Find achievements, collectibles, and more in A Quiet Place The Road Ahead with this walkthrough guide.
All information in this guide is provided by Arian. You can find his page here.
A Quiet Place The Road Ahead Guide
All achievements and collectibles!
Table of Contents
General tips:
- Your crouching speed is slightly faster than your slowly walking speed (at least it seems to be), which is handy for timed challenges
- When playing on hard, if you are running low on inhalers, you can abuse the restart system (when you get into a new section, you can load the game from that section and it will reset your lungs capacity.
Before you start the game, you should be aware that there are achievements for difficulty levels. So if you aim to get all achievements, you should play on “Hard”
- A Peaceful Path for completing the game on “Easy” difficulty
- A Dangerous Road for completing the game on “Medium” difficulty
- An Arduous Journey for completing the game on “Hard” difficulty
- For completing Prologue you’ll get Prologue achievement
Ranch
First note Note 5 – Red Cloud Ranch flyer can be found immediately to the left of you when you enter the level, on a bench
If you keep going around the debris, you’ll find your first toy. You’ll also get the Distracted Child achievement for collecting it.
Next note Note 3 – Loud natural sounds is lying on the bench on the porch of the ranch.
Keep going around the ranch till the end where you’ll see an open window. Climb in that window and you’ll see a toy lying on a counter near the door leading out of the room.
Go inside the cabin and you’ll see Note 9 – About a vent lying on the desk.
Note 12 – Romantic message is on the couch near barricaded stairs.
Behind this couch where you found the note there is a side table. Look inside to find Mixtape 1 – Horses . You’ll also get the Music Single achievement for collecting it.
Go upstairs and you’ll see Note 13 – Romantic answer on your way.
After you go in the vents, turn left and go till the end to find a toy.
When you get out of the vents, there will be Note 11 – Radio message note on the table.
After you get the key to the room 4 and get there, inside immediately to your left there will be a Mixtape 2 – Black Metal & Kitties in the drawer.
Keep exploring and eventually you’ll stumble upon Note 14 – Flower picker message and Note 15 – Concerned message on bedside tables of different beds (hard to miss).
After you get to the safe room, you’ll find the rest of the notes there, here’s the list:
Note 2 – Drawing of dad and Note 6 – Drawing of mom.
Note 1 – Drawing of Joshie and Note 7 – Walking to school with dad
Note 4 – nursery rhyme, Note 8 – Drawing of dad and son, Note 10 – Drawing of a monster.
For looking at all the drawings in the basement, you’ll also get the Projecting achievement as well as Casual Reader for collecting all the documents scattered in an area.
Succeed during the first asthma attack (when you have to press F at the correct moment) and you’ll get the Hold your Breath achievement. (you can get it later as well)
At the end of the level, you’ll get The Ranch achievement.
Hospital (Part 1)
You’ll find several notes in your room, here’s the list:
Note 36 – Baby names, Note 4 – Happy Anniversary.
Note 1 – Lyrics draft, Note 17 – damaged porch photo, Note 18 – damaged swing photo, Note 19 – damaged dock photo.
Note 2 – Song ideas
Note 21 – Julia’s photo, Note 3 – I’m here.
When you get out of your room, turn left and go inside Martin’s room.
Here’s list of notes to be found there:
Note 7 – Unfinished letter, Note 9 – Laura’s responsibility, Note 24 – Open mic night, Note 23 – Martin’s postcards
Note 8 – Exchange with Martin.
Keep going and near Kenneth’s room, you’ll find Note 15 – Mark to Kenneth on the ground.
After a cutscene take next right and there will be Note 14 – Debris on the wall to your right. Then proceed and you will see Note 13 – Rations cut
A little further down the corridor there will be Note 26 – A promise on a bench.
Another Note 29 – Medicine cabinet is on a board near infirmary.
Keep going and you’ll find another Note 27 – Radio silence on the board in the corridor in front of the Chapel. Keep going and eventually you’ll see Note 30 – Mark in charge on another board on the wall.
When you circle back to your room, before going, open the door that leads to Kenneth room, it’s going to be unlocked now.
Inside you’ll find a bunch of notes, here’s the list:
Note 5 – Annotated map, Note 6 – Never forget, Note 20 – Julia and Kenneth
After your reach a dangerous part of the area, you can die for the first time (just do anything too loud – drop a vent or swing open the door) and get the Too Much Noise achievement.
