Wanted: Dead

Wanted: Dead

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Wanted: Dead 100% Achievement Guide
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Intro
Wanted: Dead is a linear hack-and-slash/shooter hybrid adventure game. To unlock all achievements, you will need to complete a playthrough on each of the three main difficulties of Normal, Hard, and Japanese Hard. There is a New Game+ option, but in the current version of the game you are unable to change the difficulty for New Game+, so you will need to start from scratch for each difficulty.

With only a single save slot per playthrough and no chapter select, some achievements are missable. However, achievement progress is cumulated across all of your playthroughs, so you don't need to complete everything in a single playthrough. Some content including minigames and training modes can be accessed at any time from the main menu after they're unlocked.

Expect to spend at least 25 hours or so to unlock all achievements, depending on your skill level.

Normally, I would recommend making regular backups to your save folder in case you miss anything. However, keep in mind that this game has a "platinum" completion achievement that is unlocked after obtaining all other achievements. This completion achievement only unlocks when all achievements are registered as completed in your save file, so be sure to redo any achievement progress if you revert to a backup save.

Select either Normal or Hard difficulty on your first playthrough in order to unlock the Japanese Hard dfficulty. The main objectives to focus on in your first playthrough are:
  • Obtain all collectibles.
    • The missable collectibles are marked by bright purple lights and can be found in both the stages and the intermissions at the Police HQ. Most of the collectibles in the stages are found along the main path, but some are hidden in side areas.
    • The remaining collectibles can be won from the crane games which can be accessed from the main menu.
  • Perform as many unique finishing strikes as possible.
    • Finishing strikes are an instant-kill mechanic that have a chance to be triggered under certain conditions. The finisher that you perform is random, but some only occur in certain situations or against specific enemies. In particular, there are two unique boss finishers for the bosses at the ends of stages 2-5.
    • You can use the bullet time ability to instantly trigger an opportunity for a finishing strike against weaker enemies. The best way to trigger an opportunity for a finishing strike against stronger enemies is to parry their melee attacks once they're at low health.
    • Check the "Severance Pays" section for more details.
  • Change the track on the jukebox in the arcade room on the 4th floor during one of the Police HQ intermissions.
Training Achievements
There are 5 achievements related to the training modes. These can be accessed at any time in the "Training" option of the main menu after starting a playthrough.

Teach Me How To Blitz
Clear the tutorial.

You will be prompted to complete the tutorial at the start of all new playthroughs, but you can choose to skip it. You can access the tutorial again from the "Training" option of the main menu along with the other training levels.

Beginner
Clear Training Level 1.

↓ ↓ ↓


Intermediate
Clear Training Level 2.

↓ ↓ ↓


Advanced
Clear Training Level 3.

↓ ↓ ↓


Professional
Clear Training Level 4.

Each of the training levels are short and not any more difficult than any full stage, so you should have no trouble completing them all.
Storyline & Completion Achievements
Storyline achievements:
There are 5 achievements that are unlocked by completing each stage on any difficulty.

Dauer Synthetics
Clear the Dauer HQ stage.

Dauer HQ is the first stage.


Kowloon Park
Clear the Park stage.

Kowloon Park is the second stage.


Smuggler's Hideout
Clear the Club Deaf Panther stage.

Club Deaf Panther is the third stage.


The Last Stand
Clear the Police HQ stage.

Police HQ is the fourth stage.


Wanted
Clear the Kowloon Streets stage.

Kowloon Streets is the fifth and final stage.


Completion achievements:

No Needles
Clear a stage without using healing items.

You can attempt this at any time by starting a new playthrough on any difficulty, including Neko-chan, and playing through the first stage. You can also consider attempting this on New Game+, but note that there is no New Game+ option on a Neko-chan playthrough. This should hopefully not be too challenging to complete once you're familiar with the game. On lower difficulties, you can regenerate much of your lost health by engaging in melee combat. Consider rebinding your Stimpack key to an inaccessible key so that you don't instinctively heal yourself, and remember that you get one free revive per checkpoint.


Emma Lauthner
Clear the game on all difficulties and view the ending.

You must complete the game once each on Normal, Hard, and Japanese Hard difficulties.

Japanese Hard unlocks after completing the game once on either Normal or Hard. This achievement is not stackable; it's not enough to just complete your second playthrough on Japanese Hard. You do not need to complete the game on Neko-chan difficulty as this was originally a secret difficulty that was only available by using a cheat code.

In the current version of the game, you can not change your difficulty for New Game+ mode. This means that when you complete the game on Normal difficulty, you will only be able to start New Game+ on Normal difficulty. As a result, you must start a new playthrough for all three difficulties.

