Repella Fella

Repella Fella

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The Bomb Dodger's Survival Guide (A+ Walkthrough And Achievement Guide)
By Varot
This guide will provide you with a step by step walkthrough to obtain an A+ rating as well as all the achievements the game has to offer. Please read the Notes section before you begin. Enjoy!
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Notes Before You Begin (Please Read)
Playthroughs

This game is designed for replayability and requires three separate playthroughs to unlock all the achievements. I've structured my guide with this in mind. For your first playthrough, follow the walkthrough STEP BY STEP and you will unlock the majority of the achievements as well as an A+ rating at the end of the game. For your second and third playthroughs, be sure to follow along with the Subsequent Playthrough sections throughout the guide to unlock achievements you couldn't get during your A+ run. Also feel free to choose whatever dialogue choices you want during your subsequent playthroughs to see different results since you shouldn't care about your grade anymore on those runs. Basically the guide is set up like this:

1st Playthrough (The A+ Run): You will be the "good guy". Only using violence when necessary.
2nd Playthrough (The Death Run): You will get the death related achievements in this run.
3rd Playthrough (The Cleanup Run): Final run to get any remaining achievements available.

Scoring

The game uses a points system to award you a rating at the end of the game. Following my walkthrough will get you the cream of the crop, A+. You should also unlock several other grades at the same time so there's no need for eight playthroughs to acquire all the scoring related achievements. My first run through the game I received a C+ rating but was also awarded the C and F grades. My A+ run netted me the A+ as well as the A and B ratings.

Lockpicking

Lockpicking is pretty self explanatory. There is a tutorial in the game so make sure to watch it. I've listed the correct sequence for every pickable lock in the game. The format will be (4 3 1 2). Once you've come across a lock in the game this will make sense. Just start at 1 and move right or left to 2, etc.

Hacking

Hacking is also self explanatory. Watch the tutorial in the game. It's just a memory game where you have to match the colored symbols on the screen before the time runs out. There will be a color sequence displayed at the top of the screen that you have to follow so if it's red, green, yellow then match the colored shapes in that order. The one thing to keep in mind is that you have to match ALL of one color before moving on to the next. So for the example given, match ALL red then ALL green followed by ALL yellow.

Bibliophile Achievement

This is the only achievement I don't call out in the guide. You only have to read 20 pieces of material to unlock this and every scene in the game is riddled with things to read, examine, etc. If I pointed out everything you could interact with in the game this guide would be twice as long. So just click on every newspaper, pamphlet, etc. that you see until this achievement pops. If you read everything you see then you should get this when you're exploring the Bushranger's Shack.

Other Achievements

All other achievements will be obtained during the course of the walkthrough. They will be in bold and capital letters like so: ACHIEVEMENT. At the end of the walkthrough, I will calculate how many achievements you should have earned on each of your three playthroughs. There will also be an appendix at the end of this guide that will list each achievement and the requirements to unlock it in the order they can be obtained in the game.

DLC And Mods

There is one DLC and one Mod available for the game. The DLC is optional and no achievements are tied to it. That being said it's a pretty funny DLC and worth the $1.00 price. I point out where this can be accessed in game. The Mod, the Cheevos Dealer, IS required for an achievement. You can find the link for this at the top of the game discussion page. I downloaded it and it worked fine, no issues at all. I point out where he is located in game as well. My suggestion is to install the mod but DO NOT interact with the Cheevos Dealer at all until you've followed the guide and unlocked all the achievements you actually want to earn. The whole point of the mod is so you can unlock all the achievements without having to do the work and who wants that. Save him for when you only have some scoring achievements left to get. When I finally interacted with him I only had two achievements left to unlock, Tinkerer (which he is required for) and the F+ rating.

Read And Interact With Everything

Feel free to read (for the Bibliophile achievement as noted above) and interact with everything. All descriptions are voice acted and the developer did a great job filling the world with lore and interesting things to read. I encourage you to immerse yourself in the world. If there is something that you shouldn't pick up I mention this in the walkthrough.

Saving

There is only one save game slot. I will tell you when to save your game during the walkthrough before any tricky bits. You can try and get fancy using the one save game slot to grab a bunch of achievements so you don't have to do multiple playthroughs but I will not be pointing out how or when to do this. I've structured my guide for three playthroughs like the developer intended. If you choose to try and use the save slot to grab achievements and save time please do not hold me responsible if you screw something up and don't end up with an A+. Thanks.

Let's get started......
1968, Australia (Gettin' The Hang Of Things)
Walk to the left a bit and examine the book on the fence. This will show you the game controls. Walk to the right (ignore the lockpicks since you can't pick them up yet). Ring the bell on the counter. Walk left and examine the drain in front of the closed door. Grab the Lockpicks you saw earlier. Go back to the drain and view the tutorial on lockpicking. Pick the lock on the drain ( 3 2 1 4 ) and pick up the Car Keys. Return to the cook and interact with him to give him the keys. When the bum approaches you, choose "Offer him a beer" to unlock DRINKING BUDDY.

Subsequent Playthroughs 2nd Playthrough: With the bum, choose "Give him some change" to unlock ENABLER 3rd Playthrough: With the bum, choose "Put him back to sleep" to unlock OUT LIKE A LIGHT
Unknown Location (You'll See)
Walk to the right and DO NOT click on the sleeping Viet Cong soldier. Just leave him be. Click on the pile of green leaves right after him to reveal a trap. Keep going right and there will be a tripwire next to a ladder. Disable it. Keep going right and you'll see a board laying on the ground in front of a wooden door. It's another trap. Click on it to step over it. Click on the door and choose "Toss a grenade inside". If you left the sleeping Viet Cong soldier alone PACIFIST should unlock during the cutscene.

