UnMetal All Achievements

## Overview

All Achievements is a Category Extensions speedrun that requires you to beat the game as quickly as possible whilst collecting all 40 achievements (41 on PlayStation which includes the standard Platinum for getting all other achievements). It requires you start a new game with none of the achievements unlocked and upon completing a run, you must again show the achievements page to show them all completed. Due to the achievement 'You're A Tough Guy', this run must be played on the Hard difficulty.

It's worth noting that there are no achievements related to any levels being Perfect or UnPerfect, and you are not required to collect every XP or every Secret. An All Achievements run is not a 100% run and the route makes very selective decisions about what extras to go for and what extras to skip.

## Before You Get Started

Due to it being a category extension, there is no separation between PC and Console for this category. There are advantages to both (e.g. you don't need to collect medals on Xbox One and PS4), but if you intend to run this category multiple times, PC will be the easier option as you're able to reset your achievements. The game's achievements menu is directly connected to your platform's achievements/trophies, so one cannot be changed without the other:

* For Xbox One and PS4, your only option for repeating this category is to create a new account, meaning you'll lose any saved hotkeys and your Chapter 4 minefield layout, which cannot be manipulated in these versions.
* For Steam, you can use a tool called the Steam Achievement Manager (SAM) to reset your achievements, affecting both your Steam list and the in-game achievements list.
* All other versions still require testing.

### Chapter 4 Minefields

The current world record route for AA still skips the whole of the underground base in Chapter 4, so if following that route you'll still want to have minefields prepared. Unfortunately, this isn't possible to do on Xbox One and PS4, as you'll automatically unlock achievements getting to Chapter 4. But for the Steam version at least, you can do the following:

1. Use the SAM to reset your achievements, launch the game and check they are all incomplete.
2. Start a new game on Hard and play through to Chapter 4 without picking up any medals (some medals are mandatory pickups, just don't complete the achievement).
3. You now have a Chapter 4 save with zero achievements completed - this is important because if you reset your achievements and load a save that had achievements completed, you'll immediately unlock them all again.
4. Check the minefields and find the route through, including the medal pickup on minefield #2. If you're really unhappy with it and want to roll another one, close the game, relaunch and then load your Chapter 3 save and play through to Chapter 4 again.
5. Once you've got a set of minefields you can navigate through, go to your save game folder (<Steam-folder>\userdata\<user-id>\1203710\remote\) and save a copy of the Chapter 4 save file from the save slot you used in a safe place.
6. Whenever you want to reset and start a new run, use the SAM to reset your achievements and replace your existing Chapter 4 save file with your prepared file.

If you'd prefer to simply use the minefield layout present in the current World Record run, you can download NickRPGreen's Chapter 4 save file that's already prepared for AA runs. The route is as follows:

## General Route

As stated in the Overview, All Achievements is not 100%. This isn't a Perfect run with extra steps, it's a Perfect Lite run with extra steps. This guide will explain specific Chapter achievements in the Chapter sections below, but to understand the general route, there are a few achievements that dictate it:

### YOU'RE A TOUGH GUY

Awarded for completing the game on Hard. The most important, you must play the game on Hard.

### GENERAL

Awarded for reaching Level 10. There's a total of 133xp in the game, and 117xp is required to reach Level 10, meaning we can skip 16xp in total. There's various different options for which XP to skip, two possible options include:

* 5x XP from the left side Guards in Chapter 2, 3x XP for Turret Storm, 8x XP from Guards in Chapter 5
* 3xp from Turret Storm in Chapter 4, 6xp from Guards in Chapter 5, 7xp from Scandinavian Guards in Chapter 9

### SECRETS

Awarded for collecting 15 secrets. There's a total of 21 secrets, so we're able to skip six:

* Chapter 3: Backtrack Stamina
* Chapter 4: Underground Base Stamina
* Chapter 5: Stamina
* Chapter 9: Grenade Slot & Link's Sword
* Chapter 10: Stamina

### LORD OF THE BULLETS

Awarded for having 90 or more bullets in the game. This means you must take Light Munitions Expert at Level 9, but that alone only takes you to 80 bullets. There are 14 bullet pouches hidden throughout the game, adding one additional bullet to your max, meaning we need at least 10. This means we skip the three at the Chapter 3 final Secret, and the one next to Chapter 4's underground base Secret.

### THE STEALTHY EXPERIENCE

Awarded for getting the maximum possible experience in five chapters. Yep, half the chapters don't need to include every XP, just remember that Chapter 10 has no XP, so this automatically takes one of those slots. It's also impossible to NOT get all XP in Chapter 6, and Chapter 8 is pretty much a given for all XP, so that's two of your five automatically awarded.

