Omen Exitio: Plague

Omen Exitio: Plague

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Omen Exitio Plague - Achievement Guide
By halcyan2
This is an achievement guide for Omen Exitio: Plague.
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Chapter 1
1. One more shot
You got the Colt Derringer from the armory.

In the Armory, after choosing between the Rifle and the Gun, there is a Speechcraft option to tell Carrig more details about what is happening. You can pass it with at least Level 2 Speechcraft (haven't tried Level 1). If successfully, Carrig gives you a Colt Derringer. (The Derringer is one way to get away from Meyer later on without giving up the concoction.

2. A night of love
You've spent the night with Lorraine.

In the Western Tribal village, you meet a Shaman and his daughter (Lorraine). After giving/showing you the concoction, you have the option to spend the night with her, which unlocks the achievement. I have always been offered the option of spending the night with her (don't know if there are any requirements). You CAN refuse to spend the time with her (which causes the achievement to fail).

3. Investigation ace
You gathered all the clues about the disease.

This achievement seems to unlock after you discover the strange mark behind the neck of infected people (can be done in the South village and maybe the North village) and after you discover the herb that is used in the concoction (discovered in the West village).

Note that in order to learn how to actually make the concotion, you need to "change" the medical equipment that Carrig (in the armory) offers you in exchange for explorer equipment. That includes a lantern, which is necessary to see the herb that is used by Lorraine. If you took the medical equipment, Lorraine gives you a sample of the concoction but you do not learn how to actually make it yourself and cannot unlock this achievement.

4. Hidden Mound
You descended into the depths of the well and discovered the secret hidden within.

After visiting all three Tribal villages, you meet the rebels and their leader Mkwawa. Before the Germans attack, you have the option of exploring the well. (It could be that you need to successfully use Medicine on a wounded rebel, who then begs you "Not the well.").

If you took the Medical Equipment from Carrig, then you need to make a Level 3 Agility test to climb down the well with no injuries. If you don't have Level 3 Agility, you will get hurt going down the well but it still unlocks the achievement.

If you took the Explorer Equipment from Carrig, then you bypass the Agility check by simply using your rope and then get this achievement..

5. Brothers in arms
During the fight with the Germans your comrades, Ed and Ryan, make it out alive.

- In the armory with Carrig, you need need to take the Rifle.
- During the rebel village encounter, you need to pass a Level 3 Speechcraft check when talking to Mkwawa
- You also need either Level 3 Fighting or Level 3 Agility to pass combat checks with the Germans

6. A life in danger
You were able to save Scott's life using the concoction.

If you took the medical equipment, then you need to still have the concoction (meaning Meyer didn't get it from you at the rebel village). Using the Derringer lets you get away with it. I also believe that passing a Level 3 Speechcraft check might suffice as well.

If you took the explorer equipment, then you need to have learned how to make the concoction and then pass a Medicine check.

Saving Scott's life is also a pre-requisite for the later Protector of children achievement

7. Medal of valour
You have received a commendation and recognition for the excellent work done as a soldier.

If you do reasonably well during Chapter 1, you should receive this. I would guess that if you do extremely poorly and consistently antagonize Smith, then it might be possible to not get this.

8.The chase
You were able to track down the thief and recover the stolen journal.

Before leaving Zanziber you can get Erik McLane's journal. On your way back to London, it is possible that the journal is stolen and if so, you can then track down the thief.

Reading the journal immediately or eating first does not seem to make a difference.

After eating, if you return to your cabin and do not open the door, then the journal might not be stolen.

After eating, if you go the deck before returning to your cabin and then open the door, then that seems to trigger the theft. When you then stop at a port you may need to make an Observation check and then a combat check in order to retrieve the journal and unlock this achievement.

9. In time of need...
Grateful for saving his son, Smith promised to help you whenever you will need.

If you successfully saved Scott's life, then on the way back to England when talking with Smith, he will give you his address, which unlocks this achievement and gives you the option of asking for Smith's help against the cult in Chapter 2.

