Aphelion 100% guide
Published by Chubuggles
A chronological route through all 11 chapters of Aphelion covering every Glyph, Audiofile, Datapad, crew body, secondary marker, and miscellaneous achievement in one playthrough plus light cleanup.
- Published
- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 8-10 hours
Difficulty
3/10, as the guide’s author rates it
Your Progress
30 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
Aphelion has 30 achievements worth 1,000 Gamerscore on Xbox Series X and Series S. There is no DLC, no online component, and no co-op. Everything is single-player and offline.
- Playthroughs: one, plus a short chapter-select cleanup if needed.
- Missables: nothing is permanently missable. Chapter select unlocks after the credits, and the main menu's Extras section has a Rollback Save option that lets you reload earlier checkpoints.
- The real risk is Webb. The game never tracks the 27 secondary markers. Chapter select shows per-chapter counts for Glyphs and Audiofiles/Datapads, but not for markers, so missing even one can mean re-scanning whole chapters. Treat every marker in this guide as something to grab before moving on.
- Difficulty-related achievements: none. Gameplay modifiers can be changed at any time.
- Status (checked 2026-10-02): the only published patch is the day-one 1.03 update. No achievement is currently confirmed unobtainable or flagged as broken.
▶How the Collectibles Work
There are 58 collectibles in total:
- 27 secondary markers for Webb. Hold the Pathfinder (LB) and look straight at the white marker until its label registers. Many share a name: nine are called "Ice Formation" and two are called "Equatorial Storm", and every one of them counts separately. The white "The Source" marker you'll see in the later chapters is not one of the 27. Some markers sit on objects you have to interact with, so scan with the Pathfinder before you interact.
- 8 Glyphs for Expert Glaciologist. Every Glyph sits on an Ice Formation, and that Ice Formation is also a secondary marker. Scan it with the Pathfinder first, then switch to the EM Scanner (RB), tune to the right frequency, and hold the interact prompt on the formation.
- 18 Audiofiles and Datapads for Bookworm.
- 5 crew bodies for Crew Expendable. Interact with each body fully.
Chapters 1 and 11 have no collectibles.
▶Settings Worth Changing
- Go to Settings, then Gameplay, and turn on Automatic Ledge Catch before you start. It makes every climbing jump a Perfect Grab, which takes care of Cliffhanger on its own.
- Leave the balance-crossing modifiers off until High-wire Act unlocks. They aren't confirmed to block it, but turning them off costs you nothing.
▶Running Achievements
Work on these as you play. Every one of them can also be finished from chapter select later.
▶Cliffhanger
Cliffhanger100G
Perform 15 Perfect Grabs in a row. With Automatic Ledge Catch on, it unlocks naturally during the first long climbing stretches. Without the modifier, press X right as Ariane reaches each ledge after a jump, and don't fumble one before you reach 15.
▶High-wire Act
Cross three narrow balance beams cleanly, without needing the recovery button prompt to stay on. Make small, early stick corrections and keep walking until you're fully off the beam. Balance crossings show up regularly from the early chapters onward.
▶Augmented Reality
Open the Pathfinder and keep it open for two straight minutes. Do it somewhere safe in Chapter 2 once you have the Pathfinder, and just set the controller down.
▶Call of the Void
Die from falls 20 times. Only deaths where the Game Over screen says Ariane fell to her death are confirmed to count, so do this as Ariane. The cheapest way is to step off a ledge right next to a checkpoint and repeat. Chapter 2 is a fine place to knock it out in one go.
▶Chapter 1: The Wreck
▶The Crash Site
There are no collectibles in this chapter. Turn on Automatic Ledge Catch if you haven't already, and play through the story.
▶First Contact
Unlocks automatically the first time an Echo plays. Sources place this during Chapter 1's vantage-point cutscene or early in Chapter 2. Either way, you can't miss it.
▶The Wreck
The Wreck10G
Unlocks when you finish Chapter 1.
▶Chapter 2: The Pulse
▶Following the Magnetic Trail
▶The Right Frequency
Unlocks the first time you tune the EM Scanner to an Anomaly and clear it. This happens as part of the story.
Once you have the Pathfinder, now is a good time to get Augmented Reality and Call of the Void out of the way.