### KNOCK KNOCK

Awarded for breaking all 15 toilet doors. These are the toilet doors that face south, any facing east or west cannot be broken. Most other speedruns completely ignore toilets, so this will be a bit of an adjustment, but the guide will advise where they all are. As you're in a toilet, it only takes a second to save at the urinal, so always do so for safety. Just ensure you break the toilet doors first, else if you do load that save, you'll waste time breaking the doors again.

Outside of these achievements, one other note is that you must collect every medal to unlock each achievement first. The only medal that significantly affects the routing in any way is the medal for 'Good Night' picked up in Chapter 3, which forces you to abandon the chloroform skip. All other medals should be simple to pickup along the way.

Finally, this guide is mainly going to explain the extra steps required for All Achievements and assumes you have already played Any% to understand most of the route and tricks. It also won't go into detail about getting XP from every guard which also differs from Any%. For advice on that, you should check out UnMetal Perfect.

## Chapter 1: The Great Escape

XP to collect: 17/17

Secrets to collect: 1/1

Toilet Doors: 2

1. The level plays out similarly to a normal UnPerfect run, this is likely the only level you'll complete with an UnPerfect completion. After escaping prison, grab the medal for completing Chapter 1 and select 2 guards at the checkpoint to get both their XP. On the next screen, grab the medal for completing the game on Hard. The first toilet you come across doesn't have any doors to break.
2. Play through collecting the radios as normal, grabbing the medal for collecting 15 Secrets and then the Secret in the hidden room. When collecting the second radio, it's worth grabbing the Coin as well. Also, search the second guard to grab his handkerchief; you'll use this for making molotovs next chapter. Grab the medal for reaching Level 2, collecting it before taking guard 2 out if you need to wait for him. There's also Depleted Uranium Balls in the bottom left box.
3. After collecting the eyepatch and hitting Level 2 (take Sprint), go into the toilet - you can break the box next to it whilst waiting for the door to open for some Depleted Uranium Balls. Inside, don't give the guard toilet paper. Instead break his door, then the door next to him, then punch him out. He doesn't give XP, so don't worry that he spots you.
4. Continue as normal, ensuring you grab the potty from the prison cell you get the slingshot piece from, and getting the medal for breaking the toilet doors in the two guard room. After you've collected it, go right to another prison cell. In here you'll find the medal for collecting all five potties and the second potty is obtained from punching the bed in the right cell. Once you've got them, you can attempt to use the key on the left cell which will break it, removing it from your inventory if you'd prefer.
5. Continue into the the three guard room, getting XP from all three guards. Of the two joking guards, search the guard on the right and collect the sunglasses; these will be needed in Chapter 9.
6. Defeat Grenade Guy as normal and grab the medal for knocking out five guards with the slingshot. Don't worry too much about this achievement, as taking out the Japanese Guards in Chapter 9 is the easiest way to get this done, just ensure you've always got some Depleted Uranium Balls as there's none available in Chapter 9 to collect.
7. Finish the level, grabbing the medal for not using any potties along the way. Oh yeah, for the whole run, you can't use any potties. Don't forget, and if you do accidentally use one, immediately load your previous non-potty save.