10. Homecoming
You finished Chapter One.

Automatically received at the end of Chapter One.
Chapter 2
11. Economic aid
You accepted the money that Meyer has offered you.

When Meyer first visits you in London, if you accept his offer this achievement unlocks.

This achievement is mutually exclusive with the Reconsidered offer achievement where you first decline and then later accept when you meet Meyer later on. It is also mutually exclusive with Caesar.

12. Caesar
You were able to communicate with Beijerinck via encrypted letters.

If you turn down Meyer's offer (meaning you failed to get the Economic aid achievement) and withdraw no money from the bank, you have the option of staying in London and communicating with Beijerinck via postal correspondence. In this case, you can make a successful observation check to communicate with Beijerinck via cipher. Afterwards, you will will travel to the Netherlands in order to meet him in person (resuming the story plot).

If you turned down Meyer's money and have the necessary Observation skill, you might as well go this route and get a little extra experience. I did notice that when buying tickets to the ship, the Speechcraft check for a luxury cabin is a little harder (Level 4) if you went the Caesar route than if you did not.

Special thanks to Jake Arias[killapenguin.com] for discovering how to unlock this achievement.

13. A comfortable journey
You have traveled on a luxury ship, in an excellent cabin.

If you accepted Meyer's offer, then you automatically have enough money to afford this when you travel to the Netherlands.

If you did not accept Meyer's offer, you can still unlock this achievement with a successful Speechcraft check when you are buying tickets.

14. Reconsidered offer
You accepted the money that Meyer offered you again.

If you previously refused Meyer's offer, then upon arriving in the Netherlands he will offer the money to you again. If you accept, it unlocks this achievement (but does NOT unlock the Economic aid achievement you previously failed).

15. Verba volant, scripta manent
You have carefully kept the notes of your research with Beijerinck.

When you go to confront Beijerinck, you have the option of taking your notes with you or leaving them behind. If you leave them behind, they may be stolen (it could possibly depend on your living arrangements). If you take them with you, then you have to successfully pass a Fighting, Medicine, Agility, or Observation check, and then possibly go to either the police station or the cathedral.

Bugged: This achievement is very buggy. On some occasions, the achievement will not properly unlock. Even though the narrative indicates that you still have your notes, you are not notified that the achievement unlocks and instead of a green checkmark, you just see a grey circle in the achievements list (NOT a failed red). There have been times when I did the exact sequence of events and sometimes I would unlock this achievement and sometimes it would just be a grey circle.

16. Stockholm syndrome
You have been a docile and accommodating prisoner; you have done everything the cult asked of you.

After being captured by the cult, if you choose all of the non-rebellious options (eating food, doing what you are told, etc.) you should unlock this achievement.

17. The kept promise
You got Smith's contribution to the war against the cult.

After being released from the cult, you have the option of asking for Smith's help, asking for Reginald's help, or doing it by yourself.

If you previously saved Scott's life, you have the option of asking for Smith's help, after which you unlock this achievement.

Note that if you don't ask for Smith's help, then you may fail this achievement. And there is a bugged situation where if you don't ask for Smith's help, you may still get a cutscene of Smith helping you against the cultists. I saw this happen if I asked for Reginald's help and he declined.

18. A good friend
You got Reginald's contribution to the war against the cult.

After being released from the cult, you have the option of asking for Smith's help, asking for Reginald's help, or doing it by yourself.

If you ask for Reginald's help, he may or may not provide it. If you lived together in nice accommodations in the Netherlands (which seems to depend on accepting Meyer's money offer either the first or second time), he seems willing to help you. But if you declined both of Meyer's offers, then Reginald was teaching in a different city instead of living with you and he seems to be too scared to help you.

If Reginald helps you, he can automatically make the informer's incendiary bomb even if your Medicine skill is not high enough.

