(WIP) Project: Snowblind (PlayStation 2) - RetroAchievements/guides GitHub Wiki
This guide provides comprehensive details on how to unlock each achievement within the base set, offering clear steps and strategies to ensure your success. Additionally, it includes useful information on the leaderboards for those interested in tracking their progress and competing at higher levels.
Set consists of 65 achievements worth 588 points
Set released on DD MMMM YYYY
If the explanation here doesn't suffice feel free to search up some guides, here are a few helpful resources:
- Project Snowblind Full Game (No Commentary) – YouTube
- Project Snowblind PC | Longplay Full Game Walkthrough – YouTube
Always keep an eye out for supply crates, especially ammo. While health packs and nano boosts are helpful for surviving tougher sections, ammo is particularly important for unlocking some of the game's missable achievements. Running out of key resources at the wrong time can block your progress toward mastering the game. Scavenge thoroughly and conserve when needed.
For hardcore or achievement-focused players, avoid overwriting your older save files. If you run into an ammo shortage tied to a specific achievement, you may be forced to restart the entire game. Instead, maintain multiple save slots as fallback points. The game allows three save slots per memory card, and by creating up to three profiles, you effectively gain six additional save slots for mission checkpoints and mid-level saves. For example, overwriting Mission 01 with Mission 04 might be safe, but always leave room for backtracking. Planning your save strategy is essential. Poor resource management can make certain achievements nearly impossible to complete on a single playthrough.
Important
If you're using the PCSX2 emulator to play Project: Snowblind, you must run the game in Software mode for the best compatibility. As of writing this guide (April 30, 2025), the game still experiences mild graphical glitches and incorrect visuals in Hardware mode. This is primarily due to Project: Snowblind using a unique post-processing effect algorithm that the current PCSX2 graphics backend does not fully support. Software mode mitigates most of these issues and ensures a more accurate visual presentation.
The progression achievements are designed to highlight key story moments. Each one marks a major turning point in the narrative, unlocking an augmentation, uncovering a secret, or making a critical choice, so players feel rewarded for important milestones, not just for finishing every level.
Title | Guidance & Insights |
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- Awarded for completing the first mission of Project: Snowblind. This achievement marks your initial foray into the game's world, introducing core mechanics and setting the stage for the challenges ahead. |
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- Awarded when you acquire your first Bio-Augmentation. This achievement marks a pivotal moment in the game, as you gain access to powerful enhancements that expand your abilities and open up new gameplay options. |
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- Awarded when you uncover a hidden weakness in your augmentation system. It highlights a turning point where you realize that the enhancements meant to empower you also come with serious risks of the tech that powers you. |
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- Awarded by destroying all Rail Cannons and making your escape. This achievement marks a dramatic moment in the story, where you face off against powerful defenses in a high-stakes battle. |
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- Awarded when you infiltrate and hack the Republic's mainframe. This achievement represents a key turning point in the story, where you take on a critical mission to release Echo Squad from prison. |
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- Awarded when you locate and rescue Dr. Joseph Liaw, who reveals crucial intel about Project: Snowblind. |
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- Awarded when you infiltrate the enemy-held base to locate Kanazawa. This achievement captures a moment of failure and regret, where your timing and decisions lead to unforeseen consequences. |
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- Awarded when you uncover the hidden truth behind Project: Snowblind. This achievement marks a major revelation in the story, where the secrets you've been chasing throughout the game are finally brought to light, significantly altering your understanding of the mission and your role in it. |
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- Awarded when you disable the enemy SAM turrets and deliver your final words to your squad, reminding them of why they fight and who they follow. |
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- Awarded after surviving the catastrophic EMP blast and completing your final mission. - This achievement counts as the win condition for beating the game. |
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The challenge achievements in Project: Snowblind are designed as focused, skill-based tasks tied to specific missions. They often require creative use of weapons, smart use of stealth, or efficient combat under pressure. Many of these challenges have a moderate difficulty requirement. Each one encourages deeper engagement with the game's systems, rewarding precision, planning, and mastery.
Warning
The achievement Stealth Mode: Enabled requires you to eliminate 19 enemies using only a Sniper Rifle and/or a Pistol without being detected. However, sniper ammo is extremely limited in this mission and must be preserved from the previous mission to have enough for all required kills. If you use or waste sniper rounds earlier, you may not have enough to complete the challenge.
