开局准备:基础设置与最初决策
调整按键操作并熟悉基础战斗与探索机制后再行深入。
Emergence Day, fourteen years before the first game.
初入游戏、基础机制与新手教学任务
调整按键操作并熟悉基础战斗与探索机制后再行深入。
推进主线战役并密切留意各阶段的截止节点
跨越主线剧情最终转折点并通关本周目。
必须在高潮剧情触发前全部清理的支线目标
Chapters close behind you. In Act 2, Chapter 2, Hold the Line, the gate to Charlie Squad and the hotel at the end of the chapter are two: pick up what is around before going through.
Each one has to be accepted when it is offered. Some you are pointed to; others you only find by following a firefight or a conversation, and some are tied to a moment in the chapter.
Some collectibles and Hard Cases only become reachable after a main objective. If one is on the map but out of reach, it is not missed yet: come back later in the chapter.
One collectible is only handed over when the campaign ends, so the count is not complete until you have finished Act 5.
Replay the chapter of the Hard Case.
They need all of the above as well as Insane; see the Achievement Roadmap for how the difficulty part reads.
完成所有地图要素与最后挑战,达成 100% 完美白金
Xbox Wire's official list has 54 worth 1,000G; Steam adds The Lucky Ones Died on E-Day at 0G for earning the rest: 55 here, though the guides count 53 to 55, as What We Know explains. Thirteen come with the story, five more need the campaign cleared — one in co-op, three on Insane — and most of the rest are Horde Siege and Versus grinds. The order is on the Achievement Roadmap.
The campaign's collectibles, act by act. A COG Omen sting plays when one is close, the War Journal shows which are still missing, and chapter select takes you back for any you passed. All of them: Memories From E-Day.
Yellow cases holding weapon mods and mod slots, which you fit at Supply Caches. A pop-up says when one is near, and some only open after a main objective. All of them: Relax. I'm the Map.
Optional jobs for the soldiers and civilians of Kalona, from Act 2, Chapter 2 on. You accept each one when it is offered, and they pay in weapon mods. All of them: Side Piece.