Entropy : Zero 2

Entropy : Zero 2

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The Definitive Entropy: Zero 2 Achievements Guide
By spider
A 100% achievements guide along with detailed overviews of every challenge in Entropy: Zero 2
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Introduction

The guide is going to be split into two main parts — the campaign achievements and challenges.

Campaign achievements will be split into sections based on their unlock method (story achievements, ending achievements, miscellaneous achievements). All of these achievements will be sorted in their individual sections in chronological order.

Challenges will be split into sections based on the map they take place in.

This guide is not a 100% achievement playthrough guide. For that, I recommend checking out the guide made by blunus:
https://steamcommunity.com/sharedfiles/filedetails/?id=2852616572
Additionally, if there happen to be any mistakes in the guide, whether simple lexical errors or just plain wrong information, please report it in the comments.
Story Achievements
You will automatically achieve these as you progress through the game.

  Never had it anyway
  Relive the past
Automatically awarded after completing Chapter 0

  New body. New Boots.
  Fight to the extraction point in Nova Prospekt.
Automatically awarded after completing Chapter 1 (Ashes)

  Then came the Combine
  Lead the invasion of Arbeit Communications.
Automatically awarded after the Combine Soldier opens the doors to the lab for you near the end of Chapter 2 (Contact Aberration)

  My Evil Twin
  Meet the Miscreant Agent.
Automatically awarded after speaking to your clone near the very end of Chapter 2 (Contact Aberration)

  Friends in low places
  Meet Wilson.
Unlocks after finding Wilson at the start of Chapter 3 (Chamber Catacomb)

  Kill it with a GUN
  Kill the gigantic man-eating monster.
Unlocks after killing the Gonome in the underground Aperture facility.

  Detour
  Escape the chamber catacomb beneath Arbeit 1.
Automatically awarded shortly after exiting the elevator out of the underground Aperture facility, near the beginning of Chapter 4 (Venture Ghost).

  Ghost Hunt
  Enter the domain of the Project on your way to Arbeit 2.
Automatically awarded upon witnessing the Borealis temporal overlay after activating all of the power sources in the large facility before Arbeit 2.

  On a Road
  Drive to Arbeit 2.
Automatically awarded after entering Arbeit 2, at the very beginning of Chapter 5 (Apprehension)

  Custody Assistant
  Capture Judith Mossman.
Automatically awarded after escorting Judith Mossman to the Combine safehouse, near the end of Chapter 5 (Apprehension)

  The Project
  And there it is.
Automatically awarded after witnessing the Borealis near the end of Chapter 6 (Chirality)
Ending Achievements
These achievements are awarded for achieving different endings in Chapter 6 (Chirality).

Before you proceed with any ending, it is highly advised to make a quick save right before killing your clone, as otherwise you will have to load the autosave at the beginning of the map.

  Problem Soul
  Stop your predecessor.
Awarded after killing your clone near the end of Chapter 6 (Chirality)

  Supposed Brothers
  Decide against pulling the trigger.
After your clone finishes his final speech, if you don't kill him within a couple seconds, he will be crushed by the Advisor, and the achievement will be awarded.

  There will be pain
  Kill the Advisor.
After dealing with your clone near the end of Chapter 6, an Advisor will appear behind you and attempt to wipe your memory. Damaging the Advisor will anger it and begin a boss fight. After killing the Advisor, you need to walk up to the ship's control panel, expose all of the 4 entropy cells, and destroy them.

After being sucked into the ship and talking with G-Man credits will roll. After the credits there will be an additional cutscene. When the cutscene ends, this achievement should be awarded. This may not always be the case though. If you don't get the achievement after this cutscene, reload the save and try again.

  There will be darkness
  Wipe the slate.
After dealing with your clone near the Chapter 6, do not damage the Advisor and let the cutscene play out. When the game ends, you should get this achievement, right before credits roll.

  Still Alive
  He's in the system.
Awarded upon satisfying the conditions of the There will be pain achievement, if the player has additionally delivered Wilson's corpse to the AI Upload Station near the end of Chapter 6 (satisfying the conditions of the Deliverance achievement). This achievement will unlock after the post-credits scene finishes.

