WATCH DOGS Gameplay Walkthrough Part 1 FULL GAME - ULTRA REALISTIC GRAPHICS [4K 60FPS] No Commentary

3. Undertale Story - Achievement Rushing

This page details a playthrough in which you are solely focused on earning all the game's achievements and nothing else. The information here is rife with spoilers and it would be very wise to go to a different page if you want to enjoy the game the way it was meant to be played. Following this page isn't really my recommendation, but you might have something else to do. Go ahead and start the game and name the fallen human whatever you want.

Ruins

You will wake up on a field of flowers with light from the surface shining from above. Now is a good time to look at your stats with cn_Y, just to check out the menu. Walk on the only path ahead until you reach a flower. He seems friendly, and he'll even talk to you about how the game works a little bit. Touch a friendliness pellet and wait for Toriel to rescue you. Follow her to a yellow sparkle and use it to save your game, then continue past a room with some buttons on the floor.

In the next room, pull the two levers marked with arrows. cn_A Interact with the dummy Toriel shows you. FIGHTing obviously is an aggressive move and an attack on an enemy's health. ACTing will most often contain commands you can perform to lead to a neutral, pacifist resolution with your enemy. ITEM gets you to your item menu and MERCY is where you can spare an enemy (if their name is yellow) after ACTing to calm an enemy down. You may also flee the battle from the MERCY menu. Flee from the dummy and follow Toriel into the next room.

On your way through this room, a Froggit will attack you. Spend a turn however you wish, as the fight will end prematurely here anyway. In the next room, just walk to the right to make Toriel come out of hiding. You will then come to another save point with a neutral Froggit hanging out. Go north and take four candies from the bowl of candy sitting on a podium. Return to the save room and continue southward. Froggits and Whismuns may appear here. For the sake of finishing the game quickly, kill whatever you come across by FIGHTing it. Included is information on how to spare enemies in case you're interested. Please do not farm enemies, as there are a limited amount of them and killing them all may cause some issues later on.

Whismuns can be spared immediately, all of the time. You can also console a Whismun to make it run away before you can even try to calm it down. Threatening or complimenting a Froggit will result in it being scared or flattered, allowing you to spare it. During the enemy turn, all enemies will attack at once, but usually at an easier rate than when that enemy is alone. As such, if facing both a Froggit and a Whismun, it may be wise to spare the Whismun to get it out of the way. All attacks should be fairly easy to avoid anyway, which is done by moving your SOUL out of the way during their attack. Don't be too worried about being damaged since a save point is so close by. In the next room, the floor will collapse when walked on; just use the door you find to reach the other side. The next is the same, and below is a guide on where to walk - just walk where there are no leaves on the cracked version of the floor.

Continue to the next save point and check out that sweet mouse hole.

Mouse

Reach the mouse hole in the Ruins.

Mouse

A ghost will be pretending to sleep up ahead. Move it with force to engage in a fight. If you're trying to spare Napstablook, the only ACT command that will make any difference is Cheer, but you're free to check the other commands if you're curious to see what he says. Cheering him on will work to improve his mood. Do this a few times to end the fight peacefully. Otherwise, keep attacking him for zero benefit. Continue to the right and buy a spider donut from the left web for 7G (grind if you don't have enough). We will be saving this donut for much later in the game, so do not eat it at any cost.

In the next area is an enemy called the Loox; check him in battle for his family name. To spare a Loox, you should don't pick on it. Picking on it will make its attacks more volatile. The Migosp is very angry but can be spared as soon as it's alone. Moldsmal, a gelatinous enemy, can be spared immediately; however, flirting with it first can provide you with 1G as part of the battle reward. Also in this hall are some Froggits that will remind you of some gameplay elements, like the screen border and the fact that enemies you can spare have their name changed to yellow. If you don't particularly like yellow, talk to the Froggit on the right about it.

The upcoming room has only one switch but has six holes to fall into. The southwest hole has a faded ribbon that can boost your defense. The northwest and southwest hole contains a Vegetoid, a new enemy. You can try talking to it if you'd like. A Vegetoid can also be devoured, but only if it's been damaged enough. Since this is probably a pacifist run for you, that's off the dining table as well. The last option you have is just Dinner. Use it and eat your greens to spare the Vegetoid. By looking at the other rooms, you should be able to see the switch in the upper-middle hole.

You'll then come across a room with many small, colored switches. The blue switch is always near the door you came from and the red is always farthest away, and to save time from having to read the signs in the following rooms, use the blue button in the first room, the red in the second, and the green in the third.

Home

Now that you've finished the last puzzle in the ruins, continue east to find a Froggit and a door leading to a new weapon (and a view of the city). Like you did with the ribbon, equip it. Walk to the north from the previous fork in the road to get to Toriel's house. Follow her to the right and sleep in the bed she leads you to, then take the slice of pie she gives you and save it for later. When you wake up, ask Toriel how to leave the ruins and keep pestering her about it. Follow her down the stairs and all the way to the door that leads out of the ruins.

When fighting Toriel, the fastest way of ending the battle is to get hit as much as possible until your health is at the lowest possible. Attack her nonstop until she falls, then leave and pass through a conversation with Flowey before you reach a new area.

Snowdin Forest

As you walk away from the ruins, you may notice something sneaking up behind you. It won't be long until it catches up. After it does, you'll soon meet a new character, Sans. We will not be dealing with his bad side on our way to getting all the achievements.