Title | Guidance & Insights |
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In Mission 01, after completing the final courtyard objective and entering the next area, you'll find a stationary turret near a statue. When the Republic helicopter arrives, approach the turret and press the Square button to take control. Use it to shoot down the helicopter. Once it's destroyed, a cutscene will play and the achievement will unlock. - A Trigger Indicator is displayed when the turret is active or being operated. |
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In Mission 03, just a few blocks from the mission start, there's a Phoenix vehicule parked inside a garage. Clear the area of enemies and approach the garage, the door will open automatically. Walk up to the car and press the Square button to enter, then drive the car to the next objective marker without taking any damage. |
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In Mission 03, two Republic tanks will appear in different parts of the mission. Use either the Rocket Launcher or Frag Grenades to destroy them. - After destroying the first tank, keep the Rocket Launcher equipped until the objective updates. Unequipping it too soon may prevent the achievement from unlocking when you destroy the second tank. - A Trigger Indicator is displayed when the first Republic tank appears and the Rocket Launcher weapon is equipped. - A Measured Indicator tracks how many tanks are destroyed up to two. Misc note ⁃ The trigger indicator will disappear if you switch to a weapon other than the Rocket Launcher—don't worry, it will reappear once you equip the Rocket Launcher again. |
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In Mission 05, while infiltrating deeper into the enemy base, you must eliminate 19 enemies without being detected before reaching the third level. From the start of the mission, use only a pistol or sniper rifle to take them out silently. - Once you are detected by enemy, the indicator disappears. - A Trigger Indicator is displayed when starting the mission. - A Measured Indicator tracks how many enemies are killed up to 19. |
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In Mission 06, there are seven surveillance cameras fixed in different areas of the map. If any of them spot you within a short period of time, they will trigger the alarm. You must shoot and destroy all of them without being detected. After destroying all seven cameras, proceed to destroy the final Rail Cannon. - If any surveillance camera spots you or an enemy trigger the alarm, the indicator will disappear. - If you destroy the last Rail Cannon before destroying all seven cameras, you must restart the mission. - A Trigger Indicator is displayed when starting the mission. - A Measured Indicator tracks how many cameras are destroyed up to 7. Misc note ⁃ The cameras must be destroyed in a single run—from start to finish. Saving mid-mission and reloading will reset your progress. |
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In Mission 06, when approaching the first Rail Cannon, you'll encounter a ceiling-mounted security turret. It can be hacked either through the security panel on the upper floor or by using an Ice-Pick. Once hacked, activate the manual override to take control of the turret and use it to destroy the first Rail Cannon. |
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In Mission 07, after completing the prison revolt objective, Echo Squad—consisting of seven soldiers including Sgt. Stillwell—will be freed and wait for you at the exit. Your goal is to lead them up the elevator with at least four squad members still alive. As you approach the elevator, a group of Republic enemies will ambush you. One of them is armed with a shotgun and protected by ballistic shielding augmentation. Use spare EMP Grenades to disable and eliminate him quickly before he can wipe out your squad. - At any point during the battle with the Republic soldiers, if fewer than four squad members remain, the trigger indicator will disappear. Check your radar to keep an eye on how many squad members are still alive. - A Trigger Indicator is displayed when the player is very close to Echo Squad's location. |
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In Mission 10, certain areas of the map are secured with tripwires or laser beams. You must hack the security panels using the Ice-Pick to disable nine tripwires without setting off any alarms. - If you pass through a tripwire, it will trigger an alarm and inflict damage. - If any enemy spots you, will also set off the alarm, so you must move stealthily or silently eliminate any enemies stand in your way. - Saving mid-mission and reloading will make the indicator disappear. - A Trigger Indicator is displayed when the mission starts. - A Measured Indicator tracks how many tripwires are disabled. Dev note ⁃ The measured indicator is set to 9/9 by default—this is intentional, as it's possible to disable and re-enable a tripwire, which affected normal tracking. This was a limitation I encountered when attempting a standard implementation. So, when the indicator shows 1/9, for example, it means you're making progress and getting closer to unlocking the achievement. |
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In Mission 10, there are 13 supply crates scattered throughout the map that you must find and destroy. They can be tricky to locate, so here's a tip: when approaching the war room where Knanzawa is located, look up at the ceiling. There's an upper level accessible via a ladder found inside a small side room. Climb the ladder to reach the upper story, where the remaining crates are located. Be sure to disable the tripwires, as that area is protected by them. - A Trigger Indicator is displayed when the mission starts. - A Measured Indicator tracks how many crates are destroyed up to 13. Misc note ⁃ The crates must be destroyed in a single run—from start to finish. Saving mid-mission and reloading will reset your progress. |
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In Mission 12, after taking out the initial group of enemies, head toward the objective marker on your radar—but don't unlock or exit through the door just yet. Instead, explore the alley to the right, where you'll find a walker "Combat Bot" that you need to hack and use to eliminate four enemies blocking your path (this is tied to a separate achievement). Afterward, continue forward until you reach a gate. On the left, there's a vent; crawl through it to access the Ogre Bot. Enter the bot and eliminate 20 enemies to unlock the achievement. - Exiting the Ogre Bot during the fight will reset your progress. - A Trigger Indicator is displayed when entering the Ogre Bot. - A Measured Indicator tracks how many enemies are killed up to 20. |
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In Mission 12, as mentioned before, after eliminating the initial wave of enemies, head toward the objective marker on your radar—but don't unlock or exit through the door yet. Instead, check the alley to the right, where you'll find a Combat Bot. Hack it and use it to take out four enemies blocking your path. - Exiting the Combat Bot before eliminating the enemies, will make the indicator disappear. - A Trigger Indicator is displayed when entering the Combat Bot. - A Measured Indicator tracks how many enemies are killed up to four. |
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In Mission 13, after progressing through the sewers and heading upstairs, you'll eliminate a group of Republic enemies guarding the staircase. At the top, you'll find a Save Room on the right and another room on the left. Go into the room on the left, which is protected by tripwires and has a Republic soldier stationed beyond them. Hack the nearby security panel to activate a Security Bot. If you don't have a spare Ice-Pick, break the crates in the room to find one—but be careful not to alert the soldier, as triggering the alarm will turn the Security Bot hostile and cause you to fail the achievement. Once you've activated the bot by overriding its AI, quickly hack it and use it to eliminate at least three enemies blocking your path. Be aware of a surveillance camera near the panel—it may spot you during the hack, so take it out beforehand. - Disabling the tripwires using the security panel or during the fight before eliminating the enemies will also cause the achievement to fail. - A Trigger Indicator is displayed when a Security Bot is hacked. - A Measured Indicator tracks how many enemies are killed up to three. |