19. Ready for war
You have manufactured the incendiary bomb following to the instructions of the mysterious informer.

If you agree with the informer that the cult needs to be destroyed, then he sends you instructions on how to make an incendiary bomb.

To unlock this achievement you either need to successfully pass a Medicine check yourself or alternatively, if Reginald is helping you, he can help you make the bomb (unlocking this achievement) even if you failed to make the bomb yourself.

20. Blood ritual
You finished Chapter Two.

Automatically received at the end of Chapter Two.
Chapter 3
21. Storyteller
You listened to Medina's story.

While on the ship, you have the option of staying to hear Medina's story or returning to your cabin below decks. If you stay and listen, you automatically unlock this achievement.

22. Mission accomplished
You completed the mission that Captain Elyan gave you.

While in port, Captain Elyan gives you a mission. The mission is slightly different depending on whether you signed on as a doctor, cabin boy, or assistant cook. You need to pass one or two skill checks (which differ depending on the mission for the three roles).

Afterwards, you can either return directly to the ship (with a brief encounter with a beggar that doesn't seem to be important) or you can first go to the bar for a drink (where you have the chance to use Medicine or Fighting during a bar fight). Either way, you eventually return to the ship and if you successfully completed the mission this achievement unlocks.

23. The father's help
You recruited Amana.

When recruiting allies for the sortie, if you successfully pass a Speechcraft check you can recruit Amana and unlock this achievement.

Recruiting him gives you some different options during the sortie.

24. The fisherman's help
You recruited Manuarii.

When recruiting allies for the sortie, if you successfully pass an Obseration check you can recruit Manuarii and unlock this achievement.

Recruiting him gives you some different options during the sortie.

25. The warrior's help
You recruited Tahitoa.

When recruiting allies for the sortie, if you successfully pass a Medicine check you can recruit Tahitoa and unlock this achievement.

Recruiting him gives you some different options during the sortie.

26. Night before the storm
You spent the night with Aiata before the sortie at the cult camp.

Aiata is unsure about whether or not the sortie will succeed. The best answers seem to be ones that show confidence and certainty that you will succeed. If you meet the conditions, you will automatically spend the night with Aiata (i.e. you don't have the option of turning her down like with Lorraine). However, if you don't provide the right answers, Aiata is too filled with doubt and you spend the night alone (failing this achievement).

Whether or not you spend the night with Aiata (unlocking this achievement) has repercussions on the potential game ending. If you do not spend the night with Aiata, then it is possible that accepting Yidhra's help later on will fail. That also makes it extremely hard, if not impossible, to escape alive which may prevent you from receiving the Ineffable omen and Future in good hands achievements. Sleeping with Aiata seems to be necessary in order for Yidhra's help to actually work.

27. The rescue
You saved Fuego from the cult camp.

Rescuing Fuego from the camp seems fairly straightforward. Doing so unlocks this achievement. I suppose it might be possible to fail this but it would be hard to do so.

28. Protector of children
You managed to save Scott and Fuego from the disease.

After rescuring Fuego, you need to successfully pass a Medicine check in order to save him. If you save him and also previously saved Scott, then you unlock this achievement.

29. Overseas escape
You finished Chapter Three.

Automatically received at the end of Chapter Three.
Chapter 4
30. Paranoid caution
You were suspicious of Martine and tried to be as cautious as possible with him.

When arranging your meeting with Martine and deciding whether or not you trust the informant, you have various options that determine how trusting or cautious you are with meeting Martine.

If you meet with Martine normally, then you should arm yourself (with a Steak knife) and then when you meet him you should ask him a question (NOT choose the option which actually says "cautious/careful") in order to unlock achievement.

If you arrange for a separate meet up, then there is a different sequence of choices (including waiting for him and warily coming up with an excuse) that will lead to unlocking this achievement.

Your caution level also affects your available options when you are ambushed in the laboratory and may impact whether you receive Martine's clue and possibly the Pyromania achievement too. I think it might be because if you grabbed the Steak knife you use it automatically to fend off the first assailant.