After this pseudo-introduction to Papyrus, You'll find a save point and a box. This box is very handy; you can put an item in it here and pick it up from a similar box anywhere else. For now, place your spider donut, Toriel's pie slice, and possibly Monster Candies if you'd like to save them for a hard battle. Already inside the box is a Tough Glove, a weapon stronger than the toy knife you recently obtained in the ruins. When attacking with the Tough Glove, you will have to mash cn_A to make stronger attacks.

You may encounter the Snowdrake in the screen with the save point. Wait for him to tell a joke so you can laugh at it, or heckle him so hard that he'll be upset enough to leave the fight. The Icecap enemy is also called Ice Cap interchangeably, much like the Zone in Sonic the Hedgehog 3. You can ignore an IceCap twice to spare it, but you can also steal its hat at that point as well. See what happens and compliment it on his looks if you do so.

Sans will introduce Papyrus to you. Shortly afterward is another guard post with a dog that cannot hit you with his blue attacks, as you must be moving in order to be hurt. Depending on your LOVE (shortened to LV), you may only need to land two hits to defeat Doggo. You may also find an enemy called Lesser Dog here. Like Doggo, you can pet Lesser Dog to see what happens, but Lesser Dog will be far more gracious after the fifth or sixth pet. In fact, he'll appreciate every petting you can give him for quite a while. Killing Lesser Dog is much faster, of course.

North of the sign covered in ice is a snowman. He wants you to take a piece of himself with you to make up for the fact that he can't move anywhere. If you decide to take a piece of him, you can eat it right in front of him or put it in the box for later. Up next are a set of puzzles created by the great Papyrus; getting through the early ones shouldn't be anything you need a walkthrough for. Below are some things that will take place aside from the first few puzzles.

Papyrus's Puzzle Gauntlet

A Nice Cream man will be on the way to Snowdin Town. Nice Cream is a fantastic food item that restores 15HP. That's a big deal for someone who's only going to have 20HP for an entire pacifist playthrough. After getting through the puzzle Sans developed, you may come across a new enemy, Jerry. Nobody likes Jerry and for good reason. He sucks. He doesn't have his own attack, but he does make everyone else attack for two seconds longer than usual. The other monsters are easily willing to ditch Jerry if you pitch the idea (he'll come back after a few turns), but if you'd like to properly spare Jerry, tell it a joke if it's with the Snowdrake. Otherwise, you may just have to ditch this guy. If you do somehow end up with only Jerry at the end of the battle, ditch him.

Manna

Get to the Spaghetti save point in Snowdin.

Manna

As soon as you pass the spaghetti area, keep walking right and cn_A press the button hidden in a square in the snow. Go south and walk past the spikes you deactivated with that button. You'll come across two dogs, the Dogi, consisting of Dogamy and Dogaressa. These two focus a lot on smell as opposed to sight. For pacifists, roll around in the snow to disguise your human scent, then have them re-sniff you. Once you pet both of them afterward, they'll be astounded at the idea that a dog can pet other dogs. For killers, attack and kill Dogaressa first; Dogamy will become saddened if she dies, and if Dogamy dies first, Dogaressa will become very angry.

Later on, a challenging X and O puzzle may daunt you. To ignore this puzzle altogether, interact with the front of the tree nearest Papyrus to deactivate the XO puzzle. Otherwise, the solution is below.

Papyrus' next puzzle is a given; you don't need to listen to any of the rules. After finally getting through that puzzle, there'll be one more X/O puzzle for you to solve. It should easily be solved if you simply work your way from the outside towards the center.

You can now come across an enemy called Gyftrot if you head south immediately after leaving this puzzle behind. This thing looks upset - and it is, for good reason. Someone's been putting decorations all over its antlers. Help him out so you can spare him.

Before Snowdin Town

There are a lot of snow poffs on the ground once you get past the final X/O puzzle. If you check all of them, you can receive 30G (this can be repeated if you die and have to come back from the most recent save, but it's only 30G). The last snow poff is, in fact, a member of the Royal Guard like Papyrus. Greater Dog can be spared if you call him over and pet him. After that, of course, he'll want to play, and naturally, after playing, a dog would want to be pet a lot. Alternatively, ignoring or killing the Greater Dog completely will bore him after a while. That's a lot easier.

You'll reach Snowdin Town after a short walk through one of Papyrus's puzzles. Save by the inn and sleep in there for free, grab some health items, and do not buy anything from the store. Use the igloo to travel all the way to the right edge of the town as a shortcut. Keep moving to the right and stay alive in Papyrus' fight - you must spare him to earn all achievements.

Once you've finished with Papyrus, go to his house and speak with him. At this point, you'll be able to take a tour of Sans's and Papyrus's house. Check out their... Very tall sink... To find another dog. The open sink leads to the dog's shrine.

Dog Shrine

Use your money to buy 5 coins in the dog shrine for 25G. The end goal is to donate 500 coins. This means the most expensive way to get this done is to buy 500 coins through 2500G, but that is not at all worth it. If you want to grind out money to exchange for coins, we will have an opportunity to do so later. There's also 20G in Papyrus's couch. Only spend 25G to get more coins when you run out. I managed to collect all 500 coins with only one G payment. If you want to grind out a lot of cash first, you may come back when instructed to play the game and grind out the achievements.

There are achievements for rolling three cherries, ghosts, bones, and the word DOG. You don't get an achievement for rolling three actual dogs, but such a jackpot is worth 150 coins. Because these achievements exist, you must play the slots long enough to hit all four of these bonuses.

Blue Bones

Line up three bones in the Dog Shrine, or...