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In Mission 13, there are 20 flammable heavy barrels and chem crates scattered across the map that you need to find and destroy. These destructible objects are often located near stairways, laser beams, or close to Republic enemies—making them great for taking out enemies by shooting the objects when they're nearby. Aside from that, simply locate and destroy all 20 flammable objects throughout the mission. - A Trigger Indicator is displayed when the mission starts. - A Measured Indicator tracks how many flammable objects are destroyed up to 20. Misc note ⁃ The flammable objects must be destroyed in a single run—from start to finish. Saving mid-mission and reloading will reset your progress. |
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In Mission 14, as you approach the final objective, you'll encounter General Yan Lo in a brief cutscene. After it ends, you'll need to defeat him without using your Bio-Augmentation energy. During the battle, hostile Spiderbots will appear—be cautious, as their EMP sparks will drain your Bio-Energy on contact, causing you to fail the achievement. Take them out quickly to avoid this. Once you defeat Yan Lo, the achievement will unlock. - If you use any augmentation during the fight, the achievement will fail to unlock. - If a Spiderbot hits you with an EMP spark and drains your Bio-Energy, the achievement will also fail to unlock. - A Trigger Indicator is displayed when the fight with Genral Yan Lo starts. |
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In Mission 16, after destroying the mortars, a gate to the next area will be blown open. Head through and take either the right or left path—both will lead you to a Hydra vehicle. Use one of the Hydra vehicles to eliminate at least 10 Combat Bots, including Ogre and Military-class units. After that, proceed to destroy the Shield Generators. - If the car is destroyed, the achievement will fail to unlock. - A Trigger Indicator is displayed when entering the Hydra vehicle. - A Measured Indicator tracks how many Ogre and Military Bots are destroyed up to 10. Misc note ⁃ You must destroy the Shield Generators using the Hydra vehicle. Do not exit the car to destroy a Shield Generator and then return to it—doing so will reset your progress toward the achievement. |
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In Mission 17, there are 48 supply crates scattered across the map that you need to locate and destroy. While many can be found easily along your main path, a few are hidden in harder-to-reach areas. Early in the mission, while heading toward the first objective, look for an upper level accessible through the ceiling where you'll encounter Spiderbots—this area contains two crates. Additionally, there's a locked room marked with a star-shaped symbol above the door, indicating it's a classified room. Once you've cleared the surrounding area of enemies, including the Spiderbots, the door will open, revealing two Republic soldiers—take them out and search the room for more crates. As you near the final objective—the last bridge connecting two areas—you'll find three crates positioned along the sides: one on the right and two on the left. One of the crates on the left is placed high up, while the other is on the ground. Use the Kinetic Kicker gadget to pull the elevated crate toward you so you can destroy it and collect the supply or shoot it instead. - A Measured Indicator tracks how many crates are destroyed up to 48. Misc note ⁃ The crates must be destroyed in a single run—from start to finish. Saving mid-mission and reloading will reset your progress. |
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In Mission 17, after destroying the power nodes, you’ll have 1 minute and 20 seconds to escape the building. Be cautious, as various obstacles can slow you down—sudden explosions may knock you back slightly, and unstable doors that open and close erratically can delay your progress. You'll need to carefully time your movements and maneuver through these hazards with precision to make it out in time. - If you fail to exit the building within the specified time limit, the achievement will not unlock. - A Trigger Indicator is displayed when the mission starts. |
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Secondary Objective Challenges are tied to optional side objectives found throughout various missions. While not required to complete the story, they reward players who take the time to explore, strategize, and engage more deeply with the game's systems. Each achievement in this category is earned by completing a specific secondary mission in a unique or skillful way. This category bridges progression and challenge; it's about how you play, not just what you complete. Finishing all of these challenges demonstrates not only thoroughness, but true command of each mission's design and opportunities.
Note
Secondary Objectives aren't required for base game completion. However, if you aim to master Project: Snowblind on RetroAchievements, this category is essential. It proves you've gone beyond just finishing the game; you've uncovered every path, understood each mission's nuances, and completed objectives that many players skip.
Title | Guidance & Insights |
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In Mission 02, after gearing up in the armory, PFC John Walker will be waiting for you outside. Follow him as he leads you to a locked room, which he will unlock for you. Inside, you'll find a vent—crawl through it to access a sealed armory room. There, you'll discover the Kinetic Kicker gadget (also known as the gravity gun), which can be used to pull and push objects throughout the rest of the campaign. |
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In Mission 03, after reaching the second squad, wait for Sgt. Chung to brief you on the Secondary Objective. Once he does, the achievement indicator will appear, and your task will be to clear the road of mines to allow your squad to pass through safely. |
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In Mission 04, after disabling the first jamming computer, Pitney will alert you about a sniper positioned on a rooftop ahead. As you make your way from the floor where you disabled the jammer, you'll encounter a few Republic enemies—eliminate them. One of the soldiers will drop a sniper rifle; pick it up and use it to take out the rooftop sniper. |
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In Mission 05, on your way to the third level, Pitney will inform you that you can gather intel by overhearing on certain enemies. When you reach the third level, hug the wall and look for a small vent that leads into a garage. Once inside, press the Circle button to crouch—enemies may still hear your footsteps despite the ambient noise in the area. After you've gathered the intel, a notification will appear on-screen saying “Acquired Keycode.” At this point, sneak toward the garage door; it will open automatically. Then, stand up, equip the Rocket Launcher, and press and hold R2 to aim—wait for it to lock onto two enemies, then release the button to fire. Once both enemies are eliminated, the achievement will unlock. - If you miss the shot and the rockets hit a wall instead of the targets, the achievement will fail to unlock, as the enemies will be alerted and trigger the alarm. - A Trigger Indicator is displayed once Pitney informs you about gathering intel. |
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In Mission 07, at the start of the mission, ensure you have at least three bullets loaded in your sniper rifle. Begin by approaching and opening the nearby door—there will be a surveillance camera directly ahead; destroy it. As you move a few steps further, you'll hear an enemy say, “Keep moving, scumbag.” This is your cue—the enemy is escorting hostile prisoners and will soon move them out of sight. You must act quickly and eliminate the enemies silently before they relocate the prisoners, all without being detected. - If you take out the enemy farther away first, the closer one will see the kill and set off the alarm. - A Trigger Indicator is displayed when the mission starts. |
