Arizona Sunshine® Remake

Arizona Sunshine® Remake

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Arizona Sunshine Remake 100% Achievement Guide
Da Alpha_A
The COMPLETE 100% Guide to Arizona Sunshine Remake.
Same great guide, now updated for the Remake!
Guide to all 58 achievements. Includes gameplay tips for Story Mode, Horde Mode, and Apocalyptic Mode.
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Introduction
Hello once again everyone! If you played the original Arizona Sunshine, you might remember the achievement guide I published back in 2020. Well, with the launch of Arizona Sunshine Remake, I decided it was about time I got back into the game, and updated the guide. If there's anything at all that you would like added to this guide, leave a comment below. And if you found this guide helpful, remember to like and favorite it, so that other players will see this guide too.


Achievements in this guide are divided up by game mode and campaign level. If you are looking for a specific achievement, but don't know what mode/level it is in, use CTRL+F to search the page for the achievement you are looking for.

DISCLAIMER: This guide assumes you have played Arizona Sunshine for at least some amount of time, and are aware of the basic gameplay mechanics. Some portions of this guide may contain light spoilers for the campaign and the locations of hidden items. Enjoy!

- Alpha_A
Original vs. Remake
What is the difference between the original and the remake?

A: The quick answer to this question is that the remake takes the improvements made to the game engine from Arizona Sunshine II and backports them to Arizona Sunshine. This means better graphics, fewer bugs, and many quality-of-life improvements. Here are some examples (in no particular order):

  • Added the guns from two-handed mode to the main campaign.
  • Added glow in the dark sights to all guns that did not previously have them.
  • Flashlights have been removed. Chest light automatically turns on when in dark environments.
  • Added melee weapons. Thrown physics objects no longer deal damage.
  • Added lighters, cigarettes, cigars, and Molotov cocktails.
  • Added Stielhandgranate 24 "stick hand grenades" and TM-46 anti-tank mines.
  • Added bratwurst and pizza food items.
  • Holster system completely overhauled.
  • Guns no longer have a chance to vanish when reloading checkpoints
  • Added 3rd holster to back. This is exclusively for two-handed guns.
  • Added wrist holsters for melee weapons, grenades, food, and other tools.
  • By default, guns will return to holsters when dropped (can be toggled off).
  • Shotgun now requires two hands to fire. Player must pump the shotgun between shots. No need to reload as long as the shotgun has ammo.
  • Reduced max ammo capacity
    • Pistol [300] -> [200]
    • Rifle [1000] -> [300]
    • Shotgun [100] -> [30]
  • Difficulty now impacts zombie damage resistance.
  • Reduced damage for some pistols. Increased damage for some rifles.
  • Reduced clip size for most rifles.

  • The 'Trailer' menu has been replaced with a traditional menu and level select screen.
  • Level design is much cleaner, and objectives are much easier for new players to follow.
  • Yellow indicators will occasionally show up to highlight key items.
  • The final campaign chapter 'Sunshine' has been split into two chapters: 'Sunshine' and 'Radio'.
  • Added 'chapters' to the DLC missions.
  • Dead Man DLC is now 3 separate levels.
  • The Damned DLC is now 6 separate levels.
  • Added numerous easter eggs for After the Fall and Arizona Sunshine 2
  • Added a lot more ducks
  • Ducks no longer quack when you squeeze them :(
| Global Achievements |
001. Steady Hand
Kill 50 zombies with a Headshot

Any regular zombie can be killed with a single shot to the brain. Each gun has a different kind of sight on it, but generally, you want to align the front sight between the rear sights, with the object you want to shoot positioned behind the front sight, as pictured bellow.


According to professional marksmen, instead of focusing on the rear sights, or the target, you should focus on the front sight, as this makes it much more obvious when your aim is out of alignment.

002. Headshots like a Boss!
Kill 100 zombies with a Headshot

If you are having trouble pulling off headshots, remember to aim towards the upper part of the head, as chin/neck shots do not count as a 'headshot'. You'll know that you performed a successful headshot when the zombie's head explodes, with various chunks of flesh flying in several directions.

You can refer to the pause menu to view your current headshot count for the level. (To open the pause menu, aim at the watch on your left hand, and press the trigger button when the watch face turns yellow).


003. LOOT!
Collect some loot!
You need to find 50 loot for this achievement. On Normal, this is about as much loot as you can find up to the end of Canyon.

'Loot' in this context refers to the various ammo magazines, clips, and bullets that you can find throughout the game. As long as you are continually searching for ammo, which you should be doing already if you don't want to run out, you should be able to easily find as much as you need for the achievement.

004. Master Scavenger
Collect a ton of loot!
You need to find 200 loot for this achievement. On Normal, this is about as much loot as you would find during the entire campaign.

You can also dump magazines from your loaded guns and collect those for the achievement, but you didn't hear that from me.

005. Medium well beef plz
Eat 10 pieces of food
I am very happy that the developers added a proper tutorial for the food mechanics in the game. But, in case you missed it, here is a quick overview. You will sometimes find hamburger patties, sausages, and pizza slices. They are most commonly found in refrigerators or on top of grills. By holding these foods to your 'mouth', you can regain some of your health. For the achievement, I recommend eating everything you can find. *munch* *munch* *munch*

006. Juicy Meat
Collect 20 pieces of food
Foods high in cholesterol can increase your risk of heart disease or stroke. Fortunately, regular exercise, such as running away from zombies, can help reduce high cholesterol. Who knew the zombie apocalypse would be good for something.

007. Charley Horse
Play for a total of 2 hours
Fun fact: A 'Charley horse' is a term used to describe a painful involuntary spasm or cramp in the leg or foot muscles, typically lasting anywhere from a few seconds to about a day. Causes are varied, but can include dehydration, so make sure to take frequent breaks to drink water!

008. Freddy, you there?
Play for a total of 3 hours
Fun fact: According to Steam Hunters, an achievement hunters group, the median time to clear 100% of achievement in the original Arizona Sunshine is 27.5 hours. Your mileage may vary.