All difficulties have exactly the same sets of enemies and checkpoints in each level, so it's a good idea to start with Normal difficulty to learn the patterns of enemies and develop a strategy to allocate your ammo/resources through each checkpoint. The main change as difficulty increases is that enemies have higher health pools and deal more damage. On Japanese Hard you can not regenerate any health during combat, so you'll need to play extra safely to minimize damage taken.

I'm far from a combat game expert, but here are some general tips for success on the harder difficulties that I've learned from my playthroughs and from watching others. You may also benefit from watching playthrough videos from others to learn their strategies.
  • There are a few moments in the game where you can ignore enemies and sprint ahead to the end of the current section. This can sometimes cause existing enemies to despawn or prevent additional waves from spawning, which is especially useful on the final stage. Check out Farnham TheDrunk's video playlist for some examples.

  • Since the pistol has infinite ammo, you can combine rolls and pistol shots to slowly but safely take down almost all enemies. This becomes much more viable after unlocking the Sliding Shot skill in the Melee combat skill tree. Rolling gives you temporary invincibility, making it easy to dodge attacks and separate yourself from enemies. Simply kite enemies while rolling and performing sliding shots as your teammates provide some additional support. This strategy can be used against some bosses too, but is extremely slow.

  • Customize your weapons to maximize accuracy, damage, and magazine size. Shoot with short, controlled bursts to the head or switch to semi-auto mode to maximize your potential damage output.
    • You can defeat Kolchak and Mr. Holiday almost entirely using your guns with a SMG secondary if used efficiently. Against Richter, you can burst down a large amount of his health with your guns after stunning him in bullet time.

  • Save some grenades for enemies with shields to quickly make them vulnerable. You can also use incendiary grenades to isolate enemies and prevent melee enemies from reaching you in narrow paths.

  • It's obviously helpful to learn the timing for parrying attacks, especially against bosses. The timing is usually more lenient than you think. You don't need to be able to parry every attack perfectly, you can roll away on the attacks that are more difficult to time.

  • As your skill tree becomes more complete, you can rely more on the bullet time ability to quickly chain finishing strikes in large groups of enemies.

Wanted: Dead
Obtain all Wanted: Dead achievements.

This achievement should unlock after completing all other achievements.

If this achievement doesn't unlock after you've completed the other 54 achievements, here's something you can check. Open your "SaveData.sav" file (located in ".../%LOCALAPPDATA%/WDGame/Saved/SaveGames/Main") in a text editor. Search for the exact names of the other 54 achievements (i.e. "Dauer Synthetics", "Kowloon Park", etc.). Any achievement names that are not found in the file have not been registered as completed in your save file, so you'll need to complete their requirements again in order to trigger this final achievement.

This may occur when you've reverted to a backup save at some point, had to restart on a new save file, or had some other issue that caused your save file to become desynced with your Steam achievement progress.
Collectible Achievements
Collector's Start
Obtain a collectible.

↓ ↓ ↓


Just a Hobby
Obtain 10 collectibles.

↓ ↓ ↓


True Collector
Obtain all collectibles.



There are two types of collectibles: documents and crane game prizes. Documents are found throughout the main stages and the Police HQ intermissions and are marked by a bright purple light. Crane game prizes can be won by playing the two crane game machines. The documents are all missable, but the crane game prizes can be acquired through the Minigames option at the main menu.

Collectible progress is combined across all of your playthroughs, so you don't need to collect everything in a single playthrough.

All of the documents at the Police HQ intermissions can be obtained in the final intermission between stages 3 and 4.

I will provide a text-based guide and summary for the collectibles below. Check out Ben-Gun's video if you'd prefer a video guide for any collectibles.
https://www.youtube.com/watch?v=MiSFmnNCnQg
Stage 1: Dauer HQ
There are 7 documents in stage 1:
  • Dauer HQ Map [map 1/5] on the reception desk at the end of the entrance lobby at the start of the mission
  • Safety Department Reports [report 1/20] on a table along the left side of the main path, just before the first checkpoint
  • Unknown Gunner Report [other 1/6] can be seen beyond a wall shortly after the first checkpoint, found along the left side after circling around the main path
  • Dauer Maintenance Notice [report 2/20] on the ground directly next to the third checkpoint
  • Unknown Shielder Report [other 2/6] in the "Japanese Style Hall," inside one of the side rooms at the top of the stairs
  • Dauer Pamphlet [other 3/6] on the ground in a corner of the cafeteria area after the fifth checkpoint, in front of an open refrigerator
  • Unknown Elite Report [other 4/6] on the ground along the left side of a hallway, across from a display case with swordfighters and after the sixth checkpoint

