Overview:
- Estimated achievement difficulty: 3/10 [Achievement Difficulty Rating]
- Offline: 52 [985gs.png]
- Online: 4 [60gs.png] [Special Ops require an online connection]
- Approximate amount of time to 1000gs.png: 60-80 hours [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1
- Missable achievements: 1 - Hidden In Plain Sight (30G) 
- Does difficulty affect achievements: No - can play on Story Mode and unlock all achievements
- Unobtainable/glitched achievements: None
 
  • DLC: Salt of the Earth
    • Difficulty: 3/10 with a co-op partner; 6/10 solo
    • Time to 45:1gs:: 2-3 hours with a co-op partner, 4-5 hours solo
    • Unobtainable: None
  • DLC: Party Crasher
    • Difficulty: 3/10 with a co-op partner; 6/10 solo
    • Time to 30:1gs:: 1-2 hours with a co-op partner, 3-4 hours solo
    • Unobtainable: None
  • DLC: Vaas: Insanity
    • Difficulty: 4/10
    • Time to 230:1gs:6-8 hours
    • Unobtainable: None
  • DLC: Pagan: Control
    • Difficulty: 3/10
    • Time to 230:1gs:6-8 hours
    • Unobtainable: None
  • DLC: Joseph: Collapse
    • Difficulty: 3/10
    • Time to 280:1gs:6-8 hours
    • Unobtainable: None
  • DLC: Lost Between Worlds
    • Difficulty: 3/10
    • Time to 195:1gs:4-5 hours
    • Unobtainable: None
For questions, comments or feedback, please visit the Achievements and Guide Discussion thread.

Introduction:
Welcome to Far Cry 6, the latest entry in the franchise. In this game, you take on the role of Dani Rojas on a fictional island in the Caribbean, run by the ruthless dictator Anton Castillo, who has enslaved his people to work on making a miracle drug that cures cancer. Join up with the resistance, cause chaos, kill your enemies, and blow up a ton of stuff. The achievements in this game are pretty standard for a Far Cry game - story achievements, combat achievements, and open world events/collectibles achievements - but be aware of the missable achievement, detailed below. While none of the other achievements are technically missable, many of them are more easily done at certain points in the story or certain locations. More on that below. Let's get started. 

Missable and Opportunity-Based Achievements:
First and foremost is the missable achievement, Hidden In Plain Sight (30G)​​, which requires you to obtain the secret ending in the game. While you have a ton of time you obtain this one (unlike secret endings in other Far Cry games), it becomes unobtainable as soon as you beat the main story and get the normal ending. I highly recommend getting that achievement out of the way as soon as it becomes available, which is detailed in that achievement solution. 

While no other achievements are technically missable, many of them are either combat or opportunity specific, making them far easier to get at specific points or to be aware of them. On top of that, unlike other Far Cry games, you can NOT reset the bases after completing them all to clear them again or get any related achievements. The related achievements still aren't missable, however, because there is post game content that involves bases. While it's possible to get the related achievements there, it's far more efficient and safer to get them in the main game. Here are some achievements to look out for, roughly in the order of progression:
 
  • Be aware of the achievement for capturing an FND Base without being detected. The bases on the starting island are smaller with simpler enemies, and although you have less gadgets, it's probably worth getting Ninjerilla (15G) out of the way as soon as possible. 
  • Similarly, you will need to capture any one base in co-op for Co-Dependent (15G), so again it's best to get it out of the way so you don't forget about it by the time you finish all bases. 
  • As you progress and encounter animals that attack you, kill them all with your machete or a bow and arrows. Do NOT use your gun if you can manage. The reason for this is that killing with your gun gives you damaged meat, which can't be used to make meals, and you need to make 15 meals for Fry Cry (15G), so you'll want all of the good meat you can find to be able to make the meals without needing to grind out animal kills.
  • After completing the mission of the starting island and arriving at Libertad HQ, you now have access to your first Supremo and a workbench. Your throwables (grenades, knives, molotovs, etc.) in this game are attachments for your Supremo, so immediately go into your Supremo at a workbench and modify them. I highly recommend that you make one slot an EMP grenade so you have them ready for if/when you come across an enemy tank to quickly and easily get Not So Tough (15G)​​​. In another slot, equip poison proximity mines to use for getting Toxic Influence (15G)​​​. This achievement can be quite the pain, so it's best to work on it early. Refer to the solution for how easiest to obtain it. Lastly, equip either dynamite or grenades in another slot. You'll need explosives to easily take out AA guns for Friendly Skies (30G)​​​​​. 
  • Once you get to your first camp and can build camp facilities, I highly recommend starting with the Hideout building, as this lets you buy many more fast travel locations in all regions, and then the Bandido Barracks. You need to fully upgrade a facility for Hogar Dulce Hogar (30G), so fully upgrade the Bandido Barracks. You need to fully upgrade this facility so you can purchase the Techmaster wrist gear from it. This is the only gear that allows you to sabotage alarms so you can unlock Outdated Tech (15G)​​​​. Make sure to get that out of the way too. 
  • Also at your first camp, get started on Bandido Operations. They work in real time (and take hours), so just make sure you aren't waiting until late in the game to get these done. 
  • Very early in the Montero missions in Madrugada, you will get the mission 'Napoleon de Pequeno.' This mission has the easiest way to get Jawson Brody (15G). Take advantage of this opportunity. 
  • A bit later in the Montero questline in Madrugada, you'll get a mission to find and kill three lieutenants for Espada. One lieutenant is at his ranch. This presents a relatively easy opportunity to get Death From Above (15G)
  • Lastly, keep alert for Didn't See That Coming! (15G) at the FND bases. This is a pretty specific and restricted achievement, meaning there aren't many opportunities for it, so make it a point to grab this at the earliest opportunity.
While that may be a lot of information, it will save you potentially a lot of post game headache, and it isn't too much to worry about or remember. 

Open World Events and Related Achievements:
Since this is an open world game, everything else can be done or worked on at whatever pace you want. There is quite a bit of things on the map that are needed for various achievements. Here are some bullet points on what is and isn't needed on the map. Also be aware that this game doesn't have viewpoints of any sort. The only way to mark things on your map is to interact with the exclamation points you'll encounter everywhere. Always interact with each one you see so you're never missing items on your map that are needed for achievements.
 
  • Literally everything on your map contributes to at least one achievement, either directly or indirectly. 
  • FND Bases - you will need to clear all of them for Liberty (75G), and don't forget the miscellaneous achievements tied to bases. 
  • Checkpoints - you will need to capture only 10 of the approximately 30 checkpoints in the game. 
  • AA Cannons - you will need to destroy 16 of them, which is around half of them. Also be aware that the AA Canon locations are the only places to find depleted uranium, which is required to purchase all of the Supremos for Backpacking (30G)
  • Military Interceptions - these are the only way to progress towards and unlock It's Raining Treasure! (15G), but you only need to do 10 of them. 
  • Convoys - the vehicles progress and unlock Finders Keepers! (15G) (although they aren't the only way) and you only need to do three of them.
  • Ambushes - sadly, these supply crates don't contribute towards It's Raining Treasure! (15G), but these supply crates contain industrial circuits which are required for one of the final mod slots for Do It Yourself (15G), and are one of the easiest ways to get industrial circuits​​​​. 
  • Gran Premios - you only need to do any three of these races, of which there are 12, for Speed Racer (15G), but you need to do specific two races to unlock two attachments for your rides for Furiously Fast (15G).
  • Treasure Hunts - there are three specific treasure hunts required to get the three Triada Idols needed for Undying Tradition (15G). The rest of the treasure hunts either reward you with gear or a unique weapon at the end of them, only the latter of which are needed for Armed to the Teeth (30G)​​​​​. The gear isn't needed for any achievements.
  • Yaran Stories - the only ones that are needed for achievements are the ones to recruit each of the Amigos for Loyal Army (20G) (and of course Triada Blessings mentioned above in the Treasure Hunts). All of the rest of the Yaran Stories are side missions that aren't needed for any achievements. 
Special Operations:
These become available as soon as your reach your first Guerilla Camp in either of the three main regions, and you talk to Lola to start one. There are two to choose from as of the time of writing this guide. They are NOT randomized in any way. Each one plays the same every time. There are four achievements tied to this mode, requiring you to play the same mission multiple times to get them all, but you'll quickly learn the exact layout of the level and it will make subsequent plays easier and easier. Additionally, the Standard difficulty recommends you to be at least level 3. However, if you come back towards the end of the story when you're level 15 or so, it will make it so the enemies barely damage you at all. I recommend saving this mode for later, just to make it as easy as possible.

Story and Endgame:
There are a handful of achievements that are story related, and then even more than are virtually unavoidable while completing the story. Once you complete the story, you'll have access to Insurgency Mode and can finally complete Oh No You Don't! (15G). Be aware that there is a timed nature to this achievement, and if you don't use an exploit and attempt to do it "legit" you will be forced to wait three real-time weeks to complete the achievement. So once you complete the story and have access to this mode, please refer to the achievement solution if you want to avoid a forced three-week wait to complete it.

Mop Up:
All other achievements not mentioned above, such as collectibles, Special Operations-related achievements, etc., can all be completed post game or at any point during the game, without impacting anything else. At this point, refer to any achievements you're missing for how to quickly and easily mop them up to wrap up this completion.
 
Salt of the Earth DLC
 
The Salt of the Earth title update adds no new content, only achievements to the existing Special Operations content already in the game. Specifically, of the six total Special Operations, this title update adds an achievement for completing each of the first three Operations on the highest difficulty (Mastery 3). If you've completed the base game achievements already, you'll have a general feel of what to expect; however, a couple of important things to note:
 
  • The volatility of the PG-240x goes from 'Low' on Standard difficulty (which is likely the only difficulty you've played during the base game achievements) to 'High' starting at Mastery 1 (and stays 'High' for all subsequent difficulties). This alone is the most difficult part of completing these Special Ops on the higher difficulties, because managing the temperature of the PG-240x becomes critical (and can be quite annoying). You will need to focus entirely on taking a route with as much shade as possible to get from water source to water source.
  • While Standard difficulty is meant for solo play, everything from Mastery 1 to Mastery 3 is balanced for co-op play. This means that the number of enemies in all of the higher difficulties is intended for two people, not one. So if you attempt them solo, be prepared for a lot of frustration, trying to deal with all of the enemies all the while managing your PG-240x temperature.
This is why the difficulty of this DLC varies so much in co-op compared to solo. In co-op, one person carries the PG-240x, sticks to the shade, and just runs as fast as possible, while the second person covers them and focuses on killing enemies. I have provided much more information in the guide below (all of which is contained in Crocodile Tears (15G)) in terms of general guidance and tips that apply to all Special Ops, and the occasional item specific to individual ones.
 
Party Crasher DLC
 
The Party Crasher title update adds achievements for completing the fourth and fifth Special Operation on the highest difficult, and is essentially an extension of the Salt of the Earth DLC. As a result, all of the information above and all of the tips in the guide apply to this DLC as well. Refer to Crocodile Tears (15G) for information relevant to this DLC as well.
 
Vaas: Insanity DLC
 
The first villain DLC is accessed from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
 
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, cash, and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier. 
 
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require cash. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their cash) and more chests (which you should loot for cash). Cash is needed for everything, and while you could farm cash whenever you want, you could also spend it smartly and efficiently to minimize or eliminate time spent grinding cash. 
 
If you'd like to see the locations of all activities on the map, refer to This Is Your Brain (15G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to Definition of Insanity (50G), where I have gone into much more detail. 
 
Pagan: Control DLC
 
The second villain DLC is accessed the same way as the first: from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. If you've played the previous Vaas DLC, know that this DLC is identical to it in every way: same gameplay, same format, same collectibles, same weapons, and even the same achievements. Literally the only difference is one achievement being changed. So if you've played the Vaas DLC, then there's really no need for you to read this guide and you can just jump right in with the exact same strategy you used in the previous DLC. Just don't forget to manually lower the difficulty, just like with the first DLC. 
 
Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
 
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, Respect (the currency of this DLC), and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier. 
 
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require Respect. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their Respect) and more chests (which you should loot for Respect). Respect is needed for everything, and while you could farm Respect whenever you want, this DLC is both easier than the previous one and also requires far less Respect to be able to purchase everything needed for achievements. This DLC does NOT require you to fully upgrade all gun cases in the Armory, which cost a ton of cash in the previous DLC. Instead, in this DLC, you'll need to purchase all of the Power (temporary perk) slots. This costs barely any Respect compared to what was needed in the previous DLC, freeing up your Respect to be spent on traits and gun upgrades for the guns you're using.
 
If you'd like to see the locations of all activities on the map, refer to Enlightened Monarch (15G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to What's a King to a God? (50G) where I have gone into much more detail. Guides for all of the collectibles can be found in their respective achievement solutions.
 
Joseph: Collapse DLC

The third villain DLC is accessed the same way as the first two: from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. If you've played the previous Vaas or Pagain Min DLCs, know that this DLC is identical to it in every way: same gameplay, same format, same collectibles, same weapons, and even the same achievements. Literally the only difference is one achievement being changed. So if you've played the previous DLCs, then there's really no need for you to read this guide and you can just jump right in with the exact same strategy you used in the previous DLC. Just don't forget to manually lower the difficulty, just like with the first DLC. 
 
Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
 
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, Penance (the currency of this DLC), and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier. 
 
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require Penance. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their Penance) and more chests (which you should loot for Penance). Penance is needed for everything, and while you could farm Penance whenever you want, this DLC is easier than the Vaas and Pagan ones but requires more Penance than the Pagan one to be able to purchase everything needed for achievements (possibly comparable to Vaas). This DLC does NOT require you to fully upgrade all gun cases in the Armory, which cost a ton of cash in the Vaas DLC. Instead, in this DLC, you'll need to purchase all of the mirror traits. This costs quite a bit compared to the Pagan Min DLC, but not quite as much as the gun upgrades for Vaas. What's nice is that the mirror traits give you the biggest benefits anyway, so the game will get easier and easier as you work on the achievement for buying all mirror upgrades anyway. I recommend upgrading your pistol right away, then focus entirely on mirror traits. You should also ignore the second and third trees since they don't help much. The first and fourth ones provide the best benefits for survivability, so prioritize maxing those out before worrying about the others.
 
If you'd like to see the locations of all activities on the map, refer to Pilgrimage (10G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to Walking the Path (30G) where I have gone into much more detail. Guides for all of the collectibles can be found in their respective achievement solutions.
 
Lost Between Worlds DLC

Note: Like with previous DLCs, this one for some reason defaults to the highest difficulty when you start it. There are no achievements tied to difficulty, so feel free to lower the difficulty to Adventurer to make this content as easy as possible (pause, tab over to System, Gameplay, and then lower the difficulty).

The final DLC brings with it a sci-fi experience that we should've been expecting after Far Cry 3's Blood Dragon and Far Cry 5's Lost on Mars. Here, you're trapped in an alien encasement and need to work your way through Rifts (mini-stages) to recover shards at the end. There are branching paths available to take, but nothing here is randomized. Once you take set paths, they and their Rifts become revealed on your map, allowing you to plan out future runs, choosing the Rifts you want to play in order to get to the end goal of reaching the shard. You'll need to recover all five shards to complete the story of this DLC, but most achievements are miscellaneous ones tied to specific Rifts. Intergalactic Mechanic (30G) has a picture of the map with all of the Rifts, as well as a breakdown of all the stages and what needs to be done to complete them. Refer to it for general information, and each miscellaneous achievement for how to get it during its Rift. Lastly, you'll need to do a relatively simple speedrun of a single run to a shard. This won't be possible until you've completed the rest, as you'll get new gear from acquiring each shard that allows you to move quicker and take shortcuts, so you'll need to save Flawless Clarity (15G) until the end.