Subsequent Playthroughs 2nd Playthrough: Just run into any trap in the tunnel to unlock YOU DIED. Also feel free to interact with the sleeping Viet Cong and choose whichever option you'd like.

During the cutscene, choose to have the pilot "Follow orders".
Butterworth's (Back Room)
Click on the light switch to the right of the door and then pick up the Wooden Board on the floor. Walk right and try to turn the valve. Pick up the Spatula on the floor. Examine the computer monitor on the wall. Walk back to the dead man you passed and examine him. Choose "Prod his hands and see what's there". Pick up the Data Tape. Go back to the computer and "Insert the tape you found". Go back to the valve and turn it. Examine the now opened hole. Click on the valve two more times and then enter the open hole. Enjoy the opening credits.

Subsequent Playthroughs 2nd Playthrough: Examine the pig and try all options on him. This is just an extra cutscene but I didn't include it in the main walkthrough since you don't want to be too violent in the A+ run.
Unknown Location (Survival Capsule)
Walk to the right and read the Daybook on the table. Open the top drawer to receive a Hammer. Talk to the G.A.R.N. AI speaker on the table and exhaust all dialogue. Now walk left and listen to the tape recorder above the toilet. Examine the big computer on the wall and choose the STR training option. Each option will award an achievement at the end of the game.

Subsequent Playthroughs 2nd Playthrough: Choose the INT training option to unlock the corresponding achievement at the end of the game.

Now click on the bed and choose "Settle in for the night". During the cutscenes you will be presented with a few choices. For the first one with Alexandra, choose "Shoot her with your pistol".

Subsequent Playthroughs 2nd Playthrough: Choose "She's nervous, try to calm her down" to die for progress towards ABSENT MINDED.

For the next choice on the bridge, choose "Use the hammer". For the choice with the medic, choose "Let him live, put him to sleep first". You will be on a train now and have some more choices to make here. For the first guard, choose "Shoot from a distance". For the next guard, choose "Throw him off the train".
Unknown Location (R.A.E.F. Supply Train)
Walk right and pick the lock of the box on the wall ( 5 2 1 3 4 6 ). Pick up the .22LR Pistol and interact with the button. Choose "Press the green button". This will free the prisoners. Pick up the Kitchen Knife on the counter. Keep going right and notice the soldier asleep with a cup of tea in front of him. Pick up the Lockpicks on the top shelf. Open the top drawer and listen to the cassette. Open the bottom drawer to receive the Bloody Rippa Grip. This is one of three minigun parts you have to find to unlock an achievement. Pick up the Vodka Bottle on the ground. Click on the guard who is passed out in the doorway. Choose whichever option you want here for the first choice. For the second choice, choose "Let him live". Now walk back to the man with the tea cup. Pick up the Tea Mug. Go left and examine the fridge. Choose to "Add an emetic to the drink" and then examine the man to wake him up. Go left and interact with him again. Choose to "Throw him from the train".
Bushranger's Shack
Talk to Alexandra and exhaust all dialogue. When she asks why you took her along choose "I didn't want to shoot you". Click on the square piece of wood on the floor to the left of the door and listen to the audio cassette. Grab the Lockpicks on the table and read Ned's diary next to the cardboard box. Head outside.

Talk to Henry (the guy walking left and right). Watch the tutorial on hacking and then hack the device. Pick up the Dart in the safe. Pick up the Screwdriver on the fence slightly to the left of you, underneath the red tarp. Head left and talk to the guy leaning against the tree.

Subsequent Playthroughs 2nd and 3rd Playthroughs: If you've downloaded the Cheevos mod (see Notes section of this guide), the Cheevos Dealer will be standing here next to a fence in the foreground of the scene. I recommend not talking to him until you've unlocked every achievement you're interested in obtaining yourself first. See the screenshot below for his location. You will unlock TINKERER when you finally talk to him.



Now head right and examine the engine for a laugh. Listen to the audio cassette right above it. Talk to the man cutting up the deer and then talk to the man sitting on the roof. Now pick the lock on the case under the man with the deer ( 10 9 6 3 1 2 4 5 7 8 ) to receive the A.A. Launcher. Click on the generator under the satellite dish for a cutscene. Pick up the Rope on the far right of the fence, next to the cow's head. Finally, talk to Pete and Ned. Pete will give you the Bomb Dodger's Bible. This thing is 120+ pages of lore. You can press C at any time during the game to read through it if you choose. Speak to Ned again and choose to "Head out for the day".

You will watch another cutscene with several choices. For the first choice, pick "Jam the screwdriver in his head". Then for the next choice, pick "Use your handgun". In the basement choose "Use the grenade on the wall".

Subsequent Playthroughs 2nd Playthrough: Choose "16% Let fate decide". If you die, this should count towards the GAMBLOR achievement.

For the final choice here pick "Shoot it down with the MPADS".

