FAR CRY6 100% guide
Published by Chubuggles
Chronological Xbox route covering the base game, Special Operations, all achievement DLC, and Lost Between Worlds.
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- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 85-110 hours
Difficulty
5/10, as the guide’s author rates it
Your Progress
99 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
▶Current Xbox completion state
Far Cry 6 uses one shared Smart Delivery achievement list across Xbox One and Xbox Series X|S. The current list contains 99 achievements worth 2,010G:
- Base game: 53 achievements / 1,000G (this includes the four basic Special Operation achievements: Overheated, Stay Cool, Hidden Cash, and Termination Phase)
- Salt of the Earth title update: 3 achievements / 45G
- Party Crasher title update: 2 achievements / 30G
- Vaas: Insanity: 10 achievements / 230G
- Pagan: Control: 10 achievements / 230G
- Joseph: Collapse: 10 achievements / 280G
- Lost Between Worlds: 11 achievements / 195G
As of the verified date, no currently confirmed shutdown or unobtainable achievement was identified: none is in CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED status, and Ubisoft has announced no shutdown of the online services this completion uses. This reflects available verification, not a live test of every online activity.
Online-dependent achievements:
- Co-Dependent requires a human co-op partner.
- Overheated, Stay Cool, Hidden Cash, Termination Phase, and the five Mastery 3 achievements require Special Operations, which need an online connection even when played solo. The Mastery 3 achievements can be completed solo, but co-op makes them substantially easier.
- Oh No You Don't! requires post-game Insurgencies, which depend on Ubisoft's online systems and include a Special Operation in every weekly checklist.
Several achievements carry a Solo Campaign only or Solo Game only qualifier. Earn those in your own world, not as a guest in someone else's co-op session; co-op guests receive neither story progress nor Solo Campaign achievements.
The base campaign has no difficulty achievement, so Story Mode is achievement-safe. The three villain episodes also allow the normal combat difficulty to be changed to Story Mode; their separate Mind Level requirements still apply. Lost Between Worlds may be played on Explorer, its easiest setting; no achievement there requires a particular difficulty.
Missable risks:
- Hidden In Plain Sight is the one directly missable campaign achievement. Complete it immediately after Libertad Rises. It remains available until you complete The Battle of Esperanza; after that, the only recovery is a new game.
- El Gallo Magnifico (one of the 13 roosters for Recrooster) exists only during the Everything to Lose Yaran Story. It cannot be collected after the quest, and missing it can strand Recrooster, so take it yourself during the quest.
DLC access:
- Vaas: Insanity, Pagan: Control, and Joseph: Collapse are included in the Season Pass. Launch them from the TV in the main building of any Guerrilla Camp.
- Lost Between Worlds is not part of the Season Pass. It is sold separately and is also included in the Upgrade Pass and the Game of the Year Edition. It becomes available once you have left Isla Santuario.
One normal campaign is otherwise enough. Each villain DLC needs only one Mind Level 1 escape, which unlocks Mind Levels 2–5 at once, followed by a Mind Level 5 escape plus permanent-upgrade farming. Lost Between Worlds requires several shard runs plus a speed run. Special Operations normally require progressing each relevant map through Standard, Mastery 1, Mastery 2, and Mastery 3.
▶Route priorities
Use this campaign order:
- Isla Santuario and the Miami ending.
- Madrugada.
- Valle de Oro.
- El Este.
- Full pre-finale world cleanup.
- Esperanza finale.
- Special Operations, starting with at least one Standard completion before or during the first Insurgency week, because every weekly Insurgency checklist includes a Special Operation.
- Weekly Insurgencies, interleaved with the Special Operations ladder across three weekly resets.
- Vaas: Insanity.
- Pagan: Control.
- Joseph: Collapse.
- Lost Between Worlds.
Steps 9 to 12 do not depend on the Insurgency schedule. Play them during the real-time waits between weekly resets rather than leaving them until all three leaders are done.
The three mainland regions can be tackled in several orders. Madrugada, Valle de Oro, then El Este is the CompletionLab route for consistency and keeps the achievement-specific side content easy to layer into normal progression.
As you travel, pick up USB Sticks, Criptograma Charts and Chests, roosters, depleted uranium, gear caches, Unique Weapons, FND intel, Military Targets, supply-drop intel, vehicles, and any resources directly along your route. USB Sticks, Criptograma Chests, roosters, and Unique Weapons are not marked on the world map, so each regional section below names the ones to take while you are there, and the Collectibles section at the end of the guide holds every location. Do not turn the opening hours into a full-map collectible sweep. Several useful facilities, Amigos, weapons, traversal options, and map markers become available as the campaign develops.
Start Bandido Operations as soon as the system opens. Their timers run in real time, so keeping deployments active prevents an unnecessary wait later.
Whenever you destroy an Anti-Aircraft Cannon, collect the depleted uranium from its site. You need uranium to buy Supremos.
Whenever you encounter a Gran Premio, check its reward. Several races are useful for Ride parts, and you need at least three completions anyway. Your first completed race of any kind also awards a Unique Weapon and a Ride.
Do all collectible work on your original playthrough. Collectible achievements have been reported not to unlock on New Game+ saves.
Before the final Esperanza sequence, this route will deliberately finish the FND Base achievements. Ninjerilla and Didn't See That Coming! need uncaptured bases, so they are semi-missable once every base is yours. Post-story Insurgencies re-contest only one or two bases per week, and you cannot choose which, so relying on them would turn simple campaign achievements into slow, time-gated cleanup.
▶Base Game - Isla Santuario
▶La Noche de la Muerte through Juan of a Kind
Play the opening normally. Loot obvious containers and gear caches on your path, but there is no reason to scour the island before the game gives you its core systems.
▶Yo Soy Dani Rojas
Solo Campaign only. Choose Dani's appearance when prompted at the beginning of the campaign. The achievement unlocks when the selection is confirmed.
▶@CanYouPetTheCroc
During Juan of a Kind, Guapo becomes your first Amigo. Walk up to Guapo once he is friendly and use the pet interaction.
The achievement unlocks as soon as you successfully pet him.
▶Du or Die through Libertad Rises
▶Collectibles · 6 6 collectibles
The Autocrat (auto-pistol) — Isla Santuario, Fort Quito basement: caged armory reached by ladder or by swimming in; shoot the barrels or break the wood. Collected during Du or Die.
¡Viva Libertad! (rifle) — Isla Santuario, Punto Norte Lighthouse (Cayo Seguro Peninsula): inside the small pink house at the lighthouse base.
Humidora (shotgun) — Isla Santuario, Punto Este Lighthouse (Corto Cay): top of the lighthouse via two grapple points.
El General (auto-pistol) — Isla Santuario, FND Munitions Storage (Prado Meadows): bunker armory; the key is on the desk in the room above the ladder.
Hitboy — Isla Santuario, Viviro Nueve Plantation (Acuñana Farmland): desk in the southwest corner of the large blue warehouse in the middle of the plantation. Take it during or right after Fire and Fury.
Armonia chest — Isla Santuario, fenced yard at a house north of Armonia (guards). Chart #06 Royal Palm is on the house roof (climb the blue cloth); #01 Yaran Flag is at the end of the metal pipe behind the house. Reward: Hazmat Gloves Mk II.
Continue through Du or Die and the remaining Isla Santuario operations. Destroy Anti-Aircraft Cannons you naturally pass and take their depleted uranium.
Four Unique Weapons and one USB Stick sit on your path here:
- The Autocrat: Du or Die sends you into Fort Quito; the weapon is in the caged basement armory.
- ¡Viva Libertad! and Humidora: the two lighthouses, right after Du or Die. Humidora needs the grapple.
- El General: the FND Munitions Storage bunker, before or during Fuel the Revolution. The bunker key is on the desk upstairs.
- Hitboy (USB): the Viviro Nueve Plantation warehouse, during or right after Fire and Fury.
The Armonia Criptograma Chest is also on this island. It is optional now and easy to grab on a later fast-travel visit.
If anything here is skipped, return later by fast travel once you have a mainland fast-travel point. Do not sail Clara's boat back from Libertad HQ for this, because that triggers the secret ending.
▶Fashionista
Fashionista15G
Equip a full matching Gear Set: head, chest, wrist, legs, and feet, all from one named set. Dani's starting clothing does not count because it has no matching head piece.
You do not need to do anything for this. The Lion's Den, the second-to-last story operation, awards a full Revolutionary gear set and equips it automatically, which unlocks the achievement.
If you happen to own all five pieces of any set earlier, from Libertad chests or camp stores, equipping them together works too.
The achievement unlocks when all five matching pieces are equipped simultaneously.
▶Hidden In Plain Sight
TRUE MISSABLE.
Finish Libertad Rises. Once Dani has the freedom to leave Yara, take a boat, helicopter, or plane toward the outer edge of the world. Ignore the warning telling you that you are leaving Yara and continue outward.
Dani eventually commits to leaving, the secret ending begins, and Hidden In Plain Sight unlocks as the Miami sequence starts. Let the sequence complete. The credits that follow are long. Afterwards, choose Continue from the main menu to return to your normal campaign save with nothing lost.
Do this now. The Miami ending stays available until you complete The Battle of Esperanza. After the main story, the edge of the map shows "Out of Bounds" instead, and the only recovery is a new game.
▶Base Game - Libertad HQ and Mainland Setup
▶The Guerrilla and your first camp
Complete The Guerrilla and move onto mainland Yara. Equip an EMP option as soon as your Supremo loadout permits it. An EMP grenade is especially useful because it gives you a clean answer to enemy tanks later.
When Clara sends you toward the three major factions, begin with Madrugada.
At your first Guerrilla Camp, prioritize facilities that help the completion. The Hideout Network is excellent for travel, while Bandidos Barracks is important for both gear and an achievement method. You eventually need all six facilities, so nothing is wasted.
▶Alpha Guerrilla
▶Collectibles · 1 1 collectible
Rococo Loco (auto-pistol) — First Bandido Operation, Benito Bang Bang, at any camp or Hideout board.
Bandido Operations are launched from the Bandido board after you have leaders available. Deploy a leader whenever an operation is available, return after its real-time deployment timer finishes, and complete the decision sequence.
You need five successful Bandido Operations. Failed operations do not count, and Guerrilla Garrison upgrades raise your success odds. Progress is cumulative, so start now and keep the board working in the background while you play the campaign.
Your first board only offers Benito Bang Bang. Completing it awards the Rococo Loco Unique Weapon, so start it at the first board you reach. Any Guerrilla Camp or Hideout board works; Isla Santuario has none.
The achievement unlocks after the fifth successful operation finishes.
▶Hogar Dulce Hogar
Solo Campaign only. Fully upgrade one Camp Facility through all three construction levels.
The Bandidos Barracks is a strong choice for this route because its higher ranks also provide useful gear. Buy its upgrades whenever you have the required camp resources.
The achievement unlocks immediately after one facility reaches its maximum level.
▶Outdated Tech
Upgrading the Bandidos Barracks to level 3 unlocks the Techmaster Band wrist gear for purchase with Yaran Pesos at the Barracks; Arms Dealers also sell it from rank 10. Buy it, then equip it before attacking an uncaptured checkpoint or FND Base.
Approach an alarm while undetected and use the sabotage interaction. Do not destroy it. Let an enemy notice the attack or otherwise attempt to trigger that sabotaged alarm. The sabotage kills the soldier operating it.
A checkpoint is ideal because the alarm and enemies are close together.
The achievement unlocks when a soldier is killed by activating your sabotaged alarm.
▶Your first mainland FND targets
Do not blindly clear every FND Base yet. Three achievements require specific base conditions, including one solo stealth capture and one co-op capture.
Use separate bases for the solo-only and co-op requirements. Ninjerilla and Didn't See That Coming! are semi-missable: once every base is captured, only slow, untargetable post-story Insurgencies return bases to enemy control. Finish both before you capture your remaining bases by other means.
▶Ninjerilla
Ninjerilla15G
Solo Campaign only. Choose an easy FND Base and attack it solo.
Scout from outside, tag soldiers, alarms, and cameras, then quietly eliminate the garrison. The test is the white detection indicator: do not let it fill. Being detected by your Amigo does not count against you.
If the attempt becomes messy, reload the autosave before finishing the capture and try again.
The achievement unlocks on the successful FND Base completion screen when the undetected condition is satisfied.
▶Co-Dependent
Co-Dependent15G
Invite another player and capture an uncaptured FND Base while playing co-op.
This achievement requires a human co-op partner. It does not require a particular difficulty or base.
Do this relatively early while you still have plentiful uncaptured bases. Finish the base with your partner still connected.
If you capture all your own bases first, it is still recoverable. Join a friend who has an uncaptured base in their world and capture it with them; the achievement has no Solo Campaign qualifier.
The achievement unlocks when the co-op FND Base capture completes.
▶Didn't See That Coming!
Only some FND Bases contain a Security Control Center that can shut down all cameras and alarms at once.
Valle Prehistórico in Conuco, El Este is the recommended base. Other bases with a Control Center include Roca Pequeña Sat Station, Gran Roca Telecom Station, Yaran Marine Maintenance, Espinosa University, and Fort Esperanza.
The Control Center is normally in a locked room. An officer at the base carries the key or keycard, so loot it quietly first.
Reach the Security Control Center while still undetected and before an alarm has been sounded, then use its interact prompt. Shooting or destroying it does not count. If the base goes loud first, reload rather than capturing it and losing the clean opportunity.
The achievement unlocks when the Security Control Center successfully disables the base's cameras and alarms.
▶Madrugada - The Monteros
▶Meet the Monteros and Montero Farm
▶Collectibles · 1 1 collectible
El Rato — Madrugada, Montero Farm: crate beside the cockfighting ring.
Follow the Madrugada operation chain through Meet the Monteros and reach Montero Farm. Open the El Rato rooster crate beside the cockfighting ring as soon as you arrive. It is one of the 13 required roosters, and you need a rooster for the cockfight below.
Once the camp is established, take a short achievement break before pushing the main story.
▶Top of the Pecking Order
Use the cockfighting arena at Montero Farm and win one match.
The achievement unlocks after winning the cockfight.
▶Secret Weapon
At Montero Farm, complete Who's a Good Boy? and then Fetch Quest to recruit Chorizo.
After Chorizo becomes an Amigo, equip him and approach enemy soldiers without immediately attacking. Command Chorizo to interact with a suitable soldier. Let the distraction properly begin before moving on.
Repeat this on ten soldiers. These do not need to occur in one encounter or session.
The achievement unlocks after the tenth successful Chorizo distraction.
▶Early operations through Napoleon El Pequeño
▶Collectibles · 1 1 collectible
Blood Drunk (pistol) — Madrugada, José's Villa: chest in the upper-floor office you enter during Napoleon El Pequeño. Later, sneak in from the north beach.
Continue the Montero operations:
Clear the Air, Second Son, Packing Heat, Napoleon El Pequeño, Blood Ties, Sundown, Bury the Hatchet, and Open Skies.
Clear nearby checkpoints and Military Targets when convenient, but keep enough FND Bases untouched if you have not finished the base-specific achievements above.
During Napoleon El Pequeño you enter the upper-floor office at José's Villa, where Espada hacks a terminal. The Yaran Contraband chest in that office holds the Blood Drunk Unique Weapon, so open it before you leave. If you miss it, sneak back onto the island from the north beach later.
▶Jawson Brody
Jawson Brody15G
Sharks swim in the open ocean around Yara's coasts. Kill one with an explosion:
- Fire a rocket launcher or throw a grenade from a boat. The rocket launcher is sold at a Guerrilla Garrison.
- Fire helicopter rockets into the water.
- Shoot a tank cannon from the beach at a shark close to shore.
A shark may also appear in the pool at José Castillo's villa during Napoleon El Pequeño (not confirmed); if you see it there, blow it up.
The achievement unlocks when the explosive damage kills the shark.
▶Road Rage
Road Rage15G
This is a Vehicle Machete Kill performed while you are riding a horse. Two targets work: an enemy ground vehicle (a truck or car) or an enemy horseback rider.
Get a horse from a horse station, then ride alongside an enemy vehicle on a road until the vehicle takedown prompt appears. Press it. Dani leaps across and machete-kills the driver.
Alternatively, ride alongside an enemy horseback rider and use the same takedown prompt.
The achievement unlocks from that horseback takedown.
▶Madrugada exploration window
▶Collectibles · 20 20 collectibles
Fuck Anton (rifle) — Isla Santuario, locked chest on Guau-Guau Island in Casas Cove. Needs the Mysterious Key from Chorizo's Fetch Quest at Montero Farm.
Return later
Turn of the Century (SMG) — Madrugada, Resplandor Agriculture (Palma Forest): front of the open eastern storage building.
SMG-Issimo (SMG) — Madrugada, La Raja bar (Chivito Mogote): on pallets by the bar.
Streamline Moderne (SMG) — Madrugada, FND 2nd Armored Division base (Palma Forest): storage room of the bunker under the central small building; key on the desk there.
Supercharger (shotgun) — Madrugada, FND Oil Platform (Aguas Lindas): container on the top floor of the southeast rig. Press the red button in the southwest rig's machine room to open it.
El Caballero (launcher) — Madrugada, F.I. Escudo Steel Plant FND base: locked armory on the east side of the main building; keycard from the Commanding Officer or the northwest office.