Overall Conclusion:
Far Cry 6 is a great entry in the series - lots of fun, with all of the abilities available from the start, allowing you to feel strong right from the get-go, tons of weapons to choose from, lots of open world activities, a great story, and great acting. While there may be some questionable choices and some useless features and mechanics, overall this is another very fun entry in the Far Cry franchise and a must-play for any fans of the series. Hopefully you enjoyed the completion!
 
[XBA would like to thank Necrophage33 for this Roadmap]
[XBA would like to thank Necrophage33 for the DLC Roadmaps]

Far Cry 6 Achievement Guide

Show completed achievements
Show secret achievements

There are 99 achievements with a total of 2010 points

  • Take out 10 soldiers with active Heat

    Note that, while not strictly story related, this achievement is virtually unmissable.

    Heat in this game functions similarly to a wanted level in games like Grand Theft Auto. The meter (which isn't visible until you start generating Heat) is along the right side of your minimap. Once it fills up completely, you'll be getting chased by the special forces until you escape from them. For this achievement, you need to kill a cumulative total of 10 enemies while your Heat meter is full.

    As expected, getting "public" kills will raise your meter. Unfortunately for this achievement (but fortunately for normal gameplay) it fills quite slow. However, there are multiple story missions where you are automatically given active Heat, and in each of these you will be unavoidably killing multiple enemies (unless you somehow survive without shooting any, which is extremely unlikely). The final story mission, for example, gives you active Heat, and you will be fighting many enemies in order to progress, not to mention many other story missions where you need to escape while in active Heat where you'll easily be able to take out 10 or more enemies.
  • Capture an FND base with a Co-op partner

    Co-op play doesn't become available until you complete enough main missions to leave the starting island. Once available, you can join someone else's game from the friends list in the upper right corner of the main menu.

    Once co-op is available, it's a simple matter of capturing any FND base in either player's game together. It doesn't matter how stealthy you are or any other stipulations. Once the results screen displays after capturing the base, this achievement will unlock.

    Note that this achievement isn't missable despite the finite number of bases. Unlike previous Far Cry games, there is no option to reset bases after you've completed them all. However, in the endgame content available after you complete the game, bases exist in it where you can then try for this achievement. Just be aware that only a finite number of bases are available each real-time week in the endgame content.
  • Equip a full matching Gear Set

    Story-related, cannot be missed.

    As the description says, you need to acquire and then equip all five pieces of gear from a matching set: helmet, chest, pants, shoes, and wrist.

    The first and easiest set to get is the Munitions gear. They're all found on Isla Santuario, the starting island, and are essentially on your main path as you complete the first few story missions. This is the order in which you can find them:
     
    • Munitions Pants: On the path off the beach from where you wake up at the start of the game
    • Munitions Chest: In Clara's Camp in the southwest of the island (can fast travel back here whenever)
    • Munitions Boots: As you head from Clara's Camp to Armonia to find Juan, take the blue path on your map and you'll come across this chest
    • Munitions Helmet: This chest is on top of the radio tower Juan sends you to in his first mission
    • Munitions Wrist: In Armonia on top of a small building (you can simply climb onto it from ground level)
    Aside from that set, some other easy sets are the Angler set, which you'll get from fully upgrading the fishing hut, and multiple other sets that you can buy in their entirety from a fully upgraded Bandido Barracks. You will likely find the full Oluwa set while completing the Triada Blessings story for the related achievement. Lastly, if you still don't have a matching gear set by the end of the game, right before the final story mission you are given an entire set of matching gear and it is automatically equipped on you.

    Once you have all five pieces of any set, go into your Arsenal and equip all five of them to unlock this achievement.
  • During your first mission in the game, 'Juan of a Kind,' where you meet Juan Cortez, Guapo will become available as an Amigo (companion). Simply walk up to him at any point, even during this first mission, and hold button-x.png to pet him.
  • Select Dani's look (Solo Campaign only)

    Story-related; cannot be missed.

    This will unlock right at the start of the game after you choose your character.
  • Find your way to Miami

    *MISSABLE*

    After completing the main mission 'Libertad Rises,' Clara will fulfill her promise and give you a boat to leave for Miami. The game then points you to go talk to Juan (and stay to help rather than leave). From this point in the game until you beat the main story (the point of no return, that is), you can unlock this achievement. As soon as you complete the story and get the main ending, this achievement will no longer be obtainable.

    To unlock this achievement, get in any boat or aircraft and drive it away from the island until the screen fades to black and you get the secret ending. You essentially need to drive off the map in any direction.
  • Recruit the Legends of '67 and La Moral

    Story-related; cannot be missed.

    This will unlock upon completing the main mission 'The Deported' in El Este.

    As a side note, during this string of main missions you'll get a mission to destroy all of the McCay jammers, which aren't marked on your map. Even though Yelena gives you this mission, it is NOT required for story progression (or any other achievements), so feel free to ignore it if you don't feel like tracking them all down.
  • Recruit the Monteros

    Story-related; cannot be missed.

    This will unlock upon completing the main mission 'Montero Justicia' in Madrugada. 
  • Recruit Máximas Matanzas

    Story-related; cannot be missed.

    This will unlock upon completing the main mission 'Angel de la Muerte' in Valle de Oro.
  • Take back Yara

    Story-related; cannot be missed.

    This will unlock upon completing the main mission 'Battle of Esperanza.'
  • Capture an FND Base without being detected (Solo Campaign only)

    As the description says, you need to capture any FND Base (checkpoints and other restricted areas don't count) without being detected. FND Bases are the ones that, when all enemies are dead, fade to black, show your flag raise, and then gives you a breakdown of if you completed it without alarms and then without detections. Note that, for the purposes of detection, it's okay if an enemy sees you (the detection meter flashes as if you've been detected) as long as you immediately stab them to kill them before they alert others. The reason I point this out is because you can approach enemies from the front (such as if you're waiting around a corner, they round it, see you, and you run up and stab them for the melee kill) and the game will still credit you with zero detections, as long as they didn't alert anyone else.

    There is the obvious stealth method to employ of crouching around the base and sneaking up on enemies, doing stealth kills until they're all dead, but two other things to make use of:
     
    • If you get a sniper rifle (one is available very early on Isla Santuario), you can add a silencer at a workbench (and potentially a better scope) and then use that to kill everyone in a base so you don't have to worry about moving amongst the enemies and any security cameras. Make sure you only aim for the head, and keep your distance so that if you miss or just wound them, you can hide until they go back to their normal routine.
    • Make use of caged animals in bases. As in previous Far Cry games, animals will attack anyone. Shoot the cage open from a distance with a silenced weapon and let the animal do some of the work for you.
    Also be aware that building a Guerilla Garrison makes a laptop available near every base. The first tier just shows where alarms are, but the highest upgraded one shows much more and can greatly help in taking down a base without being detected.

    Once you get the results screen, as long as it shows you weren't detected there, this achievement will unlock.

    Note that if you get detected in a base and want to try it again (as long as you haven't finished capturing it yet), simply pause and tab over to System and choose to reload your last autosave. This will put you back at the base with all enemies back, allowing you to try this again.

    Note that this achievement isn't missable despite the finite number of bases. Unlike previous Far Cry games, there is no option to reset bases after you've completed them all. However, in the endgame content available after you complete the game, bases exist in it where you can then try for this achievement. Just be aware that there are a finite number of bases to attempt this one in the endgame content, and that more only become available every week.
  • Capture all FND Bases (Solo Campaign only)

    FND Bases, like all world events, are added to your map by exclamation NPCs. You can also approach the base and have it show up too, but if you interact with all of the exclamation points you come across, you will likely end up with all bases added to your map naturally.

    For the purposes of this achievement, you must capture all 21 FND Bases in the game (checkpoints don't count), regardless of if you're detected or set off alarms. All bases simply require you to kill all enemies however you see fit. Note that, while working on this achievement, it's highly beneficial and more efficient to ensure you unlock the following opportunity based achievements along the way:
     If you're missing any Bases on your map or just prefer to look up the locations, refer to THIS LINK. Full credit to the creator.
  • Return 3 FND Resource vehicles in mint condition

    FND Resource vehicles aren't something the game explicitly tells you about, but they are big trucks with a set resource in the back of them, and looking at them will show them highlighted with a symbol for that resource (cross for medicine, droplet for gasoline, etc.) and they're also marked with a red banner on your minimap.

    The most straightforward (and probably intended) way to obtain these vehicles is via Convoys that you can hijack. These convoys can get marked on your map from any of the exclamation mark NPCs in the game, or just being in their vicinity while they drive around. However, this is not the only source of these vehicles. During Ambush events in particular, there seems to be a good chance of there also being a resource vehicle there. So after grabbing the crate, see if there is also a marked vehicle in the immediate vicinity. 

    You'll know you're in a resource vehicle if, as soon as you get in the driver's seat, the game automatically marks the nearest vehicle drop-off point and navigates you to it. You'll now need to do so to get credit towards this achievement. As far as the mint condition stipulation, don't worry if you get shot at or crash along the way to the drop-off spot. Just before you reach the drop-off spot, if your vehicle was damaged at all, hop out and use the Repair prompt to repair the truck before dropping it off. This will still count as mint condition and will count towards this achievement.
  • Capture 10 Checkpoints (Solo Campaign only)

    Checkpoints, like all world events, are added to your map by exclamation NPCs. Note that the checkpoint must be added to your map before it actually exists; going to the location of a Checkpoint that isn't marked on your map won't allow you to actually capture it. As a result, showing a map with the locations of all Checkpoints won't do you any good. Instead, make it a point to interact with every exclamation point you come across on your minimap. 

    ​​​​As far as capturing a Checkpoint, they all have one alarm and a few enemies. The enemies are typically very easy to take out stealthily, but be careful of enemy vehicles pulling in or driving through, and be careful of tripwires, which are pretty common at Checkpoints. Once you've killed all enemies in the area, make sure to destroy the billboard (if you track the Checkpoint mission, it'll be marked for you in case you don't see it). If you don't want to waste ammo, you can walk up to the billboards and just melee them.

    There are far more than ten checkpoints in the game (probably closer to 30), but for the purposes of this achievement capture any ten. 

    Note: capturing Checkpoints is probably the simplest time to attempt Outdated Tech (15G).
  • Blow up 16 Anti-Aircraft Cannons (Solo Campaign only)

    Anti-Aircraft Cannons, like all world events, are added to your map by exclamation NPCs, and there are around 30 of them in total. To complete the world event, you simply need to blow up the AA Cannon itself; enemies and anything else in the area don't matter. I'm not entirely sure if it's even possible to shoot AA Cannons to destroy them, so it's best to keep some sort of explosive with you at all times so you can blow them up (for example, grenades, C4, dynamite, a rocket/grenade launcher, or your starting Supremo). Because you don't need to do anything except destroy the gun, you can lob/shoot an explosive from a distance to the gun, which will destroy it instantly, without having to fight anyone.

    Note that the sites of AA Cannons are the only places to find depleted uranium, a currency required to be able to purchase all of Juan's Supremos for Backpacking (30G). Make sure to grab the uranium nearby each gun until you've bought everything needed.
  • Intercept 10 Military Supply Drops (Solo Campaign Only)

    Interceptions, like all world events, are added to your map by exclamation NPCs. Note that the Interception must be added to your map before it actually exists; going to the location of an Interception that isn't marked on your map won't allow you to actually interact with it. As a result, showing a map with the locations of all Interceptions won't do you any good. Instead, make it a point to interact with every exclamation point you come across on your minimap.

    An important thing to note for this achievement: the ONLY supply drops that count for this achievement are the ones you steal at the end of the Interception world events. While you steal crates during Ambushes (and can also just follow yellow smoke to crates sometimes too), these unfortunately do not count for this achievement.

    Every Interception works the same way: interact with a radio, then race against the timer to get to the objective marker before time runs out. Take note that every Interception has a vehicle or method of transportation subtly indicated for you, so you don't have to run on foot or hunt down some mode of transportation for each one. Most times, there will be a vehicle nearby, visible on your minimap. Others that start up high are obviously indicating you should jump off and use your wingsuit to glide towards the objective. Thankfully most have plenty of time as long as you continue to head toward your objective; I only encountered one that took me multiple attempts and only succeeded with two seconds left.

    Once you get within around 70m of the crate, the timer goes away and now you need to steal it (taking as much time as you need). There will be around four enemies patrolling it, and alerting them seems to almost always signal a chopper to come if you take too long. On the plus side, you don't actually need to kill the enemies. You can simply hide next to the crate and steal it while using it as cover. You'll get credit as soon as it captures, and then you can run away if you'd prefer.
  • Complete the Yaran Story "Triada Blessings"

    The Yaran Story starts on Isla Santuario, the starting island, where there is a cave that requires you to bring three Triada Idols. Those three idols are found on the main island, one in each of the three regions, and each Idol is tracked via a Treasure Hunt world event.

    It is possible that, during natural play and progression, you will interact with enough exclamation points to have all three Treasure Hunts marked on your map. This is not required, however, as you can simply approach the location to have the Treasure Hunt automatically trigger and the mission start. As a result, here is the location of each of the three Treasure Hunts. Apologies for the first screenshot, as I took it after finishing the mission and therefore the Treasure Hunt icon is no longer there on my map.

    Madrugada: this is a simple platforming (grappling and ziplining) challenge to get to the end of the cave


    Valle de Oro: this is a haunted house that requires you to arrive at night. Unfortunately there is no way to pass time in a menu, so make it a point to head here once it's night in your game. Once inside, head into the room on the right and hug the wall and walk along it to make all of the mirrors shatter. One won't shatter. Smash it to find a hidden button. Exit back to the main room and find a hidden room across from you. There will be three buttons the middle table and a note on the table that lists WEST, EAST, and CENTER in a specific order in the note. Hit the buttons in this order to solve the puzzle. Head upstairs into the now open room to find a piano, and behind it is a key. Take the key back to the main room to open the door. Go in and downstairs, to the opposite side of the room where you will find a button on a column. This will blow open the hatch visible outside. Head back across the room to where the opening in the roof is, grapple up and zipline down. Go down the hatch to find the idol.


    El Este: to start this one, you'll notice the electricity inside. Follow it back out to the generator. Smash the pallet on the backside of the generator and interact with the cable to unplug it. Now head inside the door and make a left and grab the key, then go to the right side of the fork and swim through the water that is no long electrified. Once through, use the key to open the locked door, allowing you to proceed to the deep elevator shaft. Rappel down to find the idol


    After collecting all three idols, track the Triada Blessings story to have the cave on Isla Santuario marked as your objective. Head into the cave and place the three idols in the center. Head through the new opening and open the chest, granting you a new Supremo and shotgun. You will now be attacked by animals. Use your shotguns to kill them all, then revive the final one to complete this story and unlock this achievement.

    Note that completing this story unlocks Oluso as your fifth and final companion for Loyal Army (20G), and that the Supremo received at the end is the last one needed for Backpacking (30G).
  • Win a Cockfighting match

    Cockfighting becomes available as soon as you reach Montero Farms in Madrugada during the story. There is a cockfighting ring in the Guerilla Facility. While you will need at least one rooster to be able to fight, there is a crate right next to the ring with a rooster in it. Grab it first, then interact with the nearby man to start a match.

    Cockfighting matches play like head-to-head fighting games. Even on Civilian difficulty the CPU isn't a pushover, but there's a pretty easy way to cheese them. Use button-b.png and the direction away from them to dodge backwards, then immediately press button-a.png to do a long range attack (which is pretty strong). Dodge away right away, then long range. You can typically spam this over and over to dodge their attacks and hit them with your own. You'll need to win two rounds to unlock this achievement. As far as I can tell, there's no penalty for losing (such as losing a bet) so just keep at it until you win.
  • Complete 3 Gran Premios

    There are a total of 12 Gran Premios (races) located throughout the game, but for the purposes of this achievement (and any other achievements) you only need to complete any three. On top of that, for this achievement you could simply play and complete the same one three times. However, you need to complete two separate and specific ones for Furiously Fast (15G), so I highly recommend making sure you take care of those two races first if you want to be as efficient as possible or just don't like racing in this game.