Special Note If you've been diligent in reading everything you can (as I mentioned in the notes at the beginning of this guide) then you should have unlocked BIBLIOPHILE while exploring this area. If not, just read some more stuff as you progress until it pops.
Unknown Location (Crash Site)
Press C to read your orders (if you can lol). Examine the rock next to the front wheel, the front wheel itself and the blood trail leading to the woods. Next examine the blood splatter on the right side of the open door and then examine the inside of the vehicle. Click on the steering wheel and then the blood on the passenger's seat. Exit the close up. Finally, inspect the tire tracks behind the vehicle and pick the lock on the rear door ( 7 6 4 1 2 3 5 8 ). Examine the revolver on the rear seat. This should unlock OBSERVANT. Talk to your superior and choose to "Submit your report".
Sepporo City (Kenji's)
Press C to view Matilda's target. DO NOT RUN in this scene. If Alan spots you, you will die. Just walk past him when I tell you to and don't stop until the eye icon above him disappears. SAVE YOUR GAME here just to be safe.

Subsequent Playthroughs 2nd Playthrough: Run past Alan to die again for progress towards ABSENT MINDED.

Walk to the left and stop right at the end of the wire gate. If you walk too far and the eye icon appears above Alan just walk back a few steps until his sight bar starts to go back down. When you're in the right spot click on Alan to identify him. Now walk, without stopping, until you are past Alan. Talk to the police droid over here. You will notice three cardboard boxes piled up here. Click on the smallest of the three to find a Bolt. Click on the Happyads screen to watch some ads if you want. Examine the garbage next to the banana peel to get the Jammed IMAC-45. Inspect the control panel under the Floater Conversions sign.

Subsequent Playthroughs 2nd Playthrough: Enter the code ( 8 4 8 7 ) into the control panel now. This should unlock BZZT!. You should also unlock ABSENT MINDED for dying four times if you've gotten the three deaths I mentioned earlier. If it doesn't unlock, don't worry. I'll point out more chances to die in the guide.

Walk back to the right and stop behind Alan. There should now be a brochure in the middle of the road. Examine it. This will allow you to hack the droid to do your dirty work. Walk all the way back to your car and examine the trunk. Pick the lock ( 6 4 3 1 2 5 ) and then open the trunk. THIEVING ***STARD should have unlocked. This gives you the IMAC-45. Examine the window above the One-Stop Ammo Shop sign and choose to "Throw the bolt at the window". Then choose "Try something else".

Subsequent Playthroughs 2nd Playthrough: Feel free to show the guy in the window what he wants. You'll receive the code right away.

Now examine the gate under the No Entry sign. Pick the lock ( 9 8 5 3 1 2 4 6 7 10 ). You will receive the Meat Pie. Click on the guy in the window and choose to "Give him the pie". He will give you the code for the control panel in return. You now have three ways to eliminate Alan. For the A+ playthrough, you're going to hack the droid. This will set you up for another achievement later. SAVE YOUR GAME. Walk back to the left and examine the droid. Examine him again and choose "[Hack] have the droid kill Alan". You only have one chance to do this so if you fail just reload the save you just made. When you succeed you will unlock DELEGATOR.

Subsequent Playthroughs 2nd Playthrough: Click on Alan and choose "Use your SMG on Alan" to unlock BREATHE EASY. 3rd Playthrough: Enter the code ( 8 4 8 7 ) into the control panel and then click on the panel again. Choose "Lower the bollards and crush Alan" to unlock PEDAL TO THE METAL.

Another cutscene with more choices will play. For choice one pick "String him up". For the Koala, choose "Throw the bag at it".

Subsequent Playthroughs 2nd Playthrough: For the Koala, choose "[50%] Try to stab it" for more progress towards GAMBLOR if you die.

For the interrogation, choose "Use words to convince him".
Shambles Part One (Entrance)
Start by going up the stairs to the lookout. Examine the writing on the left wall. This points out the location of an item you will be getting in a bit.

Subsequent Playthroughs 2nd Playthrough: Examine the cigarette to take a drag. This is part of another achievement that can't be completed during an A+ run.

Head back downstairs. Talk to the guard against the wall. Talk to the guy at the grill and then examine the creature in the pen. Now pick the lock on the stable door ( 6 5 3 2 1 4 7 8 ) and go inside. Pick up the Lockpicks on the floor and read Bruce's diary. Grab the Bow And Arrows then leave the stable. Continue right and talk to the red haired slapper. Grab the Ceramic Plate off the table and then talk to the slapper holding a cigarette. Keep walking to the right and a little girl will give you a hug. Enter Staples Pub.

Inside, grab the Lasso right above your head. Talk to the bartender and exhaust all dialogue options. Read the book he puts on the counter. Examine the ashtray next to the beer taps to receive an Unknown Number. Then talk to the guy leaning against the counter. Head back outside. Go back towards the stables and talk to Bruce who is standing in front of the pile of hay. For this playthrough, choose "Throw him in with the pigs".

Subsequent Playthroughs 2nd Playthrough: Choose "Cut off his knob" to set yourself up for two achievements later.

Walk back to the right and examine the bin with the red lid. Next, pick up the left flowerpot below you to find a Devil's Brew beer and an Echidna Coin. Talk to the shady looking guy standing next to the bin with the yellow lid. Talk to Sir Davo next to the pig pen and then speak with the spitting guard. Examine the hatch in front of the guard to receive a Giant Bee. Now run back to the left and speak with the slapper who was smoking a cigarette earlier. Run all the way right and go to the next area.
Shambles Part Two (Visitor's Shops)
Talk to the guy at the entrance four times for a cutscene lol. Enter the door above you. Grab the Lockpicks to your right. Examine the cork sticking out of the wall to the left of the door. You will be coming back to this for an achievement later. Examine the middle drawer and choose "Use the echidna coin" to receive another Devil's Brew and a Sugar Glider Coin. Now pick the lock on D. Abelev's door ( 8 5 3 1 2 4 6 7 ) and go inside. Take the Freeze Gun from the middle of the table. Examine the toilet and then listen to the cassette on the windowsill. Examine the loose board below the fire pokers. Leave the room and go downstairs. Speak with the man at the Chew N' Spew to receive Hot Coffee. Examine the trash can next to the passed out guy and then pick up the Sausage.