Surf & Turf (rifle) — Madrugada, Crocodile Tears Treasure Hunt at Ortega Croc Farm: kill the named crocodile for the key to the stilt hut.
Sobek Special (sniper) — Madrugada, Cache Money Treasure Hunt at the FND Storage Hub (Oasis Plains).
Lethal Dose (pistol) — Madrugada, The Mongoose and the Man Treasure Hunt at Siniestra (Aguda Cliffs): kill the mongoose for the key.
Pulpa de Tamarindo — Madrugada, Ocaso Marina (Cortina Peninsula, Costa del Mar): small square table at the corner of the pergola dining area near the dock. Guarded marina.
Sentimiento Original — Madrugada, Hideout Mambo on Jardina Cay, the northernmost island off the north coast: in the green dumpster on the north wall of the red straw-roofed hut. Boat or helicopter.
Abuso de Poder — Madrugada, FDA Airbase Olimpia (Oasis Plains): in the laptop at the antenna base on the control-tower roof. Destroy the airbase AA gun, then Air Drop or land a helicopter; on foot, go up to the control room, out to the balcony, and up the ladder.
What a Bam Bam — Madrugada, Verdera town square: outdoor table with a laptop in front of the yellow-and-blue boarded-up building on the west side of the square.
El Dorado Cabins chest — Madrugada, Serpentino Park: on a tall blue water-tank tower (grapple). Follow the blue planks to the shore and swim to the islets to the south: #03 Pig behind a rock on the first islet, #22 Dog at the southern tip. Reward: Rioter Boots Mk II.
Poesia chest — Madrugada, Aguda Cliffs: at a small white building at the start of the southernmost dock. #10 Rooster is behind the rock island straight west (swim or boat); #25 Yara Libre is atop the cliff to the south (grapple). Reward: Rioter Gloves Mk II.
Ida's Refuge chest — Madrugada, village north of the FND Radar Bunker: balcony of the white stilt house above the dockside pickup. #28 Yaran Queen Butterfly is atop the small island to the north; #12 Shark is underwater off the broken dock on the next island east (dive; sharks). Reward: Rioter Vest Mk II.
Verdera chest — Madrugada, north Verdera: atop the billboard over an abandoned gas station (awning, then orange ladder). Follow the blue rooftop markings south: #16 El Trompo under the first blue water tank, #19 Sunrise Mariposa Flower at the next. Reward: Rioter Helmet Mk II.
El Dorado — Madrugada, secret bunker under Catalejo Ridge (Cobre Shores). Accept Spur of the Moment from Elvis first, or the bunker key does not spawn; the crate is in the room with the plucked chickens, before the stairs down.
Acero — Madrugada, east edge of Verdera: on the blue-tarped coop in front of the right-hand of two white shacks at a thatched-roof property.
El Aguila — Madrugada, summit camp of the tallest peak northeast of Cortina Weather Station: crate at the cliff edge by a coop. Walk up from the north past two ziplines, or fly or wingsuit in.
After Open Skies, you have enough freedom and useful travel access to knock out a selection of regional side content.
Complete Who's a Good Boy? and Fetch Quest if Chorizo is still outstanding. Complete Backseat Driver when available, because its reward contributes to your Ride collection.
Start Ida's Triada Relic Treasure Hunt and finish it while you are already operating in Madrugada. Keep the relic for the later Triada Blessings convergence.
Accept the Spur of the Moment Yaran Story from Elvis (orange vest) at the Montero Farm cockfighting ring; it unlocks after Meet the Monteros. The bunker key for the El Dorado rooster only spawns once the quest is active. Take El Dorado from the early room of the Catalejo Ridge bunker before you descend; finishing the quest is not required.
Fetch Quest gives you the Mysterious Key. Make one short fast-travel trip back to Isla Santuario and use it on the locked chest on Guau-Guau Island in Casas Cove for the Fuck Anton Unique Weapon. Pick up any opening-island weapons you skipped on the same trip.
Madrugada collectibles to take in this window (locations are in the Collectibles section):
- Roosters: Acero (Verdera) and El Aguila (Cortina summit), plus El Rato and El Dorado above.
- USB Sticks: Pulpa de Tamarindo, Sentimiento Original, Abuso de Poder, and What a Bam Bam. Destroy the Olimpia airbase AA gun first for Abuso de Poder.
- Criptograma Chests: El Dorado Cabins, Poesia, Ida's Refuge, and Verdera. A boat helps with the three coastal chests.
- Unique Weapons: Turn of the Century, SMG-Issimo, Streamline Moderne, Supercharger, and El Caballero.
- Treasure Hunt weapons: Crocodile Tears (Surf & Turf), Cache Money (Sobek Special), and The Mongoose and the Man (Lethal Dose).
Streamline Moderne, Supercharger, and El Caballero are inside FND bases. Each can be taken without capturing the base (see its entry in the Collectibles section), which keeps the base available for Ninjerilla or Didn't See That Coming!
Also collect any supply drops, checkpoints, Anti-Aircraft Cannons, and FND Bases close to your route.
▶Speed Racer
Speed Racer15G
▶Collectibles · 1 1 collectible
Double Clutch (sniper) — First completed Gran Premio of any kind. Avoid Malecon Miracle Mile as the first race.
Complete three Gran Premios.
Your first completed Gran Premio of any kind awards the Double Clutch Unique Weapon and the 1962 Verrazzano Bravo Ride. International Waters Relay in Costa del Mar is a safe first pick. Do not start with Malecon Miracle Mile, which begins inside restricted Esperanza.
You do not need to win against another player. Finish the marked race course within its normal requirements.
There is no benefit to leaving all three races until the end. Pick races that also advertise useful Ride-part rewards and complete three during your regional exploration. If you later need more Ride parts, additional unique races remain useful.
The achievement unlocks on the third completed Gran Premio.
▶Death Warrant and the regional finale
Continue through Diesel Daisy, Fly Ball, Death Warrant, and Justicia Montero.
Before the regional finale, finish any Madrugada activities already in your immediate path rather than leaving isolated markers behind.
▶Death From Above
You must kill a soldier while you are at least 50 meters above that soldier. This does not require an aerial takedown.
Death Warrant gives you convenient mountainous terrain overlooking enemy positions. Get well above a marked soldier, then use a rifle or other ranged weapon to make the kill from the elevation advantage.
If it does not unlock, increase the vertical separation rather than trying to measure exactly from the map.
The achievement unlocks on a qualifying kill from at least 50 meters above the target.
▶Montero Justicia
Finish the Monteros storyline through Justicia Montero.
The achievement unlocks when the Monteros have been recruited to Libertad.
With Madrugada's faction arc complete, move to Valle de Oro.
▶Valle de Oro - Máximas Matanzas
▶Camp setup and central exploration
Progress through Meet Máximas Matanzas and establish the faction's storyline.
At the Valle de Oro camp, build two facilities you do not already own. Across the three faction camps you can place two facilities at each, so every facility can eventually be built exactly once.
Complete the Boom or Bust Yaran Story to recruit Boom Boom. It becomes available after Balance the Books. The starting note is pinned to a board near Villa Judia Hotel in Balaceras, and the container is in a warehouse just north of Camp Máximas.
Oku's Triada Relic is the regional Triada requirement. Complete its Treasure Hunt while the region is your active focus.
Continue collecting Military Targets and collectibles directly around story routes.
▶Fry Cry
Fry Cry15G
Build La Cantina at one of your Guerrilla Camps.
Purchase and eat a total of 15 Meals from La Cantina. This is cumulative; it is not a requirement to own or discover 15 different recipes.
If the currently active meal prevents immediately purchasing the same recipe again, alternate between available recipes. Gather undamaged animal meat when needed. Bow or machete kills are safe sources until your hunting upgrades improve other methods.
The achievement unlocks after the fifteenth Meal purchase.
▶Slip Sliding Away
Valle de Oro's long mountain slopes give you good terrain for this.
Find a long, uninterrupted downhill run, sprint to build momentum, then begin sliding and stay in the slide for at least 200 meters. A route with a gradual continuous descent is better than a dramatic cliff because hitting an obstacle or becoming airborne can end the slide.
The achievement unlocks during or immediately after a qualifying 200-meter slide.
▶Not So Tough
Not So Tough15G
When you encounter an enemy-occupied tank, equip an EMP device. The Volta Supremo, the Zeusito EMP, or EMP grenades all work.
Hit the occupied tank with the EMP. While it is disabled, climb onto the roof and choose Hijack, not Destroy.
The achievement unlocks when Dani takes control of the EMP-disabled enemy tank.
▶Finish the Máximas Matanzas arc
▶Collectibles · 24 24 collectibles
Hi-Fi (rifle) — Valle de Oro, El Rancho Bicho (Cielo Gardens): at the foot of the bed.
Iron Curtain (SMG) — Valle de Oro, El Tigre Dormido Hotel: underwater beside the small pier.
Carriage Carnage (SMG) — Valle de Oro, Ancha Lake: rail car on the broken railway bridge. Wingsuit or helicopter in, or climb the vines from the far side.
Impact Driver (LMG) — Valle de Oro, Chancletas Resort (Muerte Point): southwest walled courtyard; climb the neighboring building and jump the wall.
El Tirano (sniper) — Valle de Oro, Escila Fort: top of the northwest lighthouse; climb the nearby watchtower, then grapple.
The Transubstantiator (sniper) — Valle de Oro, True Yaran Academy (Noventarmas): bottom of the manhole in the southeast part of the grounds.
COM.PEW.TER (shotgun) — Valle de Oro, Taíno Peak Relay Station (Bandido Escarpment): top of the main tower, ladder inside.
La Guaracha (launcher) — Valle de Oro, east Segunda: courtyard stage under the mural.
Snapshot (auto-pistol) — Valle de Oro, Golfo Vasto Lighthouse (Balaceras): top balcony; grapple or helicopter.
The True Loyalist (shotgun) — Valle de Oro, The Truest Yaran Treasure Hunt at Gran Finca Power Station.
La Petite Mort (launcher) — Valle de Oro, Sword-Crossed Lovers Treasure Hunt in the skull cave off Tormentoso Bay.
Into Orbit (launcher) — Valle de Oro, Liquid Courage Treasure Hunt at Star Rocket Brewery.
Ay Lola "La Figura" — Valle de Oro, Danza! Cave northeast of Segunda: reward of the And the Beat Goes On... Treasure Hunt. Read the note at the boarded entrance, flip the power switch (grapple from the mirror ball), time the electrified floor and waterfalls, and take the stick from the DJ turntable.
Educate Ya — Valle de Oro, Balaceras: on the counter inside the roadside gas station just south of Diamante Checkpoint W, near the Madrugada border.
Macarena (Bayside Boys Remix) — Valle de Oro, Halcon Reservoir: green dumpster in the car park just east of Oku's Creek Checkpoint, before the bridge.
Dinero — Valle de Oro, Orquidea Villa (Muerte Point): on the roof by a laptop and satellite dish. Climb the small white structure by the gate, follow the wall clockwise, jump to the back pergola, and climb the red-flowered vines. Or Air Drop.
Feroza chest — Valle de Oro, fenced yard just south of Feroza. #23 Libertad Emblem is inside the yellow container to the southwest (break the boards, look back above the hole); #04 Starfish is on the dash of the wrecked car under a pallet. Reward: Fuego Mitts Mk II.
Segunda chest — Valle de Oro, wooden watchtower northwest of Segunda. Blow the debris off two holes: northeast leads to a flooded pit with #13 Cat underwater; southeast leads down a tunnel to #29 Soursop. Reward: Fuego Helmet Mk II.
Ruben chest — Valle de Oro, Ruben: behind a cement barricade by a "No Pase" sign at the shore road's south bend. #17 Coin is in a sea cave behind orange netting (shoot it); #20 Mamey Sapote is under the boathouse dock to the north (dive). Reward: Fuego Pants Mk II.
Cielo Gardens chest — Valle de Oro, flooded ruins north of Dulce Sugar Mill: walkway at the base of the tall tower. #09 Tarantula is at the very top (climb, then grapple the bell); #26 Boxing Gloves is in the shorter west tower (glide over or dive in). Crocodiles. Reward: Fuego Boots Mk II.
Papacito — Valle de Oro, Castillo National Zoo: on top of the coop under a straw shelter in the northeast water exhibit. Wolves share the enclosure.
El Pico — Valle de Oro, farm across the road south of the Botanical Gardens of Yara: behind the blue house next to a stone trough.
El Fénix — Valle de Oro, Orquidea Villa (restricted): in the orange-walled straw yard full of chickens north of the southern paddocks; enter through its gate or climb in from above.
La Muerte Negra — Valle de Oro, farm on the far west edge of Segunda: pen by the southernmost shelter, against the left fence by a coop. Climb the fences.
Continue the regional operations through Balance the Books, Break the Chains, Hype Bomb, Re-education, Radio Libertad, Precious Cargo, Guerrilla Radio, Firebrand, Bottle Episode, Words Like Bullets, Lost and Found, Intervention, Surgical Extraction, and Angel de la Muerte.
Before leaving the region, take Valle de Oro's collectibles (locations are in the Collectibles section):
- Roosters: Papacito (Castillo National Zoo, with wolves in the enclosure), El Pico, El Fénix, and La Muerte Negra.
- USB Sticks: Educate Ya, Macarena (Bayside Boys Remix), and Dinero. Ay Lola "La Figura" is the reward of the And the Beat Goes On... Treasure Hunt in Danza! Cave.
- Criptograma Chests: Feroza, Segunda, Ruben, and Cielo Gardens.
- Unique Weapons: Hi-Fi, Iron Curtain, Carriage Carnage, Impact Driver, El Tirano, The Transubstantiator, COM.PEW.TER, La Guaracha, and Snapshot.
- Treasure Hunt weapons: The Truest Yaran (The True Loyalist), Sword-Crossed Lovers (La Petite Mort), and Liquid Courage (Into Orbit).
Also finish any supply drop, checkpoint, Anti-Aircraft Cannon, and FND Base already revealed along this route.
If you have not yet completed your three Gran Premios, finish another here.
▶Voz del Pueblo
Finish Angel de la Muerte and complete the Máximas Matanzas faction arc.
The achievement unlocks when Máximas Matanzas joins Libertad.
Move east for the final faction campaign.
▶El Este - Legends of '67 and La Moral
▶Patriotas Peak
Follow Meet the Legends and establish yourself at Patriotas Peak.
El Este contains several of the last unique side activities needed for the 100%, so avoid rushing directly down its main-operation chain.
▶Beginner's Luck
At Patriotas Peak, play dominoes and win a game.
The achievement unlocks after the victory.
▶Chicharrón and eastern side stories
When the Chicharrón Yaran Story chain becomes available, complete Man's Best Enemy, Pecking Orders, and Wingman.
This recruits Chicharrón as an Amigo and also opens his appearance options.
▶Strutting His Stuff
After recruiting Chicharrón, open the Amigos menu, select Chicharrón, and change his appearance to the Motherclucker outfit.
The appearance is available without completing a separate mastery requirement.
The achievement unlocks when Motherclucker is equipped.
▶Eastern exploration and Rides
▶Collectibles · 22 22 collectibles
El Gallo Magnifico — El Este, Arrese Farm, only during Everything to Lose: key on the dining table in the farmer's house opens the shed. Treat as missable; take it yourself and confirm it in Collection.
El Huevo — El Este, La Joya Local PDP Offices: second-floor stash room with an orange padlock. Shoot the lock, or drop in through the roof hatch.
Hermoso — El Este, Bonilla Farm (Savannah Fields): inside the white pen building marked "1" with the red gate. Hold forward and jump to vault the gate.
La Bala de Plata — El Este, Alvarez Farm northwest of Vacia Coast Checkpoint C: on the back of a wooden cart beside a straw shelter, hidden by plants.
La Vida Me Cambió — El Este, Sureno Shipyards FND Base: desk in the guard hut at the main entrance. No capture needed.
La Bella Ciao de Libertad — El Este, Turgenev Comms Post (Catalina Ridge): bunker under the red radio tower. Use the ladder by the house, go left down the hallway, then right into the control room; corner of the table by an FND cache.
Los Caminos de la Vida — El Este, Casa Rivera (Fernando Valley, Conuco): yellow house on the river's south bank; corner desk among the radio gear on the rear deck. Also on the Everything to Lose route.
Yo Aprendí — El Este, Maldito (Sombreado Gorge): stilt fishing hut at the lake; climb the ladder in, metal table on your right.
The People's Pride Clinic chest — El Este, Dorada Cove: clinic roof behind a vent (crates to the ladder). #18 Cigar is at the Sendrowski Housing Blocks (grapple the South Block, zipline to the North Block); #21 Croco Taxi is on a roof tank of the coastal building northwest. Reward: Hazmat Pants Mk II.
Concepción chest — El Este, northwest Concepción rooftop (dumpster to awning to roof). #05 Machete is in a lit yellow stall in the market square below; #24 Chalice is past the orange zipline, up the awning behind the Servicio Automotor sign. Reward: Hazmat Shoes Mk II.
Barriga chest — El Este, Barriga: westernmost dock by a small white shack. #14 Horse is in the hut across the lagoon to the north; #30 Domino is under the awning of the hut on the west shore. Boat helps. Reward: Hazmat Suit Mk II.