    The races themselves are all the same; drive through the blue flame checkpoints until you reach the orange flame finish line. The races are actually much longer than I expected them to be, but they are all relatively simple and easy to complete as long as you can quickly get used to how each vehicle handles and turns. One bit of advice: if you attempt the hovercraft Gran Premio, know that you must just hold rt.png the entire time, especially around turns, or you will not be able to make turns at all. Aside from that, each race is pretty straightforward and gives you plenty of time to make it through all of the checkpoints, especially since time accumulates.

    One last note: unfortunately, the game doesn't track which Gran Premios you've completed, but as mentioned above, since you can complete the same race over and over for this achievement, it doesn't make much of a difference.
  • Win a Dominoes game

    Dominoes is only available at Patriotas Peak, the main camp in El Este where you meet the Legends. Once you access this camp, you can find a table to play Dominoes to try for this achievement. You will unavoidably start on Civilian difficulty, but can still unlock this achievement on the easiest difficulty.

    Unfortunately, this game is entirely luck based, so there's a good chance it will take multiple attempts. The game walks you through how to play (choose any domino that matches one of the ends of the chain, and the person with the least points at the end wins), but doesn't really give you any strategy. My strategy was to always try to place my highest-point dominoes down first to minimize the number of points left in my hand. But as I mentioned, it really comes down to how the three AI players perform. Thankfully there is no penalty for losing (such as losing pesos), so you can keep attempting until you get lucky and win.
  • Complete a Special Operation

    When you first reach either of the three main camps on Yara, you will gain access to Special Operations via Lola. There will be at least two to choose from, but either works for this achievement. All Special Operations work the same way (and they are NOT randomized in any way): from the start, you'll need to locate the area where the weapon is being held, reach it, kill the enemies around it (preferably) and then take the key from the commanding offier, open the crate and take the weapon. The weapon overheats from being in the sun, so you'll now need to make your way back to where you started while staying out of the sun and in the shade whenever possible, and using the water stations to cool down the weapon and reset its heat meter.

    This can be done on the easiest game difficulty (Story Mode) and easiest Special Operations difficulty (Standard). If you wait until much later in the game when you're level 10+, the enemies will barely do any damage to you, so you can actually ignore most of them.

    Stay Cool (15G) requires you to complete an Operation with a specific restriction, so refer to it to double up on achievements so you don't need to replay the same mission unnecessarily.
  • Successfully complete 5 Bandido Operations

    Bandido Operations first become available when you reach your first main camp in either of the three regions. It is a big board with papers tacked on it near Lola and her Special Operations. You can begin working on Bandido Operations immediately.

    Bandido Operations are little simulated missions you can send allies on. To start, you'll only be able to choose one, and then you'll see one of the main (and most annoying) mechanics: you need to wait for your allies to get to the mission, in real time. This starts with two minutes for the first one, but becomes one hour, two hours, four hours, etc., for subsequent missions. Return after the amount of real time has passed and you'll be able to choose 'Give Orders' on that operation. You'll now be given a series of three choices, three times. Each choice either costs resources, allies, or nothing, and offers rewards, allies, or nothing, and has a set chance of success. For the purposes of this achievement, if you have enough resources, you can always pick the option with the highest chance of success. You can make your three choices one after another and you will complete one Operation. Note that not all three steps need to be successful to complete the Operation. I have had one unsuccessful step and still completed the operation successfully, but I believe it depends on which step fails.

    You then need to repeat for four more Operations. Because of the real-time nature of waiting until you can give orders, I recommend getting started on these right away just so you don't have to wait later, plus they give you resources that can help with camps and facilities.
  • Perform a Vehicle Machete Kill from a horse

    In order to be able to perform a Vehicle Machete Kill from a horse, you must be on a horse and so must your enemy. Riding around on a horse on the main street of the first island, Isla Santuario, you will unavoidably cross paths with an enemy on a horse. Simply ride up next to him and press analog-right.png when prompted to jump to his horse and do a melee kill, which will unlock this achievement.
  • Collect 49 Unique Weapons

    Including preorder bonuses, DLC, etc., there are currently 53 unique weapons in the game. All of them, regardless of where they come from, count towards this achievement, so you don't necessarily need to collect them all, depending on how many you have available in your Arsenal.

    The majority of the unique weapons are found as lootables in the open world. They are in special chests: long ones with a crocodile on top. They get marked on your map (either when you're close enough or from various NPC interactions) with a white rectangle with a black pistol inside, and they're labeled as Yaran Contraband.

    You will likely come across many of these in your travels, but there are some that are out of the way, and there are some that are rewards for some of the Treasure Hunts you'll encounter. Unfortunately, there's no way to tell that a specific Treasure Hunt is going to reward you with a unique weapon when you finish it.

    Fortunately, there is an excellent guide HERE with all available unique weapons. Note that some of the ones listed there might not be available to you. I recommend progressing through the game first and getting many naturally, and then reference that guide near the end of your playthrough to mop up whatever you're missing - check your Arsenal for which ones are still locked and refer to their locations in the guide.
  • Fully upgrade one Camp Facility at any Guerrilla Camp (Solo Campaign only)

    Camp Facilities first become available to build once you reach you first Guerilla Camp in either of the three regions. You can talk to the Foreman to build one of six different facilities. Regardless of which one you build, it can be upgraded two more times to reach a max level of 3. To do this, you'll need tons of metal, gasoline, and/or medicine. As you have enough, you can upgrade any facility twice to unlock this achievement.

    Note that, while you may be tight on resources to fully upgrade either of your first two facilities, by the time I completed all other activities I had more than enough resources to fully upgrade all six of the facilities in the game. Just collect gasoline, metal, and medicine, which are especially common in bases, checkpoints, and other enemy areas, and you will be swimming in resources by the end of the game.
  • Acquire every Supremo in Yara

    All but one of the Supremos are acquired by leveling up and then purchasing the Supremo from Juan with depleted uranium. By the time you reach Level 6, you will have access to purchase all of Juan's Supremos. Refer to Glorious Leader (15G) for leveling up. All of Juan's Supremos must be purchased from him in the Libertad HQ hideout on the little island in the southwest. To purchase them, you'll need to spend 100 depleted uranium on each. The only place to find depleted uranium is at AA Cannon sites. Make it a point to loot the uranium at each AA Gun and you will have far more uranium than is needed to purchase all of his Supremos.

    The final Supremo is acquired automatically at the end of the 'Triada Blessings' Yaran Story. Refer to Undying Tradition (15G) for acquiring that final Supremo. If you've bought them all by the time you complete this story, the achievement will unlock as soon as you loot the chest near the end of this story.
  • Purchase 15 Meals

    The description here is a little misleading, as you need to cook 15 meals, not purchase them (there is no way to purchase meals). You won't be able to cook meals until you build the Cantina in any of the three camps. Once it's built you can either approach it or approach a cooking pot in various camps, bases, hideouts, etc., and interact to be shown all available recipes you can cook. Ones that are lit up mean you have the required meat to cook them. For this achievement, you need to cook a cumulative total of 15 recipes; it can be the same one 15 times if you want. While each meal lasts for an hour, you can cook a new meal to "overrule" the existing meal, meaning that if you have the meat to cook 15 meals, you can cook each one, one after another without waiting, to get this achievement.

    To cook recipes, you will need undamaged meat. This means you must kill the animals with your machete or a bow; kills with bullets grant you damaged meat. As such, make it a priority to use your machete or a bow every time you encounter predators such as mongeese, cougars, etc. If you fully upgrade your Cantina, you will have access to many more recipes (ones that you may already have the required meat for). On top of that, if you also fully upgrade your Hunting Lodge, this grants you the ability to get normal meat from gun kills (note though that this is NOT retroactive to any damaged meat you've already acquired).

    Because of how rare and essentially useless the wild animals are in this game, as you're traveling or exploring and you come across animals, make it a point to kill them without guns for their meat, as you will likely collect enough naturally to make enough meals. Also, if you make it a point to fish for the required fish for certain recipes while working on Sophishticated (15G), since that achievement requires you to catch ten fish, you'll be able to make good progress on this achievement from the fish you catch from that achievement.
  • Find 15 USB Sticks

    USB Sticks are one of the collectibles in the game. There are 15 total scattered around, and unfortunately there is no way to have them marked on your map except to use an ingame currency that costs real money and buy a map from the Ubisoft Store. Doubly bad is that these are the only collectibles that don't show up on your minimap even when you're close. The only indication you're near one is the music coming from it (each USB Stick unlocks a new song), but the music could just as easily be a radio.

    As a result, these collectibles would be a massive pain to collect naturally. Fortunately, there is a great collectible guide HERE, complete with map locations and screenshots.
  • Unlock 15 Criptograma Chests

    Criptograma Chests are ones that require two criptograma page fragments to open. Each chest has blue paintings giving you clues to follow to reach the fragments, but most of the searching is up to you. Wind chimes making noise are the main indicator that you're on the right track. While the game implies there are 30 chests in the Collection tab, there are only 15 chests, and all are needed for this achievement (the Collection tab for some reason tracks the page fragments, not the chests).

    Some of these chests (which are unlikely to be marked on your map unless you ended up very close to them) are relatively easy to find the pages for, but some can be quite tedious. Thankfully there is an excellent guide HERE 
  • Collect all 4 Rides

    Despite unlocking a multitude of vehicles in the game, there are four specific cars that are considered your Rides. Here is how to unlock each of them.
     
    • 1956 Beaumont Valentina - received automatically during the story mission 'Fuel the Revolution'
    • 1962 Verrazzano Bravo - rewarded for completing any one of the 12 Gran Premio races
    • 1985 Tokai Sabuku - found inside the FND Storage Facility in Catalina Ridge in El Este (screenshot of the location below). To get inside, go around the back of the big digging equipment, jump onto it and go up the arm and jump into the window. You'll find the truck inside
    • Yami's 2008 KAG TG - received automatically at the end of the 'Backseat Driver' Yaran Story. See screenshot below for its location (the Yaran Story). Note that, for me at least, as soon as I acquired the Sabuku above, I immediately got a call from Juan that activated the 'Backseat Driver' Yaran Story
  • Find all Roosters

    Roosters are one of the collectibles in the game. There are 19 tracked when you pick one up but you only need the 13 scattered around for the achievement; the only 6 are from the Ubisoft Store. Unfortunately there is no way to have them marked on your map except to use an ingame currency that costs real money and buy a map from the Ubisoft Store. Doubly bad is that these collectibles don't show up on your minimap until you're very close, or sometimes not at all. They are just plain white squares when they do show up though.

    As a result, these collectibles would be a massive pain to collect naturally. Fortunately, there is a great collectible guide HERE, complete with map locations and screenshots.
  • Recruit 5 Amigos

    There are a total of five Amigos in the game, meaning you need to recruit all of them, unless you have any extras from pre-orders or any other source (for example, the K-9000 is an extra Amigo that was a preorder bonus). Aside from the first Amigo you get, all of the others require you to complete some simple mission(s) to befriend them.
     
    • Guapo - automatically obtained during the beginning of the story
    • Chorizo - available as soon as you reach Montero Farm in Madrugada during the story. After approaching him, you'll first need to put crocodile meat in his food bowl (if you don't already have some, you'll need to find a crocodile and kill it, then return). Once that's done, pet him to begin a second quest where you'll simply follow him around the farm as he leads you to various loot. Once done, he'll become your Amigo
    • Chicharron - available as soon as you reach Patriotas Peak in El Este during the story. There will be a Yaran Story marker in the camp near the main mission marker. Interact with it to get the object to head to a farm about Chicharron. This begins a series of three pretty long quests that you will accompany Chicharron on and need to protect it against huge swarms of enemies. Once you finally complete these three long missions you will finally recruit this rooster
    • Boom Boom - available as soon as you reach Camp Maximas in Valle de Oro during the story. There will be a Yaran Story marker in the camp that is a packing slip. Accept the quest to receive 'Boom or Bust.' Now follow this quest marker to the town. Here, you need to shoot the lock off of the various light blue cargo containers around town until you find the one with Boom Boom inside, at which point he will be recruited
    • Oluso - unlocked automatically upon completing the Triada Blessings Yaran Story. Refer to Undying Tradition (15G) for doing so
  • Equip Chicharrón with the Motherclucker Outfit

    The outfits for your Amigos are all unlocked from the start; they don't need to be unlocked in any way. As a result, refer to Loyal Army (20G) for unlocking Chicharron. Once done, go into the Amigos menu, select Chicharron, select the little icon in the lower left corner to change the outfit, and equip the Motherclucker outfit. Once you back out to the main menu, this achievement will unlock.
  • Distract 10 soldiers with Chorizo

    Chorizo becomes available to recruit as an Amigo as soon as you reach Montero Farms In Madrugada, which is part of the story. Refer to Loyal Army (20G) for recruiting him.

    Once you have him available as an Amigo and have him assigned, approach any enemy solder and aim near the enemy (not at them) and press dpad-right.png. This will send Chorizo in the vicinity of the enemy. If close enough, he will either bark at the enemy or ask to be pet. Either one counts as a distrction, but note that you need to let the entire thing play out (don't kill the enemy as soon as they start interacting with Chorizo). The best way to know it has counted towards this achievement is to use the ingame challenge for Chorizo distractions. You'll see this challenge progress pop up on the left side of the screen with each successful distraction, and the challenge also completes at 10, so this achievement will unlock alongside that challenge.
  • Take out a shark with an explosion

    Note that there are reports that C4 does NOT unlock this achievement, for some reason. What does definitely work is: grenades, dynamite, rockets. Note, though, that dynamite does not kill a shark in one explosion. It takes two, so either try to hit it twice or shoot it a few times until its health is low before throwing dynamite at it.

    The description for this achievement is pretty self explanatory, but one thing to make a note of is that there is a very easy early opportunity to unlock this achievement. During the main mission 'Napoleon de Pequeno' in Madrugada, you will be required to go to Jose Castillo's villa. In it, there is a big pool with a shark swimming in it. For whatever reason, the shark is only there during the mission and despawns afterwards. If you bring any explosive with you (other than C4, apparently), you can very easily blow it up in the pool for this achievement.

    If you miss that opportunity, you can head to any shark spot (you will unavoidably get many marked on your map during natural progression) and attempt to blow up sharks there. However, most of these spots are out in the middle of water (as expected) and therefore you need to be standing on some sort of boat to be able to use an explosive. The problem is that the sharks swim away as soon as you go onto a boat/leave the water, making it a pain to get them. One option is to lure sharks to shore and then turn and try to blow them up. Another option is to use this spot where a Treasure Hunt is (screenshot below). This is where I got the achievement without much issue. There is a wooden platform on a rock out in the water for you to use explosives from, and you can see (and mark with your camera) the sharks swimming around near the surface below you, making it much easier to line up a throw/shot. If you mark the sharks and are using the starting Supremo, you could even use your Armageddon ability (lb.png + rb.png) to shoot them with rockets and unlock this achievement.


    Lastly, one other option is to use a military chopper to fly to the water and shoot rockets into the water at the sharks until you blow one up.
  • Catch 10 fish

    The fishing rod is unlocked automatically during story progression very early in the game. As soon as you have it, you can begin fishing; you don't need to purchase or use any bait or lures or anything special. For this achievement, you need to catch a cumulative total of 10 fish. It can be 10 of the same type of fish.

    Since you can catch 10 of the same type of fish for this achievement, I highly recommend ignoring any fishing spots for catfish or squirrelfish. These are both very difficult to catch without them breaking your line, so it's not worth the frustration. Instead, use one of the many bass fishing spots since this is the easiest fish to catch. You can stand at the same fishing spot and just grind out all 10 fish if you prefer.
  • Take out a soldier by sabotaging an alarm

    The only way to sabotage an alarm is to first acquire the Techmaster wrist gear. There are two ways to acquire it:
     
    • Build a Bandido Barracks and then fully upgrade it to the level 3. Once done, you can now purchase this wrist gear, which, as it says on it, allows you to hold button-y.png to sabotage an alarm instead of button-x.png to disable it.
    • Get it as a random reward from a crate around the open world
    Once you have that gear and have it equipped, head to any location with an alarm: FND Base, Checkpoint, or even some restricted areas. Locate a green alarm panel, approach it, and hold button-y.png to sabotage it. Now either cause chaos or let bodies be found and eventually an enemy will run to the alarm to activate it, at which point it will explode and kill them.