009. VR Creep
Play the game for 4 hours in a row
Unlike the other time-based achievement, this one is not cumulative, and must be completed in a single session. You could probably complete the campaign going for this one.

If you are having trouble unlocking this achievement:
If you need to, you can unlock this achievement while tabbed out of the game, so you could leave it running in the background while you do something else.

010. A Thousand Miles
Walk a distance of 10 miles
I'd say that this is almost as long as the full distance of the main campaign. Give or take. Just keep playing and you'll get this one.

011. Badabing Badaboom
Kill 20 zombies using grenades
You can get your first grenades in Bridge from one of the police cars, but there a number of good spots throughout to get several kills with grenades. The tunnel near the end of Traintracks has a big horde that's great for this, so are the hordes at the ends of Canyon, Trailerpark, and Sunshine. And remember, it's cumulative, so just reload the checkpoint for each time you need more kills.

012. Direct Hit!
Kill a zombie with a melee weapon
Gone are the days of gently lobbing cans of beans through windows at zombies. Now there are a plethora of melee weapons to use on the unsuspecting hoards. I'm personally a fan of the ol' reliable crowbar.

If you are uncertain if the item you have chosen is actually suitable as a melee weapon, attempt to place it inside your wrist holster. If you can holster it, then it is a melee weapon (or weapon from the 'other weapons' category, such as grenades)

Once you have located a suitable melee weapon, find the nearest zombie. Approach the zombie. Swiftly, yet firmly, connect the end of your weapon with the zombie's head. Remove the weapon from the zombie's head. Repeat as necessary.
| Campaign Achievements |
Level 1: Base
A day like all the others. Let's find some supplies.

013. Gun Collector (Part 1/9)
Collect all the guns in the game
There are 36 unique guns in the campaign. For each level, I've listed all of the guns you can obtain, including duplicates, in case you miss one from an earlier level. New unique guns are listed in bold.

To 'collect' a gun, you only need to pick it up; you don't need to shoot it, nor do you need to kill a zombie with it to count. You only need to collect guns from the main campaign on any of the regular difficulties, and you do NOT need to finish Apocalyptic Mode for the Golden Desert Eagle.

For more details, check out the dedicated 'Gun Collector' section.

Here's all the guns you can find in Base:
  • M1911
  • M1 Carbine
Total Unique Guns: 2

014. Quack Quack %$#@! (Part 1/9)
Collect all the ducks in the game

There are nine rubber ducks you need to collect for this achievement. Only the plain yellow ducks that you can pick up and throw count towards this achievement; the rubber ducks with the cowboy hats do not count, neither do the ducks that explode when shot.

Check out the dedicated Quack Quack %$#@! section for pictures.

You can find the first duck in the bushes near the river, right next to the zombie with the rifle.

015. So Sqhuishy
Throw a duck
Self-explanatory. Yeet that duck.

016. And the award for Can Killer goes to...
Finish the level Base
Difficulty: ☆☆☆☆☆
Tips: This is the tutorial. You learn how to pick up and shoot a gun, how to collect ammo and reload, how to eat food to regain health, and how to swing a crowbar. This is a good opportunity to dial in your sights, and make sure your ammo belt and holsters are calibrated correctly.

If you need to re-calibrate, you can access the settings from the pause menu. Point at the watch on your left hand and press the trigger to open the pause menu, and select 'Calibrate'.
Level 2: Bridge
Freddies, supplies, scorching sun, and... a working radio?

013. Gun Collector (Part 2/9)
Collect all the guns in the game
Here's all the guns you can find in Bridge:
  • Walther PPK
  • K-50M
  • Thompson M1A1
  • Ruger Redhawk
  • Tokarev TT-33
Total Unique Guns: 7

017. It's a Sunny Day!
Finish the level Bridge
Difficulty: ★☆☆☆☆
Tips: This level introduces the first couple of hoards. When a hoard is triggered, multiple zombies will spawn and instantly aggro on you. The fastest zombies will be part of the initial wave, so it is important that you stop those first. Headshots are always preferred, but sometimes it is best to shoot them in the chest to stagger them, so you can line up a better headshot.

For the hoard at the car pileup, no special actions should need to be taken. Just shoot the zombies until the wave dies down. If you run out of ammo, use your melee weapon on any stragglers.

For the hoard at the Old Dutchman office, your best bet is to get behind the railing on the porch to give yourself the most time to pick off the zombies as they come. If you are struggling, you can move up to the 2nd floor balcony to give yourself some more space.
Level 3: Canyon
Ol' Dutchman leads the way. A rock solid tour.

013. Gun Collector (Part 3/9)
Collect all the guns in the game
Here's all the guns you can find in Canyon:
  • Walther P38
  • StG 44
  • Type 100
  • Ingram MAC-11
  • Škorpion vz. 61
Total Unique Guns: 12

018. No Mercy
Kill all zombies that are locked up in the cage in Canyon
In the military camp at the start of Canyon, there are a number of zombies in a caged area that you cannot access, and they cannot escape. Kill all of the zombies in this area to obtain this achievement.

019. It's getting Hot! Hot! Hot!
Finish the level Canyon
Difficulty: ★★☆☆☆
Tips: This level introduces what I consider to be the first real challenge in Arizona Sunshine, though it is only a taste of what is to come. The hoard in front of the Old Dutchman Mine has a lot of zombies that come at you very quickly. Avoiding the open area is a good idea; I recommend standing in the area between the mine entrance and the gift shop, with your back up against the canyon walls. Saving a grenade from an earlier area may come in handy here.
Level 4: Caves
A break from the sun, but this is really dark.