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In Mission 08, at the beginning, Sgt. Stillwell will provide a briefing about Dr. Liaw. When the bar doors open, head down the hallway toward a door at the far end. Open it to find a Republic soldier about to execute a prisoner—take him out before he can harm you. Inside the room, there's a supply closet, and if you look carefully, you'll spot a vent above. Enter the vent and crawl through until you reach the exit. Wait there until it's safe to come out. As you exit the vent, eliminate the enemies positioned on the distant containers, making sure to avoid taking damage. You'll drop down onto a container with a hole in its ceiling—use it for cover. Once your squad clears the remaining enemies, follow them a short distance until you find a container with a locked door. Unlock it and approach the political prisoner inside. Press the Square button to interact and complete the objective. |
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In Mission 09, your goal is to complete the entire mission without killing any enemies or being detected. You're allowed to use your Bio-Energy abilities—especially the Cloak—to slip past Republic soldiers unnoticed. - If any enemy spots you, the indicator will disappear. - A Trigger Indicator is displayed when the mission starts. |
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In Mission 11, after clearing a group of enemies and heading toward the next main objective, a Secondary Objective will activate. To complete it, go in the opposite direction of the primary objective and make your way to the armory—the same one you first encountered in Mission 02: Rebirth—within 4 minutes. A timer-based leaderboard indicator will appear when the Secondary Objective begins. - If you exceed the time limit, the indicator will disappear. - A Trigger Indicator is displayed when the mission starts. |
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In Mission 13, at the start of the mission, head into the sewers where you'll spot a Republic soldier using the Cloak augmentation, running toward an exit door. Follow him closely. Once he exits, he'll perform a large jump to the left that you won't be able to replicate. Instead, continue along the bridge path, but be careful—it will collapse. Just before it does, jump and continue forward until you reach the door the soldier entered. Go through it and climb the ladder to find another door. After opening it, look to your right—there will be metal bars separating you from Sgt. Stillwell. Watch the scene unfold, and the achievement will unlock. |
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In Mission 14, as you progress toward the first primary objective, Dr. Liaw will mention an experimental weapon hidden somewhere nearby. From the beginning of the mission, avoid detection by either using the Cloak augmentation or silently eliminating the initial Republic soldiers. After bypassing them, use the ladder to descend into the tunnels, which lead to a hallway. This hallway is guarded and rigged with tripwires—navigate through it carefully. At the end, you'll find a ladder leading up to the primary objective and a door to the left. Go through that door and climb another ladder to reach a ceiling-level railing path. Stay hidden and continue along the railing until you reach the end, then drop down directly onto the experimental weapon. You must remain undetected from the start of the mission for the achievement to unlock. |
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In Mission 16, when the mission begins, Pitney will instruct you to destroy the Mortars. Although they can technically be shut off via a switch, the panel is located too far away to reach without exposure, making the Rocket Launcher your only viable method. Head toward the arena area, where you’ll find a tower with a ladder—climb it. Once at the top, activate your Vision augmentation to spot the Mortars in the distance, then use the Rocket Launcher to destroy them from afar. You must avoid all damage to unlock the achievement. Enemies will attempt to shoot you, and falling from the tower will also cause damage and void the achievement. To stay safe, use either the Cloak or Ballistic Shield augmentation while aiming and firing. Just be aware: enemies may throw EMP Grenades that disable your augmentations, so act quickly and stay cautious. - If you fall off the ladder and take damage, the indicator will disappear. - A Trigger Indicator is displayed when the mission starts. |
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In Mission 16, after destroying the Mortars, carefully climb down the tower. Don't worry—at this point, the Republic enemies will mysteriously disappear. Once on the ground, head toward the gate that will soon blow open. Enter the next area and go right; around the corner, you'll find a vent. Go through it and continue until you reach a basement-like area. There, you'll find two captured squadmates in a locked cell. Approach the cell door and press the Square button to unlock it—this will unlock the achievement. - If you fall off the ladder and take damage, the indicator will disappear. - A Trigger Indicator is displayed when the mission starts. Misc note ⁃ You must complete all of this without taking any damage. |
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This category is all about combat mastery; specifically, how well you can handle each weapon or lethal tool in your arsenal under mission-specific conditions. These achievements are designed to push you beyond just “using” a weapon. Instead, they focus on precision, efficiency, timing, and creativity in applying firepower across various scenarios. Each challenge in this category is tied to a particular mission and usually involves strict conditions; like hitting accuracy targets, killing multiple enemies with a single action, or using alt-fire modes effectively. Some achievements reward aggression, while others reward control and tactical restraint.
Warning
The following achievements are highly missable due to strict resource requirements and limited in-mission supplies. If you're aiming to complete them, preparation is critical. Starting the mission without the necessary gear may make these achievements impossible to unlock on that run.
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You Shouldn't Have Been Standing There (Mission 12)
This achievement requires the H.R.E.F.. It is a missable weapon, and skipping it during the previous missions will make this achievement impossible to unlock. -
Wallhacks: Enabled (Mission 15)
Requires eliminating enemies through Riot Walls. This mission may not offer pickups of Riot Walls. If you begin the mission with none in your inventory, you will likely not have enough opportunities to meet the requirement. -
Not So Combat-Ready Now, Huh? (Mission 15)
Requires eliminating Combat Bots using the Rocket Launcher or Frag Grenades. While rocket ammo may be found later in the mission, you must destroy early Combat Bots before reaching those supplies. Starting the mission with 0 rockets can make this one impossible to complete. -
Icarus Protocol: Engaged (Mission 17)
One of the most important and strict achievements in the set. You must inject five enemies with the Sniper's neural virus alt-fire mode (R2 button), which consumes five rounds per use. This means you need at least 25 rounds total (5 in the mag, 20 in reserve). There is only one known crate that provides five rounds during the mission. If you don't bring enough with you, you won't have the ammo to complete this. -
Mini Gear Solid (Mission 17)
Requires deploying three Spiderbots simultaneously and hacking one to eliminate three enemies without losing a unit. While the mission contains some Spiderbot pickups, starting with fewer than three makes this achievement much more difficult, especially due to limited safe deployment areas as the mission progresses.
Understanding each weapon's ammo reserve and practical combat role is crucial for success in Project: Snowblind. Below is a breakdown of the max carry limits for each item, along with key notes on their usage:
Ice-Pick — Max Carry: 5
Used for quick hacks or silent takedowns. Essential for stealth and hacking security panels.
Spiderbots — Max Carry: 5
Deployable bots that can be hacked to assist in combat. Vital for achievements like Mini Gear Solid. Start missions with at least three for flexibility.Pistol — Max Reserve: 240
Basic but reliable. Especially important in achievements requiring limited firepower (e.g., No Time to Reload).
Carbine — Max Reserve: 240
Your go-to all-rounder. Balanced for damage, accuracy, and availability. Common choice for kill count challenges.
Shotgun — Max Reserve: 56
High damage in close range. Excellent for tight encounters or crowd control. Used in Knee-Deep in Buckshot.
Sniper Rifle — Max Reserve: 20
Precision long-range weapon with a special alt-fire (Neural Virus). Key for stealth or virus-injection challenges like Icarus Protocol: Engaged.