    Typically, Checkpoints are the easiest place to do this, as there are usually only around four enemies at checkpoints and a single alarm, meaning if you sabotage that one alarm you don't have to worry about alerted enemies using a different alarm.
  • Take out 3 Insurgent Leaders

    WARNING - This achievement is time sensitive and if you don't use the exploit below (and instead attempt to do it the "legitimate"/intended way) you will need to play over the course of three weeks, real time.

    First an explanation of the achievement, then an explanation of the exploit. 

    Insurgent Leaders (and Insurgency in general) becomes available as soon as you complete the main story. Each real time week, a district of one of the regions is being taken over by Insurgents, allowing you to take over bases and checkpoints again, destroy AA Canons, etc., in that district. There is one Insurgent Leader per week. In order to find him and kill him, you'll need to complete four challenges (viewable on the Insurgency tab of the pause menu). I'm not sure if they vary week to week, but expect things like completing a Special Operation, capturing a base, destroying an AA Cannon, and capturing a Checkpoint. Once you've done all four challenges, you can track the location of the Leader. He will be at a base in that region, where you can travel to and kill him, making progress towards this achievement. 

    Now for the exploit: to avoid the need to wait a week between Insurgent Leaders, complete the four challenges to reveal the Leader's location and then head to that base. Run in and kill the Leader but DO NOT capture the base. Instead, as soon as you kill the Leader, die. Either kill yourself with explosives or let enemies gun you down. You will respawn outside the base with the base reset, including the Leader. Run back in and repeat until you've killed the same Leader three times, unlocking this achievement. 
  • Take out 10 Special Forces soldiers

    Story-related; cannot be missed.

    There are multiple story missions in the game that involve fighting off huge swarms of enemies. During these fights, you will unavoidably have to fight and kill numerous Special Forces soldiers - far more than 10. As such, this achievement is unavoidable as you progress through the story.
  • Disable and hijack a tank using an EMP device

    The only EMP devices are throwables. To equip them, head to any workbench and choose your Supremo. There are four throwable slots on it to equip items. For this achievement, equip the EMP grenades into a slot. From there, it's a matter of encountering a tank, preferably with an enemy already inside. You will encounter multiple during your story progression and exploration for other achievements. Once you find one, simply throw the EMP grenade at its base to disable it, then run up and jump on it, and press analog-right.png like usual to hijack it and unlock this achievement.
  • Hunt all Mythical Animals (Solo Campaign only)

    There are only four Mythical Animals in the game, and while it's possible you will encounter one by chance, it's unlikely. The only way to get them marked on your map is to fully upgrade the Hunter's Lodge facility, but even then they are labeled with a white animal label like any other animal hunting location, meaning you'd have to scan over your map to look for where they're located. I've saved you the trouble and taken screenshots of their locations, along with a brief description of each. If you're playing on Story Mode, none of these animals should give you any trouble except maybe the crocodile. I used soft rounds in an assault rifle against all four and had no problems.

    Legendary Boar - he simply charges at you, so all you really need to do is side step him and shoot him


    Legendary Wolves - not only is this fight against a pair of legendary wolves, but you'll also have multiple regular wolves to contend with. The plus side is that there isn't a strict arena for this one, so you can shoot them from a distance often. Additionally, they tend to run away in fear rather than all attack at once, so just stay on the offensive


    Legendary Crocodile - this one is definitely the most challenging, because he exudes poison gas and he moves quickly all around the arena to try to envelop you. As a result, you'll need to stay on the move to not get trapped by poison


    Legendary Cougar - this one also involves a main enemy and normal enemies, but thankfully like the wolves they have a habit of running away if you're aggressive. Just stay on the attack against the main enemy and it should pose no problems
  • Slide 200m at once

    As the description says, you'll need to slide 200m in a single slide, which as you can surmise is pretty huge. Seemingly the only place to get this is on the mountains. There is specfiically a spot in Valle de Oro that lends itself nicely to this achievement. Screenshot below for the map location:


    Once you head to that exact location, you'll be able to spot an archway with signs that say no sliding:


    Run up to the archway and slide through it, and you'll slide down a long mountain path. Guide yourself through it, and be aware of a rock right in the middle of the path near the bottom, inconveniently placed around the 180m mark. You must go around this rock and continue sliding to get enough distance for the achievement. Thankfully, if the achievement doesn't unlock, you can simply run back up the path to the top to try again.
  • Run over 10 soldiers in a vehicle

    The description here is self-explanatory, but one thing to note is that this is cumulative and doesn't need to be done in a single vehicle. By far, the easiest vehicle to do this with is the little four-wheelers that you'll find around, since they're the easiest to control and aim in areas to get soldiers, but any vehicle will work. Naturally this will be far easier on soldiers walking around the streets on foot versus ones in bases and such. Additionally, it can be pretty tough to run over soldiers who are engaged in combat with you, since they run out of the way pretty easily. Also, the tougher the soldier the harder it will be to kill them with a single vehicle collision, so bear that in mind. Standard soldiers that you'll see around the streets are easy enough to kill with even the smallest vehicles with a single hit though.
  • Use a Security Control Center to disable all cameras and alarms

    Various FND Bases in the game contain a panel that disables all cameras and alarms. The term Security Control Center used in the achievement description is very misleading, because it implies an obvious room with a computer of some sort, whereas these panels that you need to use are typically found tucked away in a locked room somewhere in the base. There are orange panels on the wall that you can interact with.

    NOTE: If you fully upgrade your Guerilla Garrison, the laptop outside of bases will now reveal the location of a Security Control Center, if one is present in that base. This makes this achievementf far easier.

    IMPORTANT: This achievement will only unlock if you remain undetected and alarm-free in the base until you activate the panel. If you are seen or an alarm is sounded before you interact with the panel, this achievement will not unlock.

    NOTE: If, while clearing and capturing a base, you come across one of these orange panels but have already been detected or an alarm is already sounding but you still want to capitalize on it to ensure you get this achievement, you can pause and go to System and choose to reload your autosave. You will be back outside the base with everything reset and no detections or alarms. You will also still have the key or keycard, if applicable, that you needed to use to access the room with the panel, meaning you don't need to hunt it down or kill the commanding officer to get it, and can instead make a beeline right for the room with the panel and activate without being detected.

    Since only some bases have these panels, I will list ones that I know of that have panels:
     
    • Espinosa University (Madrugada)
    • Maria Marquessa Productions (Valle de Oro)
    • Yaran Marine Maintenance (Valle de Oro)
    • FND Special Forces Base (Valle de Oro)
    • Sureno Shipyards (El Este)
    • Gran Roca Telecom Station (El Este)
    There are definitely more than this, but this at least gives you a bunch of options as you progress.

    Note that this achievement isn't missable despite the finite number of bases. Unlike previous Far Cry games, there is no option to reset bases after you've completed them all. However, in the endgame content available after you complete the game, bases exist in it where you can then try for this achievement. Just be aware that only a finite number of bases are available each real-time week in the endgame content.
  • Take out a soldier from 50m above them

    While the achievement description here is relatively self explanatory, it can be deception in that some people may assume this means you need to jump off a high point and land on an enemy to do a machete execution. It's worth explicitly stating here that all that matters for this achievement is that you are at least 50m higher than the enemy when they die, regardless of how they die (bullets, rockets, grenades, etc.). As a result, there are a few ways to approach this, none of which will, unfortunately, happen during natural progression. 

    One option is to acquire either a military plane or chopper (anything that flies and also shoots) and simply locate enemies, fly up high enough above them (you can place a manual marker on the ground on your map to use to gauge your distance) and then shoot or bomb them to kill them. Using a chopper is probably the most reliably and easiest method, aside from the point of actually acquiring a military chopper. If your chopper doesn't have any guns, you could also fly up, jump out, pull your parachute, then use a gun (rocket launcher, ideally) to shoot down at enemies.

    A second option is, during story progression in Madrugada, you will eventually toward the end come to a mission where you need to find and kill three lietenants. One will be at his ranch and you'll need to go there and kill him. Right next to his ranch is a huge mountain. There's a path right behind his ranch to walk up and left up the mountain. From there, you can either use a sniper rifle (recommended) or explosives (not recommended) to kill any enemy from up there. Here is a screenshot of the location, which you may be able to return to at any time to kill any enemies present.


  • Have poisoned soldiers kill 5 other enemies

    This achievement can be a bit of a pain depending on how you approach it. There are three weapons to use to poison enemies: poison grenades, poison proximity mines, and a resolver weapon that shoots poison gas. Based on my experience, the poison proximity mine is, by far, the most effective way to get this achievement. The grenade is extremely bad because enemies see/hear a grenade hit the ground and immediately run away and don't get poisoned. On top of that, poisoned enemies have a habit of just sputtering and coughing until the poison eventually kills them.

    As a result, you absolutely want to poison as many enemies in a group as possible (rather than just one, for example, and hope that he gets kills). Even poisoning a single heavy/special forces enemy isn't enough to get a single kill most times.

    By far the most effective way to get this achievement is to throw proximity mines into groups of enemies. For whatever reason, enemies don't seem to care when a mine is thrown at their feet. On top of that, the mines actually stick to enemies too. Poison as many enemies in the area as possible and you should be guaranteed to get at least a couple kills. Do this for a cumulative total of five kills to unlock this achievement.
  • Install every Mod on a single Resolver Weapon

    This achievement may sound odd at first when you look at a resolver weapon because it seems as though every mod slot is already used, but you need to purchase the second mod for each of the three slots. Each of these mods require some crafting materials to make. The first and second mods require the more common crafting materials, which you will unavoidably find as long as you loot crates for gun powder and supremo bond. You will unavoidably get many of these materials when intercepting crates for It's Raining Treasure! (15G), as all ten will contain either gun powder, supremo bond, or both.

    The only sticking point for this achievement is the third mod, which requires industrial circuits to craft. This is a rarer component in the game. While I have come across some in Libertad crates (the bigger white and blue ones), I got industrial circuits from every Ambush I did (three circuits per Ambush in all three Ambushes I did), so if you find yourself short on circuits, I highly recommend checking out an Ambush or two. If you hover over it, you can see what the rewards are, and only do it if it grants industrial circuits.

    Once you've crafted all three mods, this achievement will unlock.
  • Build one of each Camp Facility (Solo Campaign only)

    Camp Facilities will be introduced when you reach your first Guerilla Facility in either of the three regions. Speak to the Foreman on site and you'll be able to build two buildings. There are six total buildings that need to be built for this achievement. It's impossible to build two of the same building, so once you visit all three camps, one in each of the three main regions, as part of the story, build two buildings in each and you'll unlock this achievement.

    Building the facilities requires metal and gasoline only. These two resources are seemingly everywhere, so as long as you make it a point to grab them whenever you see them, you will have far more of each than is needed to build all six buildings. 
  • Have 10 parts installed on a Ride

    From the pause menu, you can go to the Ride tab and see your Ride, along with all of the different slots of parts that can be equipped. For this achievement, you need to have a part installed in each of the ten slots.

    Eight of the ten slots will unlock through natural story progression (and a part will automatically be installed in the slots once you unlock them). The final two slots are unlocked by completing specific Gran Premio races. You'll need to complete a race that gives you an Offensive countermeasure reward and one that gives you a Defense measure reward. While there are a few to choose from for each, there are many Gran Premios that won't contribute to this achievement at all, and are therefore pointless.

    I will list the two that I completed and their locations. Note that these aren't the only two, so feel free to choose others.

  • Reach the Rank of Comandante

    This achievement requires you to level up to level 14. Leveling up in this game is a bit different than other Far Cry games - you don't get any XP from killing enemies this time around, nor any bonus XP from capturing a base undetected, or things like that. Instead, all of your XP comes from completing missions and other world events (Checkpoints, Treasure hunts, Gran Premio races, Interceptions, Ambushes, etc.).

    Since the rest of the achievements in the game require you to capture all Bases, capture ten Checkpoints, destroy 16 AA Cannons, etc., not to mention 56 story missions, by the time you complete all other achievements related to open world events and then all the story missions, you will undoubtedly reach level 14 and likely surpass it easily. If you somehow don't, the endgame content of retaking bases grants a significant amount of XP.
  • Complete any Special Operation without exceeding 50% on the PG-240X's temperature meter

    *Online connection is required to play Special Operations*

    This achievement is one of the more difficult ones in the game if you don't exactly know what you're doing. A brief summary is that, during any Special Op, you'll locate and obtain the PG-240X, and will then need to bring it back to the starting point. The catch is that it overheats when exposed to either sunlight or fire (from explosives and such). You can equip it from the weapon wheel to keep an eye on its temperature meter. For reference there are nine bars, meaning if you see five bars on it, you've exceeded 50% and voided this achievement on that attempt.

    The general strategy here is to get from the PG-240X crate to each water station by running in the sun as little as possible. I want to state here that I spent a playthrough of the first mission, Mesozoico, stressing, taking it slow, and being concerned about the temperature meter. It took me two attempts to do it successfully. Then, I later saw I needed to complete the Special Operation again to reveal the Insurgent Leader postgame and just wanted to get through the mission as fast as possible, so I literally didn't even stop to shoot at enemies the entire way from the weapon back to the entrance. I just sprinted from water station to water station and ran through as many shadows from trees, rocks, and dinosaurs as I found on the way, and I easily made it without exceeding 50% and I wasn't even trying. At the end of the level when you get back to the entrance, stand under one of the two blue mushrooms raining water down, and kill all enemies from there. Move to the other mushroom if/when someone throws a grenade at you, but in general you can just cycle between the two mushrooms during the final fight.

    I state that to make clear that no real specific strategy is needed to get this achievement, despite it seeming tough at first. The most important thing is knowing the route from the weapon to each area where water is, and keeping to shade whenever you can. To help, if you have the Parkour gear set, you can equip it so you sprint much faster, or improve your stamina, and that should make it even easier to reach each point without getting five bars.

    Lastly, just to make it explicit, you can get this achievement by being on Story Mode in the main game and Standard difficulty in the Special Op. And if you're a very high level, enemies will barely be able to damage you anyway.
  • Locate a stash of hidden Moneda in any Special Operation

    *Online connection is required to play Special Operations*

    Each Special Operation mission has a hidden stash in it, and they are not random. There is a key needed for the stash, and it is in the same place every time, and there is an orange crate to open with that key, which is also in the same place every time. As a result, I can simply guide you where to get each, and I'll be covering the first Special Operation, Mesozoico.

    Note that the key in this mission is in the objective zone but the chest is outside the zone. This means that once you grab the key, the game will try to lock you into that objective zone by telling you you'll fail/die if you stray too far away. Thankfully, there is just enough room to get to the chest without failing the mission.

    First, the key. It is in the visitor center, same as the PG-240X. When you enter the area of the visitor center, the key is on a wooden stand in the middle of the room on the left:


    Head inside the find the key on a stand right in front of you, slightly right.

    Once you have the key, the chest is located at the cafe (marked by a pink T-Rex on the map). To get there, from the visitor center and with your back to it, there are two main roads you can follow - take the left one. As you approach the cafe, you'll see a big pterodactyl statue on the road, looking out toward the cafe. From the back of this statue there is a rock off to the left with the chest behind it. The screenshots below should help guide you.

    With my back to the visitor center (as shown by the yellow area on my minimap) looking toward the cafe:


    As you get to the cafe on the road, you'll see the big pterodactyl statue across the road:


    Standing back-to-back with that statue, look left to a rock with the orange chest behind it:
  • Free 30 hostages during a Lola's Informants challenge in any Special Operation

    *Online connection is required to play Special Operations*

    The description here is a bit odd so I'll explain it better. Special Operations must first be played on Standard difficulty. Once you complete that Op on Standard difficulty, you'll have access to Mastery I difficulty. Starting on this difficulty, during the Op you'll be given an optional objective to free Lola's three informants who have been taken hostage. For this achievement, you need to free a cumulative total of 30 of these hostages.

