We Happy Few

We Happy Few

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We All Fall Down - Bibliophile and Self-Actualized Guide
By Y|yukichigai
A text-and-image guide for picking up all Contraptions and all Lore Items in the We All Fall Down DLC. This will get you the Bibliophile, Self-Actualized, Alley Catch, and Canal Retentive achievements.
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Overview and Credits
This guide will show you how to pick up all collectible items (Notes and Contraptions) as you make your way through the We All Fall Down DLC. This will give you the Bibliophile, Alley Catch, and Canal Retentive achievements, and will give you enough skill points to get the Self-Actualized achievement by fully upgrading Victoria's weapons and abilities.

The guide is presented in rough order of how you will encounter these areas and items as you progress through the DLC. Notes and Contraptions are sometimes found right next to each other, so the sections are broken up by location rather than item. I've also added sections to indicate when you are about to leave an area and/or go past a Point of No Return, so you can double check that you have picked up all available collectibles before proceeding further.

Also, before anyone gives me too much credit, this guide is adapted from this post by ShadowNinjaRaccoon on the PSNProfiles forum[forum.psnprofiles.com], so all the cleverness involved in finding these locations should be attributed to them. Still, their explanations were a little sparse in some places, so I thought I'd improve the instructions and add some helpful screenshots to make things even easier.
Getting the All Natural achievement
Although this guide shows you how to get all the Contraptions necessary to unlock the Self-Actualized achievement, it is possible to get the All Natural achievement and the Self-Actualized achievement on the same playthrough... so long as you aren't above quitting and reloading the game. If you'd like to get both achievements in the same playthrough, all you have to do is not upgrade anything until you've picked up all 42 Contraptions. Once you do, wait until you reach the next save point, then upgrade everything you can. Once you do and the Self-Actualized achievement pops up, quit to the main menu and reload your last save. If you do it right you should find yourself sitting on 42 skill points with nothing upgraded, and you can complete the DLC and obtain the All Natural achievement.
Note "George"
Found on a table inside the house you enter after the exchange with the Bobbie at the Mood Booth.
Note "Party Supplies"
On a counter at back of the room that hosted the "Boy Voyage" party.
Note "Upsides for Downers"
After you enter the sewers, this will be crumpled up on the ground just where the tunnel first makes a right turn.
Point of No Return
At the end of the sewers is an access tunnel. Once you go through the tunnel you cannot return to the sewers.
Note "A Bridge Too Far"
After the cutscene leaves you at the entrance of the military camp, you can find this note up the stairs to the left on the quarantine status console.
Contraptions #1
Also in the military camp entrance, directly ahead of where the cutscene places you, found on a chair next to the wheel that controls the gate to the bridge.
Contraptions #2
Under the bridge on a workbench at the end of a narrow walkway, just after the first whip pull.
Note "Safety Last"
On a freshly dislodged section of tin siding, near an elevator.
Note "Worker's Note" and Contraptions #3
Both items can be found on a workbench inside a partially enclosed platform you reach shortly after the previous section.
Point of No Return
The next whip pull is a one-way jump. Be sure you've grabbed all the collectibles before proceeding.
Contraptions #4
Under the metal stairs you reach a few whip pulls after the previous section.
Note "No Requests"
On a metal girder on the floor at the top of the metal stairway, between a Spanker TV and the wheel controlling the small gate.
Note "Beautification"
Attached to a door inside the quarantine area, near a number of Plague Wastrels.
Note "Health Pamphlet" and Contraptions #5
From where the previous note was found, turn around and take the short flight of stairs, then follow the path until it dead ends. The Note can be found pinned to a piece of metal siding, and the Contraptions are on the ground against the rock wall behind the note.
Contraptions #6
After making your way up a roof and across some scaffolding, you will find a Contraption on a shelf inside a house you enter through the window.

This is on the path you have to take to get through the area, so you shouldn't miss it.
Point of No Return
From the previous room you will exit through the opposite window, then whip pull yourself across to a rooftop leading to some pipes. Once you drop down from these pipes you cannot make your way back into the quarantine area.
Contraptions #7
On a barrel in a small alley, directly underneath the pipes used to climb down into the area.
Note "Operator Manual"
Inside the second floor room with the switch for the Downer Detector.
Note "Bad Batches" and Contraptions #8
Inside Haworth Labs, in a closed room inside the Boiler Room. The room can be accessed by turning the wheel in the Boiler Room, then sneaking under the platform and through the open ventilation duct underneath. The Note is on a rolling cart near where you exit the ducts, while the Contraptions are on the console directly ahead.
Contraptions #9
After you enter the Factory, on the second floor to the right of where you entered, inside the room with one of the power controls.
Note "Worker's Manifesto" and Contraptions #10
In the room next to the room with the power controls, on a desk in the back left of the room.
Note "Applied Phrenology" and Contraptions #11
In the room with the power controls at the top of the Joy Factory. The Note can be found on the console in front of the switch for the power, while the Contraptions can be found on the large console near the door.
Contraptions #12
Inside a room with a powered door, accessible via stairs on the ground floor to the left of where you originally entered the Joy Factory. This is also directly opposite the elevator that comes from the top floor of the Joy Factory.
Point of No Return
Be sure you have collected all items before you head out of the Joy Factory.
Note "Untidy" and Contraptions #13
In the second floor room with the power switch for the Downer Detector. The Note is crumpled up in the paper tray near the window, while the Contraptions are on a chair near the power switch.
Note "Peace Offering" and Contraptions #14 and #15
To get to this next location you can go one of two ways: either a whip pull up along the scaffolding starting just inside the alleyway past the Downer Detector you just turned off, or by climbing the other scaffolding past the group of gang members, through the hole in the fence next to the open-air toilet (yes, seriously). Since the last option involves combat, you probably want to choose the first option.
Either way, once you get to the section of scaffolding running roughly East-West you'll see a rooftop to the West with a lit up window and some purple motilene pipes off to one side. Back up a bit, then take a running leap to that rooftop.