First intermission at Police HQ
There are 12 documents to find at the start of the first intermission at the Police HQ:
  • 4th floor:
    • Police HQ Map [map 2/5] on a table in the middle of the cafeteria
    • Apartment Report [report 3/20] on the desk in the middle of Captain's Office
    • Richter's Profile [profile 1/15] on a brown box along the right wall of Captain's Office
    • Dauer HQ Report [report 4/20] on a desk in the middle of an unmarked room next to the two Criminal Investigation Division areas
    • Stone's Profile [profile 2/15] on a bench within the Special Security Division area (Zombie Unit's quarters)
    • Doc's Profile [profile 3/15] at the back of the small room within the Infirmary area by the stairs
  • 3rd floor:
    • Apartment Incident [picture 1/7] on a black file cabinet within the hallway outside of the office area
  • 2nd floor:
    • Cortez's Profile [profile 4/15] on a bench in the exercise area by the stairs
    • Spider Tanks Report [report 5/20] on a stack of boxes at the back corner of the Community Safety Division area
  • 1st floor:
    • Herzog's Profile [profile 5/15] on the reception desk at the main entrance
    • Captain's Profile [profile 6/15] on the reception table of the Community Affairs Division at the end of the long hallway to the left of the main entrance
  • Morgue (accessible via the elevator):
    • Dauer Incident [picture 2/7] on a counter in the corner
Another 6 documents are obtainable after meeting the Gunsmith and playing the Ramen minigame:
  • 4th floor:
    • Ramen Shop [picture 3/7] on a table in the arcade room
    • Mr. X's Profile [profile 7/15] on a black couch within the outer area of the Criminal Investigation Division
  • 3rd floor:
    • Paws and Friends [picture 4/7] on a cabinet in the Gunsmith's workshop
    • Ramen Shop Guidebook [report 6/20] on a table in the middle of the lounge area by the stairs
    • Gunsmith's Profile [profile 8/15] on a desk in the far corner of the large hallway leading to the offices
    • Madame Wong's Profile [profile 9/15] on a large desk in the office area

Stage 2: Kowloon Park
There are 3 documents in stage 2:
  • Kowloon Park Map [map 3/5] on the ground directly ahead of the starting point
  • Synth Armaments Manual A [report 7/20] on the ground in a side area with circular doorways within the section of the gardens that has bridges over water
  • Synth Armaments Manual B [report 8/20] on a stack of material directly ahead of the last checkpoint, just after the aviary area

Second intermission at Police HQ
There are 7 new documents to find in the second intermission at the Police HQ:
  • 4th floor:
    • Kowloon Park Incident Report [report 9/20] on a black file cabinet within the outer area of the Criminal Investigation Division
    • Restrained Android Report [report 10/20] on a black file cabinet within the inner area of the Criminal Investigation Division
  • 3rd floor:
    • Kowloon Park Incident [picture 5/7] on a bench in the office area
  • 2nd floor:
    • August's Picture [picture 6/7] on the conveyer at the security checkpoint leading to the main entrance
    • October's Profile [profile 10/15] on a wooden cabinet at the end of the hallway outside of the Interrogation Room
  • 1st floor:
    • Arcade Magazine [report 11/20] on a table at the end of a hallway with stacks of large crates
  • Morgue (accessible via the elevator):
    • August's Profile [profile 11/15] on a trolley

Stage 3: Club Deaf Panther
There are 5 documents in stage 3:
  • Club Deaf Panther Map [map 4/5] on the ground to the left of the staircase leading out of the starting area
  • Club Member's Card [other 5/6] on the DJ equipment on the stage of the room with a small dance floor, after circling around the balcony and before the first checkpoint
  • Paper Napkin [other 6/6] on a table on the upper floor at the opposite side of the room with a large dance floor, just after the first checkpoint
  • Mustafa's Gang Report 1 [report 12/20] on the floor at the very top of the staircase in the hallway leading out of the previous dance floor
  • Mustafa's Gang Report 2 [report 13/20] on a green floor at the back corner of a room with a forklift and stacks of boxes, just after the third checkpoint
Collectible Achievements (cont.)
Third intermission at Police HQ
There are 6 new documents to find in the third intermission at the Police HQ. If you missed any documents in the previous intermissions, this is the last opportunity to collect them:
  • 4th floor:
    • Emma [profile 12/15] on a cabinet in the back left corner of Captain's Office behind a bulletin board
    • Club Deaf Panther [picture 7/7] on a wooden cabinet within the inner area of the Criminal Investigation Division
    • Kolchak's Profile [profile 13/15] on a metal shelf within the inner area of the Criminal Investigation Division
    • ENGEL Shield's Report [report 14/20] on a gray file cabinet in the corner of the small room within the outer area of the Criminal Investigation Division
  • 2nd floor:
    • Mustafa's Profile [profile 14/15] on a table inside the Interrogation Room
  • 1st floor:
    • Club Incident Report [report 15/20] on a round table across from the elevators