Subsequent Playthroughs 2nd Playthrough: DO NOT PICK UP THE SAUSAGE if you chose to cut off Davo's knob. Just trust me. Leave it alone. You'll get an item to replace it.

Examine the guy passed out at the table twice to open an interaction. Choose "Look at his pocket". Examine him again and choose "Steal his pocket contents" to receive the U.A.V. Fob. Click on the lady selling fruit to get a Pineapple. Talk to the guard standing below you and then the lady selling vegetables. SAVE YOUR GAME.

Talk to Billy who's sitting next to the cooler. You only have one chance to beat him at arm wrestling. Mash the left mouse button as fast as you can. If you fail reload the save you just made. When you win you will unlock BIG MOUTH BILLY and can loot the cooler for a Flare Gun. Talk to the guy with the saw and then the blacksmith. Try to pick the lock on the blacksmith's shop for a cutscene. You will come back here later for an achievement. Talk to the crutch thief and choose "Use a dinner plate" to get the Crutches. Pick the lock on the mailbox ( 5 1 2 3 4 6 7 8 ). There's nothing inside but it will be useful later. Talk to the man with one arm and then talk to the guards. Head to the Lower Quarter.
Shambles Part Three (Lower Quarter)
Walk to the far left and talk to the guard. Enter the blue door. Click on the last panel on the right (the one with a different symbol) to remove it from the wall. This is what the clue on the lookout tower was referring to. Pick up the Vial Of Liquid. Exit the room and enter the door at the top of the stairs. Grab the Lockpicks at the bottom left of the screen. Talk to the clergyman here. Click on the cake on the altar for an extra cutscene. Pick the lock on the drawer ( 5 4 3 1 2 6 7 8 ) to get a Taser. Lastly, there's a small indentation on the top right of the altar under the bowl of kiwis. Examine this and choose "Use the sugar glider coin" for a funny cutscene and to unlock LIQUID LUNCH. You will also receive Unknown in your inventory. Talk to the clergyman again. Leave the chapel.

Speak with the Nimbin hunter by the wagon. Choose "Throw the giant bee at him". Interact with the metal bars and choose "Kill it" to unlock SHOWS OVER.

Subsequent Playthroughs 2nd Playthrough: Choose to "Release it" to unlock BE FREE as well as a second achievement that will pop later. I'll point out when that happens.

Walk right and interact with the sword in the stone. This drains the toilet you inspected earlier. Enter the souvenir shop. Grab the Pliers from the middle of the workbench and read the green book to the right. Head back outside.
Shambles Part Four (Cleanup And Achievements)
Now that you have explored the whole town you can progress and grab a bunch of achievements. First head back to the Shambles Entrance and examine the bin with the red lid again. Choose to "Sabotage the revolvers". Click on the red headed slapper and you will give her the Pineapple unlocking GENERATION GAP. Talk to the other slapper to have her lure Sir Davo away. Enter the pub and speak with the guy leaning against the counter again. In the secret hideout look at the piece of paper on the floor. This is a clue for an encounter later in the game. Click on the red TV to listen to an emergency broadcast if you'd like. Pick up the Empty Syringe next to the black box and also grab the Soldier Helmet. Leave the room.

SPECIAL NOTE If you purchased the Ned Kelly Skin DLC there will be a man here now. He is part of the DLC. Talk to him and enjoy. Well worth the $1.00 price in my opinion. See the screenshot below for the man in question.


Head outside and go back to the blue door at the far left. Enter. Watch the cutscene and you should unlock JUST LOOK AT HIM.

Subsequent Playthroughs 2nd Playthrough: If you chose to cut off Davo's knob you should unlock OVERKILL here. Also make sure to pick up Davo's Knob from the floor when you regain control of your character.

Grab the Soldier Uniform from the table on the right. Leave the room and go back to the Visitor's Shops. Enter the door next to the Chew N' Spew and interact with the dog, Goose. Interact with him again and choose "Persuade it with some sausage". You will acquire Goose and unlock SHORT, LONG & BLACK.

Subsequent Playthroughs 2nd Playthrough: If you have Davo's Knob choose to "Offer leftovers" to feed it to Goose. You will acquire Goose and unlock REPELLANT FELLANT.

Enter the door here and examine the now drained toilet to get a Trench Broom. Head back to the Lower Quarter and examine the hole on the wall under the Shops sign. Choose "Use Goose to get his money back". You should unlock SAVIOR and receive a Corkscrew which you can now use on the cork I pointed out earlier. Head back to where you acquired Goose and click on the cork in the wall. Choose "Use the corkscrew to pull it out". Examine the hole and you will witness a cameo from The Witcher's Ciri and unlock WHITE HAIRED LADY. Enter the room and examine the loose floorboard. You can now remove it. Listen to the two audio cassettes found there. Leave and head back to the Shambles Entrance. The slapper who helped you with Davo will offer you her wares. SAY NO. If you say yes, you won't get an A+. So choose "Nah".

