Gods Will Be Watching

Gods Will Be Watching

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Gods Will Be Watching 100% Achievement Guide
By Breed
A guide to help you unlock 100% of the achievements in Gods Will Be Watching.
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Introduction
This is my guide to help you obtain all the achievements in Gods Will Be Watching. I have perfected the game myself, so everything in this guide has successfully been tested, namely in the Original Light mode, which is the preferred mode for achievement hunting. Note that you have to finish the chapter in order to get the achievements. Also consider that saving and quitting a chapter will restart the level when you continue the game again, instead of taking you where you left off.

I would like to remind that since the mode in question is Original Light, there will still be quite a deal of RNG present, which may lead to varying results and missed achievements. I will still try my best to cover the most crucial elements that should be taken into consideration in each chapter.

Chapter 1: Self-Justified Sacrifices
This chapter doesn’t take too long to complete, but it’s still quite tough for the first level in the game. There are several things you have to juggle at the same time, and even a small mistake can hinder your progress or make everything fall apart. Most of the time negotiating with the guards, maintaining the hostages, and charging the hack boost are the key in beating this level. RNG still plays quite a big role with security and hack boosts, which may be annoying at times.


Achievements to Obtain:
Flesh-Reparation Kit (Cure 3 leg injuries)
F**k the police (Don’t negotiate with the guards)
Stick together (Don’t use the break room)
They won’t see me coming (Get more than 50% of the hack progress via hack boost)
We’re not terrorists (Keep all the hostages alive)


Tips:

Flesh-Reparation Kit (Cure 3 leg injuries)

You only have 2 flesh-reparation kits at the beginning of the level, which means that you have to trade one of the hostages for more flesh-reparation kits to be able to get this achievement in the first place. Shoot those hostages who seem too relaxed in the leg, and heal their wounds one or two turns later to make sure they won’t die.


F**k the police (Don’t negotiate with the guards)

Instead of negotiating with the guards, simply shoot at them to keep them at bay while trying to prevent the hostages from getting too anxious. You can also trade one of the hostages to make the guards stay back for a few turns.


Stick together (Don’t use the break room)

Simply avoid taking any of the hostages to the break room, no matter how broken down they would appear. If there is a hostage who is way more anxious than everyone else, try trading them for something useful to balance things out.


They won’t see me coming (Get more than 50% of the hack progress via hack boost)

Here's a pretty handy strategy for getting this achievement (thanks to Diamond Tiara for this):

Completely ignore the hostages, and shoot them when they run. Just concentrate entirely on net security and charging up the hack boost to over 70%, and don't negotiate unless absolutely necessary (the police back up every time you shoot a hostage). When only hostage is left, shoot them in the leg so they can't run away, to buy some extra time.

We’re not terrorists (Keep all the hostages alive)

Do not kill anyone, not even the escaping hostages. Once again, if there is a hostage who stands out from the rest of group for being too anxious or relaxed, trade them for something useful to balance things out.
Chapter 2: 20 Days of Empty Words
This chapter relies quite heavily on RNG with all the chances of lying or begging to succeed, and worst of all, surviving through the Russian roulette part, which is purely luck-based and may easily ruin your run. It's not that short of a chapter either, so getting through it all over again may feel annoying with all the random factors.


Achievements to Obtain:
I’m not a snitch (Don’t confess a single thing)
The Comedian (Don’t let Burden get burnt)
The Soldier (Don’t beg)
There are still things that bug me… (Tell more than 8 successful lies)
We’ve been through worse (Keep Burden & Jack in one piece)


Tips:

I’m not a snitch (Don’t confess a single thing) &
There are still things that bug me… (Tell more than 8 successful lies)


These two achievements complement each other pretty well, and you can get them both pretty easily as long as you survive through the Russian roulette.

Spend every turn either thinking, or lying when the chance is high enough (more than 60%), and order either healing kits or information from Liam depending on what you need; Healing kits are useful for healing the damage you have received, but information is also important for those days during which you are not going to take any damage anyway (such as the wall, the axe, or the Russian roulette).

If the situation gets bad, try begging to spend a turn with a small risk.