## Chapter 2: Something Stinks Really Bad

XP to collect: 7/12 or 12/12

Secrets to collect: 2

Toilet Doors: 2

1. There's two routes for this level, with one seeing you complete it with a Perfect rank, one with a normal rank. To start, everything up to getting outside for the first time plays out as normal. You'll hit Level 3 upon defeating Sgt. Rosco (take Healing) and grab the medal for hitting Level 4 in the room with the first set of files.
2. The toilet that's in the first outside room contains no doors to break. Your route choice is here:
	* Go right and perform the doggo skip. You'll save at least a minute and a half ignoring the left side of this area which does include a couple of pesky RNG guard patterns for getting all XP, and there's no medal pickups or required items to collect. However, you get no molotovs and skip 5xp.
	* Go left and aim for a Perfect level (the current WR uses this route). Doing this is slower now, but you'll be able to craft three molotovs for use in Chapter 3, not have to do doggo skip if you're not that good at it, and you'll level up earlier, potentially getting enough XP to have increased Grenade and Rocket damage for Nuke Sub. If you go this way, make sure you collect two handkerchiefs, one from the guard you trick by claiming to be a Mike, and one from the bottom patrolling guard in the final room. Collect every fuel canister and the meat from the storage room. Using the meat on the dog is faster and safer than using the doggo skip.
3. Head back to the sewers and collect the first secret and first bottle. In the rooms with the shredders, you need to let the shredders kill at least five of the piranha-human hybrid monsters for the achievement SHREDDED TUNA. You'll pick this medal up in the empty corridor room. In this first room, you should easily kill two monsters.
4. In the second shredder room, go right towards the ladder, punch the dirt pile for the second bottle (if you collected the fuel canisters), grab the medal for completing Chapter 2 and climb the ladder for the two toilet doors.
5. In the third shredder room, punch the dirt pile to left of the entrance for the final bottle (if you collected the fuel canisters). If you already killed two monsters, you can ignore the monsters in this room and get the remaining three in the fourth shredder room. This is the last chance to complete this achievement, so don't move onto the rodent chase without doing so.
6. After the rodent chase you'll pick up the medal for crafting a molotov cocktail. Climb the ladder for the fuel canister (there are no doors to break in the toilet up here), and then climb down and grab the broken flamethrower. If you grabbed the fuel canisters, bottles and handkerchiefs, craft three molotovs and then repair the flamethrower. If you did the doggo skip, the game won't let you use your only gas canister on anything but the flamethrower, so you'll need to wait until Chapter 7 to craft your molotov. Proceed to Sewerjunk, grabbing the Secret as expected.
7. Sewerjunk presents your first boss achievement, and probably the most annoying and lengthy one. You are not allowed to damage Sewerjunk's health bar with the flamethrower. You can (and must) still kill the rodents with the flamethrower, and you are allowed to break Sewerjunk's tentacles with it, but for any damage to his body you either need to use the floating platform and punch him, or use the slingshot. Just remember, you'll still need slingshot ammo for taking out guards later, so it's best not to use it all up. An important note, you MUST collect the medal on the left side of the room BEFORE you complete the boss fight, otherwise the achievement won't register. The best time to do this is when Sewerjunk rises in the centre of the left side, when the game is about to ask you how many tentacles he has. He's too far away to reach with the platform, so this is a good opportunity to grab the medal whilst you're limited in attacking him.
8. If you've gone for Perfect XP so far, you'll hit Level 4 upon defeating Sewerjunk (take Rolling Thunder). Finish the level as normal.

## Chapter 3: In the Lion's Den

XP to collect: 18/18

Secrets to collect: 1/2

Toilet Doors: 2

Bullet Pouches: 1

1. Chapter 3 introduces the two major completion achievements that you'll be focusing on throughout the rest of the run. Also, whilst you should be aiming for Perfect XP, you won't be getting both secrets. To start, punch out the first guard and then head to the toilet on the left, grabbing the medal for completing the chapter on the way. Inside you've got this chapter's two toilet doors to break, with the third potty hiding behind one of them.
2. From here, head on as normal. It's down to personal preference whether you take out the guard at the exit now, or wait to do it at the end. Lt. Markusson's boss room is patrolled by two of the most annoying guards in the game, especially if they're close to each other. If you don't have a handkerchief on you at this point, the one who was closest to you when you entered has one which you'll need to craft the chloroform rag.