Blue Bones

Donation landmarks for certain events are on the sign on the left, and each one gives you a new furniture item if you leave and come back into the room (as well as an achievement). A majority of Undertale's achievements come from the shrine, so getting this over with now would mean that there isn't much left to do after this. The achievements are listed in the spoiler tag below to save space.

Once you're done there, walk out and leave towards the direction you fought Papyrus in. Keep going to get to the waterfall area.

Waterfall

Shortly after entering this area, you'll come across Monster Kid and Sans once more. Monster Kid is here to see the ultra-cool Undyne and Sans, if you convince him, will order some food at Grillby's with you. Past his stand is a waterfall with rocks flowing down it. If you get pushed off, you'll simply have to walk back up to the top. An echo flower here hints at something behind the waterfall; go inside to find an old tutu, a great defensive boost.

After using some bridge seeds for the first time, you should find Aaron. To spare him, challenge him to a flex-off to get him going. After enough flexing, he should be completely flexed out. After this is another bridge seed puzzle; consider using them to go to the southeast if you'd like to get a healing item. For the larger seed puzzle, take each one to the small jut of land (two tiles long) in the middle of the river and plop the seeds northward. If you mess up with your seeds, ring the bell in this room to reset them.

You may come across Woshua later. It wants the whole world to be clean, so you may as well ask it to start with you. Check out the telescope you see in the wishing room to look at the rocks in the ceiling. Pull some health items (but not the spider food or Toriel's pie she gave you!) from a nearby dimensional box. After another save point, try heading west past two conversing echo flowers to find a patch of grass. Inside the grass is a pair of ballet shoes, a new weapon. If you find Shyren, you may notice that she's having a hard time with her singing abilities. Try to get her going by humming with her.

Continue onward and look for a room to the north. The room you're looking for has a piano that is rumored to hold a great treasure inside, as well as a statue with horns. If you take an umbrella from the next room and give it to the statue, a melody will play; melodies are played on pianos, so try jamming out on that piano. The song is played by pressing cn_A / cn_LSucn_A / cn_LSrcn_A / cn_A / cn_LSdcn_A / cn_LSdcn_A / cn_LSrcn_A

You'll find a legendary artifact in the room you open up. After some mishaps with having too many dogs in your inventory, you'll be given dog residue. Using dog residue fills your entire inventory with dog residue (and occasionally dog salad). Dog residue can sell for a varying small amount of G, and dog salads can restore random amounts of health. Congrats! You now have an infinite resource to sell (not that it's going to sell for much). If only you knew a place to sell them. Don't throw your last dog residue away; if anything, make a spare dog residue and put it in your box when you have the chance.

Continue onwards to find Monster Kid in the rainy part of Waterfall.

Rain

Reach the place where it rains.

Rain Trash and Rain

Undyne will attack with spears once more, leading your arrival into the trash zone. Here is a map to help you get through it.

Grab some health items from the cooler down here if you have space for them. You'll find a ghost possessing a dummy, much like before, who is very upset with you about the way you treated its cousin at the start of the game. Dummies don't take damage from you, so you'll just have to find a way to redirect its attacks into itself. After the battle, Napstablook will go home.

To the right of the next save point is a shop ran by Gerson, an old-timer who took place in the monster-human war. His defense item isn't really that great but makes up for giving you more invincibility time after being hit by an attack. The weapon he sells does the same thing, and since you're not attacking on a pacifist run, it might be a good idea to buy it. For the sake of grinding money, fill up your inventory with cloudy glasses to sell for a profit.

Moldbygg comes into battles after passing Gerson's shop. Try to unhug the thing. Afterward is a dark room, where the paths only light up if you touch the glowing mushrooms along the way. Try to go south when you're in the southeast corner of the room.

Temmie Village

In this place, all are Temmie. Except Bob. The Temmie running the shop needs 1000G to go to college. If you really want to, you could sell cloudy glasses until she has enough to pay for tuition. Realistically, that doesn't make any sense, but it works. You may also sell your old weapons and armor so they're not taking up space.

If you want to help her pay for college, Temmie will sell Temmie Armor. This armor is completely unnecessary for the remaining achievements, but it's a last resort for those who are just awful at the battle gameplay.

Sell your cloudy glasses to Temmie for constant profits and just keep making trips back and forth until you have about 3000G. This is because 2500 will be used to immediately gain 500 coins at the slots, and the remaining 500G will be used to buy coins so you can try to get the four slot bonuses. Hold onto your money for now - backtracking to Snowdin Town right now will be extremely tedious and it'll be much easier in a bit.

Take some healing items out of the dimensional box in Temmie Village for the battle coming ahead.

Undyne

After walking through more of Waterfall, Monster Kid will slip and dangle off a bridge. Help him up and make your way to Undyne, who will finally challenge you. You're given the opportunity to save and heal up before the fight so you don't have to walk back here every single time.

When fighting Undyne, she'll use her spear to turn you green. Green gives you one side to protect yourself with as she throws spears at you. Gold arrows will spin the other way around. In order to progress, you must continue to escape the battle when your SOUL is red.

You'll make it to the border between Hotland and Waterfall when Undyne's armor heats her up too much. There's a save point in the next room, and you can go south from there to return to Snowdin Town. Use your newfound wealth to get those shrine achievements.

Alphys's Lab

Inside the lab, walk to the right to meet Dr. Alphys, the royal scientist. She'll tell you in advance that she made Mettaton, a robot for entertainment with anti-human combat features, but after watching your entire adventure, she wanted to disable those features. A problem has arisen, and Mettaton has a lust for your blood. He'll make an entrance fairly soon; you might recognize him to be similar the contraption Papyrus used for his color puzzle so long ago. He'll start a fight with you right after he explains the rules of his quiz show.