The Comedian (Don’t let Burden get burnt)

There is actually an easy way to get this achievement (thanks to Neku and Dryunya). During the fourth day, all you need to do is to keep lying to Irving, because even an unsuccessful lie will keep him from burning you.

To keep Jack alive, ask for painkillers from Liam when he appears for the first time. This should be enough to keep Jack alive.


The Soldier (Don’t beg)

Simply avoid begging no matter what. Rather confess something if you get yourself in a bad situation.

Spend every turn either thinking, or lying when the chance is high enough (more than 60%), and order either healing kits or information from Liam depending on your situation.


We’ve been through worse (Keep Burden & Jack in one piece)

This is a tough one to get, mostly because it relies on RNG. Your biggest danger zones for losing this achievement are the fifth day (if Jack gets hanged on the wall) and the seventh day (the axe). The third day may also get Jack easily killed if you are not cautious.

The best way to get through these days is ordering Liam to bring you information at the end of the third and fifth day. This guarantees one lie most of the time, which is essential in saving Jack. If things get bad and Jack is close to getting killed or having his arm cut off, confess a thing or two, or take a risk of lying with a lower percentage.

Chapter 3: Everdusk
This chapter may appear to be a long one, but the faster you dig away the debris and produce the antidote, the shorter it will last. The achievements are also quite easy to get in a few runs, because you can easily get more than one of them in one run. The only factor that makes some of the achievements harder to get is the RNG in producing the antidote, although it shouldn't be that big of a problem.


Achievements to Obtain:
Adrenaline Rush (Have a character’s performance over 250%)
Human Experimentation (Discover the cure in less than 20 hours)
I don’t like risks (Produce a safe antidote in less than 5 hours)
One hell of a ride (Inject a lethal shot into someone without killing them)
The Doctor (Keep everybody alive)


Tips:

Adrenaline Rush (Have a character’s performance over 250%)

An easy way to get this achievement is to use both Sarah and Dr. Zenész during the first two turns to produce adrenaline and inject a total three of them on Jack. After this you just have to complete the chapter.


Human Experimentation (Discover the cure in less than 20 hours)

This achievement relies a bit on luck, but after the first analysis it is quite simple to produce the antidote in less than 20 hours if you have both doctors working on the antidote at the same time.

You can also start with a lethal antidote to speed up the process and then produce safer alternatives to cut down the risk. Make adrenalines and sedatives only during the downtime when someone has been injected with the antidote.


I don’t like risks (Produce a safe antidote in less than 5 hours)

Note that this achievement requires you to produce a safe antidote, in other words, the slowest one to produce.

Produce a lethal antidote and use it on Marvin to speed up the process. After autopsy, start producing a safe antidote and have both doctors working on it at the same time. Finishing it should take only around 3 hours.

LordPotato420 also mentioned that the antidote does not have to be a working one for the achievement to unlock.


One hell of a ride (Inject a lethal shot into someone without killing them)

A lethal shot doesn’t kill someone if it has all segments in the right order aka it is the real antidote. Produce one only when you are sure it’s the real one.


The Doctor (Keep everybody alive)

The best and safest way to keep everyone alive is to only produce safe antidotes (unless you’re 100% sure that it’s the real one). This, of course, relies on luck because safe antidotes are slow to produce and you have to pick the segments at random until you get your first analysis. If you feel like you are in a hurry, you can also produce a cautious or unstable antidote with a minor risk.

I am not sure whether BR4N-D0N overheating counts as a death, but user Winterman47 reported that they were able to get the achievement even after BR4N-D0N overheated. Try it at your own risk.

Chapter 4: Gods Will Be Watching
This is easily the longest chapter along with the fifth one, and there is no way to make it any shorter. This makes it one of the hardest and most frustrating chapters for achievement hunting, and because of its length, there is also a lot of room for slips and mistakes that may prevent you from getting a certain achievement.


Achievements to Obtain:
BR4ND-0N (Have more than 15 bullets when rescued)
Marvin loves you (Keep everybody alive)
Sgt Burden (Give all speeches successfully)
The Engineer (Repair the radio in just a week)
The Psychiatrist (Don’t let anyone become depressed)


Tips:

BR4ND-0N (Have more than 15 bullets when rescued)

The best way to get this achievement is to use spears instead of the gun for hunting, and always have enough spears prepared when you hear the predators getting closer.