3. Meet Doctor Hoffman, grab the keycard and stock up to six medkits from the cabinet. You'll now pick up the medal for AS YOU WISH, which is for healing 20 guards. This will be your main priority in a few levels and if done well, you'll complete it in Chapter 9. Because you're after XP, you can't simply shoot the guards; they'll be alerted by the gunshot first. In any room with only one guard (as long as you have a medkit), you need to sneakily punch them once to stun them, then shoot them, then heal them. This will grant you XP and one guard towards the achievement. If there are multiple guards in the room, take the other guards out quietly and then punch-shoot-heal (PSH) the last guard.
4. Head north, picking up the gun and in the next room the medal for having 90 bullets. This is when you'll start collecting bullet pouches. PSH the solo guards in the first two rooms, and try to punch out the first guard and PSH the second guard in the third room. Collect the Secret and one Bullet Pouch from the office's secret room, then grab the files and continue to the second floor.
5. As you head out onto the catwalks you'll collect the medal for destroying five drones by punching them. Do this now with five of the first six drones you come across. They're annoying because they'll fly out of reach and you'll have to wait. Don't leave this until the last room of drones, because there's three and they'll likely kill you. We won't be grabbing the backtrack Secret later, so you won't meet the drones on the left side of this floor. Another option would be to punch the drones during the final fight of the game, but this is slow and you could get overwhelmed as the drones spawn quickly. Besides, you don't want to forget that you've still got drones to punch seven chapters later, so just do it now.
6. When fighting Mega Dron, if you crafted molotovs, move right up to the top of the catwalk before starting the fight. Immediately throw two molotovs and roll to the left; this will instantly kill Mega Dron and you won't need to worry about collecting too much ammo. If you didn't craft molotovs, you'll need to fight him normally.
7. Inside the storage room, collect the medal for dying whilst tampering with your inventory, then pick up any ammo you want and make sure you pick up the Thermal Suit; you won't be coming back this way. After climbing down the ladder, you'll trigger a save point. Break the box to your immediate left to collect Sodium and the box to your immediate right to collect Water. Combine these in your inventory and you'll explode, completing the achievement. This is the only intentional death in the run. Load your save, craft the chloroform (do not use it), and immediately combine it with a handkerchief to craft the chloroform rag. Don't go back up the ladder like you would in an Any% run, go out the south door.
8. On the left outside will be the medal for GOOD NIGHT. This requires you to chloroform 20 guards and is the other major consideration throughout the rest of the run. This one should be completed naturally, as whenever you have multiple guards in a room, your typical action will be to chloroform the first guard(s) to take them out silently, and then PSH the last one. You'll also chloroform a bunch of guards in Chapter 5. Basically put, from here on out you should be avoiding just punching guards out and working towards one of these two achievements instead. Chloroform the guard and then run round the catwalks and up to floor 3.
9. Floor three plays out pretty typically. You'll grab the medal for reaching level 6. In the choices room, take GRD to spawn three additional guards. You should be able to chloroform the first two, and the best way of taking out to the top left guard is the slingshot him, getting one of your five slingshot knock outs in. If you've been on Perfect XP so far, you'll reach level 5 here (take Gunslinger). Continue on with the batteries, and head into the office.
10. In the office, grab the medal for reaching the ground floor in less than a minute before answering the phone call. The timer starts once the phone call ends, so you give yourself an extra second grabbing the medal first. Run back to the lift and you'll have four guards in two different rooms blocking your way. They don't give XP, so shoot all of them. If you have less than four medkits, the boxes the first set of guards are hiding behind should drop enough medkits to take you back to four. Head down to the ground floor and ensure the achievement THERE IN 60 SECONDS triggers (it should trigger as soon as the ground floor elevator doors start opening). If it doesn't and you were too slow, immediately reload a save and try again. If done well you should have between 10-15 seconds spare, this isn't too difficult to achieve.
11. Meet Doctor Hoffman again and she'll top you back up to six medkits. For the Lt. Markusson fight, immediately shoot the two guards, and throw your last molotov at Markusson, which will kill him instantly. If you don't have molotovs, still shoot the first two guards and then shoot Markusson normally. You'll reach Level 5 upon defeating him, which is annoying as Gunslinger is really useful for his boss fight if you have to do it normally (another tick in favour of not doing the doggo skip). Heal all three, collect the keycard and finish the level. Don't use the keycard to go and collect the secret on the second floor; it's a really long backtrack and there are enough items elsewhere to avoid it.

