Step-by step guide to 100% success
It was never my idea.
Play prologue until you reach the end to unlock the only achievement of the chapter
Four soldiers will be required to reach the extraction point.
Add soldier(and soldier) to the squad. They must be available at all times
A soldier being killed by an antlion worker in melee is not considered to be an achievement.
You can call your squad and ask them to wait in a safe place where antlions won’t damage or kill them
This task begins when (left screenshot is) ends when you reach (right snapshot) the shotgunner guys (
New body. New Boots
After destroying all antlion holes and getting in the last section of the container, unlock it
A surrendered medic can help you get your health.
To make a medic turn over, you must disarm their weapon and press E on them while fleeing, or about to pick up a gun. Your HP must be less than 100 otherwise they will not heal.
Make sure you have medics in a safe location as they could be hit by a gunfire or rebel grenade.
Kicking can also be very useful to prevent accidental deaths
(screenshot) – You can recognize medics from their backpacks or armbands
Can be done on Chapter 2 and later
Kick open 60 doors.
Press V to open doors. It's possible to open 60 doors in one playthrough of the game.
If you are attacked, you can open the door and kick it.
This achievement can be obtained by saving and then loading. Keep doing this until you unlock the achievement
Five soldiers are required to reach the secret lab in Arbeit 1.
Similar to "Cell Division", except that you need to find a hidden 5th Soldier, see below
This task begins with the three first soldiers jumping off the bridge (left screen) and ends after the soldiers have survived a rebel attack (right screen)
Radio Recon (1/19)
A table in the control room
Kill a long-jump rebel while they're still in midair.
It's easy to kill a long-jump rebel in mid-air. Any high damage weapon, such a pulse rifle, can do the trick.
You can identify a long jump rebel by the glowing lights on their bodies
Radio Recon (2/19)
After you have pa*sed the sniper on ground floor, head to the room where the red light is.
Radio Recon (3/19)
On the first floor, in a room with a lot barrels and SLAMS, you can throw your grenade through a vent. Doors leading to a different room will open. Radio is found inside.
Radio Recon (4/19)
You will find 3 planks on the second floor.
Use your SLAM on the marked wall adjacent to radio 4. You will find the 5th soldier for the "Science Team" achievement.
Radio Recon (5/19)
On the ground floor, in the corridor after being captured by rebels
The Combine was born.
Unmissable. Unlocks after the Overwatch soldier opens the next door for you
My Evil Twin
Unmissable. After talking to the Bad Cop clone, unlocks just before dropping into Chapter 3
Friends in low places
You will see two open doors as you go. Wilson is at the left end of the door.
You will need to carry him around to get a collectible achievement.
Keep him close to you when the loading screen appears. Sometimes he may disappear.
Wilson can be attached on top of the APC, and the train car in the Xentarium.
Radio Recon (6/19)
After opening the gate, use some objects on a lift for a*sistance
Radio Recon (7/19)
After radio 6, turn left, then right to locate another radio in dark
Radio Recon (8/19)
Instead of jumping over the cyan goo pit at the start, you should instead go through a wall.
Radio Recon (9/19)
In the next room. You should be able easily to spot a flash orange from the radio
Radio Recon (10/19)
In a test chamber there is a vent hidden behind a cyan-painted tower. You can find a radio by going through the vent
Radio Recon (11/19)
After you navigate your way through the maze-like layout of zombies, you will find a radio in a box next to broken stairs
Radio Recon (12/19)
Wilson should be in front the scanner so that the door to the first one is not locked.
Radio Recon (13/19)
Hard to miss when you are at a table
Radio Recon (14-15/19)
After speaking with the turret there are 2 radios located in the next room. The radio is located on a ledge. You can climb up the ladder to locate (left screen), while the other radio is located on a table (right screen)
Radio Recon (16/19)
Just before you take the padlock off the door, put it in a small box
Get rid of it with a gun
Unlocks after killing a Gonome
Radio Recon (17/19)
After killing the Gonome & putting Wilson in front the scanner, turn left.
Worth the Weight
Consume 10,000 kilos of Xen grenades.
You can use your Xen grenades for consuming enough objects and enemies to spawn energy items and health. It can also spawn enemies if it is used on heavy objects, such as antlion guard
It counts if another grenade is used to spawn things.
This can be done after you have picked up your first grenades. Save before you throw all the grenades. Reload until it unlocks.
Radio Recon (18/19)
This is the final chapter.
After taking the elevator up, unlock the doors
Use the 357 to kill 18 rebels
To kill any rebel of any kind, you can use your revolver from the previous chapter.
You don't need to farm because there will be plenty of rebels shortly, but if your goal is to preserve ammo for difficult battles, you can go ahead
Radio Recon (19/19)
In the room of rebels, unlocking the achievement. Follow this guide (to unlock it. You can replay chapters if) is missed.
Closet Clearer (1/11)
After you have driven your APC, go to the first building.
Go uphill and take a left before going through the second structure. There is an edge that you can simply move to flip your APC.
This is a more convenient place than others.
Closet Clearer (2/11)
In the second Building
Closet Clearer (3/11)
Wilson will be transferred from your APC into the test chamber. You will need one of three power sources to allow you to progress. You can activate the power source to trigger antigravity and break gla*s.
After activating all three power sources, unlocks and you see the ghost Borealis ship
Far Distant Eyes
You can see the secret temporal overlay at the monitoring station.
