Abermore

Abermore

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WIP Abermore Achievements Guide
By merk
An attempt at a guide to the Steam achievements of Abermore
   
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!!!SEVERAL ACHIEVEMENTS ARE DEFINITELY BROKEN!!!
So I beat the game and, as I suspected, the achievements that only have 0.8% global achievement are mostly if not all broken. In the Player.log file, a 40mb litany of missing assets and NullReferenceExceptions thrown by the game, I found these lines:

SteamUserStats.GetAchievement failed for Achievement THATS_ABERMORE
Is it registered in the Steam Partner site?
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

SteamUserStats.GetAchievement failed for Achievement BIG_RED_BUTTON
Is it registered in the Steam Partner site?
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

SteamUserStats.GetAchievement failed for Achievement CRAFTY_SO_AND_SO
Is it registered in the Steam Partner site?
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

SteamUserStats.GetAchievement failed for Achievement DOOR_TO_DOOR_IMPALESMAN
Is it registered in the Steam Partner site?
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

SteamUserStats.GetAchievement failed for Achievement ABERMORES_LEAST_WANTED
Is it registered in the Steam Partner site?
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

The achievements have changed their names, but I think we can make some educated guesses about what they have changed to.

Crafty so-and-so has probably been mistyped, and should be CRAFTY_SO-AND-SO.

I'm guessing THATS_ABERMORE is the achievement for successfully completing the Feast of the Lucky Few, which is now called "From rags to riches."

BIG_RED_BUTTON I'm not too sure about.

I think DOOR_TO_DOOR_IMPALESMAN is the one for killing people with throwing knives.

ABERMORES_LEAST_WANTED is maybe "The new Unhanged Man," which is the one you should get for rescuing Pearl. This could also be the one for picking locks, and maybe BIG_RED_BUTTON is the one for rescuing Pearl, because maybe it used to be a red button you would press to open her cell.

Whatever the case, it is really disappointing to look at the Player.log file and see all of these errors that must have simply been ignored during development. Maybe they just didn't see them. Unfortunately, the end game often goes largely untested, and many games suffer from things falling down right as player's expect a rousing finish (and a bunch of achievements to pop).

I would also like to add that, 2 out of the 3 times I've beaten the final level, the game hangs up and freezes during the sequence where Mr. Pickman is congratulating you on a job well done. I believe this is due to a NullReferenceException related to checking whether or not you have completed certain objectives in order to provide the correct congratulatory notes.
Beginner's Luck
First thing's first: this game's pretty dang broken. If you're here, you probably know this. So far as I can tell, several of the achievements are also broken. I hate this, too, but I'm trying to play the game as it lays and get as many as I can. Despite the rough edges, I think there is a fun game in Abermore. However, here are some bugs to be aware of:

Inventory Stacking
This has been the most consistent and egregious issue. The data structures for the inventory grids, both on your player and in the storage box, seem very broken. Same goes for the Tarot cards. Items will often inhabit spaces that are already occupied by other items. At first this might seem like a hackable bug, something we can use to extend our inventory space, but in practice going through loading screens will flatten the inventory and we'll lose items that are stacked on top of each other.
To avoid losing items and unsnarl the inventory, the best thing to do when you notice things stacking is to drop everything out of the stacked inventory slot, then pick them up again.

Vent Clipping
It would appear there are some rough collisions occurring in the vents, so sometimes when creeping through them your player will step up through the roof of the vent and end up outside the world. Should this happen to you, stop. Back up slowly. With any luck, you should step back down into the vent. You may still be able to pass through the vent, just sort of look down and off to the side as you go through the broken area. I don't actually know if that's necessary, but it's worked for me.

Broken Procedural Levels
This is something people report a lot, but in the 15+ hours I've been playing, I have yet to come across a level layout that is truly broken. I mean, there are some really ghastly seams visible, but as far as unplayable geometries go, I haven't encountered any. There was one time where I started in a small pair of rooms with no obvious connection to the other rooms on the map, but with a little searching I realized there was a vent accessible from the molding/shelf thing above the bed. Don't get me wrong, I've encountered some real nonsense level design, but it's all been fairly playable so far.

Cursor Lock
Sometimes when skipping through dialogue screens, the cursor will stay locked to the middle of the screen. Though you can confirm dialogue options by pressing Jump, they must first be selected by hovering the cursor over them and there is no other key that I've found tied to selecting an option, which means that you can't click dialogue options that may come up. I don't know how to fix this once it has occurred besides by quitting out and reloading. Just be aware that it can happen, and it may help to make sure your cursor is moving and movable before spamming jump to speed through dialogue screens.