## Chapter 4: Welcome to the Jungle

XP to collect: 6/9

Secrets to collect: 3/4

Toilet Doors: 0

Bullet Pouches: 0

1. Pretty much the Any% route, just with getting XP from all six guards. Remember to chloroform the first guards and then PSH the last one. Grab the secret from the back of truck and the one in the trees.
2. Thankfully, All Achievements still allows us to perform the biggest skip in the game, the minefield skip. You should know your route, just remember you can't potty beforehand, so a death is quite costly at this point. You'll need to grab the medal for completing five levels with max XP, which is in the bottom left of minefield 2, so you'll need to have figured that into your routing as well.
3. Once through the minefields, complete the rest of the level as normal. You'll grab the medal for completing Chapter 4 in the first room after minefield 3, and remember to punch out the tree towards the end to grab the last secret. You'll grab the medal for hitting Level 8 in the same room.
4. As we've now deliberately skipped XP, the term "Near-Perfect XP" going forward will refer to getting all XP except for Turret Storm.

## Chapter 5: The Barracks

XP to collect: 17/22

Secrets to collect: 1/2

Toilet Doors: 2

Bullet Pouches: 3

1. Easily the worst level in the game, but thanks to All Achievements not requiring all XP, you're able to run through some of the more annoying sections. It's very easy to obtain 16xp in this level, but you want to try and collect 17xp if you're still on Perfect XP. This level will also be a big boost towards completing GOOD NIGHT. Chloroform the first guard, you don't need to hide his body as long as it's in the first room. Every other knocked out guard in this level must be dragged into a building, else the game will stop you from moving on to Machine Mike.
2. For the guard in the second room, wait for him to be facing away, then chloroform and drag him to the toilet in room 3. You'll need to be fast to do this before the patrol comes. Once inside the toilet, break the toilet door and save. You can return to this toilet at any time to save again if you want to play it safe.
3. Back in room 3, chloroform and drag the guard into the barracks building. The top right box has a medkit if you're low, but the middle left box has a required Bullet Pouch. Save at the previous toilet if you want to play it safe.
4. In room 4, chloroform the guard on the right when the other guard isn't looking, and drag him into the barracks building on the right (technically back into room 1). The box in the top corner has another required Bullet Pouch. You can grab the Secret if you want, but it's slower than some others and gives the patrol more time to catch up with you, which is why this one is specifically routed out.
5. Back in room 4, take the other guard out (use the slingshot if he's far away) and put his body in the barracks building on the left. In the this building you'll collect the medal for completing Chapter 5 and the bottom right box has the last Bullet Pouch for this level. If you're low on ammo, the top left box has Depleted Uranium Balls.
6. If you're not on Near-Perfect XP, you can skip this next guard, as you won't hit the optimised level anyway. If you want to go for it, lure the first guard in room 5 over to the edge of the screen - you can do this by letting him spot you from a distance so he comes over to check you out and you move back into the previous room, or use the Coin to lure him to the edge, again whilst you wait in the previous room. When it's safe to do so, chloroform him and drag him back to the last barrack building you entered. Keep an eye for the patrol and let them pass if necessary.
7. This next trick is important. Just like Any%, you now want to get spotted, without triggering an alarm. To do this, you need the other guard in room 5 to see you and trigger an evasion (yellow exclamation point). An easy way of doing this is to fire one Depleted Uranium Ball at him, and he'll be alerted as soon as the stun wears off. As soon as he does this, immediately run back into the previous room and wait a second. This will prevent the guard from calling his radio, preventing the base from going to a full alarm (red exclamation point). Remaining on an evasion means you'll only be pursued by guards who see you (no extra guards spawn) and most importantly the doors in the base don't lock.
8. From here, run through the next few rooms. If you get close to a guard, punch them to stun for a second, giving you more of a chance to escape without being shot. Duck into the toilet in room 8, break the toilet door and run back out again, with the evasion still going - be careful not to get shot and die. In the next room, duck into the barracks building in the top left, triggering the cutscene of Drunk Mike falling asleep (and granting 1xp). This cutscene cancels the evasion and gives you a save point. You can breathe easy again, you're through the hardest bit.
9. Search Drunk Mike to get his leave permission slip. Completing this submission doesn't actually get you an achievement, but it still has to be done for a reason. Head over to the right side of the base again. You can fight the Drill Sergeant now if you want, but it's safer to fight him last, as his toilet save is the closest to Machine Mike, so less time loss if you die during the Machine Mike fight. If the patrol is right behind you though, duck in and do it whilst they're walking past. To beat him, select STOLEN then CLUE then PLACE. This is one of the only choice selections where the options appear in random positions.
10. Take out the guard in the top right room and drag him into the barracks building. Here you'll also need to use the permission slip on the desk to stamp it, and you should save at the urinal as well. Back outside, take out the last two guards, dragging them into the ammo store at the bottom. As normal, you'll grab eight Grenades and the Body Armor secret. Then run back to Drunk Mike, but duck into Drill Sergeant if the patrol is approaching. At Drunk Mike, use the stamped permission slip on him and a box will appear which contains the fourth potty. Yep, all that for a potty - but a required potty nonetheless.
11. Fight Machine Mike as normal, but try to get four extra grenades by letting him shoot the sandbags that have Grenades hidden in them. From left to right, there are Grenades in bags 3, 5, 7 & 9.
12. You have two achievements to complete during Splash Mike's fight (which you'll need to grab the medals for during the fight), one for destroying five of the six trucks before he does, and the second for destroying every truck and container between the two of you. Note that for the latter, the wording of the achievement in game suggests you must let Splash Mike destroy everything, but this wording is incorrect, you are allowed to help. Before running in and triggering the start, throw two grenades at the truck to blow it up. Then start the fight.

Run up, grab the Rocket Launcher and move behind the left container. Throw two grenades in between the two containers flanking the entrance to blow them both up whilst Splash Mike destroys the container you're hidden behind. Grab the rockets from those destroyed containers and use two to shoot him, and one to shoot the truck on the left. Allow Splash Mike to destroy the last container in this corner. Use rockets to destroy the next two trucks, allow Mike to destroy one of the containers in the top left, and destroy the other one with a rocket. From here on out, the fight gets a little random, as Splash Mike doesn't have a fixed route. You still need to destroy one of the two remaining trucks yourself, so use the other as cover. Use two Grenades to take out multiple containers at the same time and try to hit Splash Mike with a rocket when you get the chance. Remember, once you've destroyed everything, there'll be no cover left to hide from Mike's attacks, so the end of this fight gets very dangerous - try and keep your distance from him.

If you get both achievements and then die, you're free to repeat the fight as normal, as the achievements are already locked in. Here's one such optimal route for the fight:
13. Assuming you collected 17xp, the term "Near-Perfect XP" will now refer to all XP except for Turret Storm and the 5xp from guards skipped here. If you're on "Near-Perfect XP" (or just under), beating Splash Mike will get you to Level 7 (take Gag Reflex).