When you get into Laura’s room (when you drop down from the vents), there will be a bunch of notes there. Here’s the list:
Note 10 – People are leaving, Note 22 – Torn photo, Note 32 – Wildlife sketch, Note 33 – Robert sketch, Note 34 – Martin’s sketch, Note 35 – Disturbing sketch.
Note 11 – A letter before leaving and Note 12 – Condolence.
Don’t forget to check the bathroom for Note 25 – Martin and Robert
Hospital (Part 2)
When you leave Laura’s room, turn immediately left to find Note 16 – About insulation
Proceed going down that corridor to find Mark’s room. Go inside and you’ll find a toy in the drawer of his table.
Keep going and after your first encounter with the monster, you’ll find Note 28 – Rationing on the table in that side area where you probably were hiding from the monster before the board with the note Radio Silence that you’ve already collected before.
After you go through another vent and drop down, to the right of you around the corner there will be a toy on a bedside table.
After you exit the infirmary and see writing on the wall that says “Entrance”. Go in the opposite direction (to the right) till the end of the corridor and in the Office room on your right (the door will be unlocked). There in the table you will find Mixtape 1 – For Beth.
When you reach the reception area, before jumping through the window, grab Note 31 – Leaving the hospital, it’s on the receptionist’s desk.
During the last sequence with the monster, there’s a toy hiding in the corner of the parking lot behind the red car (but you’ll probably naturally will have to go around there).
At the end of the section, you’ll get the Hospital achievement.
Forest
When you start, you’ll immediately see the first information stand that has Note 8 – The squirrel and Note 9 – Drawing of a squirrel.
Proceed (no matter which way) and you’ll see the next information board that has Note 10 – The bee and Note 11 – Drawing of a bee.
Proceed (no matter which way) and you’ll see third information board that has Note 12 – The owl and Note 13 – Drawing of an owl.
To the left of that (third) information stand there’s a toy under a tree.
Proceed further and after a drop you’ll see a house. In this section you can get A Jump From The Window achievement for collecting the plank and leaving the house garden in under 3:30 minutes. It’s probably better to get the collectibles and then immediately replay the section for the achievement or vice versa.
Inside the house (get inside from the back), there’s Note 6 – About asthma pills on a table near the front door.
When you get in the room with the plank, there’s Note 5 – About planks on the table.
When you find a way around the house to the door that leads in the room with the plank (from the side that you can unlock, near the pit), there will be a table. Inside this table there’s Mixtape 1 – Chased by Wolves.
After you cross to the other side of the pit that divides the train tracks and climb some boxes, take first right around train cart and go to your right. There will be a toy lying on the ground.
Keep going and when the MC says that she can’t follow the tracks anymore, look to your left, there will be Note 7 – Soldier’s message near a dead body near a wall.
Proceed until the first encounter with the monster. In this section you can also get A Run Through The Bushes achievement for completing the area with the monster in under 1:45 minutes. It’s probably better to get the collectibles and then immediately replay the section for the achievement or vice versa.
Go down from where you started. Then on a level below go to the right of another descend, you’ll see a climbable rock. On top of that rock there’s a toy.
Keep going until you reach the house. Under the front locked door of the house there’s Note 1 – Disturbing message
Get into the house and when you leave the safe room, turn left and around the corner towards the kitchen. There you’ll see Note 3 – Poem on the wall and Note 2 – Old woman’s diary on the ground.
Go upstairs and in the first door on your left. In that bedroom there’s Note 4 – Girl’s diary and Mixtape 2 – Poetry.
Near the end of forest section when you’ll have to avoid the monster again, you can start earning the Over There achievement (you have to break 25 bottles to get it)
After completing this area, you’ll get the Forest achievement.
Lake House
When you get to the party, there’s Note 1 – Birthday card on a table to the right from the one where Mark’s sitting
When you are walking towards the car turn right and there are a bunch of notes in the shed along with a suitcase. Here’s the list:
Note 2 – Swing photo, Note 3 – Porch photo, Note 4 – Dock photo, Note 5 – Photo album note, Note 8 – Birthday puzzle
The code to the suitcase is 481. For opening the suitcase you’ll immediately get two achievements: Resolving – for opening this particular suitcase
Inside the suitcase there are Note 6 – Gift Reminder and Note 7 – Ticket stubs along with Mixtape 1 – Live Bootleg.
Combination with Repetition – for opening your first suitcase.
Once you go inside the house, turn right. There’s a toy on the shelf near the TV. At this point if you collected all the previous toys, you’ll get the Collector achievement (for collecting 10 toys)
A bit further there’s Note 9 – Vinyl records inside the little cabinet.
