Captive

Captive

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Achievements Guide (New Content Included)
By A_Phosphorus_Invention and 1 collaborators
A Complete Guide for all 13 Achievements for Captive.
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Disclaimer and Disclosure
Hello all and welcome. This guide layout is set for the 7 runs you will need to make to 100% Captive.

A massive, massive thanks to my friend, user nlolicon who figured out the new achievement Pochi and was quite victorious with finding it before I did. Well done! In addition, much discussion with Blacrow, the game's developer on the exact necessities for each achievement. Thank you both so much.

1. Just as a key to understand the floor layout. I'm going to refer to each floor by it's purpose occasionally in the guide. Hopefully this will make it more instant for player to realize where to go, saving you wasting time going to wrong floors.
B1 - Office
B2 - Laboratory
B3 - Storage
B4 - Prison
B5 - Sewer

Blacrow did some original artwork for the guide, please enjoy!

2. Layout for the guide itself. This guide needs to be easy to read while also not wasting the user's time. So I designed the guide to capitalize on what you can do in the most immediate reach. That means it will go by what you can do in individual runs of the game. Instead of listing a full playthrough first, I built it as a checklist for Achievements in the order in which they are chronologically within reach. I hope this makes for the best design at least for that line of thinking.

As always, Blacrow's work of madness is a real delight to burn one's brain on. I assume we'll have to update this guide again when he updates the game again for us to finally be able to open the barrel in the storage room and get the UFO ending. Which will clearly be the canon ending.

Thanks so much for stopping by. Please let me know of anything that needs to be more clear in the meantime.
1. Give Up (Ending)
The main menu is very simple. You have a choice of Escape or Give Up.
Choose Escape to start the game.
You can then immediately hit "ESC" button and choose "Give Up" under "Inventory in the upper left-hand corner.
This will give you the Give Up Achievement.
2. Bleeding Death (Ending)
This can be done at any time you start a run. You simply have to run out of time.
So if you want to get it done early, just leave the game run for the set 30:00 minutes and Alice will bleed out giving you this ending and the Bleeding Death Achievement.

3.1 Baby Steps
You wake in a cell with blood and remains around you and the door is locked. Head over to the break in the wall, reach in and take the Note, which tells you to check the mattress. Go to the mattress and retrieve the Lockpick.
Go to the door and use the Lockpick on the door. You can leave now.

This will net you the Baby Steps Achievement.
3.2 Bad Swimmer (Ending)
Leave your cell, go to the end of the hallway. Ignore the other cells, you can't access them yet.
Head to the elevator at the end of the hall. Access the switchbox to call the elevator to your floor. You're currently on B4, The Prison.

Once inside the elevator, go to B3. At the end of the hall with be a door, a valve, and then a generator. Turn the valve once and only once, then return to the elevator.
Go to B5 now.

Go down the stairs. For context, the valve we turned lowered the water for this floor so you can access said stairs. Below is Before and After.
Go to the edge of the grating to where the object is hanging. When prompted, reach for it. Alice will fall in the water and drown.
This unlocks the Bad Swimmer Achievement.
4.1 Cousin Michael (Easter Egg)
Escape your cell and go to the elevator just like you did in the previous run.
Go to B1 first this time, head all the way up and go to the damaged wall and take the Cable.
Go to B3, adjust the valve one turn to lower the water on B5.
Now go to B5 and open the tool box and take the Duct Tape.

Now we can go back to B3. If you enter the door here you'll find that the Storage Room is so dark, any activity would prove challenging, so head back out.

At the end of the hall there is the generator that we ignored before. Use the Cable and then the Duct Tape to repair it, then activate it after you've fixed it. This will restore power to the Storage Room.

Please Note: Before you do anything else, go up to the chainsaw hanging from the wall and interact with it. This is 1/2 chainsaws you need to interact with that will be relevant for the Pain Achievement.

You need to move the boxes to make a path to the bottom right of the screen. Once you have, you'll find a larger toolbox. Inside take the Pliers and Crowbar.
Leave the storage room. Head to B2. Go all the way to end of the hall to the door. The door cannot be opened without busting it open with the Crowbar. Once inside, you can inspect things at your leisure. You should have a decent amount of time remaining. Head to the spot between the sinks. In the First Aid cabinet, you can retrieve a Syringe. This will become very important in the next minute.
Go to the other side of the room. Take the Keys from the sink, then go beyond the divider and rummage through the debris on the ground. You'll read a letter here that will tell you about a Cousin named Michael. Oh my...


This used to be the Cousin Michael Achievement, however it has since been removed from the game.
4.2 Needles
However much time you have left at this point is irrelevant, you can go into your inventory and use the Syringe to extend that by 15:00 minutes.
Upon injection, you'll receive the Needles Achievement.
4.3 Bad Trip
You can leave the Lab now, and head down the hall to the elevator. You will witness a hallucination here, 1 of 2 available in the game.