    So naturally the first step is to complete any Special Op on Standard difficulty to open up Mastery I. Now you can play the same Op on Mastery I, where it's identical aside from enemy difficulty. Shortly after running into the Op, Lola will contact you to tell you about her informants being held hostage, and that they're using flares. At this point, keep your eyes peeled for a red flare in the sky, indicating where the informants are being held hostage. See examples below from the first Op:


    Make a beeline for the area the flare came from, because they only shoot up once. When you get nearby, you'll get the prompt on the left side of the screen that there is a mission nearby, and you can hold button-page.png to track it. Do so, and the three informants will be marked as objectives. Now you need to kill the five or six Special Forces enemies around them, then free them to count towards this achievement. Don't bother freeing them until the enemies are dead, as the enemies might end up killing them.

    The fastest way to grind out this achievement is to load up a Special Op (I did it on the first one, but either works) and just spring the whole way, ignoring enemies. Keep your eyes on the sky as you sprint into the area, and as soon as you see the flare, head directly towards it, again ignoring all enemies on the way. Track the objective as soon as you get near so you can see where the informants are. Quickly run around and melee/shoot all Special Forces enemies (there is no need to be stealthy; the hostages can't die while tied up). As soon as the enemies are dead, free all three hostages, then pause and go to System and choose to Restart the Operation. Repeat until the achievement unlocks. You'll need to do ten runs of the Operation, but each run takes only a few minutes to beeline right to the flare point, quickly kill all the enemies, free the hostages, and the restart.

DLC: Salt of the Earth

There are 3 achievements with a total of 45 points

  • Complete Special Operation: Cocodrilo on Mastery 3 difficulty

    Before you can even play the Special Operations on Mastery 3 difficulty, you'll first need to complete them on Standard, Mastery 1, Mastery 2 difficulties. There is a way around this, and that is to join a co-op game of someone who already has Mastery 3 difficulty unlocked. 
     
    Note: Although you likely played some Special Ops for the base game on Standard difficulty, be aware that Standard difficulty is the only one specifically intended for solo play. All three Mastery difficulties are balanced for co-op play. This means the number of enemies you will encounter is assuming two people will be playing. This is why the difficulty rating in the roadmap is so much higher for solo compared to co-op. So while it is fully possible to complete all Special Ops on Mastery 3 solo, it is far, far easier to do it in co-op. 
     
    The primary difference in difficulty between Standard and Mastery 3 is the volatility of the PG-240x. While you had plenty of time and leeway on Standard, it heats up very quickly on Mastery 3. I've found that the enemies never posed any real threat and I was rarely in danger of dying. It was always the PG-240x and its temperature that was the deciding factor for success. 
     
    If you're playing in co-op, things are much easier with the right strategy. So I have first laid out many tips for beating these on co-op. The same strategy can be applied to all Special Ops. I then give some solo tips, and lastly, any mission specific tips that may help. 
     
    Co-op Method
     
    1. With two people and one device, the roles can easily be split. The person carrying the device is going to be the runner. They should equip gear that gives them unlimited sprint and the Parkour gear to move faster. They will spend their time in shade, running from water to water, and in general ignoring enemies. I recommend silenced weapons and definitely a sniper rifle. 
    2. The other person is going to be the aggressor/tank. Equip gear that improves defense, strong weapons with armor piercing rounds, dynamite, and a launcher is a good idea too. I actually used the gear to do takedowns on alerted enemies from the front, and gear that eliminates being knocked down from melee, and I literally just ran around meleeing people and never died. I also used gear to regen health and syringe faster. This person will be fighting the majority of the enemies and drawing as much gunfire and attention as possible away from the runner. 
    3. The first half of each mission is easy: both people just beeline right to the location of the device, ignoring all enemies along the way (they respawn on the way back anyway). 
    4. At the device, killing all enemies before taking it is a good idea, so you can get your bearings. 
    5. The run back is the hardest part, relatively, of all of the missions. The runner needs to go from water source to water source. If they're unsure where the next one is, wait in shade and let the aggressor scout out the area to find the next closest one. 
    6. Before going to the next water source, you could have the aggressor kill all enemies there first, but I found this was never necessary. It actually seemed like enemies would always focus on whoever they saw first. So if I'd run in and start killing them, my runner could run in, use the water, and run out without even getting shot because all enemies were focused on me. Feel free to play it safe though if you'd prefer. 
    7. The most dangerous part of the run back, aside from the sunlight, are the huge amount of flamethrower enemies that can spawn in around water sources. If they surround and pummel the runner, they can overheat the device very quickly. The aggressor needs to prioritize the flamethrower enemies at every water station. Once the runner is done cooling the device, run out of there and ignore the rest of the enemies (they seem to spawn infinitely anyway). 
    8. Once you get back to the start, it's time for the final waves of enemies. The runner should hide near a water source, in the shade, preferably far away from the center of the area where enemies will congregate. This is prime time to use that sniper rifle to help out the aggressor here and there. 
    9. The aggressor should hang out in the middle, relatively in the open, to once again draw fire to them. Again, I ran around meleeing everyone. Keep all gunfire, and most importantly all flamethrower enemies, focused on the aggressor so the device is safe with the runner. 
    10. Save your Supremo for the choppers and use dynamite for smaller vehicles. Once you kill the last enemy, the mission will end and you'll unlock the achievement. 
    Solo Advice
     
    • Since you can't split roles, you need to combine them. The hardest part solo is managing the device temperature, so that needs to be your priority. Use gear to have unlimited sprint and/or move faster, as well as gear that reduces the damage you take. 
    • As for weapons, it's much safer to use a sniper rifle to clear out water stations stealthily, because if you don't, suddenly flamethrower enemies will be everywhere, making it incredibly difficult to get to the water. 
    • I also recommend a strong rifle (I used the SKS) with armor piercing rounds. This was a one shot kill headshot to every enemy in the game. 
    • If you can make it back to the beginning, you shouldn't really struggle with the final fight. Play safe and stealthy: stay hidden, use silenced weapons to minimize the number of enemies who know where you are and charge you, and try not to expose yourself. Prioritize flamethrowers first, but then RPG launchers next, as both can fill your spot will flames that'll make hiding very difficult. Take your time and let enemies come to you. Don't run out and expose yourself, which will also increase the device temperature. 
    As for the missions themselves, while the general strategies above work for them all, here is anything unique to each mission.
     
    • Mesozoico - nothing special in this mission, not even any flamethrower enemies. Beeline to the device, kill all the enemies, take the device, and then beeline back to the start. The final fight includes two choppers, so it's best to load out with the starting Supremo to easily take them out. The runner should hide under the water mushrooms pretty much the entire final fight.
    • Maceo - this mission really steps it up. The way to the device is the same - beeline to it and ignore all enemies, kill the enemies around it, then take the device. It's the run back that can be quite the pain, as there are flamethrower enemies all over the water stations (easily 4-6 at a time). This can be hell for a solo player, so definitely use the stealth approach unless you're enough of a tank to withstand all the fire. In co-op, just have the aggressor aggro all of the enemies for the runner to run through. The final fight includes two tanks (one near the beginning and one at the end). NOTE that you don't need to destroy the tank to finish the mission, just kill the enemies. The tanks can take a ton of firepower to destroy, so the far easier method is to load out with (or use a workbench in the Op) to equip EMP grenades. A single EMP grenade will disable a tank, allowing you to run up and hijack it, killing the enemy inside, which is all that's needed to end the mission. The person with the device should climb onto the highest rooftop with the water supply and camp there throughout the fight, sniping as much as possible
    • Cocodrilo - another easy run to the device, and the run back isn't too terrible this time. The final fight surprisingly has only a chopper or two, and is mainly tons of enemies showing up on horseback and lots of crocodiles. Enemies jump off the horses immediately, so there's no real extra threat in this mission. The device holder should camp near a water source, in the shade, and just peek out to shoot enemies when they jump off their horses. The lighthouse up top is a good spot.
    • Los Tres Santos - the usual sprint to the device, but there are a ton of enemies around it in the auction house, so be prepared for a big fight if you aren't stealthy. The run back will require you to be pretty careful, as there isn't an abundance of shade to run in. Thankfully the water stations aren't bad (mostly Special Forces soldiers and poison soldiers instead of flamethrowers). The main issue in this mission is that the water sources aren't visible on your minimap because it's overcrowded with other icons. Just know that if you see a group of red and some ammo refill icons, there is definitely a water source there. It might be best to scout and mark it from a distance if you're solo. For the final fight, camp around the monument in the center, making use of the fountains around it to cool the device, and stay in the shade. You'll have two tanks to contend with in this one as well, so don't forget your EMP grenades. Don't bother with a sniper rifle, as you'll be in the middle of the action, hiding around the monument. Use a rifle or SMG.
    • Puerta del Eden - surprisingly easy for the last mission, at least compared to the others. Once again, prepare for a big fight around the device if you aren't stealthy, but nothing too bad. This mission contains mostly very armored Special Forces soldiers, especially ones with flame ammo, but a single melee takedown or a headshot with an armor piercing round is enough to kill them instantly. The run back is surprisingly easy in this one too, with lots of shade, lots of water stations, and not many flamethrower enemies at all. The final fight surprisingly has no vehicles, and not many flamethrowers either. It's mainly a ton of Special Forces (which, again, are trivial with melee takedowns and armor piercing headshots), snipers, and grenades. Thankfully there is a water source against the one side of the area that you can camp around, in the shade, and move minimally to avoid grenades. The main threat is when multiple enemies with flame ammo show up (the red Special Forces guys). Take these out as top priority because just getting shot from them is enough to set you on fire. The good news is that while you're using water on the device, you can't get set on fire and you can't get interrupted (and you also don't lose health from fire, strangely). The device holder should hide in the back in the shade while the aggressor just runs around killing everyone. Keep the runner as hidden as possible to avoid all the flame ammo.
  • Complete Special Operation: Mesozoico on Mastery 3 difficulty

    Refer to Crocodile Tears (15G) for more information. 
  • Complete Special Operation: Maceo on Mastery 3 difficulty

    Refer to Crocodile Tears (15G) for more information. 

DLC: Party Crasher

There are 2 achievements with a total of 30 points

DLC: Vaas: Insanity (Store Link)

There are 10 achievements with a total of 230 points

  • Escape Vaas' mind

    Story-related; cannot be missed.
     
    This will unlock upon completing the DLC for the first time, at Mind Level 1. For strategy and advice, refer to Definition of Insanity (50G).
  • Escape Vaas’ mind with a score of at least 25,000

    While this score may seem huge during your first playthrough, it turns out this achievement is actually unmissable as you work towards Definition of Insanity (50G). By Mind Level 3, just for completing the three main missions and extracting, you will finish with a score of over 25,000. Completing just the three main missions and extracting from Mind Level 5 will unavoidably put you over 40,000 points. As a result, this achievement is unmissable while completing all Mind Levels.
  • The 1%

     

    15

    Carry at least 8,000 Cash at one time

    This amount of money will likely seem huge at first (and it is a lot), but DO NOT save up your money early on to work on this achievement. The reason is because at higher Mind Levels, the amount of cash you get from enemies, chests, and completing missions is markedly more. To put it in perspective, by Mind Level 3, just for completing all three main missions (picking up all enemy drops, looting all chests in the main mission areas, and selling all hearts) I ended up with over 10,000 Cash on hand.

    To reiterate, spend your money early on to get much needed permanent traits and weapon upgrades so you can cruise through subsequent playthroughs, and once you get to Mind Levels 4 and 5, where the only thing you'll need money for is to finish upgrading all weapons, you can easily save enough for this achievement just by completing the three main missions without spending any money in between.
  • Discover every location in Vaas' mind

    There are a total of 20 locations in the game that you need to discover for this achievement, all pictured in the screenshot below. The breakdown is as follows:
     
    • The starting area (The Compound)
    • Three trials (flame icons)
    • Three safehouses (house icons)
    • Two Mindfuck side missions (fingerprint icons)
    • Three main missions (red dagger icons)
    • Eight weapon challenges (lock icons)
    For the purposes of this achievement, you don't need to complete any of the above missions/challenges. As soon as you get close enough for the icon to be added to your map, it counts for this achievement. For example, the three safehouses and three trials don't need to be completed for any achievements, so you can simply approach them to add them to your map and then ignore them, if you'd like.
     
    Here is a screenshot showing all 20 locations needed for this achievement. Note that the white doors are fast travel points and aren't required for this achievement (nor any other achievements).
     
  • Unlock all weapons in Vaas' Armory (Solo Game only)

    Unlocking weapons in the Armory is done by completing weapon challenges. There are a total of eight of them scattered around the map. Refer to This Is Your Brain (15G) for a screenshot of the map with all weapon challenges marked on it - they're the lock icons.
     
    Every weapon challenge works the same way, regardless of which weapon it unlocks: interact with the chest to start the challenge, and then you have to kill a set number of enemies (indicated in the upper corner of the screen). Enemies will spawn infinitely until you kill the required amount to end the challenge. As soon as you kill the required amount, all remaining enemies will disappear. Now, go back to the chest and interact with it to unlock the weapon in your armory permanently.
     
    Because these challenge unlock weapons permanently, you do not need to complete all weapon challenges in a single run. Complete all eight cumulatively to unlock this achievement.
  • Collect all of Vaas' Diary Pages

    There are a total of seven Diary Pages in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing.
     
    For the locations of all of them, refer to THIS GUIDE from Powerpyx, which comes complete with screenshots.
  • Collect all of the Vaas Chibis

    There are a total of ten Chibis in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. Chibis are little bobbleheads, and they're hidden extremely well in this game. To "collect" them, you can either get close enough to interact with them, or you can shoot them.
     
    For the locations of all of them, refer to THIS GUIDE from Powerpyx, which comes complete with screenshots.
  • Collect all of the Visions in Vaas' mind

    There are a total of 18 Visions in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. You will actually likely come across all Visions on your own, because they are not hidden. Each one is part of either a main mission or a Mindfuck side mission. Each time you see/hear Vaas talking, pay attention to the scene playing out to get credit for the Vision.
     
    For the locations of all of them, refer to THIS GUIDE from Powerpyx, which comes complete with screenshots.
  • Fully upgrade all Weapon Cases in Vaas' Armory (Solo Game only)

    This achievement first requires you to unlock all weapons in the Armory (refer to Freudian Field Day (20G) for doing so), and then you need to fully upgrade each Weapon Case. The Cases are upgraded by spending cash on them to get them to Gold. The upgrades are permanent, so this achievement can be worked on over multiple playthroughs.
     
    It will cost you quite a bit of money to fully upgrade all Weapon Cases. How long that takes depends entirely on how much money you "waste" on trait upgrades (I only say "waste" because those permanent traits aren't needed for any achievements, but obviously they are needed to ensure you can complete the DLC). As a point of reference, I looted every enemy I killed, every chest I saw on my minimap, and sold every heart that dropped (including/especially the one from the boss fight that revives you if you die); I also only bought four health trait upgrades and maybe two or three others in other categories; I only died once in my first playthrough, and then did all Mind Levels in a row without dying; I also only did one of the three Trials once. With all of that in mind, I was able to fully upgrade all Weapon Cases right before finishing my playthrough of Mind Level 5 - no grinding of cash was necessary.
     