Stage 4: Police HQ
There are 5 documents in stage 4:
  • ENGEL Soldier's Report [report 16/20] on a table in the arcade area near the first fire door switch
  • ENGEL Melee's Report [report 17/20] on a gun rack in a side room on the lower floor of the combat training area, shortly after the first checkpoint
  • ENGEL Heavy's Report [report 18/20] on a crate at the top of the staircase at the end of the combat training area
  • ENGEL Melee Elite's Report [report 19/20] on a table in the exercise area after descending to the 2nd floor
  • ENGEL Ninja's Report [report 20/20] on the reception desk in the 1st floor of the main entrance

Stage 5: Kowloon Streets
There are 2 documents in stage 5:
  • Kowloon Street Map [map 5/5] along the left wall of the alley containing food carts and shops, shortly after the first checkpoint where you encounter the first heavy gunner of the stage
  • Mr. Holiday's Profile [profile 15/15] on a counter at the back of the small restaurant that you enter through the kitchen

Crane Game Collectibles
There are 39 collectibles to obtain between the two crane games, including 18 figures and 21 music tracks. Additionally, there are 6 prizes that award memories which don't count as collectibles but are still needed to unlock other achievements.

The figures that appear are random with each play, so you can exit and replay to get new figures to spawn. Some figures only appear after reaching the second or third intermission.

Abduction (crane game on the right side):
The Abduction crane game has 12 unique figures to collect.
  • Stone
  • Doc
  • Herzog
  • Cortez
  • Gunsmith
  • Mr. Holiday
  • Madame Wong
  • August
  • Captain
  • Kolchak
  • Cinnamon
  • Richter

Capsule Capture (crane game on the left side):
The Capsule Capture crane game has 6 unique figures and 21 music tracks to collect, as well as 6 obtainable memories. The capsules award a random prize from their corresponding set, and will
stop appearing once the full set is collected. The red capsules may only appear after playing the Ramen minigame for the first time.
  • figures:
    • Gunsmith's Cats
    • Paws Poo
    • Spider Tank
    • Space Runaway
    • Shotgun
    • Ramen Robot
  • red capsules (Ramen minigame music tracks):
    • Black Magic
    • Fever Flame
    • HARIGANE
    • Hell Eater
    • Killer Dish
    • NINJA Egg
    • Pork Queen
    • Ramen KING
    • Ramenado
    • SHOGUN
  • blue/purple capsules (music tracks):
    • 99 Luftballons
    • Before Its Over
    • Crazy Cat Lady
    • Meet Mr Holiday
    • Night Shift
    • The Final Push
    • Venomous Grace
  • green capsules (music tracks):
    • Disco Fever
    • Engel Takes Over
    • Job Audition Blues
    • Mech Assault
  • yellow capsules (memories):
    • BEEF BOURGUIGNON
    • BERRY CRUMBLE
    • CHEEZY LASAGNA
    • EBI FRY
    • TONKATSU
    • WORLD AT WAR

Movie Buff
Obtain all Memories movies.

Memories primarily consist of the cutscenes that play throughout the game, which are automatically obtained through story progression. They also include the 6 memories that are obtainable from the Capsule Capture minigame as described above. I don't believe that any of the cutscene memories are missable, and you will still obtain memories for skipped cutscenes.

To get all memories, you'll just need to complete a fully playthrough, pick up the "Apartment Report" in Captain's Office during one of the intermissions, and acquire the 6 Capsule Capture crane game prizes from the yellow capsules that are listed above.