Casa Marroquin chest — El Este, roof of the flooded house on Higado Lake. #07 El Cocodrilo is in the boarded shack to the southwest (break the doors); #27 Tocororo is in the storage room of the shelter south across the water. Reward: Hazmat Mask Mk II.
Death Rites (rifle) — El Este, Maldito: inside the burned house among the bodies.
Sharkbite (rifle) — El Este, Roca Pequeña Sat Station FND base: stash room by the green watchtower; spare keycard upstairs in the main building.
Noblesse Oblige (rifle) — El Este, Museum of the False Revolution: display case under the guerrilla diorama in the southwest room.
Vaya Con Dios (rifle) — El Este, Gabriel Castillo Airport: top floor of the control tower.
DIY Death (SMG) — El Este, northeast Concepción: garage between two wrecked cars.
The Heroic End (SMG) — El Este, The People's Pride Clinic: patient-isolation beds behind the apartment building.
Sink or Swim (LMG) — El Este, Cauto de Paso Lagoon north of Barriga: on the sunken catamaran mid-bay. Boat and dive.
Bullseye (bow) — El Este, south of Lápida Mogote past Todos Santos Cemetery: rear cage; smash the door.
Camo Quinceañera (rifle) — El Este, A Rising Tide Treasure Hunt at Yarabi. Press the cabin name buttons in order: El Tigre de Mar, Papi Chulo, El Lucky, Clarita, Roja Victoria.
Excavation Execution (shotgun) — El Este, The Long Drop Treasure Hunt at Santos Espinosa Dam (Catalina Ridge).
Complete Mimo Abosi's Triada Relic Treasure Hunt. You should now possess all three regional Triada relics.
Treat El Gallo Magnifico as missable. Everything to Lose unlocks the first time you enter Conuco after Meet the Legends, and the El Gallo Magnifico rooster exists only inside this quest. At Arrese Farm:
- Take the blue-banded key from the dining-room table in the farmer's house.
- Unlock the shed and take the rooster yourself. Do not let a co-op partner pick it up.
- Open Collection > Roosters and confirm it registered before finishing the other objectives.
If the rooster is in your collection but the quest objective will not complete, start a cockfight at Montero Farm using El Gallo Magnifico, back out, leave the camp, and fast travel. This is a reported fix, not a confirmed one.
The quest's Casa Rivera objective also passes the Los Caminos de la Vida USB Stick on the back deck.
El Este collectibles to take in this window (locations are in the Collectibles section):
- Roosters: El Huevo, Hermoso, and La Bala de Plata, plus El Gallo Magnifico above.
- USB Sticks: La Vida Me Cambió, La Bella Ciao de Libertad, Los Caminos de la Vida, and Yo Aprendí.
- Criptograma Chests: The People's Pride Clinic, Concepción, Barriga, and Casa Marroquin. Bring a boat for the last two.
- Unique Weapons: Death Rites, Sharkbite (inside Roca Pequeña Sat Station), Noblesse Oblige, Vaya Con Dios, DIY Death, The Heroic End, Sink or Swim (underwater; boat and dive), and Bullseye.
- Treasure Hunt weapons: A Rising Tide (Camo Quinceañera) and The Long Drop (Excavation Execution).
Visit the FND Storage Facility in Catalina Ridge when convenient and recover the 1985 Tokai Sabuku Ride. The Turgenev Comms Post USB Stick is in the same area. Reach the vehicle by using the surrounding structure and upper opening rather than searching for a ground-level entrance.
▶Car Cry
Car Cry15G
You need all four base-game Rides:
- The 1956 Beaumont Valentina comes from early campaign progression.
- The 1962 Verrazzano Bravo is awarded from Gran Premio activity.
- Yami's 2008 KAG TG comes from the Backseat Driver Yaran Story in Madrugada.
- The 1985 Tokai Sabuku is found at the FND Storage Facility in El Este.
By this stage of the route, you should have access to all four. Open the Rides menu and confirm each has been acquired.
The achievement unlocks once all four Rides are registered.
▶Finish the El Este arc
▶Collectibles · 1 1 collectible
El Florecer (pistol) — El Este, Fontana Fort: outdoors under the metal stairs at the upper southeast end, not in the office the hint suggests.
Continue the main operations through Take Your Medicine, Pics Or It Didn't Happen, The New Revolution, Bullet Points, Knuckleball, National Treasure, Room Service, Harpoon, Our Right to Party, The Lion's Roar, Tourist Trap, Surgical Strike, Weapon of Choice, and The Deported.
Harpoon takes you to Fontana Fort. The El Florecer Unique Weapon is outdoors under the metal stairs at the upper southeast end, not in Admiral Benítez's office as the in-game hint suggests. If you miss it, Air Drop or fly back later.
The exact order of some available activities can flex with the game's open structure. Keep the story operation chain as your spine, inserting the side work above when its quest giver or world state makes it available.
▶Cutting Foreign Ties
Complete The Deported and finish the Legends of '67 and La Moral storyline.
The achievement unlocks when both factions have been recruited.
All three major faction arcs are now complete. Before entering the final Esperanza sequence, do the world sweep below.
▶Base Game - Pre-Finale World Sweep
▶Triada Blessings and Amigos
You should now have completed Ida's Triada Relic in Madrugada, Oku's Triada Relic in Valle de Oro, and Mimo Abosi's Triada Relic in El Este.
Return to Oluwa Cave on Isla Santuario with all three.
▶Undying Tradition
Place the three Triada relics in Oluwa Cave and continue the newly opened sequence.
Loot the reward chest, survive the encounter that follows, and finish the objective rather than leaving immediately after depositing the relics.
The achievement unlocks when Triada Blessings is completed.
▶Loyal Army
Loyal Army20G
The core five Amigos required by this route are:
- Guapo from the story.
- Chorizo from Who's a Good Boy? and Fetch Quest.
- Boom Boom from Boom or Bust.
- Chicharrón from Man's Best Enemy, Pecking Orders, and Wingman.
- Oluso from Triada Blessings.
Recruit whichever one remains. DLC or edition-bonus companions (Champagne, K-9000) are not necessary, but they do count, so owners may see this unlock earlier.
The achievement unlocks when five Amigos have been recruited.
▶Backpacking
Backpacking30G
Collect all seven Supremos available in Yara.
- The Exterminador is given free during Du or Die.
- Fantasma and Volta are bought from Juan or Arms Dealers for 100 depleted uranium each after Libertad Rises.
- Furioso, Medico, and Gladiador cost 100 depleted uranium each and unlock at Ranks 3, 4, and 5.
- Triada Blessings supplies the Triador.
Each Anti-Aircraft site gives 50 depleted uranium, so ten cannons cover the 500 uranium for all five purchases.
If you are short on uranium, finish remaining Anti-Aircraft sites before searching anywhere else.
The achievement unlocks once all seven Supremos have been acquired.
▶Camp facilities and your Ride
▶Collectibles · 3 3 collectibles
El Capirote (bow) — Hunter's Lodge level 1 (40 Medicine + 40 Metal).
Ciervo Macho (shotgun) — Hunter's Lodge level 2 (110 Medicine + 110 Metal).
El Depredador (sniper) — Hunter's Lodge level 3 (200 Medicine + 200 Metal).
Visit your three main Guerrilla Camps and check their construction desks. You have two facility slots at each camp.
Upgrade the Hunter's Lodge through all three levels. Each level awards a Unique Weapon:
- Level 1 (40 Medicine + 40 Metal): El Capirote.
- Level 2 (110 Medicine + 110 Metal): Ciervo Macho.
- Level 3 (200 Medicine + 200 Metal): El Depredador.
▶Glamping
Glamping15G
Solo Campaign only. Build one of each of the six Camp Facilities:
- Hideout Network
- Guerrilla Garrison
- Fishing Hut
- La Cantina
- Bandidos Barracks
- Hunter's Lodge
Each facility only needs to exist once. Upgrading all six is not required.
The achievement unlocks when the sixth distinct facility is constructed.
▶Furiously Fast
Open the Rides menu and work toward having a part equipped in all ten customizable Ride-part categories.
The ten categories and their sources:
- Armour: Gran Premio rewards.
- Countermeasures: Gran Premio rewards.
- Exterior colour, Interior colour, Rims, and Horns: scanning civilian vehicles.
- Turrets and Rams: destroying military vehicles.
- Mirror props and Dashboard props: jewellery boxes, Bandido Operations, Gran Premios, and Treasure Hunts.
Do not assume that finishing every race automatically fills every slot. Inspect the Ride menu itself and target whatever category is visibly missing.
A newly unlocked part auto-installs into an empty slot. Make sure one Ride has a part in each of the ten slots.
The achievement unlocks when that Ride has ten parts installed simultaneously.
▶Collectible sweep
Now perform a deliberate regional cleanup. The three main regions are open and you have strong traversal, fast travel, Amigos, and equipment, so this is the efficient time for a full sweep.
What the game can tell you:
- Collection menu (pause menu): lists USB Stick song titles, Criptograma Charts, and roosters, and shows which ones you have.
- Arsenal: the Unique tab of each weapon category shows which Unique Weapons are still locked.
- Completionist Aid (world-map widget): shows each region's completion percentage and lists the collectibles you have and the ones still missing there.
None of these shows exactly where a missing item is. Check what is missing, then use the regional lists in the Collectibles section at the end of this guide.
Esperanza's walled city is held back for later. Its two USB Sticks, two Criptograma Chests, and five Unique Weapons are routed at Paradise Lost below, and two more Unique Weapons are story rewards in the finale.
Expected totals at the end of this sweep:
- Roosters: 13 of 13.
- USB Sticks: 13 of 15; the other 2 come at Paradise Lost.
- Criptograma Chests: 13 of 15; the other 2 come at Paradise Lost.
- Unique Weapons: 42 of 49; 5 come at Paradise Lost and 2 are story rewards.
▶Recrooster
Recrooster15G
▶Collectibles · 1 1 collectible
La Bestia Blanca — Esperanza, Casas del Lodo Residences on Roja Bay: kitchen of the small painted house on the hill, between the fridge and stove. Break the north door. Approach without aircraft or wingsuit.
Collect the 13 roosters required for the base-game achievement.
The six bonus roosters through Ubisoft Connect are not part of this requirement: El Rebelde, Sargento Gallo, El Dragón, El Rival, Toasty, and Frosty. The Collection screen lists the 13 required birds as "Yara's Fiercest Fighters" and the six bonus birds as "Yara's Avian Mercenaries", 19 in total. The achievement unlocks at 13/19.
The 13 required roosters, by region:
- Madrugada: El Rato, El Dorado, Acero, El Aguila.
- Valle de Oro: Papacito, El Pico, El Fénix, La Muerte Negra.
- El Este: El Huevo, El Gallo Magnifico, Hermoso, La Bala de Plata.
- Esperanza: La Bestia Blanca.
El Dorado and El Gallo Magnifico should already be yours from their quests. If El Gallo Magnifico is missing, no reliable recovery after Everything to Lose is known.
Finish with La Bestia Blanca:
- Where: the Casas del Lodo Residences on Roja Bay, outside Esperanza's walled city. The crate is in the kitchen of the small spray-painted house on the hill, between the fridge and the stove.
- Access: break the flimsy north door. You do not need The Last One to Leave Treasure Hunt, although it uses the same houses.
- Approach: go on foot, by ground vehicle, or by boat. Esperanza's anti-aircraft guns shoot down aircraft and wingsuits.
Roosters are not on the world map. A crate icon appears on the minimap only when you are close, and a rooster clucks near its crate.
The achievement unlocks when all 13 required base-game roosters have been collected.
▶That's My Jam
Collect all 15 USB Sticks. Each one adds a song to the radio and to the Discos Locos Resolver.
Sticks are not marked on the world map. A white USB icon appears on the minimap when you are close. The Collection menu lists every collected song by title, so you can see exactly which title is missing and look it up in the Collectibles section.
All 15 can still be collected after the story. The two Esperanza sticks must be reached on foot, and Here We Kum does not appear until after the prologue.
The achievement unlocks on the fifteenth USB Stick.
▶That's Puzzling
Open all 15 Criptograma Chests.
Each chest shows two sigils on its lid, and each sigil matches one Criptograma Chart nearby: 30 charts, numbered #01 to #30. Once you have both charts, walk up to the chest and interact. There is no further puzzle. Each chest gives one Mk II armor piece (5 Rioter, 5 Fuego, 5 Hazmat).
How to find them:
- Chests and charts are not on the map. A white chest icon appears when you are close.
- Every chest and chart has wind chimes.
- Blue graffiti, cloth, planks, and arrows lead from a chest to its two charts.
- Freeing marked guerrillas may also reveal nearby chests.
The achievement counts opened chests, not charts. Having all 30 charts does not prove all 15 chests are open. If the achievement has not unlocked, count your Mk II pieces and revisit any chest you never opened.
None is missable.
The achievement unlocks when the fifteenth Criptograma Chest is opened.
▶Armed to the Teeth
Collect 49 Unique Weapons.
The base game contains exactly 49 Unique Weapons, and without bonus content you need every one of them. Only weapons listed under "Unique" in the Arsenal count; Resolver weapons, Supremos, and standard weapons do not.
Bonus Unique weapons from the Season Pass, Ubisoft Connect, or Insurgencies might raise your total early. Do not rely on them, and collect all 49 base-game weapons.
Where the 49 come from:
- 33 from Yaran Contraband (crocodile) chests, five of them inside capturable FND bases.
- 8 from Treasure Hunts.
- 2 story rewards in Against the Wall and The Lion's Den.
- 1 from the Fetch Quest key chest (Fuck Anton).
- 1 from your first Gran Premio.
- 3 from Hunter's Lodge levels.
- 1 from the Benito Bang Bang Bandido Operation.
Unique Weapons are not marked on the map, and the Arsenal's hint for a locked weapon is vague and sometimes wrong. Use the Collectibles section's list as your checklist and the Arsenal tabs as a cross-check.
None is missable; everything can be collected in free roam after the story.
The achievement unlocks when the forty-ninth Unique Weapon is acquired. With no bonus content, that is the One Ping Only reward in The Lion's Den.
▶Hunting cleanup
A fully upgraded Hunter's Lodge can make the remaining Mythical Animal dens much easier to identify.
▶Ultimate Predator
Solo Campaign only. Hunt all five Mythical Animals found at four encounters:
- Mamutito (hog): Cayo Seguro Peninsula, Isla Santuario.
- Black Demoníaco and White Demoníaco (the Perros Demoníacos coyotes): together inside the FND Radar Bunker restricted area at Danzante Ridge, Madrugada.
- Venodiente (crocodile): Hazardous Waste Disposal Site, Cocodrilo Swamps, Valle de Oro.
- Sanguinario (jaguar): San Pedro Fishery, Torrero Beach, El Este.
Sanguinario only appears at night. If the jaguar still fails to spawn at night, fast travel away and return.
Kill each Mythical Animal and make sure the encounter registers before leaving.
The achievement unlocks after the fifth Mythical Animal has been hunted.
▶Military and cumulative cleanup
Before attacking Castillo's final stronghold, clear the remaining campaign achievements that depend on normal open-world targets.
This also gives enough XP and resources to finish your rank naturally.
▶Friendly Skies
Destroy 16 Anti-Aircraft Cannons in the solo campaign.
Explosives are the simplest method. Collect the depleted uranium from each site before leaving.
The achievement unlocks when the sixteenth qualifying Anti-Aircraft Cannon is destroyed.
▶Check It Out
Check It Out15G
Capture ten checkpoints in the solo campaign.
Each checkpoint requires eliminating its defenders and securing the location. Destroy the propaganda billboard if the checkpoint objective has not completed automatically.
The achievement unlocks after the tenth checkpoint capture.
▶It's Raining Treasure!
Complete ten Military Supply Drops in the solo campaign.
These are the timed Military Supply Drop or Interception activities revealed through intel. Random yellow-smoke supply crates and Ambushes are not substitutes for the marked activity.
Once a supply-drop activity is revealed, reach and secure its crate before the timer expires.
The achievement unlocks after the tenth completed Military Supply Drop.
▶Finders Keepers!
Return three FND Resource vehicles in mint condition to vehicle pickup points.
Use enemy resource trucks rather than ordinary civilian cars. If a truck has taken damage, repair it with the Repair Tool immediately before driving it into the marked vehicle-return area.
Repeat with three qualifying deliveries.
The achievement unlocks after the third successful mint-condition return.
▶Do It Yourself
Choose any single Resolver Weapon and install a mod in every slot. Most Resolver weapons have three mod slots; Discos Locos and La Varita have four. Resolver weapons are bought from Juan for depleted uranium. Workbenches are at Juan's and at every main camp.
The main cost is Gun Powder: 1, 2, and 3 for slots one to three. Ambushes and Supply Drops supply it quickly. Some mods also use Recycled Fasteners, Durable Seals, or Industrial Circuits.
The achievement unlocks when every mod slot on that one Resolver Weapon is populated.
▶Toxic Influence
You need poisoned soldiers to kill five other enemies.
Equip a reliable poison source such as poison ammunition, El Besito, or another poison-capable loadout. Find small enemy groups, poison one soldier without killing them, then stop shooting and allow the poisoned soldier to turn on nearby allies.
Dismiss your Amigo if it keeps stealing the kills.
The five ally kills are cumulative. They do not need to come from one poisoned soldier or one encounter.
The achievement unlocks after poisoned enemies have killed five other enemies.
▶Sophishticated
Catch ten fish.
These do not need to be ten different species. Use any fishing spot you like, equip the fishing rod, and successfully land ten fish.
If you have already been fishing naturally, the total is cumulative.
The achievement unlocks after your tenth catch.
▶Hit 'n Run
Hit 'n Run15G
Run over ten enemy soldiers with vehicles.
The kills are cumulative. Checkpoints and road patrols are convenient because enemies stand close to drivable roads.
The achievement unlocks on the tenth qualifying vehicle kill.
▶Heated Conflict
Kill ten soldiers while Heat is active.
This often unlocks naturally during story missions that give you active Heat, such as Sundown in the Montero storyline. If it is still locked when you reach this point, use the method below.
Heat builds as Dani causes sustained trouble in the open world. A partly filled meter is not enough: keep raising Heat until the alert that Castillo's Special Forces are after you appears, then stay and fight. Only kills made while that alert is active count; elite Special Forces soldiers count too.
The ten kills are cumulative across different Heat encounters.
The achievement unlocks on the tenth qualifying kill.
▶Not So Special
Kill ten Special Forces soldiers.
These tougher troops are sent after Dani at high Heat and also appear as campaign pressure increases. If you still need kills, deliberately raise Heat and fight the reinforcements instead of hiding.
The ten kills are cumulative.
The achievement unlocks on the tenth Special Forces kill.
▶Liberty
Liberty75G
Capture all 21 FND Bases in the solo campaign.
Liberty itself can still be finished after the story. The route completes it here for efficiency, and because your last uncaptured bases are what Ninjerilla and Didn't See That Coming! need. Confirm both are unlocked before taking your final bases. You should have captured most bases while clearing each region.
Use the map to find any remaining red FND Base icons and capture each one. Do not confuse checkpoints with FND Bases.
The achievement unlocks after the twenty-first FND Base has been secured.
▶Glorious Leader
Reach Rank 14, Comandante.
Story missions, Yaran Stories, Military Targets, Treasure Hunts, supply drops, and the full FND sweep provide more than enough experience. Following this guide should reach Rank 14 without a separate XP grind.
If you are slightly short, finish remaining map activities rather than farming random enemies.
The achievement unlocks when Rank 14 is reached.
▶Base Game - Finale and Postgame
▶Final checkpoint before Esperanza
Before beginning the final push, confirm:
- Hidden In Plain Sight is unlocked.
- Ninjerilla is unlocked.
- Co-Dependent is unlocked.
- Didn't See That Coming! is unlocked.
- Liberty is unlocked.
- Your three faction achievements are unlocked.
Hidden In Plain Sight is the one true campaign missable: completing The Battle of Esperanza closes it, and recovery means a new game.
Ninjerilla and Didn't See That Coming! are semi-missable. Once every base is captured, only one or two bases per week return to enemy control through post-story Insurgencies, and you cannot choose which.
Co-Dependent can still be earned later in a friend's world. Liberty can be finished after the story if needed.
Proceed through Paradise Lost, Dead Drop, Against the Wall, The Lion's Den, and the final assault.
▶Paradise Lost and the Esperanza collectibles
▶Collectibles · 9 9 collectibles
Pxssy Powah! — Esperanza, Mercurio Mecánico hideout (West Lado): top level under the metal shelter, on the L-shaped table. Take it at the start of Paradise Lost, after the hideout cutscene.
Here We Kum — Esperanza, Barrio Antiguo south of Cartagena Park: rooftop of the building where the game began. Enter the arched courtyard on the west side of the street, climb to the roof terrace, and check the shelf inside the storage closet. Not present during the prologue. On foot only.
Return later
Siete Pajaros Apartments chest — Esperanza, West Lado: ground-level green area among the apartments. Grapple left of the chest to the roofs for #08 Car Clásico, then zipline and climb the vines to #15 El Flamenco. Reward: Fuego Coat Mk II.
La Divinidad Cathedral chest — Esperanza, Old Pueblo: rooftop north of the cathedral (grapple from the northwest alley of Ofelia García Park). Zipline to the cathedral for #11 Rum inside the door with the blue symbol; #02 La Guitarra is on the rooftop garden to the east. Liberate the cathedral base first. Reward: Rioter Pants Mk II.
Urushi (rifle) — Esperanza, Santa Leticia Square shipyard: enclosed area at the far south end of the western pier. You can swim in from Noventarmas.
Zona-51 (rifle) — Esperanza, La Divinidad Cathedral FND base: southwest bell-tower stash room; spare keycard on the ground-floor altar.
Crackle & Pop (LMG) — Esperanza, El Rayo Cinema: roof of the building south of the cinema, by zipline from the cinema roof.
El Rubi (shotgun) — Esperanza, Torre del León: behind the lobby reception under the Castillo portrait. Entering maxes your Wanted level; also on the route of The Battle of Esperanza.
Pistola Sportiva (pistol) — Esperanza, El Maratón Field: commentators' box of the baseball stadium.
Paradise Lost is a committed assault on the Hotel Paraiso, so go in with armor-piercing ammunition, healing, and your best loadout. Once the charges are placed, the option to withdraw from the operation disappears.
Clara's call brings you to the Mercurio Mecánico hideout in West Lado. After the hideout cutscene, before you leave for the explosives:
- Climb to the hideout's top level.
- Take the Pxssy Powah! USB Stick from the table under the metal shelter.
With the operation done, sweep the rest of Esperanza:
- Here We Kum USB Stick: the rooftop closet of the building where the game began, south of Cartagena Park.
- Criptograma Chests: Siete Pajaros Apartments and La Divinidad Cathedral. Liberate the cathedral FND base first if you have not already.
- Unique Weapons: Urushi, Zona-51 (La Divinidad Cathedral stash room), Crackle & Pop, El Rubi (Torre del León lobby), and Pistola Sportiva.
Locations for all of these are in the Collectibles section.
Esperanza's streets are barricaded, and aircraft, wingsuits, and parachutes are shot down. Move on foot through the open gates, alleys, sewers, and guerrilla paths. Setting a map marker helps the route guidance find an open path.
Nothing here is lost if access is awkward:
- Here We Kum does not exist during the prologue and appears on a later return. If it is not there yet, check again after more story progress or after the credits.
- El Rubi is also on the route of The Battle of Esperanza.
- Everything else can be collected in free roam after the credits; the city stays locked down, and the same on-foot routes still work.
▶Against the Wall and The Lion's Den
▶Collectibles · 2 2 collectibles
El Regalo de Clara (pistol) — Story reward from Clara during Against the Wall.
One Ping Only (rifle) — Story reward issued during The Lion's Den.
Against the Wall awards the El Regalo de Clara Unique Weapon in a cutscene. The Lion's Den issues the One Ping Only Unique Weapon, and it automatically equips a full Revolutionary gear set, which unlocks Fashionista.
The Lion's Den is the last stop before the finale. With all Esperanza weapons collected, you should own 49 Unique Weapons after it, and Armed to the Teeth unlocks.
▶The Battle of Esperanza
▶Viva La Revolución
Complete The Battle of Esperanza and finish the main campaign.
This is a story achievement and unlocks when Yara's main storyline reaches its conclusion.
After the credits, continue your save. The open world remains available for ordinary cleanup, and the weekly Insurgency system is now active.
▶Weekly Insurgencies
Insurgencies appear only after you complete The Battle of Esperanza. They need an online connection and rotate on a real-world weekly schedule. The reset falls on Monday, or Tuesday depending on your time zone.
Each cycle has a checklist of objectives. It always includes one specific Special Operation, plus FND Bases, checkpoints, and/or Anti-Aircraft Cannons that insurgents have reclaimed. Complete the checklist to reveal the Insurgent Leader's final FND Base, then capture it and eliminate the leader.
The Special Operations section below explains how to complete the weekly Special Operation. Start that section during your first Insurgency week.
▶Oh No You Don't!
Take out three Insurgent Leaders.
Only one Insurgent Leader is available per weekly Insurgency, so this needs three weekly cycles. After your first leader, you must wait through two more weekly resets for the second and third.
Kill your leaders as the host in your own world. Whether a co-op guest receives credit is unconfirmed, and reports suggest guests do not.
For each week:
- Complete the listed Insurgency objectives, including the Special Operation.
- Reveal the leader's final FND Base.
- Capture the base and kill the Insurgent Leader.
- Confirm the weekly Insurgency completes before leaving the game.
Repeat across three rotations. Use the waits between resets for Special Operations, the villain DLCs, and Lost Between Worlds.
The old clock-changing and kill-then-reload methods are PATCHED / NO LONGER A CURRENT ISSUE as shortcuts. Do not build your completion around them.
The achievement unlocks when your third Insurgent Leader is eliminated. It has occasionally failed to unlock on the third kill. Killing a fourth leader the following week is reported to work, but this is not confirmed.
▶Special Operations
▶Standard difficulty setup
Special Operations are launched through Lola and require an online connection, including solo play.
The core objective is to reach the PG-240X, carry it back to extraction, and stop it overheating by keeping it out of sustained direct sunlight and cooling it with water when necessary.
Late-game Dani is much better equipped for these runs, which is why the route delays them until now. The Parkour gear set, bought at the Bandidos Barracks, is the standard loadout for Special Operations.
Every weekly Insurgency checklist includes a Special Operation, so begin here during your first Insurgency week and interleave the Mastery ladder with the weekly resets.
▶Overheated
Overheated20G
Complete any Special Operation.
Standard difficulty is enough. Mesozoico is a good first map because you will revisit it for other achievements.
Retrieve the PG-240X, return to extraction, survive the final attack, and complete the operation.
The achievement unlocks on your first successful Special Operation completion.
▶Stay Cool
Stay Cool15G
Complete a Special Operation without the PG-240X temperature meter ever exceeding 50%.
Use Standard difficulty. Study your outbound route before grabbing the device, because your return route matters much more.
On the way back:
- Travel through shade whenever possible.
- Move quickly between covered areas.
- Use water sources to cool the device before making another exposed crossing.
- If the meter approaches halfway, stop progressing and cool it rather than gambling on the next patch of shade.
To watch the meter, select the PG-240X from the weapon wheel so its temperature lights show; stow it during fights and reselect it afterwards. The meter has nine bars, so five bars is already over 50%. Keep it at four bars or fewer.
Do not let the meter exceed 50% at any point. Cooling the device afterwards should not be relied on to save the attempt.
The achievement unlocks when extraction completes with the threshold never breached.
▶Hidden Cash
Hidden Cash15G
Only one hidden Moneda stash is needed.
Mesozoico gives a straightforward route. In the Visitor Center, the stash key sits on the dinosaur-head display case in the center-left room on the first floor. The hidden chest is behind the pterodactyl statue, about 100–150 meters up the path from the entrance. It holds 400 Moneda.
The achievement unlocks when you open the hidden Moneda stash.
▶Mastery 1 and the informant grind
Mastery 1 and higher add Lola's Informants encounters. These are groups of hostages you can free while transporting the PG-240X.
Save every informant group you encounter during your Mastery progression rather than leaving all 30 for the end.
▶Termination Phase
Free 30 hostages during Lola's Informants challenges.
The count is cumulative across Special Operations. Each Mastery 1 or higher run has one Lola's Informants group of three hostages, marked by a red flare. Clear the enemies and free all three.
Freed hostages count immediately, even if you then restart the operation. If your Mastery ladders do not naturally supply 30, farm Maceo on Mastery 1: free the three hostages, use System > Restart Special Operation, and repeat until the total reaches 30. Other ways of abandoning a run are not confirmed to track the same way, so use the restart.
The achievement unlocks when the thirtieth hostage is freed.
▶Mastery 3 map completions
On your own progression, each map normally unlocks its difficulty ladder sequentially:
Standard, Mastery 1, Mastery 2, then Mastery 3.
Joining a host who already has Mastery 3 available may let you earn a Mastery 3 achievement without unlocking the lower tiers yourself, but this is not confirmed. Plan to climb the ladder yourself. If Mastery 3 is locked on a map, complete the highest tier that map currently offers; that unlocks the next one.
Mastery runs are significantly easier with two players. A strong arrangement is one player carrying the PG-240X and concentrating on shade, water, and survival while the other handles enemies.
▶Crocodile Tears
Complete Special Operation Cocodrilo on Mastery 3.
If progressing normally, clear the lower difficulties first. On the Mastery 3 run, prioritize the PG-240X temperature over optional fighting during the return trip and make full use of defensible shade and water.
Cocodrilo has a recurring bug where enemy spawns stop at roughly 75–90% transfer and the run stalls. There is no confirmed fix. None of these steps is confirmed; they are player-reported troubleshooting attempts, usually tried in this order:
- Kill any arriving horse riders and destroy empty vehicles and helicopters nearby.
- Leave the extraction area until the warning appears, then return.
- As a last resort, quit to the menu and restart the operation.
The achievement unlocks when Cocodrilo Mastery 3 is successfully completed.
▶Extinction Level Event
Complete Special Operation Mesozoico on Mastery 3.
By now you should already know much of the map from your Standard run. Use that familiarity to plan the safest return corridor before touching the PG-240X.
The achievement unlocks after surviving extraction on Mastery 3.
▶Agua Mala
Agua Mala15G
Complete Special Operation Maceo on Mastery 3.
This is also a useful map for any remaining Termination Phase progress because you can incorporate informant rescues into repeated Mastery runs.
The achievement unlocks when Maceo Mastery 3 is completed.
▶Everything Must Go
Complete Special Operation Los Tres Santos on Mastery 3.
Use the same discipline as the earlier Mastery runs: establish the return route before picking up the device and avoid letting optional kills pull the carrier away from cooling opportunities.
The achievement unlocks on completion of Los Tres Santos Mastery 3.
▶Queenslayer
Queenslayer15G
Complete Special Operation Puerta del Edén on Mastery 3.
This is the fifth achievement-bearing Mastery 3 map. Finish extraction and the Special Operation title-update portion of the list is complete.
The achievement unlocks when Puerta del Edén Mastery 3 ends successfully.
▶Vaas: Insanity
▶Mind Level 1 exploration
Launch Vaas: Insanity and check the gameplay difficulty immediately. The DLC can default to Action even when the campaign was played on Story. Change the normal gameplay difficulty to Story in Options > Gameplay if you want the easiest achievement route. No achievement requires a particular difficulty.
Mind Level is separate from difficulty. Your first escape must be on Mind Level 1, and that single escape unlocks Mind Levels 2–5 at once. You do not need to clear Levels 2–4. The minimum is one ML1 escape plus one ML5 escape, with extra ML5 runs for farming.
Deaths end the run and cost temporary run progress, carried Cash, equipment, and Powers. Permanent Armory unlocks, Weapon Case upgrades, Mirror upgrades, and collected entries persist across runs and deaths. Quitting to the main menu from inside a Safe House keeps your money; quitting anywhere else loses it.
To save in a villain episode, enter a Safe House, open the System tab, and choose Save before quitting. Mission progress is always lost and reloading starts a new run. Quitting inside a Safe House keeps your weapons, currency, and Powers. Quitting anywhere else keeps only permanent traits, rewards, and unlocked weapons. Collected Diary Pages, Chibis, and Visions carry over either way.
Use Mind Level 1 as your exploration and permanent-unlock run. Discover map locations, clear weapon challenges, collect visible lore, and learn the three main objective routes.
The DLC has no collectible detector or map marker. The pause-menu Collection lists Diary Pages by title, Chibis by number, and Visions by name and number, so use it to see what is missing. All 35 collectibles can be found on your first Mind Level 1 run. A good order:
- At the start: Diary Pages I and II and Chibi 01 in the Compound.
- The two Mindfucks: do Checking Out and The Balancing Point early. Between them they hold nine Visions and two Diary Pages. They include the Visions most often reported not to register, so doing them early leaves time to retry.
- While travelling: pick up the remaining Chibis.
- The blade-piece missions: Diary Page III and Vision 01 are on the approach to Citra's Temple. The rest of the mission Visions and pages are collected inside Birthright, Radio Play, and You Hit the Ground.
- Before the last blade piece: before you return to the Compound with the third piece, open the Collection and confirm Diary 7/7, Chibis 10/10, and Visions 17/18. Vision 18 plays when you return to the Compound with all three pieces, so 17/18 is correct at this point.
Anything missed is collected on a later run. The Mind Level 5 run repeats all three missions, so missed mission Visions cost nothing extra.
▶This Is Your Brain
Discover every location in Vaas' mind: 20 locations in total.
The required map consists of the Compound plus the marked weapon challenges, safehouses, Trials, Mindfucks, and three main mission areas. You only need each required location to register as discovered; every activity does not have to be completed specifically for this achievement.
Sweep the map on Mind Level 1 and compare it against your discovered icons before escaping.
The achievement unlocks when the last required location is discovered.
▶Freudian Field Day
Solo Game only. Unlock every weapon in Vaas' Armory.
The Armory holds nine weapons. The starting pistol is already unlocked, and the other eight come from the eight weapon challenges. Each challenge is started at its weapon chest and requires you to defeat the challenge enemies before returning to claim the permanent Armory unlock. Only the base unlock is needed for this achievement.
These unlocks persist between runs, so there is no need to complete all eight without dying or in one run.
The achievement unlocks when the eighth challenge weapon has been permanently unlocked.
▶Dear Diary
Dear Diary10G
▶Collectibles · 7 7 collectibles
No. 1We're All Mad Here I — Compound: pinned to the wall by a staircase inside the spawn building, left of the Armory locker.
DLC
No. 2We're All Mad Here II — Compound: on a shipping container in the courtyard outside the spawn building, near the big red door with the eye. Check all faces of the nearby containers.
DLC
No. 3We're All Mad Here III — Approach to Citra's Temple: by a corpse after the vine wall, before the temple steps.
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No. 4We're All Mad Here IV — Radio Play, on the Medusa: pinned to a locker in a second-level cabin, below where the blade piece is taken.
DLC
No. 5We're All Mad Here V — Checking Out: Room 1991, the first hotel room opened with the key, near the TV.
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No. 6We're All Mad Here VI — The Balancing Point: ground-floor desk by the window in Dr. Earnhardt's house (swim in through the window).
DLC
No. 7We're All Mad Here VII — You Hit the Ground: desk inside a Prison Camp building next to a loot chest.
DLC
Collect all seven of Vaas' Diary Pages.
Diary Pages are permanently recorded when collected, even if you die afterwards. Their locations:
- I and II: in the Compound.
- III: the approach to Citra's Temple.
- IV: the Medusa (Radio Play).
- V: Room 1991 of the Rabbit Hole Hotel (Checking Out).
- VI: Dr. Earnhardt's house (The Balancing Point).
- VII: the Prison Camp (You Hit the Ground).
Confirm 7/7 in the Collection menu rather than waiting for the achievement.
The achievement unlocks when all seven pages are collected.
▶Puff, Puff, Vaas
▶Collectibles · 10 10 collectibles
No. 1Chibi 01 — The Compound (map centre): building to the right of the spawn building. Climb to the purple-lit second floor and shoot it through the ceiling gap above the workbench.
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No. 2Chibi 02 — West-shore beach, upper-left (northwest) part of the map, where boats float in the air. Shoot it on the bow of the floating boat from the sand.
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No. 3Chibi 03 — Volcano climb just southwest of the Compound, on the route up to the Medusa (Radio Play). Climb the metal scaffold with a radio antenna; it sits on the top railing.
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No. 4Chibi 04 — Sandy north-shore beach beside the volcano, at the top of the map. Check the metal buckets on the sand; it is inside one.
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No. 5Chibi 05 — Southern part of the map, beside a heavily guarded chest. Clear the guards, then walk round to the back of the large tree next to the chest and shoot the Chibi inside the hollow.
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No. 6Chibi 06 — West coast near Chibi 02. Walk up the hill from its south side to the broken wooden footbridge high over the sea; it is on the end plank.
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No. 7Chibi 07 — Centre of the map, at the large statue of a praying woman. Shoot it between the statue's hands.
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No. 8Chibi 08 — Northeast (top-right) part of the map: climb the flight of stone steps to a chest. It sits on top of the stone wall to the left of the chest.
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No. 9Chibi 09 — East side of the map, in the area of red grass. A corpse hangs upside down from a pole; shoot the Chibi in its hands.
DLC
No. 10Chibi 10 — Far east edge of the map near Chibi 09: a small floating stone column with leaves on top. Shoot it from the ground.
DLC
Collect all ten Vaas Chibis.
Chibis persist once found and can be collected across multiple runs. They are small and easy to overlook, so check the Collection screen before leaving your exploration phase.
Shoot each Chibi; the game also accepts interacting with it, but shooting is the safe method. Check the Collection number after each one. Chibi 05 is the awkward one, in a hollow on the back side of a tree.
The achievement unlocks when all ten are collected.
▶So Much For Poetics
▶Collectibles · 18 18 collectibles
No. 1Family — Open world on the path to Citra's Temple: Vaas sitting on a rock in the red water, just after the vine wall.
DLC
No. 2Rebel — Birthright: walking up the temple steps. Walk slowly.
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No. 3Scripts — Birthright: right after Rebel, just before entering the temple.
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No. 4Birthright — Birthright: after the first stage of the Citra fight, at the next doorway.
DLC
No. 5Fatal Flaws — Birthright: after the second stage of the fight, on the stairs to the next area. Do not loot first.
DLC
No. 6Temptress — Birthright: after Citra falls and you take the blade piece.
DLC
No. 7Room 1991 — Checking Out, first hotel room: pick up the blade from the chair.
DLC
No. 8Room 2003 — Checking Out: take down the tied-up man.
DLC
No. 9Room 2006 — Checking Out: melee the three paintings.
DLC
No. 10Room 2007 — Checking Out: interact with the clippers on the table.
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No. 11Room 2012 — Checking Out: pick up the syringes around the room.
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No. 12Final Room — Checking Out: the last room (its door also reads 2012). Watch the scene, then use the suspended door.
DLC
No. 13Meet Cute — You Hit the Ground: plays after you take the blade piece.
DLC
No. 14Roleplay — Edge of the Rabbit Hole: Vaas is kicked into the pit. Watch it before you jump.
DLC
No. 15Copycat Motherfers* — Radio Play: after the four radios and Jason, when you take the blade piece.
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No. 16Addict — The Balancing Point: place the three medicine piles in the greenhouse dishes and stay while it plays.
DLC
No. 17Redefined — Checking Out, outside the hotel: let every Vaas appearance finish; the last one before the hotel door counts.
DLC
No. 18Warrior — Compound: plays as you return with all three blade pieces.
DLC
Collect all 18 Visions in Vaas' mind.
A Vision counts only when its scene plays to the end and the collectible notification appears. When a Vision begins, stop and let it finish.
Where the 18 come from:
- Approach to Citra's Temple (open world): 01.
- Birthright (Citra's Temple): 02–06.
- Checking Out: 07–12, 14, and 17.
- You Hit the Ground (Prison): 13.
- Radio Play (Medusa): 15.
- The Balancing Point: 16.
- Extraction at the Compound: 18.
Precautions at the risky points:
- Vision 14: watch Vaas being kicked into the Rabbit Hole before you jump in. Once you jump, treat it as gone until the next run.
- Vision 17: after the swim, Vaas appears several times on the way to the hotel. Let every appearance finish; the one that counts is the last scene before you head to the hotel door.
- Visions 04 and 05: these play after the first and second stages of the Citra fight. After the second stage, do not loot first. Walk slowly to the stairs and wait for the scene.
- Vision 16: stay in the greenhouse while it plays. Wandering off ends it uncounted, and the event must be redone.
Visions 05, 14, and 17 have occasionally been reported to play without registering, with no confirmed fix. Check the Collection menu after each one and replay the event on a later run if needed.
Mission Visions (02–06, 13, 15) disappear if you run past them or leave, and they return on your next run. The open-world Vision 01 repeats if you leave and return.
The entries persist between runs.
The achievement unlocks once all 18 Visions have been registered.
▶First escape
With your exploration work done, complete all three main objectives and bring their pieces back to the Compound.
Before starting the final defense, spend enough Cash on permanent upgrades and a loadout you can reliably use. The last sequence requires surviving the Compound assault before you can leave.
Collectible checkpoint: once you are back at the Compound with all three blade pieces and Vision 18 has played, open the Collection menu and confirm 7 Diary Pages, 10 Chibis, and 18 Visions before starting the final defense. Anything missing can be collected on a later run.
▶No, I Won
No, I Won15G
Complete the three main missions, return to the Compound, survive the final waves, and choose to escape Vaas' mind.
The achievement unlocks on your first successful escape.
Escaping Mind Level 1 unlocks Mind Levels 2–5 at once. Go straight to Mind Level 5.
▶Mind Level 5 and permanent upgrades
From this point, stop rebuilding the entire map every run. Concentrate on permanent power, the three main objective pieces, and survival.
Mind Level 5 roughly doubles currency rewards, and enemies hit harder and take more damage. Tackling the more difficult objective while your run is fresh can be safer than saving it for last. If a route or fight is consistently causing deaths, buy permanent survivability before attempting the escape.
▶The 1%
The 1%15G
Carry at least 8,000 Cash at one time.
This is a current-balance requirement, not 8,000 lifetime earnings. Earn the full 8,000 within one life: death ends the run and costs your carried progress. If you need to stop, bank your Cash by quitting to the main menu from inside a Safe House.
Mind Level 5 produces much better income, so do not cripple the early build by hoarding immediately. Once your permanent setup is comfortable, stop spending temporarily and continue looting, completing activities, and selling unwanted valuable drops until the displayed Cash balance reaches 8,000.
The achievement unlocks as soon as you are holding at least 8,000 Cash.
▶I Rule This Kingdom
Escape Vaas' mind with a score of at least 25,000.
On Mind Level 5, the main objectives alone typically score around 40,000–48,000, so this unlocks naturally with Definition of Insanity. If your displayed score is somehow still below 25,000 before committing to extraction, complete additional activities rather than leaving early.
The achievement unlocks when you successfully escape with a final score of at least 25,000.
▶Self-Help
Self-Help50G
Solo Game only. Fully upgrade every Weapon Case in Vaas' Armory.
All nine Weapon Cases need their full five levels of upgrades, including the starting pistol. Freudian Field Day must effectively be finished first because every case needs to exist before it can be upgraded.
This is a permanent progression grind and does not need to happen in one run. Spend surplus Cash on Weapon Case upgrades throughout your Mind Level 5 runs. The total cost is high; expect roughly five or six Mind Level 5 farming runs.
Farm profitable activities on Mind Level 5. Trials and valuable drops are useful. Quit to the main menu from inside a Safe House between farming passes to bank your Cash without risking it on a death.
The achievement unlocks when the final Weapon Case is fully upgraded.
▶Definition of Insanity
Successfully escape Vaas' mind at Mind Level 5.
Mind Level 5 is available as soon as you have escaped once on Mind Level 1. Normal gameplay difficulty may remain on Story. Mind Level 5 itself must be selected for the run.
Take the three objective pieces, return to the Compound, survive the final defense, and escape.
The achievement unlocks after the successful Mind Level 5 escape.
▶Pagan: Control
▶Mind Level 1 exploration
Set the normal gameplay difficulty to Story if desired; no achievement requires a particular difficulty. As with Vaas, your first escape must be on Mind Level 1, and that escape unlocks Mind Levels 2–5 at once.
Use Mind Level 1 to discover the map, unlock weapons, collect permanent entries, and learn the three main objective routes.
The DLC has no collectible detector. The pause-menu Collection lists Diary Pages, Chibis, and Visions by number, and collected entries stay ticked there through death, escape, and Save & Quit.
To save in a villain episode, enter a Safe House, open the System tab, and choose Save before quitting. Mission progress is always lost and reloading starts a new run. Quitting inside a Safe House keeps your weapons, currency, and Powers. Quitting anywhere else keeps only permanent traits, rewards, and unlocked weapons. Collected Diary Pages, Chibis, and Visions carry over either way.
One collectible chain needs special planning: the Thicker than Water Delusion at Chal Jama Monastery has four statues. Only one statue can be used per run. To use another, save at a Safe House (System tab > Save), quit to the main menu, reload, and wingsuit back to the monastery. Reloading starts a new run, so your Mask Pieces and run progress are lost. You do not need another escape, and this works on any Mind Level.
On your first run, use a statue that gives two Visions (Pagan, Lakshmana, or your father) rather than Ishwari. Plan the other three statue visits for later runs, such as the Mind Level 5 run and Respect-farming runs.
▶Enlightened Monarch
Discover every location in Pagan's mind: 21 locations in total, including the Royal Palace.
The 21 are: eight Armory Challenges; three Contemporary Art Trials (Floating Statue, Gorge Statue, and Grotto Statue); three Safe Houses (Lakeside, Country, and Mountain); three Delusions (Sound and Fury, House on Fire, and Thicker than Water); three Memories (For King and Country, Playing God, and Rewriting History); and the Royal Palace. The Dinner Table starting area is not one of them.
Approaching closely enough for each required location to register is sufficient for the discovery achievement, although several locations should also be completed for other achievements.
The achievement unlocks when every required location has been discovered.
▶Accessorizing
Solo Game only. Unlock every weapon in Pagan's Armory.
The Armory holds nine weapons. The starter is already unlocked, and the other eight come from the eight weapon challenges. Each completed challenge permanently unlocks its weapon, so the eight can be spread across runs.
The achievement unlocks when the final Armory weapon is unlocked.
▶Early Drafts
Early Drafts10G
▶Collectibles · 7 7 collectibles
No. 1Kyrati TV Guide I — Spawn area: down the ramp, on a wooden pole to the left.
DLC
No. 2Kyrati TV Guide II — Spawn area, further downhill: on a rock with red candles.
DLC
No. 3Kyrati TV Guide III — Royal Palace: between the mirror and the weapons locker on the way in. Needs all three Mask Pieces.
DLC
No. 4Kyrati TV Guide IV — For King and Country (Durgesh Prison): climb the outside boards; small orange shelf in the cave straight ahead.
DLC
No. 5Kyrati TV Guide V — Rewriting History (Banapur): on a wooden pole in the objective area.
DLC
No. 6Kyrati TV Guide VI — Playing God (Jalendu Temple lake): in the objective area, on a wooden pole or by the crates near the prayer wheel.
DLC
No. 7Kyrati TV Guide VII — Contemporary Art Trial: after defending the golden statue, in the small cave room to its right.
DLC
Collect all seven Pagan Diary Pages.
Pages remain collected after the run ends. Their locations:
- 01 and 02: at the spawn area.
- 03: inside the Royal Palace, so it needs all three Mask Pieces in the same run.
- 04, 05, and 06: in the three main objectives.
- 07: in a small cave room after the Contemporary Art Trial.
Exact spots are in the Collectibles section.
The achievement unlocks when all seven pages are registered.
▶Vanity Project
▶Collectibles · 10 10 collectibles
No. 1Pagan Chibi 01 — A short walk north of the Dinner Table start: on a tree branch above a small wooden shack. Shoot it.
DLC
No. 2Pagan Chibi 02 — Riverside hut southeast of the golden-road pen that holds Chibi 10. Climb the side of the hut, or shoot it on the thatched roof.
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No. 3Pagan Chibi 03 — Lakeside cottage near the central lake, about 100 meters southeast of Chibi 02. Look up under the roof; it sits on a wooden beam.
DLC
No. 4Pagan Chibi 04 — Memory Link 2: on the nearby stone bridge, look below the grapple point. It hangs on a yellow rope off the cliff; shoot it.
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No. 5Pagan Chibi 05 — Bell Tower Ruins Delusion (purple icon). Climb the inverted tower, follow the rocky path west along the mountain wall past a burning torch, then turn around and look up.
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No. 6Pagan Chibi 06 — Banapur in the northwest (Rewriting History objective). Climb the rocks behind the houses and follow the cliff path to the eagle's nest.
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No. 7Pagan Chibi 07 — Grotto Statue, north of the central lake. Travel to the Grotto Statue Trial icon: the hilltop there has two ornate stone pillars and a sparkling golden-egg container. The Chibi sits on top of the western pillar; shoot it from the ground. On an efficient route, take it after Chibi 03 (lakeside cottage) and before Chibi 09 (the cave under Memory Link 3).
DLC
No. 8Pagan Chibi 08 — For King and Country (Durgesh Prison) in the southeast. After the boss and Mask Piece, at the exit cliff, go right and look up by the grapple point before you zipline down.
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No. 9Pagan Chibi 09 — Cave directly beneath Memory Link 3: shelf near the ceiling right of a purple Respect chest. Shoot it from the riverbank outside.
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No. 10Pagan Chibi 10 — Just south of Memory Link 1 (southeast of Rewriting History at Banapur), on the north side of a golden road, at a small covered pen with chickens running around. On an efficient route, take it after Chibi 06 (Banapur cliff nest), then head southeast to Chibi 02. It is inside a crate under the pen roof; shoot through the crate.
DLC
Collect all ten Pagan Chibis.
These collectibles persist across runs. Shoot each one to collect it. Search them out during your Mind Level 1 exploration rather than adding unnecessary detours to Mind Level 5.
Two need specific timing:
- Chibi 08: after the For King and Country boss. Take the Mask Piece, then turn right and look up before you zipline or jump down.
- Chibi 06: take it during Rewriting History by the cliff path behind the Banapur houses.
The achievement unlocks when all ten Chibis have been collected.
▶Radio is More My Thing
▶Collectibles · 16 16 collectibles
No. 1Second Draft — Plays when you complete Rewriting History and take the Mask Piece.
DLC
No. 2Storybook Ending — Plays when you complete Playing God and take the Mask Piece.
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No. 3Power Struggle — For King and Country: after the right-side tunnel.
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No. 4Leverage — For King and Country: after the left-side tunnel.
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No. 5Indomitable — For King and Country: after the flamethrower boss.
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No. 6First Sight — Thicker than Water, Ishwari statue: use the passport and pen, take the wheel, and use both wheels to open the gate.