    Of course, your mileage likely will vary greatly depending on how much money you spend on traits, how many perk slots you unlock, and how much looting you do. If, by the time you complete all other achievements, you still need more money to finish upgrading, the most efficient way to gain money is to load up Mind Level 5, make sure you have whichever fully upgraded gun(s) you've been using, and go to each of the three Trials on your map. Complete them, looting all enemies that you can. At the end of each Trial, you'll be given a heart that lets you get revived - selling it is worth 2000 cash, so obviously do that. Additionally, each Trial has golden rats that run around, and they can be found at the end as well. They're tough to shoot and kill, but if you can manage it, each one gives you another 1000+ cash. After you complete all three Trials on that playthrough, return to The Compound and into the safe room where the Armory is, pause and Save and Quit. This retains your money but resets all missions (including Trials). Now, when you load back in, you can repeat the three Trials to gain even more money. Do this as many times as needed to gain enough money to fully upgrade all Weapon Cases.
  • Escape Vaas' mind at Mind Level 5

    As the description says, this achievement requires you to complete the DLC with the difficulty set to Mind Level 5. Mind Levels are unlocked linearly, meaning you'll need to play through the DLC five times - four times to unlock each higher Mind Level, and then finally on Mind Level 5.
     
    IMPORTANT NOTE: This DLC defaults to Action Mode difficulty even if you played the entire base game on Story Mode! If you want to save yourself a lot of frustration and make it markedly easier, make sure that after you launch the DLC, you pause, go to the Options tab, go to Gameplay, and change the difficulty to Story Mode. 
     
    First I'll go through what exactly you'll need to do, then I'll quickly go over my setup that allowed me to completion all five levels relatively easily, and then end with some general tips and advice. 
     
    The goal of a playthrough of this DLC is to find the three pieces of the dagger and then return them to the starting area. Nothing about this DLC is randomized, so the missions are in the same place every time. There are three main missions, one for each dagger piece, and each one plays out the same way. After each dagger piece that you obtain, all enemies in the DLC become stronger. As a result, especially as you get to higher Mind Levels, below is the order I recommend completing the main missions in.
     
    1. Start with the 'Birthright' mission in the northeast corner of the map. It's the hardest one, and therefore best to do first, before all enemies become harder from the other two missions. This mission consists of a single boss fight broken up into three phases. The first phase is relatively easy because you can mark and stealthily kill all regular enemies before engaging the boss. Then, take off the first bar of health to end the first phase. Heal and loot all the chests because you won't be coming back. In the second room, immediately go up onto the second level around the outside of the room, because there's a high likelihood the lower level will fill with water and electricity. Pick and area up top and stay behind cover. Enemies will spawn relentlessly, the boss will shoot at you, and the boss may also drop proximity mines around, which can do some serious damage. Take down the normal enemies, then a bar of the boss's health, and then repeat for a second bar. Again heal and loot the chests, then move on. The final room is easier than the second room - the boss will turn into a jaguar, making it easier to get headshots on. Kill the crocs around it and focus on headshots. After the first bar, the boss will change to a lion type animal, but just continue with headshots. Perform a takedown when done, loot everything, grab the dagger piece, and escape. 
    2. The second mission I recommend doing is in the south central. There are three floating islands which are all connected to each other. You can take out many enemies stealthily, but once detected, enemies will spawn seemingly infinitely for a little while but will eventually stop. NOTE that if you run to each cage with Vaas in and free all three, all enemies immediately despawn and you're safe to grab the dagger. So there is no real need to kill every single enemy if you can make it to each cage quickly. 
    3. The third and final mission is in the volcano in the southwest. Inside, you'll find a floating ship. Kill all enemies in the ship, preferably stealthily because more will spawn if you're detected. Once clear, there are four radios to disable. Each one spawns around 6-8 enemies, and they are not random. So disable one radio, you can then hide and take down all enemies stealthily, then repeat with the remaining radios. There are many chests on the ship to restock healing syringes. 
    4. After you grab the third and final dagger piece, you then need to run back to The Compound where you started. Take too long and a circle closes around you and will kill you. Once back at the compound, give the dagger to Citra to start the final mission: survive five waves of enemies. The first four waves are actually pretty similar to the waves you just found on the ship, just be careful of the mounted gun in the center. The final wave brings ghosts that will rush you, plus two yellow enemies and many regular ones. Hide until you've dealt with the ghosts, just so they don't explode on you. With the last wave dead, you can choose to stay and fight more, or leave. There is no reason to stay and fight more, for any achievements or any other reason, so always just leave through the door. 
    That is how all Mind Levels will play out. The only exception is Mind Level 5, which you have the added restriction of no radar. This will likely feel like a huge handicap. Hopefully though, after four runs of the DLC, you should have a very good idea of what to expect from each mission and how best to complete them. It's really only the boss fight (mainly second phase) and the final waves that can be stressful without a radar. For both, I recommend finding some cover and sticking to it, with your back to a wall, and minimize the number of sides an enemy can approach you from. This is especially important on the final wave, where many ghosts charge you. Get inside, preferably a place with only one or two entrances, and let the ghosts come to you. You should have plenty of experience by Mind Level 5 that you should be able to manage. Don't go out of your way for anything on this final run. 
     
    Now I will go through the setup I used. I was able to cruise through all Mind Levels and never came close to dying. I spent all of Mind Levels 1 and 2 getting to this point.
     
    • For traits, I bought four in the first (health) section, so I had a "moderate amount" of health. You should have somewhere in the vicinity of 15 health bars. I also bought two upgrades to be able to use the camera to mark enemies. I upgraded the one set of skills to allow me to move faster while crouched (because I approached most areas stealthily, so feel free to ignore if you don't). Lastly, I ensured my healing syringe carrying capacity was at 4. Don't waste any money on the traits that let you keep more cash if you die. 
    • For weapons, I fully upgraded the pistol immediately. I used the fully upgraded the pistol for all fights in all Mind Levels. I then fully upgraded the bow to use for ranged stealth, and then fully upgraded the shotgun to use for boss fights and heavies in the final two Mind Levels. 
    • For perks, these are random so you don't have any real control over them, but I only used three perks slots: one to increase health (2 extra bars), one to increase healing syringe capacity (one extra, so 5 total), and one to increase cash from all sources. I found all other hearts to be useless. 
    As mentioned, using this setup I cruised through all Mind Levels, was never at risk of dying, and never ran out of syringes. 
     
    Lastly is a collection of various tips and advice for the DLC in general.
     
    • Don't forgot to change the difficulty. I can't emphasize that enough. This DLC defaults to the hardest difficulty. Go into Options and Gameplay to change it to the easiest difficulty. 
    • Chests that you loot will always give you healing syringes. As a result, if you're full on syringes, always heal before opening a chest.
    • On your first playthrough of Mind Level 1, explore, take care of all the collectibles, do the side missions, etc. This will give you a boost in money early on. 
    • Never run past enemies or chests. Take all the loot you can get early on. 
    • Be careful at night. Ghosts come out, and they will charge you and explode on you, doing decent damage. On the plus side, it only takes one bullet from any gun to kill them. 
    • Don't hesitate to reroll your gun upgrades if they aren't working for you. For example, once you fully upgrade your pistol, ensure the four upgrades on the left are actually good for your play style. I rerolled until my pistol had armor piercing rounds, a good sight, a silencer, and one other decent trait. I found that flame and poison bullets do terrible damage and aren't worth it. Also remember that you need to repurchase a gun after you upgrade it. 
    • Don't waste time with perk slots. Three is plenty. The majority of the perks (the hearts dropped by enemies) are useless, so be sure to sell them all. 
    • While it may be tempting to use the heart dropped by the boss at the end of Birthright, which revives you if you die, you should never need it on the easiest difficulty with some upgrades. Sell it for the big cash bonus. 
    • Keep your eye out for golden rats. They can be found in the Trials, but also randomly around the DLC. If you kill them they give you much more cash than other sources. 
    • You can actually farm cash whenever you want in the game. If you return to any safe room, you can save and quit. When you return, you'll keep all of your cash, but all missions, enemies, and chests will reset, allowing you to redo any easy things you did before, building up cash for some early upgrades. 

DLC: Pagan: Control

There are 10 achievements with a total of 230 points

  • Escape Pagan's mind

    Story-related; cannot be missed.

    This will unlock upon completing the DLC for the first time, at Mind Level 1. For strategy and advice, refer to What's a King to a God? (50G).
  • Escape Pagan's mind with a score of least 25,000

    While this score may seem huge during your first playthrough, it turns out this achievement is actually unmissable as you work towards What's a King to a God? (50G). By Mind Level 3, just for completing the three main missions and extracting, you will finish with a score of over 25,000. Completing just the three main missions and extracting from Mind Level 5 will unavoidably put you over 40,000 points. As a result, this achievement is unmissable while completing all Mind Levels.

    As a side note, on my first playthrough on Mind Level 1, I unlocked all weapons in the armory, completed all Safe House mini missions, and completed all Delusion missions, and without going out of my way for anything else, I finished my first playthrough at 28,000 points. So if you knock out everything in your first playthrough, you should easily surpass this point threshold.
  • Carry at least 8,000 Respect at once

    This amount of Respect will likely seem huge at first (and it is a lot), but DO NOT save up your Respect early on to work on this achievement. The reason is because at higher Mind Levels, the amount of Respect you get from enemies, chests, and completing missions is markedly more. To put it in perspective, by Mind Level 3, just for completing all three main missions (picking up all enemy drops, looting all chests in the main mission areas, and selling all hearts) I ended up with over 10,000 Respect on hand.

    To reiterate, spend your Respect early on to get much needed permanent traits and weapon upgrades so you can cruise through subsequent playthroughs. By the time you get to Mind Levels 4 and 5, you'll likely have full upgraded the weapon(s) you use regularly, and will likely have gotten plenty of permanent trait upgrades that you don't even have much of a need for Respect anymore, so saving it up will not impact your playthroughs at all.
  • Discover every location in Pagan's mind

    There are a total of 22 locations in the game that you need to discover for this achievement, all pictured in the screenshot below. The breakdown is as follows:
     
    • The starting area (Dinner Table, white building in the southwest corner)
    • Three trials (flame icons)
    • Three safehouses (house icons)
    • Three Delusion side missions (fingerprint icons)
    • Three main missions (red dagger icons)
    • Eight weapon challenges (lock icons)
    • The final area (Royal Palace, white building in the northeast corner)
    For the purposes of this achievement, you don't need to complete any of the above missions/challenges. As soon as you get close enough for the icon to be added to your map, it counts for this achievement. For example, the three safehouses and three trials don't need to be completed for any achievements, so you can simply approach them to add them to your map and then ignore them, if you'd like.

    Here is a screenshot showing all locations needed for this achievement. Note that the white doors are fast travel points and aren't required for this achievement (nor any other achievements).

  • Unlock all weapons in Pagan's Armory (Solo Game only)

    Unlocking weapons in the Armory is done by completing weapon challenges. There are a total of eight of them scattered around the map. Refer to Enlightened Monarch (15G) for a screenshot of the map with all weapon challenges marked on it - they're the lock icons.
     
    Every weapon challenge works the same way, regardless of which weapon it unlocks: interact with the chest to start the challenge, and then you have to kill a set number of enemies (indicated in the upper corner of the screen). Enemies will spawn infinitely until you kill the required amount to end the challenge. As soon as you kill the required amount, all remaining enemies will disappear. Now, go back to the chest and interact with it to unlock the weapon in your armory permanently.
     
    Because these challenge unlock weapons permanently, you do not need to complete all weapon challenges in a single run. Complete all eight cumulatively to unlock this achievement.
  • Collect all of Pagan's Diary Pages

    There are a total of seven Diary Pages in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing.

    For the locations of all of them, refer to THIS GUIDE from PowerPyx, which comes complete with screenshots.
  • Collect all of the Pagan Chibis

    There are a total of ten Chibis in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. Chibis are little bobbleheads, and they're hidden extremely well in this game. To "collect" them, you can either get close enough to interact with them, or you can shoot them.

    For the locations of all of them, refer to THIS GUIDE from PowerPyx, which comes complete with screenshots.
  • Collect all of the Visions in Pagan's mind

    There are a total of 16 Visions in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. Like with the previous DLC, Visions aren't hidden. They take place during or after missions (whether it be main missions or Delusion missions). You just need to make sure that if a Vision is occurring (subtitles help with this), you make sure to watch it to completion to get credit.

    Unlike the Vaas DLC, you won't be able to collect all Visions in a single playthrough, mainly due to the 'Thicker than Water' Delusion mission (the one directly in the south) that requires you to choose one of four statues to allow entrance to the temple. You will need to choose each of the four different statues on four separate playthroughs to see four different Visions, and then after choosing all four, you'll get a fifth Vision back outside. You need to do five playthroughs for What's a King to a God? (50G) anyway, so you can grab these Visions along the way. Alternatively, you could return to the Dinner Table safehouse just west of this mission. You could complete this mission to get the new Vision, run up to that safehouse, save and quit from within, load back in to reset that mission, then go repeat it for a new Vision.

    For the locations of all of them, refer to the following video guide, courtesy of Game Guides Channel.
  • Have 8 Power equipped at one time

    This achievement first requires you to unlock all eight Power slots, and then have a Power equipped in all eight at once. You'll start with the first of eight unlocked, and then will need to pay Respect to unlock the other seven slots. While this costs a decent amount of Respect, it's nowhere near the amount of cash needed in the previous DLC. You will need approximately 9,000 Respect to purchase all seven slots. Thankfully, while the Power itself is lost upon death, the slots themselves are permanent if you unlock them, making this achievement cumulative over all playthroughs.

    In my experience, Respect is plentiful in this DLC, and you could very likely unlock all slots in your first playthrough. To put it in perspective, my first playthrough I did all eight weapon challenges, all three Delusion side missions, all three safe house mini missions, and obviously the three main missions, and I had enough Respect to unlock all eight Power slots, fully upgrade my pistol, and purchase six different persistent traits in the mirror. Be aware that, while you do have the option to purchase a new slot whenever you pick up a heart to add a new Power, you can actually press :1down: at any time and purchase more slots.

    Once you have all eight slots unlocked, it's just a matter of finding eight Power to equip in them all. If you're thorough with looting all chests on your minimap, you'll find plenty that offer hearts. Additionally, each Delusion mission ends with a reward of three different hearts, so that's nine hearts guaranteed per playthrough just from those short and simple side missions.
  • Escape Pagan's mind at Mind Level 5

    As the description says, this achievement requires you to complete the DLC with the difficulty set to Mind Level 5. Mind Levels are unlocked linearly, meaning you'll need to play through the DLC five times - four times to unlock each higher Mind Level, and then finally on Mind Level 5.

    IMPORTANT NOTE: This DLC defaults to Action Mode difficulty even if you played the entire base game on Story Mode! If you want to save yourself a lot of frustration and make it markedly easier, make sure that after you launch the DLC, you pause, go to the Options tab, go to Gameplay, and change the difficulty to Story Mode.

    First I'll go through what exactly you'll need to do, then I'll quickly go over my setup that allowed me to completion all five levels relatively easily, and then end with some general tips and advice.

    The goal of a playthrough of this DLC is to find the three pieces of the mask and then travel to the Royal Palace in the northeast corner of the map. Nothing about this DLC is randomized, so the missions are in the same place every time. There are three main missions, one for each mask piece, and each one plays out the same way. After each mask piece that you obtain, all enemies in the DLC become stronger. (except on Mind Level 1, where there is no change). As a result, especially as you get to higher Mind Levels, below is the order I recommend completing the main missions in. Refer to the map in "Enlightened Monarch" if need be, as a reference to which locations I mean.
     