Mettaton's maximum defenses make him completely impervious to any sort of attack. Below in spoilers are the answers to his questions, should you decide to use them. Alphys can help out too, so don't ignore her in this fight. There are a lot of questions. Crying in the Act commands might be worth a shot.

What's the prize for answering correctly?

What's the king's full name?

What are robots made of?

Two trains, Train A, and Train B, simultaneously depart Station A and Station B. Station A, and Station B are 252.5 miles apart from each other. Train A is moving at 124.7mph towards Station B, and Train B is moving at 253.5mph towards Station A. If both trains departed at 10:00 AM and it is now 10:08, how much longer until both trains pass each other?

How many flies are in this jar?

What monster is this?

Would you smooch a ghost?

How many letters in the name Mettaton?

In the dating simulation video game "Mew Mew Kissy Cutie" what is Mew Mew's favorite food?

Who does Dr. Alphys have a crush on?

After finishing the quiz, Alphys will update your phone to include texting and a bunch of other features. A particularly fantastic new feature are the two Dimensional Boxes you can access from your phone. Box A holds items from the boxes you've already come across, and Box B is exclusively phone storage. You're free to check out the upper area to her lab and the box at the end of the conveyor. It might also be worth saving at the save point from the side of the lab you came from. Continue out of the lab and check out three of Alphys's social media posts to reach Hotland proper.

Hotland

In the first chunk of Hotland, it's possible to encounter Vulkins and Tsunderplanes. A Vulkin can't take criticism very well, and it'd be wise to criticize it to stop it from attacking. After that, encouraging it or hugging it would work to make it happy, but the former raises its attack and the latter lowers your defense (basically the same thing - a pacifist approach doesn't use attack, though). As such, it'd be a bad idea to both encourage and hug a Vulkin before sparing it. A Tsunderplane, as the name suggests, isn't up for flirting with you, but as soon as you approach one, it starts to get nervous. Get close to its airplane attacks three or four times to spare it, but it'll also now be open to flirting. If you ever run into both of these at once, start by criticizing Vulkin until the Tsunderplane is dealt with.

Another save point appears when you reach a land of heat and clockwork. Pyropes may now appear - much like their namesake, they can't see very well. Their fire attacks might be an issue if you're not adept at moving in battle; their orange flames have to be moved through, the opposite of blue attacks. Cool Pyrope down to lower its attack (optional), then heat it up twice without cooling it down to spare it.

If you use the arrows on the ground, you can launch yourself with steam to another area. If you go off to the right, you can find a secret room that holds a burnt pan weapon. Its attack is -2 lower than the torn notebook you might have bought from Gerson in Waterfall. It makes up for this by adding +4 to HP from recovery items. If you're not sure if you want to use the pan, you can always put it in a Dimensional Box.

Alphys will call you in the room to the upper left of the steam arrow puzzle and will explain that orange lasers must be moved through, whereas blue ones require you to be stationary, just like combat attacks. Deactivate the lasers by pressing the button on the other side. Alphys will call you again once you approach three more arrows and will suggest that you go to the right first - the path to the north won't open until you solve the puzzles on the left and right.

The puzzle on the right is pretty simple; once you activate it, you'll see that you get two shots to fire in order to destroy the ship on the other side. Move the boxes around so that only one is between you and the enemy ship, then fire both shots. The left puzzle is intimidating, but you should only have to move the boxes up, left, down, and left again to get the arrangement you want. The door to the north is now open.

You'll soon find yourself in Mettaton's cooking show. There's a can of an ingredient you need on a high shelf, and it might take some time to reach. Mettaton will be throwing ingredients around to slow you down, but you should be able to make it to the can fairly easily if you prevent yourself from being hit by food too many times. Once you get it, you'll be safe for a little while longer. There's an elevator to the second floor of Hotland just up ahead. It can also take you to the left station of the first floor, which is the place just outside of Alphys's lab for convenience.

Hotland F2

To the left of where you get off the elevator, Sans is selling hot dogs here in Hotland for a pretty high price of 30G, and just past him is a long stretch of land between the elevator you came from and one on the left. The bottom path leads to a stained apron, which has a defense of 11 and heals you for 1HP every other turn. In the intersection between these elevators, however, is a hidden glass path to the north. If you come to this room on October 10th at 8 PM (or at any time on the Switch and Xbox versions), you'll run into a special monster named So Sorry. Finding him isn't required whatsoever, but if you feel like it, you can set your console's date to that time if you're not coincidentally here at that time. Some cases suggest that So Sorry can only be encountered once you reach a certain point later on, but I managed to trigger him with this being the farthest I've gotten in the game.

So Sorry is an artist, if you couldn't guess by the art club sign you have to read to fight him. Killing him does count against you if you're aiming for a pacifist run of the game. At one point in the battle, So Sorry will draw Doodlebogs with his magic pencil. You'll have to draw them a way out of the battle to keep things sane. After eleven turns of either attacking him or doing something else, the battle will end.

There are three switches to the left that have to be pressed within a short time of each other. Do so with Alphys's help until the path ahead is clear, then take a look at the mess of a steam puzzle in the next room. There are little panels with red dots next to the arrows here that change the direction of the arrows available. Go left from the start point, then down to the position that only has up and down arrows. Go further down to a position with all directions open and go back up to the up-down position, then continue down and left and up to the end of the room.

The royal guards you may have seen earlier will attack you after realizing you're human. These guys are tough business, but Royal Guard 02's armor is filthy. Try cleaning it five times in the coming attack to properly clean it. This will make the armor more susceptible to heat absorption, making him take it off. Whisper to Royal Guard 01 to lead to a situation that'll end with the three of you leaving the situation fairly happy.