## Chapter 6: Engineering Problems

XP to collect: 9

Secrets to collect: 2

Toilet Doors: 1

Bullet Pouches: 3

1. From the worst level to possibly the easiest level, Chapter 6 is a welcome break with a bit of simple progress towards AA. It does however have two single chance achievements to collect, the first starting immediately. The truck you're travelling in will have the medal for destroying five boxes at once with a single grenade, so grab that before you leave the truck. Just like an Any% run, you'll complete this achievement the moment you leave the truck, throwing a Grenade you had left over from Splash Mike at the arrangement of six boxes in the top right corner. If you don't have a spare Grenade, the solitary box on the left of the room has one instead. You should aim to hit the five boxes furthest to the right, as you can punch the left most box whilst waiting for the Grenade to explode. If the achievement doesn't trigger, immediately load a save, and this is your only opportunity in the game to complete this.
2. Once you've met the Engineers, don't start blowing up their machines yet. Instead, move to the top right to grab the medal for completing the chapter, and punch the box behind the medal to get to the secret area. Here you'll grab a Grenade Slot which will be useful next chapter, as well as your next three Bullet Pouches.
3. Destroy the Engineers' machines and heal them up as normal. Sadly, as they're not guards, none of these heals counts towards AS YOU WISH. However, you do XP from them, and with there being no roaming guards and an unskippable boss, it is impossible to not get Perfect XP in Chapter 6.
4. The majority of the level is just played normal, the only things of note is that when you get out of the submarine to grab torpedoes you need to head to the toilet for one toilet door, and you should grab the Secret hiding behind the wall in the first room with a missile launcher enemy.
5. The final achievement for Chapter 6 is whilst fighting Hugeel, the medal for which is in his boss room, so make sure you grab it during the fight. Your objective is to defeat him using only six torpedoes, which means zero misses. If you're already an experienced runner, this shouldn't be an issue as you should be doing this anyway, but the main trick is to stay nice and far to the left to give you plenty of space to move and shoot. If you do miss a shot, immediately reload.

## Chapter 7: Boom Docks

XP to collect: 12

Secrets to collect: 2

Toilet Doors: 0

Bullet Pouches: 1

1. From possibly the easiest level, to possibly the hardest, Chapter 7 isn't as brutal as an Any% run, as you'll have more health and ammo, but Nuke Sub is still the toughest boss in the game (with maybe the exception of UnPerfect Takuma Takagashi). As you start, you'll obviously grab the money from the furthest right container, but don't forget that the fifth and final potty is in the yellow container.
2. You'll be grabbing all of the Secrets and ammo in the next area, so you want to do stuff in the right order to optimise time. Ignore the money container in the bottom room and head straight for the money container in the upper room. Once you've grabbed the money, punch the yellow container in the top right for the first Secret room. Here you'll grab a Stamina and the only box you might want to skip is the bottom one; it contains a Rocket so if you've still got two left over from Splash Mike, you should skip it.
3. Back upstairs, grab the medal for completing the chapter and punch the wall immediately behind it for the second Secret room. Punch the far left container in this room to reveal the ladder down, where you'll get a Grenade Slot, Bullet Pouch and more Grenades (you should be getting close to your new max of 10 Grenades by now). After leaving, use the toilet on the left; there aren't any doors to break, but the next few rooms might require reloads and if you don't save now, you'll restart from the start of the chapter.
4. Make sure the boat has passed before grabbing the money in the lower room; if it starts shooting you whilst you're retrieving the money, you're almost certainly dead. In the next room, you can grab the money and you have enough time to break one of the two middle boxes for another Grenade if needed before the boat returns.
5. This next room is one of the harder guard rooms for Perfect XP, and if you're still on near-perfect XP, it's worth trying to stick to it. The safest option is to punch a container near the entrance and the wait in the room on the right. Once the guards have finished investigating and start walking back, chloroform the one at the back, then take out the second one. The next room above this one is similar, though the two guards are a little more predictable. If you've been following this guide and remained on near-perfect XP, here's your reward: you now hit Level 8, allowing you to take Demolition Man which gives your Grenades and Rockets 25% more damage, making Nuke Sub a much easier fight.
6. The rest of the level is played pretty much as normal. Ensure you keep one rocket after fighting Nuke Sub for Takuma Takagashi in Chapter 9. After the fight, go grab the fuel container and ideally take out the two guards with a chloroform and a PSH. Once inside, choose the boat on the left and pick "GAS" from the options; you'll then trigger a save point. If you didn't build chloroforms in Chapter 2, now is the time to build one. Once the achievement has triggered, reload your save so you can use the fuel on the boat instead. Fight Black Thunder as normal.
7. If you've been following this guide and gotten Perfect XP in the advised levels, you'll now receive THE STEALTHY EXPERIENCE. If you did the Doggo Skip in Chapter 2, or messed up somewhere else, you should get this next level instead.

