Overview:
- Estimated achievement difficulty: 4/10 [Achievement Difficulty Rating]
- Offline: 38 [890]
- Online: 12 [210]
- Approximate time to 1000: 35-40 hours [Estimated Time to 100%]
- Minimum number of playthroughs needed: ?
- Missable achievements: ?
- Does difficulty affect achievements: Yes ["Home of the brave" - campaign, "Peace your pants" - Resistance Mode]
- Unobtainable/glitched achievements: ?
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DLC: The Voice of Freedom
- Difficulty: 3/10
-
Time to 150
: 1-2 Hours
- Unobtainable: None
- Missable: Yes, refer to guide
-
DLC: Aftermath
- Difficulty: 3/10
-
Time to 150
: 2-3 hours
- Unobtainable: None
- Missable: Yes, refer to guide
-
DLC: Beyond the Walls
- Difficulty: 3/10
-
Time to 150
: 2-3 hours
- Unobtainable: None
- Missable: Yes, refer to guide
Introduction:
"Homefront: The Revolution is an open-world first person shooter where you must lead the Resistance movement and wage guerrilla warfare against a superior military force to ignite the Revolution. The dynamic, evolving world responds to your actions as an oppressed nation rises up in defiance against the occupation."
Campaign:
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Resistance Mode:
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Mop Up:
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The Voice of Freedom DLC
Introduction:
"You are Benjamin Walker, hero of the Resistance and the most wanted man in America. Now you are risking everything to infiltrate Philadelphia and ignite a revolution that will sweep the KPA out of America on a tide of bloody vengeance."
This DLC takes place just before the main game. You can choose to play this DLC without having played the main game; from the main menu, select Story > The Voice of Freedom > New Game > Difficulty. Unlike the main game, there are no difficulty achievements so feel free to play on Recruit.
Checkpoints are dispersed pretty regularly. Note that collectibles do not save until you've reached a checkpoint. If you restart the checkpoint, fail the mission or die before reaching one, you will have to obtain the collectible again.
Supplies and crafting items aren't in abundance, so explore every nook and cranny to find them. You will need Molotov cocktails (crafted from propellant and igniters for "Do you like to play with FIRE?!") and remote explosives (crafted from propellant and batteries for "Witness me!").
Walkthrough:
You start off by following Jill through the ruined city. Together you enter the subway system and eventually meet back up with Vance and Elon. You discover a cable that you need to follow to a generator which, when turned on, will open a gate to the Yellow Zone. Sounds easy, right?
Stealth plays a major part of this DLC. You can work your way around almost the entire DLC without being detected. Unfortunately, to unlock all the achievements you need to be seen at some point. Luckily, all these encounters are self-contained and there are no reinforcements called in. Even on the lowest difficulty, be smart and use cover.
There are three missions in this DLC, and an achievement will unlock after you complete each of them. There are five other achievements which are all missable, but if you follow the strategies listed in the guide, you should have no issues unlocking everything in one playthrough.
Aftermath DLC
Introduction:
"The Revolution has begun and most of Philadelphia is now under Resistance control. But as the fighting intensifies, morale is being destroyed by KPA propaganda broadcasts from the captured Resistance leader Walker. Against all odds, you must defy orders and attempt to rescue Walker before the Resistance silences him permanently…"
This DLC takes place after the main game. You can choose to play this DLC without having played the main game; from the main menu, select Story > Aftermath > New Game > Difficulty. Unlike the main game, there are no difficulty achievements so feel free to play on Recruit.
Checkpoints are dispersed pretty regularly, but often not until an entire sequence is completed. So, if you need to restart a checkpoint, you will probably need to replay a big portion of the section you're in. Note that collectibles do not save until you’ve reached a checkpoint. If you restart the checkpoint, fail the mission or die before reaching one, you will have to obtain the collectible again.
Unlike 'The Voice of Freedom' DLC, supplies and crafting items are in abundance. It is likely, if you’re picking them up regularly, that you’ll be maxed out often. The only equipment you’ll really need in this DLC are the distractions (crafted from chemicals and igniters) and explosives (crafted from batteries and propellant).
Walkthrough:
You set off from Resistance headquarters to locate the source of Walker's transmission in a broadcast station. You can either choose stealth or guns blazing, but "Signal To Noise" will be awarded to you if you enter the station without being detected. Once you turn off the transmission, you must survive the waves of enemies without using a health kit if you want to unlock "Safe and Sound".
By now you are convinced that Walker was under duress and not working with the KPA as originally suspected. Backed by the Resistance, you set out to infiltrate the KPA compound in hopes of finding Walker and escaping with him. While working your way the compound, try to unlock "Death by Boom" which is awarded for killing two enemies with explosive canisters.
Finding Walker in the cell block, will he be grateful for your rescue attempt or was this all some elaborate set up?
As with the first DLC, stealth plays a major part of this DLC. There are some situations where you will have to go guns blazing (like defending the upload in the broadcast booth), but for the most part, if you're careful, your encounters with the enemy will be somewhat minimal. As always, be smart and use cover.
There are four missions in this DLC, and three achievements will unlock for story progression. There are two different types of collectibles (journals and rubber ducks) then three other missable achievements for doing specific actions. If you follow the strategies listed in the guide, you should have no issues unlocking everything in one playthrough.
Beyond the Walls DLC
Introduction:
"The second American Revolution has been crushed by the KPA occupation forces, and Philadelphia, last stronghold of the Resistance, is about to fall. In America's darkest hour, a glimmer of hope appears when a NATO agent makes contact from the rural heartlands of Pennsylvania beyond the city walls. They claim to have information that could finally end the occupation once and for all..."
This DLC takes place following the 'Aftermath' DLC. You can choose to play this DLC without having played the main game; from the main menu, select Story > Beyond the Walls > New Game > Difficulty. Unlike the main game, there are no difficulty achievements so feel free to play on Recruit.
Checkpoints are dispersed pretty regularly, but often not until an entire sequence is completed. So, if you need to restart a checkpoint, you will probably need to replay a big portion of the section you're in. Note that collectibles do not save until you've reached a checkpoint. If you restart the checkpoint, fail the mission or die before reaching one, you will have to obtain the collectible again.
As in 'Aftermath', there is a good stock of supplies and crafting items throughout this DLC. The only equipment you’ll really need in this DLC are explosives (crafted from batteries and propellant).
Walkthrough:
You begin this DLC in a makeshift Resistance base in a subway. During your meeting with Parrish, you discover that NATO has vital information about defeating the KPA once and for all. Your mission is to find this NATO agent and learn what information she has.
You find her in the basement an abandoned church. She tells you that there is a NATO invasion force off the coast but to invade she needs to disable the KPA's APEX weaponry. Agreeing to help her, you set out from the church to find a diner where she’s stashed her equipment. Once you've located it, you learn that she plans to nuke the KPA satellite network to disable its systems, and to do that, you need to find a nearby missile silo, recover a rocket and shoot it into orbit. Just another day in the Resistance!
In this DLC, stealth unfortunately doesn't play a major part. Most, if not all, of the encounters you will be detected and have to fend off large groups of enemies. The two major battles are in the village when you are recovering the missile parts and the end battle on the farm. There are a few skirmishes mixed in between. There are many more chances of getting killed in this DLC than the others, so as always, be smart and use cover.
There are six missions in this DLC, and two achievements will unlock for story progression. There are six other achievements which are all missable, but if you follow the strategies listed in the guide, you should have no issues unlocking everything in one playthrough.
Overall Conclusion:
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[XBA would like to thank bLaKgRaVy for this Roadmap]