Subsequent Playthroughs 2nd Playthrough: Say "Yeah" to the slapper. You will unlock CROTCH CRICKETS and receive Crabs in your inventory. You will also unlock PARTY TIME if you smoked the cig I pointed out earlier and drank at least one of the three beers to be found in Shambles.

Head to the right and speak with the shady guy near the yellow lid. Head left and talk to Bruce to receive a Horse. Go all the way left and talk to Shane who is leaning against the wall. Choose "Tell Shane about the dealer's plan" to receive some Zymvial and unlock ZYMVIAL. Head all the way right to the guarded gate near the Lower Quarter. Examine the guards and choose "Wear the uniform and go inside". Examine the candles on the left to raise the picture on the wall. Read the yellow book and interact with the phone. You will call the Unknown Number that was under the ashtray in the pub and unlock OLD FONE, LOCAL CALL. Interact with the Red Seal and choose "Take the seal and leave". You will unlock WHAT KIND OF A SEAL? and receive the Red Seal in your inventory. During the cutscene, choose "Allow a friend to help". Go all the way back to the secret hideout and interact with the forger to hand over the Zymvial and Red Seal. Head back to the Shambles Entrance and a cutscene will play. During the scene choose "Use the trench broom".

After the cutscene you will be inside the pub. Talk to the A.E.A. agent and then leave the pub. Run to the right until you reach the mailbox you unlocked earlier. Interact with it and you will receive the Blacksmith's Letter. Return to the agent and give him the letter. Choose "Tell him Butler isn't dangerous" when prompted. You should unlock POTENTIAL CANDIDATE. The letter will now be sitting on the bar if you want to read it. Run back to the blacksmith's shop and you can now pick the lock on the door ( 7 5 2 1 3 4 6 8 ). Enter the door and you should unlock PLUNDERER. Activate the burner on the right side of the screen to shed some light on the situation. See the screenshot below if you can't find it. My cursor is right on top of it.


Read the book on the table and grab the Grenade Launcher next to it. Lastly, take the Lockpicks on the right side of the table. Leave and go back to the secret hideout. Interact with the red passport on the bed and choose "Take the papers and leave Shambles". You will receive the Travel Papers. SAVE YOUR GAME. Leave and head back to Shambles Entrance. You will be confronted by the crutch thief again. Since you sabotaged her revolvers in the trash can earlier, choose "Tell her to shoot you" to unlock FACEOFF.

Subsequent Playthroughs 2nd Playthrough: If you freed the Nimbin earlier then a cutscene will play when you take the Travel Papers and you should unlock THINNING THE HERD.

Another cutscene with choices will play. For the first choice, choose "Launch a gas grenade". For the Russian lady, choose "Do nothing". At the checkpoint, choose "Let him make the call". With Alexandra, choose "Ask her about herself".

SPECIAL NOTE I had you save your game before these cutscenes just in case. You should be let through the checkpoint with no problems. If, for some reason, things don't go smoothly when you choose to Let him make the call just reload and choose "Use the emergency U.A.V." instead.
Highgate Apartments (Landing Pad And 27th Floor)
Press C to see Matilda's new target if you'd like. Walk to the left and note the two red hooks on the railing. Pick up the black case under the vent to receive the Swagman .45. Pick the lock on the wall ( 10 8 7 5 1 2 3 4 6 9 ). Examine the white note on the now open panel to receive the Illicitus Number. Examine the vent to see a spark plug inside. Enter the door.

Examine the window to see a drill hanging from a rope. Examine the fire hose and then pick the lock ( 10 9 6 1 2 3 4 5 7 8 ). Pick up the Fire Hose. Now examine the scanner under the number 27 on the wall. SAVE YOUR GAME. Hack the scanner. You only have one chance. If you fail just reload the save you just made. You're going for an achievement here. When you succeed you should unlock BLAZE CONSTRUCTING.

Special Note If you fail hacking the shutter or just don't want to be bothered because you already unlocked the hacking achievement, you can go to the roof and click on the two red hooks we passed earlier. Choose "Abseil to the 27th floor" to smash through the window behind the shutter and deactivate it.

Try to hack room 2704's keypad for a cutscene. Knock on room 2704's door. Knock on door 2703. Click on the bottom part of the phone to pick up a Random Number. Now examine the phone and choose "Call the random number" for a cutscene. Use the phone again and choose "Order some drugs". Walk past the elevator and click on the Happyads screen to watch some ads if you want. Click on the table below the ads and "Open the left drawer" to get an Electric Screwdriver. Click on the table again and "Open the right drawer" to read a work order for room 2703. Knock on door 2702. Knock on door 2702 again for another brief cutscene. Note the smoke detector on the wall, you will be coming back here shortly. Knock on door 2701.

Run to the right and interact with the picture of a tunnel next to the phone. Knock on door 2703 for another brief cutscene. Head back to the roof. You will receive some Illicitus Drugs. Walk left to the vent with the spark plug inside, examine it and choose "Use the screwdriver to open the vent". You will receive the Sparkplug. Examine the open vent to receive the 2702 Code. Go back downstairs. Interact with the window and choose "Break the glass with the sparkplug" to receive a Drill.

You now have two options on how to proceed. For this playthrough, go to room 2702 and interact with the door. Choose "Enter door code and plant drugs". Go to the phone and choose "Call the police on resident 2702". Talk to the lady in 2703 again. You should have unlocked IN THE CLINK and P.L.O.D.