MTT News is the next channel you'll come across. Report on your favorite item in the room you're in and watch as Mettaton reveals his next plan. The bombs in the room will be flung all over the place and you'll have to defuse them all if you want to live. There are six bombs you have to defuse, so run around and try to find them all before it's too late. To defuse a bomb, use the Act command with proper timing. Take the elevator past this bomb room to the third floor.

Hotland F3

Just at the top of the elevator is another bake sale, but this time, the items are absurdly expensive. Past this is another set of puzzles, one to the north and one to the south, that have to be solved to progress eastward. The solutions to these puzzles are below.

North: cn_leftcn_right

South: cn_leftcn_leftcn_leftcn_upcn_leftcn_leftcn_right

Past this is the area where you need your spider donut. Use your cell phone to pull it out of your Dimensional Box A and keep it in your inventory. A spider lair is past the save point. A spider girl named Muffet will attack you for your hatred of spiders that they assume you have. The battle ends after seventeen turns but ends very quickly if you use spider cider or a spider donut during the battle. If you somehow did not bring a spider food, bribing her with increasing amounts of money will lower the damage she deals to you. Struggling can lower the price of this, so if you really feel like lowering the damage, struggle when the price is really high. Then again, bribing does cost money that you might want to keep, so it's up to you.

Muffet will turn your SOUL purple for the majority of the battle. This puts you in a state of movement that centers around lines, similar to sheet music. Because attacks have to follow three lines of movement, the attacks themselves can be very easy to dodge compared to other boss attacks.

Ahead of Muffet's lair is an opera song straight out of Final Fantasy VI. Well, the lyrics are different. After he drops you into the dungeon, he'll show you the puzzle he has in store for you. He won't explain it since you've seen something like it before, and you might have notes on it laying around if you made yourself a copy. After you try to get through, he'll drop down to fight you again.

Alphys has prepared a function in your phone that turns your SOUL yellow in battle, making it possible to shoot projectiles. All you have to do here is shoot him a few times, as that's all this battle is. Up ahead is a nice cream truck and the two royal guards, and to the left is a character from before. If you remember his name, tell him. North of the guards is the Mettaton Resort. There's a burger restaurant inside the hotel and the door to the CORE is just north of the statue.

Hotland - CORE Branch

The elevator leading to the top of the CORE isn't working, so you'll have to take the long way up. The first enemies you'll find here are Madjicks and Knight Knights. Talking to a Madjick will invert your left and right controls, but it'll allow the Madjick to be spared instantly. You can also spare a Madjick by staring at either of its orbs two times total, or by clearing your mind and talking to it afterwards. A Knight Knight has to be sung to three times (or twice if you hummed with Shyren enough to learn her melody). When Knight Knight is asleep and you're wearing either the stained apron or Temmie armor, you can stall turns by doing something other than sparing her to build your HP back up.

With Alphys's help, you'll be able to make it to another save point. There are three paths ahead. There are different ways to open up the path to the center of the CORE, and you might come across different enemies along the way. One of these is the Final Froggit, which can be spared by mystifying it. A Whimsalot can be spared by praying and collecting a green butterfly (or praying twice). An Astigmatism will either want to be picked on, or it won't want to be picked on. You'll have to pay attention before it attacks as it speaks. Doing so will allow you to spare it. Additionally, challenging an Astigmatism will make Final Froggits and Whimsalots open to be being spared immediately, so if you find yourself in a battle with an Astigmatism with literally anything else, challenge it.

If you fight through the northern path, you'll have to face three sets of enemies to reach the switch to open the east end. If you decide to open the path to the end using the puzzle on the west side of the area, go with this:

cn_upcn_rightcn_upcn_leftcn_leftcn_downcn_left

Once you reach the end of the room, you'll find a save point and the elevator leading back to where you started, which now works. This is the end of Undertale's achievements - if you're missing anything at this point, it'll probably be from the dog shrine.

Good Luck

Reach the second save point in the CORE.

Good Luck Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.

This walkthrough is the property of TrueAchievements.Com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.Com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.


Watch Dogs: Legion - Official Behind The Scenes Of Bloodline Expansion TRailer

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    3. Wolfenstein: The New Order Chapter 1: Deathshead's Compound

  • Story Walkthrough
  • There are a total of 16 missions that vary in length. During this walkthrough, I will pretend that you have put the game on a normal difficulty because we are going to focus on the fastest completion.

    Chapter 1 : Deathshead Compound

    Collectibles: ( Watch this first if you do not wish to miss any collectibles)

    You start this game on board of your plane where you will have to carry out some rather basic tasks to familiarize yourself with the controls and general 'feel' of this game. You have to repair some things, pull some levers, shoot some planes from a turret, and slap a traumatized private across the face.

    Once you are done shooting planes, you will unlock:

    Once you have done all of those things, it's time to jump from one plane to another, and chances are this is where you will earn your first death. Do not jump too early, or you will bounce off the wing of the plane that you have to land on and fall to your rather pathetic first death in Wolfenstein. If done correctly, you will get a cinematic crash landing.

    After you have gained control of your character, you should answer a radio. It turns out some of your fellow marines are in distress, and you have to help them. You can do this by exiting your own plane through the back and diving your way to the other plane. This plane features a turret much like the one you have used a few minutes earlier to take down the planes. This time around, we are going to use it to take down 2 puppies on steroids called 'Kampfhunds'. They should go down easily, and once they are dead, you can freely exit your turret and team up with Fergus and his men.