To the left of the kitchen you can find Note 11 – Laura’s degree, Note 12 – Trophy, Note 13 – Scientific Achievement Award, Note 14 – Robert’s degree
On the table in the kitchen there’s Note 10 – Cake recipe
Go upstairs. At the end of the corridor there’s Note 15 – Magazine.
Go in the bedroom on the right. There’s a bunch of notes inside, here’s the list:
Note 18 – Ripped note, Note 19 – Ripped page, Note 20 – Helping a friend, Note 21 – Novel in progress, Note 17 – A stack of books
There’s also a toy inside the left bedside table and Note 22 – Crumpled letter on the right bedside table
Now go in the other bedroom. There’s Note 16 – Ciao from Italy! on the table
Once you get into the attic, explore it before interacting with the Vinyl collection. Here’s the list of attic collectibles: Note 23 – Essay, Note 24 – Laura’s photo
And there’s also a toy on the table
At the end of the section, you’ll get the Lake House achievement.
Campsite
You’ll have to walk a bit before you encounter the first toy on the level behind the box that you’ll have to climb near big gate.
After that you’ll have to proceed until you see a tripwire, when dodging it and walking around you’ll go alongside the porch. As soon as you can turn right and get up that porch to get Note 3 – Camp Leader Welcome.
Get down from the porch and keep moving. Almost immediately you’ll have to walk around a puddle. Here if you’re crouched, it’s hard to notice Note 2 – Bear traps that’s on the barrel.
Keep moving and once you get on the other side of barricaded path turn around and grab Note 6 – Last Words from the top of another barrel.
Move towards the other porch (it’s on the left if you look at the previous screenshot) and grab Mixtape 1 – Omar the Otter from the table.
After you learn to disarm bear traps and climb over the fence, you can get Note 9 – National Guards orders from the box a little bit in front of you.
There’s also Note 8 – Kids’ chat on the bench in that area.
After you learn to disarm sound traps you’ll have to walk for a little and then climb a tall box. On top of it there’s Note 14 – Madman’s memories #1
When you jump down there will be Note 13 – Madman’s memories #2 on a table in front of you
When you reach this signpost with the option to climb the tall box, instead of climbing it go to the left and follow the path till the end to find a toy.
After that continue on your way and climb up that tall box. You’ll see Great Pine Park info board. To the left of it, behind a box there’s Note 12 – Madman’s memories #3
Proceed until you get to the radio tower. On the gate near the entrance there’s Note 7 – About powering the watchtower.
Keep going and eventually you’ll be inside the building where the monster is going to roam on the roof of said building. There will be a corpse lying in the nook with Note 5 – Madman’s vengeance and Note 1 – Photo of a girl. Don’t worry, it’s hard to miss since you’ll have to disarm a trap right nearby.
When you finish with the radio tower section, you’ll get the key from the other fence gate. Once you open it, the toy will be lying on top of a little ramp in front of you.
Proceed further until you see a corpse on the ground. Go to the right from it towards the broken bear trap and further. Down that path there will be another toy on a wooden bench.
When you go past the corpse up the porch, there will be 2 buckets on top of planks above you. To earn the Ordering achievement you have to knock them both down with bricks.
Go on and when you reach the parking lot (there will be a couple of vans standing around, doesn’t really look like a parking lot, you’ll get a chance to earn the Disappear Among the Caravans achievement for completing the section in under 7:00 minutes.
Also at the start of the section right when the monster appears, there will be Note 10 – A father’s reqest lying on a box in front of you.
When you finish the parking lot section, you’ll be in mines – sort of area. Follow the tracks to the right and you’ll see Mixtape 2 – cave sounds on top of burlsac and Note 11 – National Guard decision on the ground.
At the end of the chapter you’ll see the last Note 4 – A mother’s gratitude on the ground near the waterfall.
You’ll get The Campsite achievement for completing this section of the game.
Trainwreck (Part 1)
In this chapter, you’ll have to scare away all flocks of birds to get the Chasing Away achievement, so we’ll count those as well.
When you start the chapter proceed until you get to go in the cave. There you’ll see two boxes blocking a tunnel. Move them away, go through the tunnel and at the end collect the toy.
When you drop down, you’ll stumble upon the first Note 1 – Sandbags, lying on the ground.
Now that you got introduced to sandbag mechanic, you have the chance to get the achievement A Safe Path for completely emptying 20 sandbags. So, if you can get a new one, try to empty the last one first instead of just dropping it to progress towards getting the achievement.