Take the elevator, but you have a choice now.
You can go down to B4 if you want and walk toward the cells. In the hallway you'll experience another hallucination. 2 of 2 available.

You only need to see 1 hallucination to get the Bad Trip Achievement. So it should have registered for you during this run of the game.
4.4 Pain
Regardless of whether or not you chose to see the 2nd hallucination, it's time to head to B1. We're in the home stretch for this run.
Go to the orange door and use the Pilers to break the chains and then you can open the door. You need the Keys to access this door as well, but they will automatically allow you to enter.

We're finally in the Office of B1. It's very...atmospheric. First things first, approach the table with the chainsaw and interact with it. Then go to the cage, pick up the Research Note, and then read it from your Inventory.
This will be 2/2 chainsaws and the Research Note you need to unlock the Pain Achievement.
4.5 Bad Medicine (Ending)
There are a lot of things you can interact with in the office, but only one of them really matters for the case of this run. Approach the desk in the office and Alice will comment that the bottle she's examining may be painkillers. You can take them and they will add to your Inventory, she won't just immediately take them. You can go to your Inventory and use them. For Alice, this will induce vomiting and she'll fall to the ground dying.

This will result in the Bad Medicine Achievement.
5.1 Meat Lover
Grab the Lockpick from the mattress first, but you don't have to escape immediately.

In the process of making this guide, I learned that this next Achievement is very different than I, as well as other players, had originally assumed. Instead of having to touch all the locations of human remains, all you're required to do is touch one of the spots 3 times. That's all. This Achievement, however, does not unlock until you get to a legitimate ending to the game, not one of the early death endings.

That's why it's in this section of the guide. We'll be going for one of the actual endings in this run.

During this playthrough we have several locations:
1. The remains in your cell on B4.
2. The severed arm in the hallway of B2, the Laboratory.

You just need to touch one or both of these spots, as long you've touched flesh THREE times in one run.
5.2 Free Bird (Ending)
Ride the elevator to B1 and take the Cable.
Head to B3 and turn the valve once.
Go to B5 and retrieve the Duct Tape from the tool box.

Go to B3 and fix the generator with the Cable and Duct Tape.
Move the crates in the storage room until you make a path to the large tool box and collect the Pliers and a Crowbar.

Take the elevator to B2. You can touch the severed arm in the hallway here in case you didn't touch the remains in your cell 3 times.
Get to the door and break it open with your Crowbar.

Once inside, you can explore things as there are several things to interact with. You can always take the Syringe and give yourself 15:00 extra minutes. Grab the Keys and go to the cabinet with the open drawer. You'll find the Poem here. It won't make much sense when you read it now, but take note of how the lines may not seem to be talking about the same subject and they feel irregular. We'll see the reason soon.

You need to return to B4 now. Go to the 2nd cell door. Check the corpse on the floor and take the Torn Paper near him. Read the Torn Paper to learn about the Keycard. You cannot get the Keycard without reading this note.
Head to B2, the Lab, and pick up the Keycard from under the sink that's clean. The one that's against the wall dividing the room.
You can now head to B1 and go to the orange door. Use the Pliers on the door first to remove the chains. The Keys are in your Inventory, so they'll automatically allow you to open the door.
Go over to the bookshelf. You can read the Blue Book, the Red Book, or the Green Book. Take note of the phrases and how they're numbered for the pages of each book.

Review the Poem in your inventory. The phrases from the Poem can be matched to the numbered pages from the the 3 books.
Phrase
Book
Line
"The bright sun was extinguish'd, and the stars
Blue
2
Did wander darkling in eternal space
Blue
3
For they have been a dungeon's spoil.
Green
3
Dear Doctor, I have read your play,
Red
1
And mine has been the fate of those
Green
4
Rayless, and pathless."
Blue
4

The numerical code you get will be this for those that have trouble: 233144

Head out of the office and up the stairs. Use the Keycard on the terminal by the door. Then it will prompt you to input the code you deciphered. Head out and down the hallway.
Once outside, you will no longer be in control, enjoy the ending cinematic.
This ending will get you the Free Bird Achievement.
6.1 Strange Key
Escape your cell like you have before using the Lockpick.
Head to B1, grab the Cable.

Next go to B3. Turn the valve at the end of the corridor once.
Go to B5 and retrieve the Duct Tape from the tool box. That thing hanging off the grating over the water, that is the Strange Key, but you can't get it yet. Do not try, remember?

Return to B3 and fix the generator with the Cable and Duct Tape.
Enter the storage room and make a path.

Get to the large tool box for the Pliers and a Crowbar.
Go back now to B5 and interact with the hanging key, but DO NOT reach for it. Once it prompts you, use the Crowbar to pick it up.
You've got the Strange Key.
The Strange Key Achievement should pop once you acquire it!
6.2 Remember (Ending)
Great, you have the Strange Key!
Take your first trip to B2, which is the Lab Level. Go all the way to the end of the hall.
Break open the door with the Crowbar.
In here, you need to get the Keys on the far table, beyond the wall that partially divides the room. With the Keys go back to the floor with all the Prison Level, B4.