If you somehow didn't obtain all memories after that, here's a list of all memories that you can reference to see which ones you're missing.
  • Start of playthrough, before stage 1:
    • Prison
    • Diner
    • Dauer HQ
  • During stage 1:
    • Unknown Mercenaries
    • Unknown Goals
    • Junction
    • Hotarumaru
    • Spider Tank
    • Jammer
  • Between stage 1 and intermission 1:
    • Tank Destroyed
    • Dauer Post-battle (inside)
    • Dauer Post-battle (outside)
    • Police HQ Check-in
    • Madame Wong
    • Dauer Debrief
    • Meeting Gunsmith
    • Shower
    • Cantina
  • During intermission 1:
    • Stone's Apartment
    • Gunsmith's Workshop
    • Ramen Shop
    • Morgue
    • The Gun
    • Apartment [only after picking up the "Apartment Report" document in Captain's Office, also available in intermissions 2 & 3]
  • Between intermission 1 and stage 2:
    • Elevator to Helicopter
    • Helicopter Talk
  • During stage 2:
    • Synthetics
    • Synth Leader
    • August
    • Crashing
  • Between stage 2 and intermission 2:
    • October
    • Kowloon Park Post-battle
    • Captured
    • Park Debrief
    • Diner Revisit
    • Interrogation
  • During intermission 2:
    • Hospital
    • Arcade
  • Between intermission 2 and stage 3:
    • Evidence & Mustafa
    • Club Deaf Panther
  • During stage 3:
    • Engel's Assault
    • Kolchak
  • Between stage 3 and intermission 3:
    • Decisive Blade
    • Club Escape
    • Doc Surgery
  • Between intermission 3 and stage 4:
    • Before the Storm
  • During stage 4:
    • Explosive Trespass
    • Mr. Holiday
  • Between stage 4 and stage 5:
    • Finishing Strike
    • To Kowloon Street
  • During stage 5:
    • Direct Hit
    • Narrow Passage 1
    • Narrow Passage 2
    • October's injury
    • Escalation
    • Gunsmith's Gift
    • Opened Path
    • October Handoff
    • Richter
  • Between stage 5 and credits:
    • Victory
    • Captain & Richter
    • Old Hotel
  • During credits:
    • End Credits
  • After credits:
    • Interview
  • Prizes from Capsule Capture crane game:
    • WORLD AT WAR [startup film, memory unlocked by default]
    • CHEEZY LASAGNA
    • BERRY CRUMBLE
    • EBI FRY
    • TONKATSU
    • BEEF BOURGUIGNON
Minigame & Jukebox Achievements
Mood Change
Change the jukebox track for the first time.

The jukebox can only be accessed during the intermissions at the Police HQ. It's located by all of the minigames in the arcade room of the 4th floor. Simply switch to any track for the achievement.


Minigames
There are five minigames that are automatically unlocked at various points while progressing through the story. Once they're unlocked, they can be accessed at any time in the Minigames option of the main menu or during the Police HQ intermissions (either in the arcade room on the 4th floor or the Gunsmith's workshop on the 3rd floor for the shooting range).


Shooting Range

Quickshot
Mini-game: Get a score of 10,000 or more in Shooting Range Time Attack.

The goal of this mode is to hit 30 different targets as quickly as possible. Spray & pray is a reasonable strategy here to maximize time bonus, but it's much easier to get a high score if you take the time to hit headshots and bullseyes. You can customize your weapon to maximize magazine size to avoid needing to reload, but you shouldn't have much trouble reaching this score either way.

Deadeye
Mini-game: Get a score of 10,000 or more in Shooting Range Score Attack.

This is pretty much the same as Time Attack, but this mode lasts for a full 60 seconds instead of ending after 20-30 seconds. Take your time to prioritize headshots and bullseyes for a significant point bonus and you should again unlock this easily.

Sore Loser
Beat Gunsmith's high score in the Shooting Range.

It's not clear if you need to beat Gunsmith's high scores in both Time Attack (12,191) and Score Attack (12,604) or just one. You will probably unlock this while completing the other two achievements anyway since the scores aren't that much higher than 10,000.


Crane Game

Hooligan
Kick the Crane Game until it displays ERROR.

A self-explanatory achievement. Press the "Kick" key (default: Shift) at least 3-5 times while playing either crane game and a cutscene will play for the achievement.

Otaku
Mini-game: Obtain all figures from the Crane Game.

There are 18 figures to collect between the two crane games. The Abduction crane game has 12 unique figures and the Capsule Capture crane game has 6 unique figures. Some of the figures will only begin to appear after you've progressed to a certain point in the story. Check the "Collectible achievements" section for a list of all figures in each game.


Ramen

I Got Room
Mini-game: Eat more than 5 servings of ramen.

In this minigame, there will be a ramen bowl gauge on your screen. Hitting notes successfully will lower the gauge level and missing notes will raise the gauge level. If the gauge is filled completely, the game is over. If the gauge is emptied completely, a cutscene will play and an empty bowl icon will be added to the screen.

The goal for this achievement is to get at least 5 of the empty bowl icons in a single game. The achievement should unlock once the game ends if you've emptied at least 5 bowls. The game automatically ends after emptying 10 bowls.

You will likely unlock this while attempting "Ramen World Legend."

Ramen World Legend
Mini-game: Obtain a full combo in any Ramen song.

Thankfully, this achievement description is misleading as of update 1.13 in April, 2024. The requirement for this achievement is now to obtain a combo of 250+ at any point of any song. This is still difficult, but not quite the gauntlet that it used to be.

Your combo will be maintained by hitting Perfect, Great, or Good notes. You will lose your combo from getting a Bad or Miss on any note.

I would personally recommend attempting this with a controller. The input scheme with a keyboard uses a combination of WASD and arrow keys which can easily cause confusion.