However, if you have spent too many bullets, you can always destroy BR4ND-0N for around 15 extra bullets. Preferably do this during the last few days when the radio has been repaired and there is no other real use for him.


Marvin loves you (Keep everybody alive) &
The Psychiatrist (Don’t let anyone become depressed)


In order to keep everyone alive and sane, there are several requirements.

The first one is to keep up the campfire at all times. A night without fire is an automatic game over.

Obviously, you are not allowed to kill anyone, which means there will always be the maximum number of mouths to feed after each day. Remember that it is not required to feed Marvin every single night, and he can eat raw meat without an issue.

You also have to pay attention to the morale of your group. Feeding cooked meat to everyone except Marvin and occasionally Jack is essential in keeping the morale high. Never make Donald or Dr. Zenész work during the night shift, or their morale will plummet. Jack is the best character for working at night, since this will not affect his morale much.

Make sure you have enough spears to fight off predators, when you hear them getting closer to your camp. Fighting them off will often lower the morale of your group, so make sure to keep it up after these scenarios.

You should always have at least one antidote as well, in case of someone getting paralyzed by the virus. Not treating them will result to their death in 3 days.

Note that getting the radio fixed gives a slight morale boost for the whole group. Try to time it to your advantage. After the radio is fixed, it is a lot easier to keep up the morale of the group.

It is also a good idea to give occasional speeches, as they will boost morale every time they succeed. There are more details about giving speeches in the “Sgt Burden” achievement section.


Sgt Burden (Give all speeches successfully)

To get this achievement you need to give all different speeches successfully. This means that you're allowed to fail a speech as long as you give them all successfully by the end of the chapter. Most of them have certain requirements for them to succeed, so choosing the right opportunity for each of them is important. I will cover them in this section.

Hunger: This speech requires you to not have any food left. Give it in case this happens, or let the food run out on purpose while doing something more important. Giving this speech will keep up the morale even though you have not fed anyone.

Teamwork: This speech requires everyone (or at least most of the group) to be alive. It may be a good idea to give this one sometime at the beginning of the chapter.

Saving the world: I am not completely sure about the requirements for this speech, but it will fail if you haven't fed Jack recently (thanks to Mango Doxin for this). Otherwise it seems like a speech that will succeed anyway, so you can decide to give it whenever as long as you haven't made Jack starve.

Death: This speech requires to have one of your group members die recently. Note that this only works if they died under the effect of Medusea, as killing them will only make the speech fail. An exception to this is destroying BR4ND-0N, which will make the speech succeed (thanks to M66 Bv for this).

Wild predators: This speech is a good way to recover morale after a predator attack, so give it after one.

Repair the radio: This speech requires the radio to be in the early stage of being repaired. You are not in a hurry with the radio in general, so you can save for a bit later, as long as you make sure you don’t get too far fixing it.


The Engineer (Repair the radio in just a week)

Focus on getting the radio fixed as soon as possible, having both Donald and BR4ND-0N work on it daily while still making sure you do all the essentials such as getting food and so on. Giving a speech about fixing the radio may also be a good idea in boosting Donald’s morale if it gets low.

You should fix the radio around 15% a day on average to make it in time. Once the radio is fixed, all you have to do is make sure that you get it to the end of the chapter.

Chapter 5: Legend
Easily the most luck-based chapter in the whole game, as the map will be randomly generated every time you restart. It is also the most unforgiving one as even the smallest slip game lead to an instant game over (namely wandering into an enemy camp without having explored the area first). This can make it extremely frustrating to complete, especially during the later stages of the chapter where you can’t leave a stone unturned in the fear of enemy camps while still trying to keep your crew hydrated and rested. However, it is possible to get all the achievements in a single run, which makes it worth it.


Achievements to Obtain:
Mission Accomplished (Reach the camp before the estimated time of departure)
Not on my watch (Reach the camp with 7 members alive)
Quickstep (Never use more than 3 hours to travel between zones)
Serious (Beat 4 enemy patrols with using just one soldier)
Two Suns (Don’t spend more than 25 hours sleeping)


Tips:

Mission Accomplished (Reach the camp before the estimated time of departure) &
Quickstep (Never use more than 3 hours to travel between zones) &
Two Suns (Don’t spend more than 25 hours sleeping)


All of these achievements complement each other, since you are not allowed to waste time in any of them. For this reason, it’s quite easy to get all of them in one run (as long as you manage to reach the camp).