  Beat Cop
  Complete the game on Normal difficulty or higher.
Awarded upon achieving any ending on the normal (Combine Soldier) difficulty or higher (Combine Elite)

  Bad Cop
  Complete the game on Hard difficulty.
Awarded upon achieving any ending on the hard (Combine Elite) difficulty.
Miscellaneous Achievements #1
These achievements have specific unlock conditions that will likely not be achieved through normal gameplay.

The achievements are sorted chronologically, if possible. Ones that cannot be sorted this way will be placed at the beginning.

Radio Recon, Closet Clearer and Temporal Troubles will have their own sections due to their size and the fact that they span across multiple chapters.

  Please Knock
  Kick open 60 doors.
Awarded after kicking open a total of 60 doors (you can kick with V by default). The game will not count doors that you have previously kicked in your playthrough. You can farm this achievement by quicksaving before kicking open a new door, reloading the save after doing so, and repeating the process until you get the achievement.

  Cell Division
  Reach the extraction point with four soldiers.
In Chapter 1 (Ashes), you need to reach the shower area near the end of the Chapter with four Combine Soldiers in your squad. Along your way to that area you will meet 5 soldiers, one of which is scripted to die from an Antlion Worker.

The first soldier is unmissable, as he's visible right after exiting the elevator at the beginning of the chapter. You will find the second soldier shortly after opening the gate and getting your hands on the Pulse Rifle.


Soldier #3 will be operating a manned gun, visible shortly after the crate where you can acquire the SMG/MP7. Soldier #4 will be inside of the control room, which you will have to jump out of to progress the game.


You can prevent them from dying by commanding them to go to a safe place, while you clear out the area ahead. Playing on the easiest difficulty is heavily recommended, as your squad will take much less damage that way. I recommend also quicksaving often. Before you enter a loading area, check if your entire squad is nearby, as entering a loading area with a squadmate that's too far will make them disappear, voiding the achievement.

Below is the area you get the achievement in.

You should get it once the Shotgun Soldier says Affirmative, we got him now

  Interdependency
  Get health from a surrendered medic.
This achievement can be earned as early as the very beginning of Chapter 2 (Contact Aberration). To make an enemy surrender, you need to kick weapons out of their hands to render them defenseless, and then interact with them.

To get health from an enemy medic, they need to be surrendered while standing up. You also can't be at full health. Due to the clunky AI, the medic may take a good while before giving you health. Simply stand near them and wait for them to give you health.

  Science Team
  Reach the secret lab within Arbeit 1 with five soldiers.
In Chapter 2 (Contact Aberration), you need to reach the airlock to the secret lab with five Combine Soldiers in your squad.

The first three soldiers will jump down from the ledge after killing three rebels in the area pictured below. If you kill only two and can't see the third, it's very likely that the third rebel's AI failed and is sitting in its spawn location. To see it, you'll have to move back a bit.


The next soldier will appear during the fight with the rebels inside Arbeit 1.


The fifth and final soldier will be much farther ahead in a secret area, which you will encounter after getting through the explosive-rigged room. You will need a SLAM mine to bust through. You will also need to bring Scar Zero a weapon for him to become a part of your squad. Fortunately the game will spawn and highlight a pistol on the table right outside the wall you just destroyed.


Place your 5-man squad in a safe place before using the control room. Afterwards, kill all of the enemies, and neutralise the sniper above the airlock by tossing a grenade into his nest. The achievement should be awarded when all 5 squadmates are in the airlock with you.

  Party Trick
  Kill a long-jump rebel whilst they are in mid-air.
The earliest you can get this achievement is after entering the large warehouse/arena section in Arbeit 1. You can chip down the rebel's health with the Shotgun, and attempt the kill with a higher-damage weapon like the Pulse Rifle. Quicksaving heavily recommended.

  Worth the Weight
  Consume 10,000 kg with Xen grenades.
By the end of Chapter 3 (Chamber Catacomb) you will find Xen Relay Grenades.
Shortly after there will be a section with three zombies, where Wilson will instruct you to throw one of the grenades at them.

You can quicksave in this section and keep reloading the savefile to farm the weight.
Alternatively, you will probably get this achievement through regular gameplay.