From there head to the left and you can drop into the room through the hole in the roof. You'll find the Note and one of the Contraptions on one workbench, and the other Contraptions on the other workbench.

Note "Spanked"
On the shelves the Wellie is facing inside the shed with the power switch for the next Downer Detector.

Contraptions #16 and #17 (Canal Retentive achievement)
Inside the (badly) fenced off quarantine area, drop down into the canals and head back in the direction of the break in the fence (West-ish). Both Contraptions are on the ground in plain sight. Possibly wait to do this until after you've used the nearby power switch to electrocute the Plague Wastrels. This will give you the Canal Retentive achievement.

Contraptions #18
After making your way East-ish down the canal and whip pulling up to the area above, you'll find it on top of some crates just before the narrow board walkway across the canal.

Contraptions #19
From the rooftop leading from the canal to Waterloo Square (the one with Lion and Horse statues atop fountains), to your left is a small rooftop. Jump to it from the flower bed, then enter the room through the window. The Contraptions are on a table near the back of the room.

Contraptions #20 and the Alley Stash Key
In the alley at the Northeast of Waterloo Square. The key is next to the corpse slumped against the wall at the top of the steps, while the Contraptions are on the bench opposite the steps.

Contraptions #21, #22, and #23 (Alley Catch achievement)
Once you have the Alley Stash Key it's time to backtrack far, far, far back, all the way back past the gang members. You can try to sneak past the Bobbies and Doctors in Waterloo Square, but it's faster to just get clear of the Spanker TVs and then leg it down the tunnel, hop up the scaffolding that leads above the gang area, and wait for people to stop chasing you. Then head across the scaffolding and drop down on to the landing near where you (probably) whip pulled yourself up for the "Peace Offering" note. Unlock the gate on the landing and collect the three Contraptions inside. This will also give you the Alley Catch achievement.

Area Change
Although you will change areas, you can come back to this area of Wellington Wells. However, once you progress past the next Point of No Return a few items in this area can no longer be retrieved. Fortunately, the Alley Stash can be collected past this point and your path does take you past it later, so if you don't feel like backtracking right away you can hold off.
Note "Permanent Solution"
Just after you enter the Old Bailey district, directly underneath the Dart Gun.

Contraptions #24
Head down into the canal, then crouch and head through the small passageway to the right and up the stairs. Head to the alley on the right, then whip pull yourself up to the rooftop, then to the scaffolding. The Contraptions are inside the room with the open window.

Contraptions #25
From the room where you found Contraptions #24, exit through the opposite window. Crouch and head through the opening to the right, then jump to the small roof and then the scaffolding to the South, just above a Spanker TV. The Contraptions are on a dresser inside the room accessible through the open window.
Contraptions #26
Head back to where you started for Contraptions #25 (the broken bridge), then take a running leap to the other side of the bridge. From there, jump to the landing to the North. Head along the side of the building to the Northwest and whip pull yourself up to the balcony above. The Contraptions will be on the shelves to the left inside the door.

Contraptions #27
From where Contraptions #26 were, drop down onto the landing and head through the open door. The Contraptions will be on a covered stack of boxes in plain sight.

Contraptions #28
Head down the stairs, and once you are outside either jump on the rooftop or whip pull yourself up, then jump onto the scaffolding to the Northeast. The Contraptions are inside the room accessible through the open window.

Note "Highly Classified" and Contraptions #29
After certain things happen and it's time to escape the Old Bailey District, head up the elevator and through the vents, then whip jump across to the scaffolding and continue along until you reach an open window, then go inside. The Note will be on the dresser to the left, while the Contraptions are on top of a pile of papers to the right.


Alternatively, you can reach this before you need to escape the district by jumping to the roof underneath the scaffolding from the boxes at the center of the area, then jump backwards and whip pull yourself up to the scaffolding. You don't gain anything by doing it this way though.

Point of No Return
Much like the last section, once you leave the area a number of the items will no longer be available. Make sure you've picked them all up before leaving the Old Bailey District.
Contraptions #30
Once you've made your way down the path to the open area of Dunkerton, head across the road to the Southeast and up the stairs. The Contraptions will be in a small fenced in alcove to the East.