▶The Ice Cave and EM Junction
▶Collectibles · 2 2 collectibles
Opening (Chapter 2) — In the ice-cave area where the game first points you toward EM Junction. Zoom on the far opening.
Ice Formation (Chapter 2) — The ice sculpture beside the Opening viewpoint. It's also Glyph 1.
About 20 minutes in, after you slide down a long slope and climb a rock wall, the game points you toward EM Junction.
- Marker 1, Opening: open the Pathfinder, face EM Junction, and zoom in on the white marker until it registers.
- Marker 2, Ice Formation: turn slightly right. The ice sculpture nearby is your first marker and your first Glyph. Scan it with the Pathfinder before using the EM Scanner on it.
▶Novice Glaciologist
With the EM Scanner out, tune to the formation's frequency until the magnetic lines appear, then hold the prompt on the Ice Formation. This is Glyph 1 of 8, and it unlocks Novice Glaciologist right away. It's easy to walk right past, so don't leave the area without it.
▶The Pulse
The Pulse10G
Unlocks when you finish Chapter 2.
▶Chapter 3: The Escape Pod
You play as Thomas for this chapter. Nine markers and one Audiofile are here, so keep the Pathfinder busy.
▶Leaving the Escape Pod
▶Collectibles · 4 4 collectibles
Double Ring (Chapter 3) — In the sky, visible from just after the pod for much of the chapter.
Strange Formations (Chapter 3) — Holes in the rock beside the river near the large rock formation.
Pit (Chapter 3) — The deep hole the river pours into.
Arch (Chapter 3) — The top of the large rock formation. Step closer if it won't register.
After a short walk, you squeeze through a narrow gap between rocks and a cutscene shows a large rock formation by a river. Once you're back in control, scan all four of these from about the same spot. Walk forward a little if one doesn't register.
- Marker 3, Arch: the top of the large rock.
- Marker 4, Pit: the deep hole the river pours into.
- Marker 5, Strange Formations: the holes in the rock beside the river, below and to the left of the Pit.
- Marker 6, Double Ring: up in the sky. It stays visible for much of the chapter if you miss it here.
▶The Beeping Machine
▶Collectibles · 1 1 collectible
Unknown Machine (Chapter 3) — The beeping white machine by the river. Scan it before you interact with it.
Follow the beeping until you reach a small white machine by the river. Thomas comments on it and you have to interact with it to move on.
- Marker 7, Unknown Machine: scan it with the Pathfinder before you interact. Interacting first is the classic way people miss this one.
▶Toward the Abandoned Station
▶Collectibles · 4 4 collectibles
Abandoned Equipment (Chapter 3) — From the Abandoned Station overlook after the ladder cutscene, or above the second oxygen station.
Deserted Gear (Chapter 3) — From the same overlook, or above the third, ice-covered oxygen station.
Ice Formation (Chapter 3) — From the same overlook, or in the clearing with no oxygen tank. It has no Glyph.
Unknown Device (Chapter 3) — From the same overlook, or across the same clearing.
Keep going until Thomas pulls a ladder across a gap and a cutscene shows that the structure ahead is an Abandoned Station. Thomas then has to unplug his oxygen line, so he's on a timer from here, hopping between oxygen tanks. Before you move, open the Pathfinder at that overlook. Four markers can be scanned from right where you're standing, roughly left to right:
- Marker 8, Abandoned Equipment
- Marker 9, Deserted Gear
- Marker 10, Ice Formation: a marker only. None of the eight Glyphs are in this chapter.
- Marker 11, Unknown Device
If any of them don't register from the overlook, try again as you pass by. Abandoned Equipment and Deserted Gear sit above the second and third (ice-covered) oxygen stations, and the Ice Formation and Unknown Device are on opposite sides of the clearing that has no oxygen tank.
- Audiofile 1: past the clearing, go into the small room at the back of the Abandoned Station area that has an oxygen station. The Audiofile is on the desk.
▶The Escape Pod
Unlocks when you finish Chapter 3.
▶Chapter 4: The Onyx Forest
This is where you meet the Nemesis. It can't see you, but it hunts by sound. Crouch-walk to stay quiet.