Since the chapter is heavily luck-based, it may be a good idea to grind for a good start to save some time by moving towards the camp several times. If you encounter an enemy patrol, just restart the level.

Once you are happy with how the chapter has started, start sending scouts to explore the area ahead of you. Always go for 4 zones, because the scout will return to you anyway if he faces a wall. Then move along the explored area, scavenge for bullets and water, attack enemy camps and patrols, whatever the situation requires.

Remember that getting water from a cactus does not waste any time, compared to the 3 hours you spend digging moist surface. Attacking enemy patrols and camps does not waste any time either, so it’s preferable to do this unless you are running low on bullets.

Keep your crew well hydrated and rested, or else it will take longer to move between zones, especially as long as you have Abraham with you. When Abraham is gone, you should have no fear of spending more than 3 hours travelling between zones.

You may also consider killing Abraham at the very beginning of the level with the disadvantage of 2 members of the crew abandoning you, but with the advantage of making your crew move faster from the very beginning and having less members to keep hydrated. However, do not do this if you are also planning on getting the “Not on my watch” achievement, because it automatically invalidates it.

Keep in mind the hours you have spent sleeping. Most of the time you will be spending very close to 25 hours sleeping before reaching the camp, unless you get lucky.

Once the signal gets strong, start monitoring it in every single zone, keeping an eye on whether you are getting closer or moving further away from the camp. This is when it gets critical, as the camp can be anywhere in the middle of enemy camps and patrols, or even behind a wall that you have to get around.


Not on my watch (Reach the camp with 7 members alive)

To get this achievement you have to reach the camp with at least 7 members alive. This means you can spend way more time searching around than with the previous three of achievements. However, you still have to reach the camp in around 200 hours, or the ships will leave without you.

You are also not allowed to kill Abraham, because 2 members of the crew will instantly abandon you if you do that.

In order to keep your crew alive, explore what is ahead as much as possible to avoid losing any members. You also have to keep everyone well hydrated and rested, which requires you to have enough water and find a shelter to rest often enough.

The biggest problem you may face when trying to get this achievement is scouts who go missing while exploring. Sometimes they just won’t return no matter how long you wait for them. If you lose more than 2 scouts this way, the only thing you can do is restart the level, as frustrating as it sounds.


Serious (Beat 4 enemy patrols with using just one soldier)

An achievement that relies on RNG in a chapter that is already RNG-heavy. A dream come true, isn’t it? Jokes aside, your best bet is to explore as much as possible and hope for enemy patrols to be on your way to the camp.

When you encounter an enemy patrol ahead, use Jack alone to attack them as he has the highest chance of victory of all soldiers. If he dies, just use another soldier who has a high percentage. You also have two sets of explosives and you can use them if you want to have a guaranteed victory, which is recommended against the last two enemy patrols for the achievement.

Chapter 6: Suicide Mission to Save the World
This chapter is one of the most straightforward ones to complete, mostly because there is not much RNG compared to other chapters. It is also quite short, which is why it’s easier to write walkthroughs telling how to get the achievements instead of giving tips.


Achievements to obtain:
Don’t Panic (Don’t let oxygen go below 18%)
Let’s talk about it (Don’t shoot a single bullet)
Moral Dilemma (Don’t use the kid)
More than words (Complete the level without persuading anyone)
Statistics (Don’t let more than ten million people die)


Walkthroughs:

Don’t Panic (Don’t let oxygen go below 18%) &
Let’s talk about it (Don’t shoot a single bullet)


You main priority is to have enough oxygen and prevent it from dropping below 18%, so set Frank free as he will only waste oxygen.

Since you can’t shoot the Medusea container (EDIT: You can apparently shoot the container without it counting as a shot, thanks to whalesharker and NightQuest), you should pick Claire as your first victim. Go hit Eddie once and then hit Claire once or twice. If the rebellion meter is getting too high, hit Shaman to make it decrease. When Claire’s willpower is low enough (around 25%), offer to free Eddie and she will spill out the second password. Set him free.