    He will order you to take care of a bunker that is straight ahead. You can sprint straight to your marker here through the trenchline and the broken plane. After you have passed through the broken plane, you need to go right, but before you do, you might want to hold up a few seconds and watch your left. There will be 2 Nazi troopers walking beneath you, and if you want, you can shoot them in the back. Once you are inside the bunker, you can pick up a grenade that is right in front of you. You need this grenade to destroy the automated turret that is firing at your buddies from within this bunker. Destroy the turret and locate the hole in the ground that is on the other side of the bunker you are currently in. If you drop through this hole, you will be in a storage room that contains ammo, a few weapons, and armor. There is a door in this storage room with a small hole at the bottom of the door. Here you will get the tutorial on how to lean across corners and how to shoot under and over objects. If you look through this door, you will notice a boot. This might come as a surprise to you, but the boot is actually attached to an entire Nazi, and I recommend that you shoot it. It's worth noting that the Nazi on the other side of the door is not actually dead but is merely wounded and waiting for you to open the door with a sidearm in his hand. When you open the door, be sure to finish him off.

    After you have shot this Nazi, pick up his assault rifle. You will now get a pop up about dual wielding. Hold the cn_Y button, and switch to dual wielded assault rifles. Dual wielding disables your possibility of aiming down your sights, but it increases your damage, and it's required for certain achievements, so I suggest you switch to dual wield now. After this dead Nazi, look to your left. There is a trench line with a handful of alarmed soldiers in there that you need to take care of. Try to go for at least 3 headshots (you will get an achievement for that at a later point during this mission). At the end of this trench line, you can either go right into another trench or head up the stairs on your left into a bunker. Eventually, both routes lead you to the same location, but the route through the bunker has a few enemies and quite a lot of supplies such as grenades, armor, and ammo. It also contains a map of the region so I recommend taking the bunker route. Take the backdoor out of the bunker after you are done picking up what you wish to pick up. You are now once again back on the battlefield, and you can head to the left back into the trenches. On your left side is a 40HP ammo pack. If you proceed any further in this trench, then you will be attacked by a Kampfhund that jumps on top of you and tries bite your head off, be prepared for this. You can get these puppies off you by repeatedly stabbing them. So once it jumps on top of you, bash your right stick quickly.

    After the dog, the trenches will let you take a right and after that a left. These trenches are filled with enemies. If you have taken my advice of switching to dual wield weapons, you should be unlocking this achievement during this section.

    Once you have cleared out this trench, you will notice another bunker at the end. Now; we are going to play the rest of this mission as stealthy as possible because it's possible to obtain nearly all of the stealth related achievements in the first mission already so we might as well get that over with. Once you ascend the stairs to the bunker, hit the cn_B button to start crouchwalking. In the hallway of the bunker, you will get a tutorial pop up about 'commanders'. If you manage to stealth kill these guys, they will update your map, and depending on whether or not you have been detected prior to that point, reveal collectibles on your map. When you are behind him, hit cn_RSc. This will unlock:

    Another soldier will be inside this bunker who is firing out of the window and not paying all that much attention to you. Take him down with a stealth takedown as well (crouch up to him and stab him once you get the "cn_RS" symbol in your screen). Loot the bunker for anything you might need, and then sneak out the backdoor. Another soldier will be standing with his back towards you. Stab this one as well, and head through the empty trench. At the end of the trench, you will see 3 enemies, 2 commanders and 2 soldiers. Head to the commander first, and once again, take him out. There should be an enemy on the left side with his back towards you. You can take this one out as well, and finally, you can take care of the one on the right. If you have taken them out stealthily, then you should now unlock :

    Unlocking this achievement also unlocks a throwing knife that you can throw with the same cn_RS button as you use to melee. It will automatically throw a knife if you hit the cn_RSc button when you are not within melee range of an enemy. Throwing knifes can be picked up after they are thrown, just loot the body that you have just killed or wherever your knife has flown off to.

    On your right is a bunker with a few torpedoes in it. We have no business there yet. Instead, follow the trench to the left where you just killed the 2nd enemy (the one that was on the left). If you follow this route, you will come to the first section where there is a difference between ÃœBER difficulty and the other difficulties. On UBER, there will be 3 enemies there, and on the lower difficulties, only 2. One of them is a commander. In order to do this stealth, hug to the left side of the area and pass under the broken piece of scrapmetal. The commander will having his back faced towards you. Although you have the option to stealth kill him, I suggest you use your throwing knife instead. Pick up your throwing knife from his body and head into the bunker that was behind him. There is a bomb there that we will need in a bit. First, we need to take care of the other enemies that are in the area. It is sort of tricky to take them both out stealthy, but it's doable. Only the commander was able to call for reinforcements, so take care of them any way you want to, but I recommend that you take down at least one with a pistol headshot. If you have been making the Assault Rifle headshot kills earlier, you should now unlock:

    Now would be a good time to start watching the collectible video at the start of this section.