    1. Start with the southeastern main mission, 'For King and Country', as this is the only boss fight, and you'll want the enemies during the fight to be as easy as possible. This boss fight is markedly simpler than the one from the previous DLC, as it takes place in a single room, with far fewer enemies, and the only environmental hazards are the obvious flames which you can easily deactivate by interacting with each brazier. No real strategy needed for this fight - quickly kill off the normal enemies (they don't respawn infinitely), and then just unload on the boss. The flames and enemies reset twice during the fight, but there are no other changes to attacks patterns or anything until you get to the last two bars of the boss's health. She then respawns with a flamethrower. Keep moving as you take out all normal enemies and the flames, then just run away, turn and unload on her, and repeat when she gets too close.
    2. The second mission you should do is 'Playing God' in the center of the map. This mission has controlled amounts of spawning enemies (meaning more don't spawn unless you interact with the next objective to spawn them), so take your time and take out all of the enemies, then proceed up the tower to finish this mission.
    3. I recommend saving the northwest mission, 'Rewriting History,' for last, because it's very quick and easy to complete. Similar to the previous mission, you could do controlled spawns of enemies; however, for this mission, there are three undamaged (not blue) houses you need to ignite with hay next to them. You can simply run to each house and ignite all three, ignoring all enemies. Once all three are ignited, a yellow health armored enemy will spawn right by you. Kill him to end the mission, and all other enemies will disappear. So you don't actually have to fight any enemies aside from one in this mission, making it best for last when the enemies are strongest.
    4. After you grab the third and final mask piece, you then need to run to The Royal Palace in the northeast corner of the map. Take too long and a circle closes around you and will kill you. Once you enter the Palace, follow the long path through a door and into an outdoor area for the final mission: survive five waves of enemies. The first two waves are just regular enemies with nothing particular to worry about. The third and fourth waves include a heavy enemy (yellow health bar). The final wave has both yellow enemies (one with a flamethrower and one with a minigun) as well as many regular enemies. Take out all of the normal enemies first, stay on the move to stay away from the flamethrower, and then take out the two heavies in whichever order you want. With the last wave dead, you can choose to stay and fight more, or leave. There is no reason to stay and fight more, for any achievements or any other reason, so always just leave through the door. 
    That is how all Mind Levels will play out. The only exception is Mind Level 5, which you have the added restriction of no radar. This will likely feel like a huge handicap. Hopefully though, after four runs of the DLC, you should have a very good idea of what to expect from each mission and how best to complete them. It's really only the boss fight and the final waves that can be stressful without a radar. For both, I recommend finding some cover and sticking to it, with your back to a wall, and minimize the number of sides an enemy can approach you from. You should have plenty of experience by Mind Level 5 that you should be able to manage. Don't go out of your way for anything on this final run.

    Now I will go through the setup I used. I was able to cruise through all Mind Levels and never came close to dying. I spent all of Mind Levels 1 and 2 getting to this point.
     
    • For traits, I bought four in the first (health) section, so I had a "moderate amount" of health. You should have somewhere in the vicinity of 15 health bars. I also bought two upgrades to get more heath syringes (4 total) and the ability to use the parachute, grapple, and wing suit. Don't waste any money on the traits that let you keep more cash if you die. I also unlocked a couple gadget slots, but found they were largely useless for enemies on Mind Level 3 and above.
    • For weapons, I fully upgraded the pistol immediately. I used the fully upgraded pistol for all fights in all Mind Levels. I then fully upgraded the SMG and the shotgun to use for boss fights and heavies in the final two Mind Levels. 
    • For perks, these are random so you don't have any real control over them, but I got two Powers to increase my health, one that increased by healing syringe capacity (bumping it up to 5), two that reduced damage, one that increased pistol damage, and one that increased damage for silenced weapons (which my pistol was). Again, these are random, so pick what works for your playstyle and which weapons you're using.
    As mentioned, using this setup I cruised through all Mind Levels, was never at risk of dying, and never ran out of syringes.

    Lastly is a collection of various tips and advice for the DLC in general.
     
    • Don't forgot to change the difficulty. I can't emphasize that enough. This DLC defaults to the hardest difficulty. Go into Options and Gameplay to change it to the easiest difficulty. 
    • Chests that you loot will always give you healing syringes. As a result, if you're full on syringes, always heal before opening a chest.
    • On your first playthrough of Mind Level 1, explore, take care of all the collectibles, do the side missions, etc. This will give you a boost in Respect early on. 
    • Never run past enemies or chests. Take all the loot you can get early on. 
    • Be careful at night. Ghosts come out, and they will charge you and explode on you, doing decent damage. On the plus side, it only takes one bullet from any gun to kill them. 
    • Don't hesitate to reroll your gun upgrades if they aren't working for you. For example, once you fully upgrade your pistol, ensure the four upgrades on the left are actually good for your play style. I rerolled until my pistol had armor piercing rounds, a good sight, a silencer, and one other decent trait. I found that flame and poison bullets do terrible damage and aren't worth it. Also remember that you need to repurchase a gun after you upgrade it. 
    • Don't waste time Respect on upgrading guns you aren't using, and don't waste Respect on mirror traits that don't improve your survivability. For example, I wouldn't bother using any Respect on the entire second mirror tree (retain Respect after death), and I would also recommend not to waste any money on the fifth one (gadget slots), because even grenades barely damage enemies in the higher Mind Levels. Instead, focus on the first tree (health) and the fourth tree (more syringes and more items).
    • While it may be tempting to use the heart dropped by the boss at the end of the southeastern mission, which revives you if you die, you should never need it on the easiest difficulty with some upgrades. Sell it for the big Respect bonus and use it to purchase more traits or upgrade your guns.
    • You can actually farm Respect whenever you want in the game. If you return to any safe room, you can save and quit. When you return, you'll keep all of your Respect, but all missions, enemies, and chests will reset, allowing you to redo any easy things you did before, building up Respect for some early upgrades. However, I found this was not necessary in this DLC, as it seemed easier (less enemies and easier to kill) than the previous DLC.

DLC: Joseph: Collapse

There are 10 achievements with a total of 280 points

  • Successfully escape Joseph's mind

    Story-related; cannot be missed.

    This will unlock upon completing the DLC for the first time, at Mind Level 1. For strategy and advice, refer to Walking the Path (30G).
  • Escape Joseph's mind with a score of at least 25,000

    While this score may seem huge during your first playthrough, it turns out this achievement is actually unmissable as you work towards Walking the Path (30G). By Mind Level 3, just for completing the three main missions and extracting, you will finish with a score of over 25,000. Completing just the three main missions and extracting from Mind Level 5 will unavoidably put you over 40,000 points. As a result, this achievement is unmissable while completing all Mind Levels.

    As a side note, on my first playthrough on Mind Level 1, I unlocked all weapons in the armory, completed all Safe House mini missions, completed all three Revelation missions, and all three trials (since they're needed for the Diary Pages in this DLC), and I finished my first playthrough at 33,000 points. So if you knock out everything in your first playthrough, you should easily surpass this point threshold.
  • Carry at least 8,000 Penance at one time

    This amount of Penance will likely seem huge at first (and it is a lot), but DO NOT save up your Penance early on to work on this achievement. The reason is because at higher Mind Levels, the amount of Penance you get from enemies, chests, and completing missions is markedly more. To put it in perspective, by Mind Level 3, just for completing all three main missions (picking up all enemy drops, looting all chests in the main mission areas, and selling all hearts) I ended up with over 10,000 Penance on hand.

    To reiterate, spend your Penance early on to get much needed permanent traits and weapon upgrades so you can cruise through subsequent playthroughs. By the time you get to Mind Levels 4 and 5, you'll likely have full upgraded the weapon(s) you use regularly, and will likely have gotten plenty of the cheaper mirror traits. The last ones in the first and fourth trees cost over 8,000 Penance each, so this achievement is actually unavoidable while working on Heavenly Father (30G) since you'll need to save up more than 8,000 Penance to be able to purchase a couple of the mirror traits.
  • Discover every location in Joseph's mind

    There are a total of 21 locations in the game that you need to discover for this achievement, all pictured in the screenshot below. The breakdown is as follows:
     
    • The starting area (Eden, center of the map)
    • Three trials (flame icons)
    • Three safehouses (house icons)
    • Three Revelation side missions (fingerprint icons)
    • Three main missions (red cross icons)
    • Eight weapon challenges (lock icons)
    For the purposes of this achievement, you don't need to complete any of the above missions/challenges. As soon as you get close enough for the icon to be added to your map, it counts for this achievement. For example, the three safehouses and two of the Revelations don't need to be completed for any achievements, so you can simply approach them to add them to your map and then ignore them, if you'd like.

    Here is a screenshot showing all locations needed for this achievement. Note that the white doors are fast travel points and aren't required for this achievement (nor any other achievements).
     
  • Unlock all weapons in Joseph's Armory (Solo Game only)

    Unlocking weapons in the Armory is done by completing weapon challenges. There are a total of eight of them scattered around the map. Refer to Pilgrimage (10G) for a screenshot of the map with all weapon challenges marked on it - they're the lock icons.

    Every weapon challenge works the same way, regardless of which weapon it unlocks: interact with the chest to start the challenge, and then you have to kill a set number of enemies (indicated in the upper corner of the screen). Enemies will spawn infinitely until you kill the required amount to end the challenge. As soon as you kill the required amount, all remaining enemies will disappear. Now, go back to the chest and interact with it to unlock the weapon in your armory permanently.

    Because these challenge unlock weapons permanently, you do not need to complete all weapon challenges in a single run. Complete all eight cumulatively to unlock this achievement.
  • Collect all of Joseph's Diary Pages

    There are a total of seven Diary Pages in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing.

    For the locations of all of them, refer to THIS GUIDE. While it isn't very detailed, the Diary Pages in this DLC are extremely easy to find and collect. Note that you will need to start all three of the trials in this DLC for three separate Diary Pages.
  • Collect all of the Joseph Chibis

    There are a total of ten Chibis in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. Chibis are little bobbleheads, and they're hidden extremely well in this game. To "collect" them, you can either get close enough to interact with them, or you can shoot them.

    For the locations of all of them, refer to THIS GUIDE, which comes complete with screenshots.
  • Collect all of the Visions in Joseph's mind

    There are a total of eight Visions in the DLC, and like all collectibles, as soon as you collect one it is permanently collected, meaning you don't need to collect them all in a single run. Your progress can be tracked from the Collection tab in the pause menu. Each one has a unique number, allowing you to easily see which you're missing. Like with the previous DLCs, Visions aren't hidden. They take place during or after missions (whether it be main missions or Revelation missions). You just need to make sure that if a Vision is occurring (subtitles help with this), you make sure to watch it to completion to get credit. They're actually really easy to find in this DLC, as five of them are during the 'Providence' Revelation mission and the other three are during main missions.

    For the locations of all of them, refer to the following video guide, courtesy of Game Guides Channel.
  • Unlock all of Joseph's traits in the Mirror

    This achievement requires you to purchase and max out all five trees of traits in the Mirror. If you've played the previous two DLCs, you'll know the final traits in each tree can be very expensive. While this achievement costs a very large amount of Respect, it's less than what was needed in the Vaas DLC to upgrade all weapons, at least in my experience.

    In my experience, Penance is plentiful in this DLC, as I unlocked this achievement by the end of Mind Level 3. To put it in perspective, by the time I finished Mind Level 5, I had unlocked all Mirror traits, fully upgraded three weapons I was using, and unlocked all eight Power slots, AND still have over 20,000 Penance left over when I completed the DLC. Granted, during Mind Level 2 I got two Powers to "greatly" and "significantly" increase Penance received, but considering how much I was able to upgrade and purchase, there was no shortage of Penance in this DLC.

    As noted in the roadmap, during your first run (Mind Level 1), I recommend taking care of every location, every mission (side missions included), all collectibles, and all other achievements aside from this one and Mind Level 5. Doing this (while also killing all enemies I happened across and looting all chests that were visible on my minimap), I was halfway done with this achievement by the end of Mind Level 1. I recommend prioritizing health (first tree) and syringes (fourth tree) and getting at least three or four traits in each one as soon as possible. Then, fully upgrade your weapon of choice (I just used the pistol the whole way). Then, finish those two trees so you'll have no problem surviving. Lastly, spend all the remaining Penance you get over the next few runs to max out the other three trees, which are largely useless, especially during the last couple Mind Levels.

    As soon as you've maxed all five trees in the Mirror, this achievement will unlock.
  • Escape Joseph's mind at Mind Level 5

    As the description says, this achievement requires you to complete the DLC with the difficulty set to Mind Level 5. Mind Levels are unlocked linearly, meaning you'll need to play through the DLC five times - four times to unlock each higher Mind Level, and then finally on Mind Level 5.

    IMPORTANT NOTE: This DLC defaults to Action Mode difficulty even if you played the entire base game on Story Mode! If you want to save yourself a lot of frustration and make it markedly easier, make sure that after you launch the DLC, you pause, go to the Options tab, go to Gameplay, and change the difficulty to Story Mode.

    First I'll go through what exactly you'll need to do, then I'll quickly go over my setup that allowed me to completion all five levels relatively easily, and then end with some general tips and advice.

    The goal of a playthrough of this DLC is to find the three pieces of the cross and then return to the gates of Eden in the center of the map. Nothing about this DLC is randomized, so the missions are in the same place every time. There are three main missions, one for each cross piece, and each one plays out the same way. After each cross piece that you obtain, all enemies in the DLC become stronger (except on Mind Level 1, where there is no change). As a result, especially as you get to higher Mind Levels, below is the order I recommend completing the main missions in. Refer to the map in Pilgrimage (10G) if need be, as a reference to which locations I mean.
     
    1. Start with the northeastern main mission, 'Divine Justice', as this is the only boss fight, and you'll want the enemies during the fight to be as easy as possible. This boss fight is markedly simpler than the ones from the previous DLCs, as there are no environmental hazards to worry about nor flamethrower from the boss. Instead, it's just a lot of normal enemies that you'll need to kill between taking off the boss's health, then follow it as it moves to different areas, continuing to take out the regular enemies before unloading on the boss. There are plenty of chests to restock syringes so this shouldn't pose any problems.
    2. The second and third missions are both very similar in that you'll just need to fight a finite amount of enemies while accomplishing each objective, so it's just a matter of killing wave after wave. As a result, there's no real preferred order I'd recommend, except that it's probably quickest to just go counterclockwise around the map to the missions to speed up the process.
    3. After you grab the third and final cross piece, you then need to the starting area in the center of the map. Take too long and a circle closes around you and will kill you. Once you return to the starting area, use the mirror or armory in the church if you want, then interact with the huge glowing gate of Eden to start the final mission: survive five waves of enemies. The first wave is just regular enemies with nothing particular to worry about. The second, third, and fourth waves include a heavy enemy (yellow health bar). The final wave has two yellow enemies as well as many regular enemies. Take out all of the normal enemies first, stay on the move to stay away from the flamethrower, and then take out the two heavies in whichever order you want. With the last wave dead, you can choose to stay and fight more, or leave. There is no reason to stay and fight more, for any achievements or any other reason, so always just leave through the door. 
    That is how all Mind Levels will play out. The only exception is Mind Level 5, which you have the added restriction of no radar. This will likely feel like a huge handicap. Hopefully though, after four runs of the DLC, you should have a very good idea of what to expect from each mission and how best to complete them. It's really only the boss fight and the final waves that can be stressful without a radar. For both, I recommend finding some cover and sticking to it, with your back to a wall, and minimize the number of sides an enemy can approach you from. You should have plenty of experience by Mind Level 5 that you should be able to manage. Don't go out of your way for anything on this final run.

    Now I will go through the setup I used. I was able to cruise through all Mind Levels and never came close to dying. I spent all of Mind Levels 1 and 2 getting to this point.
     
    • For traits, I bought five in the first (health) section, so I had a "great amount" of health. You should have somewhere in the vicinity of 15 health bars. I also bought two upgrades to get more heath syringes (6 total) and the ability to use the parachute, grapple, and wing suit. Don't waste any money on the traits that let you keep more cash if you die. I also unlocked a couple gadget slots, but found they were largely useless for enemies on Mind Level 3 and above. This was all possible during Mind Level 1 since I did all other achievements during this run.
    • For weapons, I fully upgraded the pistol immediately. I used the fully upgraded pistol for all fights in all Mind Levels. I also used the shotgun against some yellow enemies in the later Mind Levels.
    • For perks, these are random so you don't have any real control over them, but I got one Power to "greatly" increase my health, one that increased pistol damage, one that increased ADS damage, and two that significantly increased the amount of Penance I received. Again, these are random, so pick what works for your playstyle and which weapons you're using.
    As mentioned, using this setup I cruised through all Mind Levels, was never at risk of dying, and never ran out of syringes.