  Dirty Harry
  Kill 18 rebels using the 357.
The earliest you can obtain this achievement is after taking the elevator out of the underground Aperture lab by the end of Chapter 3 (Chamber Catacomb). You will find a couple rebels shortly after. You can quicksave, kill all the rebels with the revolver, and reload the savefile to keep farming kills.
Miscellaneous Achievements #2
  Drift King
  Flip your APC.
In Chapter 4 (Venture Ghost) you will eventually come to a checkpoint that will need its power to be restored to open the gate. Near the power station there will be a ledge that you can use to flip your vehicle.


Alternatively, when entering the compound you will see a large frozen lake. Initiating nitro while riding on it and turning hard to any direction may also flip the vehicle.

  Far Distant Eyes
  Witness the secret temporal overlay in the monitoring station.
After the large facility before Arbeit 2 (the one with the Borealis temporal overlay), your protagonist will say "I'm never going back in there". Going back into the main room will reward you with an additional, secret overlay, and the achievement, which will unlock shortly after.

  Rebar Huntsman
  Kill 25 alien creatures with the crossbow.
The earliest you will be able to obtain this achievement is after the rebel ambush in Chapter 4a (Exhumation Zone), where you can acquire the Crossbow for the first time. Around the large space there will be biological cargo crates scattered about. Kick one of those crates two times and quicksave, with your crossbow out and nightvision on. Afterwards, kick the crate open, kill the bullsquid that's inside, and keep reloading the save until you have farmed 25 kills.

  Now there are two of them!
  Kill both of the gonomes in the Xentarium.
After restoring the power to the tram system in the Xentarium, you will quickly find out that two Gonomes have appeared after doing so. Killing both of them will grant the achievement. If you have saved up energy balls for your AR2, you can use them on Gonomes to vaporize them instantly.

  No Chance of Escape
  Neutralize Dr. Mossman's helicopter on the Arbeit 3 helipad.
Suck in the helicopter in Arbeit 3 with a Xen Relay Grenade.

  Scar Zero
  Reunite with Scar Zero at Entropic Control.
Awarded automatically upon reaching the Temporal Wall Transport Platform area, assuming the player has escorted Scar Zero to the secret laboratory underneath Arbeit 1 (upon doing so, Scar Zero will speak a unique voiceline when you're about to talk to your clone).

The player cannot escort Scar Zero, and start a new game on Chirality afterwards, as this will count as two separate playthroughs, and will not grant the achievement. The player will need to play the game uninterrupted from escorting SZ to entering Entropic Control.

  Deliverance
  Bring Wilson to the upload station at the end of the game.
Awarded upon bringing Wilson's corpse to the AI Upload Station right before confronting your clone for the last time.

  Overwatch says "Stop kicking it"
  Kick the Advisor.
After confronting the Advisor at the end of Chapter 6 (Chirality), wait for it to pick you up, and kick it when you're in melee range.
Radio Recon


Radio Recon requires the player to find 19 relatively hidden audio recordings in Arbeit 1, which spans across three chapters — Contact Aberration, Chamber Catacomb, and the very beginning of Venture Ghost. Below are pictures with the locations of the 19 radios along with detailed information of their whereabouts.

Chapter 2 Radios

Radio 1/19: On a table in the control room before the big warehouse/arena part.

Radio 2/19: After passing under the sniper and into the hub, there will be a dark room to the left. Enter it.

Radio 3/19: In the explosive-rigged room, throw a grenade through the vent in the picture. The room will open, and the radio will be inside. This room may randomly open by itself sometimes.

Radio 4/19: Next to the room where you find Scar Zero, on a table

Radio 5/19: After activating the control room in the big warehouse area, go back to the stairs and go fully down, and turn right. You should find a door with a keypad on it. Open it, and the radio will be inside.

Chapter 3 Radios

Radio 6/19: Directly ahead of you after using physics objects to lift a gate.

Radio 7/19: After radio #6, turn left, and then right. You should find the radio in a dark area.

Radio 8/19: After your first encounter with the Gonome, go into the hole it made, and you should see the environment in the picture below. Go into the hole to the right and you'll find yourself in the observation room, where you can find the radio.

Radio 9/19: After the room mentioned above, you'll enter a dark area. The radio's green blinking light should be quite visible.

Radio 10/19: Inside the vent that's behind the blue-stained turret in the test chamber pictured below

Radio 11/19: Unmissable. After the two large test chambers you'll see this area. The radio is on the boxes, as pictured.