Turn left and you’ll see a shack. Flock of birds 1 is on the shack so it’ll fly away when you enter. Flock of birds 2 is SUPER SNEAKY! On the screenshot you see that there’s a path in the grass to the left of said shack. Go there and you’ll see those sneaky flock of birds 2 behind a rock (you can get them only with a bottle)
Now go in the direction you came from and you’ll see the flock of birds 3 (in the distance on my screenshot)
At some point you’ll have to go under a shack (because you don’t have a plank to go over the bridge to it). At the point where you have to move the box and crouch there will be flock of birds 4 and at the end of the crawlspace there will be flock of birds 5
Go through the shack towards a fork. Left road leads to another shack (but you need a plank) and right road leads to tents (and there you can find a plank). Take the plank and cross towards the shack (you’ll hear flock of birds 6).
Go through it and you’ll see a sandbag. Behind that sandbag there’s a path, follow it and at the end you’ll find another toy.
If you go further a bit towards 2 logs you can climb, you’ll hear flock of birds 7
Here I’d recommend backtracking a bit towards the shack, over the plank and towards the tent (where you got the plank initially). Follow the path and then turn right towards another shack. In front of the shack there’s flock of birds 8 Inside there’s a suitcase. The code is 369. Inside the suitcase there’s Mixtape 2 – Birdwatching
Now go back but instead of turning left towards the tent, go to the right inside the cave. There you’ll find Mixtape 1 – Post-Rock Madness
When you reach climbable surface instead of climbing, go alongside the trains a bit and you’ll see flock of birds 9. And the achievement should drop for you.
If you haven’t gotten the achievement for the birds, don’t proceed just yet and try to find the missing flock. Past this point there will be no more flocks. Now you can proceed to the next area.
As soon as you drop the timer for the achievement Fast As a Train will start. For this achievement you have to cross the train over the bridge in under 6:30 minutes. The description of the achievement is really vague so I’ll let you know when the timed section will end. It’s probably better to explore and collect stuff and then reload and do the timed activity for the achievement.
So once you drop you’ll see a bunch of notes in the first and second train vagons. Here’s the list:
Note 3 – Gven’s character sheet, Note 4 – Cindie’s character sheet, Note 5 – Game master’s notes, Note 6 – Leaving the band, Note 7 – Live concert flyer, Note 8 – Live concert setlist
During the first encounter with the monster, when you get inside the train, instead of going left, go right – at the end of the train cart there will be Mixtape 3 – Monologue
Now proceed to the second location with the monster. Get to the next train cart but before going in go left from it, you’ll see a sandbag. Use sand to get to clilmbable elevation, up there, there will be Mixtape 4 – Purr Purr Heaven (on the screenshot I’m looking back at the train cart we started in)
Proceed until you should drop under the bridge. Before dropping down pick up the Note 9 – Cartoon on the chairs near the drop.
After you drop, instead of turning right there and getting back up, go left to find a toy.
As soon as you get the key and escape this location (and get to the next area that starts with a thing you can squeeze through) – the timer for the achievement Fast As a Train stops and if you were faster than 6:30 minutes, it’ll pop.
Trainwreck (Part 2)
After escaping another area with the monster by dropping inside a cart, turn around and go a bit further into the cart. There will be Note 10 – Monologue on your left on the bench.
Go inside the tilted cart. When it falls and you are able to move again, go behind the barstand to find Mixtape 5 – Grungy cat.
A bit further on the table to your right there will be Note 11 – Restaurants checklist
Go further and in the flooded cart there will be Note 12 – Creatures’ strange behavior on top of some luggages.
A bit further there will be Note 13 – Get well soon also on top of some luggages.
At the end of the part where creatures focus every now and again. Right before getting to the latter, turn left and climb over an obstacle. Further down that path there will be a toy.
Chase
It’s a short fun section. Enjoy!
You’ll get the chance to earn the achievement Hitting for completing the chase without dying. It’s pretty simple, as a wise man once said – aim, shoot, reload, watch for your ammo. You’ve got this!
Upon completing the section, you’ll earn The Chase achievement.
Pump Station
When you start, turn around, there will be Note 11 – Flares on the table.
Proceed further until you see a table with flares on it. There’s Note 8 – About the end of the world inside the table and Note 2 – Loud machines on a locker to the left of the table.
Now that the game introduced flares, you can get an achievement Flash In the Dark for using 15 flares.
Keep moving until you see the first valve. From here on and until you reach the sewers, you can get an achievement Lightning Between the Valves for finishing that section in under 7:00 minutes. It’s probably better to first explore and get all collectibles in the section and then attempt to get this achievement.