It seems this could be due to some poor optimization. I'm not sure if it's loading something in the background, but some cutscenes hang for a bit, but eventually the get unstuck and so does the cursor. On the other hand, sometimes they just seem to hang.

Being Really Short
I have no clue. This just happened to me. Loaded into a mission and was already at crouch height, then crouched and was basically level with the ground. I don't know, just quit and reload.

The Map is Really Bad
This isn't so much a bug as just a poor and unfortunate design decision. The map reorients to the direction the player is facing, so every time you pause to look at it, it looks like everything has shifted around and you need to reorient yourself with the space being depicted. It's just a very bad design choice that only works, if ever, when applied to minimaps on screen during play. Never should the pause screen map, the only one this game offers, reorient to the player's facing direction. I just needed to gripe about this, as it ultimately makes the thing very close to unusable.

If things go awry, quit and reload. The game saves at the end of each day, so quitting out mid-mission means that next time you load the save file, you'll get out of bed as though that day hasn't happened yet. So long as the save is not broke, this is a workable way of save-scumming your way to whatever you consider a success.

I have not yet suffered any of the save-breaking crashes other players report, but if you have, let me know with as much context for what may have caused the crash as possible. Same goes for other bugs. Yeah, I know the game is really broken, but simply saying something is broken is not a workable gripe.
One BIG Tip for Achievement Completion
I highly recommend making a save where you breeze through the introductory tutorial, play through the first mission given by Mr. Pickman, then just sleep for the rest of the 18 days. There are several achievements you can get this way, including "Tied up in a neat little package," which has to do with never expanding your inventory space, and with that out of the way, you're free to do a playthrough in whatever way you please.

I also get the sense that the difference between a High Risk vs. Low Risk run of the final mission has nothing to do with what it says on the planning map. I got the Low Risk achievement after sleeping the whole time, even through it said High Risk on the map. I think this is more akin to the High Chaos vs Low Chaos system in Dishonored, and that High Risk will be caused by killing everybody you see, and maybe leaving someone alive in each mission to spook and set off the alarm.

Though I have not yet tested this, if I continue playing, it will be in the sloppiest way possible in order to get the High Risk ending. Pearl makes a comment as you save her that "those aren't the eyes of a killer," and I'm gonna see if I can prove her wrong.
Achievement 1: Welcome to Abermore
Complete your first day in Abermore.

For me, this unlocked upon completion of the initial tutorial segment on the ship. I had not yet spent a day in Abermore, but just getting there seemed good enough.
Achievement 2: Pro-Ghosting
Complete a mission without causing any disturbances.

Your basic stealth run of a mission. Knocking people out is fine. Killing them is probably also fine. Just be sure nobody makes it to an alarm or wakes up again and reports an odd noise. Be sure to hide bodies in the typically ample "hiding" places littering the map. Or throw them out windows. Really just make sure that disturbance meter doesn't start filling in.
Achievement 3: Yay - I'm a llama again!
Equip a new outfit.

In the basement of the Black Market, next to the planning table, is a dummy you can click on to change your outfit. Use it to change your outfit.
Okay so for me this one was bugged, and it actually gave me the achievement the second or third time I opened the game with the intention of getting this very achievement. Either it knew what I had planned, or...
Achievement 4: Say my Name
Sit through the credits.

In the main menu screen, simply click the "View Credits" button and let them run.

Interestingly, at the end of the credits, it says you can now replay the previous day, but I haven't tested the veracity of this claim. Perhaps it's simply a reference to the fact that it doesn't save after you finish the final quest, so you're free to replay it if you so desire.
Achievement 5: Dinner is served!
Send a body on a journey in a dumbwaiter.

Hide a body, dead or alive, in a dumbwaiter, then press the button to use it and you should get the achievement.
Achievement 6: "Outlook, not good"
Knock someone out with the Magic 8 Ball.

The Magic 8 Ball is a tool that can often be found in missions, and I'm not sure what it's good for besides knocking people out. Take aim and throw it at a person's head to knock them out, and you should get the achievement.
Achievement 7: Knowledge is Power
Knock out 5 people with books.

I prefer the leatherbound books, but I imagine any will do. Simply find them in missions on book shelves and throw them at peoples' heads. You should get the achievement after taking out 5 people.
Achievement 8: How do you like them apples
Knock somebody out with an apple.