Radio 12/19: After you put Wilson in front of the scanner he'll unlock the 4 rooms pictured below. The first one to the left contains the radio

Radio 13/19: After the chase, inside of this projector room, on a table.

Radio 14/19: On this table next to the Revolver

Radio 15/19: In the same room as #14. You need to climb the ladder to the side to reach this area. #14 has been marked for reference.

Radio 16/19: After retrieving the Prototype Gauss Pistol and heading back to the main area, the radio will be next to the padlock you need to shoot.

Radio 17/19: After killing the Gonome and using Wilson to open a gate, turn left and enter the chamber. The radio will be on the table to the left.

Radio 18/19: After the Xen Relay Grenade part, use Wilson to unlock two doors, and you'll quickly see the radio next to the elevator.

Chapter 4 Radios

Radio 19/19: In the room with the rebel hideout, underneath the engine.
Closet Clearer


Closet Clearer requires the player to bring Wilson from Chapter 3 (Chamber Catacomb) to the surface, and take him with you in order to open 11 closets, which span multiple chapters, up to the end of Chapter 5 (Apprehension).

Below are pictures with details on the whereabouts of the closets.

Chapter 3 Closets

Closet 1/11: The first building you encounter after taking off in the APC. Closet is inside.

Closet 2/11: Second checkpoint you encounter. You need to turn on the power for the closet to be accessible.

Closet 3/11: Inside of the large facility before Arbeit 2. Inside of this test chamber there will be an observation room with a broken window. Turn on low gravity by turning on the power, and use a prop to boost yourself up to the hole in the window. Closet is inside the room.

Chapter 4a Closets

Closet 4/11: On your way out of the underground facility you will see this closet. If you left Wilson behind when entering this place, you can easily come back for him, as the path ahead loops back to the start of the level.

Closet 5/11: After the holdout in the cabin, a canister barrage will demolish the house. Inside, you will see this hole, which leads to the closet.

Closet 6/11: Upon entering the Xentarium, you'll see this closet right away, as it's next to the area with the valve. You will need to enable the power to be able to access this closet.

Chapter 5 Closets

Closet 7/11: After blowing the doors to the compound in an attempt to capture Judith, you will be ramming through said complex. Eventually you will be walking on the top catwalks, and will spot the closet pictured below.

Payload Transport: Eventually you will spot this door. Inside you will be able to put Wilson into the slot and have him be transported further into the level, so you don't have to bring him through the battlefield. Use the compass to locate Wilson afterwards.

Closet 8/11: After the long corridor with two rebels and a turret, you'll end up in this room. The closet is next to the door to progress the game.

Closet 9/11: After you encounter the rebels burning their research, the closet will be near the main path, as pictured.

Closet 10/11: In this corridor next to the bright room pictured below.

Closet 11/11: Right before the big stand-off at the warehouse. Leave Wilson in front of the closet and come back when you will be escorting Judith.
Temporal Troubles


Temporal Troubles requires the player to kill 4 instances of the Temporal Headcrab, which appear in Chapter 4a (one instance), and Chapter 5 (three instances).

Below are pictures and details of their whereabouts

Crab 1/4: After opening the gate at the beginning of Chapter 4a (Exhumation Zone). Unmissable, as killing this headcrab is required for progression.

Crab 2/4: At the beginning of Chapter 5 (Apprehension). Inside of the supply crate, inbetween these boulders, next to the area where you spot Judith.

Crab 3/4: Further into Apprehension you will enter the underground compound, and will eventually stumble upon this 3-way fork. The middle path has the temporal headcrab inside of the supply crate.

Crab 4/4: After you exit the compound, inside of the supply crate in a dumpster.
Challenges


In addition to the campaign, the player can also earn achievements in E:Z2's challenges, located in the Bonus Maps section in the main menu. The challenge folder contains 8 maps that each have a set of five challenges:
  • Least Damage
    • Take as little damage as possible
  • Least Bullets
    • Fire as little bullets as possible
      (projectiles like Crossbow bolts, and explosives, including APC rockets don't count)
  • Least Time
    • Complete the map as fast as possible
      • The game starts counting down immediately from when you spawn in.
  • Least Kills
    • Complete the map with as little player-caused kills as possible
  • Most Mass
    • Suck up as much mass using Xen Relay Grenades as you can, and finish the level.
      (the game will start you out with 9 Xen grenades)
This equals to a total of 40 challenges, that the player needs to pass to earn the challenge achievements.