## Chapter 8: A Thousand Eyes Are Watching You

XP to collect: 2

Secrets to collect: 2

Toilet Doors: 1

Bullet Pouches: 0

1. The only reason for only suggesting Chapter 6 is the easiest level earlier is because Chapter 8 is also very easy and way simpler. Whilst you can beat this without Perfect XP, it's certainly not optimal to do so. In fact, this level is so simple, it barely needs an explanation. Complete the level as though it was any other run, collecting both Secrets. The only extra thing to do is break the toilet door in the middle of the base. This is best done after collecting the EMGs rather than before, as you'll want to keep your camera cycles on the way to the EMGs consistent.

## Chapter 9: Jerico's Heart

XP to collect: enough to hit Level 10

Secrets to collect: 1

Toilet Doors: 4

Bullet Pouches: 2

1. Thought this chapter was rough in other categories? Well, it's not much worse on AA, in fact UnPerfect is much worse than AA. But this chapter will take longer if you've not kept up with XP and still need it. There's a total of 31xp up for grabs here, so you must be at at least 2xp towards Level 9 upon entering, or your run is dead. Upon entering, take out the camera feed as normal and head up into the base.
2. With Floor 1 you have the choice of Exterminator or Scandinavian Guards. This is mostly down to preference, but the suggestion is:
	* if you need the XP and you're planning on Perfectly clearing the bottom floor, go Exterminator. Each Guard can be killed with one EMG, one Grenade, and two punches. Because the security system is down, throwing a Grenade at one Guard won't alert any others in the room, but damaging a Guard without stunning him with an EMG first will trigger his alert. For more details on this route, see UnMetal Perfect.
	* if you've kept up with this guide for near-Perfect XP, go Scandinavian. You can easily put them to sleep with the chloroform for more progress towards GOOD NIGHT. If you intend to get all other XP in the level (7xp from F2 guards, 12xp from F3 Japanese guards, 3xp from Takuma Takagashi), you only need XP from one Scandinavian Guard, meaning you can run through this section like an Any% run. Whilst you only need one, it's often easier to take out more, meaning one less Japanese Guard to worry about later. You'll likely also complete GOOD NIGHT at this point.
3. Whichever method you choose, you do need to collect the following from Floor 1:
	* two Bullet Pouches from the storage cupboard in the room directly north of the starting room
	* the Blood Pouch from behind the large hazardous container in the top right room
	* fill up on EMGs from the ammo store in the top right room
	* the medal to complete the level from the storage cupboard in the bottom right room
	* three-medkits from the Room of Requirement (unless you're pretty much maxed out on medkits, which is unlikely at this point)
	* break the toilet door in the toilet next to the lift (if you're doing Exterminator, do this early to get a safety save)
4. On Floor 2, the box next to the toilet has a medkit in it, so it's worth grabbing. Your next achievement is to destroy every robo-spider, so you must go left and head towards the Radiation Suit. Inside, you can't use normal weapons, so you'll need to throw an EMG at each spider and then punch it to death. The boxes in here have more EMGs, so make sure you keep well stocked, as you'll need at least six before you go into the red room. You'll also grab the medal for destroying the spiders on your way through. You should still collect and use the Radiation Suit, which is in the right hand locker. There's also a medkit in the box below the lockers. Once collected and the spiders destroyed, head back to the lab, use the toilet for safety and navigate through the red room, using the Radiation Suit and killing all of the spiders in there. If you're low on health by the end, use the blood bag.
5. Once past the cameras you've got a few guards to deal with, and a good opportunity to get any more efficient heals/sleeps in. You must hit Level 9 here and you MUST take Light Munitions Expert. Remember, your last save point was the toilet in the lab, and your next one is upon collecting Keycard 4, so if you need the XP from these guards you need to be careful. The box to your immediate right upon entering the first room has a medkit in it, and you'll need to hold onto three ready for a couple of rooms time. The guard will hear you punching the box, so you will likely need to take him out first. When you do, search him for a Coin. Deal with the next two guards as necessary and grab the keycard from the office on the left. In the next room, you must use the Coin you picked up to lure this guard over, as he won't hear you punch the wall. Make sure you retrieve the Coin, as can be useful for the Japanese Guards later.
6. In the final room on the left, you'll collect the medal for finding Robert's photographs, but don't rush over to them straight away. Remember when you picked up the sunglasses in Chapter 1? Well it's finally time to use them! Whack those bad boys on and when the guards throw a coin to distract you, Jessie won't see it shine and will ignore it. You can now grab the photos without being spotted. Now, remember one bullet point ago when you held onto three medkits? Stand on the right side of the desk and you can throw a Grenade over the shelf and take out the three guards, giving you an easy 3xp and three more guards to heal. Hopefully, you'll complete AS YOU WISH at this point, but don't worry if you don't. Once done, head to the elevator and head to Floor 3.
7. For Floor 3, you're only going to complete the first two rooms. These Japanese Guards are your last chance to put any guards to sleep and you'll now also want to get those five slingshot KOs in. Punch/chloroform the guard on the right, then punch the wall on the left to bring the left guard down; run to the right and fire a slingshot behind you that'll hit him as he reaches the corner. In the next room, take these guards out as best you can; their patterns are random so it's not something you can predetermine. In the ammo store at the bottom of this room you'll find a medkit in a box (if you still need to heal guards) and a Pistol Ammo Cupboard. If you haven't already gotten to max ammo, do it now, and so long as you took Light Munitions Expert and collected the 10 Bullet Pouches, you'll complete LORD OF THE BULLETS for having 90 ammo. Once done, get back in the lift and head to the roof.
8. The roof is played out as normal, there's no achievements up here. If you're still one Secret short, you can grab the Grenade Slot from the secret passage down to Floor 3. As you go to inspect the helicopter, you'll see a medal on the other side of the fence where the final boss fight takes place. You'll grab that medal during that fight. Once done, head back to Floor 3, and heal whilst on the elevator if you're not at full health.
9. As you re-enter Floor 3, you'll get a call and then a save point. That save point is the reason for doing the first two rooms of Floor 3 and then the roof. Now, if you make a mistake, you won't have to repeat the first two rooms. As with any other run, you take out these guards as best you can. Use the Coin, use the slingshot, use whatever you need. Use chloroform if you still need to put guards to sleep, but make sure you slingshot enough to complete SORT OF CHILDISH, DON'T YOU THINK? In the room with three guards, the toilet has two toilet doors to break (plus it's worth saving in there if you've already cleared the room). Once you're through the guards, the toilet in the last room has one door to break. It's definitely worth saving here in case anything goes wrong with the next boss fight. With these guards, or with the next boss fight, you must hit Level 10. If you haven't healed enough guards yet, take Good Dirty Medic. If you have, Halflife Healing is safer.
10. Takuma Takagashi has an achievement to complete, which luckily, is very easy, though does require you to be at full health. The medal for this is in the top right corner of his room but, unlike Sewerjunk, you can collect it after the fight and the achievement will still register. You must defeat Takuma without him healing, which if you've played any other run, you'll know you finish the fight quickly enough anyway. Fight him like you would in Any%, as soon as the fight starts, pelt him with bullets, then once he's dashed to you, hit him with a rocket. Due to the extra stamina you'll have picked up in this run, you have far more health to make this fight safer, and thanks to your Demolition Man upgrade, you should only need one rocket instead of two. Pick up the medal once the fight is done and the achievement should trigger instantly.
11. From here, the rest of the level is played out as normal. Grab the map and head back down to Floor 1 for the Night Vision Goggles. If you took Scandinavian Guards, they will have woken up, so this is your last chance to put any more guards to sleep. Head down to the basement, and you should already have enough Secrets to not need the Link Sword Secret. As you get to the second intersection, run up and grab the medal for getting through the basement without destroying any of the cell gates (hence why you shouldn't go for the Link Sword Secret, though it's unconfirmed if that cell gate counts against this achievement). Get through the labyrinth as normal, you should have more than enough ammo to deal with the ghosts.

