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: ?

  • 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:
xxxx

Resistance Mode:
xxxx

Mop Up:
xxxx

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:
xxxx

[XBA would like to thank bLaKgRaVy for this Roadmap]

Homefront: The Revolution Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 74 achievements with a total of 1450 points

 

Secret achievements

DLC: The Voice of Freedom (Store Link)

There are 8 achievements with a total of 150 points

  • Collect 6 journals.

     

    *MISSABLE*

    There are 6 journals hidden throughout this DLC. None of them are located in an area you engage enemies in and you do not have to collect all six journals in one playthrough.

    Note: If you happen to miss one, restart the DLC and collect as many journals as needed to unlock the achievement.

    Two of the journals are located in 'Hostile Territory' and four of them are located in 'Alone in the Dark'. There are none located in 'All or Nothing'.

    Journal #1 - Soon after you start following Jill, you will happen upon a downed seeker. Turn to your left and go through the container to enter the building. When in the building, turn right and sitting on a table in the corner is the first journal.
    Journal #2 - After taking out an unsuspecting KPA soldier and going into a tunnel, you will emerge in a room. When you open the door, you will be in another room with a staircase on the left and a stack of boxes on the right. The second journal is on a box next to a lantern.
    Journal #3 - When you reach the other side of the tracks to retrieve the bolt cutters, at the back of the area on the right (against the steps), sitting on a shipping crate is the third journal (for reference, the bolt cutters are just opposite on a table parallel to the tracks).
    Journal #4 - When you separate from Vance, walk down the tracks. You will pass a barrier with a subway car behind it. Just after that, you will pass a makeshift table on the right illuminated by red glow sticks. The fourth journal is here.
    Journal #5 - From the fourth journal, turn around and enter the subway car you just passed. When you emerge, stay to your right and go around a fence and follow it to the left. Enter the door on the right and you will be in an area with prison cells. In the last cell on the right is the fifth journal.
    Journal #6 - After running away from your first encounter with the bandit car, you will come to an apparent end to the tunnel. Break through the propped up wooden pallet on the left and follow this short tunnel to emerge in an open area. Sitting on a box in front of the table immediately on the right is the sixth and final journal.

  • Takedown 5 Bandits without detection.

    *MISSABLE*

    There are two bandit encounters in this DLC. The first one has six enemies and is located soon after you and Vance split up in the subway tunnel. The second one has seven enemies and is later in the DLC after you encounter the first bandit car. The KPA soldiers at the beginning and end of this DLC do not count towards this achievement.

    You are required to kill five bandits without being seen. Killing the bandits in the first location might prove to be trickier because of their positioning. It is still possible to kill them all stealthily, but if you’re using the strategy and video in "Unbreakable", you will find it much easier just to wait until the second encounter.

    If you don't want to use your knife, there are two silent projectile weapons in this DLC; the pneumatic pistol attachment and the crossbow. You can pick up the pneumatic attachment before the first encounter and is located in the same prison room as Journal #5. The crossbow is located in a tunnel during the first encounter.

    After silently killing your fifth enemy, the achievement will unlock. Note that this achievement must be unlocked during one playthrough. Refer to THIS VIDEO for a visual aid of the first encounter.

    Note: You can also unlock "Do you like to play with FIRE?!" at either encounter provided you've crafted Molotov cocktails. At the first encounter, do either the silent takedowns or the setting on fire then just restart the checkpoint and do the opposite. At the second encounter, you need to set them on fire first then restart the checkpoint for the silent takedowns.

  • Set 5 Bandits On Fire.

    *MISSABLE*

    There are two bandit encounters in this DLC. The first one has six enemies and is located soon after you and Vance split up in the subway tunnel. The second one has seven enemies and is later in the DLC after you encounter the first bandit car. The KPA soldiers at the beginning and end of this DLC do not count towards this achievement.

    For this achievement you need to set five bandits on fire, either by using Molotov cocktails or with exploding barrels. Molotov cocktails are crafted using propellant and igniters. Make sure that you are scavenging as many supplies as possible throughout this DLC so you can craft as many as needed (you'll most likely only need one or two).