Challenges will also always start the player off on the Combine Elite (Hard) difficulty. Changing the difficulty mid-game will fail the challenge.

Challenges additionally have different ranks — Bronze, Silver, and Gold, and as expected, the higher it is, the harder it is to get. The three challenge achievements require the player to beat every challenge with at least bronze, silver, and gold ranks respectively.

Below is a list of each and every one of the 40 challenges with tips on how to get the gold rank.

Challenges are pretty time-consuming and also quite difficult at times. If you don't want to deal with them for whatever reason, you can just turn on sv_cheats using the console and turn on godmode, nullifying the difficulty (remember to turn sv_cheats off before completing the challenge). But that's scummy.

The sections below provide the baseline information for completing all of the challenges. If you are still having trouble though, this guide made by Gabe!! goes into extreme detail regarding every challenge.
https://steamcommunity.com/sharedfiles/filedetails/?id=2852835367
NOTE:
The Most Mass challenges can be cheesed with the following method, suggested by SassyCrissy:
Originally posted by SassyCrissy:
You can cheese the mass challenges if there's enough mass on the map to spawn an antlion guard with a single xen nade. If you manage to spawn a guard you can just suck him, resulting in another antlion guard. Repeat until you get the required mass.
Arbeit Offices


Least Damage
Abuse quicksaving and prioritise finding armor, not much else to say.

Least Bullets
Use your squad to take care of enemies, but make sure to not overload them, as you'll need them for the entire map. Once the rollermines spawn in, I heavily recommend taking advantage of them for the rest of the map.

Least Time
Definetely the hardest challenge of this map. Give it a few tries, get familiar with enemy positions and behavior. Quicksave often if you feel like you have a good pace. You should have about 5 to 10 seconds left once you reach the last room, but you can get as much as 20 if you get lucky.

Least Kills
Pretty much identical strategy to Least Bullets. Use your squad and abuse rollermines. Use explosives if you're feeling like it.

Most Mass
Second hardest. Clear the entire map and afterwards bunch up a ton of props into one place if possible. You're going to need at least 555 mass/grenade to get to 5000, and there aren't that many props on the map, so you'll need to suck a good chunk of it up.
Shipping Center


Least Damage
You're going to have to abuse quicksaves to be equal to or under 10 damage for the entire period before using the control room. The less damage you take the better. After you open the airlock, run back down, get a load of armor, and you'll be able to just run off to the side and get to the airlock with under 35 dmg in most cases.

Least Bullets
Use your squad and explosives to your advantage. Because you have no damage restrictions, once you open the airlock you can just rush to it and finish the challenge.

Least Time
The level can be beat comfortably in under three minutes. Shouldn't pose an issue if you're familiar with the map.

Least Kills
Identical strategy to Least Bullets. The limit for gold is quite generous, so you can kill a few enemies if they stand in your way (especially the ones in the lobby on the way to the control room).

Most Mass
The big warehouse space has quite the amount of props for you to suck in.
APC Assault


NOTE: The game starts you off with a single supply crate positioned on top of the APC. It can prove to be useful during the damage challenge

Least Damage
There are two RPGs that will ruin this challenge for you; one up high, at the bridge, and one on top of the building, on its left side. Take those out first, avoid their rockets, and the rest is up to you. The APC offers a lot of protection from damage. Use that to your advantage.

Least Bullets
Actually quite easy since you can use APC missiles to kill enemies.

Least Time
Instantly book it for the power station. If you do that, the rest should be quite easy to complete in under 5 minutes

Least Kills
Kill both of the rebels with the rocket launchers and try to kill as little people in the first checkpoint as you can. Afterwards, in front the warehouse, you can pick up the Xen grenades off to the right side, in a fenced area. Use them to suck up the Pit Drones, which will get rid of them but not count towards the kill count.

Most Mass
Surprisngly easy, since you can just keep sucking in the APC, as new ones will be dropped via dropship. Make sure to suck in the APC after the dropship despawns, otherwise the game might bug out. Also be prepared to fight the swarms of Antlion Guards.