013. Gun Collector (Part 4/9)
Here's all the guns you can find in Caves:
  • 2 x Ruger Redhawks
  • SIG SG 552
  • Glock 17
  • Remington Model 870
  • Uzi pistol
  • PTR-91
Total Unique Guns: 17

020. Flashed your way out!
Finish the level Caves
Difficulty: ★☆☆☆☆
Tips: This level introduces the venerable shotgun, preferred weapon of zombie hunters everywhere. It's truly a beast, with few zombies being able to withstand a direct blast. Unfortunately, it is hampered by the limited ammo supply available, and the requirement to use both hands to reload. Love it or not, its not a bad choice, and I wouldn't fault you for taking it along for the rest of the game.

For the hoard by the lever, I strongly recommend grabbing all of the surrounding ammo before grabbing the lever. Don't miss grabbing the grenade from the zombie's mouth. Once you grab the lever, the first wave of the hoard will start moving towards you. Move to the rear left corner of the room, and stand as close to the rubble as you can. Most of the zombies will be in front of you, coming from the hallway you just came from. Keep an eye to your right, as a few of the zombies will come through the planks in the wall. All of these zombies are quite slow, so you should have plenty of time to shoot them before they come close. When you have an ideal moment, use the grenade to clear out the rest of the hoard.

For the hoard by the elevator, grab the lighter from the office on the first floor. You can use this to light the Molotov cocktail, so that it is ready to be thrown. Pull the lever to call the elevator. Use your guns to kill the first wave of zombies. Once the elevator has arrived, throw the Molotov, and enter the elevator as quickly as possible. Pull the lever inside to close the door and escape.
Level 5: Traintracks
Sunshine, fresh air and trains. Let's get back on track.

013. Gun Collector (Part 5/9)
Here's all the guns you can find in Traintracks:
  • FN Five seveN
  • M2 Carbine
  • Brügger & Thomet MP9
  • K-50M
  • 2 x Accuracy International Arctic Warfare sniper rifles
  • Glock 17
  • AK-47
  • 40mm grenade launcher
  • Spectre M4
Total Unique Guns: 24

014. Quack Quack %$#@! (Part 2/9)
You can find the second duck on the desk in the office on the top floor of the train station.

021. Eye see you...
Shoot with a sniper in the game
There's a couple of spots in Traintracks (as well as one in Trailerpark) where you can use the sniper rifle. These rifles can be picked up, but they cannot be taken from their area, and will teleport back to their spot if you take them too far away. Each clip carries 10 bullets, and you must pull back the bolt action in between each shot. Each shot is enough to kill a zombie, almost no matter where you hit it, so no need for exceptional accuracy. You can reload the sniper rifle with rifle ammo from your ammo belt.

022. You climbed the "Stellage"
Climb the scaffold in the level Traintracks
Story-related. Stellage is the Dutch word for 'scaffolding'. You obtain achievement as soon as you climb it at the midpoint of the level.

023. Delayed
Finish the level Traintracks
Difficulty: ★★★☆☆
Tips: This level introduces another unique weapon: the 40mm grenade launcher. A weapon that I am all-but-certain is not part of any military's armaments. Real or not, this gun's capacity for destruction is all too real. Like the M67 Frag Grenade from the earlier levels, the 40mm grenade launcher excels in killing large hoards of zombies, but the 40mm can do so at a faster speed, at greater range, and with a larger splash damage area. Because the 40mm's explosives detonate instantly on contact, and explosive damage does not apply to the player, you can use it as a panic button of sorts. Simply point the 40mm at the ground, and pull the trigger to delete any zombies with the radius of the blast. The only downside is the abysmally low amount of ammo scattered, but you can always count on a guaranteed free clip of ammo for any empty guns at the start of a level.

For the first hoard on top of the train, your best bet is to use the sniper rifle to clear out as many as you can see at first. Then, once you are on the train, use an automatic weapon to clear them out. Since they are bunched so closely together, you can take full advantage of every bullet, even if not all of them are headshots.

For the second hoard in the tunnels, I highly recommend grabbing the 40mm grenade launcher and using it against this hoard. This will be the largest hoard of zombies you will have encountered thus far. Once you have alerted the hoard, use the grenade launcher to thin out their numbers, and finish off any of the survivors with you preferred sidearm of choice.
Level 6: Refinery
Finally, the refinery! Hello! Hello?

013. Gun Collector (Part 6/9)
Here's all the guns you can find in Refinery:
  • Steyr AUG
  • Remington Model 870
  • Beretta M9
  • PTR-91
  • Uzi
  • M134 Minigun
  • M16A1
  • SIG Sauer P250
Total Unique Guns: 30

014. Quack Quack %$#@! (Part 3/9)
You can find the third duck sitting on a bunk inside one of the cages in the quarantine area, right before the soldier's camp.

024. Baby Wipe War
Shoot with the Machine Gun in the Refinery
Much like the sniper rifle, the Machine Gun (alternatively, the minigun) is a special weapon that cannot be removed from it's area. Unlike the sniper rifle, the minigun has a bottomless ammo supply. The minigun will overheat if it is used continuously for too long (about 25s). If it overheats, you will need to wait until the barrels fully cool before you can fire again (about 5s). You can mitigate overheating by shooting in bursts with short pauses in between.

025. Biting the Bullet
Finish the level Refinery
Difficulty: ★★★★☆
Tips: Military zombies are much more common in this level compared to all of the others. This type of zombie is completely immune to headshots, and is 2.5x resistant to damage taken in all areas, except for the front of the head. It is still best to aim for the head if dealing with lone zombies, but for hoards, especially where their are multiple of this type, I recommend aiming for the chest instead, as the risk of missing the front of the head and deflecting off of the helmet is too great.

For the refinery gate hoard, you will want to run to the front of the gate as it is opening. The goal will be to enter the gate as soon as possible, so that you can start closing the gate as soon as possible.

For the military camp hoard, once the zombies start jumping the fence, I recommend standing back near the military truck, and shooting the zombies as they pass through the tent. There are going to be several military zombies in this hoard, so use the above tips to take them out. If you are fast, you might be able to grab the keycard at the far end of the camp and open the gate before the hoard arrives.