31. Martine's clue
You found a clue in Martine's lab.

If you are cautious of Martine, then you get several options during the fight in the lab. With enough Medicine, you can throw acid at one of the enemies and you also can set the lab of fire with another Medicine check. On your way out, you can receive a drawing of a lighthouse, which unlocks this achievement.

It also also possible to fail this achievement. If you are not cautious of Martine, then you have fewer options during the fight and throwing acid and setting the lab on fire happen automatically (without needing to make a Medicine check). But you may end up failing to get this clue.

32. Pyromania
You have set many fires recently and maybe even enjoyed doing it.

This achievement is unlocked or failed after Martine's lab. I was able to unlock it by:

- Setting Beijerinck's lab on fire in the Netherlands with a successful Medicine check.
- Making the incendiary bomb with a successful Medicine check and using the bomb against the cultists.
- Being cautious of Martine and making a successful Medicine check to set Martine's lab on fire.

33. Unconditional trust
You let the mysterious informer guide you, always trusting his advice.

After Martine's lab, you have the option of going to either Boston or Plymouth.

If you go to Plymouth, it's possible that this achievement is never unlocked or failed. If you really want to get this achievement, the safest option is to go to Boston, which results in an additional letter from the informer. If you have consistently been trusting the informer, this achievement unlocks. If you have been distrustful, then you fail this achievement.

34. All you can hit
You escaped through a kitchen, which resulted in an exciting pursuit.

After Martine's lab, you have the option of going to either Boston or Plymouth.

If you go to Boston, you will head to the library. Afterwards, some cultists will chase you. If you decide to run from them, you will run into a kitchen. After a successful skill check (from several options), you will run away and unlock this achievement.

All you can hit, The fisherman's tale, and Card game are all mutually exclusive. Each is a different path that will lead to the final end game sequence.

35. The fisherman's tale
You listened to the old fisherman's tale.

After Martine's lab, you have the option of going to either Boston or Plymouth.

If you go to Plymouth, you can go to the City Center, the Port, or (if you have Martine's clue) the Lighthouse. If you go to the Port or the City Center, you will eventually end up at the Port anyway, during which you have the option of speaking to an old fisherman and hearing his tale (or playing cards instead).

If you talk to the old fisherman and ask him about legends, then this achievement will unlock.

All you can hit, The fisherman's tale, and Card game are all mutually exclusive. Each is a different path that will lead to the final end game sequence.

36. Card game
You decided to join a card game.

After Martine's lab, you have the option of going to either Boston or Plymouth.

If you go to Plymouth, you can go to the City Center, the Port, or (if you have Martine's clue) the Lighthouse. If you go to the City Center, you will spend your money on a gun and will then go to the Port afterwards. If you want this achievement go straight to the Port first.

When you go to the Port, you have the option of speaking to an old fisherman or playing cards. If you went to the City Center first, then you don't have the money necessary to play cards so you will fail this achievement and will need to speak to the fisherman instead. If you did not go to the City Center, then you still have money which you can use to play cards and unlock this achievement.

All you can hit, The fisherman's tale, and Card game are all mutually exclusive. Each is a different path that will lead to the final end game sequence.

37. Dialogue of madness
You have revealed the true nature of Nyarlathotep.

During your conversation with Nyarlathotep, keep denying his existence and you will eventually unlock this achievement.

38. A way in the dark
You followed the trail of light that led you to the cave's exit.

After escaping from the Old One, you should follow the light and cause a cave-in (keep kicking and don't stop to fight the cultists) in order to unlock this achievement.
Endings
Ending scenarios:

1. If you accept Yidhra's assistance and you slept with Aiata then you will automatically defeat Hastalyk. It also becomes extremely easy to escape alive. This path usually results in Ineffable omen or Future in good hands

2. If you decline Yidhra's assistance or you accept it but it is unsuccessful (because you didn't sleep with Aiata), you can only defeat Hastalyk with a successful Medicine check (requiring maximum skill). However, it seems extremely difficult if not impossible to escape alive. This results in Memorial of a hero

3. If you decline Yidhra's assistance or you accept it but it is unsuccessful (because you didn't sleep with Aiata) and then you either fail the Medicine check against Hastalyk or try to escape or try to focus on your own identity, then Hastalyk will awaken. This triggers Lord of plauges or Viral dominion.