There aren't many things that will improve your chances to unlock this other than practicing a song that you like. Each song has a defined set of patterns that appear in a random order, so try to find a song with patterns that work best for you. I unlocked this on the song "Killer Dish" which has a reasonable tempo and only a few tricky patterns.

Here are some other tips to keep in mind:
  • The set of possible patterns differs for the first four bowls. Once you've cleared four bowls, the set of patterns will remain the same for the remaining bowls. So, if you're able to memorize and execute all of the patterns that start to appear at the fifth bowl then you'll have a good chance to build a 250+ combo.
  • At the start of the song and/or at any point when you lose your combo, you can intentionally miss all notes until your bowl gauge almost becomes full. This will allow you to build a larger combo before clearing the current bowl.
  • The "mash" buttons don't add to your combo, nor do they break your combo if you miss them. You may want to consider skipping them since they will only cause you to clear your current bowl faster.
Minigame Achievements (cont.)
Karaoke

On Fire
Mini-game: Max out both singing and listening gauges in Karaoke.

There only seems to be a single gauge in this minigame which appears at the top of the screen. The achievement should unlock at the end of the song if the gauge is filled.

This achievement shouldn't be any more difficult than the Ramen minigame achievements, and some of its advice applies here as well. You can afford to miss a considerable amount of notes and still fill the gauge. It seems that there's only one song available in Karaoke, and it may have the same exact pattern of notes every time, so keep practicing until you've managed to unlock this.


Space Runaway

Gamer
Mini-game: Clear Space Runaway on Normal Mode.

You may need to complete the game on Normal Mode in order to unlock Hard Mode. An article claims that you can unlock Hard Mode by entering the cheat code Up, Up, Down, Down, Left, Left, Right, Right at the menu screen of Space Runaway, but this doesn't seem to work anymore. See "Quarter Eater" for more tips.

Quarter Eater
Mini-game: Clear Space Runaway on Hard Mode.

This minigame was also heavily nerfed in update 1.13 of April, 2024. The upgrades that you acquire are now permanent, when originally you would lose all of your upgrades on death. This has made the achievements significantly more manageable for all players, so don't be intimidated by the low completion rate.

I don't have a lot of specific tips for this minigame other than general shoot-'em-up advice: practice, anticipate enemy spawns, and learn safe spots. Use your playthrough on Normal Mode to learn about the game and develop reliable strategies.

Here's some more info on the game:
  • There are 6 stages that each end with a boss, and a 7th "final" stage for the final boss.

  • On Normal Mode you will receive 10 extra lives at the start of each stage. On Hard Mode you will receive 5 extra lives at the start of each stage.

  • If you run out of lives, you can use a credit to respawn at the start of the current stage with the default amount of lives/bombs and all upgrades reset. You can use up to 4 credits.

  • When you die, you can potentially use your temporary invincibility to hide inside of walls or obstacles without losing another life. This can protect you from some projectiles, but not all.

  • The powerup item will cycle between a "B" block, a "P' block, an "S" block, and a turret. You can wait for the upgrade that you want before collecting the item.
    • The "B" block will give you an extra bomb.

    • The "P" block will increase your "LV" stat by 1. This increases the power of your weapons up to a maximum of level 5, after which it will only provide a score bonus.

    • The "S" block will increase your "SPD" stat by 1. This increases your speed up to a maximum of level 5, after which it will only provide a score bonus.

    • The turret block will equip you with a turret for additional firepower. You can equip up to two turrets, after which the upgrade will only provide a score bonus. You can change the direction of the turret fire by pressing the "Aim" key in your selected control scheme.

    • Always try to get extra bombs once you've maximized the other upgrades.

  • The weapon item will cycle between a yellow block, a blue block, and a red block.
    • The yellow block will change your primary fire to one that has a high rate of fire. This weapon has the largest spread and will also fire diagonally up and down when fully upgraded.

    • The blue block will change your primary fire to one that can pass through multiple enemies. This can kill a line of enemies with a single shot.

    • The red block will change your primary fire to one that homes in on enemies. This can help to kill enemies that spawn on the left side of the screen since your primary fire can only shoot to the right.

  • There are a few 1-up items that spawn in fixed locations of certain stages.

Referencing video playthroughs are especially helpful for this minigame, so here are a couple to check out:

Crimson Skull's impressive "no miss" clear on Hard Mode: https://www.youtube.com/watch?v=QfOB3UyBraA

If Aergis can clear the pre-update version of Hard Mode, you can clear the nerfed version: https://www.youtube.com/watch?v=SP9xGIShZaU
Combat & Ability Achievements
You can check your progress for some of these achievements in the "Player Stats" option of the main menu. Progress towards all of the cumulative achievements will be combined across all of your playthroughs. Your progress will also be saved if you die or reload a checkpoint, so you can farm the same enemies repeatedly if needed. You can also make progress towards these achievements in the training levels, which can be useful since you won't have to deal with teammates interfering with your kills.