For the minigun hoard, you should use the minigun as much as possible to deter the zombies from coming close. If the zombies get too close to use the minigun, or if the minigun overheats, switch to your primary gun to take care of them.
Level 7: Trailerpark
Stupid refinery, stupid broadcast, wait what's this; Sunshine?

014. Gun Collector (Part 7/9)
Here's all the guns you can find in Trailerpark:
  • Colt Python
  • L85A1
  • Accuracy International Arctic Warfare sniper rifle
  • Remington Model 870
  • SIG Sauer P250
  • Brügger & Thomet MP9
  • M1911
Total Unique Guns: 32

026. Howdeeyhow!
Finish the level Trailerpark
Difficulty: ★★★☆☆
Tips: There are a number of bombs that you need to collect to complete this level. Each looks like a orange laundry detergent bottle with a battery attached. If you know where the bombs are, you can skip most of the houses in this level. Here are their locations:

  • 1st Bomb: On the front door of the 2nd house on the left.
  • 2nd Bomb: In the 3rd house on the right.
  • 3rd Bomb: In the last house on the left.

There will be a mini hoard that pops up every time you collect one of the bombs. Once you have collected all of the bombs, insert them into the wall, push them into position, then press the detonator to destroy the barrier.

For the hoard on the other side of the barrier, if you have any explosives, throwing one through the hole in the wall will take out most of the zombies all at once. If you do not have any grenades handy, you can retreat up the hill to use the drainage ditch as a choke point.
Level 8: Sunshine
Beautiful Sunshine! Out of my way fred, I got places to be.

013. Gun Collector (Part 8/9)
Here's all the guns you can find in Sunshine:
  • Desert Eagle/Golden Desert Eagle
  • Uzi
  • Makarov Pistol
  • M16A4
Total Unique Guns: 35

014. Quack Quack %$#@! (Part 4/9)
You can find the fourth duck inside the closet of the red house, on the top shelf to the left.

014. Quack Quack %$#@! (Part 5/9)
For the fifth duck, first, you will need to find the basketball inside of the red house. Once you have found it, take the basketball outside, and find the basketball hoop on the shed at the back of the house. Throw the basketball into the hoop and it will turn into the fifth duck.

027. Green Thumb
Pick up all shovels inside the shop in the level Sunshine
There are five shovels in the Shop. They aren't particularly well hidden, but here is where you can find them.
  • 1st floor, on the shelf at the back of the store.
  • 1st floor, on the shelf at the front of the store.
  • 1st floor, behind the counter.
  • 2nd floor, on the shelf by the staircase.
  • 2nd floor, on the pile of sacks by the door.

014. Quack Quack %$#@! (Part 6/9)
You can find the sixth duck inside the motel bar, on the dresser table under the flat screen TV.

028. Almost There
Finish the level Sunshine
Difficulty: ★★★☆☆
Tips: This level introduces two of the best guns in the campaign: the Desert Eagle and the M16A4. The Desert Eagle can be considered a direct upgrade to the Redhawk and the Colt Python, as it carries one extra bullet per magazine. The M16A4 is one of the two rifles in the game with burst-fire, as opposed to full-auto. Other good weapons include the SIG SG 552: another burst-fire rifle. the PTR-91: the highest damage rifle, the AK47 and the M16A1: both well balanced fully automatic rifles.

For the hoard outside of the motel, I recommend running up to the white car to grab the M16A4 and the grenade before the zombies are able to close the distance. You can then retreat back into the shop and shoot the zombies as they enter the door. Be carefful, as there are a higher proportion of fat zombies and tall zombies in this hoard compared to previous hoards.
Level 9: Radio
This is it! That radio tower over there, let's go!

013. Gun Collector (Part 9/9)
Here's all the guns you can find in Radio:
  • Glock 17
  • Heckler & Koch MP5
  • AK-47
  • Uzi pistol
  • Remington Model 870
Total Unique Guns: 36

If you've made it this far, and are still missing a few guns, check to make sure you got all the pistols. The rifles are bigger and harder to hide, while the pistols are much easier to miss or overlook. Pick up every gun you see, just in case.

014. Quack Quack %$#@! (Part 7/9)
You can find the seventh duck inside the master bedroom closet of the farmhouse.

014. Quack Quack %$#@! (Part 8/9)
You can obtain the eight duck by playing the ball toss game at the Sunshine Festival. The mailbox will open once you beat the game.

014. Quack Quack %$#@! (Part 9/9)
You can obtain the ninth duck by playing the can toss game at the Sunshine Festival. The mailbox will open once you beat the game.

029. I'm not the only one?
Listen to the radio in the level Sunshine
Story-related. You obtain this achievement after you discover the source of the radio transmission.

030. You Win!
Finish the level Radio
Difficulty: ★★★★★
Tips: There is a high percentage of zombies with growths in this level. Zombies are resistant to damage taken in limbs covered in growths, and the growths themselves usually take several shots to clear away before the zombie will take any damage at all. For zombies that are covered in growths on the head, it's sometime faster to shoot them in the chest, rather than the head.

You will also start seeing a lot more of the tall, muscular zombies. These types are even more resistant to damage than the fat zombies, are much faster, and are usually covered in growths too, making them even tougher to take down. Prioritize these zombies when you see them; you might not be able to take them down fast enough if they get too close.

For the barn festival hoard, you will likely have enough time to kill all of the zombies outside of the barn before the zombies have a chance to break open the barn door. As soon as they do break it open, toss a grenade or other explosive at the door to thin the hoard. If you don't have access to explosives, stay at the far side of the festival and pick off the faster and stronger zombies as they run towards you.