Alternatively, as said by Super Blaster:
Originally posted by Super Blaster:
the apc mass challenge can be done instantly, with a little sacrifice of health and morality. when you report that the valley is clear, wait for the dropship to come down and then throw a xen grenade on the ground in front of you. then pick it up and hold it against the dropship while its spawning soldiers. the vortex should consume the troop carrier pod and give you ~50k points. you can't leave the grenade on the ground because the dropship exhaust pushes stuff away.
Lake Tuurngait


NOTE: This map is slightly bugged and spawns you in front of all of your items. You will need to exit the APC and walk back to pick up all of your stuff. Otherwise you won't have any weapons, won't be able to sprint and won't be able to use night vision.

Least Damage
Just rush through the level using whichever path you like. The top one is more consistent for not taking damage.

Least Bullets
Same as Least Damage, just rush through the level, use APC missiles if necessary

Least Time
Relatively diffcult. Go down the lower path and make heavy use of nitro (Left Shift) to make it through as fast as possible. By the time you reach the beginning of the tunnel you should have about 10 to 15 seconds left.

If you're experienced with Source movement you can try out the tip suggested by Morseful:
Originally posted by Morseful:
"here's a pro tip for luke tuurngait. Just AFH (accelerated forward hop[wiki.sourceruns.org]) (make sure you take the top route) and if you strafe to the right before you hit the truck you should be able to fly past it and slopebug to take no fall damge then beat the map in under 30 seconds if ur good enough."

Least Kills
Take the top path and leave the APC before you encounter the crates in the tunnel. Just walk past those.

Most Mass
The two APCs present on the map (including your own) total to 6'000 of the 9'000 mass needed, so you'll need to get 3'000 mass with the 7 grenades you will have in stock.
Power Trip


NOTE: This map is slightly bugged and spawns you in front of all of your items. You will need to exit the APC and walk back to pick up all of your stuff. Otherwise you won't have any weapons, won't be able to sprint and won't be able to use night vision.

Least Damage
Slowly and methodically kill off every enemy in the level, especially RPGs. In the beginning part of the level you may encounter the bug where an enemy will be shooting you from under the ground, from no apparent source. You won't be able to do anything about that, and you will just need to push through it. Past the area where the bridge gets blown up, there will be two crates with a bunch of armor baterries, which will boost your armor to about 175. You can use the armor to tank through the rest with little difficulty.

Least Bullets
Use APC missiles.

Least Time
One of the harder if not the hardest speedrun challenges. Quicksave if you feel like you're on a good pace. By the time you reach the tunnel you should have 15 to 20 seconds left.

Least Kills
Drive slowly, take any suit battery you can, and generally stay in your APC and try not to roadkill.

Most Mass
10'000 mass and nine grenades means you'll have to have 1111 mass/grenade at least. Key things that you can suck in are the falling dropship near the exploded bridge, the props in the bridge control room, the props in the infested area before the challenge finish area, and obviously your own APC.
Xentarium


Least Damage
Your only real enemy in here will be the Pit Drones, which will make your life absolute hell.
Abuse quicksaves and kill every Pit Drone you see. Keep an eye out for Bullsquids and surprise headcrabs.

Least Bullets
Simply speedrun the area, most enemies won't target you first anyway, giving you time to power up the place without much risk. Remember that you can still use crossbow bolts, explosives, and energy pellets.

Least Time
You need to get onto the tram before 2m30s elapse, as the tram ride takes around 1m30s, leaving you with one minute left.

Least Kills
Very similar to Least Bullets. Just speedrun the area, and watch out for any small enemies that can get stuck under your feet, as they will be automatically killed, and will count towards the challenge.

Most Mass
You can rack up a good amount of mass by simply chucking a few Xen grenades in the middle of the Xentarium. Save at least two grenades for after the tram ride though, as the two rocks after you open the valve door will give a quite large amount of mass. After those rocks there will also be one giant boulder in front, which can actually be sucked in as well, giving even more mass.
Excavation Site


Least Damage
Abuse quicksaves and take all of the suit batteries near the fire the rebels started for a nice boost to tankiness.

Least Bullets
You will need to use projectiles to get through this map. One good place to use a SLAM is right at the beginning with the three rebels that are burning their research. Rush out into the open, throw a quick SLAM, and detonate. The rest is up to you.