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No. 7Cold Feet — Thicker than Water, Lakshmana statue room.
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No. 8Change of Heart — Thicker than Water, Lakshmana statue room, same visit as Cold Feet.
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No. 9Self-Reflection — Thicker than Water, Pagan statue room (fire traps).
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No. 10New Beginnings — Thicker than Water, Pagan statue room, same visit as Self-Reflection.
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No. 11Patriarch — Thicker than Water, father statue: right corridor; the key in that corridor opens the end door.
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No. 12Daddy Issues — Thicker than Water, father statue: left corridor; the key opens the room leading to a bar.
DLC
No. 13Titles — Outside Chal Jama Monastery at the four-statue area, once Visions 06–12 have registered. Community-reported bug: it can fail to appear; repeating visits in later runs is an unconfirmed workaround.
DLC
No. 14Low Point — House on Fire: find the four books across the two houses, then return outside between them.
DLC
No. 15Reverie — Royal Palace: on the stairs going up, before the mirror.
DLC
No. 16Happily Ever After — Royal Palace exfiltration room, at the family table. Watch it before touching the chair.
DLC
Collect all 16 Visions in Pagan's mind.
A Vision counts only when it plays to the end and the notification appears. Main-objective Visions disappear if you run past them and return on your next run.
Where the 16 come from:
- Rewriting History: 01.
- Playing God: 02.
- For King and Country: 03, 04, and 05, during the objective.
- Thicker than Water statues: 06–12.
- Outside Chal Jama Monastery: 13.
- House on Fire: 14.
- Royal Palace: 15 and 16.
Thicker than Water. First solve the head puzzle and place the head on the statue, and the lake drains. Then, left to right:
- Pagan (yourself): 09 and 10.
- Lakshmana (the baby): 07 and 08.
- Ishwari (the woman): 06 only.
- Your father (headless man): 11 and 12.
For your father, the right corridor gives 11 and the left corridor gives 12, each opened by a key in the same corridor. On that visit also take the middle corridor: the key is in the bathroom, open the end door, and interact with the book.
Watch every Vision in the statue's rooms, then leave the Delusion normally. Do not quit mid-visit.
Vision 13 (Titles) should play outside, back at the four-statue area, once Visions 06–12 have all registered, whichever statue you finish with. Leave the monastery and walk back out to the statues to give it the chance to play; on the father visit, do the middle-corridor book first. It is a known community-reported bug that it can fail to appear even then, and there is no confirmed recovery. After each statue visit, check outside anyway, since it is also reported to appear early. If it still has not appeared, repeating statue visits in further runs is a player-reported workaround only; some players report it never triggering. Leave it until last so it cannot hold up the other 15.
Collectible checkpoint: after your fourth statue visit, open the Collection menu and confirm Visions 06–12, then walk out to the statue area and confirm Vision 13 before you leave the monastery.
Royal Palace. Vision 15 plays on the stairs up into the palace. Take the left path through the door to the exfiltration room: Vision 16 plays at the family table there. Let it finish before you interact with the chair at the table (the yellow mission marker), because the chair starts the exit and skipping the Vision costs a full new run to get back.
Use the Collection screen rather than guessing whether a dialogue scene counted.
The achievement unlocks when all 16 Visions have been collected.
▶First escape
Complete the three main objectives and proceed to Pagan's final sequence.
Collectible checkpoint: before the final sequence, open the Collection menu and confirm 7 Diary Pages and 10 Chibis. Visions should read 16, minus the Thicker than Water statue Visions you have planned for later runs.
▶True End(ing)
Finish the DLC and escape Pagan's mind for the first time.
This first completion must be on Mind Level 1. The achievement unlocks on the successful escape, and Mind Levels 2–5 all become available.
▶Mind Level 5 and permanent upgrades
Go straight to Mind Level 5 for the remaining escape, score, and currency work. Preserve permanent upgrades. Finish any remaining Thicker than Water statue visits with the save-and-quit loop. Stop spending Respect temporarily when approaching the 8,000 requirement.
▶Pocket Money
Pocket Money15G
Carry at least 8,000 Respect at one time.
The balance must show 8,000 simultaneously. Lifetime earnings do not count, and dying resets your carried Respect, so you need the full amount within one life.
Mind Level 5 makes Respect much easier to accumulate. Pause your upgrading long enough to cross 8,000. Quit from a safehouse to bank your Respect if you need to stop.
The achievement unlocks immediately when the current balance reaches the requirement.
▶Min-Maxed
Min-Maxed20G
Have eight Powers equipped simultaneously.
First buy all eight Power slots in the Mirror, which costs about 10,700 Respect in total. Then, during one run, collect Powers until every slot is filled. Powers drop from enemies as hearts, appear in chests, and are given by Trials.
It does not matter which eight Powers are equipped.
The achievement unlocks when the eighth Power slot is occupied.
▶Mind Monarch
Mind Monarch15G
Escape Pagan's mind with a score of at least 25,000.
On Mind Level 5, the main objectives normally produce a score well above 25,000, so this unlocks naturally with What's a King to a God?. If your displayed score is still short before extraction, finish more activities.
The achievement unlocks after escaping with at least 25,000 score.
▶What's a King to a God?
Escape Pagan's mind at Mind Level 5.
Mind Level 5 is available as soon as you have escaped once on Mind Level 1. Story difficulty is fine for combat, but the run must actually be launched at Mind Level 5.
Complete the three main objectives, survive the end sequence, and escape.
The achievement unlocks on the successful Mind Level 5 completion.
▶Joseph: Collapse
▶Mind Level 1 exploration
Set ordinary gameplay difficulty to Story if desired; no achievement requires a particular difficulty. Your first escape must be on Mind Level 1, and that escape unlocks Mind Levels 2–5 at once.
Use Mind Level 1 as the exploration pass. Joseph's DLC is especially friendly to this approach because several collectible and discovery requirements overlap heavily with the marked map activities.
Start each of the three Trials at least once during your exploration. Diary Books III, IV, and V are found during the Trials Cull the Herd, Yes, and Act of Faith, so skipping the Trials completely can leave Family History incomplete.
Collect Joseph's collectibles on Mind Level 1, because the radar is disabled on Mind Level 5. A good order:
- At the start: Book of Joseph I and II and Chibi 06 at The Garden.
- While exploring: the other Chibis.
- The three Trials.
- Providence: play it as one uninterrupted stop, before the Memories. The ordered route is under Parables below.
- The two Memories that carry collectibles: In the Beginning and What Child Is This?. Finish both before the Garden defense.
After the first escape, open the Collection menu and confirm 7/10/8. If anything is missing, save at a Safe House, quit, and reload to reset the missions, then replay only what you need.
To save in a villain episode, enter a Safe House, open the System tab, and choose Save before quitting. Mission progress is always lost and reloading starts a new run. Quitting inside a Safe House keeps your weapons, currency, and Powers. Quitting anywhere else keeps only permanent traits, rewards, and unlocked weapons. Collected Diary Pages, Chibis, and Visions carry over either way.
▶Pilgrimage
Pilgrimage10G
Discover every location in Joseph's mind.
There are 21 required locations across Eden, three Trials, three safehouses, three Revelations, three main mission locations, and eight weapon challenges.
For the discovery achievement, a location counts when you approach closely enough for it to register on the map. You do not need to finish every side activity specifically for Pilgrimage.
The achievement unlocks when the twenty-first required location is discovered.
▶Prepper
Prepper20G
Unlock all weapons in Joseph's Armory in Solo Game.
The Armory holds nine weapons. The starting P226 is already unlocked, and the other eight come from the eight weapon challenges. Finish each challenge's required enemy kills, return to the challenge chest, and claim the weapon unlock.
The unlocks persist permanently between runs.
The achievement unlocks when the eighth challenge weapon is unlocked.
▶Family History
▶Collectibles · 7 7 collectibles
No. 1Book of Joseph I — The Garden: small stand left of the first stairs from the church toward the white tree, near a square pillar.
DLC
No. 2Book of Joseph II — The Garden: pinned to the great tree's trunk on the church side.
DLC
No. 3Book of Joseph III — Cull the Herd Trial: on the wardrobe right of the bed in Jacob's cabin, after interacting with his body.
DLC
No. 4Book of Joseph IV — Yes Trial: on the outside altar by the Fractured Cross, after interacting with John's body. Clear the hostiles first.
DLC
No. 5Book of Joseph V — Act of Faith Trial: on the nightstand beside Faith's bed, after interacting with her body.
DLC
No. 6Book of Joseph VI — In the Beginning: on the piano inside Fall's End church once it opens. Take it before the Jerome fight ends.
DLC
No. 7Book of Joseph VII — Providence: desk with radio gear in the final room (US flag and wall map).
DLC
Collect all seven Joseph Diary Pages.
Placements:
- Books I and II: at The Garden.
- Books III, IV, and V: in the three Trials. III and V are in the cabin, and appear when you interact with the body. You do not have to wait for the waves, but finish each Trial anyway for its 1UP and Penance. IV is on the outside altar; clear the hostiles first.
- Book VI: during In the Beginning, on the piano inside Fall's End church. Take it as soon as the church opens, before the Jerome fight ends.
- Book VII: on the desk in the last room of Providence.
Pages remain collected between runs. Use the Collection menu to identify anything missing.
The achievement unlocks when all seven Diary Pages are registered.
▶False Idols
False Idols100G
▶Collectibles · 10 10 collectibles
No. 1Joseph Chibi 01 — Hope County Jail sign on the road to the Divine Justice Memory. Shoot or grab it on the "J" of "Jail".
DLC
No. 2Joseph Chibi 02 — Small fishing docks on the far south shore near the YES sign: in the kayak beside the wooden shack.
DLC
No. 3Joseph Chibi 03 — Forested hill on the east side, midway down the map. Find the radio antenna beside a metal windmill tower; it is on the antenna's first crossbar.
DLC
No. 4Joseph Chibi 04 — South edge, a short way west of Chibi 02's dock, near the Graven Image Revelation: a second windmill tower beside a shack and stacked building materials. It is on a beam.
DLC
No. 5Joseph Chibi 05 — Sniper-rifle (MBP.50) Armory Challenge in the far southwest: on top of the wooden rack holding the hanging masked man.
DLC
No. 6Joseph Chibi 06 — A short way southwest of The Garden start: on the left pillar of the two pillars joined by the Fractured Cross banner.
DLC
No. 7Joseph Chibi 07 — In the Beginning Memory (Fall's End church): on top of the lamp post in front of the church.
DLC
No. 8Joseph Chibi 08 — Hilltop Safe House, west of the map centre: on the steel beams beside the small bulldozer in the construction area.
DLC
No. 9Joseph Chibi 09 — Ruined silo just north of the sniper-rifle Armory Challenge: on the rim above a chest inside the silo. Shoot it from inside.
DLC
No. 10Joseph Chibi 10 — Memory Link 1: on the short wooden post beside the giant deer statue.
DLC
Collect all ten Joseph Chibis.
The Chibis persist between runs and can be collected during your exploration pass without carrying them through an escape. Joseph's Chibis make an audible high-pitched mumble when you are close. Walk up and interact, or shoot one that is out of reach.
The achievement unlocks on the tenth Chibi.
▶Parables
Parables30G
▶Collectibles · 8 8 collectibles
No. 1Judged — Providence, step 5: plays when you open the locked door and enter the Deputy's room.
DLC
No. 2Bliss — Providence: find Faith's white dress.
DLC
No. 3Haunted — Providence: through the vents to Jacob's music box; switch it on.
DLC
No. 4Urges — Providence: collect the three letters spelling YES.
DLC
No. 5Shadow of Death — Providence, step 2: no prompt. Walk into Joseph's bedroom (leave the YES-letters room, turn right, follow the hallway, bedroom on the right) and stay until it ends.
DLC
No. 6Premonition — What Child Is This?: free Ethan at the hilltop tree.
DLC
No. 7Childless — What Child Is This?: take the cross piece at the end.
DLC
No. 8Flock — In the Beginning: take the cross piece in the church after Jerome.
DLC
Collect all eight Visions in Joseph's mind.
Where they are:
- Visions 01–05: inside Providence; follow the ordered route below.
- Vision 06 (Premonition): What Child Is This?, when you free Ethan at the hilltop tree.
- Vision 07 (Childless): What Child Is This?, when you take the cross piece at the end.
- Vision 08 (Flock): In the Beginning, when you take the cross piece in the church.
Do not rush away when a Vision begins. Watch each sequence through to completion so the Collection screen records it.
Providence route. Enter the camper van at the Bunker and ride the elevator down into the upside-down building. Work through it in this order:
- Urges (04): collect the three letters S, E, and Y that spell YES. The Vision plays when you take the last one.
- Shadow of Death (05): this one has no prompt or marker. It plays when you walk into Joseph's bedroom. From the YES-letters room, turn right and follow the hallway; the bedroom is on your right. Walk all the way in and stay until the Vision ends. The same bedroom is also reached from the locked door by turning right, left, left, then right. No additional prerequisite has been verified.
- Bliss (02): find Faith's white dress.
- Haunted (03): from Jacob's room, follow the marker through the vents to the room with Jacob's music box and switch it on.
- Judged (01) and Book of Joseph VII: keep following the marker back to the locked door you passed earlier. Judged plays when you open it and enter the Deputy's room, the last room of Providence. Book VII is on the desk with the radio gear in that room.
The "leave the trailer" prompt can appear before all five Visions have played. Do not take it until the Collection menu shows Visions 01–05 and Book VII.
Before leaving Providence, open the Collection menu and check that Visions 01 to 05 are ticked. Missed Visions do not respawn in the same run. To retry, finish or leave the Revelation, save at a Safe House (System tab > Save), quit, and reload. Missions reset on the new run, so Providence can be replayed for the missing Vision only, since Visions you already watched stay counted; this recovery is reported to work but is not guaranteed.
The achievement unlocks when all eight Visions have registered.
▶First escape
Complete Joseph's three main objectives, return to Eden, and prepare for the final defense.
▶A New Dawn
A New Dawn10G
Survive the closing sequence and successfully escape Joseph's mind.
The achievement unlocks on the first successful completion, which must be on Mind Level 1.
Mind Levels 2–5 then all become available.
▶Mind Level 5 and permanent upgrades
Go straight to Mind Level 5. Continue buying permanent Mirror traits and use the higher rewards to finish the currency requirements.
▶Non-Profit
Non-Profit20G
Carry at least 8,000 Penance at one time.
This checks your current held balance. All carried Penance is lost on death, so you need the full 8,000 within one life. Save instead of spending once you are earning Penance comfortably on Mind Level 5. Quit from a safehouse to bank Penance; quitting anywhere else loses it.
Several late Mirror traits cost enough that you will naturally need large balances while finishing Heavenly Father.
The achievement unlocks when your held Penance reaches at least 8,000.
▶Heavenly Father
Unlock all of Joseph's traits in the Mirror.
Purchase every upgrade through all five trait trees, about 45,000 or more Penance in total. These upgrades are permanent across runs.
Prioritize survivability while you are still learning the DLC, then fill the remaining branches with Mind Level 5 Trial farming, banking your Penance at safehouses.
The achievement unlocks when the final Mirror trait is purchased.
▶Crusader
Crusader10G
Escape Joseph's mind with a score of at least 25,000.
On Mind Level 5, clearing the three main missions normally produces enough score, so this unlocks naturally with Walking the Path. If your visible score is unexpectedly below 25,000, add Trials or other activities before returning for extraction.
The achievement unlocks after an escape whose score is at least 25,000.
▶Walking the Path
Escape Joseph's mind at Mind Level 5.
Mind Level 5 is available as soon as you have escaped once on Mind Level 1. Normal combat difficulty can remain Story, but the run itself must use Mind Level 5.
Complete the three main objectives, return to Eden, survive the final waves, and escape.
The achievement unlocks on the successful Mind Level 5 completion.
▶Lost Between Worlds
▶First rift and your opening shard runs
Set Lost Between Worlds to Explorer, its easiest difficulty, if you want the easiest completion. No achievement requires a particular difficulty, but Explorer makes Now You're Riftin' and Crystal Crusader much easier.
The Encasement is built around branching Rifts. Your main objective is to recover five Vessel Shards. Each shard also grants equipment that improves traversal and opens useful shortcuts, so do not attempt the 15-minute run immediately.
The opening Fractured Fortress is always your first stage.
From the beginning, use gadgets to kill Defense Units whenever practical. This turns a later grind into natural progress.
▶Refracted Yara
Complete Fractured Fortress and enter its exit portal.
This is your introduction to the Rift structure and unlocks as you finish the first required stage.
▶Into the Void
Kill 25 Defense Units with gadgets.
This is cumulative across Rifts and runs. Gadget kills do not need to happen in one attempt.
Any gadget except the Healing Syringe counts, including grenades, sticky bombs, pipe bombs, and throwing knives. Take a gadget from the chest before the first Rift and restock at ammo crates. Use gadgets on ordinary Defense Units throughout the story until the tracker completes.
The achievement unlocks on the twenty-fifth qualifying gadget kill.
▶Rift-specific achievement passes
The branching structure eventually exposes several named Rifts with bespoke requirements. Do these during shard progression rather than replaying everything after the final boss.
After earning more shard upgrades, revisiting earlier routes becomes easier.