39. Ineffable omen
You managed to prevent the awakening of the Old One and save the world... for now.

This ending seems to require defeating Hastalyk and successfully escaping.

On my first playthrough, I:

- Had the medical equipment so I did not learn how to make the concotion with Devil's Claw.
- Erik's journal was not stolen so I did not unlock The chase
- Accepted Meyer's first offer of money
- Interacted with Alexander Fleming
- Kept my research notes to unlock Verba volant, scripta manent
- Fought the cult with Smith's help
- Burned Beijerinck's lab, built and used the incendiary bomb, and burned Martine's lab to unlock Pyromania
- Slept with both Lorraine and Aiata
- Saved both Scott and Fuego
- Unconditionally trusted the mysterious informer

During the final sequence, I accepted Yidhra's assistance and escaped. I unlocked this achievement but did NOT unlock Future in good hands


40. Future in good hands
You won your battle against the Old One and shared your research on the disease with Alexander Fleming.

On my second (bugged) playthrough, I failed to unlock this after:

- Had the explorer equipment so I learned how to make the concotion with Devil's Claw.
- Recovered Erik's journal after it was stolen
- Declined Meyer's money both times
- Interacted with Alexander Fleming
- Apparently kept my research notes but Verba volant, scripta manent was a bugged grey circle instead of a green checkmark
- Fought the cult alone
- Did not burn Beijerinck lab or build the incendiary bomb. Game plot still forces you to burn Martine's lab.
- Slept with Aiata but not Lorraine
- Saved both Scott and Fuego
- Always distrusted the mysterious informer

I did manage to get this on my third try:

- Had the explorer equipment so I learned how to make the concotion with Devil's Claw.
- Recovered Erik's journal after it was stolen
- Declined Meyer's money both times
- Interacted with Alexander Fleming
- Kept my research notes to unlock Verba volant, scripta manent
- Fought the cult with Smith's help
- Burned Beijerinck's lab, built and used the incendiary bomb, and burned Martine's lab to unlock Pyromania
- Slept with Aiata but not Lorraine
- Saved both Scott and Fuego
- Generally distrusted the mysterious informer but did agree that the cult needed to be destroyed in order to get instructions for the incendiary bomb. Also asked to meet Martine in the alternate location.

If I had to guess, I would say the key things are:

- Had the explorer equipment so I learned how to make the concotion with Devil's Claw.
- Interacted with Alexander Fleming
- Kept my research notes to unlock Verba volant, scripta manent
- Saved both Scott and Fuego
- Slept with Aiata and accepted Yidhra's help (to survive the escape)

Also thanks to Jake Arias[killapenguin.com] for his insights.

41. Memorial of a hero
You gave your own life to prevent the cult from awakening the Ancient.

In order to trigger this ending you need to defeat Hastalyk but fail to escape.

I was able to get this ending with both my first and second playthroughs (by reloading the final portions).

You need to either decline Yidhra's help or fail to sleep with Aiata (which means even accepting Yidhra's help is unsuccessful). This forces you to confront Hastalyk and the only way to defeat him is with having maximum Medicine and successfully making that check. After that, it seems like any choices you make during the escape still result in you dying and unlocking this achievement.

42. Lord of plagues
You are one with the Old One, you have awakened and you are ready to dominate the whole world.

In my first playthrough (see above for key plot points), if I declined Yidhra's assistance and then failed to defeat Hastalyk (by failing the Medicine check or focusing on my identity or trying to escape), I triggered this end sequence.