General combat achievements

Sliced
Sever an enemy limb for the first time.

↓ ↓ ↓


Sliced & Diced
Sever 100 enemy limbs.

Limbs have a high chance to be severed by melee combat, gunfire, or finishers. No grinds here, you'll probably unlock this before completing the first stage.


Unexpected Forecast
Activate sprinklers for the first time.

Sprinklers can be activated at various points in the game by using a grenade in an indoor area.


What a mess
Defeat 10 enemies using the chainsaw.

At least one chainsaw can be found on each stage and they're usually in plain sight. Chainsaws have a limited amount of uses before breaking, and will break instantly when used against powerful enemies such as the heavy gunner.


Skillful Draw
Successfully perform 10 handgun counters.

↓ ↓ ↓


Art of the Draw
Successfully perform 100 handgun counters.

Handgun counters can be performed against powerful enemies and bosses. Opportunities for counters are marked by a red light on the enemy's weapon. If you want to farm handgun counters, they occur quite frequently during the first phase of the Mr. Holiday boss fight at the end of stage 4.


Skillful Blade
Successfully perform 10 parries.

↓ ↓ ↓


Art of the Blade
Successfully perform 100 parries.

Parrying is an important skill for blocking enemy attacks while gaining charge for your bullet time ability. Parry melee attacks by pressing and holding the "Guard" button shortly before the attack connects, then release the "Guard" button to prepare the next parry. Some projectile attacks can also be parried.



Gun achievements

A Satisfying Sound
Defeat an enemy by headshot.

A straightforward achievement for the gamer.


Headhunter
Defeat 10 enemies by headshot.

Only true gamers can unlock this at the same time as "Test Shot."


Test Shot
Defeat 10 enemies only using guns.

↓ ↓ ↓


True Shot
Defeat 100 enemies only using guns.

↓ ↓ ↓


Gun Master
Defeat 1000 enemies only using guns.

Unless you have a heavy preference for melee combat, you will likely acquire 1,000 gun-only kills across the three playthroughs that you need for the "Emma Lauthner" achievement. If not, you can continue to grind these kills either in New Game+ or in the training levels.

Your Gat ain't Cheap
Defeat 10 enemies only using your handgun.

Consider farming this achievement in the training levels. The enemies in those levels are quite weak, and you won't have to deal with teammates stealing your kills.



Melee achievements

New Blade
Defeat 10 enemies only using melee attacks.

↓ ↓ ↓


Bloodied Blade
Defeat 100 enemies only using melee attacks.

↓ ↓ ↓


Chanbara
Defeat 1000 enemies only using melee attacks.

Defeating enemies with only melee attacks can be difficult since you can't use the handgun in your combos. It's also possible that kills won't count as melee-only if your teammates deal damage to enemies with their guns. It's unlikely that you'll hit 1,000 melee-only kills in your three playthroughs for the "Emma Lauthner" achievement. Consider grinding the remaining kills either at the start of stage 3 or in the training levels.



Finishing strike achievements

Get Some Head
See a Finishing Strike.

↓ ↓ ↓


Dismissed
See 20 different Finishing Strikes.

↓ ↓ ↓
Combat & Ability Achievements (cont.)
Severance Pays
See all Finishing Strikes.

There are 45 finishers that count towards this achievement. In the Player Stats menu, they are broken down into 23 Combat finishers, 9 Wall finishers, 4 Severed limbs finishers, and 9 Boss finishers. The specific finisher that you perform is random, but priority is given to finishers that you have not yet performed. Performing a finishing strike for the first time will cause the autosave icon to appear.

Combat finishers are general finishers that can be performed on any enemy at any time. Wall finishers can only be performed when the enemy is standing close to a large wall at the start of the finisher. Severed limbs finishers can only be performed on enemies that have a severed arm or leg after the Severed Limb Finishing Strike skill is unlocked. Boss finishers are specific to the bosses of stages 2-5 and the heavy gunner enemy. You can find more details about each finisher below.

This achievement is the only reason why I felt the need to make this guide. The issue is that there's not enough information in the Player Stats screen to determine which finishers you've already gotten and which ones you still need.

Luckily, there is a workaround to determine which finishers you still need for the achievement. Open your "SaveData.sav" file (located in ".../%LOCALAPPDATA%/WDGame/Saved/SaveGames/Main") in a text editor. Search for each of the finisher IDs listed below. If an ID is not found in your save file, then you have not yet performed it. If finisher IDs are identical for all players, then this can show you exactly what you need for your remaining finishers. I'm not entirely confident this is the case as I've only done some quick testing, so let me know if you disagree with any requirements.