    During the first bandit encounter, there are three bandits standing on the subway platform before they split. This would be a perfect opportunity to get at least three. You can then filter the others until you get them close enough together to throw a second cocktail. If you do not get all five at this encounter, feel free to restart the checkpoint or just wait until the second encounter.

    Another strategy is to wait until the second encounter. Use the shotgun or pistol to alert the enemies then run back to the van or even the tunnel you entered the area from. Wait for the enemies to bunch up then throw a cocktail at them. If there were enough enemies in the flame's radius, you should unlock the achievement. If not, wait for them to bunch up again then throw another cocktail.

    After setting your fifth enemy on fire, the achievement will unlock. Note that this achievement must be unlocked during one playthrough. Refer to THIS VIDEO for a visual aid of the second encounter.

    Note: You can also unlock "Shadow Hunter" at either encounter. At the first encounter, do either the silent takedowns or the setting on fire then just restart the checkpoint and do the opposite. At the second encounter, you need to set them on fire first then restart the checkpoint for the silent takedowns.

 

Secret achievements

  • Escape the tunnel collapse in 50 seconds or less.

    *MISSABLE*

    After you've turned on the generator at the end of 'Alone in the Dark', you need to escape the bandit's camp before the entire tunnel collapses on your head. Follow the waypoint to a newly opened door at the back of the area and you will find a motorcycle. Get on it and drive!

    You have one minute to escape the tunnels, but to unlock this achievement you must reach the end within 50 seconds. The path to follow isn't a difficult one, but if you're unfamiliar with how the motorcycle handles this may take you a couple of tries. Luckily, there aren't any checkpoints during your escape, so even if you reach the end you can restart the checkpoint and it will take you back to just after you turned on the generator.

    Once you're on the motorcycle, hold down to accelerate. Drive through the tunnels and subway cars and avoid hitting the sides if at all possible. Since this is a very tight time limit, if you get stuck at any point, just restart the checkpoint and try again. If you've gone over the last ramp with at least 10 seconds left on the timer, the achievement will unlock.

    Note: You will not trigger the next checkpoint until you turn left and open the door (starting the last mission), so if for any reason it does not unlock, even if you think you completed it in the time allotted, restart the checkpoint and try again. Do not continue on with the level if the achievement does not unlock.

  • Clear the bandit camp without taking damage.

    *MISSABLE*

    After escaping your first encounter with the bandit car, at the end of the subway tunnel is a propped up wooden pallet on the left. Here is where the achievement starts.

    Break through it and emerge into an open area. Turn to the left and you will see an open van with a shotgun propped up. Continue left and through the wall is your first enemy. Probably the simplest way to unlock this achievement is to take out each enemy silently. There are seven enemies to eliminate plus the bandit car. It is not necessary to take out all the enemies, but it is recommended so they aren't distracting you while you are trying to take out the bandit car.

    Follow the video below for the path to take out the enemies then use the strategy in the video to destroy the bandit car (refer to "Witness me!" for more information). As said in the video, if you break stealth at any point (using the explosives doesn’t count), reinforcements will show up, making this achievement more difficult. If you do break stealth and you are in a position, after destroying the bandit car, where you can open the gate before they reach you, then go for it.

    If you take damage or think you've taken damage at any point, restart the checkpoint. It will take you back to just before you break through the wooden pallet. The next checkpoint doesn't happen until you turn the generator on, so you have unlimited opportunities to complete this section without taking damage. Just be careful while taking out the bandit car as 1) it can shoot through thin walls, and 2) standing too close to the remote explosives can injure you.

    Thanks to Nico8912 for the video:

  • Reach the Subway.

    This is story related and cannot be missed. This will unlock once you’ve completed the first mission, 'Hostile Territory'.