Additional tip provided by Super Blaster:
Originally posted by Super Blaster:
If you kill the guy holding the Molotov in excavation fast enough, he drops it and sets all three of them on fire. this will help with the bullets challenge but not the kills challenge, i've noticed all fire kills are counted against you regardless of if you set the fire or not. i recommend using the crossbow to kill him.

Least Time
The time limit is pretty tight but is definetely within limits

Least Kills
This is absolutely the hardest challenge of the entire set. What you will want to do is kill two of the three rebels near the aforementioned fire (I prefer to kill them with an energy pellet), and subdue the third. Afterwards, you will be up against 3 long-jump rebels. Kill the one with the Pulse Rifle, and try to take as little damage as you can. Rush past the two other rebels, hoping not to get shot to death instantly, blow the door open, rush in, and mutilate the guy rappelling from the top. Afterwards, only subdue rebels and use your squad to take care of the rest. Once you get your hands on Xen grenades, you can use those to kill enemies, as being sucked in does not count towards the kill count. A good spot to use them is in the section where rebels have set up a barricare made of props and are escaping with Mossman. Throw a Xen grenade in there and it should clear out most of the props and perhaps some rebels if you're quick. You can also chuck a grenade into the general area of the mounted gun, to clear most of the rebels in that area. After that area you will additionally face two Ceiling Turrets shortly after. You can kill them, as they don't count towards the challenge.

Most Mass
This is the polar opposite of Least Kills, as it is the easiest challenge of the entire set. In the area with the three rebels, the one that was already mentioned three god d§mn times right above, there is going to be a piece of combine metal with two chargers attached to it. This panel will often be face down, concealing the chargers. Below is a picture of the charger panel. You will need to get that panel to be face up. After doing so, you can toss a Xen grenade on top of the chargers and instantly get gold, as each charger is 5'000 mass.
Last Stand


This is surprisingly the easiest map of all due to a little trick you can do to render the holdout section pretty much effortless.

You basically need to go to the ground floor of the building, arrange the two double crates into a little fort, and cave yourself in with supply crates on the floor above. This breaks enemy pathfinding and prevents them from acknowledging you.

Sometimes manhacks or random grenades may destroy your tiny fort, so make sure to quicksave every now and then while waiting for the holdout to finish. Below is a video showcasing this.


This trick nullifies basically every challenge on this map with the obvious exception of Most Mass. But the area of gameplay is so small that searching for mass to suck up shouldn't be hard. You can start by sucking up the three dumpsters in front of the main doors to the building.

49 Comments
Morseful Apr 22 @ 5:48am 
here's a pro tip for luke tuurngait. Just AFH (make sure you take the top route) and if you strafe to the right before you hit the truck you should be able to fly past it and slopebug to take no fall damge then beat the map in under 30 seconds if ur good enough.
sillycat Mar 27 @ 11:21am 
well i guess they are that big
sillycat Mar 27 @ 11:21am 
it spawns afterwards 2 antlion guardians wich are 1.5 size bigger than you see in half life 2
sillycat Mar 27 @ 11:21am 
i got worth the weight by consuming a damn apc
KIELBASA SILONSKA Sep 24, 2023 @ 6:03am 
whats the secret achievement?
NovumSB Jul 20, 2023 @ 2:29pm 
You can suck up the S.L.A.M crate down at the Arbeit Offices with the xen grenades, though i think the crate has to be open during the explosion
🝭 Mar 20, 2023 @ 5:00pm 
A trick for mass challenges is to suck enough mass to spawn at least 1 Antlion Guard and then suck it in, which is 1000 mass and will spawn another one as well and you can do that until you run out of Xen Grenades.
🝭 Mar 14, 2023 @ 6:05pm 
On the APC map for the mass challenge, when the dropship arrives, throw a Xen grenade underneath and you'll succeed in the challenge with a mass of 50k. Watch out though as it will spawn two Antlion guards.
spider  [author] Feb 15, 2023 @ 10:29am 
afaik you can just set it on easy and do it that way no worries whatsoever.
Oleksii Feb 15, 2023 @ 10:24am 
oh, ty, also is it necessary to do it on hard, or I can set it to easy for the next attempts?