Rocket Launcher — Max Reserve: 8
Highly effective against Combat Bots and heavy armor, it can lock onto multiple enemies simultaneously when using the alt-fire mode.Rail Laser — Max Reserve: 250
Fires through walls. Crucial for achievements like Wallhacks: Enabled. Scarce ammo—enter mission stocked up.
H.R.E.F. — Max Reserve: 250
Powerful energy weapon, effective on enemy tech units. Excellent for explosive takedowns (e.g., You Shouldn't Have Been Standing There).
Flechette — Max Reserve: 240
Fast-firing needle rounds. Works extremely well with augmentations like Reflex Boost. Key for Like Tears in Rain and The Quick and the Dead.Frag Grenade — Max Carry: 8
General explosive used for group kills. Check supply before challenges requiring multi-kills.
Flash Bang — Max Carry: 8
Used to blind enemies. Pairs well with precision weapons for stunned eliminations.
EMP Grenade — Max Carry: 8
Shuts down electronics and cloaked enemies. Required for Kept You Waiting, Huh? and bot-related missions.
Gas Grenade — Max Carry: 8
Effective for crowd control and disorientation. Works well with weapons like the Carbine.
Riot Walls — Max Carry: 8
Deployable cover. Absolutely essential for Wallhacks: Enabled. Make sure to stock up before the mission—resupply is rare.
🛠 Pro Tip:
Many achievements are tightly tied to specific weapons or tools. Running out of ammo or entering a mission unequipped can make them impossible. Always double-check your inventory before critical missions, and bring extra supplies whenever possible.
Title | Guidance & Insights |
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In Mission 01, use the Carbine weapon to kill enemies and make sure your accuracy stays at 75% or higher. Your shots need to be precise—missing too often will drop your accuracy and cause the achievement to fail. The best way to keep your accuracy up is by targeting Combat Bots, since they can take more than a full magazine to destroy. As long as you keep hitting them consistently, your accuracy will gradually increase. - If you finish the mission with an accuracy that is less than 75%, the achievement will not unlock. - A Trigger Indicator is displayed when the mission starts. - A Measured Indicator keeps track of the current accuracy in % once 1 bullet hits. Dev note ⁃ The Remember/Recall logic is key for tracking accuracy in this achievement. Originally, I used AddHits/SubHits to manage the ratio, but that approach made the gameplay feel rigid and unforgiving. After studying ASolidSnack's work in the achievement “Swift and Sure”, I adopted a similar method. Now, instead of relying on a static formula like ShotsFired/ShotsHit , the ratio is dynamic and adjusts in real time, allowing the player more flexibility. This change makes the challenge feel smoother and more enjoyable—wasted shots no longer punish the player as harshly, so long as they continue to shoot accurately.
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In Mission 06, at the start of the mission, head to the first Rail Cannon room, you can find a Flash Bang Grenade inside a supply closet up top. Pick it up and hold onto it. The best opportunity to use it comes after destroying the first Rail Cannon—two Republic enemies will enter the room. Once they spot you, quickly throw the Flash Bang to blind them, then use the Pistol to kill at least one with a headshot. This must be done while the enemy is still blinded for the achievement to unlock. |
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In Mission 08, you must kill 30 enemies using the Carbine weapon only. It won't be easy—enemies are heavily armed with turrets, rocket launchers, and even an Ogre unit stationed somewhere on the map. To make things more challenging, your squadmates and allied prisoners may eliminate several enemies before you get the chance, potentially leaving you short of the 30 required kills. You'll need to move quickly, dodge incoming fire, and make smart use of your augmentations to push through enemies efficiently and secure enough kills before the mission ends. - A Trigger Indicator is displayed when the mission starts. - A Measured Indicator keeps track of how many enemies are killed up to 30. |
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In Mission 11, you need to kill 50 enemies using only the Shotgun or Frag Grenades. If you're using the Shotgun, you have to be very accurate—every shot must hit the enemy without missing. If you miss a shot, the achievement will fail to unlock. Frag Grenades can be used too and are helpful for groups of enemies. There's also a Security Turret that can help you get more kills—just hack the nearby security panel in the room next to where the mission starts. - A Measured Indicator keeps track of how many enemies are killed up to 50. |
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In Mission 11, you need to kill three enemies at the same time with a single grenade. This can be tricky without practice, as the triple kill might not happen on your first try. A good strategy is to position yourself a short distance away from a group of three enemies standing close together. Press L1 to throw the grenade, then press L1 again while it's in mid-air to detonate it. You'll need to time the detonation carefully, so it explodes just as it reaches the enemies for an instant kill. If you spawn without any Frag Grenades in your inventory, there's a spare grenade in a supply closet located just below the room where you start. Head down the stairs and grab whatever you need from there. Additionally, some enemies may drop grenades when defeated, so keep an eye out for those. - A Measured Indicator keeps track of how many enemies are killed up to three. |
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In Mission 12, you need to eliminate 10 enemies using the alt-fire mode (R2 button) of the H.R.E.F. weapon. Pressing the R2 button launches a timed electrical burst sphere that sticks to enemies, walls, or nearby objects. When enemies are close together, the sphere shocks them continuously until they die, then explodes to finish them off. To ensure the kills count toward the achievement, you must deploy at least two spheres at a time—if only one is active when it explodes, the kill may not be counted. - A Trigger Indicator is displayed once the H.R.E.F weapon is equipped. - A Measured Indicator keeps track of how many enemies are killed up to 10. |
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In Mission 13, you must use EMP Grenades to disable enemy augmentations five times. This includes abilities like Cloak, Reflex Boost, and similar enhancements. To ensure it registers, detonate the EMP grenade mid-air just before it reaches the enemy, so it effectively disables their aug. Keep in mind that certain areas—particularly staircases—may not count progress even if the grenade hits. Also, disabling multiple enemies at once only counts as one; the achievement only tracks one successful disable per grenade. - A Measured Indicator keeps track of how many enemies are disabled up to five. |
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In Mission 14, after retrieving the experimental Rail Laser weapon, you must use it to eliminate 10 enemies through walls. The most effective strategy is to activate the Vision augmentation, which allows you to see enemies through walls and line up your shots precisely. Be aware that if you perform a collateral kill—hitting multiple enemies with one shot—it will still only count as a single kill. To ensure progress, aim to eliminate one enemy at a time through a surface. - A Trigger Indicator is displayed once the Rail Lazer is equipped. - A Measured Indicator keeps track of how many enemies are killed up to 10. |
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In Mission 15, make sure you have a few Riot Walls in your inventory. Deploy a Riot Wall and use it as cover while shooting enemies through it. Keep in mind that the Rail Laser is a powerful weapon—it can damage and destroy the Riot Wall in just four shots or less, not to mention incoming enemy fire. Use the walls strategically, as your supply may be limited. In rare occasions, you can shoot through supply crates too when a Riot Wall is deployed. - A Measured Indicator keeps track of how many enemies are killed up to five. |