    After a shootout as a gas station, follow Jill through the ruined city. It's important to stay stealthy here because if you're detected, you fail the mission and the game restarts the checkpoint. As you're following Jill's lead, you will need to take out a few enemies as you make your way through the buildings. When you climb onto the rooftops, traverse around and avoid the airship. Continue following Jill to where you see a sniper overlooking a construction area. Take them out stealthily. After that, Jill will tell you that you need to go through the subway to reach the checkpoint, at which point you need to turn around and help Jill lift a heavy barrier. Once you're in the subway, the achievement will unlock.

  • Destroy the Bandit Car.

    This is story related and cannot be missed. This will unlock towards the end of the second mission, 'Alone in the Dark'.

    After escaping your first encounter with the bandit car, at the end of the subway tunnel is a propped up wooden pallet on the left. Break through it and emerge into an open area. Turn to the left and you will see an open van with a shotgun propped up (pick this up as you might need it). Continue left and through the wall is your first enemy. It is recommended that you follow the video in "Unbreakable" to unlock both this and that achievement at the same time, but it is not necessary.

    After taking out the enemies and before dealing the bandit car, search the entire area (including back near the van) for supplies so you can craft remote explosives. If doing this in stealth, make sure that the bandit car does not see you at any point. You will need batteries and propellant. The more explosives you make the better, but you will need at least four.

    As shown in the video above, with the explosives crafted, sneak your way to the tracks and throw as many as you have onto the tracks near explosive barrels. Retreat into hiding and wait for the bandit car to drive over the explosives then detonate them. Be warned that there is a delay from when you press the button to when they explode so keep that in mind.

    Hopefully the four explosives plus the barrels will destroy the car. If not, equip your shotgun or pistol and fire upon the car until it is destroyed which will unlock the achievement.

    If you haven't taken damage at all, run to the gate and open it with the bolt cutters to unlock "Unbreakable".

  • Enter Greentree Yellow Zone.

    This is story related and cannot be missed. This will unlock once you’ve completed the final mission, 'All or Nothing'.

    After you've completed the motorcycle sequence, this mission begins. Work your way up the stairs to emerge in a KPA facility. Fight your way across the checkpoint to where Vance will try to open a door. Fight off the wave of reinforcements until he opens it then run through it. Not to reveal any spoilers, find your way out of that room. When the screen fades to black and the cutscene starts, the achievement will unlock.

DLC: Aftermath

There are 8 achievements with a total of 150 points

  • Destroy 9 Rubber Ducks.

     

    *MISSABLE*

    There are 9 rubber ducks hidden throughout this DLC. You can tell when a duck is nearby from a small yellow paint splatter on the wall, although they are also sometimes difficult to see. Refer to "Journalist" for more information.

    Note: If you happen to miss one, restart the DLC and collect as many ducks as needed to unlock the achievement.

  • Collect 6 Journals.

     

    *MISSABLE*

    There are 6 journals hidden throughout this DLC. None of them are located in an area you engage enemies in and you do not have to collect all six journals in one playthrough.

    Note: If you happen to miss one, restart the DLC and collect as many journals as needed to unlock the achievement.

    Author's Note: Since I couldn't find a video that showed all 9 ducks and 6 journals collected in order, I have written out a text walkthrough with descriptive locations of each collectible as well as where all the other achievements unlock.

    'Back in the Saddle'
    Duck #1 - Sitting next to the motorcycle, the duck is sitting on a box against the wall.

    Duck #2 - Travel a little bit on the motorcycle, go over a ramp and there will be a couple of blue port-a-potties on your right. To the immediate left is a building with a flag on it. Enter the door to the left of the flag and the duck is in the ceiling tiles.

    Duck #3 - The next duck is located at a checkpoint with two Resistance fighters. When you drive in on your motorcycle, before reaching the two soldiers, on the left-hand side is a green and white wall. The duck is located in an alcove behind some debris.

    Journal #1 - This is located in the same area as Duck #3. At the checkpoint with the two Resistance fighters, walk up to the rack of weapons. Behind the rack is an area and a room. The journal is in this room.

    At this point, help the soldier lift the barrier, exit and the achievement "DAB Hand" will unlock.