Special Note If there were four cops during the cutscene, head back to room 2702 and listen to the recording on the floor. If there was only two cops this recording will not be there.

Subsequent Playthroughs 2nd Playthrough: SAVE YOUR GAME. Interact with the picture of the tunnel again and choose "Hack the device through a hole". Hack the device. If you fail just reload your save. Go to room 2702 and knock on the door. You should have unlocked SAY AGAIN?.

Run back to the right and talk to the drunk man who has appeared.
Highgate Apartments (Room 2704)
Read the binder on the mattress if you want. Pick up a Sharp Pin on the left of the keyboard. You should unlock IF IT AIN'T NAILED DOWN. Click on the pipe bomb to find out you need a battery. Examine the pizza flyer above the pipe bomb. Click on the armoire doors and choose "Take the QNBot and one of Michael's toes". You will receive the QNBot 3.0. Open the drawer below that for a book to read if you want. Leave the room. Run back to the smoke detector and interact with it. Choose "Eject the battery" and then pick up the battery from the floor. You will get a 9V Battery. Go back to room 2704. Interact with the pipe bomb and choose "Insert the 9V battery". You receive the Pipe Bomb.

You now have three options to proceed. For this playthrough, run back to the phone in the hall and choose "Commence option 2". You should unlock READY AND WAITING.

Subsequent Playthroughs 2nd Playthrough: Click on the sliding glass door on the right side of room 2704 to go out to the balcony. Click on the trellis on the left and choose "[66%] Commence option 3". If you have picked the percent options I've mentioned before and died you should unlock GAMBLOR here when you perish this time. When you succeed in making it across you will unlock RISKY BUSINESS. 3rd Playthrough: Click on the gun leaning against the wall in room 2704 and choose "Commence option 1". You will unlock CHAOS.

The only thing to do in the kitchen is to open the cabinet to the right of the stove. Click it and choose "See what's inside".
Birka Part One (Trading Outpost And Servo Station)
You will be approached by a man offering you a tour. Choose to "Take the tour". Then choose "Use the freezing gun". Pick the lock on the doggy door to the right ( 10 9 7 5 4 3 1 2 6 8 ). Examine the case next to the outhouse to find out you need a code. Examine the outhouse to receive a Crowbar. Talk to the guard smoking a cigarette. Talk to the man playing guitar. Now talk to Ned and exhaust all dialogue options. Talk to Alexandra. Enter the Servo station.

Talk to the man behind the counter. Examine the poster below the record player and choose "Look at the poster". Listen to the cassette on the floor next to the cardboard boxes. Examine the man lying on the floor and choose "Try to wake him up". Leave the store. Talk to the kid who has appeared near the frozen river. Notice the wooden board with Watch Your Step written on it as you will be coming back here shortly. Talk to the man fishing and then talk to the guard by the green gate. Examine the green mailbox on the red building and choose "Listen to the cassette stashed inside". You will receive an Explosives Code. Talk to the lady picking up dumplings. Click on the door of the bomb shelter for a brief cutscene. Notice the lock on the blue container. You will access this later on.

Now it's time for an achievement. On the left side of the road you will see a red can. You need to kick this can all the way to the doggy door you unlocked earlier. The physics are a little finicky. Just walk towards the can and you should automatically kick it. If you don't, just back up and walk away a few steps then walk towards it again. Stick with it and eventually you will reach the doggy door. When you do you will unlock GOAL!

Now that you have the code, you can open the case next to the outhouse. Examine it and choose "Use the code from the cassette". You will receive Dynamite. Click on the open door of the food truck next to the guard smoking a cigarette. Choose "Ask Alexandra to lure him away". Click on the door again to acquire Pelmeni. Click on the QNBot that has appeared. Walk back to the outhouse and click on the QNBot again. Choose "Leave it alone". You can now pick it up to get the QNBot 2.0. Talk to the dumpling lady again and she'll move near the green gate. Talk to her once more and then click on her and choose "Ask to taste the food" followed by "Poison the food". Now enter the red building.
Birka Part Two (Fallout Shelter And Cleanup)
Choose "Ask it what it wants". Listen to the cassette on the left set of shelves near the back wall. You should unlock ATTENTIVE if you haven't already. Grab the Lockpicks to the left of the generator. Talk to the guy sitting against the wall. Choose "Convince him to live". Leave the shelter and go inside Ferguson's Robotics. Examine the QNBot behind Hamish for a cutscene and then click on the drawers below it. Choose "Open the middle drawer" to receive a Rope Ladder. Listen to the cassette below the drawers. Click on the red toolbox to get a Sniping Manual. Examine the big yellow robot for another cutscene. Finally talk to the man on the right. Leave the shop.

Now you have to deal with the Brabi. Talk to the guitar guy again for a minor cutscene and go examine the wooden board with Watch Your Step written on it. Choose "Pry it open and lower the ladder". Click on the hole to enter the tunnel. Walk left and examine the Brabi. Choose "Shove the QNBot inside". Go back into Ferguson's and speak with Hamish. He will give you a Spray Bottle. You should have unlocked WONDERLAND as well. Leave the store.

Subsequent Playthroughs You can go back to the kid by the frozen river and talk to him. Choose "Take him to Warren" if you want to see what happens. Just pointing this out for the completionist's out there.

