The Dark Pictures Anthology: Man of Medan

The Dark Pictures Anthology: Man of Medan

Not enough ratings
Man of Medan 100% Achievement Walkthrough
By Sable in a Bikercut
THIS GUIDE CONTAINS HEAVY SPOILERS!
A full walkthrough for every achievement in the game.
   
Award
Favorite
Favorited
Unfavorite
Overview, Hints & Tips
📖 Welcome to the Man of Medan Walkthrough!
This guide will help you unlock every achievement and highlight key things to watch out for during your playthroughs. Looking for specific achievements? Use CTRL + F and search! I recommend reading through the chapter walkthrough before playing it.

Before You Begin: Key Information
1️⃣ Choices Matter. Every decision influences character relationships, available collectibles, and even who survives. To follow this guide successfully, make the exact choices listed. Otherwise, you may lose access to certain achievements or story paths.

2️⃣ Multiple Playthroughs Required. It’s impossible to unlock all achievements in a single playthrough. At minimum, you’ll need to complete the game three times (once for each mode), but realistically, this guide will help you earn all achievements in four full playthroughs plus a few partial ones.

3️⃣ Collectibles Are Important. There are two main types of collectibles:
  • Secrets (normal collectibles)
  • Premonitions (framed pictures)
  • Interactable objects (which do not count as collectibles) glow slightly in the environment.
A collectible is confirmed when you see:
  • "Secret Found" (for normal collectibles)
  • "Premonition Unlocked" (for framed pictures)
  • "Secret Found" (for normal collectibles)
  • "Premonition Unlocked" (for framed pictures)

Tips & Hints for an Easier Playthrough
✅ Adjust Your Settings Before Starting
Go to Settings > Accessibility and turn ON “Disable QTE Timeout” (affects Solo Story & Movie Night). This ensures that QTE prompts stay on-screen indefinitely, reducing stress and making mistakes less likely.

💾 No Manual Saves – Choices Are Permanent
The game autosaves instantly after every decision. If you make a mistake, you cannot undo it.
If you're early in the game, you can restart.
If you're halfway through, finish the run and then use chapter select to redo the section where you messed up.

🔄 Co-op Collectibles Can Be Buggy
In Shared Story mode, collectibles should count for both players, but this doesn't always work. Sometimes, only the person who picks up the item gets credit. This issue may have been fixed in recent updates, but if you’re aiming for all collectibles, be mindful of this potential bug.
Prolouge
Chapter: Chiense Market
Character: Joe

As Joe, your first task is to talk to the fortune teller. This introduces how dialogue choices work. Use the right stick to highlight an option and hold it for a few seconds to confirm. A timer in the background will gradually deplete—if it runs out, Joe will say nothing. You can also manually choose silence by holding the stick up towards "Say nothing."

Each dialogue choice has an associated trait, indicated by symbols. For example, the first three options are Dubious, Curious, or Say Nothing, with Curious showing a heart and Dubious a brain. These symbols matter only for two achievements, so ignore them for now.

Choose: CURIOUS (Hold the right stick left until confirmed).

Next, the fortune teller will ask you to pick a tile.

Choose: DRAGON TILE (Hold the right stick left to confirm).

You'll then be prompted to inspect the tile, introducing item interaction. Hold RT and rotate the item with the right stick. Most collectibles only count after you've flipped them over—keep this in mind!

QTE Introduction
Next, you'll train with a dummy, introducing two types of Quick Time Events (QTEs):

Action QTEs: Move the cursor into a white circle and press RT. (Denoted as O).
Button QTEs: Press the correct button (A, X, B, Y) when prompted.
Hit all QTEs correctly to unlock:


Karate Master – Beat the Training Dummy


Training Dummy QTE Sequence:
O (top left), O (bottom left), O (top right), O (top left), B, X, B, O (top left), O (bottom right), B, O (bottom right), B, O (bottom left), X, B, O (top left).

After training, a cutscene plays—Joe and Charlie return to their ship. Charlie is thrown in the brig, while Joe is sent to the medical ward after a drunken dispute.

Prologue Wrap-Up
Once Joe wakes up, you can finally walk around. There are no collectibles in this chapter, and your choices do not affect the rest of the game—Joe and Charlie will die regardless. Because of this, the rest of the prologue won’t be covered.

However, this section introduces two final QTE types:

Heartbeat QTE – Requires timed button presses.
Button Mash QTE – Requires rapid button pressing.
Once Joe and Charlie die, a cutscene introduces The Curator, setting up the story. The camera zooms into a painting, transitioning to the main game.

When the scene shifts to the beach, proceed to the next steps in the walkthrough.
Chapter: The Duke
Character: Brad

The scene begins with a conversation between Brad (you) and his brother, Alex.

Dialogue Choices:
RESENTFUL
ACCUSATORY

After choosing "Accusatory", you will unlock:


Brother Thing, You Know – Unlocked Brad's Envious Trait


Next Dialogue Choices:
EMPATHETIC
SENTIMENTAL

Julia and Conrad then arrive, leading to a conversation between Brad and Conrad.

Dialogue Choices:
RELAXED
SELF-ASSURED

The final main character, Fliss, then appears and starts the boat. The chapter ends as the group departs.

📌 Chapter Transitions: You will always switch characters when a new chapter begins. If a chapter starts and your character does not change, I will inform you.
Chapter: Wreck
Character: Alex
The scene begins with Alex (you) talking to Fliss.

SAY:
OPTIMISTIC
Alex then joins Conrad and Julia to look at pictures. Fliss questions if they should follow proper procedures.
SAY:
DISAPPOINTED

Exploring the Ship
Alex can now walk around. To progress, wait for Julia to prepare the breathing tanks, then talk to her. She won’t announce they’re ready immediately, so you can interact with Fliss, Brad, and Julia for extra dialogue while waiting.

Collectable: White Framed Picture #2: High and Dry
Location: Go downstairs to the lower deck and check the wall to your left.

Optional Conversations
Talk to Fliss:
POLITE
SELF-ASSURED
BELLIGERENT


Talk to Brad (second door on the right):
SYMPATHETIC

Talk to Julia:
INTERESTED
SUPPORTIVE


Once Julia announces the tanks are ready, talk to her again.
SAY:
APPRECIATIVE

First Major Decision
The game presents your first non-dialogue choice: Take the camera or the bangstick. You can also let the timer expire to take neither.

Choose: TAKE THE BANGSTICK (Right Option)


Immediately after, another choice appears.

Choose: JULIA (Left Option)

Final Dialogue Choice:
ROMANTIC
Julia then gives Alex the camera, regardless of the previous choice, and they dive.
Chapter: Dive
Character: None
This is a very short chapter consisting of a single cutscene where Alex and Julia dive underwater.

  • No collectables
  • No QTEs
  • No player control

Once the scene transitions from the dive to Fliss on the boat, the next chapter begins.
Chapter: Uninvited Guests
Character: Fliss
After the cutscene of Julia and Alex discovering the wreck, the scene shifts to Fliss (you) and Conrad on the boat.

Dialogue Choices:
RELAXED
SUBDUED
APPRECIATIVE

After this conversation, you can explore the boat, but the scene is on a hidden timer, so don’t take too long. You can talk to Brad or Conrad and find a collectable.

Collectable:
Black Framed Picture #2: Cut and Run
(Located in a previously locked door across from Brad’s room.)


Talk to Brad (Lower Deck):
SYMPATHETIC
CONCERNED
CURIOUS


Talk to Conrad (Upper Deck):
RELAXED
PLAYFUL
ROMANTIC



A Pint of Frosty Amber Liquid – Conrad successfully flirted with Fliss


Once the hidden timer runs out, Fliss and Conrad will spot another boat.

Dialogue Choices:
UNEASY
WORRIED

The fishing boat crashes into the dive line.

WORRIED
Conrad throws his money into the water, and the fishermen leave. The scene transitions back to Julia and Alex underwater.

Character Switch: Julia
Julia and Alex attempt to enter the plane through the turret.

Button QTE:
Press X (Prevents Julia from injuring her leg.)
Now, you gain control of Julia. This section is also on a timer, but you should have enough time to explore.

Collectables in the Plane:
Black Framed Picture #1: Devil and the Deep (Left side near the start of the scene.)
Secret #30: Flight Plan (Look at the small hole above the circular passage.)


Button QTE:
Press X (Required to get the Flight Plan collectable.)

Dialogue Choices:
FLIPPANT
NONCHALANT


🚨 Important: Rotate all collectables to reveal their "secret found" status. If you don’t see this, the collectable won’t count!

More Collectables (Inside the Plane):
Secret #49: Anti-Aircraft Shell (Lodged in a wall on the right.)
Secret #40: Missing Lifeboat (Left side of the main passage.)

When reaching the cockpit, Julia will use the bangstick (if taken earlier).

Action QTE:
Move the cursor into the circle and press RT (Breaks into the cockpit.)
After some waiting, Alex and Julia begin their ascent. A shark scares them before they talk.

Dialogue Choices:
ASTOUNDED
LOVING



Yes! Yes, I’ll Marry You! – Julia accepted Alex's proposal


Before surfacing, Julia wants to rush up to the boat. Alex warns her to decompress first.

Dialogue Choices:
CAUTIOUS
RELUCTANT

🚨 Critical Choice! If Julia surfaces too quickly, she will get decompression sickness and die at the end of the game.

Once on the boat, Julia reacts to the explosion.
SAY:
ANXIOUS
She then shows Fliss and Conrad the ring before the scene fades.

Curator’s Cutscene
The Curator appears, recapping events and offering insight into your choices. After this, the next chapter begins.
Chapter: Ghost Story
Character: Julia
The scene begins with Alex, Julia, and Brad discussing the dive and the marriage proposal. Brad then leaves to find Conrad, and Julia and Alex talk about their relationship and wedding plans.

Dialogue Choices:
CHEERFUL
SENTIMENTAL
REASSURING
ADORING

Julia then searches for the others and finds Fliss and Conrad making out in a closet.

SAY NOTHING
Conrad retrieves the beers, and Julia goes to get the navigator pad from the wrecked plane.

Collectable: Secret #20 Co-Pilot Badge
🚨 Bug Warning: This collectable often fails to register. If it doesn’t count, try replaying the chapter via chapter select after finishing the game. Players in shared story report that the Brad player gets the collectable more consistently.

How to Collect:
Before grabbing the navigator pad, check the camera on the outside deck seat.
Scroll through the photos until you see a badge.


If you don’t grab the navigator pad in time, Alex will retrieve it, and everyone gathers to drink and chat. Alex reveals the pad mentions "Manchurian Gold", sparking a discussion. Fliss gets upset.

SAY:
APOLOGETIC
Brad then tells a ghost story.

SUPPORTIVE
During the story, Julia reacts with several lines.

AMUSED
PROVOCATIVE
APPRECIATIVE

Fliss urges everyone to sleep, but Conrad insists on one more beer. The scene fades, and the next chapter begins.
Chapter: Intrusion
Character: Conrad
The chapter begins at night, as three hooded figures board the ship. They move below deck to wake up the characters.

Quick Time Events (QTEs)
Y
X
If you've successfully completed all previous QTEs, you'll unlock:


As long as you're quick (Complete 10 QTEs in a row)


The fishermen then tie up and gag the group.
CHOOSE
UNGAG ALEX (Right option)
UNGAG FLISS (Left option)


Junior (one of the fishermen) then enters and takes Fliss away.
Conrad realizes these men are the same fishermen he provoked earlier.

Choose:
INVESTIGATE (Right option)

Junior then attempts to punch Conrad.
QTE: Press X to avoid the punch.
Conrad is then taken to the upper deck to meet Olson (the leader).

SAY:
SERIOUS
AGITATED

Olson pulls a knife but decides against using it. Junior then takes Conrad back below deck.

Say to Junior:
COMPLIANT

Back Below Deck
Julia is taken away.

SAY(to Alex):
UNEASY
Alex then unties Conrad, and Julia returns.

Conrad watches the storm and suggests stealing the fisherman's speedboat.

SAY:
CONCERNED

Conrad then tries to escape through the window.
QTE: Press RT when Conrad counts to SIX, not seven.


Break 'em during the thunder (Open the window without making noise)


Outside the Boat
Conrad now hangs on the ship’s side and a breathing QTE begins.

🛑 FAIL THIS ON PURPOSE – Let the timer run out.

Junior spots Conrad. Olson calls him "stupid" and aims a gun at him.
A knife is on the floor – DO NOT PICK IT UP.
Fail the QTE by pressing any button except X.

Olson shoots Conrad in the leg and then points the gun at Julia.

SAY:
HOPELESS
If you don't say this, Julia will get shot and die.

The group is taken below deck. Danny finds the navigator pad with "Manchurian Gold" written on it.

Chapter fades to black.
Chapter: Storm
Character: Fliss
The scene begins with the group being guarded by Junior.


SAY:
REASSURING
Alex accuses Fliss of working with the fishermen.
SAY:
DISTRAUGHT

The boat tips, triggering a QTE.
QTE: Press A

Radio Scene with Olson
Olson orders Fliss to check the storm duration but warns her not to say anything suspicious.

SAY:
COMPLIANT
REASSURING

Olson puts the radio away, and the ship starts taking on water.
QTE: Press A, then Y

Helping Danny
Danny cuts objects off the boat, and Fliss is given a choice:
CHOOSE:
HELP
QTE: Press Y

The group moves up to the deck.
Talking About Brad
Julia asks about Brad’s whereabouts.
SAY:
OPTIMISTIC

Alex agrees, and the Duke of Milan collides with an old WWII ship.

Curator Scene
The Curator gives a dialogue option.

SAY:
CURIOUS

The Curator talks about your choices before transitioning to the next chapter.
Chapter: Abandoned Ship
Character: Conrad
Important Choices So Far:

✅ Julia decompressed → She will not die at the end of the game.
✅ Conrad did not escape → He is still with the group, ensuring access to important chapters and collectables.
✅ Brad stayed hidden → He will enter the ship alone later.

Chapter Overview:
The fishermen force the group onto the WWII ghost ship.
Olson removes the distributor cap, preventing the Duke of Milan from starting.
You control Conrad and walk through a linear path.
There are no dialogue choices, only one collectable.

Collectable: Secret #26 – Guard Duty Note
Clue: Danny says "♥♥♥♥" in French near a set of lockers.
Alex reacts to a rat, and the perspective shifts.[/b]

End of Chapter:
Continue walking forward until a cutscene starts.
Junior finds a room → Olson orders the group inside.
Screen goes black → Chapter ends.
Chapter: Trapped
Character: Conrad
(Transition into this chapter is subtle; you remain as Conrad, but it is a new chapter.)

Chapter Overview:
The group is locked in a room by Junior.
Fliss lights a lantern, and Junior gives them a flashlight.
Alex questions the ship saying "What the hell is this place?" and Conrad responds.
SAY:
CONFIDENT



If You're Selling, I'm Buying (Unlocks Conrad’s Humorous trait.)


Alex discusses the plan
SAY:
APPROVING
HOPEFUL


Collectible (Before Moving the Desk!)
Collectable: Secret #44 – 1947 Newspaper
Collectable: Secret #28 – Private Miller’s Letter


Escape Sequence:
Move the desk (Press RT) to reveal a vent.
Alex struggles to open it and says, "Come take a look."
Walk over and Press A.
Alex: "I think we can get out through here."
SAY:
CONFIDENT

Distraction Choice:
Choose: DISTRACT
(Conrad yells through the door while Alex kicks out the vent.)
Final Choice:
Choose: REPLACE (Puts the vent cover back.)

End of Chapter:
Junior bursts in, sees the group is gone.
Cutscene of the group running away.
Screen goes black – Chapter Ends.
Chapter: An Escape
Character: Conrad
(Another subtle transition; you're still Conrad, but this is a new chapter.)

Chapter Overview:
The group runs through a doorway and bolts it shut.
Conrad comments on a sexy nurse picture.
There are 5 collectables to grab before progressing.

Collectable #1: Secret #14 – Guard Duty Roster
Location: Immediately when the scene starts, go into the open doorway on your left.


Collectable #2: Secret #45 – Private Reed's Letter
Location: In the bathroom to the left of Julia, who is holding a lantern.


Collectable #3: Secret #7 – Engineer's Logbook
Location: Past Julia, continue onto the metal walkway with pipes.


Alex is standing next to a doorway—don't go through it yet!
Instead, turn left to find the logbook.

✅ Important:
Since this is a book, you must:
Pick it up (Press RT).
Flip it over with the right stick.
Let go of RT—Conrad will open the book.
Flip to the next page with the right stick to trigger "Secret Found."

Collectable #4: Secret #11 – Journal
Location: Enter the next room with bunk beds.

Walk up and to the left, past a coffee table, to find the journal.

✅ Important:
Since this is also a book, follow the same examine and flip process as before!

Collectable #5: Black Framed Picture #3 – "In The Offing"
Location: From the journal, turn around and walk straight to the opposite side of the room.

The picture frame is in an open cabinet on your left.

Story Progression:
After collectables, continue walking through the rooms/hallways.
A cutscene begins—the group (Conrad, Fliss, Alex, Julia) walks on a catwalk.
They see Olson below, who puts the distributor cap down.
Danny arrives, calls Olson over.
Fliss decides to retrieve the cap.
Conrad can respond.

Fliss: "I'm going to go get it."
Say: SELF-ASSURED
Fliss climbs down. Soon after, Conrad has another choice.
Choose: WARN FLISS

Fliss gets caught by Danny as she runs for the distributor cap.
Junior briefly appears before Danny walks away with Fliss.
Chapter Ends.
Chapter: Caskets
Character: Alex
(Your character has switched to Alex for this chapter.)

Chapter Overview:
The chapter starts with Alex, Julia, and Conrad running through a corridor.
Alex bolts a door behind them.
9 collectables to find.
Avoid picking up the knife in the kitchen—if you do, choose not to take it.

Collectable #1: Secret #23 – Catering Staff Schedule
Location: In the kitchen, when Julia says, "Wait a minute, we've been here before."


Dialogue Choice:
Alex is startled by a rat jumping out of a cabinet. Julia asks what startled him.
SAY:
TRUTHFUL

Collectable #2: Secret #1 – Diary
Location: In the next room, with lunch tables in disarray.

On a lunch table on the right side of the room.

Collectable #3: Black Framed Picture #4 – "Cut Of Your Jib"
Location: Hanging on the wall on the left side of the room.


Julia freaks out and swears she saw something in the shadows.
SAY:
WORRIED

Collectable #4: Secret #22 – Casket Nameplate
Collectable #5: Secret #24 – Open Casket
Collectable #6: Secret #13 – Locked Casket
Collectable #7: Secret #35 – Small Casket


Location: When you enter the room with caskets, Julia will say, "Ok, nope this isn't working for me."
All 4 caskets count as collectables.

After opening the second casket, Alex comments on it.
SAY:
DEFENSIVE

Collectable #8: Secret #18 – Terrified Corpse
Collectable #9: Secret #39 – Electrocardiogram Results

Location: Continue walking until you reach the medical ward (Alex says, "Whoa, why so spick and span?").
Both collectables are in the leftmost room.
Corpse: Against the back wall.
Electrocardiogram Results: On the clipboard, on a metal cart next to the operating table.

Story Progression:
After the medical ward, follow Julia into the next room.
A cutscene starts—Julia calls out for Conrad.
Alex says, "He must've gone on ahead."
Dialogue choice appears.
SAY:
CAUTIOUS


Big Man on Campus (Unlocked Alex’s Aggressive Trait)

Julia yells for Conrad again.
The scene cuts to Olson, watching them through a crack in the wall, holding a sledgehammer.
Chapter Ends.

Chapter: Danny
Character: Fliss

Chapter Overview:
The chapter starts with Danny forcing Fliss forward at gunpoint.
4 collectables to find.
Avoid picking up the knife in the military vehicle room—if you do, choose not to take it.

Collectable #1: Secret #41 – Medan Hat
Location: After Danny panics over a pile of garbage, he knocks off a hat. Once you regain control, inspect it.


Collectable #2: Secret #16 – Screaming Corpse
Location: After a pipe bursts, Fliss finds a corpse. Danny comments, "You die on a ship, your ghost stays on the ship."


Collectable #3: White Framed Picture #3 – "Close Quarters"
Location: In a narrow corridor, Danny pushes Fliss away before she can view a picture on the wall.


Keep moving until Danny panics, fires his gun, and runs off.
Fliss picks up his flashlight.
Go back and inspect the picture.

Collectable #4: Secret #32 – Dog Tag
Location: After squeezing through a grated door (button mash QTE), continue until Fliss jumps down into a room with old military vehicles.


Walk to the dead bodies and pick up the dog tag.
Avoid the knife—if you interact with it, choose not to take it.

Story Progression:
Exit through the door on the right.
Chapter Ends.
Chapter: Finding Friends
Character: Brad

The chapter starts with Brad on the Duke of Milan, psyching himself up before boarding the ghost ship.
5 collectables to find.
1 non-collectable item (Gas Mask) must be picked up to avoid hostility between Brad and Fliss later.
Avoid picking up the wrench—if you do, choose not to take it.

Collectable #1: Secret #21 – Hastily Written Message
Location: After heading left instead of right at the start, go upstairs and enter the second open doorway on your right.


Collectable #2: Secret #43 – Infantry Badge
Location: Exit the previous room and enter the first open doorway on the right. Inside, inspect the corpse on the left.


Important Item: Gas Mask (Not a collectable, but required for story impact!)
Location: After a cutscene with lockers slamming shut, inspect the right set of lockers.


Open the locker with A.
A mask will drop down, startling Brad.
After the perspective shift, return to the locker and open it again.
Take the Gas Mask with RT.

Collectable #3: Secret #4 – Locks Memo
Location: Continue through the next hallway until Brad sees an opening in the wall.


Do not interact with the desk yet!
Instead, go to the partially closed door behind it and complete a button QTE (X).
Inside, pick up the memo.
🎖️ Achievement Unlocked (If Secret #20 counted earlier):


For a dollar he told me his secrets – Found 25 secrets!


Collectable #4: White Framed Picture #5 – Copper Bottomed
Location: After pushing the desk and climbing through the hole, enter the first room on the right.


Collectable #5: Secret #19 – Radio Operator's Memo
Location: In the next room, near the skeletons on the left side, find a paper on a crate.


Avoid the wrench—if you pick it up, choose not to take it.
Story Progression:
Drop down through the hole in the railing (A).
A cutscene plays—Brad struggles and falls.
Chapter Ends.
Chapter: Rituals
Character: Fliss

The chapter starts with Fliss trying to open a locked metal door but giving up after a few seconds.
4 collectables to find.
A 10-minute timer begins once Fliss enters the ballroom—collect everything before time runs out.
Periodically open the outside door to prevent hallucinations and ensure Fliss and Brad recognize each other.
Final dialogue choice: Say APPROVING.

Collectable #1: White Framed Picture #4 – Keelhaul
Location: Walk past the dining tables and go behind the right side of the stage.
Enter the room behind the stage.
The painting is on the wall.


Stage Interaction: Pull the curtain lever
Location: In the same backstage room, interact with the lever (A) and pull it with (RT).


Outside Interaction: Step outside for fresh air
Location: After the curtains open, exit the stage and walk to the door on the right side of the room.


Fliss will step outside briefly and return inside.
Collectable #2: Secret #38 – Chemical Leak
Location: After stepping outside and coming back in, the room transforms.
The coffin is gone, replaced by a stack of crates—inspect them.



💡 Important Story Info:
The Manchurian Gold is not actual gold but a chemical weapon that leaked on the ship.
It causes hallucinations, leading to paranoia, violence, and death.
Everything supernatural on the ship is a hallucination from the chemical.
Getting fresh air clears Fliss’s system, allowing her to see the real ship instead of the ballroom illusion.
Collectable #3: Secret #37 – Broken Wires
Location: Go to the left side of the room, near sparking wires.


Collectable #4: Secret #47 – Cargo Ship Manual
Location: Across from the broken wires, on a barrel with a book—pick up the book.


Preventing Hallucinations:
After collecting everything:
✔️ Go backstage where the outside door is.
✔️ Every 30 seconds, open the door to get fresh air.
✔️ This prevents Fliss from hallucinating again before the chapter ends.

Story Progression:
Brad falls into the room.
If Fliss has stayed clear-headed (fresh air) and Brad took the Gas Mask, they recognize each other.
Dialogue Choice Appears:
Say: APPROVING

Fliss and Brad run off together.
Chapter Ends.

Alternate Outcomes (If Things Went Wrong):
❌ If Brad had the Gas Mask, but Fliss was still hallucinating → She sees him as a monster.

If she took a knife earlier, she might stab Brad and kill him.
If she didn't take the knife, she just runs away.
❌ If Fliss had fresh air but Brad didn't have the Gas Mask → Brad hallucinates her as a monster.

If Brad took a wrench earlier, he could kill Fliss with it.
❌ If both are hallucinating, they run away from each other, missing a key bonding moment.

Chapter: Pressure
Character: Fliss

1 collectable to find.
Quick Time Events (QTEs) and dialogue choices affect Fliss’s traits.
Key event: Fliss must guide Brad to save her from drowning.

Step-by-Step Walkthrough:
Starting Sequence:
Brad and Fliss drop down into a room.
Walk forward until a pipe bursts, spilling water.
Continue walking until reaching a dead-end room with a "Climb Up" prompt.
Do NOT climb up yet. Instead, look to the left of the climb spot for the only collectable in this chapter.

Collectable #1: Secret #25 – Ghost Rumours Report
Location: Left side of the "Climb Up" prompt.


Progressing the Chapter:
Now climb up the hole.
After climbing, inspect the broken shovel on the left, then put it down.
Move into the next room and inspect the broken ladder leading out of the room.

Finding a Way Out:
There seems to be no way out, but return to the hole Fliss used to climb up.
Fliss will spot a ladder in the room below. Choose who will go down to get it.

Dialogue Choices:
Say: WORRIED
Say: FRIGHTENED


Aye, aye captain


Fliss will say, "Should we find another route?" but someone has to go down the hole.
Interact with the hole again.
Fliss will choose who actually goes down.
Say: RESENTFUL
Fliss will drop down the hole.

Water Escape Sequence:
Inspect the broken ladder – it is useless.
Move into the next room and try to open the door.
A button mash QTE begins:

Press (X) repeatedly to force the door open.
Water will start flooding the room.
Fliss is now in danger of drowning. She must tell Brad what to do.

Final Dialogue Choice (To Save Fliss):
Say: INSISTENT

Brad will hit the hinge twice, then pull the grate up, saving Fliss.
The water continues to rise but eventually stops, allowing them to climb out safely.





Chapter: Plunged
Character: Julia

No collectables in this chapter.
Several dialogue choices and QTEs impact relationships and outcomes.
Key event: Julia must recognize the real Alex in a hallucination sequence.

Step-by-Step Walkthrough:
Starting Sequence:
The chapter begins with Alex and Julia crossing a catwalk.
Olson attacks them with a sledgehammer, knocking them off the catwalk.
Julia gets knocked unconscious and enters a hallucination sequence.

Julia’s Hallucination (Plane Wreck Dream):
Julia finds herself back in the plane wreck from earlier in the game.
Swim forward and interact with the corpse in the chair.
The corpse looks like Alex and is holding the wedding ring Alex gave her earlier.
Inspect the ring with (RT).
Julia wakes up from the hallucination.

Drowning Scene – Identifying the Real Alex:
Julia sees two Alex's staring at her.
One Alex starts drowning the other.

💡 IMPORTANT:
The real Alex is the one doing the drowning.
The one being drowned is actually Danny, not Alex.
Dialogue Choice:
Say: FRANTIC



Lovebirds – Maxed out Alex and Julia’s relationship.


Escape Sequence:
Alex stops drowning Danny and swims away with Julia.
Once they get out of the water, Alex and Julia talk briefly.
Suddenly, Danny is thrown out of the water.
A third Alex lookalike emerges – this is actually Olson.
Olson chases Alex and Julia.
Alex and Julia run.
Chapter: Glamour Girl
Character: Conrad

3 collectables available in Solo Story (4 additional ones exist in Shared Story).
Important QTEs and choices to ensure Conrad’s survival.
Key threat: Conrad hallucinates a "sexy nurse" monster, which is actually Fliss.

Step-by-Step Walkthrough:
Starting Sequence:
The chapter begins with Conrad talking to himself, walking through a corridor.
A cutscene plays, and Conrad shuts a door behind him.

Collectables in this Chapter:
Enter the first open doorway on your left to find:
Collectable #1: Secret #5 – Water Purification Plant Map
In the same room, go through the right-side doorway to find:
Collectable #2: White Framed Picture #1 – Plain Sailing
Return to the main hallway, take an immediate right into another open doorway to find:
Collectable #3: Secret #9 – Man Overboard Search Orders

Candlestick Event:
Continue forward until you see a candlestick on a table.
Pick it up with (RT).
After Conrad puts it down, it will float and fly into the wall.
Go into the next room and try to open the door (it won’t budge).
Return to the candlestick, now lying on the floor, and pick it up again.
Use the candlestick to open the door (Button Mash QTE: Press A repeatedly).

Chase Sequence – Conrad vs. "Sexy Nurse" (Fliss):
Conrad will start being chased by a hallucination of a sexy nurse (who is actually Fliss).
Important: Conrad can die here. Follow the QTEs and choices carefully.
QTE Sequence:
Press B, X, X (Screen goes black momentarily)
Press B, X (Conrad throws a chair and opens a door)
Conrad tries to close the door and crushes the fingers of the "monster."
Press X, B, X
Decision Point – Running Away:
Choose: RUN

Conrad climbs a ladder, crawls through a vent, and starts climbing another ladder.
Final QTEs:
Press Y, Y, B
Final Decision – Life or Death for Conrad:
Choose: CONFRONT

Conrad calms down and realizes the monster was Fliss all along.
❌ If you choose "JUMP," Conrad will fall off the beam and die.
Fliss and Conrad reunite and go off to find the others.
Chapter: Revenge
Character: Julia

No collectables in this chapter.
Quick-Time Events (QTEs) and choices are crucial.
Olson, hallucinated as Alex, is chasing Julia and Alex.
If you fail key QTEs, Julia can be caught.

Step-by-Step Walkthrough:
Starting Chase Sequence:
Julia tries to open a door but fails.
Olson appears, speaking creepily in Alex’s voice.
Alex and Julia decide to go up a broken staircase.

QTE Sequence – Climbing the Staircase:
Press B, X, B
Decision Point – Keep Running or Jump?
Olson continues pursuing them, saying, "What does this mean? Does this mean we're over?"
Julia and Alex must make a choice.
Choose: JUMP

QTE Sequence – Running Away:
Press Y, B
Decision Point – Keep Going or Hide?
After Alex jumps over a desk, another decision appears.
Choose: KEEP GOING

Final Escape Sequence:
Julia and Alex continue running up another staircase.
At the top, Alex busts through a door and collides with Conrad.
Olson grabs Julia!

QTE – Julia Escapes:
Press_X

Safe Zone & Chapter End:
Julia escapes Olson’s grasp.
Alex locks the door behind them.
The group gathers in a safe area to discuss their situation.

Curator’s Scene:
The Curator comments on your progress.
He asks if you want another hint.
Say: CURIOUS
Chapter: Open Deck
Character: Julia

This chapter is a dialogue-based cutscene.
No collectables.
The characters discuss their experiences and theories.
Your dialogue choices shape Julia’s reactions.

Dialogue Choices – Julia's Responses:
Say: BAFFLED
Julia expresses confusion about what’s happening.
PROBING
Julia asks questions to understand the situation better.
SUSPICIOUS
Julia voices doubt or concern about what’s going on.
UNSETTLED
Julia shows unease about their predicament.

The group continues speculating about the ship.
Alex suggests using the radio to send an SOS.
Chapter: Distress Signal
Character: Alex

Collectables: 7 total
Main objective: Find and use the radio to request help.
Dialogue choices shape Alex's approach.

Secret #50: Anti-Aircraft Shell Casing
Location: On a rusty barrel after stepping outside.

Secret #3: Gas Mask Instructions
Location: Inside a cabinet after passing the other characters.


Secret #42: Ship's Logbook
Location: In the first room after opening the door (flip left to count).


Black Framed Picture #6: Loose Cannon
Location: On the wall, before entering the next room.


Secret #6: Nautical Chart
Location: On the wall near Julia in the next room.


Secret #10: Navigator's Notebook
Location: On a table in the same room.


Secret #29: Radio Operator's Final Message
Location: In the final room, on a desk near a corpse. ⚠️ Avoid stepping too close to the radio before picking this up!


Radio Cutscene:
Press RT a few times to get a signal.
When speaking into the radio:
Say: INSTRUCTIVE
Say: ANXIOUS


The name of this vessel


(If you have Secret #41 & #42, you can reveal the ship’s name.)

Choosing Who Goes Down the Hole:
The power goes out.
Conrad finds a hole the group can jump into.
Brad volunteers to go first.
Say: ENCOURAGING

Alex encourages Brad to go down.
Julia offers to go too.
Fliss approves (only if Julia & Fliss have a positive relationship).
Brad & Julia fall down the hole.
Chapter: Depths
Character: Brad

Collectables: 5 total
Main objective: Explore the area and turn on the generator.
Key decisions and QTEs affect the next events.

Brad and Julia fall down the hole.
Alex asks if they’re okay.
Say: HOPEFUL
Alex then tosses a lighter, and Julia lights a lantern.

Secret #48: Minutes Of Meeting
Location: In an open safe, inside a room on the left.

Secret #27: Private Patterson's Medical Record
Location: On a desk in the left-side room of a hallway with reversed camera angles.

Secret #8: Engine Room Telegraph Log
Location: On a crate at the first fork—take the left path.

White Framed Picture #6: Know The Ropes
Location: At a dead end, after following the right-side path.



Possible futures
(If you have found all white-framed pictures.)


Turning On the Generator:
After picking up the White Framed Picture:
Take a left and move up.
Perspective changes to a close-up of Brad & Julia.
To your right is the generator.
Press A to interact, then RT to turn it on.
The radio temporarily works again.
Alex relays a message before the radio breaks.

Finding the Re-breather:
The group finds a re-breather.
Julia and Brad argue about taking it.
Say: ASSERTIVE
Brad decides to take the re-breather.

📍 IMPORTANT: Olson Encounter & QTE
PAUSE THE GAME HERE AND READ CAREFULLY.


Olson yells at Danny, then stabs him.
Olson storms out in a rage.
A heartbeat QTE starts.
🛑 This QTE is critical.
📌 If you succeed:
Olson walks past without seeing Brad & Julia.
They enter the room Danny was in.
You can collect a final secret before hiding.

📌 If you fail:
Olson spots you, and you immediately run to hide.
You will MISS a collectable.
Secret #34: Military Orders
Location: In the room where Danny’s body is, on the right.


📍 Final Choice (If You Succeeded the QTE):
Choose: INSPECT
Julia finds Alex's wedding ring in Danny’s hand.
Then, Brad & Julia hide in an alcove.

If you failed the QTE, you run straight into the alcove instead.
📌 PAUSE & READ THE NEXT CHAPTER BEFORE CONTINUING.
Chapter: Junior
Character: Brad

Critical Heartbeat QTEs: Must succeed for achievements and best outcomes.
Key Decision: Whether or not you still have the re-breather.
Potential Deaths: Brad, Julia, or Junior can die if choices/QTEs are failed.
Achievement Opportunity: "It's all gone changing on me"

Brad & Julia hide in an alcove.
Olson rants about the gold and being cut out of the deal.
Critical QTE: Heartbeat Sequence #2
🛑 MUST SUCCEED.
If you fail:
Julia drops the re-breather (needed for an achievement).
You will have to replay the chapter "Junior" to get it back.
📌 If you succeed:
Brad & Julia keep the re-breather and move on.
After passing the QTE, say: DISTURBED

Quick Action QTE:
Brad and Julia run through a door.
Button QTE: Press Y to grab the re-breather at the last second.
Brad locks the door behind them.
If you failed the second heartbeat QTE:

No QTE appears to grab the re-breather, and Julia leaves it behind.
Encounter With Junior (Gun Scene):
Junior holds them at gunpoint and rants about the mist.
Choosing the wrong responses can result in death.
Say (in order):
CURIOUS
WORRIED
DESPERATE


Final Decision: Junior’s Breakdown
Junior panics, believing the mist is inside him.
He starts pointing the gun at himself.
You must make a decision.
Choose: GRAB PISTOL

📌 If you still have the re-breather:
Brad knocks the gun away.
Julia puts the re-breather mask on Junior, calming him down.


It's all gone changing on me.


📌 If you don’t have the re-breather:
Brad tries to grab the gun, but Junior pushes him off.
Junior shoots himself in the head.
Chapter: Matters of the Heart
Character: Alex

1 Collectable (Solo Story Mode) | 4 Total (Shared Story Mode)
Multiple QTEs (Some Critical, Some Optional)
Distributor Cap Must Stay Intact
Hallucination Sequence - Avoid Killing Fliss or Alex

🏆 Missable Achievement Risks:
Killing Fliss or Alex by failing the hallucination QTEs.
Losing the distributor cap by failing QTEs.


Alex tells Fliss to stay by the radio.
Drops down the hole into the next section.
Heartbeat QTE (Olson Encounter)
Doesn't matter—Olson runs away regardless.
Fliss joins Alex:
Continue through the area until Alex reaches a gap.
Button QTEs for jumping the gap: Press Y, A, X in sequence.

Olson's Death Scene:
Olson dies from a heart attack.
Fliss & Alex are forced to split up.
As Alex, continue forward into a kitchen area.
Look to the left—on the floor is the only collectable for this section.
Secret #2: Top Secret Intelligence Note

📍 Distributor Cap Sequence (Critical QTEs!)
Find Olson’s dead body being eaten by rats.
Alex reaches for the distributor cap.
You must pass the next three button QTEs to keep it intact.
Press (in order):
X
B
A
❌ Failure Results:
Cap is destroyed → Bad ending possible.
Hallucination Sequence - Life or Death Decisions
Alex escapes into a room and sees Olson's bloody corpse… except it's actually Fliss.
Alex has a knife in hand.

First Action QTE - DO NOTHING.
Let the timer run out.
Pressing it will kill Fliss.
After the QTE expires, Alex says: BEWILDERED

Second Action QTE - DO NOTHING AGAIN.
Alex hallucinates rats bursting out of his chest.
DON’T press anything.
Pressing it on Alex → He stabs himself and dies.
Pressing it on Fliss → He kills her instead.
Let the hallucination pass naturally.
Alex calms down and realizes Fliss is fine.
Picks up the distributor cap.
The two exit the ship together.
Chapter: The Ending (Finale)
(No Playable Character - Final Cutscene)

Endgame Sequence
Alex & Fliss escape the ship.

All surviving characters reunite outside.
Fliss installs the distributor cap in the boat.
They drive away, escaping the nightmare.
Final Dialogue:

Each character shares their thoughts as they leave.
If everyone survived, they'll reflect on what just happened.
Curator’s Closing Scene
The Curator congratulates you on keeping everyone alive.
Hints at future challenges in "Little Hope."
Press A to skip credits.

Bonus Cutscenes & Achievements
Military Helicopter arrives at the ghost ship.
Trailer for "Little Hope" plays.


Going It Alone (Completed the Solo Story)



That’s Something, I Suppose (Everybody Survived!)

Now you've finished your first playthrough.
Part 2 (Second Playthrough)
Now that we’ve completed the Solo Story with everyone surviving, it’s time to unlock the remaining 14 achievements.

This section will be less detailed than Part 1, assuming you’re familiar with the game mechanics and story structure. Instead, we’ll focus on efficiency—getting the last collectibles, alternate endings, and specific challenge-based achievements.

Phase 1: Cleanup via Chapter Select
Goal: Grab missed collectibles & easy achievements from the first playthrough.

Missed Collectibles (Solo Story Mode)
Secret #XX:
Secret #XX:

Achievement-Specific Actions

Phase 2: Alternate Endings
Goal: Unlock ending-based achievements.

Everyone Dies:
Purposely fail QTEs & make bad choices to trigger all deaths.
Specific Character Deaths:

Phase 3: Shared Story Playthrough
Goal: Obtain the 7 Shared Story-exclusive collectibles and co-op achievements.

Requires a second player (or alt account).
Best route for both players to follow.
Key decisions & QTEs to change outcomes.

Phase 4: Movie Night & Decision-Based Playthroughs
Goal: Unlock “All Heart” & “All Head” decision-based achievements.

Movie Night Mode:
Play with 2+ people, each controlling a character.
Ensure the game registers the mode for its achievement.

All Heart Decisions:
Choose only compassionate/emotional dialogue options.

All Head Decisions:
Choose only rational/logical dialogue options.

Final Notes & Optimization
Some achievements overlap, so plan accordingly.
Use chapter select when possible to minimize replays.
If you’re playing co-op, coordinate with your partner for specific outcomes.
Conrad Escapes On The Speedboat
Achievement: Conrad Escapes on the Speedboat
Goal: Get Conrad to successfully escape on the speedboat without being shot.

Step 1: Load the Correct Chapter
From the Main Menu, select:
"Play Alone" → "Scene Selection"
Choose the Chapter: "Intrusion".
IMPORTANT: When prompted, choose "New Save" to avoid overwriting your completed playthrough file.

Step 2: Play Until Conrad is Outside the Window
Play through the sequence where the fishermen tie up the group.
Once Conrad and Alex break the window, Conrad will climb outside onto the ledge.

Step 3: Succeed the Heartbeat QTE
A heartbeat QTE will start as Conrad stands on the side of the boat.
Press the buttons correctly to avoid being detected.

Step 4: Choose to Escape
After the QTE, Conrad will have a choice:
Choose: ESCAPE
Conrad will run past Junior and head to the speedboat.

Step 5: Complete the Button QTEs
Once Conrad jumps into the speedboat, complete the following button presses:

Press X
Press B
Conrad will start the engine, and another QTE will appear:
Press B to successfully start the boat.

Step 6: Dodge Olson’s Gunshot
As Conrad speeds away, Olson will aim a gun at him and fire.
Press Y at the right moment to dodge the bullet.
If successful, Conrad will escape safely!


Can’t Catch Him with This Old Junker (Conrad successfully escaped on the speedboat.)
Obtaining 2 Missed Collectables
Achievement Cleanup: Collectibles #36 and Gold Picture Frame #1
Goal: Obtain two collectibles that were missed in the first playthrough by making different character choices.

Step 1: Load the Correct Chapter
From the Main Menu, select:
"Play Alone" → "Load Story"
Choose your completed file (titled "The End").
Once the Scene Selection menu appears, choose the chapter "Distress Signal".
IMPORTANT: When prompted, always select "New Save" to avoid overwriting your completed file.

Step 2: Progress to the Radio Room
Play through the scene where the characters regroup and decide to find a working radio.
Climb to the upper deck, open the door with the button mash QTE, and enter the radio room.
Once the power shuts off, Brad will suggest going down a hole.

Step 3: Choose to Send Alex Instead of Brad
When Alex gets to decide who goes down, select: FORCEFUL
Julia will insist on going with Alex, and Fliss will allow it (since Julia and Fliss have a positive relationship).
This choice sets up the chapter where Conrad jumps into the hole later.

Step 4: Progress to Chapter “Olson”
Continue playing until Junior’s mist rant scene.
After this, Conrad will jump down a hole looking for Alex and Julia, triggering the “Olson” chapter.

Step 5: Collectible #1 – Gold Picture Frame
After gaining control of Conrad, move forward until you reach a hole you can drop down (Press A).
Walk forward until you reach a tight corridor with bunk beds.
As you round a corner near some lockers, you’ll enter a larger room with more bunk beds.
On the left side of this room, there is a Gold Picture Frame on the wall.
Secret: Gold Picture Frame #1 – A Little Hope

Step 6: Collectible #2 – Casket Shortage Memo
From the Gold Picture Frame, walk back to where you entered the room.
Go all the way to the right until you find a locker.
Inside the locker is a piece of paper.
Secret #36 – Casket Shortage Memo
"Only The Men Live" (Ending Achievement)
Goal: Unlock the "Only Men Live" achievement by ensuring Julia and Fliss die, while the male characters survive.

Step 1: Load the Chapter "Junior"
Go to the Main Menu
Select "Play Alone" → "Scene Selection"
Choose the Chapter: "Junior"
IMPORTANT: When prompted, always select "New Save" to avoid overwriting your completed file.

Step 2: Kill Julia
The chapter begins with Junior holding a gun, ranting about the mist.
During the conversation, you’ll get three dialogue choices.
The first dialogue choice does not matter—pick anything.
The second dialogue choice determines Julia’s fate.
Choose: DISMISSIVE
Junior will panic and shoot Julia, killing her instantly.
✅ Julia is now dead.

Step 3: Kill Fliss
After Julia’s death, the game progresses to the final chapter.
Alex and Fliss will split up as Alex chases after Olson.
Eventually, Alex finds Olson’s dead body in the kitchen.
Alex retrieves the distributor cap, but rats begin swarming from the elevator shaft.
Alex will pick up a knife and back away.
He then opens a door and sees what looks like a bloody Olson (actually Fliss).
Fliss' Death QTE:
An action QTE will appear—this one does NOT kill Fliss. You can hit or miss it.
Alex hallucinates that a rat bursts from his chest.
A second action QTE appears—THIS ONE CAN KILL FLISS.
Press the QTE on Fliss → Alex stabs and kills Fliss.
✅ Fliss is now dead.

Step 4: Watch the Ending
With Julia and Fliss dead, the remaining survivors (Alex, Brad, Conrad) will leave the ship.
Watch the cutscenes until the end.


Right there with ya, boys

"Only the Women live" (Ending Achievement)
Goal: Unlock the "Only Women Live" achievement by ensuring that Conrad, Brad, and Alex die, while Fliss and Julia survive.

Step 1: Load the Chapter "Glamour Girl"
Go to the Main Menu
Select "Play Alone" → "Scene Selection"
Choose the Chapter: "Glamour Girl"
IMPORTANT: When prompted, always select "New Save" to avoid overwriting your completed file.

Step 2: Kill Conrad
Play until Conrad starts getting chased by the demonic nurse.
Conrad can die in two different ways during this chase:
Method 1 (Miss QTEs)
Fail every QTE during the chase sequence.
Conrad will eventually fall while trying to jump across metal beams and die.
Method 2 (Jump from the Tower)
Successfully complete all QTEs until Conrad reaches the top of the tower.
When the final choice appears:
Choose: JUMP → Conrad jumps and dies.
✅ Conrad is now dead.

Step 3: Kill Brad
Continue playing until you reach the chapter where the characters decide who jumps into the hole in the radio room.
Choose Brad and Julia to go down the hole, just like in your original playthrough.
Progress to the scene where Junior is holding a gun at Brad and Julia.
Follow these dialogue choices carefully:
First dialogue option: Say Nothing
Second dialogue option: Say Nothing
Third dialogue option: Choose "INDIGNANT"

Junior will panic and shoot Brad, killing him instantly.
✅ Brad is now dead.

Step 4: Kill Alex
Continue playing until the final chapter where Alex and Fliss split up.
Alex finds Olson’s dead body in the kitchen and retrieves the distributor cap.
The rat hallucination sequence begins.
Alex opens a door and sees what looks like a bloody Olson (actually Fliss).
Alex's Death QTE:
The first action QTE appears—ignore it, it doesn’t matter.
Alex hallucinates that a rat bursts from his chest.
A second action QTE appears.
Press the QTE on Alex himself → Alex stabs himself and dies.
✅ Alex is now dead.

Step 5:
Watch the Ending
The remaining survivors, Fliss and Julia, will leave the ship.
Watch the cutscenes until the end.


Girls' night out
Everyone Dies
Goal: Unlock the "Everyone Dies" achievement by ensuring that no characters survive the game.

Step 1:
Load the Chapter "Matters of the Heart"
Go to the Main Menu
Select "Play Alone" → "Scene Selection"
Choose the Chapter: "Matters of the Heart"
IMPORTANT: When prompted, always select "New Save" to avoid overwriting your completed file.

Step 2: Destroy the Distributor Cap
Progress through the chapter until Alex and Fliss split up.
Alex enters the kitchen and sees Olson’s dead body being devoured by rats.
A prompt will appear to press RT (or equivalent button) to start removing rats from the distributor cap.
The game will then throw three consecutive QTE button prompts at you.
FAIL ANY of the three QTEs.

If done correctly, Alex will drop the distributor cap down the elevator shaft, and it will be crushed by the falling elevator.
The distributor cap is now destroyed, ensuring no escape.

Step 3: Watch the Ending Play Out
Since we previously:
  • Found Secret #41 (Medan Hat) and Secret #42 (Ship’s Logbook)
  • Revealed the name of the ship to the radio operator
  • Turned the generator back on
The military will receive the distress message and send a helicopter to "rescue" the survivors.
The remaining characters will rush towards the soldiers for help.
Instead of being saved, the military will execute them, since they know too much about the ship’s classified secrets.


Not a Sole Survivor
Shared Story Playthrough
Goal: Unlock all Shared Story-related achievements and collectables while keeping relationships maxed.

Step 1: Max Brad & Alex’s Relationship
Scene: Beach (Brad & Alex conversation)
Alex: Encouraging
Brad: Appreciative
Brad: Uneasy
Alex: Supportive
Brad: Empathetic
After this, continue playing until Chapter: Wreck.

Medium Bro



Step 2: Max Conrad & Fliss’s Relationship
Chapter: Wreck (Conrad’s choices)
Conrad to Fliss (First conversation):
Empathetic
Playful
Playful

Conrad to Fliss (Second conversation):
Cheery
Optimistic

Chapter: Uninvited Guests (Fliss’s choices)
Fliss to Conrad (First conversation):
Relaxed
Self-assured
Impressed

Fliss to Conrad (Second conversation):
Relaxed
Playful
Romantic

Fishing Boat Scene (Fliss’s choices)
Uneasy
Worried
Worried
Amused



You got a better way?



Step 3:
Chapter: Intrusion (Key Setup Conditions)
Conrad must NOT escape on the speedboat.
Brad must stay hidden so he boards the ghost ship alone.
During Conrad’s escape attempt:
Fail the heartbeat QTE.
Alex MUST stab Danny.
Alex & Conrad must surrender ("I give up" or "Alright, you win").
Fliss must help Julia (QTE: Y).
Do NOT call Brad up from hiding.
Chapter: Locked Room (Alex & Julia conversation)
Julia: Resentful


Remember who's signing the checks


Step 4: Ensuring Fliss & Brad Recognize Each Other
Now you can continue playing until the chapters "Finding Friends" (Brad) and "Ritual" (Fliss).

✅ Brad’s Requirements:
Find the gas mask in a hallway full of lockers.
Inspect a locker, walk away, then re-inspect it to find the mask.
✅ Fliss’s Requirements:
Open the backstage curtain and get fresh air from the door behind the stage.
Stand next to the door and open it every 30 seconds until the cutscene where Fliss and Brad meet.
If done correctly, they will recognize each other.

Step 5: Escaping the Flooded Room
Chapter: Pressure
What to do:
Inspect the broken shovel in the corner of the room.
One player must go down the hole.
When water starts rising, the player above must make these choices:
INVESTIGATE
SMASH HINGE
SMASH HINGE

If done correctly, both Fliss and Brad will survive.

Step 6: Collectables in "Glamour Girl"
Chapter: Glamour Girl
As Fliss, collect these before Conrad opens the metal door:
Secret #15 Cargo Bill Of Landing
Black Picture Frame #5: Ship Shape


Quite a lot of deaths that night





Ghost ships are just a myth, right?


Secret #31 Violent Incident Report Sheet
Secret #17 Manchurian Gold Test Results

After collecting everything, Conrad can break open the metal door.

⚠️ Important:
Conrad must not die!
Hit most QTEs and choose "CONFRONT" at the tower scene.
Julia should choose "JUMP", Alex should choose "RUN" when escaping Olson.

Step 7: Choosing Who Goes Down the Hole
Radio Room Scene
Correct Choices:
Alex should let Brad go down the hole.
Julia should also go down the hole.
Brad & Julia must go down together for the setup to be correct.

Step 8: Final Collectables in "Matters of the Heart"
Chapter: Matters of the Heart
As Fliss, collect these before Alex moves:
Secret #46 Diplomatic Immunity Contract
Secret #12 ID Badges And Documentation
Secret #33 Toxins Research




Secrets" Lies! Conspiracies, man!

Now, just finish the story to unlock:


Learning to work togheter



Final Notes
Bug Warning: Some collectables may only count for the player who picks them up. If needed, replay as Player 2 to collect missing ones.
Keep Fliss & Julia’s relationship positive for later in the game.
Prologue choices do not impact the story.
Movie night - All Heart Decisions
Goal: Unlock both Movie Night and All Heart Decisions achievements in a single playthrough.

Step 1: Setting Up Movie Night Mode
Main Menu:
Select "Play Alone"
Choose "Movie Night"
Name at least two players (you can name them anything).

Important Notes:
Movie Night is identical to Solo Story, except it prompts you to "pass the controller" at the start of each chapter.
Since you’re playing solo, just press A each time to confirm and continue.

Step 2: Playing with Only Heart Decisions
🛑 Rules for Every Decision:
✔ Choose only dialogue options marked with a <3 (Heart symbol).
✔ If no Heart option is available, select "Say Nothing".
✔ For choices that have no Heart options, do NOTHING and let the timer run out.
✔ This applies to both character interactions AND Curator dialogues.

⚠️ Where Players Often Miss Heart Decisions:
When the group is kidnapped by the fishermen, Alex can "Ungag Fliss" or "Ungag Conrad"—both are Brain choices.
❌ DO NOT CHOOSE EITHER. Let the timer run out.

During Curator’s scenes, make sure to pick Heart options when responding.

🔎 Can’t See the Heart/Brain Symbols?
The symbols are behind the text of the choice, not the white circle filling up as you decide.
Look carefully! Every decision has either a Heart or Brain symbol.

Step 3: Completing the Playthrough
Final Steps:
Continue playing while strictly following the Heart-Only Rule.
Character deaths and relationships don’t matter for these achievements.
Once you finish the story and watch the final cutscenes, you’ll unlock:


Like that movie with the ship



Go with your gut
Movie night - All Head decisions
Goal: Unlock the final achievement by choosing only Head (🧠) decisions throughout the game.

Step 1: Setting Up the Playthrough
Main Menu:
Select "Play Alone"
Choose "Solo Story"

Important Notes:
This playthrough is identical to a normal Solo Story run.
The only difference is that you must always choose Head (🧠) decisions.

Step 2: Playing with Only Head Decisions
🛑 Rules for Every Decision:
✔ Choose only dialogue options marked with a 🧠 (Brain symbol).
✔ If no Head option is available, select "Say Nothing".
✔ For choices that have no Brain options, do NOTHING and let the timer run out.

⚠️ Common Mistakes to Avoid:
Some dialogue choices will not have a Head option.
❌ DO NOT pick a Heart option.
✅ Instead, choose "Say Nothing".
For choices that involve actions with no Brain option, let the timer expire.

Step 3: Completing the Playthrough
Final Steps:
Continue playing while strictly following the Head-Only Rule.
Character fates and relationships do not matter for this achievement.
Once you finish the story and watch the final cutscenes, you will unlock the achievement.


Consider all the permutations

END
🎉 And That’s It – We’re Done! 🎉

You’ve made it through a ton of reading and several lengthy playthroughs, but now you’ve completed everything!

I genuinely hope this walkthrough has been helpful and that you’ve enjoyed the game along the way.

🙏 Thank You for taking the time to follow this guide! I hope it was clear, easy to follow, and helped you get the most out of the game.

This walkthrough is written by myself, but influenced by other Man of Medan secrets, guides & collectible maps.
6 Comments
Expressionless 23 Jul @ 12:02pm 
Great work you've done bro, the best guide I read:LN2TheEye:
Sable in a Bikercut  [author] 5 Jun @ 11:50am 
No, i'd not think it's possible to earn the "That’s Something, I Suppose" achievement under those conditions. If all five protagonists are stranded on the Ourang Medan with a destroyed distributor cap and the military is not called, the characters remain hopelessly trapped.

In this scenario, some may attempt to sail away on the Duke of Milan, while others stay on the ship, but both groups ultimately fail in their escape efforts. This outcome does not fulfill the criteria for the achievement, as the characters' fates are left uncertain and they do not successfully survive the ordeal :tabbycat:
A Sensible Fellow 5 Jun @ 11:44am 
Is it still possible to get the achievement if all five protagonists are on the Ourang Medan and the distributor cap is broken and the military is not called? It seems that the protagonists have an uncertain fate when some take their chances on the ship and some try sailing on the Duke.
Sable in a Bikercut  [author] 5 Jun @ 10:30am 
Yeah, you can still get the "That’s Something, I Suppose" achievement as long as all the main characters survive, even if the distributor cap is destroyed, but only if Conrad escapes earlier and comes back with help. If nobody escapes and the cap is gone, the military either kills or locks everyone up depending on your choices, and that doesn’t count for the achievement. So as long as everyone’s alive and not captured or killed, you're good!
A Sensible Fellow 5 Jun @ 9:56am 
I have gotten all achievements in this game, but I was wondering if you can get "That’s Something, I Suppose (Everybody Survived!)" if the protagonists are all alive at the end, but the distributor cap is destroyed, or if they are all "shot" by the military but seen in a post-credits scene being locked up. I have played this game in shared story before and my friend got this achievement after Conrad escaped but came back at the end to find an empty ghost ship because everyone else had escaped on the Duke of Milan.
ninjanaut88 15 May @ 5:25pm 
Thanks for making this guide; it helped me get this done quickly. I will say some Secrets and Pictures can glitch on the Shared Play-through. Thanks Again