    'Breaking News'
    Journal #2 - Following the path written in "Signal To Noise", when you reach the makeshift scaffolding, do not climb it yet. Instead, enter the same building on the ground floor and walk forward. In front of you will be two chairs and a coffee table. The journal is on the table.

    Duck #4 - Go back outside and climb the makeshift scaffolding. In the room on the right-hand side, there is a broken window. The duck is sitting next to a piece of equipment (be careful as there is a guard in this room).

    Continue on through the mission and if you’re not detected before reaching the broadcast center, you will unlock "Signal To Noise".

    Duck #5 - Further on into the mission you will cross a rooftop with enemies to enter another building on the other side. Descend the stairs and elevator shaft to emerge in a large darkened room. Go up the steps to your left and the duck is on the second desk on the right.

    Journal #3 - On the opposite side of the room (to your right as you enter), the journal is sitting on a desk.

    Enter the broadcast booth and when you successfully hack the computer, you will unlock "Walker Stalker".

    You will now be ambushed by waves of guards. If you survive the battle and exit the building without using a health kit, you will unlock "Safe and Sound".

    'Behind Enemy Lines'
    Journal #4 - As soon as you exit the broadcast station and climb the incline, this mission starts. Directly in front of you is a brown building. Knife the yellow-painted boxes to the right of the fire and enter the building. Use the boxes on the left to climb up to the next level (since the stairs are broken). When you reach the top, break apart some more boxes and jump over the gap. The journal is sitting on a chair on the left.

    Duck #6 - From Journal #4, exit the window in front of you and turn right. The duck is sitting on the corner of the building.

    Duck #7 - A little further on in the mission, you will enter a sewer system that turns into a tight tunnel. When you emerge, there will be seekers and enemies patrolling. You can either sneak around or take them out head on. When that is done, in the middle of the area is a white van. The duck is sitting at the back, accessible by the rear doors.

    Journal #5 - Immediately after Duck #7, enter a door at the far end of the area and you will be in a facility. Descend two flights of stairs and turn around to find a dead soldier on the floor. The journal is laying next to him.

    Duck #8 - A little further on in the mission, you use an RC car to disable some fans so you can pass through them. Once you pass through them, turn right and the duck is in the left-hand tunnel behind the bars.

    'Operation Eagle Cry'
    During this next sequence, either before or after you find Duck #9, you can earn "Death by Boom".

    Duck #9 - After you emerge from the sewer into the KPA compound, climb some stairs and kill the first guard. Climb the next set of stairs and cross an open area with a truck on the opposite side. Pass by the back of the truck and crouch through a small archway (to the right of a set of stairs). Turn the corner and the final duck is sitting on the ground.

    "Duck Hunt" unlocks.

    Journal #6 - Work your way into the detention center building until you come to the cell block. The last journal is sitting on a bed in Cell #3.

    "Journalist" unlocks. Rescue Walker and fight your way through the end of the mission to unlock "Cookie Monster".

  • Enter the Broadcast Center without detection.

    *MISSABLE*

    Note: At the checkpoint with the two Resistance fighters, it is recommended that one of the weapons you select is the crossbow. You will need it for this achievement. You could use a silenced pistol, but the crossbow has better range.

    This achievement starts after walking up the ramp and seeing the broadcast center. To your right is a pathway to a rooftop with two guards. Kill them silently and exit down some stairs along the back of the roof. On the ground there will be another guard so shoot him at a distance.

    Drop to the ground and walk up the makeshift scaffolding until you can enter the building through a window. In this big room there is a guard patrolling. Wait until its back is to you then kill them. At the other end of the room, climb down to the first floor and exit the building through a hole in the wall.

    Outside there will be two more guards, one patrolling just outside the building you're in and the other to the left across the street. After killing them, cross the street, scale the fence and work your way up. After hoisting yourself up, turn around and you will see a guard through a window with its back to you. Kill him then jump across the gap and enter the window.

    There are two guards left but be careful as they may detect you. Cross the room and walk towards the opening where you killed the last guard. To your right and forward there will be two guards talking then they will split up. One guard will walk towards your position, so under cover, aim your weapon and peek out from behind some boxes. As soon as you see the guard, shoot him. Walk forward and shoot the other guard. When you enter the building, the achievement will unlock.