For the radio station supply depot hoard, there are multiple strategies you could use depending on your preference. Generally, you will want to use you rifle to shoot as many priority targets (muscle zombies, military zombies, fat zombies, etc) as you can while they are still far away, and switch to your sidearm when they get too close. The AK47 and Uzi pistol located at the supply depot are good weapons weapons for this strategy, although I personally prefer the Desert Eagle and M16A4 from the previous level if you were still carrying these. The shotgun is a tempting choice, and not necessarily a bad one, but the zombies will need to be much closer for the shotgun to be effective, likely leaving you in a tight position if you run out of ammo. As for the explosive options, you should place the mines between the supply crate boxes; this will help clear out zombies if they get too close. Once the helicopter has lowered the escape rope, use any of the remaining grenades to clear out the zombies surrounding it. This should give you a large enough window to get to the rope and escape!

031. Rescued!
Complete the entire campaign!
Congratulations on completing the campaign!
| The Damned Campaign |
Preceding the events of Arizona Sunshine and Dead Man, this expansion puts you in the shoes of Special Forces Private Liam, assigned with a daunting mission: reactivating the generators of a hydroelectric dam to restore power to the military’s nuclear missile systems.
Level 1 - The Dam
Bad start, bad odds and an even worse mood. Let's do this.

032. This will have to do
Find a way into the dam
Story-related. You obtain this achievement after you enter the elevator to descend into the dam.

033. I'm Alive, Hurray
Finish the level The Dam
Difficulty: ★★☆☆☆
Tips: The Damned campaign has a lot more hidden guns than either of the other campaigns, so make sure to take your time to look around for a decent gun before going too far. You should be able to find a couple of better guns in the police car immediately ahead of you after you exit the tunnel.
Level 2 - Machine Room
Machine rooms and locked doors. A classic.

034. Solid Start
Finish the level Machine Room
Difficulty: ★★☆☆☆
Tips: The narrow hallways and winding corners of the dam can allow zombies to close the distance much faster than you might be used to in the main campaign. Be careful not to let your guard down.

For the hoard next to the yellow generators, you should attempt to clear out as many zombies as you can from the safety of the catwalks. Once you drop down, additional waves of zombies will appear until you make it to the ladder at the end of the area. Nothing too special, just be mindful of any zombies you might have missed sneaking up behind you.
Level 3 - Depressurization
Why does it have to be heights? I have to find a way down, alive.

035. The Pressure Is High
Finish the level Depressurization
Difficulty: ★★☆☆☆
Tips: Once you pull the lever at the beginning of the level, a hoard will appear and start running towards the open doors. The best position to stand is at the far end of the hallway in view of both of the doors. Expect about the same difficulty as the previous hoard in the Machine Room.
Level 4 - Tourist Area
What a beautiful view. I almost forgot what a ---- situation I'm in.

036. Are you there?
Re-establish radio contact with Emily
Story-related. You obtain this achievement once your radio signal is no longer blocked.

037. Easy way out
Find the Dam's CEO
At the far end of the tourist area, you will find a locked door with the word 'Manager' written on it. You can find the key for this door in the lunch room just up the stairs from the locked door. Unlock the door, and inside you'll find the CEO's office, and what's left of her.

038. What a lovely view
Finish the level Tourist Area
Difficulty: ★★★☆☆
Tips: There is a notable step up in difficulty from this point on. Fortunately, there are also a large number of guns and ammo on this level to help stock up for the next few levels. I counted 15 guns on this level alone, so take your time and look around for your preferred weapon types if you haven't already found them.

For the hoard at the entrance of the tourist area, you should stay near the door, as the zombie will jump over the planter boxes to your left and overtake you if you push too far forward. You can retreat further back down the hallway if needed, but that shouldn't be necessary.

There will be a small hoard at the very end when you reach the staff elevator. If you have a grenade handy, you can throw it in front of the elevator door as soon as it opens to kill all of them immediately.
Level 5 - Hydrogenerators
I have to turn on all the generators, then make a run for it!

039. Generators online!
Finish the level Hydrogenerators
Difficulty: ★★★★☆
Tips: The focal point for this level is the four hydro-electric generators in the center of the room that each need to be switched on before you can leave. Once you switch the first generator on, zombies will continue to spawn endlessly, so it is important to switch them all on as fast as possible. Take some time to plan your route before you switch the first generator online. You will want to start with the generator that is the furthest from the exit, so that you can finish your route as close to the exit door as possible.
Level 6 - Control Room
Everything is going as planned. One final thing to do. Well, that and escape.

040. Apocalyptic Engineer
Re-activate the Dam
Story-related. You obtain this achievement once you activate the control panel in the center of the control room.

041. Uncontrolled
Finish the level Control Room
Difficulty: ★★★★☆

Tips: For the upcoming section, you will need to navigate the infested floodgates in order to escape. Once the control room opens, you will need to exit the right door and move to the left side of the room. Follow the stairs and jump down into the floodgate. Follow this path to make it to the exit:


As long as you are able to clear this area quickly, you shouldn't have any issues. Just like the last area, the longer you take to reach the exit, the more zombies will appear to stand in your path.

042. Barracuda
Complete the Damned DLC
| Dead Man Campaign |
This expansion takes place in the final days before the zombie apocalypse. You play as Special Forces Corporal John Dockson, a man tasked with infiltrating a zombie infested missile base to launch a nuclear-warhead loaded missile vital to stopping the spread of zombies.

043. One-Man Militia
Find all weapons in the Dead Man DLC
There are 5 unique guns in the campaign, 3 of which count toward the achievement. For more details, check out the dedicated 'One-Man Militia' section.

Here's all the guns you can find in the Dead Man Campaign:
  • Beretta M9
  • L85A1
  • FN P90
  • Pancor Jackhammer
  • SIG Sauer P320 TacOps

044. Wearing Smells From Laboratories
Collect all Dead Man DLC masks
There are 3 masks hidden throughout the campaign, one for each level. Check out the dedicated 'Wearing Smells From Laboratories' section for pictures.
Level 1 - Arrival
Mission: save the world. First, I need to find a way to get inside the base.