43. Viral dominion
The Old One has awakened and now dominates the world.

In my second playthrough (see above for key plot points), I didn't sleep with Aiata (meaning I couldn't benefit from Yidhra's assistance). If I then failed to defeat Hastalyk (by failing the Medicine check or focusing on my identity or trying to escape), I triggered this end sequence instead.

The main differences between my first playthrough which results in Lord of plagues and my second playthrough which results in Viral dominion were:

- Medical versus explorer equipment
- Accepting Meyer's money the first time versus declining it both times
- Unlocking Verba volant, scripta manent versus having it be a grey circle
- Burning everything down versus avoiding unnecessary fires
- Slept with both Aiata and Lorraine versus sleeping with neither
- Always trusting the informer versus always distrusting the informer.

If I had to guess, it would probably be the first two that affect which of the two bad endings you get:

- Whether or not you learn about Devil's Claw for the concoction
- Whether you help the Cult's help or you decline their money
29 Comments
Antek Aug 11, 2024 @ 3:10pm 
Difference between Lord of plagues and Viral Dominion also as between Ineffable omen and Future in good hands lies in fact whether you find Devil's Claw.
White bear May 9, 2024 @ 11:03am 
I still can't get the Medal of valour,TwT
Can anyone explain the detail plzzzz
Patcha_it Nov 14, 2023 @ 2:20pm 
Ok, I totally forgot side stories... seems those are from side stories. ^_^
Patcha_it Nov 14, 2023 @ 2:17pm 
Total achievements are 50, and I see you counted 47 in you guide.

I come here because I miss these 7 hidden achievements:


- No one will hear you scream...
You have become one with everything. You have left the peaceful ruin of your mortal shell behind and... transcended.

- One for you, one for me
The presence of a true friend has protected you from madness during the final moments of your life.

- Executioner in paradise
The abnormal sky has opened up before you, accepting your blood sacrifice.

- Father and son
The paternal presence of your mentor has protected you from madness during the final moments of your life.

- Your own flesh
You have eaten your last, delicious meal, before dying.

- Ire
You have given full rein to the fury inside you and taken revenge on the man who dragged you out here to Zanzibar.

- Friends forever
You will never again be alone. Ever.


I think these are the exact Achievements you miss.
Anybody can help whith those?
ProfessorPolymer Jun 30, 2023 @ 2:21pm 
:blight: Unlocked: Viral Dominion :blight:

I wasn't bad enough at being a doctor! I found a guide in another thread that you should:
* Don't save Scott & Fuego
* Accept the German's money, and be friendly to the cult
* Be a terrible soldier (let people die)
* Don't investigate or learn anything about the disease
* Don't sleep with either woman
* Don't trust the Informant
* Trust Jean-Baptiste
* Ignore suspicious men (don't follow) and lose fights
* Obviously, let yourself be taken over by the diseased Great Old One!

I'm not sure if you can get away with some successes, but mostly, I just tried to be a bad doctor and as close to pro-cult as I could be!
ProfessorPolymer Jun 30, 2023 @ 12:00pm 
Does anyone have a definitive guide on how to earn the "Viral Dominion" achievement? I've repeatedly run through the game only to get the "Lord" bad ending. That is the last achievement to 100% the game.

* On my first bad ending playthru, I got the "Lord of Plagues" ending.
* My 2nd and 3rd I tried strictly following halcyan2's guide and 76561198034531618's guide respectively, and I still got the "Lord of Plagues"
* On my 4th, I tried to fail a lot of achievements, and I still got the "Lord of Plagues"
ajxx May 29, 2022 @ 8:12pm 
what's the difference between ineffable omen and future in good hands in terms of plot? are those two considered the ''good endings''?
天际之主 Nov 17, 2021 @ 11:20am 
This guide truly helped me!
SILENCEIN Nov 3, 2021 @ 5:28am 
thank you very much!!!Caesar trapped us for a long time:steamthumbsup:
坠落猫王 Oct 30, 2021 @ 5:06am 
great!:cupup: