Warhammer 40,000: Space Marine - Anniversary Edition

Warhammer 40,000: Space Marine - Anniversary Edition

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Warhammer 40,000: Space Marine – Anniversary Edition 100% Guide | All Collectibles & Achievements
By Valadorn
Complete 100% guide for Warhammer 40,000: Space Marine – Anniversary Edition!
This all-in-one text and video walkthrough covers every collectible location, step-by-step strategies to unlock all achievements/trophies, and tips to dominate every chapter. Whether you’re hunting down every Servo Skull or aiming for that perfect achievement run, this guide has you covered.

✔ All Collectibles – exact locations for every Servo Skulls
✔ All Achievements/Trophies – how to unlock them efficiently
✔ Full Story Walkthrough – every chapter covered with tips

The Servo Skull locations will be shown each in their respective chapters.
   
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Part 1 – Unmissable Achievements
These achievements are obtained automatically as part of the story or through actions you’ll naturally perform while playing. **The only choice you need to make is your difficulty — two achievements require Hard from start to finish, so we’ll list those first.**

The Emperor Protects- Complete Part 1 of the game on Hard difficulty in a single session without dying or restarting.
Complete the first part of the game on Hard difficulty in one continuous run without dying, restarting, or reloading any checkpoints up to Chapter 4.

None Can Stand Before You - Complete the entire game on Hard difficulty.
Complete the entire game on Hard difficulty, with the freedom to die, restart, or reload checkpoints as needed.

Command Squad - Reunite with your Space Marine brothers.
Join forces with your fellow Space Marines in Chapter 2.


Into the Breach - Fight your way to the crashed Rok
Battle your way to the downed Rok in Chapter 2.


Silence the Cannon - Destroy the Orbital Gun
Take out the Orbital Gun in Chapter 3.


You Must Carry It - Retrieve the Power Source
Recover the Power Source in Chapter 6.


We Take Our Chances - Fire the Psychic Scourge
Unleash the Psychic Scourge in Chapter 11.


But I Am Finished With You - Kill Warboss Grimskull once and for all
Defeat Warboss Grimskull for good in Chapter 12.


Hammer of the Imperium - Use the Invictus to destroy the Orbital Spire
Use the Invictus to destroy the Orbital Spire in Chapter 13.


Here, At the End of All Things - Kill Daemon Prince Nemeroth
Defeat Daemon Prince Nemeroth in Chapter 17.
Part 2 – Story-Related but Easy-to-Miss Achievements
These can be completed on your second playthrough. You don’t need to finish the entire chapter—simply load the last checkpoint of any chapter where the weapons you want to use are available, and complete the level using only those weapons.


Master of Sword and Gun - Complete a Chapter of the single-player campaign using only the Bolt Pistol and Chainsword.
This one’s straightforward—complete a chapter using only the Pistol and Chainsword.


Burn Them All - Complete a Chapter of the single-player campaign using only Plasma weapons.
This one’s simple as well—complete a chapter using only plasma weapons. You don’t have to use both the pistol and the Gun, but you can if you like—it’s up to you.

Brute Force...Unleashed - Complete a Chapter of the single-player game using only the Vengeance Launcher and Power Axe.
Complete the chapter using only the Power Axe and the Vengeance Launcher. Ammo for the Vengeance Launcher is limited, but the Power Axe is strong enough to handle the rest.

Finesse and Fury - Complete a Chapter of the single-player game using only Stalker-Pattern Bolter and Chainsword.
This was my favorite—complete the chapter using only the Stalker Bolter and Chainsword, which happen to be the two weapons I was mainly using anyway.
Part 3 – Easy Achievements
The Might of the Righteous - Kill 100 enemies.
Kills count across all game modes, but you should unlock this achievement before finishing the campaign on any difficulty.

Blast Radius - Multi-kill -- 5 enemies with 1 Frag grenade.
Eliminate 5 enemies with a single Frag Grenade. This is easiest if you wait for enemies to bunch up before throwing, especially against groups of weaker foes.

Death from Above - Kill 25 enemies with Ground Pound.
Kill 25 enemies with Ground Pound. Equip the Jump Pack, leap into the air, and use Right Click (default) to smash down into enemies. Works best against clustered groups.

Put Them Down - Get 100 Headshots.
Counts in any game mode, including multiplayer. You’ll almost certainly unlock this naturally before finishing the campaign.

Precision Killer - Multi-kill -- 2 enemies with 1 Stalker-Pattern bolter shot.
Slightly tricky, but if you aim for the head when enemies group up in large numbers, it should be no problem.

Angel of Death - Kill 500 enemies using Ranged weapons.
Kill 500 enemies using ranged weapons. Counts across all game modes, and you’ll likely unlock it naturally before finishing the campaign.

Success is Measured in Blood - Kill 500 enemies using Melee weapons.
Kill 500 enemies using melee weapons. Counts across all game modes, and you’ll likely unlock it naturally before finishing the campaign.

The Bigger They Are... - Kill 25 Ork Nobs.
Kills count in both Campaign and Exterminatus modes, but you’ll likely unlock this during your first playthrough of the Campaign.

Not So Tough - Kill 10 'Ard Boyz.
Kills count in both Campaign and Exterminatus modes, but you’ll likely unlock this during your first playthrough of the Campaign.

Master of the Clean Kill - Get 250 Headshots.
Hitting heads is pretty straightforward, so this should come naturally. You’ll likely unlock it during your first Campaign playthrough, even by accident.

Die, Heretics - Kill 50 Chaos Space Marines.
Kills count in all game modes, including Multiplayer PvP and Exterminatus, but you’ll most likely unlock this during the Campaign.

Visible, Violent Death - Kill 2500 enemies.
All kills across every game mode count. This one might not unlock during your first playthrough or maybe it will.

Glorious Slaughter - Kill 75 enemies using Executions.
You can execute stunned enemies by pressing E. You’ll likely unlock this during your first playthrough, since executing is essential for healing.

Nob Down - Win 10 struggles against the Ork Nob.
This can only be done in the Campaign. To do it, try executing a Nob with a one-handed melee weapon while he’s stunned.

Firepower - Kill 250 enemies using Exotic weapons.
Mounted weapons count as Exotic. This achievement may or may not unlock during your first playthrough.

Shock & Awe - Kill 150 enemies using the Charge attack.
Press Shift + Right Click while sprinting to shoulder bash enemies. You’ll likely unlock this during your first Campaign playthrough.

The Emperor's Marksman - Kill 10 enemies in a row in a single Ranged Fury activation.
This might sound tricky, but once you have the Improved Ranged Fury, scoring 10 headshots with the Stalker Bolter should be easy.

Feel My Wrath - Kill 250 enemies using Melee Fury attacks.
Activate Fury attacks with T. Don’t be shy—Fury attacks give a big boost and it has short cooldown. Keep using it until you unlock this achievement; you can likely get it during your first playthrough.

Chain of Death - Multi-kill -- Detonate a chain of 5 consecutive Vengeance Launcher rounds, killing 10 enemies.
After setting up 5 Vengeance Launcher explosives, you need to hold the detonate button (R) instead of pressing it repeatedly. I realized this far too late during my run, so don’t make the same mistake!
Part 4 - Multiplayer
PvP Related -

Master Crafted - Fully customize a Space Marine and a Chaos Space Marine character.
Unlock armor pieces, weapons, and colors, then equip them all in the customization menu for both faction - make sure you change all slots atleast once.

Battle Brother - Get a Multiplayer character to Lvl 10.
Earn XP by playing matches, getting kills, and completing objectives. Level 10 comes pretty quickly with consistent play.

Veteran - Get a Multiplayer character to Lvl 20.
Keep up steady progress through matches and objectives. Switching classes or weapons won’t slow you down—XP is shared for the character.

Captain - Get a Multiplayer character to Lvl 30.
By this point you’ll need more matches to level, so focus on high-score games and completing challenges for faster XP gains.

Chapter Master - Get a Multiplayer character to Lvl 40.
This is the ultimate grind—play regularly, aim for high scores, and complete challenges to speed up the climb.

Shapeshifter - Play each class in Multiplayer.
Jump into matches using every available class—Tactical, Assault, Devastator, and their Chaos equivalents. Just one full rotation through them all will get you this one.

Jack of All Trades - Play 10 Multiplayer games using each class.
Cycle through each class until you’ve hit 10 games per class. This is best done while leveling other achievements.

Warrior of Darkness and Light - Play 10 Multiplayer games as Space Marine and 10 Multiplayer games as Chaos Marine.
Split your time between both factions. Even losses count, so just keep playing until each side has 10 matches.

Devastation! - Have 10 times more kills than deaths in a single game of Annihilation.
Play carefully, avoid risky fights, and rack up kills—melee or ranged—while keeping deaths to a minimum - you can ask a friend to do it in a Private Match.

Defender - Kill 25 opponents who are capturing your Control Point in Seize Ground.
Watch your points closely—wait for enemies to start capturing, then take them out before they finish.

Down to Earth - Kill 50 Assault Marines/Raptors in mid-air.
Watch for enemies using jump packs and shoot them while they’re airborne. Weapons with good accuracy make this easier.

Armored in Glory - Complete 10 armor challenges.
These challenges involve unlocking armor pieces. Work through them naturally as you play different modes and classes - this is a pretty heavy grind.

Master of Arms - Complete 5 weapon challenges.
Weapon challenges include things like kill counts, headshots, or specific weapon feats. Focus on one weapon at a time to finish them faster.

Keeper of the Armory - Complete all the weapon challenges.
Work through every weapon’s challenge list. It’s a long haul, so chip away at them alongside your normal play - this is a heavy grind.
Part 5 - DLC
Death to the False Emperor - Complete Chaos Invasion Arena 1.
This one is pretty straightforward – Simply complete the first five waves in the Chaos Exterminatus game mode.

Frugal Spenders - Complete a Chaos Invasion Arena without your team using any lives.
Best attempted in the first arena (waves 1–5), as the difficulty ramps up significantly in later arenas. Stick together, play carefully, and avoid risks.

Blood for the Blood God - Complete Chaos Invasion Arena 2.
Survive waves 6–10 in Chaos Invasion. Expect tougher enemies and heavier resistance compared to the first arena, so coordinate with your team and manage Ammo wisely.

Skulls for the Skull Throne - Complete Chaos Invasion Arena 3.
Survive waves 11–15 in Chaos Invasion. Enemy numbers and strength increase noticeably here, so tight teamwork and efficient use of abilities are key.

Kill, for the Sake of Killing - Complete 3 challenges in one Chaos Invasion Arena.
Can be done in any arena, but it’s easiest in the early ones where enemies are weaker and objectives are less punishing. Aim to complete all three within the same 5-wave set.

Glory to the Dark Gods! - Achieve a team score of higher than 270,000 in the Chaos Invasion mission.
You’ll most likely hit this milestone around waves 20–21. Focus on staying alive, chaining kills, and completing objectives to keep your score climbing.

Let the Galaxy Burn - Complete the Chaos Invasion mission.
Unlocks when you successfully defeat wave 20. Stay coordinated, manage resources, and be ready for the toughest enemy waves yet.

Let the Heavens Bleed - Defeat the Chaos Invasion bonus wave.
Earned by beating wave 21. This final challenge throws everything at you, so conserve resources and work closely with your team to finish strong.

Heretic - Complete a public Co-op game in the Chaos Invasion mission.
Unlocks when you beat wave 21 in a public match. Coordinate with your teammates and keep communication clear to handle the bonus wave efficiently.

Chapter 1: Planetfall (0 Logs)

We start off with a bit of training. Hack through the first enemies, then aim and shoot the guys up above who are out of reach. Don’t forget to blast the first tank to open the path forward. A good strategy is to shoot enemies until they get close enough, then finish them off with a melee attack. Ahead, there’s another tank blocking a pipe—take it out to keep moving.

Things get a little more intense as you progress. Head up the ramp to the left and grab the turret. Turn it toward the Ork boss and fire to complete the objective.

After the crash, just hike a short distance to the next checkpoint, staying alert for enemies along the way.
Chapter 2: Against All Odds (5 Logs)

Follow the path and drop down the ledge. Pick off a few enemies at long range, then destroy the barricade rigged with explosives near the building with arches. Just beyond, grab your first Servo Skull (1/5).

Enter the building to collect a Bolter, useful for taking out the gunners that appear shortly after. Move through the Orks’ breach into a large two-tiered area—perfect for engaging foes above from a distance.

Reunite with Leandros under attack. Take cover and target enemies on the ledges, then switch to melee and execute ground-level reinforcements to recover health. Outside, grab the second Servo Skull (2/5) near a wall and advance to the next battlefield. Orks here are distracted by guardsmen, so hang back and use firearms efficiently.

Ahead, you meet the Sergeant and can collect the Chainsword to tackle a wave of Orks. In the trenches, enemies occupy elevated positions—prioritize ranged attacks. Detonate explosives in the open area to thin the gunners, then switch to melee for the swarms. Executions on larger enemies are essential for restoring health. An Elite then appears—attack, evade, fire between strikes, then stun and execute. Proceed into the bunker to meet Lt. Mira.

Grab the Fury unlock and follow the Lieutenant. Subterranean vehicles appear—eliminate them, then collect the third Servo Skull (3/5) nearby. Secure the mounted turret quickly, but don’t hesitate to switch to melee if enemies close in. Continue into the ruins to get the Stalker Bolter, then watch the cutscene where Mira departs.

The outdoor area is surrounded by high walls with gunners—snipe them while practicing your new weapon. Collect the fourth Servo Skull (4/5) near grenades, then the fifth (5/5) inside the bunker past the drill vehicle.

Resistance stays light until Orks swarm near the return path. Use executions to maintain health, then grab the Jump Pack. Stay on the upper level, prioritize rocket-firing enemies, and support your squad below. Repeat this strategy in subsequent areas, then shed the Jump Pack inside the cave and follow it to the Gun Fortress, concluding Chapter 2.
Chapter 3: Belly of the Beast (2 Logs)

Follow the cave until you reach the Gun Fortress. In the first room, on the right by an ammo crate, a hole in the wall leads to a room with the first Servo Skull (1/2). Up ahead, you’ll find a Vengeance Launcher, which fires mines that can be detonated on command. You’ll need to pass through several large doors, encountering a few enemies on the way to the bomb.

Grab the bomb and retrace your steps through the newly spawned enemies, using stuns and executions to maintain health, then make your way to the lift. Directly opposite the lift exit, near the railing, is the second Servo Skull (2/2). Exploding Squigs appear mixed with Orks—use their kamikaze attacks to your advantage.

Ahead, a group of elite enemies in red armor spawns. They’re dangerous, but the Vengeance Launcher can handle them quickly. Hit the switch to raise the shell, then plant the bomb and push it.

Retrace your steps to the door marked by the mission indicator. A few Orks and a Nob appear in the lift—chain combos into a stun and execute the Nob, then take the lift back up. On the ground, enemies are manageable, while gunners above stand near explosive barrels—use them strategically. Proceed to the next elevator.

Upstairs, open the locker to unlock Marksman Mode, then head into the large shell room. Play support: take out enemies on the ledge above with the Vengeance Launcher or Stalker Bolter. When enemies appear on the ground, switch to the Bolter and retreat to cover. Focus on Squigs to avoid heavy damage, then finish off remaining gunners above. The waves eventually become mostly Gretchins—clear them to conclude the fight.

From here, it’s a short walk to the next chapter.
Chapter 4: Titans of Graia (1 Log)

A few enemies appear nearby, but they quickly retreat indoors—follow them toward the train station. After collecting an ammo cache, you’ll emerge onto a walkway overlooking a large, open area. Melee attacks work well here, but stay alert for Squigs lying in wait to ambush you. On the left, in a dark corridor illuminated by red lights, you’ll spot the first and only Servo Skull (1/1).

Take the turn and continue down the next walkway. Close-quarters combat is ideal here, letting you regain health as you strike. Move toward the train and round the bend.

Orks begin spilling out of a nearby train, but they’re manageable. Hang a left and notice enemies stationed on higher ledges—target the Squigs first, then pick off the gunners with your ranged weapon. The path to board the train is short from this point.

Once aboard, resistance ramps up. Engage distant enemies with your guns, then switch to melee for those who close in. A Nob appears—stun and chain a combo to dispatch him efficiently. Watch out for the Plasma Cannon above; it can be a serious threat. Stay behind cover and take out the Orks operating it before moving forward.

Ascend to the upper level, seize the Plasma Cannon, and dismantle it. Success in this fight depends on keeping your armor charged—retreat toward the train’s front to recharge when low. The Plasma Cannon requires some timing, as its slow-moving projectiles demand you anticipate enemy movements. Watch for when the gunship drops reinforcements; these can be eliminated at range, but if they close in unnoticed, they can overwhelm you quickly.
Chapter 5: The Inquisitor (2 Logs)

At the start, a Servo Skull (not collectible) delivers a message. Head inside and lower the drawbridge to continue.

Move into the freight yard. Toss a grenade into the crowd, then prepare for close-quarters combat. You’ll need to chain executions to recover health once your armor drops. Don’t hesitate to fall back briefly to recharge armor. In the corner to the right, you’ll spot the first Servo Skull (1/2).

Climb the ramp to the upper area. The first wave can be handled from a distance with the Bolter, but the second wave arrives with a Nob, requiring melee attacks. Stun and execute the Nob quickly to make the rest manageable. Proceed into the plant.

Follow the walkway, picking off scattered Orks until you reach the control room above. Throw a grenade to thin the enemies and take out the Nob quickly. Flip the green switch to complete this objective.

A gate lowers, leading into the yard for long-range combat. Keep your distance, retreat to regenerate armor when needed, and watch for Skags after the first wave. Use the freight containers as cover and avoid exposing yourself to multiple lines of fire at once.

Descending to the lower area, Gretchins swarm in—they can be executed immediately to restore health. Soon, gunners appear on the surrounding containers.

Continue up the ramp through melee Orks into a larger area with mixed melee and ranged enemies. Use cover strategically: eliminate melee foes first, then pick off gunners from near cover. Fall back to recharge armor as necessary.

Head down the stairs to the area below, follow the walkway, and drop through the hole. Collect the Power Axe from the locker—it’s time for intense melee combat. This massive fight demands frequent use of Fury Mode, careful armor management, and staying near arena edges to avoid gunners on surrounding walkways. Save Fury for when the Nobs arrive during the final wave.

After the battle, a mission marker appears near the open bay. Take the lift down, and just after, find the chapter’s second and final Servo Skull (2/2) on the walkway. The chapter concludes shortly beyond this point.

Lexicanum - Collect 10 Servo Skulls.
This is the part where it should unlock, if it did not you missed a Servo Skull
Chapter 6: Lair of Giants (2 Logs)

Head to the far end of the chapel-like building and take the lift up to the Manufactorum. Once on the upper level, spot the Titan, go right, and open the door. Follow the walkway and take the left path to grab the first Servo Skull (1/2).

Hit the switch ahead to lower a slow lift, then activate the nearby control panels. Open the door and follow the path around to a larger complex of walkways. Scattered Orks appear here, easy to pick off from a distance. Before proceeding through the door at the end, check to the left for the second Servo Skull (2/2).

Go through the door and hit the panel to lower the bridge. Drogan awaits just beyond. After the cutscene, prepare for combat. Most of this fight is melee-heavy, but there are gunners—take them out once the main crowd is thinned. Move to the next door to reach the checkpoint.

In the lower area, a weapon locker holds the Plasma Pistol, a replacement for the Bolt Pistol. It has unlimited ammo and a powerful charge shot, making it much more useful than a backup weapon. Head back up the stairs and around the edge of the room. After a brief cutscene, you’ll face enemies with large riot shields—combos chained into stuns work well to execute them efficiently.

Flip the switch to lower the lift and proceed through several doors toward the core. A shaman summons a Warboss along with Nobs and Gretchins. Execute the Gretchins to restore health, and use Fury Mode against the Nobs to gain an early advantage. When signaled, hit the nearby control panel.

Shielded enemies appear now—focus on melee and keep moving to avoid gunners on the ledge with the Warboss. You don’t need to kill the gunners; concentrate on ground units and use Fury strategically. When prompted, grab the core to complete the chapter.
Chapter 7: Heart of Darkness (2 Logs)

Enter the sewers, where you’ll find scattered ammo and melee weapons like the Power Axe and Chainsword. A few Gretchins swarm in—execute them to restore health if needed.

In the larger room, pick off gunners from long range before melee enemies close in. Exit at the far end into more sewers, encountering a few gunners and a Squig along the way.

In the next long chamber, weaken melee enemies from a distance, then finish them with melee attacks while keeping your shield up. The second wave is tougher—soften them with the Vengeance Launcher, then use Fury Mode to take down the Nob.

Before leaving the room, head left to collect the first Servo Skull (1/2). Continue through the sewers, watching for Squigs and shielded foes. A weapon locker offers a Melta Gun—a short-range powerhouse with limited ammo. It’s up to you whether to swap it for the Stalker Bolter, which excels at long range. The Melta is perfect for waves of melee fighters in this section.

Drop to the walkways and shoot the barrier on the left to reveal the second Servo Skull (2/2). Follow the walkway to a long hallway leading to a large open room with a few Orks—nothing too dangerous. Take the lift at the far end to reach the upper level.

Here, a locker contains a Fury upgrade. In the next area, you’ll face a mix of gunners and melee enemies—adjust your approach accordingly. Before heading down the stairs, take cover and recharge your armor. Fury Mode is especially useful if your health is low.

Meet your squad in the lower hall, open the door, and prepare for shooting. The area is designed for careful mid-range combat, but watch for enemies at closer range and rocket-firing foes above. Head up the ramp and ascend the stairs to continue.
Chapter 8: Whispers of the Dead (10 Logs)

Start outside in an alley strewn with rubble. Head up the concrete ramp on the left and enter the building. Grab ammo from crates along the hallway, then drop down at the end. Immediately turn around to find the first Servo Skull (1/10) in a short side corridor.

Move into the open courtyard and collect the Lasacannon from the weapons locker. Take cover and snipe at the Shoota Boyz across the way—switch to a Bolter if you run out of ammo. Once the area is clear, head to the mission marker. Check the room off to the right for Servo Skull (2/10), then climb the stairs and search the left-hand room for another Servo Skull (3/10).

Drop outside and use Gretchins to heal if needed. Engage rocket-firing enemies across the courtyard from cover. At the base of the stairs, there’s a weapons cache if you want to change your loadout. Move up the stairs and take advantage of plentiful cover to snipe the powerful Shoota Boyz. Keep your armor full, as the next fight ramps up quickly.

Red-armored foes swarm in—throw grenades to thin the crowd, pick off enemies at range, and reserve melee for the last few. Ammo and grenade crates are nearby. After heading down to the street, more red-armored enemies appear. Retreat up the stairs and rain grenades from above. Enter the underground area and find Servo Skull (4/10) on the right.

Follow the passage to the surface, where another weapons cache awaits. A large indoor battle begins—focus on long-range combat with a scoped weapon. Nobs will charge, but the Lasacannon can take them down before they reach you. Less formidable enemies can be handled with the Bolter. Before ascending the ramp to the rooftops, collect Servo Skull (5/10) to the left.

Some gunners in nearby buildings are minor distractions. Drop back into the alley and meet Drogan. After the cutscene, proceed down the hallway to the next checkpoint, then join the marines engaged in battle. Handle melee attackers and the Nob by retreating from gunners, then watch the automatic cutscene.

Ascend the stairs to grab the Jump Pack. Use it to reach higher levels. Along the right side, collect Servo Skull (6/10), then past the crashed Rok, find Servo Skull (7/10) near the staircase.

Enter the large, round arena with a central platform. A Weirdboy appears, shielded in blue-green. Make him your priority—hit him fast with Fury to prevent him from summoning enemies. Before leaving, check the stairs to the right for Servo Skull (8/10).

Exit through the previously blocked door, drop down the hallway, and head straight to grab Servo Skull (9/10). In the next area, go right and jump to the statue of the cloaked figure for Servo Skull (10/10). A Nob and Shoota Boyz appear—use the ground smash from above to stun and execute them, then clean up the remaining enemies.

Finally, face another Weirdboy. Take him out quickly to prevent teleportation, chaining three blows into a stun to execute him. After he’s down, finish clearing the area. From here, it’s a short walk to the airfield and the next chapter.
Chapter 9: The Weapon (3 Logs)

The chapter kicks off with high-octane action. Take out Orks flying through the air and on nearby ships. Eventually, you release the mounted gun—use it to target the ship and attackers from multiple angles. Focus on survival; you’ll crash regardless.

You land on the bridge with a full Fury meter. Hold off on Fury as long as possible, and retreat when armor gets low. Perform plenty of executions near the end of each wave to maintain health. Pick off Shoota Boyz at range, but stay aware of ground enemies. A transport will arrive once the area is clear.

You touch down in Kalkys Outskirts, a rocky desert. Check the weapons cache to adjust your loadout, then snipe at light resistance near a crashed Rok. Walk up to a broken metal bridge, turn, and follow a small path along the rock face to find Servo Skull (1/3). A narrow path continues forward.

In the next large open area, take out Shoota Boyz at distance before handling ground waves. There’s plenty of cover—retreat if needed, especially after the Roks crash down. After the fight, follow the path to a crashed Valkyrie to find Servo Skull (2/3).

Ahead is a weapons cache with a Vengeance Launcher and Lasacannon—both solid choices. Shoota Boyz assault a grate here; clear as many as possible at range before engaging groundlings led by a Nob. Take the Nob out first, and use higher ground to pick off enemies below.

Cross a small metal bridge and ready your Vengeance Launcher—consider using Fury. Redsuits charge, followed by a Nob and a massive foe. Keep your distance and wear down the big guy with the Launcher.

Nearby is a Power Hammer—its stun is perfect for crowd control, essential for the upcoming melee-heavy waves. Early waves are manageable, but shielded enemies and axe-wielding Nobs follow. Hold Fury until enemies cluster, then unleash it alongside grenades for maximum effect.

Once the door opens, move outside. Squigs return—stick to high ground, use them to your advantage, and stay ready to dodge. Toward the end, snipe Shootas on a bridge, then pass underneath on the left to collect Servo Skull (3/3).

Finally, navigate around the wall, cross the bridge, and follow the rocky path to the pipes, which lead to the next chapter.
Chapter 10: House of Secrets (3 Logs)

At the start, you’re introduced to servo-turrets. Take them out early—they’re not a major threat. In the larger room, three turrets await—use cover and eliminate them quickly.

Flip the switch to open the door and immediately destroy the rocket turret. This room has many turrets but also plenty of cover. Move methodically, clearing turrets while staying protected, then head to the door with the green switch.

In the next hall, you’ll face two turrets. The left door advances the mission, but if you go right, you’ll find Servo Skull (1/3).

Enter the lab area, full of turrets but also ample cover. Methodically move through the complex. In the larger room, a locker contains the Kraken Bolter, a permanent upgrade to your Bolter. Drogan opens a large bay, letting you continue down the hallway.

In the next high-ceilinged room, take cover behind containers and eliminate nearby turrets. On the right, a side room holds a turret, a Chainsword, a Power Axe, and Servo Skull (2/3). This path loops back to the main room and leads to the exit.

You’ll enter another large room with narrow walkways. Move carefully—nothing major here, but maintain awareness. Next, reach a massive room marked by a giant skull. Use containers for cover and clear the turrets. A small room off to the side contains a Purity Seal (Fury upgrade) and various weapons for loadout adjustments.

Finally, enter the large round chamber to activate the Psychic Scourge. Orks flood the area. To the right, near a fire, collect the final Servo Skull (3/3). Once the enemies are defeated, head to the center to insert the power source. After the cutscene, board the lift to conclude the chapter.
Chapter 11: Point of No Return (0 Logs)

As the doors open, a few Orks appear—take them out and activate the console. Head up the stairs to the upper level and use the control panel.

After the cutscenes, a handful of demons spawn. Move back along the same path to the lift and descend.

On the lower level, you’ll encounter more Orks and Chaos forces. Focus on melee attacks—this section is more about story and learning enemy patterns than challenge. That’s all!
Chapter 12: Dying of the Light (8 Logs)

Follow the path and drop into the pipe. Climb the small stairs, take the left path, destroy the explosive barrier, and grab Servo Skull (1/8).

Head the other way to a larger room with a Vengeance Launcher, Thunder Hammer, Stalker Bolter, and a locker containing an Iron Halo armor upgrade. Servo Skull (2/8) is on the wall next to a bench.

Beyond the door, Chaos Marines appear for the first time. They’re tough at range, but your hammer’s stun combos leave them vulnerable to quick executions.

Move up the ramp and stairs. On the top floor, collect Servo Skull (3/8), then drop to the first level to trigger a cutscene.

The next area has heavy ranged combat with limited cover. Vengeance Launcher or Melta Gun are ideal. Fury mode helps with large groups. Go downstairs and join the guardsmen.

Advance carefully, staying behind cover. Exploit Orks as distractions to attack Chaos Marines and weaker enemies like Gretchins, which can be executed for health. Make your way up to the lift.

Meet Lt. Mira at the lift’s top. In a large room of Ork gunners, use the Bolter to thin them out. Servo Skull (4/8) is along the back wall. Nearby, weapons including a Lasacannon are available.

Use high ground for your next approach, watching for Squigs to leverage. Lt. Mira leads you to another lift. On the walkway, take the right path to find Servo Skull (5/8).

Continue down the hall to an underground area. A Plasma Gun locker and Servo Skull (6/8) are nearby.

A major fight awaits. Rip off the mounted Heavy Bolter—this section is mostly ranged combat. Consider trading the Thunder Hammer for a Power Axe. Retreat to recharge armor as needed, and use Fury for Nobs and waves of Squigs. The Vengeance Launcher is ideal against big enemies.

Drop into the trenches and climb the ramp for high ground against Orks. Mira’s crew splits off here. By the Thunder Hammer and Power Axe, grab Servo Skull (7/8).

Ork Diggas and red-suit Nobs attack. Use the bunker for cover and pick off enemies. Activate the Sentry Guns before the next wave; without them, the wave is nearly unstoppable.

Retreat with the guardsman to a hall with ammo crates. Servo Skull (8/8) is tucked between two containers.

The Ork Warboss Grimskull appears. Avoid his charges by dodging left or right. Use Plasma Gun or Vengeance Launcher to deal damage, saving grenades for later. After some damage, he flashes the room with a flashbang, marking a checkpoint.

Grimskull smashes a wall, unleashing Orks and Gretchins. Thin the crowd with melee or Vengeance Launcher so you can focus on the Warboss.

He then jumps to the top level, raining missiles while more enemies appear. Well-timed Vengeance Launcher shots can damage him and clear Orks simultaneously. Once down, execute him.

After Grimskull, it’s a short walk to the train that leads into Chapter 13.
Chapter 13: Wake the Sleeping Giant (4 Logs)

Proceed through a couple doors into a large catwalk area, encountering Chaos Marines. Use the side rooms to recharge armor and grab Servo Skull (1/4). Continue to the far end and enter the next door.

After some transitional areas, you enter another combat zone. Take out the initial guards at range, then focus entirely on the Chaos summoner when he appears. Ignore spawned soldiers until he’s down, then clean up and move forward.

Pick up the Lasacannon—it’s essential for the next segment. Chaos snipers are positioned throughout; use the Lasacannon or Stalker Bolter to take them out. Hammer users can try the Kraken Bolter, though it’s more challenging.

Take the lift down. Immediately to the left, collect Servo Skull (2/4). Follow the other path to the towering Titan, activate the control panel, and exit left.

On the walkway, encounter a small shootout. Pop explosive barrels and use grenades from cover. When demons appear, engage in melee. The Chaos Marine commander at the end can be dealt with using Fury or a combo into a stun and execution.

Head up the short stairs and take the left path to grab Servo Skull (3/4). Return and flip the switch to open the door to the elevator.

On the upper level, unlock the Storm Bolter from the locker—it’s powerful but ammo-heavy. Activate the Titan via the nearby panel and proceed.

You’ll face a Chaos Drone, a small flying unit. Use your Bolter from cover to take it down. Before using the elevator, visit the room to the left for Servo Skull (4/4).

At the top of the elevator, pick up weapons, including the Lasacannon. Drop onto the Titan for the final encounter. Flying Psykers and another Chaos Drone appear. Use the Lasacannon to stun and quickly finish them. Once all threats are neutralized, proceed to the far end of the Titan to complete the chapter.
Chapter 14: Victory and Sacrifice (0 Logs)

At the start, take the lift down. Below, grab any weapons you need before dropping into a heavy firefight with Chaos Marines. Keep your shield full—these enemies hit hard. Middle and leftmost cover points are safest for charging. From the left spot, use the Vengeance Launcher or Storm Bolter to soften the group. If you’re still carrying the Thunder Hammer, make liberal use of grenades. Once the Marines are down, exit left.

Head outside and watch the cutscene. Afterward, collect ammo and prepare for three Psykers spawning troops. You can execute them for easy health, or take them down with a scoped weapon or three Vengeance Launcher shots each. Hammer users can clear them quickly using the nearby Autocannon.

With the Psykers defeated, retreat to cover near the ammo cache. Stronger melee units spawn next—let them approach, then use Fury or three-hit combos into a stun to set up executions. Finish off the remaining enemies from a safe distance, then move in to clean up the close-quarters threats. Mira will arrive at the end of the encounter.
Chapter 15: Prince of Daemons (3 Logs)

Start by hopping on the elevator. At the bottom, grab the obvious Servo Skull (1/3). Ahead, you’ll find weapons, including a Thunder Hammer—but the Power Axe and Lasacannon are better picks.

The next area is tight. On the narrow approach, weak guardsmen can be picked off with a Bolter, though some will transform into Daemons when killed. Around the corner, Psykers appear—take them out from a distance with the Lasacannon or Stalker Bolter. Rushing in with the Hammer is possible, but Fury is your safest option.

Before heading indoors, clear waves of Daemons. They’re manageable if you avoid being cornered. Inside, grab the Stalker Bolter from the weapon container if needed. Ahead, before dropping down, you can snipe two marines. Then prepare for a big enemy. Thunder Hammer users can stun in melee; axe users may need Fury.

Continue down the path and stairs. Through a broken wall, a few guardsmen await. There’s a well-hidden Servo Skull (2/3) in a pipe nearby. Soon after, you head outside again.

Thin out gunners and handle Daemons with melee. Use short hit-stun combos on Daemons to open them for executions and heal. Navigate the spiral ramp carefully, clearing units manning the Heavy Bolter and using the cover to your advantage.

Once all Chaos units are down, the purple forcefield drops. Head inside to collect the final Servo Skull (3/3) by the ammo cache. Round the corner, snipe the Psyker at the end of the long passage, then take the lift up to reach the next chapter.
Chapter 16: Spire of Madness (3 Logs)

You start on a Brooklyn-style bridge with heavy Chaos Marine resistance. The Vengeance Launcher and Melta are highly effective here, though ammo may be limited. Move forward alongside allied marines, and switch to melee attacks to handle incoming Daemons.

A checkpoint with ammo follows, letting you resume firearm combat. Soon after, you’ll reach a mounted autocannon—use it to quickly take down Drones. From this point, enemies become much easier, and a transport awaits at the end.

Upon landing, you automatically receive a Thunder Hammer and Jump Pack. Ahead, a Daemon-summoning Psyker appears amidst an energy cloud. Jump up and hammer-drop him to stun, then execute quickly. Nearby, a Servo Skull (1/3) can be found on the left side of the hallway.

Back outside, you’ll face more Daemons and a lone Chaos Marine on a floating platform. A Servo Skull (2/3) sits atop this platform. Another marine waits on a broken staircase—stun and execute him, while avoiding fire from surrounding guardsmen. Once the enemies are down, Titus loses his jetpack.

Proceed down the narrow hallway to pick up a Power Axe and other weapons. Open the next door to encounter a Chaos Drone; eliminate it with your preferred ranged weapon. Nearby, the final Servo Skull (3/3) is located to the right.

Enter a bluish-lit room with cover boxes in the center. Camping near the entrance’s left side provides safer firing angles. After waves of Daemons, ascend the ramp to the upper level. Watch for enemies and a Psyker on a higher ramp—grenades help simplify this fight.

Continue into a very large room with a lift, then climb the stairs to reach a large weapons cache. Beyond it, Nemeroth awaits.

Librarian of Macragge - Collect all Servo Skulls.
Should unlock during this Chapter.
Chapter 17: Man Against Daemon (0 Logs)

The fight begins with Nemeroth protected by a shield. You cannot damage him directly at first, and he sends waves of enemies while attacking from behind the bubble. This sequence is extremely lethal, so positioning and weapon choice are key.

Once this sequence is complete, the fight ends. There’s a brief epilogue chapter afterward that requires no additional guidance.
True Son of The Emperor
There are two spots in the Space Marine 1 campaign where you can farm kills for the True Son of the Emperor achievement. The first is during your initial encounter with Sidonus—enemies keep respawning, so you can chain executions and melee kills repeatedly. The second is during the final encounter with Sidonus near the end of the campaign. Focus taking out waves efficiently. Both areas let you rack up kills indefinitely, making them ideal for unlocking the achievement.






The third method is to play Exterminatus. It’s the fastest way to rack up kills, but it requires some practice to master the waves efficiently. Focus on chaining executions and using Fury wisely to maximize your kill count.


True Son of the Emperor - Kill 40,000 enemies in the game (all game modes combined).
Above are the places I found to be the best to farm kills.
Exterminatus


All Servo Skulls in Order
The Silver Crusade
Please consider following the Silver Crusade:


2 Comments
Marku 6 Sep @ 9:10am 
Fantastic guide. Thank you very much. :praisesun:
gabuno 31 Aug @ 2:15pm 
some one help ?