045. Online
Restart the power
Story-related. You obtain this achievement after you restart the generator.

046. Elevators can't beat me
Finish the level Arrival
Difficulty: ★★★☆☆
For the elevator lift hoard, you will be limited on options. The Beretta M9 is about as effective as a Nerf gun against the many soldier zombies and tall zombies in the initial wave. You will need to focus on headshots in order to avoid depleting your ammo. There are also a number of red barrels scattered around the area; use these whenever a large group of zombies is around them. Once the elevator has reached the surface, enter the lift and pull the lever to escape.

For the generator hoard, you'll likely have picked up the L85A1, which is an excellent choice to use against the soldier zombies and tall zombies. Use the Beretta M9 as a sidearm to clear out regular zombies to conserve ammo.

Level 2 - Launch
Let's get this baby in the air. And escape, let's not forget that part.

047. Rocket Science
Launch the ICBM
Story-related. You obtain this achievement after you turn the key and press the button to launch the ICBM

048. No launchcodes?
Finish the level Launch
Difficulty: ★★★☆☆
Before starting the ICBM launch sequence, I highly recommend picking up the P90 from the armory, and, optionally, the Pancor Jackhammer. Both of these weapons make the upcoming sequence much easier.

Once you start the sequence, you will have 2 minutes to reach the escape lift at the top of the launch tube. You may want to enable the 'Skip Climbing' option in the movement settings, as there are two fairly tall ladders that you will need to climb. Most of the zombies in this section are slow or standing still, so your time will depend almost entirely on how quickly you can kill all of the zombies in your path.

For the hoard at the top of the escape lift, you will need to clear out enough zombies so that you can safely reach the building in front of you. Inside the building on the table is an access key that opens the gate on the side of the mountain. The faster you can accomplish this task, the fewer zombies you will need to kill, as the hoard never really goes away from this point on. On your way, you should head over to the flaming truck and grab the P320 TacOps pistol, and finally be rid of your Beretta M9.
Level 3 - Escape
This is not good. I have to get back, and fast!

049. Warm Welcome
Finish the level Escape
Difficulty: ★★★★☆
For the hoard in front of the refinery, you will need to reach the front gate and kill all of the zombies in front of it to escape. There will be a large initial hoard that will appear as soon as you enter the area, and more will keep appearing as long as you are here. You will need to move quickly to the gate once you have cleared out the initial hoard. Once you have reached the gate, you should either use a grenade, or the Pancor Jackhammer to clear the zombies out as quickly as possible. If neither of these options are available, keep an eye on your rear as you clear the gate, as it is highly likely that another hoard will approach while you are occupied. Once all of the zombies in front of the gate are dead, the gate will open.

050. The Beginning Of The End
Complete the Dead Man DLC
| Horde Mode |
Horde Mode challenges players to hold out for as long as they can to claim the spot at the top of the leaderboard. Zombies come in waves, with each successive wave more difficult than the last. Ammo boxes are replenished between waves, and new guns are handed out every few waves. Horde Mode is truly endless; with no win condition or final wave, you simply fight until you die, or give up.

051. Last Man Standing
Be the only survivor in Horde Mode
Only available in mutiplayer horde mode. If your partner dies, hold out until the end of the wave to get this achievement.

052. Skull Cracker
Kill 300 zombies in Horde Mode (streak)

053. We have ourselves a Cowboy
Kill 400 zombies in Horde Mode (streak)

054. The Sherrif has arrived!
Kill 600 zombies in Horde Mode (streak)

055. High Noon
Kill 1000 zombies in Horde Mode (streak)
| Apocalyptic Mode |
056. Hard Boiled
Complete the campaign on Apocalyptic Mode!
Guide coming soon!

057. The Apocalypse of John
Complete the Dead Man DLC on Apocalyptic difficulty
Guide coming soon!

058. Great White
Complete the Damned DLC on Apocalyptic difficulty
Guide coming soon!
| Collectibles |
Quack Quack %$#@!
Collect all the ducks in the game
There are nine rubber ducks you need to collect for this achievement. Only the plain yellow ducks that you can pick up and throw count towards this achievement; the rubber ducks with the cowboy hats do not count, neither do the ducks that explode when shot.

Here's the locations of all the ducks, in case you missed one.

1st Duck: Base
In the bushes near the river, right next to the zombie with the rifle.
5850457
2nd Duck: Traintracks
On the desk in the office on the top floor of the train station.
13845230
3rd Duck: Refinery
On a bunk inside one of the cages in the quarantine area, right before the soldier's camp.
11537855
4th Duck: Sunshine
Inside the closet of the red house, on the top shelf to the left.
11896995
5th Duck: Sunshine
Find the basketball in the red house and throw it into the basketball hoop.
8861467
6th Duck: Sunshine
Inside the motel bar, on the dresser table under the flat screen TV.
12518400
7th Duck: Radio
Inside the master bedroom closet of the farmhouse.
14724276
8th Duck: Radio
Play the ball toss game at the Sunshine Festival.
7424216
9th Duck: Radio
Play the can toss game at the Sunshine Festival.
2586495
Gun Collector pt.1
Here's a list of every gun in the campaign, along with some stats to help you decide which is the better gun. All of the guns in the game are based on real guns, and include Wiki links to their real-world counterparts.

The maximum ammo capacity for your ammo belt is:
Pistol: 200
Rifle: 300
Shotgun: 30
Grenade Launcher: 10*

I've also added a damage indicator, representing the number of body shots required to kill a regular zombie on Normal:

★★★★★ = 1 body shot
★★★★☆ = 2 body shots
★★★☆☆ = 3 body shots
★★☆☆☆ = 4 body shots
★☆☆☆☆ = 5 body shots
☆☆☆☆☆ = 6 body shots

In practice, most fully automatic guns will actually fire more rounds than are actually necessary to kill, so most semi-automatic guns of equal damage values will still be more efficient than most fully-automatic guns.