Walk to the left and pick up the gold canister on the ground. Choose "Get a shot off fast". You can click on the canister again to read a newspaper if you want. Enter the servo station. Click on the sleeping man and choose "Spray him in the face". Leave and talk to Ned. Talk to the guy playing guitar and you'll get a Slaver Rifle. Talk to the fisherman. Enter Ferguson's Robotics for a cutscene. You will receive Macrojets when you regain control of your character. Leave the shop. Walk left and interact with the man next to the blue container. Choose "Use the shrinking dart". Pick up the Hook Earring off the ground and interact with the pile of clothes. Choose "Take him with you" to receive the Pocket Bandit. Go to the fisherman and talk to him. Examine the fishing rod and choose "Use the hook on the rod" to receive Bities. Click on the fishing rod again and choose "See what else is down there" to get a Tenner.

Enter the servo station and examine the poster below the record player again. Choose to "Buy the $10 poster". Grab the poster to receive WW2 Propaganda. Grab the Blowtorch that was behind the poster. Leave the store. Run to the left and examine the locked door on the blue container. Choose "Cut through it with the blow torch". Enter the Shoot & Scoot.

Pick up the Minigun Barrels on top of the weapon locker. Open locker 123. Read the notebook and listen to the cassette next to it. Click on the radio and choose "Call the current frequency". Grab the Lockpicks next to the TV. Click on the nesting dolls three times and then grab the Detonator that fell out. Click on the TV for a short scene. Open locker 122 to see a picture of Ray, Matilda and Alex. Read Ray's journal on the table. Head back outside.

Enter the servo station. Click on the ladder to the right and choose "[100%] Take a trained shot". Return the rifle to the man playing guitar and choose "Don't mention anything". You should have unlocked CRACKIN' SHOT as well. Now interact with the green gate and choose "Jump the gate and plant the bugs". Interact with the green gate again and choose "Head up to the apartments".

Get ready for a LONG cutscene with choices. You'll only have one option for the first choice so pick it. For the scene with the trafficker, choose "Use the QNBot from room 2704". Next, again only one option so pick it. For the next option, choose "Let her fend for herself". During the chase, choose "Shoot him with the flare gun". During all those cutscenes you should have also unlocked PRIYATNOGO APPETITA!
Unknown Location (Bathroom And Achievement Wrapup)
Click on the stall next to Matilda and you will receive the Minigun Receiver. This should also unlock NEXT TIME... Talk to Ned. Pet Goose. Talk to Alexandra. Talk to her again for a brief scene. Talk to Ray. Listen to the four cassettes under the sink. Talk to Matilda.

WATCH THE CREDITS!!!!!! There are more achievements to be had during the credits.

During the credits, you will be presented with a choice of which faction you want to join. For this playthrough, choose A.E.A. which will unlock VOTED: A.E.A.

Subsequent Playthroughs 2nd Playthrough: Choose to join the A.F.S. to unlock VOTED: A.F.S. 3rd Playthrough: Choose to join the M.S.S. to unlock VOTED: M.S.S.

You will also be presented with your grade. If you followed my walkthrough step by step and didn't deviate you should have received an A+ (as shown in the screenshot below) unlocking REPELLA FELLA as well as some other grade achievements.


There will now be several scenes showing characters that you interacted with throughout the game. During the scene with Ray, since we gave him the detonator, you should unlock CLICK! CLICK! CLICK! On your first playthrough you should also have unlocked [STR] if you picked it at the beginning of the game like I suggested.

Subsequent Playthroughs 2nd Playthrough: You should unlock [INT] if you picked STR for your first playthrough.
Conclusion And Achievement Tallies
And there you have it. Congratulations on your A+. Listed below is a summary of how many achievements you can earn for each playthrough if you follow my guide as it's written:

1st Playthrough (A+ Run): You will unlock AT LEAST 35 achievements (could be more depending on how many scoring achievements you are awarded at the end of the game)

2nd Playthrough (Death Run): You will unlock AT LEAST another 16 achievements here (again it could be more depending on how many scoring achievements you are awarded at the end of the game)

3rd Playthrough (Cleanup Run): You will unlock AT LEAST 4 more achievements here (again depending on scoring achievements granted to you)

That is a total of 55 achievements. Most likely you will have closer to 60 once you've completed your third playthrough. You should only be missing TINKERER and one or two scoring achievements. So at this point feel free to talk to the Cheevos Dealer I mentioned in the walkthrough to unlock TINKERER for speaking with him and whatever scoring achievement/s you don't have. Here is his location again:



Thank you for reading my guide. I hope it helped you enjoy the game. If there's anything I missed please let me know in the comments.

Thank you - Varot
Appendix 1: Achievements
Achievements are listed in the order they can be obtained in the game. All achievements are picked up during the walkthrough and are just listed here for convenience:

1) Drinking Buddy: Offer the bum a beer

2) Enabler: Offer the bum some change

3) Out Like A Light: Put the bum back to sleep

4) Pacifist: Leave the sleeping Viet Cong alone (Don't kill him)

5) You Died: Die once

6) Bibliophile: Read 20 pieces of written material throughout the game

7) Observant: Find the revolver on the rear seat at the Crash Site

8) Bzzt: Enter code 8487 into the control panel BEFORE receiving the code in game

9) Absent Minded: Die at least 4 times in one playthrough

10) Thieving ***tard: Pick 5 locks

11) Delegator: Have the police droid kill Alan

12) Breathe Easy: Use your SMG to kill Alan

13) Pedal To The Metal: Enter the code 8487 into the control panel and kill Alan with your car

