

Volume #2 – Kodiak Island:

Readable #9 – The Owl’s Note Follow Orders: When the Volume begins you will have to use the Battle Walker to reach a walkway above you. The Readable will be on a terminal against the windowed wall here.

Gold #5 – Kodiak Islands: When you enter the large room with the two Nazi Commanders, head over to the far-right end on the ground floor. Climb over the train & head underneath the walkway above. In the right corner should be two open storage containers. You can find the Gold inside the container closest to the train on the floor.

Readable #10 – Kommandant Schrempf’s Note: Head up the stairs now & enter the control room where the Nazi Commander is. The Readable will be on one of the terminals by the window overlooking the train room below.

Readable #11 – Überkommandant Wechsler’s E-Post: After destroying the first Super-Cannon, crawl through the vent & enter the red two-story room. On the first floor, head just to the right of the stairs leading up to the second level. The Readable will be on an office chair near a terminal just underneath the platform above.

Gold #6 – Kodiak Islands: Now head up to the second floor & go to the left corner straight across from the top of the stairs. Above you, will be a rounded pipe ledge attached to the ceiling. In this corner, you can find the Gold laying on top this ledge, grab it with the Battle Walker.

Readable #12 – The Future Arrives In Alaska!: When you enter the next area with two Nazi Commanders, make your way over to the control room with one of them up the stairs in the far-left corner of this area. The Readable will be on a terminal to the right of one the entrances to the control room.

Gold #7 – Kodiak Islands: Leave this area through a vent & you will enter a red lit maintenance area. Directly ahead of the vent you came from will be a railing & a mechanical cylinder with some rotating arms. Drop down through a small space to the floor below. The Gold will be yellow barrel right beside an LED lamp on another barrel. If there are enemies in this area, you have walked too far & dropped down into a different area.

Readable #13 – Radio Operator’s Note: This Readable can be found on a terminal to the right of the control console to destroy the second Super-Cannon.

Readable #14 – Who Were the Stalking Scorpions?: Leave the second Super-Cannon control room & you will enter a locker room. You can find the Gold in the center of the locker room on the left side beside some dumbbells on the bench in front of some lockers.

Gold #8 – Kodiak Islands: In the same room, go to the left side of the locker room & use the Battle Walker to get up inside an open vent in the ceiling. The Gold will be in the back corner of this ventilation room in the ceiling.

Readable #15 – Officer Weber’s Note: Leave the locker room & you will enter a control room with Sektor 2 written on the walls. In the center of the room will be a table that has the Readable on top of it.

Readable #16 – The Owl’s Note Unnecessary Casualties: You will now have to escort a missile through two rooms next. When you take it through two sets of doors, look on your right in the center of this floor. Under a walkway above, you can find the Readable on the floor in front of a radar terminal.


Achievement #69 – Ticket Punched: Destroy the cannons of Kodiak Island.
Story Related. After escorting the missile into the firing room & sabotaging it, load the missile to end the Volume & unlock the Achievement.
Sequence 22: Captain Wilkins - Part 2
1. Complete Volume #3
2. Challenges: Anchorage, Kodiak Islands, Submerged
3. Gold: 12/12
4. Readable: 24/24
5. Achievements: 76/80
-----------------------------------------------------------------------------------------------------


Volume #3 – Final Mission:

Readable #17 – Invitation From General Schwarz: The Volume will start with you in an area with two Nazi Commanders. On the first floor where you begin, head to the very far-right corner. The Readable will be on top of a terminal in a small side room here.

Readable #18 – Clive Cross’ E-Post: To exit this room you need to get to the highest level & jump across a gap. The next Readable will be just left of the sealed vent you need to go through to leave the room.

Gold #9 – Nazi U-Boat: When you leave the vent, you will enter an orange lit torpedo room. Use the Battle Walker to get through it. Before you exit through the doorway at the bottom, carry on straight ahead down the torpedo room to the end. At the dead-end you will see a red light in the wall, use the Battle Walker & boost yourself up to a platform above it. The Gold will be on this small platform beside another red light.