Go into the middle door. You can ignore your original cell and the third one unless you want a little more dialogue or you're still working for other achievements during this run. In this room, interact with the corpse, take the Torn Paper by him.

Now head back to B2's laboratory. Pick up the Keycard from under the sink. Head over to the cabinets on the far end of the room and go to the last one. You will get a dialogue option now to use your Strange Key to open the cabinet.
Look at the photo inside and wait for the screen to glitch. After the screen returns to "normal" you need to head to B1. Go right up the stairs, completely ignore the orange door. It won't let you enter anyway.

You can use the Keycard on the door's keypad and open then open door, no code necessary this time. Head out and down the long corridor.

Once outside, you will no longer be in control of your character.

Please enjoy the different ending. This will unlock the Remember Achievement.
7. Pochi (Ending)
Like for the Remember Ending, you need to play up til you acquire the Strange Key.

You need to head to B2 and break open the Lab door with the Crowbar.
Take the Syringe from the First Aid cabinet.
Get the Keys on the far table.
Return to B4 and go to the middle cell
Take the Torn Paper by the corpse, then read it from your Inventory to find out about the Keycard.

Go to B1 first. Use the Pliers on the orange door, then enter. Take the Pills from the desk, then pick up the Note near the cage. Next, interact with the cage to see the message:
Sounds like we need to have all of something. We originally thought this meant all Inventory items possible except for the Cable (which is the only consumed item), but this Achievement actually hinges on having all THREE "Key" items:
1. The Strange Key from B5.
2. The Keys from B2 (first visit).
3. The Keycard from B2 (second visit).

Now head back to B2's laboratory. Pick up the Keycard from under the sink. Head over to the cabinets on the far end of the room and go to the last one. You will get a dialogue option now to use your Strange Key to open the farthest cabinet.

Look at the photo and wait for the glitch. After the screen tears, use the Syringe. This will illicit the hallucinations we faced before, but it serves an additional purpose now.

Head to B3.

Remember the hole in the wall we all searched for some way to access?
It should be an orange door now instead. Enter and go all the way to the end of the hall.
Enjoy the delicious insanity you will witness. You do need to read through the dialogue.

You will receive Pochi Achievement at the end and the game will force close.

15 Comments
かつれき 22 Nov, 2023 @ 8:25am 
Thank for the help! :Ageha:
Mr. (Ant) Tenna 4 Oct, 2022 @ 12:17pm 
It depends on what you consider "hallucinations".
When i followed your instructions TO THE BOOK, all i got was some messages on the screen that flashed real quick, on a black background.

But after proceeding in doing the the Free Bird ending, as soon as I went for the keycard cell, I got first the non-cap guy hallucination (and got the achievement ) and then, a bit later, the beanie one. Forgot which corridor tho.

Then yes, the achievement unlocked.

In other words your instructions are correct, but out of order. Should add that during the keycard run on the Free Bird ending.
A_Phosphorus_Invention  [author] 3 Oct, 2022 @ 8:42pm 
Hey Felixinius, thanks for dropping the comments here. That's pretty peculiar that it didn't pop for you witnessing just one of the hallucinations. It's possible that during one of the updates along the way, that the requirement may have changed to all of them or seeing them in a specific order. I'll see if I can confirm this with other players. It's good to know if I need to update the guide.
Mr. (Ant) Tenna 3 Oct, 2022 @ 7:35pm 
Okay, wanted to retify, Bad Trip is only unlocking when you go all the way to B4 near the door where you find the keycard after already being in the lab.

That's when the ghost hallucination appears crawling and you get the achievement.
Mr. (Ant) Tenna 3 Oct, 2022 @ 7:18pm 
Hello, This might be quite the old guide, but I wanted to ask for help if possible:
The "Bad Trip" achievement didn't work for me. I experienced both and even a third one when reaching B5 for the toolbox + key + drowned ending area.
A_Phosphorus_Invention  [author] 12 Feb, 2022 @ 10:20pm 
@BloodyPanic
You are very welcome. Thank you for stopping by and checking it out. I'm so happy that you found it helpful.
BloodyPanic 12 Feb, 2022 @ 8:22pm 
This was so helpful thank you for making it!!
Discl0se 16 Nov, 2020 @ 2:44am 
@Sweebs it was removed due to copyright issues.
Screebs 12 Nov, 2020 @ 1:04pm 
For some reason, the cousin michael achievement wont unlock for me.
It's the only one I can't get.
A_Phosphorus_Invention  [author] 25 Aug, 2020 @ 5:40pm 
@lebi
You're very welcome! Hope the guide helped!