Apples are a pretty ubiquitous food item in the world of Abermore, and all you gotta do for this achievement is to throw one at somebody's head. Good luck.
Achievement 9: Grapes of Wrath
Incapacitate 5 people using grapes:

This seems pretty straightforward, just throw grapes at peoples' heads, but I struggled a bit with this one. Grapes aren't all that common, and many times when trying to throw them, my guy would just seem to switch them to his left hand. At least I think that's what he did, because he would hold out his left hand as though he was holding something, but the grapes were nowhere to be seen, I could not throw them, and they would also disappear from my inventory.

I think the trick is to never put the grapes away into your inventory. When you pick them up, make sure to hold the button so they go directly into your player's hand, then throw them at the head of the first guy you see. Do that 5 times and you should get the achievement.
Achievement 10: Stone Cold Killer
Turn 5 people to stone using the Hard Stare tarot card.


Hard stare is one of the tarot cards you can get that, when used, will turn a targeted person to stone. The stone can be broken to kill the person, but that's not necessary. Find Hard Stare cards in missions or buy some from the fortune teller machine in the basement and turn people to stone. You seem to need a clear line of sight and to be pretty close to your target for it to work, but they don't need to be looking at you for it to work. Make 5 human statues and you should get the achievement.
Achievement 11: Yeet the Rich
Throw 5 characters out of windows.

As you may know, defenestration can be fatal, so doing this achievement will probably kill some folks. Once you have a body over your shoulder, approach a window exit point. You can hop up into the window a little bit, and it's a good idea to try to aim your left shoulder out the window. Throw the body and it should slip headlong over the precipice. Do this 5 times and you should get the achievement.

IMPORTANT NOTE: It is possible for a room of a lower floor to exist below a window. Throwing a person out a window with a room below it will cause the person to fall into that room and remain in play. This means that, if they are knocked out, they will eventually wake back up and report a disturbance. Try to avoid using windows with rooms below them.
Achievement 12: You Throw Parties, We Throw Knives (BROKEN)
Kill 5 people with throwing knives.

I have yet to get this achievement, despite killing a good number of people by throwing knives at their heads. Throwing them at their bodies doesn't seem to make a difference.

Upon review of the Player.log file, it would appear that this achievement is bugged. I believe it is called "DOOR_TO_DOOR_IMPALESMAN" when talking to the Steamworks Partner API, but that this name string does not match the name string entered in the Steamworks Partner backend.

It is also interesting to note that, in the save files, the "numberOfKills" never changes from 0. Though I do not think this is related to getting this achievement, I do wonder if that has an impact on the height of risk when executing the final mission.
Achievement 13: Smooth talker
Use an offering in a conversation.

So this was a mechanic that I didn't understand but figured out. Sometimes during conversations, it will give you an option with a chance of success, and there'll be a little tag hanging off the end of the option with a grayed out Offering symbol. To use this option and ensure the success of that dialogue option, as well as get this achievement, RIGHT CLICK on the dialogue option and the Offering symbol should no longer be grayed out. Then left click to confirm that dialogue option and you should be good to go.
Achievement 14: Pick me, pick me! (BROKEN)
Successfully pick 5 locks

It really says something when an achievement tied to one of the most basic mechanics of the game only has 0.8% global completion. So far as I can tell, this achievement is broken. Please let me know if you've managed to get it. Did you need to use the golden lockpick or something?
Achievement 15: Crafty so-and-so (BROKEN)
Craft 25 items

I guess I'm still working on this one. I haven't been keeping count, but I craft a new lockpick every time I have the resources to do so. Should I be crafting 25 different types of items? Are there even 25 different recipes to acquire? I'll let you know if/when this achievement pops, but I'm beginning to fear it may be broken.

UPDATE: looked in the Player.log file that logs all the errors, and this one clearly comes up as one the game attempted to give me, but found no entry for CRAFTY_SO_AND_SO in the Steam Partner backend. Probably was supposed to be typed as CRAFTY_SO-AND-SO.
Achievement 16: A Saving Grace
Fulfill the relationship with Grace

Grace is apparently Pearl's protege and is none too pleased when you show up as the new Unhanged Man. She's the only other person initially in the Black Market planning room besides Mr. Pickman, and she'll give you a series of 3 missions to test your mettle. Do the 3 missions and you'll get the achievement.

IMPORTANT NOTE: It is very possible to run out of missions short of the 18 day run-up to the Feast of the Lucky Few. If that happens, you'll have to sleep away the last couple days or be softlocked in the planning room. It may be a good idea to avoid finishing all of Grace's missions until they're all you have left, as she has some friends who will give you missions as "training" while she waits for you to complete hers. I'm not totally sure if they'll keep offering you more missions every day, but I've reached that softlocked point and am kind of wishing that's what I had done right now.
Achievement 17: Wild Goose Chase
Fulfill the Tinderbox relationship with Dilson Webbd.