Here's every gun, in obtainable order:
Base


M1911[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 7
  • Damage: ☆☆☆☆☆
  • Location: At the start of the game
M1 Carbine[en.wikipedia.org]
  • Type: Rifle (Semi Auto)
  • Magazine Size: 6
  • Damage: ★★☆☆☆
  • Location: Next to the river, in view of the bridge
Bridge


Walther PPK[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★☆☆☆☆
  • Location: Inside the first van to the right, on the driver's seat
K-50M[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★☆☆☆☆
  • Location: On the passenger side seat of the yellow truck
Thompson M1A1[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★☆☆☆
  • Location: Inside the trunk of the van to the left of the Dutchman's van
Ruger Redhawk[en.wikipedia.org]
  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: Inside the display case on the 2nd floor of the Old Dutchman's office.
Tokarev TT-33[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★☆☆☆☆
  • Location: In the top right file cabinet of the manager's office
Canyon


Walther P38[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★☆☆☆☆
  • Location: On the rear passenger seat of first Humvee in the military camp
StG 44[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: On a broken wagon, near to the entrance to the Old Dutchman Mine
Type 100[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Inside the lockers on the 2nd floor of the Old Dutchman Gift Shop
Ingram MAC-11[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 15
  • Damage: ★☆☆☆☆
  • Location: Behind the counter of the Old Dutchman Gift Shop
Škorpion vz. 61[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 15
  • Damage: ★★☆☆☆
  • Location: On a box, on the path to the left of the generator
Gun Collector pt.2
Caves


2 x Ruger Redhawk[en.wikipedia.org]

Note: These are otherwise identical to the Redhawk from Canyon
  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: Inside the display case of the Old Dutchman Museum
SIG SG 552[en.wikipedia.org]
  • Type: Rifle (3-shot Burst)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: On the table next to the skeleton in the camp
Glock 17[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 10
  • Damage: ★★☆☆☆
  • Location: In the filing cabinets at the back of the camp
Remington Model 870 MCS Breaching with 10" barrel[en.wikipedia.org]
  • Type: Shotgun
  • Clip Size: 1
  • Damage: ★★★★★
  • Location: In the room with the explosive red barrel
Uzi pistol[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★☆☆☆
  • Location: In one of the tunnels near the lever
PTR-91[en.wikipedia.org]
  • Type: Rifle (Semi Auto)
  • Magazine Size: 8
  • Damage: ★★★★☆
  • Location: Behind a large pipe near the crank
Traintracks


FN Five seveN[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 12
  • Damage: ★☆☆☆☆
  • Location: Near the entrance, on the walkway between the trains
M2 Carbine[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 15
  • Damage: ★★★☆☆
  • Location: Near the entrance, on the walkway between the trains
Brügger & Thomet MP9[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Bottom office, on the desk
K-50M[en.wikipedia.org]

Note: This is otherwise identical to the K-50M from Bridge
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★☆☆☆☆
  • Location: Bottom office, on the desk
Accuracy International Arctic Warfare rifle[en.wikipedia.org]

Better known as the 'AWP'
  • Type: Rifle (Sniper Rifle)
  • Magazine Size: 10
  • Damage: ★★★★★
  • Special: Cannot be carried
  • 1st Location: On top of the train station
  • 2nd Location: On top of the scaffolding
Glock 17[en.wikipedia.org]

Note: This is otherwise identical to the Glock 17 from Caves
  • Type: Pistol
  • Magazine Size: 10
  • Damage: ★★☆☆☆
  • Location: On top of the scaffolding, next to the sniper rifle
AK-47[en.wikipedia.org]

Accept no substitutes.
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: On top of the scaffolding, behind the locked fence
40mm grenade launcher
  • Type: Grenade Launcher
  • Chamber Size: 1
  • Damage: ★★★★★
  • Location: On the other side of the train with the military equipment.
Spectre M4[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Turn right at the end of the tunnel and follow the stairs.

Refinery


Steyr AUG[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: In the entrance door control room
Remington Model 870 MCS Breaching with 10" barrel[en.wikipedia.org]

Note: This is otherwise identical to the shotgun from Caves
  • Type: Shotgun
  • Clip Size: 1
  • Damage: ★★★★★
  • Location: Reach through the cage with the military zombie
Beretta M9[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 12
  • Damage: ☆☆☆☆☆
  • Location: On a table next to the dead soldiers
PTR-91[en.wikipedia.org]

Note: This is otherwise identical to the PTR-91 from Caves
  • Type: Rifle (Semi Auto)
  • Magazine Size: 8
  • Damage: ★★★★☆
  • Location: On a table next to the dead soldiers
Uzi[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: In the refinery interior hallway, on a chair
M134 Minigun[en.wikipedia.org]
  • Type: Heavy Machine Gun
  • Belt Size: Infinite (Overheats after 25s, takes 5s to cool)
  • Damage: ★★★★☆
  • Special: Cannot be carried/reloaded
  • Location: In the large alleyway after climbing the ladders
M16A1[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: On top of a control room panel, in the room shortly after the minigun
SIG Sauer P250[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 10
  • Damage: ★★★☆☆
  • Location: In the maintenance shop, in the back of a green van
Gun Collector pt.3
Trailerpark


Colt Python[en.wikipedia.org]
  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: On a crate next to a dead soldier.
L85A1[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: On a crate next to a dead soldier.
Accuracy International Arctic Warfare rifle[en.wikipedia.org]

Better known as the 'AWP'
  • Type: Rifle
  • Magazine Size: 10
  • Damage: ★★★★★
  • Special: Cannot be carried
  • Location: Near the entrance of the trailer park.
Remington Model 870 MCS Breaching with 10" barrel[en.wikipedia.org]

Note: This is otherwise identical to the previously acquired shotguns
  • Type: Shotgun
  • Clip Size: 1
  • Damage: ★★★★★
  • Location: Inside the first house in the trailer park, across from the house with the radio.
SIG Sauer P250[en.wikipedia.org]

Note: This is otherwise identical to the P250 found in Refinery
  • Type: Pistol
  • Magazine Size: 10
  • Damage: ★★★☆☆
  • Location: From the main 'street', in the 2nd house on the right.
Brügger & Thomet MP9[en.wikipedia.org]