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In Mission 15, deploy Gas Grenades to disorient enemies, then use the Carbine weapon to eliminate 15 of them. Enemies don't necessarily have to be directly affected by the gas—kills will still count as long as the gas cloud is active. Fortunately, the map contains plenty of Gas Grenade supplies, so running out shouldn't be an issue. - A Trigger Indicator is displayed once the Gas Grenade is equipped. - A Measured Indicator keeps track of how many enemies are killed up to 15. |
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In Mission 15, several Combat Bots will appear throughout the mission. Use the Rocket Launcher to destroy five of them. You can perform collateral damage when multiple Combat Bots are close together—just use the alt-fire mode (R2 button) to lock onto your targets, then release the R2 button to launch three rockets simultaneously, each homing in on a target. - A Trigger Indicator is displayed once the Rocket Launcher is equipped. - A Measured Indicator keeps track of how many Combat Bots are destroyed up to five. |
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In Mission 17, use the Sniper Rifle's alt-fire mode (R2 button) to inject a neural virus into five enemies during the mission. Infected enemies will temporarily become allies and fight on your behalf, though they won't follow you and will die shortly after. Make sure you start the mission with at least 20 sniper rounds in reserve—sniper ammo is scarce in this map, and running out will prevent you from unlocking the achievement. - A Trigger Indicator is displayed once the Sniper Rifle is equipped. - A Measured Indicator keeps track of how many enemies are converted to allies up to five. |
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In Mission 17, deploy at least three Spiderbots and hack one using the Ice-Pick to take control of it. Once hacked, approach a nearby enemy and use the EMP spark to damage and eventually eliminate them. Keep in mind that the other deployed Spiderbots won't follow the one you're controlling—they will independently engage any enemies they detect. Also, watch out for enemies with Shotguns, as they can quickly destroy your entire group of Spiderbots. My advice is to scan the area for weaker enemies before attempting this achievement. The more Spiderbots you deploy, the higher your chances of unlocking the achievement, as multiple units increase both offense and survivability. - If you move too far away from Lt. Frost while controlling a Spiderbot, the link will be lost and that Spiderbot unit will be deactivated. - A Trigger Indicator is displayed once three or more Spiderbots are deployed and one of them is hacked. - A Measured Indicator keeps track of how many enemies are killed up to three. |
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In Mission 17, you need to eliminate 50 enemies using the Flechette weapon from the beginning to the end of the mission. - A Trigger Indicator is displayed when the Flechette weapon is equipped. - A Measured Indicator keeps track of how many enemies are killed up to 50. |
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In Mission 18, during your escape from the building, you'll encounter an enemy along the way. Use the Pistol to eliminate him. However, since he's an Elite Republic soldier, he's heavily armored and difficult to take down quickly. Random body shots will waste ammo—potentially up to 10 bullets—so instead, aim directly for the head and keep firing with precision until he is eliminated. Next, survive to the end of the mission with the Pistol still equipped and the achievement will unlock. - If you use more than 10 bullets, whether with the Pistol or any other weapon, the indicator will disappear. - If you survive the mission without killing an enemy, the achievement will not unlock. - A Trigger Indicator is displayed when the Pistol weapon is equipped. - A Measured Indicator keeps track of how many enemies are killed up to one. |
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The Augmentation Challenge Achievements are vital for those aiming to master all aspects of the game. They push the player to use augmentations creatively, requiring a deeper understanding of each one's capabilities and limitations. These challenges are designed to be completed under specific conditions, making them both rewarding and demanding. Abilities like Cloak, Reflex Boost, and Ballistic Shield that are critical to surviving tough missions and enemies. Each augmentation has its own unique usage, requiring the player to adapt and plan their actions carefully to meet the requirements for these achievements.
Note
You'll notice that the Vision and Electric Storm augmentations don't have their own dedicated achievements. This is because these abilities are generally supportive and not very challenging to use. Creating achievements that restrict their use—such as completing missions without them—would fall under the Unwelcome Concepts section of the Developer Code of Conduct. Additionally, an achievement for Electric Storm might have made sense if it were acquired earlier in the game, but since it appears late, there's little opportunity to use it strategically. As for the Vision augmentation, being the first augmentation introduced, it serves more as a helpful ability than a challenge. Instead of building a full achievement around it, I chose to incorporate it into an easter egg.
Title | Guidance & Insights |
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In Mission 03, after attempting to open the access hatch, return to the room where the cutscene played showing a soldier throwing an EMP grenade at you. Inside that room is a door that was previously locked before meeting up with Sgt. Chung and Pitney. Exit through that door and head straight to the nearby building. Go upstairs, eliminating a few enemies along the way. Once you reach the top, Sgt. Chung will instruct you to activate the Ballistic Shield augmentation. Activate it and proceed to the next building by crossing the small bridge that connects the two. On your way, eliminate eight enemies while the Ballistic Shield is active. Be cautious—your shield weakens as enemies fire at you, and if the augmentation meter runs out and the shield deactivates before you complete the kills, your progress will reset. Since there are only a limited number of enemies in that area, efficient use of the Ballistic Shield is critical. - A Measured Indicator of how many enemies are killed up to eight. |
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In Mission 07, when the mission begins, use the Cloak augmentation to make your way toward the objective titled "Start a prison revolt" and complete it without being detected. However, you are only allowed to activate the Cloak augmentation a maximum of two times during the mission. - If you are detected, the indicator will also disappear. - If you use the Cloak augmentation more than twice, the indicator will disappear. - A Trigger Indicator is displayed when the Ballistic Shield is equipped. - A Measured Indicator of how many enemies are killed up to eight. |
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In Mission 12, once the "Secure the Landing Zone" objective occurs, a trigger indicator will activate. At this point, use the Reflex Boost augmentation and eliminate five enemies using the Flechette weapon. Be careful—if the augmentation meter runs out before you complete the kills, you will fail to unlock the achievement. - If the augmentation meter runs out, the achievement indicator will disappear. - A Trigger Indicator is displayed when the "Secure the Landing Zone" objective occurs. - A Measured Indicator of how many enemies are killed up to five. |
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This category rewards players for reaching the peak of their character's potential. By collecting all weapons and fully upgrading both health and bio-energy, you significantly boost your survivability and versatility throughout the game. These enhancements are not only practical for gameplay but also serve as a key part of your overall progression. In addition, these achievements are directly tracked through Rich Presence — meaning your completion status for health, bio-energy, and weapon pickups is reflected in real-time on your RP status. This makes them an important milestone for players striving for full visibility of their mastery.