Contraptions #31
From the pipes that lead to the next section of Dunkerton, whip pull yourself up to the flowerbed to the Southwest above the Spanker TV. Then head through the open window. The Contraptions are on a workbench inside.

Contraptions #32
Head back to the pipes, then use the whip pull to the West against the clock tower (you may want to turn off the switch on top of the scaffolding while you're here). Head across the narrow stone pillar to the South-ish, then jump along the flower beds to the West and make a running jump to the rooftop across the road. The Contraptions are inside the room through the open window.

Contraptions #33
From the rooftop you just jumped to, use the whip pull to the Southeast to get back to the roof of the building opposite the clock tower, then head along the flower beds on the East side of the building and onto the roof and follow it around until you see a piece of red siding on a rooftop, and jump to that rooftop. The Contraptions are on top of a barrel inside the alley.

Contraptions #34
Climb back onto the roof with the red siding leaned up against it, then drop down into the street and follow it to the Northwest-ish. Once you see the yellow power conduit follow it. Jump up onto the barrels at the intersection, then the flower bed above them, then jump and whip pull yourself up to the roof to the North, just above the Spanker TV. The Contraptions (and another Downer Detector power switch) are inside through the open window.

Point of No Return
Once you proceed into the Waterworks at least one of the collectibles won't be able to be picked up from the previous area, and it will also be a lot harder to get the ones that are still available. Make sure you have everything before you head into the Waterworks.
Contraptions #35
Immediately after you exit the vents, climb up the equipment to the right. The Contraptions are against the wall labeled "Engineering".

Contraptions #36
Continue down the curving hallway counter-clockwise past the first room and into the second. The Contraptions will be on the second bank of consoles in the middle of the room.

Note "Unfiltered"
Continue counter-clockwise into the next room, then hop up the lockers and crouch to make your way under the ducts. Do not take the vents to the left, and instead continue moving counter-clockwise and drop down into the next room. The Note will be on the inside edge of the first desk inside the next room.


You can get here by going the opposite direction when first exiting the vents, but the area in between is much more thoroughly patrolled by Bobbies.
Point of No Return
Entering the next section of the Waterworks is a one-way trip. Be sure you've grabbed all prior items before proceeding.
Contraptions #37
After climbing out of the main water chamber, on the desk in front of the Waterworks exit.

Point of No Return/Second Chance
Once you exit the Waterworks you cannot come back. However, you will get a second chance at most (but not all) of the collectibles in the Dunkerton area.
Note "Burning Bright"
On one of the lower shelves facing the safe you'll need to get into for Plot Reasons™. Once you leave this room you cannot return, so be sure to get the note!

Contraptions #38
After the first whip pull you make across the rather worryingly colored water, this will be inside the small shed on the platform you have just pulled yourself to.

Contraptions #39
In a small room on the South side of the second set of gates you need to get through.
Contraptions #40
On a crate on top of a picnic table on the ground floor. Visible through a window from the same room as the previous Contraptions.

Contraptions #41
After you whip pull yourself up and make your way along the rooftops, this will be inside a room you enter through the window. A cutscene will play before you can pick up the Contraptions.

Contraptions #42
On a barrel on the East side of the tunnel just before it opens up into the canal area of the Old Bailey.

Point of No Return
Once you complete the next quest objective you will not be able to return to the previous area.
Note "FAQ"
After you enter Victoria's house through the window, head through the door to the left, then up the stairs. The note will be on top of the toilet in the bathroom.

Note "Johnny Bolton's Plans"
You literally have to pick up these plans in order to progress the plot. Once you do, if you've picked up everything else, you should get the Bibliophile achievement.

...and that's all, folks
By this point you should have picked up all Contraptions and all Lore items. To get the Self-Actualized achievement you simply need to upgrade everything. As I mentioned at the start of the guide, if you'd like to get the Self-Actualized achievement and the All Natural achievement on the same run, simply wait until you reach the next save point, then upgrade everything. Once the achievement shows up, quit back to the main menu, then continue from the last save point and finish the game without any upgrades.
5 Comments
IronCladBrad 15 Sep, 2024 @ 2:06pm 
So well put together. Well done
akali 2 May, 2024 @ 10:10am 
valeu <3
nooty ★ 9 Dec, 2023 @ 12:17pm 
Thanks for posting this! I truly do appreciate it a ton, it helps a lot of us out so much! :8bitheart::8bitheart:
Dbkibas 21 Aug, 2023 @ 11:02am 
Thank you for this amazing guide. helped me a lot
Cheers!
FlamezOfDarkness 12 May, 2023 @ 7:53pm 
Consider adding a "Point Of No Return" between....

Note "Operator Manual"
and
Note "Bad Batches" and Contraptions #8

I skipped Operator Manual thinking it was in Haworth Labs, but its in the alley before Haworth and once you enter Haworth you can't walk out.