    Thanks to Nico8912 for the video:

  • Complete the upload sequence and escape the Broadcast Center without using a health kit.

    *MISSABLE*

    Note: There has been some debate at what point this achievement starts. Some people say that you can't use a health kit at all from the start of the DLC until after you unlock this achievement. Others say that it starts after you begin the upload, and even others say it begins after you descend the elevator shaft and enter the broadcast offices. To be on the safe side, try to refrain from using a health kit at all in this DLC until this achievement unlocks.

    Author's Note: While playing my first playthrough, I couldn't remember if I had used a health kit before entering the broadcast offices, but I know for certain that I did not use one at all during the firefight up until the point you exit the building. Needless to say, the achievement did not unlock for me during that playthrough.

    At the far end of the broadcast office room is the booth. Enter it and you will discover that Walker's broadcast is just a recording. Before you start the upload, it is suggested that you select the Assault Rifle from the gun rack and convert it into an LMG. This will afford more bullets and more time between reloads. A shotgun also works.

    When you’re ready, hold on the computer to start a hacking mini-game to turn off the broadcast and upload the contents to Resistance headquarters. Let it be known that if you fail to hack the computer before time expires, there will be a small explosion that will damage you. If you think that you will not hack the computer in time, just press to back out and try again.

    It is at this point you will engage in a firefight with around 15 KPA guards and a couple of Heavies. It is recommended that you remain in the broadcast booth and shoot through the windows so if an enemy makes it to the booth they can only filter through the door. Kill them as quick as possible and make sure that you do not use a health kit at all! When the upload is done, Parrish will say "okay, got it, get out of there." Head for the side door where a couple of more guards will enter from. Take care of them quickly then run down the hallway to the exit. There will be three more enemies just outside. Once you kill them and walk outside, Parrish will say that he found Walker and the achievement will unlock.

  • Kill 2 KPA guards in the compound using explosive canisters.

    *MISSABLE*

    You can earn this achievement in the final mission of the DLC, 'Operation Eagle Cry'. Explosive canisters are identified as orange and come in different sizes. And while it doesn’t say it in the description, both kills must be performed without dying.

    Emerge from the sewers and slowly make your way up the stairs on the left. Here is your first opportunity. The guard will either be patrolling or standing with his back to you. If he's patrolling, wait until he stops and it is clear to continue. At the top of the stairs, to your left, is a giant explosive canister. Craft and equip a distraction and throw it towards the canister so the enemy investigates. When he's nearby, shoot the canister with a silenced pistol (for some reason, going loud with your weapon will alert more guards but an exploding canister will not).

    Progress through the mission and you will come to a building that houses the detention center. Outside of it are a few guards, a sniper and a Wolverine vehicle. At the entrance to the building you will see several small explosive canisters. It is possible, in this encounter, that you can kill one of the guards with a canister, but it is unlikely. After dispatching of this group of enemies, as you approach the entrance, you will see more guards inside. Do your best to lure them out and as they cross the entrance, shoot one of the canisters to kill them and unlock the achievement.

    Note: If you miss the opportunity, restart the checkpoint and it will begin as you emerge from the sewer.

 

Secret achievements

  • Arrive at the Broadcast Center.

    This is story related and cannot be missed. This will unlock once you’ve completed the first mission, 'Back in the Saddle'.

    You start out your mission at Resistance headquarters convincing the leadership to rescue Walker instead of eliminating him. Walk outside and through the camp and follow the waypoint marker to a motorcycle. Drive down the path until you reach a checkpoint with two Resistance fighters. Here you can swap out your loadout.

    When you're ready to continue, leave the checkpoint through a barricade and begin your journey towards the broadcast station. Along the way you will come across dead soldiers, so loot their bodies for supplies. When you reach the top of the ramp that overlooks the broadcast station, the achievement will unlock.

  • Turn off the Walker broadcast recording.

    This is story related and cannot be missed. This will unlock during the second mission, 'Breaking News'.