The protagonist will tell you that he's never going to return to your APC after you return to it. You can then return to the spot where you saw it and enjoy the temporal overlay.
The crossbow can kill 25 alien animals
Use the crossbow you found at chapter's beginning to kill 25 alien species such as headcrab, etc.
You might farm this weapon upon picking it up. There are about 3-4 headcrabs to save and load the method
Temporal Troubles (1/4)
This one is not to be missed, since you must kill it to disarm the anomaly wall.
Closet Clearer (4/11)
You will find the closet on your way to your APC. Wilson must be placed there
Closet Clearer (5/11)
During the fight to rebels around your house, a headcrab Shell crashes through the bas*ment entrance with the closet inside
Closet Clearer (6/11)
It's easy to miss this, but you need to restore power before you can open your closet.
There are now two of them!
Both gonomes in Xentarium must be killed.
You'll find two Gonomes to kill after switching the power back on in Xentarium. To instantly kill both Gonomes, you can save energy balls with your pulse rifle.
On a Road
As you progress through this game, it's not to be missed
Temporal Troubles (2/4)
In a supply container, place a bunch rocks in a bag.
Closet Clearer (7/11)
You will eventually find this closet if you fight for it.
As you progress through this game, you will see a scanner. Inside is a payload transport. Wilson can be sent here so he doesn't have to be carried around on the battlefield.
Closet Clearer (8/11)
It's easy to get lost on the way
Closet Clearer (9/11)
The rebels set fire to a number of items.
Temporal Troubles (3/4)
In a supply box on the middle path, yellow light
Temporal Troubles (4/4)
There is a supply box in a dumpster outside of the building where you left it
Closet Clearer (10/11)
If you take the upstairs route, you'll see that closet right opposite the exit doors.
No Escape Chance
Neutralize Dr. Mossman’s helicopter on the Arbeit3 helipad.
Throw a Xen grenade at ('s helicopter). This will give you an achievement and spawn antlion guards.
Closet Clearer (11/11)
Place Wilson in front the scanner and go on. Wilson took a long while to open the closet, despite clearing out a warehouse stuffed with enemies and escaping along with Judith.
After escaping with Judith the Bad Cop clone clone, unlock your keys
Reunite with Scar Zero in Entropic Control
After Scar Zero is defeated, you will be able to rescue and escort him to the secret lab in Chapter 2.
Wilson can be taken to the upload station at a later stage of the game.
If you follow the guide, Wilson will be carried towards the game. You will find the upload station where you can put him there to obtain an achievement
You unlock more as you play the game to the end
Do a manual save before you meet the dying clone. This will allow you to achieve the next 5 achievements
Talk to the dying clone but don't kill it. Instead, just walk away. The Advisor will still kill him.
There will be darkness
Accept the Advisor's reward, and do not harm its. It will erase the protagonist’s memory, resulting into the "bad" ending. Just before credits roll, you will unlock the achievement.
Reload the manual and end him off during a conversation
Overwatch says "Stop kicking it"
Kick the Advisor and trigger the boss fight
There will always be pain
Side-strafing is a great way to avoid it in its first phase. In its second phase, you can just run around corners.
You can also cover flying objects by using the orange holes in your floor
After the credits, the achievement unlocks
If Wilson was successfully uploaded to the upload station it should unlock after the credits with the "There will always be pain" achievement
Complete the game at Normal difficulty or higher
It's obvious that you won't unlock any chapter if you play Chapter 0 or later.
Endings don't matter
Complete the game at Hard difficulty.
Quicksave will be your friend. You can use any powerful weapon such the revolver to win any tough battles
If you have done too much damage, reload your save and think about it.
As the Advisor will not fight you, it is best to accept the "bad" end.
Visitor Pa*s/Bootstrap Program/Mirage Clearance
All challenge maps offer the opportunity to earn bronze/silver/gold awards
There are 8 maps, each with 5 types or challenges.
- Minimum Damage
One of the most difficult challenges is to not take any damage. Quicksaves can still help you heal your pain
Hurting your teammates doesn't count. So feel free to use them for meatshields
- Least Bullets
You must spend less than the goal amount of bullets. If you hurry to the finish, pray that rebels don’t manage to cause damage to your property
Kicking is an effective way to disarm weapons, and you can also use it to kill rebels
As long as your bullets don't matter, let your teammates do the same.
Bullets don't count for explosives or projectiles, such as crossbow bolts.
- Least Time
You must race to victory and kill any enemy who stands in your way
Make sure to grab any items that can be used to restore HP and preserve ammo.
- Least Kills
That's because there are so many enemies in a map.
Again, let your team do that. Their kills don’t matter
- Most Ma*s
Simple, use Xen grenades in order to consume many things. You have limited ammunition, so use them wisely
It won't suffice to have objects or items to win a gold-medal without having enemies on certain levels
Be sure to check the grenade radius for how much you have.
You can also cheat out of challenges by typing "sv_cheats1 god; sv_cheats0” into the console. This will only ruin your experience.
Once you have won the last gold, you will receive the "Mirage Clearance", achievement for your hardwork (. Or little effort if cheating).
Entropy : Zero Achievements Guide
My guide will show you how to complete all achievements in the prequel games.
https://steamcommunity.com/sharedfiles/filedetails/?id=1265425411 – [steamcommunity.com]
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