    You have the bomb, and you now have two options. You can either blast through the big steel door that should now be right in front of you. This makes it easier for you to obtain the collectible that should be directly to your right after you blast the door open, but the downside is that every enemy and their mothers will be alarmed and will take positions on the turrets that are facing you. Stealth will be unheard if you opt for this approach. Alternatively, you can head over to the bunker with the torpedoes on the right side of where you obtained your throwing knife and blast through the floor there for a stealth approach. I suggest you pick the latter approach. Head through the tunnel into the large cave room. If you follow the room to the left, you will come to the other side of the big steel door (that is now not-blown up), and you can pick up the collectible. (1/7) Enigma Code Piece

    As for the next section...I have said that we want to focus on stealth, but this happens to be a prime opportunity to pick up a few achievements that might otherwise prove challenging so we are going to grind this checkpoint a little bit. You should be unseen when you are at the bottom of this room. Most if not all enemies are at the metal structure with the turrets that is in the middle of the room (you should be more or less below this structure if you enter the room through the stealth tunnel after the torpedoes). At this point, I suggest you make your presence known so that the enemies will be alarmed. Hide under the metal structure, and the alarmed enemies will make their way downstairs. There will be a lot of enemies close to each other, and over here, you can focus on 2 achievements. 1. Kill 3 enemies with dual wield assault rifles without releasing the triggers and 2. Kill 3 enemies while sliding. Both of these achievements can be easily earned later on in the game, but they so happen to unlock other challenges that are rather time-consuming so we want to allow ourselves to start working on these new challenges as soon as we can.

    Chances are that you are going to die during this Endeavour but that is okay. Challenge progress will be kept even if you die and are sent back to your last checkpoint. Just run towards enemies, hit cn_B while sprinting, and unleash the magazines of your dual assault rifles into enemies. If you have done this 3 times, you will unlock.

    This will allow you to work on the next challenge that can be done here. Hit cn_start and reload your checkpoint or intentionally die so you can attempt to kill 3 people with dual assault rifles without releasing the triggers. Just wait for a couple of enemies to cluster together at the bottom of the stairs and then ascend the stairs while you keep firing. There is probably one enemy sitting next or behind the first turret. This may take a few attempts. Eventually, it will unlock. If not, then do not be troubled. You will get another shot at this achievement within less than 20 seconds.

    I suggest you continue with the guns blazing approach. We will pick up with stealth later. Make your way up the stairs of the metal structure Before you ascend them, walk underneath them until you see a vent shaft at the left in a wall. Crawl through that vent until you reach a room with several corpses on autopsy tables. This is where you will find the 2nd collectible in this level (1/5) Gold Medal . Back to the stairs... Once you reach the top level, you will encounter 3 enemies. Right in front of you at the top of the stairs will be a grenade sitting on a crate. Pick this up. Wait for the alarmed enemies to more or less cluster together and then throw your grenade. This should unlock :

    If you do not pick this up here, then you can choose to reload the checkpoint, but you will get plenty of opportunities to obtain this throughout regular gameplay. Just do not forget to throw your grenades often. There are also enough enemies up here to get the Scavenger achievement that requires you kill 3 enemies with dual wield assault rifles without releasing the triggers, if you had not done that at the bottom of the stairs already.

    In the back of this floor are 2 bunk rooms that contain the usual supplies if you need them. Head back up another flight of stairs, and you are now at the top level where you will see some minecarts and boxes. Your enemies will be on your right. Take these out any way you see fit. Headshot kills, kills from cover (while using the cn_LB aim function), and dual wield kills count towards the long term challenges that require you to get 50+ of these kills, so I suggest you loosely focus on those, but don't sweat it if you do not manage to make any of those kills now.

    Once you have taken out the enemies on the right hand side, you will see a FLAK-88 anti-aircraft cannon. Take down the guy operating the cannon if you haven't already and take his seat. You need to fire a few shots at the giant robot that is in front of you. After a few shots, it will come crashing down, and you can continue. Take a right through the door, the occasional enemy may pop up behind the door. When you head up the stairs you are confronted with the choice of either ascending the stairs on the left or heading into the room on the right. Go into the room on the right first. Hit the levers in the following order 1. Left 2. Right 3. Middle. This will open a secret door to a room that contains a collectible (2/7) Enigma Code Piece, but more importantly: you will find the silencer upgrade for your handgun on the shelf. You can attach it with the cn_right button. It's better not to aim down sights with the handgun. The sight is horrible and the crosshair that you get when you hip fire it is much better because it will turn red when it's aimed at an enemy so it's much easier to make headshots with it that way. A silenced headshot counts as a pistol kill, stealth kill, as well as a headshot, and if you dual wield pistols, it also counts as a dual wield kill. These all happen to be long term challenges so I recommend that you use this weapon a lot. It is instant kill on a headshot regardless of range. As long as the crosshair turns red, it's a kill no matter if the enemy is 1 feet or 1 mile away from you.

    Now head up the stairs on the left. This is a hallway once again filled with enemies. Take them out, and head up the stairs at the end of the hallway. Do not forget the collectible (1/1) Oskar's Letter that is on the barracks on the right halfway up the stairs, with the red lights. The collectible is a letter on the bed. Move up the stairs, and take down the enemy that is on the turret. Behind him is another flak turret that you need to operate. This time, aim to the left, and shoot at the crashed plane that is blocking your passage. Hop out of the turret and go through the door on your right. Pay close attention here because there is a crate here with a blanket over it. There is a collectible right next to the crate under the blanket. It's very easily missable (2/5) Gold Goblet.

    Continue up the stairs until you see a big vault door. Your objective is to open that door but once you do you will be attacked by a big attack dog. You will need to shoot this one (contrary to stabbing it, as with the normal dogs). Once you Wyatt (your buddy) will play a deadly game of fetch with the dog and save your ass. He will offer you his hand to pull you up. Do not take him up on his offer just yet. Instead, run through the big vault door that you just opened, and pick up the collectible that is within the bunker (3/7) Enigma Code Piece. Now take Wyatt's hand. This will trigger a cinematic.