    Lastly is a collection of various tips and advice for the DLC in general.
     
    • Don't forgot to change the difficulty. I can't emphasize that enough. This DLC defaults to the hardest difficulty. Go into Options and Gameplay to change it to the easiest difficulty. 
    • Chests that you loot will always give you healing syringes. As a result, if you're full on syringes, always heal before opening a chest.
    • On your first playthrough of Mind Level 1, explore, take care of all the collectibles, do the side missions, etc. This will give you a boost in Penance early on. 
    • Never run past enemies or chests. Take all the loot you can get early on. 
    • Be careful at night. Ghosts come out, and they will charge you and explode on you, doing decent damage. On the plus side, it only takes one bullet from any gun to kill them. 
    • Don't hesitate to reroll your gun upgrades if they aren't working for you. For example, once you fully upgrade your pistol, ensure the four upgrades on the left are actually good for your play style. I rerolled until my pistol had either armor piercing or soft target rounds, a good sight, a silencer, and one other decent trait. I found that flame and poison bullets do terrible damage and aren't worth it. Also remember that you need to repurchase a gun after you upgrade it. 
    • Don't waste Penance on upgrading guns you aren't using, and don't waste Penance on mirror traits that don't improve your survivability until you've purchased all of the "good" ones. For example, I wouldn't bother using any Penance on the entire second mirror tree (retain Penance after death), and I would also recommend not to waste any money on the fifth one (gadget slots), because even grenades barely damage enemies in the higher Mind Levels. Instead, focus on the first tree (health) and the fourth tree (more syringes and more items). Only once you've maxed both of those trees should you bother spending Penance on the other three.
    • While it may be tempting to use the heart dropped by the boss at the end of the 'Divine Justice' mission, which revives you if you die, you should never need it on the easiest difficulty with some upgrades. Sell it for the big Penance bonus and use it to purchase more traits or upgrade your guns.
    • You can actually farm Penance whenever you want in the game. If you return to any safe room, you can save and quit. When you return, you'll keep all of your Penance, but all missions, enemies, and chests will reset, allowing you to redo any easy things you did before, building up Penance for some early upgrades. However, I found this was not necessary in this DLC, as it seemed easier (less enemies and easier to kill) than the previous DLC. There also seemed to be less yellow enemies.

DLC: Lost Between Worlds

There are 11 achievements with a total of 195 points

  • Escape the Encasement with Fai's help

    Story-related; cannot be missed.

    After collecting all 5 Vessel Shards (see Intergalactic Mechanic (30G)), you'll have a boss fight to complete, after which this achievement will unlock, completing the story. The boss fight is quite simple and easy. The first phase, it periodically shoots a laser at you. Hide behind cover and shoot at it. Once you take off around 20% of its health, it'll go invincible and three orbs will appear around it. Run around and shoot them to destroy them. Now it'll have colorful spots on it, and regular enemies will spawn. Shoot the color spots with the correct color ammo, and take out any enemies that bother. Thankfully, not many spawn and they eventually stop entirely. The boss will then put a shell armor over itself. You just need to shoot it to break pieces of it off, revealing more color spots underneath. Shoot all those while staying relatively mobile to avoid its laser shots (they're really easy to just run away from; no need to use cover), and you'll drain its health and finally destroy it, completing the story and unlocking this achievement.

  • Collect all 5 Vessel Shards

    Story-related; cannot be missed.

    The main goal in this DLC is collect all five shards, and you'll be able to use your map to navigate to each of the five. Below is a brief description of what needs to be done in each rift to complete it.

    • Fractured Fortress: There are four paths to take, each with a mini puzzle to complete to get to the top where the two portals are. They're easy enough to just use trial and error to solve
    • The Maze: While I guess this is technically a maze, it's not entirely. When you drop in, you can either go left or right, and your goal is to get to the middle of the maze. It's randomized to an extent, so it's impossible to provide set directions, but keep your bearings set on approaching the center and you'll be able to get to a tower you can ascend to reach the two portals
    • Storm Runner: Be patient to avoid dying in this one. All you need to do is run from purple light to purple light to be safe from lightning. Lightning comes at set intervals, so just be patient in the purple light until the lightning stops, then make a break for the next light source
    • Target Practice: The goal here is to find the three mortars and use them to shoot at each of three orange gates blocking the road to the portals on top of the mountain. The mortars are on the edge of the map, so you'll have to run around and find them. However, if you don't do this rift during your first run, after your first run you'll unlock the Bomb gear. This Bomb can be used to blow up the three orange gates, allowing you to completely ignore the mortars and just run right to the mountain and blow up the gates yourself on your way up
    • Death By Darkness: The gimmick here is that you need to kill enemies to keep the sun up so you don't die. It's a linear path through the entire stage, and enemies in your way as you go. There's really no challenge with this one, since you can just follow the enemies and purple light, killing enemies on the way to the portals, and you should have zero risk of dying
    • Sunken Esperanza: The goal here is to swim from purple light to purple light to replenish your air so you don't drown. I recommend ignoring all enemies (sharks and jellyfish) entirely, and just keep swimming. Your top priority is avoiding the red mines, because they explode when you're close and do huge damage, nearly killing you instantly. You start off by going down, then through an underground area and back up another tunnel to the surface where enemies are. Head to the back right corner of the room of enemies to find a purple area to jump back into water and go down (feel free to ignore the enemies since they can't shoot you once you jump in the water). Swim back through and underground area, out into the deep sea, to a sunken ship to find the portals
    • Toxic Wasteland: By far the worst and most annoying rift of the DLC. Water is poisonous, so avoid it, but it's such a minor concern because there's barely any of it in your way. The bigger concern is that enemies are invisible, and they only appear when they're right next to you, and they're all melee enemies, so you'll constantly have them appearing next to you and knocking you down. It's incredibly frustrating and slows you down like crazy. Hopefully you were given a shotgun by now, because it's extremely helpful for taking out all the melee enemies that appear next to you. This level is also really long (unnecessarily long), weaving through a marsh-like area, a factory area, and mountain area, with tons of enemies along the way and seemingly infinite respawn of melee enemies. Thankfully you technically don't need to play this level at all, but if you end up there once, I recommend never coming back
    • Deadly Decision: This is basically a big puzzle. There are three purple doors you can go through - one at the parking garage, one at the farm area, and one at the chemical plant area. There are three identifying features - a water tower, a broken vehicle, and a smoke plume. They are associated as follows:
      • Parking garage = smoke + broken vehicle
      • Farm = water tower + smoking vehicle
      • Chemical plant = water tower + smoke
      • You need to read the notes, and each will add a criteria to your objectives in the upper left. Once you have the two, look which location it corresponds to and go to that door, otherwise you'll die if you choose the wrong door
    • Mountain Scramble: Nothing special here, just a long run down a mountain to avoid a device chasing you. It chases you pretty slowly, so you should have zero issues staying ahead of it since you'll constantly be sprinting and ziplining down the mountain to the bottom

    As for the five shard rifts:

    • Color Combat: The only additional gimmick here is that you're immune to the opposite color of your current ammo, but you take additional damage from the color you have equipped. I found barely any noticeable difference though, so it didn't affect the way I played. You need to progress through the linear level to an area of shipping containers, then head to the purple light and interact with the button to have the crane move a container so you can proceed. Continue on until you get to the second set of shipping containers. Here, there are three buttons - one on the left side of the containers, one on the right side, and one on a platform up in the center facing them. Use all three buttons and then continue on to the exit
    • Blackout Cave: This is pretty much entirely platforming. There are a few jaguars along the way, but you can just ignore them since you'll be moving. Keep the shard equipped (and jack up the game brightness) and you should have no problems seeing your way. Use the purple lights on the edges of platforms to guide you
    • Surging Shard: This is probably the most annoying one, because it isn't clear what you need to do. The game acts like you need to progress and use the indicated spots to let the shard cool down. That's not true at all. You need to stand at each designed spot until it explodes, and then move on to the next one. You need to do this at all spots to generate energy, eventually allowing it to form the path to the exit portal at the end. You'll have to fight off infinite enemies while doing this, which is a huge pain
    • Comandante Fai: This is a simple linear level with mini fights staged throughout. The gimmick is that each time you approach an area where you fight enemies, you'll go into a sort of camera mode playing as Fai. You can fly around and place a few bombs (amount indicated in the bottom corner) near enemies so they explode and kill them, lessening or eliminating the enemies you need to fight as Dani. In a few of the areas, you can strategically place bombs among groups to kill off all enemies, but in a couple areas enemies are too spaced out, so prioritize any groups of enemies with bombs and save the single enemies for Dani. At the last area, it'll be almost entirely single enemies. Bomb as many as you can, and then you'll need to fight off around 10 or more enemies that'll keep spawning, and once you kill them all the bridge to the exit will appear
    • Dying Shard: By far the easiest of the shard rifts. You just need to run from purple light to purple light to keep the shard from exploding. You have a very generous amount of time. I found it very easy to just ignore enemies and keep running. The end, where you need to cross some beams and climb up platforms, is the only place where you might want to consider killing enemies
  • Enter the portal and complete Fractured Fortress

    Story-related; cannot be missed.

    Fractured Fortress is the first rift you will always play, and it's a basic stage with a simple rotating puzzle to solve (press the buttons to rotate the structures until you can proceed). Climb up to the end and choose a portal, and this achievement will unlock.

  • Complete 5 consecutive rifts without using glints to respawn

    This description is just a fancy way of saying you need to complete five stages in a row without dying. The minimum number of stages in any run is five rifts, so this is possible in any run you do. If you're playing on Adventurer difficulty, this shouldn't really pose too much of a challenge in terms of dying from enemies. More important is making sure you don't die underwater in Sunken Esperanza, from choosing the wrong door in Deadly Decision, etc. Intergalactic Mechanic (30G) has more details on all of the rifts in the DLC to aid a bit in getting through them without dying from their mechanics.
  • Complete a run in Lost Between Worlds in 15 minutes

    This achievement initially will sound quite difficult, but will eventually not be so challenging. Don't even consider attempting this until after you complete the story (getting all five shards and beat the boss). Doing so grants you all of the gear needed to access shortcuts, as well as the clothing with extra abilities such as running faster, more stamina, less fall damage, etc. So, once you have all of the gear and finish the DLC, it's a matter of choosing a route that you can do quickly.

    I choose the following route, and I finished in 9:51 (I used a stopwatch on my first attempt to gauge how well I was doing, and succeeded with ease). Plenty of time to spare. I will list the stages I played and how I completed them quickly.

    • Fractured Fortress - Of the four paths, I always take the near right path (where the enemy on the right side always is). Blow up the wall with the Bomb, head up and shoot the three targets (one out at the end of the ramp you're on, one under the platform you need to climb up, and one on the shoulder of the statue off to the left), climb up and head up the steps, shooting another three targets (these are all right in front of you) and then up and into the purple portal. This should take one minute, or a minute and a half at the most. Here's a video I took showing the targets to shoot: https://www.xbox.com/play/media/UM3CJLYJSM
    • The Maze - This one is a little hard to explain because it is randomized to an extent. It really relies on your sense of direction to know how to constantly head towards the center. Thankfully, you have a decent amount of time to spare. Ignore enemies pretty much entirely, unless they are literally right in front of you. There are enough twists and turns that enemies won't be able to keep shooting you. When you get to the climb at the end, make sure to take the right path up to the purple portal. This should take two minutes or so
    • Storm Runner - This one can be risky with the lightning, but again you should have time to spare because the others are so fast, giving you some time to wait for the lightning to pass if your health is low, or wait for your health to regen. The path is pretty linear at first, but then when the field opens up, so does your path. Be brave and just beeline towards the portals (you can see them in the distance pretty early on). You can weather a decent amount of damage, so you can usually do two light sources in one sprint before pausing to wait. Head to the purple portal once again. This should take two or three minutes depending on how much waiting you do
    • Target Practice - This one is a piece of cake now that you have the Bomb. Ignore the first mortar and just zipline down. Head to the right over the little bridge and then left and directly to the mountain. Ignore all enemies except while you wait for your Bombs to blow up the gates. Blow up the three and head right up and into the purple portal, past all enemies. This should take around two minutes
    • Dying Shard - Once again, ignore all enemies and literally don't stop sprinting. Just pass right through the various purple lights and keep going. You can finish this very quickly if you don't stop at light sources (there's no need to) or to kill enemies (there aren't many anyway). Even at the end where you need to cross the beams and then climb up the concrete platforms, I completely ignored the enemies shooting at me, and I was nowhere near dying. You can shoot them if you want to be safe, but better to just get to the exit before the shard overheats

    I can't say for sure that this is the easiest route, but based on my experience, these levels were by far the easiest for me to complete (minimal enemies, relying mainly on running and platforming). If this route isn't working for you, feel free to go through the rifts that are easiest for you to complete quickly.

  • Take out 25 Defense Units with gadgets

    This is cumulative across all rifts and all runs, and the achievement tracks. Any items used with :1rb: counts towards this. The throwing axes are definitely one of the best, since they kill all enemies other than the blue armored enemies in a single hit, and you can recover them from the killed enemies. Either way, you should make a conscious effort to progress this achievement throughout your time with the story so that you aren't left with a grind later.
  • Take out 10 Defense Units with melee attacks in one run of The Maze

    You can refer to Intergalactic Mechanic (30G) to see the layout of the rifts, but The Maze is reached by taking the purple portal from the end of the first rift, Fractured Fortress.

    As the description says, you need to get 10 melee kills by the end of the stage. Two things to clarify: they don't need to be takedowns, just melee kills, and the animals don't count for this achievement. If you're playing on Adventurer, you can literally run up to enemies and melee them to death (it only takes two melee hits to kill enemies) until this achievement unlocks. You can try to be stealthy, but it's tough to do with all the narrow corridors.

    Alternatively, wait until you collect two shards and you'll get wrist gear that allows you to do melee takedowns on enemies from the front. This makes it really easy to just sprint up to enemies and do takedowns on them.

  • Swim to a depth of 185 meters in Sunken Esperanza

    You can refer to Intergalactic Mechanic (30G) to see the layout of the rifts and how to get to Sunken Esperanza.

    It's hard to say for sure if this is story related, but I unlocked this achievement without doing anything other than swimming from light source to light source. At the end of the stage, Fai will comment that you're approaching the sunken ship and the portals are inside. As you approach, you'll see a hole in the hull on the left side and one on the right. I chose the one of the left and just swam to the portal to leave, and this achievement unlocked as I entered the portal.

    At no point did I need to swim deeper than the stage was directing me to do, so just proceed through the level, and if need be, choose the left opening on the ship at the end to unlock this achievement.

  • Take out 20 Defense Units in one run of Death by Darkness

    This achievement is virtually unmissable during this stage. Death by Darkness is just a linear path through the level with enemies along the way. Kill all the enemies you encounter as you progress and you'll reach 20 by the time you get to the portal.
  • Blow up 30 Defense Units as Fai in Comandante Fai

    This is one of the tighter achievements. There are five areas with enemies that you'll play as Fai in a camera mode to set bombs and blow up. In a few areas, you have enough bombs to put one per group and enemies and kill all enemies. In other areas, enemies are spread out too much to be able to kill all with bombs. So, prioritize groups of enemies. Place a single bomb between a group of enemies and be as efficient as possible. There are just enough enemies and bombs to reach 30 by the time you're done placing bombs in the final area.
  • Complete Color Combat without Dani's health falling to a critical level

    This stage has a simple gimmick where you take more damage from your currently equipped color and are immune to the opposite color. So for this achievement, you just need to complete this level without your health dropping down to less than two bars, where it's red. Despite the gimmick, I barely noticed any difference in terms of how much damage I was taking. Enemies are somewhat infinite in the shipping container areas, but only two or three spawn at a time. Just run up to the purple light to press the buttons so you can move on to the next area.