    When you reach the broadcast station rooftop, work your way across to the other side. Going along the right affords the least opposition. Enter a window on the other side and work your way down the stairs to an elevator shaft. Turn on the power so the elevator doors open and work your way down. You emerge in the studio offices with the broadcast booth on the opposite side of the room. Follow the waypoint to the room to reveal that Walker's broadcast is a recording. Step up to the computer and hold to pull out your phone to start a hacking mini-game. When you've successfully started the upload, the achievement will unlock.

  • Complete Aftermath.

    This is story related and cannot be missed. This will unlock once you've completed the final mission, 'Operation Eagle Cry'.

    After rescuing Walker, work your way outside to a courtyard where you have to defend Cook's helicopter from being destroyed. Fortunately, you do not have to worry about defending Walker. Concentrate by killing the KPA soldiers with a target above their heads as they're the ones carrying rocket launchers. Eventually more waves of enemies will show up, including Heavies. In the final wave of enemies, a Goliath shows up. Destroy that as soon as you can (throwing at least four explosives at it should be enough). When it is destroyed, eliminate the remaining KPA soldiers and climb to the rooftop where Cook is waiting to extract you. Once the cutscene ends, the achievement will unlock.

DLC: Beyond the Walls (Store Link)

There are 8 achievements with a total of 150 points

  • Donate more than one Molotov to the Resistance in the HUB.

    *MISSABLE*

    This achievement can be unlocked soon after you have control of your character in the first mission, 'Only Hope', but must be done before Parrish's mission marker pops up. Otherwise you will miss your opportunity and will have to restart the checkpoint.

    When you have control, run down the corridor and jump over the barrier until you reach the main hub of the base. On the right you will see someone at a table creating Molotov cocktails. Walk up to the table and pick up the propellant (x3) and igniters (x3) and quickly make three Molotov's. When you see the prompt to "Give Molotov", keep pressing until your supply is exhausted. The man will say something like "thanks, that should be enough" and the achievement will unlock.

  • Jump across the stepping stones without hitting the water.

    *MISSABLE*

    In the second mission, 'Divine Intervention', after you break through the gate with the refueled truck, walk through and when you emerge, you will see a small picnic area next to a small body of water.

    Walk out onto a wooden plank in front of the truck and jump on the nearest rock. From there, you will need to jump onto the rock on your left. You can only make it if you sprint then jump, so back up a little and press at the last second to jump. Next, sprint jump onto the rock closest to you on the left. Turn right and there will be one last small rock, so jump on that then jump on the small island in the center of the water. If you successfully jumped across without touching the water, Brady will say "you can’t trust the water these days" and the achievement will unlock.

    If you touch the water for any reason, just restart the checkpoint. It will pick up just after you discover you need fuel for the truck, so you will have to repeat that entire sequence.

    Thanks to xmadmikey1994xGaming for the video:

  • Get 4 or more kills whilst in mud.

    *MISSABLE*

    Towards the end of the second mission, 'Divine Intervention', you will reach your destination, a church (this happens immediately after "Hydrophobia"). There will be about 10 enemies, a sniper and a couple of seekers searching the area. Along the front perimeter of the church will be a muddy area. You will know you are walking through it because your walking speed will be lessened.

    To unlock this achievement, you just need to be standing or crouched in the mud and kill at least four enemies. Be aware that they will come from all sides if you are standing in the middle, so pay attention you your HUD. Both guards and seekers count towards this.

  • Destroy the last surviving rubber duck.

     

    *MISSABLE*

    At the beginning of the fourth mission, 'In Plain Sight', you climb over a wall to see a farmhouse in front of you. Enter the house and walk up to the second floor.

    At the top of the stairs, turn left and walk straight until you enter a room with an armoire in front of you. Walk through the doorway on the left to enter a bathroom. To you left is a blood-splattered bathtub with the duck sitting in it. Shoot it and the achievement will unlock.

    Thanks to xmadmikey1994xGaming for the video:

  • Collect 10 journals.

     

    *MISSABLE*

    There are 10 journals hidden throughout this DLC. None of them are located in an area you engage enemies in and you do not have to collect all ten journals in one playthrough.

    Note: If you happen to miss one, restart the DLC and collect as many journals as needed to unlock the achievement.

    The only mission without any journals is 'I Am Become Death'.

    'Only Hope'
    Journal #1 - In the main base hub, there is a room with a radio operator in it as well as a weapon’s stash. The journal is resting on the desk.

    'Divine Intervention'
    Journal #2 - Just past the truck with the dead soldier in it, you will see a broken-down structure on the left. Hop the wall and you will see a body. The journal is on the ground next to it.
    Journal #3 – On the second floor of the abandoned house, in a room facing the front of the house, the journal is sitting on a box next to the door (this room also has the bolt cutters).
    Journal #4 - As you enter the church, the journal is sitting on a bench on the right side, near the back of the building (almost directly straight ahead as you enter the church).

    'Tools of the Trade'
    Journal #5 - As you're escorting Lisa, cross a collapsed tree trunk and drop down. You will see a body on the ground. The journal is on the ground next to it.
    Journal #6 - Enter the diner and turn left. The journal is on the table of the first booth in the corner on the left.

    'In Plain Sight'
    Journal #7 - When you drop down into the farm area, on your right, next to a water tower, is a red barn. Enter it and the journal is on a stack of hay next to the green tractor.
    Journal #8 - When you enter the farmhouse, turn left into the first room and the journal is resting on a table.
    Journal #9 - After you've entered the silo, you will open a door to a room with some bunk beds. The journal is on the bed farthest from the door.

    'Rocket Science'
    Journal #10 - After leaving the farm to meet Parrish with the supplies, as you head towards the village, there will be an RV on the right side of the road. Walk down the hill to a broken-down structure and the final journal is resting on a shelf.

 

Secret achievements

  • Destroy a Seeker with the gas trap in the HUB.

    *MISSABLE*

    In the first mission, 'Only Hope', after being given your orders from Parrish, the base will be attacked by the KPA. Run out of the door, forward and to the right and you will see two barriers down a ramp. In between those barriers is a green switch, that, when pulled, releases a flame trap that shoots up.

    There will be four seekers coming down the tunnel beyond the barrier. When you see one, press the switch so they're caught in the flame trap. If you successfully destroy a seeker, the achievement will unlock. If not, then just restart the checkpoint and it will pick up after your meeting with Parrish.

  • Find the agent in the church.

    This is story related and cannot be missed. This will unlock at the end of the second mission, 'Divine Intervention'.

    After using the truck to crash through the gate, you come across a church with KPA guards and seekers patrolling. After taking them out, enter the church and next to the altar is a door. Enter it and continue down the hallway until you see an open door on the left. Go through it and go down the stairs at the back of the room. Continue along and at the back of the room is a door. Open it to find the NATO agent, Lisa Burnel, and the achievement will unlock.

  • Launch the rocket at the KPA satellite.

    This is story related and cannot be missed. This will unlock once you’ve completed the final mission, 'I Am Become Death'.

    Towards the end of the mission, you need to stand your ground against KPA forces at a barn. It is recommended that you pick up a rocket launcher as a second weapon because there will be APC's and Goliath's to destroy. There is ammo in the weapon’s crate.

    As the battle continues, Lisa will keep updating you as to the status of the missile repairs. Once the Goliath's show up, she will tell you that she is ready to launch the missile. A moment later she will say that the missile bay doors are jammed and she can’t launch. It's up to you to save the day! As she says that, a one-minute countdown timer will start in the upper left corner of the screen and a waypoint will appear on the screen. You need to sprint to her location, climb down a ladder, drop down to a lower platform and flip a switch to open the silo doors before the KPA forces break into her booth. When the screen fades to white, the achievement will unlock.

    Note: If you fail to flip the switch in time or die at any point during the battle, the game restarts you at the beginning of the battle. There are no more checkpoints once the battle starts.

You might also like

Guide navigation

Author

  • bLaKgRaVy

Game navigation