Next go hit Ford once or twice and offer to free Claire to make him tell you the third password. Set both free.

The next person to deal with is Wouter. Go hit and threat/forgive once or twice while paying attention to the rebellion meter. Offer him freedom when his willpower is low enough (around 25%) and let him go.

Finally you get to deal with Shaman. Persuade him until his willpower won’t drop anymore, after which threaten and forgive him until he gives out the password. Set him free afterwards.

Finally, just input all the passwords and you are done.


Moral Dilemma (Don’t use the kid) &
More than words (Complete the level without persuading anyone)


Start the level by setting Frank free. This will save more oxygen for everyone else, and he is not needed since he and Claire share the same password.

Ignore the kid since you can't really do anything to him, and you don't need to either.

Next head to the Medusea container and shoot it. This will increase the oxygen consumption, but greatly affect the willpower of the people in the room.

The first person to falter after spreading Medusea is Wouter. Hit him once and he will tell you the first password. You can set him free after this to save more oxygen for the others.

Your next target will be Claire. Go hit her once or twice. If the rebellion meter goes up too much, hit Shaman instead as this will still decrease her willpower and rebellion meter at the same time. You can also shoot in the air. When her willpower is low enough (around 10-15%), offer her freedom and she will spill out the second password. Let her go to save oxygen.

Next up is Ford, and he should already be at a very low level of willpower (less than 10%). Offer freedom to make him tell you the third password, and if he does not do that, hit him once to drop his willpower. Once again, let him go to save oxygen.

Your final victim is Shaman. He is the toughest one and will not reveal the fourth password easily. Hitting will do nothing except increase his willpower, so try avoid doing that at this point. The best way to make him speak is to continuously threaten and forgive him until he tells you the password, although this does not seem to work properly anymore without persuading (which you are not allowed to do). If you don’t get the final password, you can rely on luck and try guessing the last password.

Finally, just input all the passwords and you are done.


Statistics (Don’t let more than ten million people die)

To get this achievement, you just have to beat the level as fast as possible to avoid too many people dying.

Set Frank free to save more oxygen for others and go shoot the Medusea container.

Go hit Wouter once and he will tell you the first password.

Persuade/hit Claire until her willpower is around 20% and offer to set Eddie free. This will make her tell you the second password.

Persuade Ford and offer to set Claire free. This will make him tell you the third password.

Finally, persuade Shaman until his willpower is around 20-25%, and then start threatening and forgiving him until he gives you the final password.

Finally, just input all the passwords and you are done.

Last Chapter: Commitment, Regret, Temptation & Sacrifice
A bonus epilogue chapter that was added to the game in 28th May 2015. It’s a chapter that mostly requires strategic thinking, since it is mostly about positioning the characters based on their stamina and warmth until you reach the peak. Fortunately, it has barely any elements that rely on RNG. Note that the pause menu misleadingly says "save and quit", even though selecting this will not save any progress at all.


Achievements to obtain:
From zero to hero (Have Donald lead the climb more than anyone else)
Liam Ferohn-gau (Get to the peak with everybody alive)
Speed climb (Get to the peak in less than 32 turns)
Winners don't use drugs (Don't use the doctor's shots on anyone)
Xenophobia (Reject all the shrine offerings)


Tips:

From zero to hero (Have Donald lead the climb more than anyone else)

This one is an achievement for the reason that Donald is the worst leader, or to be more precise, the hardest character to have as the leader for a prolonged time. This is because having him as the leader will make him burn a lot of stamina (mostly +20 per turn).

However, this achievement shouldn’t be too hard to get. The best way to ensure getting it is to have Donald as the leader for as long as you can until he can’t take it any longer, and then throw him to the back of the crew to recover some stamina. When he is not leading, make sure to share the leader position with others as evenly as you can, so that no one will stay as the leader longer than Donald has so far. The only downside of having Donald on low stamina is that it will take longer to reach the next shrine, so be careful with that.

At the second shrine, it is advisable to accept the shrine’s offer and alter the reality. This will make Donald burn less stamina while making Sarah weaker with guns. However, you can also leave Donald behind later in the chapter (after the third shrine or so), or sacrifice him at the fourth shrine to boost your crew. After that you only need to balance the leader position between the others to ensure that Donald has spent the most turns as the leader.