## Chapter 10: Escape Complete!

XP to collect: 0

Secrets to collect: 0

Toilet doors: 1

Bullet Pouches: 0

1. Chapter 10 is played out pretty much as normal, and you're kind of at the point of no return for most achievements. If you've not completed most by now, your run is dead, but there are a couple you can still work on. Grab the first block of C1 and then pickup the medal for completing the game on your way up to the next room. Head through and grab the C1 as normal. The final storage room that contains two C1s and the watch does have a secret behind the wall in the top left corner, so if you're still one short, you can grab this. Construct the C4, plant it, go in the room, etc.
2. Even with all the Stamina you've collected, you still can't do the death march on Hard, so the alert phase needs to be tackled as normal - standing at the edge and punching the guards as they enter the room. If you haven't healed enough guards yet, you can shoot them and use your remaining medkits and your bandage (assuming you took Good Dirty Medic at Level 10) to finish this. The bandage heals much slower, hence why you shouldn't rely on this strat and should be a last resort only.
3. When you head into the office, the last toilet door is in the toilet on the right. You should be pretty well stocked on ammo by now, so it's likely only Rockets and EMGs you'll need to collect.
4. Final boss fight, final achievement. Whilst fighting the drones, grab the medal you saw earlier. This is for defeating the Robo-Tank without using any EMGs, which is pretty easy. You should have three Rockets, so fire those as soon as it emerges, then duck out of the way of its bullets, switch to Grenades and finish it off. Beat General X as normal and that's time!
5. Remember to let the final IGT show on the screen for a moment before moving on. As you enter the epilogue with Colonel Harris, you should receive the achievements for completing the game, completing the game on Hard and for completing the game without using a Potty. Skip the credits and visit the Achievements menu to show that all Achievements have been completed and validate your run!

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