    You will have to scale a building. Watch out for windows that open up, Nazis will pop out and shoot at you. Return fire, and they will fall to their misery. An additional risk is falling rubble. Being hit by this rubble won't kill you but it's a waste of healthpoints. Once you make it up there, you need to pull a lever which raises a gate and lowers two blocks of concrete. Jump down one of those holes where the concrete blocks just got lowered into.

    You can now continue with the stealth approach, and I suggest you do so. In the alley right in front of you will be a guard coming from the right side that will walk away from you. I suggest that you try to use your silenced pistol on the majority of the enemies that you are about to face. I will not attempt to detail how you need to walk in the upcoming section, because it is a maze of small alleys and rooms. Try to crouch walk and shoot any enemy that you face between the eyes. There are two areas where you need to pay attention. When you come to an alley with a big hole in the floor that you need to cross by walking over a few planks that have been placed over the hole, you need to drop down to grab a collectible that is in the alley you drop down into. (4/7) Enigma Code Piece The other area is a dining room that also has a commander in it. This room contains a golden goblet that you need to pick up. (3/5) Gold Chalice

    Clear out this section of the castle until you reach a set of stairs that lead you to a room where you will see a prominent painting of a Nazi commander on the wall, a few sleeping dogs in front of it, and knight statues near the walls. One of the knights is holding a golden sword that is a collectible and that you need. (4/5) Gold Sword, and the knight that is to the left of the painting holds a sword that opens a secret door behind the painting if you interact with it. Go into the tunnel and follow it until the end. Halfway into the tunnel, you will notice blocks with a handle on it. You can remove these to create holes in the wall that allow you to look (and shoot) into the next section of the castle. I suggest you remove the 2nd block you come across (the one on the left) and take down the guard that is standing next to the door. Either way, proceed to the end of the secret tunnel and push the fence aside. You will now be in an office with a commander that is on the phone. Take out this commander and pick up the collectible that is on his desk. (5/7) Enigma Code Piece.

    When leaving his office, turn left, and there will be a large dining room with a commander and kampfhund in it. If you have been taking out all enemies with the silenced pistol as I have suggested, you will now unlock 2 achievements:

    You can leave this section of the castle by exiting the dining room through the window in the dining room You will be at a balcony. If you look to your left, you will see a catwalk below you with a handful of enemies on it. If you have not unlocked this achievement earlier, you can attempt to kill 2 enemies with a grenade here again. Cross the balcony, take out the enemies in the windows in front of you and below you, and then jump through the window on the other side of the balcony. On your right will be another set of stairs. At the top of these stairs, a dog will charge at you. Take care of the dog. Now I recommend that you watch the collectible video if you haven't already because there is a collectible hidden inside one of the crates in this room (5/5) Gold Floorball Trophy.( it's on the left, where the dog was coming from). At the end of this room are 2 soldiers trying to drag a turret towards a window. Take care of them and move further.

    You will now come to a section with a turret. Click cn_X briefly in order to mount the turret without detaching it.If you have unlocked the achievements of killing enemies while sliding and killing enemies with dual wielded assault rifles without releasing the right trigger then you should now have the challenge where you have to kill 20 enemies with a mounted machine gun. This upcoming section is one of the premier opportunities to get this achievement, so use that turret and start gunning down Nazis. There are more than 20 nazis in this section, but if you have not unlocked it at the end of this section, then you can hit cn_start and reload your checkpoint to get the last few kills that you need.

    Now that we have obtained this achievement, you should reload the chapter again and this time you should detach the turret from its socket and try to get 5 kills in 10 seconds with it. Wait for enemies to cluster together and then mow them down. This will unlock:

    Once all enemies are dead, head to the right. There will be a section in the wall on your right hand side that has a hole in it. This hole has another collectible inside it. (6/7) Enigma Code Piece Once you have the collectible, proceed to the left where you will have to team up with your buddies by removing a piece of rubble. After you have done so you need to jump to the other side of a big gab. This will trigger a cinematic where you fall in a a rather sinister torture room. You need to find a key to get out of the room. There will be a couple of drawers. The drawer that is closest to the door you wish to exit from (on the far right) has a collectible inside it, the key is on the drawer that is at the far left, against the other wall. (7/7) Enigma Code Piece. Pick up the wounded marine and head into the next room.

    In this next room, you will be attacked by a genetically modified mechanical soldier. If you shoot him in the head a few times, then his protection will fall off, and he will go down in no time. He doesn't have any weapons other than his fists so just keep your distance. Once he is down, you will get another cinematic where you are cornered by General Deathshead.

    General Deathshead will provide you with a choice between your two buddies. You need to save one. This is where the missable achievements of this game come into play. Each choice earns you an unique achievement, but you can only pick one. Unless you intend to immediately replay this first mission, then I suggest you pick the one you wish to stick with because the choice is going to have some consequences for how your story will play out. It has an effect on the story, how you can access certain areas in the game (hotwiring versus lockpicking), but primarily, it has consequences for whether or not you can upgrade your health or your energy.

    If you save Fergus, then you will have the option to increase your maximum health, and that is by far the more useful attribute compared to upgrading your energy. I highly recommend picking Fergus.

    Whatever choice you make, you will unlock one of these two achievements:

    After the cutscene, you will be given a pipe that you can use to kill the big soldier that is holding down Fergus (or Wyatt). Once the big guy is dead, jump on top of the surgical tables, and hit the incinerators. Once that is done, Fergus will smash your handcuffs off and tell you to hotwire the window open. You can hotwire by quickly getting the two wires to connect by using your left and right thumbstick.

    Jump out of the window, and you are done with chapter 1.

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