It is also a good idea to use the third shrine to send Shaman to the peak, so that he won’t slow you down and make you spend more turns, especially later in the chapter.


Liam Ferohn-gau (Get to the peak with everybody alive)

Keeping everyone alive might not seem like an issue at first, but after the last shrine it gets really tough to do so. It’s a good idea to save your stamina and heat shots for the last bit unless you really need them, since it is very likely that your crew won’t be fully recovered after the last shrine.

Have the character with most stamina on the lead, while having the one with the lowest stamina in the back of the line where they will recover a bit of stamina each turn. Carrying something will burn extra stamina. Always try to keep the person carrying the igniter somewhere in the middle, since this is the best way to keep everyone warm.

Taking the commitment stone from the first shrine is a good idea, because bringing it to the second shrine will boost everyone’s max stamina and warmth to 110%. You can also use the third shrine to take Shaman to the peak to reduce the burden on the crew.

You are also not allowed to use the last shrine to sacrifice a member to further boost everyone's max stamina and warmth by +20% for the last bit.

Other than that, it shouldn’t be too bad to keep the whole crew alive. Always remember to check the crew’s status before continuing to climb, even though there are visual cues if someone is running low on stamina or freezing. The only thing you may need to watch out for are the enemies, since they drain around 40-50% of warmth if they manage to touch a character. In the worst case scenario, the character will freeze and you will lose them, which will make the achievement fail.


Speed climb (Get to the peak in less than 32 turns)

Getting this achievement pretty much requires you to leave Donald behind in the very first turn, since there is no real benefit in having him in the crew. Leaving him behind will also make your crew climb a lot faster.

Ignore the first shrine, because taking the commitment stone to the second shrine will only slow you down while not offering that great of a bonus for going fast. You don’t need to use the second shrine either.

However, you will need to take the third and fourth shrines. The third shrine will take Shaman to the peak, which will make you climb even faster. Sacrifice Sarah at the fourth shrine, since you won’t need her anymore at that point. After that, use your stamina shots on anyone who seems to be running even slightly out of stamina.

Other than that, having a good balance in positioning your crew members and assigning the igniter to the right crew member is the key in getting this achievement.


Winners don’t use drugs (Don't use the doctor's shots on anyone)

A good way to make sure you don’t need any shots is to have a good balance when positioning the crew. Having those with high stamina as the leader and those with low stamina in the back, and having someone carry the igniter somewhere in the middle will take you a long way. Moreover, you can leave behind any members of the crew if they’re getting too low on either stamina or warmth, or both (especially Donald).

Take also a good use of the shrines that you come across. Commitment stone from the first shrine will boost everyone’s max stamina and warmth to 110%, which will be useful. The third shrine will take Shaman to the peak, which will reduce the crew’s stamina consumption quite a lot. Using the fourth shrine and sacrificing a member of your crew is also a good idea, especially Dr. Zenész, since you don’t need him at that point anymore.


Xenophobia (Reject all the shrine offerings)

All the shrines offer you something that will help you in the chapter. The first shrine gives you commitment stone that will boost your crew’s max stamina and warmth to 110% when you take it to the second shrine. The second shrine makes Donald consume less stamina per turn in general, while making Sarah weaker with guns. The third shrine lets you teleport Shaman to the peak, which will reduce the stamina consumption on your crew. The fourth shrine will sacrifice a member of your crew for +20% boost to max stamina and warmth for the others.

Getting this achievement means that you have to reach the peak while rejecting all of these shrines. Have the character with most stamina on the lead, while having the one with the lowest stamina in the back of the line where they will recover a bit of stamina each turn. Carrying something will burn extra stamina. Always try to keep the person carrying the igniter somewhere in the middle, since this is the best way to keep everyone warm. Note that you can also leave crew members behind, unless you are going for the “Liam Ferohn-gau” achievement as well.