Warning
These achievements are missable. If you overlook a weapon or fail to pick up an upgrade, it may prevent you from unlocking related achievements and will block you from reaching 100% completion in RP. Be thorough in your playthrough to avoid having to replay missions. However, below is the complete guide how to find all possible pickups.
Title | Guidance & Insights |
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- Acquire all 18 weapons and throwables for the protagonist in Campaign. While every weapon and lethal item can be found if you search supply areas thoroughly throughout the campaign, there are three uncommon weapons that deserve special attention. These can only be found in one or two missions, making them easy to miss. Below is a list of these rare weapons and where to find them: Mine Launcher The Mine Launcher is a unique weapon that only the player can use; enemies do not carry it. Unfortunately, it's somewhat unreliable due to a bug—sometimes pressing R2 to detonate the mines doesn't work. This weapon can be found in two missions, but the most reliable location is in Mission 05. Look for a save room—right next to the save panel, you'll find the Mine Launcher lying on the ground. Pick it up, and you're good to go. H.R.E.F. This weapon appears in Mission 09 only and is not used by enemies. You can find it right at the start of the mission, sitting on a box alongside some supplies. Be sure to grab it before moving forward, as you won't get another chance later in the game. Rail Laser The Rail Laser is exclusive to Mission 14 and is used only by Elite Republic soldiers during that mission. There's a Secondary Objective in this mission that leads you directly to it. Completing or following this side objective will guide you to the weapon's location. - A Measured Indicator tracks how many items are acquired during gameplay and updates once a mission starts. |
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- Unlock all five health upgrades for the protagonist in Campaign. HP Upgrades 1 ⁃ Mission 04 'Interference', before you meet Sgt. Chung, look for a building on your left that resembles a restaurant. Enter the building and head upstairs. Go all the way to the far end, near the windows. You'll find your 1st Health Upgrade pickup. 2 ⁃ Mission 06 'Destroy', after destroying the first Rail Cannon, continue toward the next objective. Along the way, you'll come across a room with steam emitting from some nearby tech equipment. Enter the room and eliminate the enemies inside. Then head straight ahead and look for a vent. Crawl through it to reach a supply closet where you'll find the 2nd Health Upgrade pickup. 3 ⁃ Mission 08 'Riot', as you head toward the objective, you'll reach a point where you must climb a ladder onto a container. After climbing up, you'll find a door with allies waiting for you to unlock it. Once you open the door, you'll come face to face with an Ogre Bot. Immediately look to your left—there's a container you can enter. Inside, you'll find the 3rd Health Upgrade pickup. 4 ⁃ Mission 10 'Infiltrate', just before you reach the war room where Kanazawa is located, look for a door nearby. Open it and enter the room. Inside, you'll find a vent—crawl through it and keep going until you reach a locked room. Inside, you'll find the 4th Health Upgrade pickup. 5 ⁃ While progressing toward the fifth objective, “Open the exit door,” you'll enter a room that contains a switch on the wall. Inside this same room, look around and you'll find the 5th Health Upgrade pickup near a window. - A Measured Indicator tracks how many health upgrades are acquired during gameplay and updates once a mission starts. |
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- Unlock all five bio-energy upgrades for the protagonist in Campaign. Bio-Energy Upgrades 1 ⁃ Mission 03 'Ambush', after completing the “Get to the Second Squad” objective, your allies will be waiting inside a building for you to clear the mines so they can pass through. Enter the building and take the stairs upstairs. Once you're on the upper floor, go all the way to the end. On a desk, you'll find the 1st Bio-Energy Upgrade pickup. 2 ⁃ Mission 07 'Freedom', on your way to the “Start a prison revolt” objective, keep an eye out for a Save Room. Enter the room, and inside you'll find the 2nd Bio-Energy Upgrade pickup. 3 ⁃ Mission 09 'Return', at the start of the mission, open the door near your starting point, then head straight toward the building facing the ruins where you spawned. Look for a ladder and climb up. Search the area for a locked door and use the Ice-Pick to hack it open. Inside, you'll find a supply closet—open it to collect the 3rd Bio-Energy Upgrade pickup. 4 ⁃ Mission 11 'Breakout', as you're heading toward the secondary objective, ignore the objective marker and instead go in the opposite direction. Eventually, you'll come across a ruined armory. Beyond that area is a dead-end. Explore inside the armory room, and you'll find the 4th Bio-Energy Upgrade pickup. 5 ⁃ Mission 14 'Vengeance', while progressing through the “Assault the Control Center” objective—near the end of the mission, just before you confront General Yan Lo—you'll enter a room where several Elite Republic soldiers ambush you using Rail Laser weapons. Inside this room, you'll find the 5th Bio-Energy Upgrade pickup on a desk. - A Measured Indicator tracks how many bio-energy upgrades are acquired during gameplay and updates once a mission starts. |
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This category focuses on hidden moments, lighthearted discoveries, and bonus interactions scattered throughout the game. These achievements aren't tied to main objectives or progression, but instead highlight clever secrets, environmental storytelling, and amusing mechanics the developers left for curious players to find.