Readable #19 – Officer Neuer’s Note: Leave the torpedo room & use the Battle Walker to boost yourself into the next area with two more Nazi Commanders. Before dropping down, turn around & walk to the other side of two hanging crates of torpedoes. You can find the Readable on a metal crate with a lit lamp beside it.

Gold #10 – Nazi U-Boat: This Gold is a little tricky to find. Drop down into the new area with these Nazi Commanders & head to the top of the stairs on your left. From here, you can see a pipe with a light on it just left of the stairs. There will be an open vent just above this pipe. Head inside the vent to enter a secret room. The Gold will be in the back-left corner of this room in an open chest.

Readable #20 – General Schwarz’s E-Post: To leave this area, there will be another sealed vent close to where the last Nazi Commander is hiding. The Readable will be on a terminal just to the left of the sealed vent.

Readable #21 – General Schwarz’s E-Post: Enter the third area with Nazi Commanders. Shortly after dropping down, there will be an open doorway off your left in between two washing machines. The Readable will be on a green desk inside the room.

Readable #22 – Officer Wach’s Note: We will once again have to exit the area through a sealed vent. Before you do, turn around & you can find the next Readable on a cabinet in a small corner behind the vent.

Gold #11 – Nazi U-Boat: When you exit the vent, you will enter a tall room with a series of platforms we will need to use the Battle Walker to progress through. Immediately upon leaving this vent, turn around & use the Battle Walker to reach the platform directly above it. The Gold will be against the wall in the middle of this first platform.

Readable #23 – Disappearances Result of Military Exercise: Drop down into the large dining room area. The Readable will be on the middle table in the row closest to you on the right side of the room.

Readable #24 – General Schwarz’s E-Post: Now head to the left side of the dining room & there will be two red lit rooms to your left & right. Enter the room off your right & you can find the Readable sitting on top of a trash can close to the entrance nearest the elevator.


Achievement #70 – Intel Acquired: Find all 24 Readables in The Deeds of Captain Wilkins.
If you have been following along with the guide, after collecting the final Readable in Volume 3 you will unlock the Achievement.

Gold #12 – Nazi U-Boat: Take the elevator up to the bridge & kill the Übercommander. Before you “steal the submarine” & exit the Volume, head over to the left side of the control room. You can find the final Gold sitting on top of a terminal in the dark above it.


Achievement #71 – Stipend Gained: Find all 12 Gold in The Deeds of Captain Wilkins.
If you have been following along with the guide, after collecting the final Gold in Volume 3 you will unlock the Achievement.


Achievement #72 – Hero’s Journey: Stop the Sun Gun.
Story Related. After killing the Übercommander, steal the submarine & escape the facility to end the Volume & unlock the Achievement.


Achievement #73 – Army Vet: Beat The Deeds of Captain Wilkins on I Am Death Incarnate Difficulty or higher.
Story Related. If you successfully completed all 3 Volumes of this DLC on I Am Death Incarnate you will unlock the Achievement after completing Volume 3.


Achievement #74 – Alaskan Expert: Beat the Anchorage Challenge on I Am Death Incarnate Difficulty.
For this Challenge, quickly make your way through the garage & sprint to the escape truck. Evading the Supersoldatens is the trickiest part, but it is a very short sprint.


Achievement #75 – Kodiak Expert: Beat the Kodiak Islands Challenge on I Am Death Incarnate Difficulty.
For this Challenge, sneak down the left side of the train station to where the Nazi Commander is. Ideally, you can get to this point undetected but sprinting here is not too difficult either. Open the door, & sprint past the Supersoldatens that come walking out. Run to the far end of this unlocked area & exit the Challenge.