▶First Nemesis Encounter
The first Nemesis arena is small and works like a stealth tutorial. The checkpoint is at its entrance, so it's the cheapest place in the game for two achievements.
▶Whisperstep
Whisperstep50G
Get through a Nemesis arena without being detected. Players disagree about which encounters count as an "arena". This first one is the earliest spot reported to work, but it isn't guaranteed. If it doesn't unlock here even though you weren't detected, use the Chapter 5 backup spot or the Chapter 7 cave.
- Stay low and crouch-walk the whole way.
- Ignore the raised platforms. Stay on the lower ground and keep to the left side of the arena.
- Pass between the two platforms and keep going until you reach the climbable ledges.
- Climb up to the small opening in the wall. The achievement unlocks when the cutscene starts.
If the Nemesis starts turning red, it has noticed you. Reload the checkpoint and try again.
▶Killed by the Nemesis
Be killed by the Nemesis 10 times. Once Whisperstep has unlocked, or if you're already reloading, stand up, make noise, and let it catch you. The checkpoint at the arena entrance makes this a quick loop. Any Nemesis death counts, so you can also spread these out across the game.
▶Outside the Cave: the Light Reflection
▶Collectibles · 2 2 collectibles
Cave (Chapter 4) — Above and to the left of the Light Reflection objective, after the first Nemesis cave. The Echo Seeker cave.
Ice Formation (Chapter 4, Light Reflection) — Low and to the left from the Light Reflection viewpoint. It's also Glyph 2.
After you escape the cave, the objective becomes a Light Reflection in the distance.
- Marker 12, Cave: from that viewpoint, above and to the left of the Light Reflection.
- Marker 13, Ice Formation: low and to the left, below the ledge you're standing on.
Follow the main path. Just after a jump, take the right-hand route onto the climbable rocks, drop down twice, and follow the path to its end at that Ice Formation. Use the EM Scanner and interact to get Glyph 2 of 8.
▶The Hidden Echo
Keep going until you clear an Anomaly blocking a frozen rock gate. Past the gate, the path forward is a large ice bridge on the right. Don't cross it yet.
▶Echo Seeker
Echo Seeker50G
Before the ice bridge, head left into the side area. Climb, jump, and grapple up the rock faces, shimmy along the narrow ledge, and go into the cave at the end. Use the EM Scanner inside if the Echo doesn't start on its own, and stay until the Echo of Thomas has fully played. The achievement unlocks when the Echo finishes.
▶Second Nemesis Encounter and the Geysers
▶Collectibles · 1 1 collectible
Ice Formation (Chapter 4, geysers) — At the end of the right-hand fork in the geyser area after the second Nemesis encounter. It's also Glyph 3.
After the second Nemesis encounter, you reach a foggy area with geysers, heading toward A Building. Go through the narrow gap with the geyser, then take the right-hand path. Jump the gaps between the geysers. Turning the EM Scanner on shows a blue guide line.
- Marker 14, Ice Formation: at the end of that right-hand path. Scan it with the Pathfinder, then use the EM Scanner to get Glyph 3 of 8.
▶The Onyx Forest
Unlocks when you finish Chapter 4.
▶Chapter 5: The Outpost
▶Inside the Outpost
- Audiofile 2: take the ladder down from the starting room and turn around. It's on the kitchen table.
- Audiofile 3: cross the bigger room to the airlock on the far side. It's on a box to your right, a few steps inside.
▶The Annex
▶Collectibles · 1 1 collectible
Ice Formation (Chapter 5) — Beside the Annex building. It's also Glyph 4.
- Audiofile 4: go into the Annex. It's on the desk in the far left corner.
- Marker 15, Ice Formation: leave the Annex, turn left, and walk around the building. Scan the large formation, jump the gap, and use the EM Scanner for Glyph 4 of 8.
▶Distraction Master
Lure the Nemesis away with Decoy Anomalies 10 times. Decoys show up as red Anomalies on the EM Scanner, and this chapter is where they start appearing. Activate every decoy you come across from here on. Between this chapter, the Chapter 7 cave, and Chapter 10's stealth sections, you should get close to 10 naturally. If you're short, reload a checkpoint near a decoy and trigger it again.
▶Backup Spot for Whisperstep
If Whisperstep didn't unlock in Chapter 4, this short encounter right next to Glyph 4 is a good second chance:
- Stand facing the Glyph and crouch-walk to the right. Trigger the red decoy Anomaly there.
- Turn around right away and go to the far left of the area.
- Jump the gap onto the rock wall and climb it without fumbling a grab. Automatic Ledge Catch helps a lot here.
It's been reported to unlock partway up the second wall. If a slip alerts the Nemesis, reload the checkpoint. If neither spot works, try to clear the Chapter 7 Nemesis cave undetected before falling back on chapter select.
▶The Outpost
The Outpost10G
Unlocks when you finish Chapter 5.
▶Chapter 6: The Base
You play as Thomas. This chapter has six Audiofiles and Datapads and two crew bodies.
▶Restoring Power
▶Collectibles · 1 1 collectible
Elevator (Chapter 6) — The broken elevator below the Generator.
The base has no power, so the objective changes to a Generator.
- Marker 16, Elevator: look toward the Generator and scan the broken elevator below it before you move on.
▶The Crew Quarters
- Audiofile 5: past the locker room, there's a side airlock door to your right. Inside, it's on a shelf at the dead end.
- Audiofile 6: in the kitchen at the start of the crew quarters, at the far side.
- Audiofile 7: in the Dormitory, on the shelf of a locker or cabinet in the corner.
- Audiofile 8: in the Machinery room off the hallway by the Commander's door, on a desk in the small room at the back.
The launch-day photo in the crew quarters gives you the Commander's door code.
▶Nice Try
Nice Try10G
Before you enter the right code, put a wrong code into the Commander's keypad three times in a row (111111 works). The achievement unlocks on the third failure. Then enter 020845 to open the door.
▶Commander's Quarters
- Crew body 1, Marcus Macallan: interact with the body on the bed.
- Audiofile 9: interact with the device on his arm. The story makes you do both, so neither can be missed.
▶After the Chase
After the escape sequence, you come out in the first greenhouse area.
- Audiofile 10: go straight into the small side room on the left. It's on the desk at the end.
- Audiofile 11: in the next room, before you go through the airlock door, turn left. It's on a desk in the adjoining room.
- Crew body 2, Malcolm Spring: where the greenhouse path splits, go left first. The body is at the end. Interact with it fully before you continue.
▶The Base
The Base10G
Unlocks when you finish Chapter 6.
▶Chapter 7: The Storm
▶Down the First Slope
▶Collectibles · 1 1 collectible
Equatorial Storm (Chapter 7) — In the sky at the bottom of the first snowy slope.
- Marker 17, Equatorial Storm: when you reach the bottom of the first snowy slope, aim the Pathfinder up into the sky.
▶The First Storm Crossing
▶Collectibles · 1 1 collectible
Ice Formation (Chapter 7, storm) — Across the frozen pond near the third shelter rock in the first storm crossing. It's also Glyph 5.
The storm freezes Ariane if she stays out of cover too long. Do the next achievement on this first crossing.
- Marker 18, Ice Formation: move between the shelter rocks until you reach the hologram of Thomas, who is sheltering at the third rock. Get warm there, then cross the frozen pond to the left. Scan the formation on the far side and use the EM Scanner for Glyph 5 of 8. Go back to cover before you freeze.
▶Absolute Zero
Freeze to death three times in this chapter. At the first storm stretch, step out of cover and wait until the ice covers the screen. Do it three times back to back. The description doesn't need them in a row, but this covers that interpretation too.
▶The Nemesis Cave
▶Collectibles · 1 1 collectible
A Way Out? (Chapter 7) — The exit of the Nemesis cave's second chamber, where the water slides down.
This cave is full of red decoy Anomalies, so it's the best place to get Distraction Master.
- Marker 19, A Way Out?: in the second chamber, trigger a decoy to send the Nemesis away, climb the rock wall on the left, and trigger another decoy. Then point the Pathfinder at the cave exit, where the pool of water slides down. It's the marker players miss most often in the game.
▶After the Arena
▶Collectibles · 1 1 collectible
Ice Formation (Chapter 7, after the arena) — Up the right-hand slope past the ice balance bridge. It's also Glyph 6.