Anyway, near the first valve there will be Note 13 – Pipe burst on the floor.
When you’ll be trying to close the second valve, you’ll have to duck in the hole of a gate. Note 11 – Work planning will be right in front of you on a shelf after the duck.
If you go to the right from here (instead of going to the valve), you’ll see a toy on the table.
When you reach the sewers, there will be Note 7 – Intermitten water bursts to your left.
Proceed until you get the plank and will be ready to place it in a new spot. Instead of placing it in the right spot (on the screenshot) that leads towards a vent, place it in the left spot that leads towards the door. This door is locked but you can go to the left and eventually climb over a wall and end up in a room with a table. There’s Mixtape 1 – Relaxing sounds inside of said table.
After you leave the vent, you’ll see Note 14 – Sorry worker’s note on a box to your right.
Harbor (Part 1)
Missing 1 toy atm.
You’ll have to walk for quiet a while before you see Note 1 – Couple selfie. It’s gonna be after the second big information board you encounter.
Keep going and you’ll stumble upon a little picnic area. Note 13 – List of ingredients will be on a bench.
Now instead of going forward, go to the left and back towards the big information board. Before climbable trunk, you’ll see a suitcase on a bench. The code for this suitcase is 629. Inside you’ll find Note 14 – Daughter’s note and Mixtape 1 – Sweet stories.
After that you’ll have to walk for a very long while without any objects of interest. It’s by far the longest walk. Eventually you’ll have to restore power in the warehouse. There will be a monster with you and you’ll get a chance to earn In and Out in a Second achievement for completing the warehouse area (restoring the power and escaping) in under 3:15 minutes. I managed to get both the collectible and this achievement during the same run on “Hard” so you can do this without replaying this part. But you can also replay as well.
On the second floor of the warehouse, to the right of the breaker there’s a table. Inside of it’s right drawer there’s a Mixtape 2 – Best musicals
When you get inside the technician’s shop (it’s where the door that had to be powered located and also a movable ladder), there’s Note 2 – About Dust and Note 7 – Block’s power source
When you get into the gaming shop through the door that you have powered, instead of going left through the main doors, go to the right and through the window. There keep right and climb inside another window. There will be a table with a toy lying on top of it.
When you get to the rooftop first go left. Use the sand because you’ll have to backtrack and with sand it’s gonna be faster. Near the barricaded climbable pipe there’s a corpse with Note 15 – Note to self
Now you have to backtrack all the way to the beginning of the section and keep going in the opposite direction. Take the first right and at the end of the path there will be the last suitcase. The code is 347. Upon opening it, you’ll get Code Breaker achievement for opening all suitcases.
Inside the suitcase there’s Note 17 – Another note to self and Mixtape 3 – Choir Concert
Now keep going in the direction you were going before taking that turn towards the suitcase and open the gate with the key you found inside said suitcase. At the end of the path there will be a toy lying on the ground.
Keep going and eventually you’ll find Note 16 – Customer service lying on the ground to the right of the ladder leading down from the roof.
When you drop down, instead of proceeding to go through the climbable window, go left, towards crashed ambulance. There’s a toy hiding behind it.
When you enter the safe room, there’s a couple of notes to collect. Here’s the list:
Note 3 – the door code, Note 4 – Children’s book
Note 5 – Diner’s owner note
There’s also an achievement Attention for unlocking the padlock on your first try. The code is 615.
Proceed until you reach the pier. There’s a shack inside of which there’s a plank. You can find Note 6 – Scared girl note lying on the table there as well.
After you go over planks a couple of times, you’ll be in an area where there’s a climbable wall, a place where you can squeeze through and yellow markers for another plank. Grab the plank which you just went over and place on those yellow markers to reach the shack on the other side. Inside that shack there’s a toy.
Keep going until you find the lever. Near that lever there’s Note 11 – Evacuation Order.
When you lift the boat and go under it, you’ll see Note 8 – Dock’s situation lying on the ground in front of you to the left of sand bag.
Harbor (Part 2)
When you reach the shipyard, you’ll see Note 9 – Interrupted message lying on the ground near some barrels.
After you squeeze through the passage in front of you, another timed (for achievement) section will start. To get Like Wind on Water achievement, you have to complete this shipyard section in under 2:15 minutes. Helpful tip: during monster’s meltdown caused by TV static, you can literally RUN. While he’s breaking those 3 tutorial TVs you can run through 75% of the location towards climbable crate in the opposite corner of the shipyard.
Moreover, there’s another achievement tied to this section. To get Changing, you have to make the monster destroy 3 screens in the same attempt without reloading (the first 3 don’t count as they are the tutorial screens).
In shipyard location, once you climb down, keep to the right and go up the staircase (bring the plank along). You’ll see a spot where you can cross with the plank and on the opposite crate, there’s a toy.
When you get to the climbable crate that’s in the opposite corner of the shipyard comparing to where you started the section, there’s Note 10 – Soldier’s message lying right under it on the floor.
When you finish the section with the monster and go inside room full of TVs, you’ll find Note 12 – Determinde soldier’s note on the table in the middle of the room.
At the end of the section, you’ll get The Harbor achievement.
Fire Station
You start outside. Keep going until you see red double doors. Before going in, look to our left, there’s a passage under the boxes. Go through it to get a toy.
Proceed until the game teaches you about fuses. You’ll find Note 6 – the electrical system right near electrical lock door.
Note 3 – the last boat is near the fuse box.
After you get in a place where you’ll have to replace 2 fuses, Note 7 – about fuses will be waiting for you on the table on your way.
Get the plank and then take the fuse from the fuse box controlling the room with the plank with you.When you cross the plank 2 times, you’ll get in the room with another fuse box. Before stealing that fuse, add the one you have to the fuse box to open the red door on your left. Inside you’ll find a toy.
Keep playing until you end up in the safe room. There are Note 11 – the sprinkler system and Note 2 – grateful girl’s message in that room.
There’s also Mixtape 2 – jokes about fire inside the right drawer of the table in the safe room as well.
When you exit the safe room instead of going further, turn right and go until the end of the corridor. Turn right again and go through the passage to find a toy.
When you drop through the first vent, instead of going further, look up and climb in the second vent (that will be the left one) to find a toy.
When you get into the pool, there will be Note 12 – controlling the water level near the first valve.
After you turn the second valve, go down the ladder from the platform you’re on and keep to the right to find a toy on a barrel.
When you reach the last valve, before turning it, get inside the room to the right of the valve. There will be Note 8 – The training pool lights. (on the screenshot, I’m looking from inside the room already, so don’t get confused)
In that room with Note 8 you can also activate the lights in the pool to earn the Seeing acheivement.
Then, once you turn the last valve and activate the sprinkler system, you’ll get the chance to earn A Fast Swim achievement for exiting the pool after activating the sprinkler in under 7:00 minutes. Now here I have to mention that I’ve done it twice in under 5:00 minutes (from 4 to 5) and it didn’t drop for me meaning it’s either “under 4:00 minutes” and the description is wrong OR it’s bugged atm OR the countdown starts when the lights get activated as well, I have no idea…
Anyway, after you leave the pool and get back to the safe room, the door that was previously “stuck” will be open now allowing you to get Note 1 – what comes next, Note 9 – the boathouse gate, Note 10 – picture of the wedding and Mixtape 1 – bird sounds, Note 4 – firefighter saving a cat, Note 5 – cat in uniform (credit to loveaya for finding last two)
After you collect these, you should get achievement Assiduous Reader and also achievement Playlist
Proceed to the next section and go through metal gates solving a puzzle involving fuse boxes and at the end of it, you’ll get a toy.
Getting that toy should also unlock the Completionist achievement for collecting all the toys.
Next section is a timed section. You’ll have to reach the boat in under 2:15 to get A Quick Breath achievment. This one is difficult so here’s a helpful tip: use first bottle that you’ve found near first TV to lure the creature to that TV while you a bit further away from it. When you hear the creature deal with the static RUN like a madlad and grab the bottle on the box to your left (near the 2d TV, a bit out of the way). Now hold onto that bottle for dear life, it’s your lifesaver. When you get to the first board out of 2 at the end (not counting the one you have to place) crouch and slowly cross the first one, you’ll probably make noise. At this point throw the bottle at the TV near which you grabbed it and when the creature starts dealing with the static RUN towards the plank, pick it up MOVE FAST to the location where you place it and then slowly cross it. You’ll make noise but you just have to crouch walk to the boat and descend.
After you finish this chapter, you’ll get The Fire Station achievement.
Menu
Now that you’re done with the game, don’t forget to check out Extras in the main menu and unlock everything with your points to get
Passionate and Patron achievements (for unlocking 1 and all 3D Models)
Art Lover and Art Critic achievements (for unlocking 1 and all 3D Concept Arts)