Achievement #76 – Sub Expert: Beat the Submerged Challenge on I Am Death Incarnate Difficulty.
This Challenge starts you off in a really bad position, as well, we can only Exit it after killing all the enemies like Gunslinger’s Nightmare Challenge. The easiest way to do this is silently killing your way to the right side of the room into the kitchen. From where you begin, you can usually kill off 4-6 enemies plus/ideally the Kampfhund before reaching the kitchen. You will make your stand in here. Hide against the right wall of the kitchen doorway & slaughter anyone who comes by. There will be a lot of Soldatens, 2 Übersoldatens, & 3 Supersoldatens. You will know when you have killed everyone when the Übercommander makes an announcement on the intercom. The Exit to the Challenge will be the elevator we take to reach the Übercommander.

95% Complete
Sequence 23: Mein Leben!
1. The Diaries of Agent Silent Death
2. The Deeds of Captain Wilkins
3. The Adventures of Gunslinger Joe
4. Main Campaign
5. Achievements: 80/80
-----------------------------------------------------------------------------------------------------

In Mein Leben, you have to complete the entire Campaign in one sitting. You cannot Save, there are no Checkpoints, & you cannot die all while playing through the game on I Am Death Incarnate Difficulty. It is very frustrating, especially when you cannot skip some cinematics. It is really good to practice beating the Campaigns on I Am Death Incarnate first without dying. Make strategic Saves & just play sections over & over again until you are confident you can make it through without dying. Patience is the name of the game for Mein Leben. You have to play every run as though it is your first... even though it could be your tenth consecutive try. Rushing will only get you killed!

It should be noted that for the 3 DLCs you only have to beat each Volume once on Mein Leben! You do not have to beat all 3 Volumes in one sitting. You can beat them one at a time; if you die on Volume 2, you can start back at Volume 2 without going all the way back to Volume 1. It is only the Main Campaign that requires it be done in its entirety. This makes things so much easier for us, at the very least, we can at least have a very attractive 79/80 Achievements completed.

Fortunately for those hoping to attempt it, I have included some very useful video guides by the incredibly talented nekov4ego. This is a link to the entire Steam Guide he has created for the full walkthrough & notes from the guide.

https://steamproxy.net/sharedfiles/filedetails/?id=1206688607

There is an exploit you can use if you are struggling with Mein Leben for the three DLCs. All you need to do is play Volume 3 for each of the DLCs on Mein Leben to unlock the Achievement; you will need to have beaten the previous two Volumes prior but that can be done on any Difficulty. The trigger for the Achievement only requires having Volume 3 complete on Mein Leben. Unfortunately, this exploit does not help us for the Base Game & that one will have to be done "legitimately".


Achievement #77 – Ultimate Spy: Beat The Diaries of Agent Silent Death on Mein Leben Difficulty.
Story Related. This is technically the easiest of the 4 Campaigns since it is set up for stealth based runs. Complete Volume 3 - Gamma Base on Mein Leben Difficulty to unlock the Achievement.

https://youtu.be/1pT-DHVuWl0


Achievement #78 – Super Soldier: Beat The Deeds of Captain Wilkins on Mein Leben Difficulty.
Story Related. Since Wilkins Health does not degrade, this DLC is the next easiest. As well, your Pistole is silenced making things a little safer & easier for you. Complete Volume 3 - Final Mission on Mein Leben Difficulty to unlock the Achievement.

https://youtu.be/_w0cE1IkrNQ


Achievement #79 – All-Pro Warrior: Beat The Adventures of Gunslinger Joe on Mein Leben Difficulty.
Story Related. This is a really challenging DLC in its own right let alone completing it on Mein Leben. Complete Volume 3 - Showdown on Mein Leben Difficulty to unlock the Achievement.

https://youtu.be/P4zQ7uXjId4


Achievement #80 – Mein Leben: Beat the game on Mein Leben Difficulty.
Story Related. Beating the Main Campaign on Mein Leben is the ultimate challenge. It also takes quite a while to do, around 4 hours at least. For the most part it is not too bad… except when you remember you have to complete the Courthouse Mission without dying once… good luck.

https://youtu.be/agZpEPpDYi4
Conclusion:
And that is Wolfenstein 2 – The New Colossus. Apart from the Mein Leben Achievements, this is a really fun game to 100% (or 95%). There are a lot more Collectibles then there should be in this game, but the gameplay definitely makes up for it. Barring Mein Leben, I completed 95% in around 40 hours.

Huge shout out to nekov4ego for those video guides! They will be my bible for the next few years until I can complete Mein Leben… Let me know in the comments if you were legendary enough to unlock Mein Leben!!!

If this guide helped you achieve 100% (or 95%), rate the guide or let me know in the comments. Helps me know if I am doing things right!



100% Complete
Thank you for choosing Cynic, & I will see you in the next guide!

If you are interested in a little bit of patronage, support my projects & consider buying me a beer. If not, no worries; my guides are, & will always be free content. Achievement Hunting is my passion, & writing these guides is a way for me to give meaning to a life long hobby!
https://www.buymeacoffee.com/cynic0055

Other Cynical Guides:
If you enjoy this game & my style of writing guides, be sure to check out my:
https://steamproxy.net/sharedfiles/filedetails/?id=3149311830
https://steamproxy.net/sharedfiles/filedetails/?id=3142324544
Check out my profile for a full list of my works.


74 Comments
Cynic 0055  [author] 19 Apr @ 2:07pm 
Yes, Vaco™! Thank you for confirming this!
Vaco™ 19 Apr @ 1:06pm 
Just got Hard Headed and can confirm that spamming pick up while already full on armor does indeed count and eventually unlocks the achievement. So no reload required!

Thanks also for a great guide.
Cynic 0055  [author] 14 Apr @ 3:35pm 
Hey Lawyer Cop, M.D, That is actually really interesting, thanks for sharing this! I'll make a note of this where I have the Achievement listed for farming in case some people want to see if they can also unlock it this way. If you can just spam "pick up" on a Helmet at full Armor, & not have to constantly have to reload to spawn the Helmets again, it would cut down farm time by an insane amount! :CrowdControl:
Lawyer Cop, M.D. 13 Apr @ 12:09pm 
Hard Headed: I found that if you're already at full armor and try to collect a helmet, it counts every time you press the button to collect that same helmet even as it sticks around! I have a rapid-fire E button, and I unlocked this on level 2 of my first playthrough without even expecting to. It spammed "pick up" so many times when I'd spend just a second looking at a helmet and rapid-firing E, it must have recorded 1,000 attempts to pick up helmets, even though a dozen or two would be on the same helmet every time.

I can't promise this is how it always works, but it worked for me. Weird but easy. You'd think they'd have made it require 1,000 unique helmets, but no, for me it was just 1,000 attempts to pick up any helmet ever. Coulda hit E 1,000 times on the same helmet apparently.
Slayer 16 Mar @ 2:39am 
great guide
Brigg 17 Feb @ 11:35pm 
Thanks for the guide!:100percent::praisesun:
Cynic 0055  [author] 8 Feb @ 12:49pm 
At some point, when I seriously attempt to unlock the Achievement, I am going to try writing a section of the guide to cover a walkthrough & strategy for beating it. Not sure when I'll get around to it, but with the first two games done now (don't really plan to do Young Blood anytime soon) I will probably try to finish off this series sooner than later finally shelf it. Not having Mein Leben completed is a smudge on my 100% portfolio!
Tommy Shelby 8 Feb @ 12:28pm 
In my furthest run in mein leben I was in in roswell underground in the start and I accidentally throw a grenade and I died.
Voidad 8 Feb @ 11:54am 
Hahah, I see.
I believe I had enough of Wolfenstein. I played Old Blood, New Order and New Collosus back to back, still haven't finished New Collosus. No hunger for more Wolfenstein gameplay so I'll be skipping the DLC's, since they seem to be only good for gameplay and not the story.
Cynic 0055  [author] 8 Feb @ 9:07am 
Hey Voidad, The DLCs are definitely a fun run through (stories are lack luster but it is the same fun Wolfenstein gameplay). As for Mein Leben... you & me both. Beating the DLCs on it isn't too bad with how short they are... but the Main Campaign is something else.

Out of all the guides I have written, this game is the only one of them that I didn't also 100% while doing it because of Mein Leben!