▶Mighty Minotaur
Kill ten Defense Units with melee attacks in one run of The Maze.
The Maze is reached from the purple portal at the end of Fractured Fortress.
This requirement resets between Maze runs, so all ten must occur in the same visit. Defense Units count; unrelated creatures do not.
Enter The Maze, deliberately melee qualifying enemies, and keep count rather than rushing the exit.
The achievement unlocks on the tenth qualifying melee kill during that Maze run.
▶Yaran National Scuba Team
Reach a depth of 185 meters in Sunken Esperanza.
The required depth is not reached on the first dive:
- After the first dive, you exit the water into a room with enemies. Take the second dive spot in the opposite corner of that room.
- Follow it to the sunken church.
- Swim through the door to the left of the altar and out.
- Keep swimming down into the darkness until the achievement unlocks.
Afterwards, return via the crystals near the portals rather than the way you came.
The achievement unlocks when Dani reaches 185 meters below the surface.
▶Sun Striker
Sun Striker15G
Kill 20 Defense Units in one run of Death by Darkness.
The count is run-specific. Death by Darkness is relatively linear, so fight every Defense Unit you encounter rather than sprinting past combat groups.
If you reach the exit without the achievement, replay the stage and make sure you are not bypassing enemies during transitions.
The achievement unlocks on the twentieth qualifying Defense Unit kill in that run.
▶Demolitions Expert
Blow up 30 Defense Units while playing as Fai in Comandante Fai.
Comandante Fai is a shard Rift. At each enemy encounter, time freezes and you control Fai from a bird's-eye view to place bombs. Bombs per encounter are limited, and the count is shown at the bottom right. Use bombs on clusters rather than isolated targets, placing them centrally so one detonation kills two or more Defense Units.
Unlike Sun Striker and Mighty Minotaur, this achievement has no "in one run" condition, and kills are reported to carry over between visits. The level has more than 30 enemies, and the final area gives several Fai uses. If it has not unlocked by the end, replay the Rift and keep bombing.
The achievement unlocks on the thirtieth qualifying Fai explosion kill.
▶Crystal Crusader
Complete Color Combat without Dani's health falling to a critical level.
The condition concerns health, not merely surviving the Rift. If your health enters its critical red state, that attempt no longer qualifies.
Your armour colour follows your weapon colour. Guides describe matching your colour to the enemy's as the protected setup, but this is not confirmed, and the achievement only checks your health. Switch weapon colour as the encounters demand, stay behind cover when necessary, heal at around half health, avoid jumping from heights, and prioritize avoiding damage over clearing enemies aggressively.
Color Combat is a shard Rift deep in its path, so a failed attempt means replaying the preceding Rifts to reach it again. Prepare before entering.
The achievement unlocks when Color Combat is completed without entering critical health.
▶Now You're Riftin'
Complete five consecutive Rifts without using glints to respawn.
This is effectively a five-Rift no-death streak. Using a glint to recover from death breaks the sequence.
Explorer difficulty is recommended. Once you know the early Rift mechanics, start a fresh sequence and prioritize safe routes over optional fights. Fall damage is the main risk on Explorer, and environmental hazards are just as capable of ruining the streak as Defense Units. Some retry options also cost glints.
The achievement unlocks after the fifth consecutive Rift is completed without a glint respawn.
▶All five shards and the final boss
Continue selecting routes that lead to Vessel Shards. Each shard's gear improves Dani's ability to move through future Rifts, so the overall route becomes faster as you progress.
▶Intergalactic Mechanic
Collect all five Vessel Shards.
This is the main Lost Between Worlds progression objective. Each run ends at one shard, so you collect them one per run across multiple runs. The gear from each shard persists into future runs. Continue completing shard routes until Fai has received all five.
The achievement unlocks when the fifth Vessel Shard is collected.
▶Back Home
Back Home30G
After collecting all five Vessel Shards, complete the final confrontation.
The final boss is the Dunia Vessel. Use cover against its major attacks, clear interfering Defense Units when necessary, and keep damaging the boss when it is exposed.
The achievement unlocks after defeating the final boss and escaping the Encasement with Fai's help.
▶Post-story speed run
Now that all five shard upgrades are available, you have the equipment and shortcuts intended to make a fast run practical.
▶Flawless Clarity
Complete a Lost Between Worlds run in under 15 minutes.
Doing this after the story is advice, not a requirement. You need the Grappling Hook and the shoes earned from Surging Shard, and the Fractal Bomb comes from your first run.
Documented route, achievable in about 12 minutes with practiced execution:
- Fractured Fortress: take the purple portal to The Maze.
- The Maze: go to the middle and use the Fractal Bomb to blast a shortcut to the purple portal, which leads to Storm Runner.
- Storm Runner: run between the purple safe zones, climb the tower, and take the orange portal to Death by Darkness.
- Death by Darkness: kill enemies to keep the sun up, then use the Grappling Hook to reach the orange portal to Surging Shard.
- Surging Shard: grab the shard, stand by the crystals until they explode, then cross the bridges that appear.
Ignore unnecessary fights and loot. It is not confirmed whether the 15-minute check uses the in-game run timer or how pausing is treated, so aim to finish well under 15 real-time minutes and do not idle in the pause menu.
The achievement unlocks when the qualifying run is completed within 15 minutes.
▶Collectibles
Reference
These are the complete lists for every collectible achievement. The walkthrough above tells you when to take each item; use these lists for exact locations and for cleanup. Your checklist here is guide tracking only. Confirm progress in the game's Collection menu or Arsenal.
▶USB Sticks
15 in the game
All 15 are required for That's My Jam. Names are the song titles shown in Collection > USB Songs. A white USB icon appears on the minimap when you are close. All can be collected after the story.
Hitboy — Isla Santuario, Viviro Nueve Plantation (Acuñana Farmland): desk in the southwest corner of the large blue warehouse in the middle of the plantation. Take it during or right after Fire and Fury.
Pulpa de Tamarindo — Madrugada, Ocaso Marina (Cortina Peninsula, Costa del Mar): small square table at the corner of the pergola dining area near the dock. Guarded marina.
Sentimiento Original — Madrugada, Hideout Mambo on Jardina Cay, the northernmost island off the north coast: in the green dumpster on the north wall of the red straw-roofed hut. Boat or helicopter.
Abuso de Poder — Madrugada, FDA Airbase Olimpia (Oasis Plains): in the laptop at the antenna base on the control-tower roof. Destroy the airbase AA gun, then Air Drop or land a helicopter; on foot, go up to the control room, out to the balcony, and up the ladder.
What a Bam Bam — Madrugada, Verdera town square: outdoor table with a laptop in front of the yellow-and-blue boarded-up building on the west side of the square.
Ay Lola "La Figura" — Valle de Oro, Danza! Cave northeast of Segunda: reward of the And the Beat Goes On... Treasure Hunt. Read the note at the boarded entrance, flip the power switch (grapple from the mirror ball), time the electrified floor and waterfalls, and take the stick from the DJ turntable.
Educate Ya — Valle de Oro, Balaceras: on the counter inside the roadside gas station just south of Diamante Checkpoint W, near the Madrugada border.
Macarena (Bayside Boys Remix) — Valle de Oro, Halcon Reservoir: green dumpster in the car park just east of Oku's Creek Checkpoint, before the bridge.
Dinero — Valle de Oro, Orquidea Villa (Muerte Point): on the roof by a laptop and satellite dish. Climb the small white structure by the gate, follow the wall clockwise, jump to the back pergola, and climb the red-flowered vines. Or Air Drop.
La Vida Me Cambió — El Este, Sureno Shipyards FND Base: desk in the guard hut at the main entrance. No capture needed.
La Bella Ciao de Libertad — El Este, Turgenev Comms Post (Catalina Ridge): bunker under the red radio tower. Use the ladder by the house, go left down the hallway, then right into the control room; corner of the table by an FND cache.
Los Caminos de la Vida — El Este, Casa Rivera (Fernando Valley, Conuco): yellow house on the river's south bank; corner desk among the radio gear on the rear deck. Also on the Everything to Lose route.
Yo Aprendí — El Este, Maldito (Sombreado Gorge): stilt fishing hut at the lake; climb the ladder in, metal table on your right.
Pxssy Powah! — Esperanza, Mercurio Mecánico hideout (West Lado): top level under the metal shelter, on the L-shaped table. Take it at the start of Paradise Lost, after the hideout cutscene.
Here We Kum — Esperanza, Barrio Antiguo south of Cartagena Park: rooftop of the building where the game began. Enter the arched courtyard on the west side of the street, climb to the roof terrace, and check the shelf inside the storage closet. Not present during the prologue. On foot only.
Return laterView in guide
▶Criptograma Chests
15 in the game
All 15 are required for That's Puzzling. Chest names below are location descriptions, not in-game titles. Each chest needs the two numbered charts listed with it, and each chest gives one Mk II armor piece. Wind chimes and blue markings lead from each chest to its charts.
Armonia chest — Isla Santuario, fenced yard at a house north of Armonia (guards). Chart #06 Royal Palm is on the house roof (climb the blue cloth); #01 Yaran Flag is at the end of the metal pipe behind the house. Reward: Hazmat Gloves Mk II.
El Dorado Cabins chest — Madrugada, Serpentino Park: on a tall blue water-tank tower (grapple). Follow the blue planks to the shore and swim to the islets to the south: #03 Pig behind a rock on the first islet, #22 Dog at the southern tip. Reward: Rioter Boots Mk II.
Poesia chest — Madrugada, Aguda Cliffs: at a small white building at the start of the southernmost dock. #10 Rooster is behind the rock island straight west (swim or boat); #25 Yara Libre is atop the cliff to the south (grapple). Reward: Rioter Gloves Mk II.
Ida's Refuge chest — Madrugada, village north of the FND Radar Bunker: balcony of the white stilt house above the dockside pickup. #28 Yaran Queen Butterfly is atop the small island to the north; #12 Shark is underwater off the broken dock on the next island east (dive; sharks). Reward: Rioter Vest Mk II.
Verdera chest — Madrugada, north Verdera: atop the billboard over an abandoned gas station (awning, then orange ladder). Follow the blue rooftop markings south: #16 El Trompo under the first blue water tank, #19 Sunrise Mariposa Flower at the next. Reward: Rioter Helmet Mk II.
Feroza chest — Valle de Oro, fenced yard just south of Feroza. #23 Libertad Emblem is inside the yellow container to the southwest (break the boards, look back above the hole); #04 Starfish is on the dash of the wrecked car under a pallet. Reward: Fuego Mitts Mk II.
Segunda chest — Valle de Oro, wooden watchtower northwest of Segunda. Blow the debris off two holes: northeast leads to a flooded pit with #13 Cat underwater; southeast leads down a tunnel to #29 Soursop. Reward: Fuego Helmet Mk II.
Cielo Gardens chest — Valle de Oro, flooded ruins north of Dulce Sugar Mill: walkway at the base of the tall tower. #09 Tarantula is at the very top (climb, then grapple the bell); #26 Boxing Gloves is in the shorter west tower (glide over or dive in). Crocodiles. Reward: Fuego Boots Mk II.
Ruben chest — Valle de Oro, Ruben: behind a cement barricade by a "No Pase" sign at the shore road's south bend. #17 Coin is in a sea cave behind orange netting (shoot it); #20 Mamey Sapote is under the boathouse dock to the north (dive). Reward: Fuego Pants Mk II.
The People's Pride Clinic chest — El Este, Dorada Cove: clinic roof behind a vent (crates to the ladder). #18 Cigar is at the Sendrowski Housing Blocks (grapple the South Block, zipline to the North Block); #21 Croco Taxi is on a roof tank of the coastal building northwest. Reward: Hazmat Pants Mk II.
Concepción chest — El Este, northwest Concepción rooftop (dumpster to awning to roof). #05 Machete is in a lit yellow stall in the market square below; #24 Chalice is past the orange zipline, up the awning behind the Servicio Automotor sign. Reward: Hazmat Shoes Mk II.
Barriga chest — El Este, Barriga: westernmost dock by a small white shack. #14 Horse is in the hut across the lagoon to the north; #30 Domino is under the awning of the hut on the west shore. Boat helps. Reward: Hazmat Suit Mk II.
Casa Marroquin chest — El Este, roof of the flooded house on Higado Lake. #07 El Cocodrilo is in the boarded shack to the southwest (break the doors); #27 Tocororo is in the storage room of the shelter south across the water. Reward: Hazmat Mask Mk II.
Siete Pajaros Apartments chest — Esperanza, West Lado: ground-level green area among the apartments. Grapple left of the chest to the roofs for #08 Car Clásico, then zipline and climb the vines to #15 El Flamenco. Reward: Fuego Coat Mk II.
La Divinidad Cathedral chest — Esperanza, Old Pueblo: rooftop north of the cathedral (grapple from the northwest alley of Ofelia García Park). Zipline to the cathedral for #11 Rum inside the door with the blue symbol; #02 La Guitarra is on the rooftop garden to the east. Liberate the cathedral base first. Reward: Rioter Pants Mk II.
▶Roosters
13 in the game
All 13 are required for Recrooster. The six Ubisoft Connect birds are not part of this list. Rooster crates show on the minimap only when you are close.
El Rato — Madrugada, Montero Farm: crate beside the cockfighting ring.
El Dorado — Madrugada, secret bunker under Catalejo Ridge (Cobre Shores). Accept Spur of the Moment from Elvis first, or the bunker key does not spawn; the crate is in the room with the plucked chickens, before the stairs down.
Acero — Madrugada, east edge of Verdera: on the blue-tarped coop in front of the right-hand of two white shacks at a thatched-roof property.
El Aguila — Madrugada, summit camp of the tallest peak northeast of Cortina Weather Station: crate at the cliff edge by a coop. Walk up from the north past two ziplines, or fly or wingsuit in.
Papacito — Valle de Oro, Castillo National Zoo: on top of the coop under a straw shelter in the northeast water exhibit. Wolves share the enclosure.
El Pico — Valle de Oro, farm across the road south of the Botanical Gardens of Yara: behind the blue house next to a stone trough.
El Fénix — Valle de Oro, Orquidea Villa (restricted): in the orange-walled straw yard full of chickens north of the southern paddocks; enter through its gate or climb in from above.
La Muerte Negra — Valle de Oro, farm on the far west edge of Segunda: pen by the southernmost shelter, against the left fence by a coop. Climb the fences.
El Huevo — El Este, La Joya Local PDP Offices: second-floor stash room with an orange padlock. Shoot the lock, or drop in through the roof hatch.
El Gallo Magnifico — El Este, Arrese Farm, only during Everything to Lose: key on the dining table in the farmer's house opens the shed. Treat as missable; take it yourself and confirm it in Collection.
Hermoso — El Este, Bonilla Farm (Savannah Fields): inside the white pen building marked "1" with the red gate. Hold forward and jump to vault the gate.
La Bala de Plata — El Este, Alvarez Farm northwest of Vacia Coast Checkpoint C: on the back of a wooden cart beside a straw shelter, hidden by plants.
La Bestia Blanca — Esperanza, Casas del Lodo Residences on Roja Bay: kitchen of the small painted house on the hill, between the fridge and stove. Break the north door. Approach without aircraft or wingsuit.
▶Unique Weapons
49 in the game
All 49 base-game Unique Weapons are required for Armed to the Teeth. Grouped by region. Five chests sit inside capturable FND bases; take the stash keycard from the Commanding Officer or the spare noted below, or capture the base. None is missable.
The Autocrat (auto-pistol) — Isla Santuario, Fort Quito basement: caged armory reached by ladder or by swimming in; shoot the barrels or break the wood. Collected during Du or Die.
¡Viva Libertad! (rifle) — Isla Santuario, Punto Norte Lighthouse (Cayo Seguro Peninsula): inside the small pink house at the lighthouse base.
Humidora (shotgun) — Isla Santuario, Punto Este Lighthouse (Corto Cay): top of the lighthouse via two grapple points.
El General (auto-pistol) — Isla Santuario, FND Munitions Storage (Prado Meadows): bunker armory; the key is on the desk in the room above the ladder.
Fuck Anton (rifle) — Isla Santuario, locked chest on Guau-Guau Island in Casas Cove. Needs the Mysterious Key from Chorizo's Fetch Quest at Montero Farm.
Return laterView in guide
Turn of the Century (SMG) — Madrugada, Resplandor Agriculture (Palma Forest): front of the open eastern storage building.
SMG-Issimo (SMG) — Madrugada, La Raja bar (Chivito Mogote): on pallets by the bar.
Streamline Moderne (SMG) — Madrugada, FND 2nd Armored Division base (Palma Forest): storage room of the bunker under the central small building; key on the desk there.
Supercharger (shotgun) — Madrugada, FND Oil Platform (Aguas Lindas): container on the top floor of the southeast rig. Press the red button in the southwest rig's machine room to open it.
El Caballero (launcher) — Madrugada, F.I. Escudo Steel Plant FND base: locked armory on the east side of the main building; keycard from the Commanding Officer or the northwest office.
Blood Drunk (pistol) — Madrugada, José's Villa: chest in the upper-floor office you enter during Napoleon El Pequeño. Later, sneak in from the north beach.
Surf & Turf (rifle) — Madrugada, Crocodile Tears Treasure Hunt at Ortega Croc Farm: kill the named crocodile for the key to the stilt hut.
Sobek Special (sniper) — Madrugada, Cache Money Treasure Hunt at the FND Storage Hub (Oasis Plains).
Lethal Dose (pistol) — Madrugada, The Mongoose and the Man Treasure Hunt at Siniestra (Aguda Cliffs): kill the mongoose for the key.
Hi-Fi (rifle) — Valle de Oro, El Rancho Bicho (Cielo Gardens): at the foot of the bed.
Iron Curtain (SMG) — Valle de Oro, El Tigre Dormido Hotel: underwater beside the small pier.
Carriage Carnage (SMG) — Valle de Oro, Ancha Lake: rail car on the broken railway bridge. Wingsuit or helicopter in, or climb the vines from the far side.
Impact Driver (LMG) — Valle de Oro, Chancletas Resort (Muerte Point): southwest walled courtyard; climb the neighboring building and jump the wall.
El Tirano (sniper) — Valle de Oro, Escila Fort: top of the northwest lighthouse; climb the nearby watchtower, then grapple.
The Transubstantiator (sniper) — Valle de Oro, True Yaran Academy (Noventarmas): bottom of the manhole in the southeast part of the grounds.
COM.PEW.TER (shotgun) — Valle de Oro, Taíno Peak Relay Station (Bandido Escarpment): top of the main tower, ladder inside.
La Guaracha (launcher) — Valle de Oro, east Segunda: courtyard stage under the mural.
Snapshot (auto-pistol) — Valle de Oro, Golfo Vasto Lighthouse (Balaceras): top balcony; grapple or helicopter.
The True Loyalist (shotgun) — Valle de Oro, The Truest Yaran Treasure Hunt at Gran Finca Power Station.
La Petite Mort (launcher) — Valle de Oro, Sword-Crossed Lovers Treasure Hunt in the skull cave off Tormentoso Bay.
Into Orbit (launcher) — Valle de Oro, Liquid Courage Treasure Hunt at Star Rocket Brewery.
Death Rites (rifle) — El Este, Maldito: inside the burned house among the bodies.
Sharkbite (rifle) — El Este, Roca Pequeña Sat Station FND base: stash room by the green watchtower; spare keycard upstairs in the main building.
Noblesse Oblige (rifle) — El Este, Museum of the False Revolution: display case under the guerrilla diorama in the southwest room.
Vaya Con Dios (rifle) — El Este, Gabriel Castillo Airport: top floor of the control tower.
DIY Death (SMG) — El Este, northeast Concepción: garage between two wrecked cars.
The Heroic End (SMG) — El Este, The People's Pride Clinic: patient-isolation beds behind the apartment building.
Sink or Swim (LMG) — El Este, Cauto de Paso Lagoon north of Barriga: on the sunken catamaran mid-bay. Boat and dive.
Bullseye (bow) — El Este, south of Lápida Mogote past Todos Santos Cemetery: rear cage; smash the door.
El Florecer (pistol) — El Este, Fontana Fort: outdoors under the metal stairs at the upper southeast end, not in the office the hint suggests.
Camo Quinceañera (rifle) — El Este, A Rising Tide Treasure Hunt at Yarabi. Press the cabin name buttons in order: El Tigre de Mar, Papi Chulo, El Lucky, Clarita, Roja Victoria.
Excavation Execution (shotgun) — El Este, The Long Drop Treasure Hunt at Santos Espinosa Dam (Catalina Ridge).
Urushi (rifle) — Esperanza, Santa Leticia Square shipyard: enclosed area at the far south end of the western pier. You can swim in from Noventarmas.
Zona-51 (rifle) — Esperanza, La Divinidad Cathedral FND base: southwest bell-tower stash room; spare keycard on the ground-floor altar.
Crackle & Pop (LMG) — Esperanza, El Rayo Cinema: roof of the building south of the cinema, by zipline from the cinema roof.
El Rubi (shotgun) — Esperanza, Torre del León: behind the lobby reception under the Castillo portrait. Entering maxes your Wanted level; also on the route of The Battle of Esperanza.
Pistola Sportiva (pistol) — Esperanza, El Maratón Field: commentators' box of the baseball stadium.
El Regalo de Clara (pistol) — Story reward from Clara during Against the Wall.
One Ping Only (rifle) — Story reward issued during The Lion's Den.
Double Clutch (sniper) — First completed Gran Premio of any kind. Avoid Malecon Miracle Mile as the first race.
Rococo Loco (auto-pistol) — First Bandido Operation, Benito Bang Bang, at any camp or Hideout board.
El Capirote (bow) — Hunter's Lodge level 1 (40 Medicine + 40 Metal).
Ciervo Macho (shotgun) — Hunter's Lodge level 2 (110 Medicine + 110 Metal).
El Depredador (sniper) — Hunter's Lodge level 3 (200 Medicine + 200 Metal).
▶Vaas: Insanity Diary Pages
DLC7 in the game
All 7 are required for Dear Diary. Names are the Collection titles.
No. 1We're All Mad Here I — Compound: pinned to the wall by a staircase inside the spawn building, left of the Armory locker.
No. 2We're All Mad Here II — Compound: on a shipping container in the courtyard outside the spawn building, near the big red door with the eye. Check all faces of the nearby containers.
No. 3We're All Mad Here III — Approach to Citra's Temple: by a corpse after the vine wall, before the temple steps.
No. 4We're All Mad Here IV — Radio Play, on the Medusa: pinned to a locker in a second-level cabin, below where the blade piece is taken.
No. 5We're All Mad Here V — Checking Out: Room 1991, the first hotel room opened with the key, near the TV.
No. 6We're All Mad Here VI — The Balancing Point: ground-floor desk by the window in Dr. Earnhardt's house (swim in through the window).
No. 7We're All Mad Here VII — You Hit the Ground: desk inside a Prison Camp building next to a loot chest.
▶Vaas: Insanity Chibis
DLC10 in the game
All 10 are required for Puff, Puff, Vaas. Shoot each one.
No. 1Chibi 01 — The Compound (map centre): building to the right of the spawn building. Climb to the purple-lit second floor and shoot it through the ceiling gap above the workbench.
No. 2Chibi 02 — West-shore beach, upper-left (northwest) part of the map, where boats float in the air. Shoot it on the bow of the floating boat from the sand.
No. 3Chibi 03 — Volcano climb just southwest of the Compound, on the route up to the Medusa (Radio Play). Climb the metal scaffold with a radio antenna; it sits on the top railing.
No. 4Chibi 04 — Sandy north-shore beach beside the volcano, at the top of the map. Check the metal buckets on the sand; it is inside one.
No. 5Chibi 05 — Southern part of the map, beside a heavily guarded chest. Clear the guards, then walk round to the back of the large tree next to the chest and shoot the Chibi inside the hollow.
No. 6Chibi 06 — West coast near Chibi 02. Walk up the hill from its south side to the broken wooden footbridge high over the sea; it is on the end plank.
No. 7Chibi 07 — Centre of the map, at the large statue of a praying woman. Shoot it between the statue's hands.
No. 8Chibi 08 — Northeast (top-right) part of the map: climb the flight of stone steps to a chest. It sits on top of the stone wall to the left of the chest.
No. 9Chibi 09 — East side of the map, in the area of red grass. A corpse hangs upside down from a pole; shoot the Chibi in its hands.
No. 10Chibi 10 — Far east edge of the map near Chibi 09: a small floating stone column with leaves on top. Shoot it from the ground.
▶Vaas: Insanity Visions
DLC18 in the game
All 18 are required for So Much For Poetics. Each counts only when its scene finishes.
No. 1Family — Open world on the path to Citra's Temple: Vaas sitting on a rock in the red water, just after the vine wall.
No. 2Rebel — Birthright: walking up the temple steps. Walk slowly.
No. 3Scripts — Birthright: right after Rebel, just before entering the temple.
No. 4Birthright — Birthright: after the first stage of the Citra fight, at the next doorway.
No. 5Fatal Flaws — Birthright: after the second stage of the fight, on the stairs to the next area. Do not loot first.
No. 6Temptress — Birthright: after Citra falls and you take the blade piece.
No. 7Room 1991 — Checking Out, first hotel room: pick up the blade from the chair.
No. 8Room 2003 — Checking Out: take down the tied-up man.
No. 9Room 2006 — Checking Out: melee the three paintings.
No. 10Room 2007 — Checking Out: interact with the clippers on the table.
No. 11Room 2012 — Checking Out: pick up the syringes around the room.
No. 12Final Room — Checking Out: the last room (its door also reads 2012). Watch the scene, then use the suspended door.
No. 13Meet Cute — You Hit the Ground: plays after you take the blade piece.
No. 14Roleplay — Edge of the Rabbit Hole: Vaas is kicked into the pit. Watch it before you jump.
No. 15Copycat Motherfers* — Radio Play: after the four radios and Jason, when you take the blade piece.
No. 16Addict — The Balancing Point: place the three medicine piles in the greenhouse dishes and stay while it plays.
No. 17Redefined — Checking Out, outside the hotel: let every Vaas appearance finish; the last one before the hotel door counts.
No. 18Warrior — Compound: plays as you return with all three blade pieces.
▶Pagan: Control Diary Pages
DLC7 in the game
All 7 are required for Early Drafts. Every page is titled Kyrati TV Guide, so the number is what tells them apart.
No. 1Kyrati TV Guide I — Spawn area: down the ramp, on a wooden pole to the left.
No. 2Kyrati TV Guide II — Spawn area, further downhill: on a rock with red candles.
No. 3Kyrati TV Guide III — Royal Palace: between the mirror and the weapons locker on the way in. Needs all three Mask Pieces.
No. 4Kyrati TV Guide IV — For King and Country (Durgesh Prison): climb the outside boards; small orange shelf in the cave straight ahead.
No. 5Kyrati TV Guide V — Rewriting History (Banapur): on a wooden pole in the objective area.
No. 6Kyrati TV Guide VI — Playing God (Jalendu Temple lake): in the objective area, on a wooden pole or by the crates near the prayer wheel.
No. 7Kyrati TV Guide VII — Contemporary Art Trial: after defending the golden statue, in the small cave room to its right.
▶Pagan: Control Chibis
DLC10 in the game
All 10 are required for Vanity Project. Shoot each one.
No. 1Pagan Chibi 01 — A short walk north of the Dinner Table start: on a tree branch above a small wooden shack. Shoot it.
No. 2Pagan Chibi 02 — Riverside hut southeast of the golden-road pen that holds Chibi 10. Climb the side of the hut, or shoot it on the thatched roof.
No. 3Pagan Chibi 03 — Lakeside cottage near the central lake, about 100 meters southeast of Chibi 02. Look up under the roof; it sits on a wooden beam.
No. 4Pagan Chibi 04 — Memory Link 2: on the nearby stone bridge, look below the grapple point. It hangs on a yellow rope off the cliff; shoot it.
No. 5Pagan Chibi 05 — Bell Tower Ruins Delusion (purple icon). Climb the inverted tower, follow the rocky path west along the mountain wall past a burning torch, then turn around and look up.
No. 6Pagan Chibi 06 — Banapur in the northwest (Rewriting History objective). Climb the rocks behind the houses and follow the cliff path to the eagle's nest.
No. 7Pagan Chibi 07 — Grotto Statue, north of the central lake. Travel to the Grotto Statue Trial icon: the hilltop there has two ornate stone pillars and a sparkling golden-egg container. The Chibi sits on top of the western pillar; shoot it from the ground. On an efficient route, take it after Chibi 03 (lakeside cottage) and before Chibi 09 (the cave under Memory Link 3).
No. 8Pagan Chibi 08 — For King and Country (Durgesh Prison) in the southeast. After the boss and Mask Piece, at the exit cliff, go right and look up by the grapple point before you zipline down.
No. 9Pagan Chibi 09 — Cave directly beneath Memory Link 3: shelf near the ceiling right of a purple Respect chest. Shoot it from the riverbank outside.
No. 10Pagan Chibi 10 — Just south of Memory Link 1 (southeast of Rewriting History at Banapur), on the north side of a golden road, at a small covered pen with chickens running around. On an efficient route, take it after Chibi 06 (Banapur cliff nest), then head southeast to Chibi 02. It is inside a crate under the pen roof; shoot through the crate.
▶Pagan: Control Visions
DLC16 in the game
All 16 are required for Radio is More My Thing. Statues are listed left to right as Pagan, Lakshmana, Ishwari, your father; one statue per run.
No. 1Second Draft — Plays when you complete Rewriting History and take the Mask Piece.
No. 2Storybook Ending — Plays when you complete Playing God and take the Mask Piece.
No. 3Power Struggle — For King and Country: after the right-side tunnel.
No. 4Leverage — For King and Country: after the left-side tunnel.
No. 5Indomitable — For King and Country: after the flamethrower boss.
No. 6First Sight — Thicker than Water, Ishwari statue: use the passport and pen, take the wheel, and use both wheels to open the gate.
No. 7Cold Feet — Thicker than Water, Lakshmana statue room.
No. 8Change of Heart — Thicker than Water, Lakshmana statue room, same visit as Cold Feet.
No. 9Self-Reflection — Thicker than Water, Pagan statue room (fire traps).
No. 10New Beginnings — Thicker than Water, Pagan statue room, same visit as Self-Reflection.
No. 11Patriarch — Thicker than Water, father statue: right corridor; the key in that corridor opens the end door.
No. 12Daddy Issues — Thicker than Water, father statue: left corridor; the key opens the room leading to a bar.
No. 13Titles — Outside Chal Jama Monastery at the four-statue area, once Visions 06–12 have registered. Community-reported bug: it can fail to appear; repeating visits in later runs is an unconfirmed workaround.
No. 14Low Point — House on Fire: find the four books across the two houses, then return outside between them.
No. 15Reverie — Royal Palace: on the stairs going up, before the mirror.
No. 16Happily Ever After — Royal Palace exfiltration room, at the family table. Watch it before touching the chair.
▶Joseph: Collapse Diary Pages
DLC7 in the game
All 7 are required for Family History.
No. 1Book of Joseph I — The Garden: small stand left of the first stairs from the church toward the white tree, near a square pillar.
No. 2Book of Joseph II — The Garden: pinned to the great tree's trunk on the church side.
No. 3Book of Joseph III — Cull the Herd Trial: on the wardrobe right of the bed in Jacob's cabin, after interacting with his body.
No. 4Book of Joseph IV — Yes Trial: on the outside altar by the Fractured Cross, after interacting with John's body. Clear the hostiles first.
No. 5Book of Joseph V — Act of Faith Trial: on the nightstand beside Faith's bed, after interacting with her body.
No. 6Book of Joseph VI — In the Beginning: on the piano inside Fall's End church once it opens. Take it before the Jerome fight ends.
No. 7Book of Joseph VII — Providence: desk with radio gear in the final room (US flag and wall map).
▶Joseph: Collapse Chibis
DLC10 in the game
All 10 are required for False Idols. Listen for the high-pitched mumble; shoot any that are out of reach.
No. 1Joseph Chibi 01 — Hope County Jail sign on the road to the Divine Justice Memory. Shoot or grab it on the "J" of "Jail".
No. 2Joseph Chibi 02 — Small fishing docks on the far south shore near the YES sign: in the kayak beside the wooden shack.
No. 3Joseph Chibi 03 — Forested hill on the east side, midway down the map. Find the radio antenna beside a metal windmill tower; it is on the antenna's first crossbar.
No. 4Joseph Chibi 04 — South edge, a short way west of Chibi 02's dock, near the Graven Image Revelation: a second windmill tower beside a shack and stacked building materials. It is on a beam.
No. 5Joseph Chibi 05 — Sniper-rifle (MBP.50) Armory Challenge in the far southwest: on top of the wooden rack holding the hanging masked man.
No. 6Joseph Chibi 06 — A short way southwest of The Garden start: on the left pillar of the two pillars joined by the Fractured Cross banner.
No. 7Joseph Chibi 07 — In the Beginning Memory (Fall's End church): on top of the lamp post in front of the church.
No. 8Joseph Chibi 08 — Hilltop Safe House, west of the map centre: on the steel beams beside the small bulldozer in the construction area.
No. 9Joseph Chibi 09 — Ruined silo just north of the sniper-rifle Armory Challenge: on the rim above a chest inside the silo. Shoot it from inside.
No. 10Joseph Chibi 10 — Memory Link 1: on the short wooden post beside the giant deer statue.
▶Joseph: Collapse Visions
DLC8 in the game
All 8 are required for Parables. Each counts only when its scene finishes.
No. 1Judged — Providence, step 5: plays when you open the locked door and enter the Deputy's room.
No. 2Bliss — Providence: find Faith's white dress.
No. 3Haunted — Providence: through the vents to Jacob's music box; switch it on.
No. 4Urges — Providence: collect the three letters spelling YES.
No. 5Shadow of Death — Providence, step 2: no prompt. Walk into Joseph's bedroom (leave the YES-letters room, turn right, follow the hallway, bedroom on the right) and stay until it ends.
No. 6Premonition — What Child Is This?: free Ethan at the hilltop tree.
No. 7Childless — What Child Is This?: take the cross piece at the end.
No. 8Flock — In the Beginning: take the cross piece in the church after Jerome.