Title | Guidance & Insights |
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To unlock this achievement, you may come across an alarm panel at random points in the game. Enemies use it to call for backup if they spot you. You can use the Kinetic Kicker gadget to remotely disable it—just aim at the panel and fire. The achievement will unlock once it's successfully deactivated. |
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Use the Ice-Pick to eliminate an enemy. While the Ice-Pick can also unlock secured doors, only using it for a kill will count toward unlocking the achievement. |
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Remember the intel you gathered from two enemies chatting about a keycode to unlock the guard lounge—this is tied to the Secondary Objective in Mission 05. If you successfully acquire the code, you can access the room without destroying the door. If not, you can simply use the Ice-Pick to unlock it instead. This room is encountered on your way to destroy the final Rail Cannon in Mission 06. |
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At random points during the campaign, you'll encounter a Medical Bot. To unlock the achievement, approach it and make sure your crosshair is directly pointing at it—when done correctly, the crosshair will highlight in yellow and the bot will begin healing you. If your crosshair isn't aligned, it may still restore your health, but the achievement won't unlock. Also, your health must be in a critically low state (nearly dead) for it to count. |
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In Mission 14, right at the start, there's a hidden symbol on the wall that’s only visible when using the Vision augmentation. Before moving forward, activate your Vision aug to reveal the symbol to unlock the achievement. |
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This section provides a detailed breakdown of the various leaderboards featured in the game, helping players understand how to compete, measure progress, and achieve high scores. Each leaderboard is thoroughly explained, covering its purpose, requirements, and how scores are calculated.
Inside, you'll find:
- Leaderboard Overviews: A description of what each leaderboard represents, such as mission completion challenges.
- Start Requirements: Information on how to activate the leaderboard.
- Cancel Conditions: Clear explanations of what actions or circumstances will deactivate or invalidate the player's leaderboard attempt.
- Submit Conditions: The steps necessary to successfully submit your score to the leaderboard.
- Score Calculation Details: A breakdown of how the player's score is determined, with formulas and factors like damage taken and other gameplay metrics.
With this guide, the player will not only understand the mechanics behind each leaderboard but also gain insights into how to optimize performance and climb the ranks. Whether aiming to perfect a mission or striving for the top spot in specific challenges, this section equips you with everything you need to know.
Title | Guidance & Insights |
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- Time Trial Leaderboards were primarily designed for speedrun-related achievements such as Full Throttle Extermination and A Minute to Midnight. These achievements require the player to complete specific objectives within strict time limits. - As such, the associated leaderboards only activate when the corresponding achievements are in play, ensuring that runs are tracked only when the challenge conditions are met. - Once a player reaches a certain point in the game, the leaderboard timer will start. For example, when beginning the final mission that corresponds to the A Minute to Midnight achievement, the leaderboard activates immediately after the achievement indicator appears. - The timer continues running from that moment, as the goal of this achievement is to escape the building in under 1 minute and 20 seconds. - The leaderboard attempt is cancelled if the player restarts the mission. - Once the player completes the mission or objective, the current time trial score achievement will be submitted. - A timer starts in the lower left corner that tracks the player's progress. |
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- This is a series of leaderboards for completing different missions during the campaign. - There's about 18 missions, two of them are excluded, Mission 02 and Mission 18. - Some leaderboards produce different scores than others due to limitations in the game. For example, any mission that involves having your allies assist in battle will cause the measured score to increment without any special input from the player. To address this, only missions where the player is alone will use a special scoring criteria. - In contrast, missions where allies are present will have a lower score increment. For instance, using a Frag Grenade to destroy a Military Bot will award 100 points plus 10 points for using the grenade when playing solo. However, when playing with allies, the score will only count the grenade itself and not the additional points for using it. - The leaderboard will start as soon as the mission begins. However, if you reload a mid-mission save, the leaderboard will not start. Keep that in mind. - The leaderboard attempt is cancelled if the player restarts the mission. - Once the player completes the mission, the score achievement will be submitted. - The score which is submitted/shown during gameplay is a custom score created with the following aspects: ∙ Registered bullets ∙ Number of kills ∙ Number of used Frag Grenades ∙ Number of used Flash Bang Grenades ∙ Number of used Gas Grenades ∙ Number of used Augmentations ∙ Number of used Nano Boosts ∙ Number of deployed Spiderbots ∙ Number of deployed Riot Walls ∙ Damage taken + (5 * Registered Bullets) + (100 * Number of Kills) + (10 * Number of Used Frag Grenades) + (15 * Number of Used Flash Bang Grenades) + (15 * Number of Used EMP Grenades) + (10 * Number of Used Gas Grenades) - (10 * Number of Used Augmentations) - (100 * Number of Used Nano Boosts) - (15 * Number of Deployed Spiderbots) - (15 * Number of Deployed Riot Walls) - (2 * Damage Taken) Misc note ⁃ There's an additional scoring condition that grants 15 extra points when you kill an enemy with a Shotgun via a headshot, bringing the total to 115 points if you're playing solo without allies. However, this feature is a bit buggy and only works occasionally due to unreliable hitscan detection. Also note that when playing with allies, only kills made using the Carbine, Rocket Launcher, Pistol, Flechette, Rail Laser, or Sniper count for points—each awarding 100 points. Alt-fire kills do not count in this case. In contrast, when playing solo, all weapon kills are valid and will count toward your score. |
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🟉 Achievement Set Developer | Badge Design | RA-Guide Author |
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🟉 Contributor | RA-Guide Design |
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🟉 Contributor | Tester - Contributed by ... - Tested the ... |
An indicator displayed by the RetroAchievements overlay, often used to track specific progress within an achievement.
Examples:
- Kills - 7/10
- Crates smashed - 11/48
- Accuracy - 47%
An indicator displayed by the RetroAchievements overlay, typically used to show when a challenge achievement is available for unlocking or when it is currently active. If this indicator disappears before the achievement unlocks, it often signals a failure, indicating that a retry is necessary.
Examples:
- The Hydra vehicle is active, eliminate all remaining hostiles
- A secondary objective has been triggered, complete it before proceeding
- H.R.E.F. weapon is equipped, neutralize the remaining enemies