This is one of the first guys to appear in the Black Market pub with special missions. He's a guy with glasses and big mutton chops, and he asks you to pick up dead drops containing maps and info about Abermore. At first I thought he wanted something from within missions, like those books on the history of Abermore, but finally came across a dead drop while mucking about in the Gutter before entering the Black Market. In all, you'll need to pick up 3 different dead drops left in the Gutter (before entering the pub and triggering curfew) on different days. Here are the locations of said dead drops:

Dead drop 1:
On the stoop next to the guy in the long coat who likes to gamble on coin flips.

Dead Drop 2:
Across the foot bridge over the subway tracks, jump up on the broken green circuit box, then onto the raised area. It's the spot where there's always that guy who asks for 20g then takes 50g and gives you either an offering or an ash tray. It should be right over the wall in front of him.

Dead Drop 3:
To the left side of the church entryway, behind the pile of barrels and junk.

Talk to Dilson after picking up each of the dead drops and you should get the achievement.
Achievement 18: Someone else's dirty work
Fulfill the multi-level-murdering relationship with Basil Blackend

Eventually this guy shows up in the Black Market pub next to the chef. He didn't have a speech bubble over him, but if you mouse over him it should indicate that you can talk to him.

He's apparently an incompetent downline in a pyramid scheme of assassins, and he's got 3 missions for you to run that involve "murdering" an unmarked individual in each one. The goal will be labeled successful once you take down (and hide?) the right person. I say "murdering" like that because it's unclear to me whether you have to actually kill the target. My first target was marked as complete just by knocking them out and sitting them in a chair, but my next one didn't show as complete until I abandoned all intention of doing a passive playthrough and started throwing people out windows for the Yeet the Rich achievement. Unfortunately for everyone else the target was the last to go.
Achievement 19: A Sound Investment
Fulfill the the Sound Investment relationship with Ava Avis.

This bald character appears in the Black Market pretty early on, sitting alone in the window next to the defunct steam engine.

There's no speech bubble, but you can talk to her and she asks you to invest in some get-rich-quick scheme. Just keep talking to her and giving her money until the achievement pops.
Achievement 20: Are you feeling lucky?
Fulfill the relationship with Lady Luck

Lady Luck is embodied by a fortune teller Tarot card vending machine that appears in the basement of the planning room, between the map table and the train cart that starts the mission. Put a coin in the vending machine to talk to her. All you have to do to fulfill the relationship is to spend Offerings on buying Tarot cards. To see exactly how many you need to buy, go into the pause menu and click on the "Campaign" tab.

If you need more offerings, they can be found in missions or bought by donating to the lady standing in front of the church.
Achievement 21: For SCIENCE!
Fulfill the Magichanical Research relationship with Emily Liche.

Emily Liche will eventually show up in the basement of the planning room, across from the Lady Luck fortune teller machine and the lady who lost her birds. She is researching the technology that runs the security systems in Abermore and asks you to bring her a blackbox from each type of security element.

First she wants a Veil blackbox, which is just your standard circuit box that powers the alarms and the Veils, which are those force field looking things that will trigger the alarm if you pass through them.

Second she asks for camera (strixes) blackboxes. This is when I first realized there was verticality to the rooms, and I've found most rooms with cameras in them have some way to get up on the molding shelf to pluck out the camera's blackbox without the camera seeing you.

Third she asks you for the blackbox of a Hound. She says it like this is gonna be a big deal, but you can pull these out of dormant hounds whenever you see them. Just stand a little off to the side and aim toward the wall around their upper back, and you should get an indicator to take the blackbox. I do this every time I pass through the gutter just to sell them to the fence, anyway.

Give her what she wants and she'll give you your achievement.
Achievement 22: We do, we do!
Fulfill the Chitinous Cult relationship with Fentin Fissil.

I believe this series of side quests gets triggered upon finding a strange envelope with a beetle insignia in one of those house caves so many people seem to have. After finding the envelope, a guy shows up on the far side of the upper floor of the Black Market/Planning Room.
He asks you to find a series of 3 more beetle themed items, which can all be found in the same house caves while running other missions. These aren't standalone missions, but rather items to be found while running other missions, similar to the birds for the bird lady. Just keep an eye out for those incongruous misty caves and you should find what you need.
Achievement 23: A Friendship is Brewing
Fulfill the Master Chef relationship with Don Ravio

Don Ravio eventually shows up in the pub behind three pots in the little hallway past the Black Market and before the bar. He asks you to collect ingredients for his food, and to be honest I still haven't completed this one.