Here is a breakdown of the different finishers. Note that there are a handful of finishers that must be performed on specific enemies. The enemies wielding a pickaxe or sledgehammer can only be found in stage 2. Enemies wielding shotguns can be found in stages 2-4 (possibly 5 as well, but I'm not sure). ENGEL Melee enemies are the swordfighters in brown or white armor that can be found in stages 3-5. ENGEL Heavy enemies are the heavy gunners that can be found in stages 3-5.

Combat finishers:
Finisher ID
Requirements
FinishNormal03
Any enemy
FinishNormal04
Any enemy
FinishNormal05
Any enemy
FinishNormal06
Any enemy
FinishNormal07
Any enemy
FinishNormal08
Any enemy
FinishNormal09
Any enemy
FinishNormal10
Any enemy
FinishNormal11
Any enemy
FinishNormal12
Any enemy
FinishNormal13
Enemy must be wielding a shotgun
FinishNormal14
Any enemy
FinishNormal15
Any enemy
FinishNormal16
Any enemy
FinishNormal17
Any enemy
FinishNormal18
Any enemy
FinishNormal19
Any enemy
FinishNormal20
Any enemy
FinishNormal21
Any enemy
FinishNormal22
Any enemy
FinishNormal23
Enemy must be wielding a shotgun
FinishNormal24
Enemy must be wielding a pickaxe or sledgehammer (stage 2)
FinishNormal25
Any enemy

Wall finishers:
Finisher ID
Requirements
FinishWall01
Any enemy
FinishWall02
Enemy must be wielding a shotgun
FinishWall03
Enemy must be wielding a shotgun
FinishWall04
Any enemy
FinishWall05
ENGEL Melee enemies only
FinishWall06
Any enemy
FinishWall07
Any enemy
FinishWall08
Any enemy
FinishWall09
Any enemy

Severed limbs finishers:
Finisher ID
Requirements
FinishLostLArm01
Any enemy with a severed left arm
FinishLostRArm01
Any enemy with a severed right arm
FinishLostLeg01
Any enemy with a severed leg
FinishLostLeg02
Any enemy with a severed leg

Boss finishers:
Finisher ID
Requirements
FinishAugust01
Either phase of August (stage 2 boss)
FinishAugust02
Either phase of August (stage 2 boss)
FinishKolchak01
Either phase of Kolchak (stage 3 boss)
FinishKolchak02
Either phase of Kolchak (stage 3 boss)
FinishMrHoliday01
Either phase of Mr. Holiday (stage 4 boss)
FinishMrHoliday02
Either phase of Mr. Holiday (stage 4 boss)
FinishRichter01
Either phase of Richter (stage 5 boss)
FinishRichter02
Either phase of Richter (stage 5 boss)
FinishHeavy
ENGEL Heavy enemies only


Ability achievements

So much to learn
Unlock a skill for the first time.

↓ ↓ ↓


Got it memorized?
Unlock 10 skills.

↓ ↓ ↓


No more to learn
Unlock all skills in the Skill Tree.

Skill points are awarded for defeating enemies and bosses. I don't believe that the amount of skill points differs depending on the methods that you use to get the kills. You will almost certainly get enough skill points to unlock all skills before completing stage 5. If you somehow don't, you can continue on New Game+ to get the points you need. All skills are useful in some way, so feel free to unlock them in any order.


With One Stone
Defeat 2 or more enemies with a Frag Grenade.

You need to unlock the "Grenade" ability in the "Ranged combat" tree to use grenades. The absolute easiest opportunity to unlock this would be at the start of stage 3, though it's possible on any stage.


Uncle Owen
Defeat 3 or more enemies with an Incediary Grenade.

You need to unlock the "Incendiary Grenade" ability in the "Ranged combat" tree to use incendiary grenades. The absolute easiest opportunity to unlock this is again at the start of stage 3.


Slide By
Defeat 10 enemies using sliding fire.

You need to unlock the "Sliding Shot" ability in the "Melee combat" tree to perform sliding fire. This is another achievement that would be quick and easy to farm in the training levels since it has weak enemies.
Conclusion
Thanks for taking the time to check out this guide. I know this guide is a little unorganized since the game has a variety of achievements, but hopefully it will help you clean up your remaining achievements. Please let me know if any info seems unclear or inaccurate, or if you have additional strategies to share.

Feel free to reach out to me directly with any further questions about this game or any other game that I've played, and join the Achievement Scouts community[discord.gg] for the best achievement hunting information and resources.

Počet komentářů: 2
Nikita Low Tier Smelter 1. bře. v 15.51 
What you rate this game out of 10 for difficulty?
AllstarBrose 28. pro. 2024 v 0.16 
Thanks for releasing this, super useful for myself and my friends who play on console