14) Big Mouth Billy: Beat Billy at arm wrestling

15) Liquid Lunch: Drink all 3 Devil's Brew beers in Shambles

16) Show's Over: Kill the Nimbin

17) Be Free: Release the Nimbin

18) Generation Gap: Give the pineapple to the slapper

19) Just Look At Him: Embarrass Sir Davo. (Do not take Davo's Knob if going for this achievement)

20) Overkill: Cut off Sir Davo's knob

21) Short, Long & Black: Acquire Goose as a companion

22) Repellant Fellant: Acquire Goose as a companion by feeding him leftovers (Davo's knob)

23) Savior: Get the fighter's money back

24) White Haired Lady: Find Ciri in Shambles

25) Crotch Crickets: Sleep with the slapper in Shambles

26) Party Time: Smoke the cig, drink a Devil's Brew and sleep with the slapper in Shambles

27) Zymvial: Acquire Zymvial for the forger in Shambles

28) Old Fone, Local Call: Call the unknown number on the phone in the magistrate's office

29) What Kind Of A Seal?: Acquire the red seal

30) Potential Candidate: Help the A.E.A. agent in Shambles

31) Plunderer: Gain access to the blacksmith's shop after he's taken away

32) Faceoff: Sabotage the crutch thief's guns and tell her to shoot you

33) Thinning The Herd: Unlocks during a cutscene when you leave Shambles if you freed the Nimbin

34) Blaze Constructing: Hack 3 devices

35) In The Clink: Plant drugs on resident 2702 at the Highgate apartments

36) P.L.O.D.: Hack the droid at Kenji's and plant drugs on resident 2702 in the same playthrough

37) Say Again?: Hack resident 2703's stereo at the Highgate apartments

38) If It Ain't Nailed Down: Collect 60 items during a playthrough

39) Ready And Waiting: Commence option 2 at Highgate apartments

40) Gamblor: Roll the dice and die 3 different times in a single playthrough

41) Risky Business: Commence option 3 at Highgate apartments and succeed

42) Chaos: Commence option 1 at Highgate apartments

43) Goal: Kick the red can from the entrance of Birka to the doggy door on the opposite side

44) Attentive: Listen to 10 audio cassettes during a playthrough

45) Wonderland: Deal with the Brabi

46) Crackin' Shot: Read the sniper manual and take a 100% trained shot in Birka

47) Priyatnogo Appetita: Poison the food the dumpling lady is holding at the green gate in Birka

48) Next Time: Find all 3 minigun parts in one playthrough

49) Voted A.E.A.: Side with the A.E.A. during the closing credits

50) Voted A.F.S.: Side with the A.F.S. during the closing credits

51) Voted M.S.S.: side with the M.S.S. during the closing credits

52) Click! Click! Click!: Unlocks during the post credit scenes if you gave Ray the detonator

53) [STR]: Unlocks at the end of the game if you chose the STR training program on the capsule

54) [INT]: Unlocks at the end of the game if you chose the INT training program on the capsule

55) Repella Fella: Unlocked for scoring an A+

56) Sick C***: Unlocked for scoring an A

57) Bloody Rippa: Unlocked for scoring a B+

58) You Beauty: Unlocked for scoring a B

59) C: Unlocked for scoring a C+

60) C: Unlocked for scoring a C

Special Note That is not a typo. Both scoring achievements for C and C+ are called C.

61) F+: Unlocked for scoring an F+

62) F: Unlocked for scoring an F

63) Tinkerer: Unlocked by speaking with the Cheevos Dealer. See notes section under DLC And Mods.



8 Comments
Maya 18 Apr @ 4:48pm 
Haha, well, I replayed it quickly to get to that point again, and there's both a can and a bottle that are kickable. Unfortunately, after a short while of kicking the can, it stops moving. The can literally kicked the can... :crykit: I might revisit the game again sometime, but for now I'll stick with what I managed to get done in my two and a bit playthroughs.
Varot  [author] 18 Apr @ 2:03pm 
Maya - I would suggest just walking the whole length of Birka . If the can is behind a foreground object you'll still kick it and will eventually see it when it gets to the other side of whatever object is obscuring it. You'll also hear a sound when you kick it which is necessary to listen for when it's behind an object. It will actually sound like an aluminum can. If you still can't find it then it's possible you may have kicked it to the left by accident and caused it to go off the left side of the screen. If that happened, I don't think it respawns and you'd have to get that achievement on a subsequent playthrough.
Varot  [author] 18 Apr @ 2:02pm 
Hi Maya. The red can SHOULD be in the road as mentioned in the guide. It's not an interactive item, meaning no icon appears on it to examine, etc. Just look for a red can in the road and when you walk into it, you'll see that you automatically kick it. If you don't see it then it's possible you may have walked into/kicked it without noticing and it could now be behind one of the foreground objects on the screen. This happens as you kick it to the right towards the doggy door.
Maya 16 Apr @ 6:25pm 
I couldn't find the red can to kick for GOAL achievement. Either it's a glitch, or I didn't trigger it to appear?
Varot  [author] 16 Jul, 2024 @ 1:42pm 
My pleasure Nicolai. Glad you found it helpful.
Chaplain Nicolai 15 Jul, 2024 @ 7:13pm 
Thank you so much for this guide!
Varot  [author] 21 Apr, 2024 @ 7:11am 
I'm glad you found it useful Primusideus. Thanks for the kind words.
Primusideus 21 Apr, 2024 @ 2:09am 
Thank you mate for this guide! Helped me a bunch :)