Note: This is otherwise identical to the MP9 found in Traintracks
  • Type: Pistol, (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: From the main 'street', in the last house on the right.
M1911[en.wikipedia.org]

Note: This is otherwise identical to the M1911 found in Base
  • Type: Pistol
  • Magazine Size: 7
  • Damage: ☆☆☆☆☆
  • Location: From the main 'street', in the last house on the left.
Sunshine


Desert Eagle[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★★★★☆
  • Location: At the town entrance, on a military crate
Golden Desert Eagle[en.wikipedia.org]

Not required for the 'Gun Collector' achievement
  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★★★★☆
  • Location: Replaces the normal Desert Eagle after completing Apocalyptic Mode
Uzi[en.wikipedia.org]

Note: This is otherwise identical to the Uzi found in Refinery
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Inside the shed, on the workbench
Makarov Pistol[en.wikipedia.org]
  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★☆☆☆☆
  • Location: From the town entrance, in the 2nd house on the left, in the closet

M16A4[en.wikipedia.org]
  • Type: Rifle (3-shot Burst)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: In front of the Motel, in the trunk of a white car
Radio


Glock 17[en.wikipedia.org]

Note: This is otherwise identical to the previously acquired Glocks
  • Type: Pistol (Full Auto)
  • Magazine Size: 10
  • Damage: ★★☆☆☆
  • Location: In the first house on the right, in the kitchen
Heckler & Koch MP5[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 25
  • Damage: ★★★☆☆
  • Location: In the first house on the right, in the 2nd floor bathroom
AK-47[en.wikipedia.org]

Note: This is otherwise identical to the AK-47 found in Traintracks
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: At the radio station supply depot
Uzi pistol[en.wikipedia.org]

Note: This is otherwise identical to the Uzi pistol found in Caves
  • Type: Pistol (Full Auto)
  • Magazine Size: 20
  • Damage: ★★☆☆☆
  • Location: At the radio station supply depot
Remington Model 870 MCS Breaching with 10" barrel[en.wikipedia.org]

Note: This is otherwise identical to the previously acquired shotguns
  • Type: Shotgun
  • Clip Size: 1
  • Damage: ★★★★★
  • Location: At the radio station supply depot
One-Man Militia
Here's a list of every gun in the Dead Man DLC, along with some stats to help you decide which is the better gun. All of the guns in the game are based on real guns, and include Wiki links to their real-world counterparts.
Arrival


Beretta M9[en.wikipedia.org]
Note: Does not count towards the achievement.
  • Type: Pistol
  • Magazine Size: 12
  • Damage: ☆☆☆☆☆
  • Location: Arrival. Equipped at the start of the level.
L85A1[en.wikipedia.org]
  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Arrival. On a box, right next to the generator
Launch


FN P90[en.wikipedia.org]
  • Type: Pistol (Full Auto)
  • Magazine Size: 25
  • Damage: ★★☆☆☆
  • Location: Launch. Inside the armory, on a box behind the window
Pancor Jackhammer[en.wikipedia.org]

Note: Either the sole surviving Jackhammer somehow made it into this missile base, or this is an alternate universe where the weapon somehow managed to be adopted into the US Military's armaments.
  • Type: Shotgun
  • Cylinder Size: 12
  • Damage: ★★★★★
  • Location: Launch. Just beyond the office where you find the nuke room key.
SIG Sauer P320 TacOps[en.wikipedia.org]
Note: Does not count towards the achievement. Possibly bugged?
  • Type: Pistol
  • Magazine Size: 10
  • Damage: ★★★☆☆
  • Location: Launch. After exiting the missile base, near the flaming truck wreck
Wearing Smells From Laboratories
043. Wearing Smells From Laboratories
Collect all Dead Man DLC masks
There are three masks for you to collect in Dead Man, one for each level.
1st Mask
Location: Arrival. Underneath the track platform. From the generator, it's in the area to the left, in the dark, sitting on a crate.
2nd Mask
Location: Launch. After arming the ICBM, it's on the top level of the launch tube. Continue on the pathway, go past the elevator, and it will be on a barrel.
3rd Mask
NOTE: THIS MASK IS BUGGED. ACHIEVEMENT IS CURRENTLY UNOBTAINABLE.
Location: Escape. After exiting the sewers and entering the wasteland, immediately go left until you find the bottom of a bridge. The mask will be on the ground nearby.

Normally, this would be a gas mask, but this appears to be a duplicate of the mask from Launch. Unsure how long it will take for this to be fixed.
Credits
Thanks to the following people for helping to make this guide possible:

And thank you for reading my guide! I hope you were able to get a few more achievement thanks to this. If you liked the guide, please like and favorite it, so more players can see it. If you have any tips, suggestions, or noticed anything I missed, let me know in the comments below, and I'll credit anyone who contributes to the guide here. Thanks!

6 commenti
HalalJude 10 apr, ore 8:23 
I'm also looking for someone to help with the Last Man Standing.
Kush I've sent you invite
KushSkiitlez 3 apr, ore 19:30 
Can 3 ppl help me with the Last Man Standing
PANDAKJN 5 gen, ore 2:40 
I only need Last man standing achievement
But WHERE Can I find other 3 players for this...
FunkeymonkeyTTR 18 dic 2024, ore 15:12 
We ended up getting the Last Man Standing achievement as a group of 4 without any issues, I think it unlocks for the forth player at the moment the third person is killed.
Bkiller05 17 dic 2024, ore 18:51 
Hey FunkeymonkeyTTR I am also interested in unlocking this if you don't mind helping me out
FunkeymonkeyTTR 14 dic 2024, ore 19:51 
Me and a friend have tried and failed to unlock the Last Man Standing achievement several times but I was recently told it actually requires 4 players in the remake, I noticed you haven't unlocked this achievement yet so would you be interested in joining us. I might also have a 4th player interested.