Near the end of the chapter, balance across a small ice bridge. On the other side, take the right fork by climbing the rocks in front of you.
- Marker 20, Ice Formation: cross the ice. It's about halfway up the slope on the right. Scan it, then use the EM Scanner for Glyph 6 of 8.
▶The Storm
The Storm10G
Unlocks when you finish Chapter 7.
▶Chapter 8: The Nexus
You play as Thomas again. Oxygen is limited inside, so hook up whenever you pass a tank.
▶The Locker Room and Archives
- Audiofile 12: after the elevator and airlock, it's on the counter along the same wall as the door you came in through, just before the Crew Quarters and Archives doors.
- Audiofile 13: go through the red-lit door and crawl under the debris. It's on a crate just to the right of the next doorway.
- Audiofile 14: go through the next room past the oxygen tank. It's on the counter to your right in the room after that.
▶Commander Leary
- Crew body 3, Frank Leary: in the main control room. The story requires this interaction, and it also gives you Audiofile 15 automatically.
- Audiofile 16: go downstairs. It's on a desk just to the right of the Medical Bay doors.
▶Outside the Nexus
▶Collectibles · 1 1 collectible
Ice Wall (Chapter 8) — Behind you at the first outdoor oxygen tank after the Medical Bay.
- Marker 21, Ice Wall: once you're outside, connect to the first oxygen tank, then turn around and scan the huge ice wall behind you.
▶The Nexus
The Nexus10G
Unlocks when you finish Chapter 8.
▶Chapter 9: Reunion
▶Overlooking the Base
▶Collectibles · 1 1 collectible
Equatorial Storm (Chapter 9) — At the very start of the chapter, in the sky toward the peaks behind you.
- Marker 22, Equatorial Storm: right at the start, turn around toward the icy peaks and cliffs behind you and sweep the sky with the Pathfinder. This is a separate marker from the one in Chapter 7, and people often skip it because the name repeats.
▶Back Inside the Base
- Audiofile 17: in the room where Thomas found Frank Leary's body last chapter, it's on the table just behind the body.
▶Descending into the Crater
▶Collectibles · 1 1 collectible
Crashed Elevator (Chapter 9) — The elevator wreckage, seen from halfway down the crater stairs.
- Marker 23, Crashed Elevator: about halfway down the staircase into the crater, scan the elevator wreckage below, center-left.
- Crew body 4, Domenica Cano: after you pull a bridge down with the grapple and cross it, go into the building on your left. She's slumped over the desk by a computer. Interact with her.
▶Reunion
Reunion10G
Unlocks when you finish Chapter 9.
▶Chapter 10: The Styx
This chapter has the last markers, the last two Glyphs, the last body, and the last Audiofile, then ends with Orpheus. Collect everything before the river.
▶Following Thomas's Mirages
▶Collectibles · 2 2 collectibles
Breach (Chapter 10) — On the upper path after the balance bridge, in the darkness by the roof crystal Anomaly.
Ice Formation (Chapter 10, hidden chamber) — In the room below the Breach ledge. It's also Glyph 7.
Follow the Echoes of Thomas along the river. When you cross a narrow balance-beam bridge, the path splits: you can climb up, or climb down to the right. Take the upper route. Both routes end up in the same place, but only the upper one passes the next marker and Glyph. The lower right-hand path skips both.
- Marker 24, Breach: on the upper ledge with the crystal Anomaly overhead, scan into the darkness before you reveal the grapple point.
- Marker 25, Ice Formation: use the EM Scanner on the roof crystal to reveal the grapple point, swing across, and go through the opening or gap in the rock. Use the handholds and crystal to climb down to the floor of the room below. Scan the formation and use the EM Scanner for Glyph 7 of 8. The climbing path and crawlspace at the far end take you back to the main route.
▶The Rappel
- Crew body 5, Phaedra Duan: halfway down the big rappel the rope runs out. Swing left onto the ledge, interact with her body, and pick up Audiofile 18 beside her.
▶Crew Expendable
Unlocks when you interact with the fifth body, as long as all five were fully examined. If it doesn't unlock here, go back to the Chapter 6 bodies first.
▶Bookworm
Bookworm100G
Unlocks when you pick up the 18th Audiofile or Datapad. If it doesn't, chapter select shows which chapter has one missing.
▶Toward the River
▶Collectibles · 2 2 collectibles
Styx River (Chapter 10) — The wide glowing river, seen from the edge past the pulled-down gate below Phaedra Duan's ledge.
Ice Formation (Chapter 10, lower path) — At the end of the lower right-hand path just past the Styx River viewpoint. It's also Glyph 8.
- Marker 26, Styx River: after you clear the barrier and crawl through the hole, walk to the edge and scan the wide river below and to the left.
- Marker 27, Ice Formation: turn around and continue. Drop off the small ledge, then drop down the right-hand side instead of going forward. Follow that path to the end, scan the formation, and use the EM Scanner for Glyph 8 of 8.
▶Expert Glaciologist
Unlocks with Glyph 8. If it doesn't, check chapter select for the chapter that's short.
▶Webb
Webb100G
Unlocks with the 27th secondary marker. There's no counter, so if it doesn't pop, finish the game first and use the cleanup section at the end.
▶The River
The river ride doesn't come right after Glyph 8. First, go back and climb the handholds, check the Echo of Thomas and the map on the desk, and pull down the metal grate. Then you go through a long Nemesis section:
- Cross the Styx without alerting the Nemesis: stealth along the water using several decoy Anomalies, then a balance bridge. This is a good place to top up Distraction Master if you're still short.
- Escape the Nemesis: a running sequence where trails of ice erupt into shards that kill instantly. Steer clear of trails that turn red, and hold jump for the long gap at the end.
- Find a path avoiding the Nemesis: another stealth area with water and decoys.
- A second ice-shard running sequence, then a scene that puts Ariane into the river.
The river ride is the required no-death section for Orpheus. It lasts a little under two minutes, with Ariane steering around rocks as the current carries her.
▶Orpheus
Orpheus50G
Survive the river ride without dying. Several independent sources agree that only the river ride counts. The earlier "Cross the Styx" stealth objective isn't confirmed as part of the requirement, but since the names are so similar, it costs little to play it carefully as well.
- Steer early and read the rocks ahead of you, not the ones beside you.
- If you're about to die, one player reported that quitting to the checkpoint before the death animation finishes saved the attempt. That's a single report, so treat it as a maybe.
- If you do die, the safest confirmed recovery is to finish the game and replay Chapter 10 from chapter select after the credits. Reports conflict on whether Rollback Save in the main menu's Extras restores a usable pre-river checkpoint, so treat it as unverified.
The achievement unlocks when you reach the end of the river sequence without a death.
▶The Styx
The Styx10G
Unlocks when you finish Chapter 10.
▶Chapter 11: The Source
▶The Final Chapter
There are no collectibles here. The white Source marker you may have spotted since Chapter 7 doesn't count toward Webb.
▶The Source
The Source100G
Unlocks when you finish the final chapter. Chapter select becomes available afterward.
▶Cleanup
▶Missing a Secondary Marker
Reference
Reference material to look things up in, not a step in the route.
▶Collectibles · 3 3 collectibles
A Way Out? (Chapter 7) — The exit of the Nemesis cave's second chamber, where the water slides down.
Equatorial Storm (Chapter 9) — At the very start of the chapter, in the sky toward the peaks behind you.
Double Ring (Chapter 3) — In the sky, visible from just after the pod for much of the chapter.
The only sign that you've found all 27 markers is Webb unlocking. If it hasn't, these are the markers players most often miss, so check them first:
- A Way Out? in Chapter 7: in the Nemesis cave's second chamber, aimed at the exit where the water slides down.
- Equatorial Storm at the very start of Chapter 9: turn around toward the peaks behind you. This is separate from the Chapter 7 one.
- Double Ring in Chapter 3: in the sky for much of the chapter.
After those, replay Chapter 3 (nine markers), then Chapters 7 and 10 (four each), and scan everything the route lists.
▶Chapter Select and Rollback Save
Chapter select shows Glyph and Audiofile/Datapad counts for each chapter, but not markers. Markers you scan during a replay still count. Rollback Save in Extras can drop you closer to a specific spot than replaying a whole chapter.
- Cliffhanger, High-wire Act, Augmented Reality, Call of the Void: any Ariane chapter works. Chapter 2 is quick.
- Killed by the Nemesis, Whisperstep: Chapter 4's first arena, with the Chapter 5 Annex encounter or the Chapter 7 cave as Whisperstep backups.
- Distraction Master: the Chapter 7 cave.
- Absolute Zero: Chapter 7's first storm crossing.
- Nice Try: Chapter 6.
- Echo Seeker: Chapter 4.
- Orpheus: Chapter 10.
▶PIONEER
PIONEER110G
Unlocks when the other 29 achievements are unlocked.
If all 29 are unlocked and PIONEER still hasn't popped, fully quit Aphelion to the Xbox dashboard and relaunch it. Community reports say it then unlocks at the title screen.
▶Collectibles
Reference
▶Secondary Markers
27 in the game
Webb needs all 27. Scan each one with the Pathfinder by looking straight at its white marker until the label appears. The game doesn't track these anywhere, and chapter select doesn't count them, but each marker stays scannable on a chapter-select replay. Chapters 1 and 11 have none.
Opening (Chapter 2) — In the ice-cave area where the game first points you toward EM Junction. Zoom on the far opening.
Ice Formation (Chapter 2) — The ice sculpture beside the Opening viewpoint. It's also Glyph 1.
Double Ring (Chapter 3) — In the sky, visible from just after the pod for much of the chapter.
View in guideAlso in Missing a Secondary Marker
Strange Formations (Chapter 3) — Holes in the rock beside the river near the large rock formation.
Pit (Chapter 3) — The deep hole the river pours into.
Arch (Chapter 3) — The top of the large rock formation. Step closer if it won't register.
Unknown Machine (Chapter 3) — The beeping white machine by the river. Scan it before you interact with it.
Abandoned Equipment (Chapter 3) — From the Abandoned Station overlook after the ladder cutscene, or above the second oxygen station.
Deserted Gear (Chapter 3) — From the same overlook, or above the third, ice-covered oxygen station.
Ice Formation (Chapter 3) — From the same overlook, or in the clearing with no oxygen tank. It has no Glyph.
Unknown Device (Chapter 3) — From the same overlook, or across the same clearing.
Cave (Chapter 4) — Above and to the left of the Light Reflection objective, after the first Nemesis cave. The Echo Seeker cave.
Ice Formation (Chapter 4, Light Reflection) — Low and to the left from the Light Reflection viewpoint. It's also Glyph 2.
Ice Formation (Chapter 4, geysers) — At the end of the right-hand fork in the geyser area after the second Nemesis encounter. It's also Glyph 3.
Ice Formation (Chapter 5) — Beside the Annex building. It's also Glyph 4.
Elevator (Chapter 6) — The broken elevator below the Generator.
Equatorial Storm (Chapter 7) — In the sky at the bottom of the first snowy slope.
Ice Formation (Chapter 7, storm) — Across the frozen pond near the third shelter rock in the first storm crossing. It's also Glyph 5.
A Way Out? (Chapter 7) — The exit of the Nemesis cave's second chamber, where the water slides down.
View in guideAlso in Missing a Secondary Marker
Ice Formation (Chapter 7, after the arena) — Up the right-hand slope past the ice balance bridge. It's also Glyph 6.
Ice Wall (Chapter 8) — Behind you at the first outdoor oxygen tank after the Medical Bay.
Equatorial Storm (Chapter 9) — At the very start of the chapter, in the sky toward the peaks behind you.
View in guideAlso in Missing a Secondary Marker
Crashed Elevator (Chapter 9) — The elevator wreckage, seen from halfway down the crater stairs.
Breach (Chapter 10) — On the upper path after the balance bridge, in the darkness by the roof crystal Anomaly.
Ice Formation (Chapter 10, hidden chamber) — In the room below the Breach ledge. It's also Glyph 7.
Styx River (Chapter 10) — The wide glowing river, seen from the edge past the pulled-down gate below Phaedra Duan's ledge.
Ice Formation (Chapter 10, lower path) — At the end of the lower right-hand path just past the Styx River viewpoint. It's also Glyph 8.