Version History
24/12/2014 - Changes to the walkthroughs in Chapter 6: Suicide Mission to Save the World.
7/5/2015 - Changes to the Sgt Burden achievement description (thanks to Mango Doxin), added images for easier navigation, other minor changes.
31/5/2015 - Added a section for the Last Chapter achievements.
1/6/2015 - Added the Last Chapter name.
30/8/2015 - Added clarifications to a few achievement descriptions (thanks to Mage-7), revised the guide, other minor changes.
12/9/2015 - Changes to the Comedian achievement description (thanks to Neku & Dryunya).
4/11/2015 - Changes to the They Won't See Me Coming & Sgt Burden achievement descriptions (thanks to Diamond Tiara & m66 Bv).
1/1/2016 - Added a note about the saving system in the game (thanks to FordGT90Concept).
21/8/2016 - Changes to the Doctor achievement description (thanks to Winterman47).
12/5/2017 - Changes to the Let's talk about it & I don't like risks achievement descriptions (thanks to whalesharker, NightQuest & LordPotato420).
64 Comments
Ice_Tea_Zero 15 Jun, 2024 @ 4:48pm 
Some small tips for Chapter 4.

For the death speech, you can kill someone and do the speech after the day ended.

it doesn't matter for the Psychiatrist achievement if someone dies as long nobody become depressed. I killed the doctor on Day 2 since he get depressed very easily. Just remember to make medicine before killing him in case if anyone get infected by medusa. If you run out of antidotes and someone get infected, kill him/her instead of letting him/her die. Killing Donald or Sahra always make her/his partner depressed. If you wanna get rid of everyone except Jack, then wait until Donald or Sahra get infected with medusa and kill the one that isn't infected first before killing the infected one. I lost everyone except Jack 9 days before the rescue and had plenty of food and no problems to keep Jack's morale high.
Chiffarius 18 Jul, 2023 @ 12:54pm 
And i just found out that "Talk" action stops morale drop and actually slowly recovers it over several days.
Hope 31 Dec, 2022 @ 6:45pm 
since it wasn't mentioned here, I just want to say you can do the death speech after someone runs off, it doesn't have to be exclusively for the medusa virus as stated, and secondly, the wild predator speech can also be given the night you hear the howls which (from my experience) seems to negate most of the morale drain from a predator attack
toomanynights 12 May, 2021 @ 8:50am 
On OriginalLite it's possible to achieve both "From zero to hero" and "Speed climb" in one sitting.
To do that, you have to follow the Speed Climb guide above: leave ol' Don behind on the very first turn etc. BUT on the second stop you can actually get Chad Don in your team, even though you abandoned Virgin Don before. After that, all you have to do is let Chad Don lead all the time, pushing him forward with drugs if necessary, and follow the rest of the guide for Speed Climb ahievement.
PS Note that you'll hardly fit any other achievement in that playthrough, because even with maintaining perfect balance, you still just barely manage to get there before turn 32. It's definitely not possible without drugs, nor without shrine blessings, and I'm pretty certain you can't make it through the last leg without sacrificing Sarah.
Hummus 4 Dec, 2020 @ 8:46am 
Im getting groups of 3 ememies at once as early as the last half of leg 2, its definitely common, just less often
Seeker22 27 Aug, 2020 @ 9:49pm 
The psychiatrist achievement: It becomes very easy (almost too easy) if you talk to each member once in the first 2 days.
Seeker22 19 Aug, 2020 @ 8:24am 
Hi, Speed Climb achievement is possible without abandoning anyone. I played on Original Lite, kept everyone in the team till the end (including Shaman), used Commitment Stone, and granted wish to Donald. Ended up with three achievements: Liam Ferohn-gau, Winners don’t use drugs, and Speed Climb. It's definitely possible if you manage stamina well.
Melware 14 Dec, 2019 @ 5:10pm 
What RobbedACop said should be added to the guide, before realizing I must talk to everyone at least once, trying for that achievement was hell
X 6 Jul, 2019 @ 11:06am 
Chapter 4
Don't let anyone become depressed. <--- thought this was impossible

If you talk everyone in the group at least once, they don't lose any kind of morale i you feed them with cooked meal [-0]. if you feed them raw it causes them to go [-1]. if you don't feed them they go [-2].

However, if you don't talk with all of them at least once. Even tho you feed with cooked meal they lose [-3] morale. So talk to them at least once.
OmnipotentNoodle 8 Jan, 2018 @ 5:07pm 
Also important to note that the last code may be a repeat