If you come across any chicken drumsticks while lurking about, grab them and stash them in the storage chest. This is something he asks for in the second part of the relationship, and I have yet to find any. Right now, that's all the advice I can give on this one.
Achievement 24: Budgie Smugglers
Fulfill the Bird Lady relationship with Chickory Aldin.

This despondent woman will appear slouched against the wall in the basement of the pub on your way to the train thing. She's lost her birds, you see, and she'd really like your help to find them. Said birds appear randomly in the houses you ransack, and they sell for $100 a pop. It's a good idea to just shove them in your storage box rather than sell them, though, until you finish these quests.

I have yet to finish this one. Still working on finding the purple peritl (sp?) she asks for in the first part of the relationship.
Achievement 25: Take that, suckers!
Fulfill the relationship with the Mysterious Stranger

This hooded weirdo shows up in the tunnel before the stairs down to the subway station. He wants to give you a mission to throw leeches on people so that the leeches become engorged with blood so that he can eat the leeches. It's pretty awesome, or it would be if I could ever get a chance to continue the relationship beyond the first mission.

You'll see other similarly hooded weirdos in the pub, but so far I haven't figured out how to interact with them. I'm not sure if he just randomly shows up for another round or what.

One nice thing is that the leeches do not alert the people you throw them on, and three leeches will knock a person out cold. You can also kill people with too many leeches, but I haven't found that limit, yet. Also also, you can throw leeches on people who have already been knocked out, so all in all this is a pretty flexible mission objective. Just get that blood.
Achievement 26: Glow Up
Fulfilll the Roguish Style relationship with Aevon Gardott

Who the heck is Aevon Gardott?!

All I can really say at this point is that, in the save file, this character shows up as Aevan rather than Aevon, but beyond that I still have no idea who this is. I thought maybe it was the guy who sells you costumes in the Black Market, but I'm not so sure anymore. I reached out to the lead designer on Twitter, and he's still so traumatized by the experience of making and releasing this game that he regretfully could not help me. I can't blame him, either. I just feel bad. You wanna know why we can't have nice things? We can't have nice things because we can't be nice.
Achievement 27: Think what it's doing to the mechanism
Incapacitate 5 Hounds

This one is thankfully not broken. The hounds need to be active for it to count, so taking out blackboxes while they're dormant won't do anything, but the count is stored outside the save game, so in the course of playing you just need to fight and take down 5 hounds. It's okay to quit out and reload a save, so don't worry if you want to be canon sneaky, cause the first step is setting off the alarms. Spook some NPCs and wait for the hounds to come at you. You should probably bring a gun and a good supply of 9mm ammo, I think it takes about 6 rounds per hound.
BUGGED QUESTS
Okay I'm having a heck of a time with some of these quests. I don't know if they're tied to an achievement, but it wouldn't surprise me.

Frame and Misfortune
On maybe your second day in town, while running through the Gutter, you can encounter this guy who wants your help in recovering a painting of his frenemy. When you start the quest, he gives you a description of Liza, who has a mustache, chunky glasses, a big nose, and beady eyes. I've run this quest multiple times, and the painting always seems to spawn in a locked room adjacent to a safe. There are other paintings around, but they always show the same thing and don't fit the description. This painting very clearly does fit the description.

HOWEVER, when picking up the painting, it does not say that the quest has been completed. I've tried holding the description and clicking on the painting, and nothing happens. From what I can tell, there's no way to interact with the painting in order to confirm that it's the right painting. When you exit the mission with the painting, you talk to the guy again, and every time it's the same song and dance. You can either tell him you didn't find the painting or to wait, that you can explain. He gets all huffy and insults your ability to be a thief.

But I did have the painting. It's very clearly the correct painting. What gives?!
Conclusion (WIP)
I'm still working on this guide and have not completed adding achievements. Unfortunately several cannot be completed due to apparent typos in the game code.

I know this game can be a frustrating mess and truly was not ready to ship when it did, but I also know it was not the intent of the developers to release such a parbaked disappointment. Despite this, I think they did make it pretty far along in realizing their goals, and I don't think it's nearly as unplayable as reviews would have you believe. For what it's worth, I am genuinely enjoying the time I've spent in Abermore. I think the writing is fun and interesting, and I keep finding little pieces that hint at something more. I am not immune to the frustrations of playing a broken game, but, full disclosure, I did get it on sale for less than $2 before tax, so I feel I've gotten my money's worth.


In the end, I hope this guide will help other players to work around the various issues of Abermore and enjoy the game a little more. If you've discovered something you'd like to share or figured out how to achieve some of the achievements I've listed as broken, please do share and I'll happily amend this guide.

Thank you, and good luck ;)