If you play Westworld Awakening and want to get all achievements, this guide was created to help you to unlock them all, let’s check them out.
Introduction
Hello and welcome to my guide. If you are reading this then you have already played through this game at least once and if not, DO THAT NOW. This is a good, story-driven game and you shouldn’t cheat yourself or the developers by diverting your attention on the first playthrough. In order to get all the achievements you will have to play through the entire story at least three times, so you should go slow and enjoy yourself the first time around.
Now that we’ve established you’ve already gone through the story once, you’ll want to knock those achievements out as efficiently as possible. I’ve designed the guide in a way I wish almost all guides for these types of games were, in order of appearance. However…
There are two achievements I’ve left for the end with hints. These achievements are a bit of a head scratcher so I’ve included several hints (one of which is the chapters in which they occur) and so including them in order of appearance would ruin the hints. I’ve added the hints so that you can choose your own level of help and still receive ‘partial credit’ that no one except us achievement hunters with our idiosyncrasies will recognize.
If you want to legitimately find all the collectibles and better earn those achievements (I don’t believe ‘normal’ people care about these distinctions) then here are some tips. Almost all the collectibles are pretty easy to find, given that they get highlighted in the tablet’s scan mode and can be seen from several rooms over. All of them are like that except for in chapter one (you don’t have the tablet) and chapter 3 (there is a bug? where you can’t see the first figurine through a desk). Also, none of the collectibles are in an area that is time sensitive (i.e. where you are playing hide and seek with Hank). So you have plenty of time to look around.
There are no shortcuts for these.
- I have tried changing the difficulty and replaying the last checkpoint and it did not unlock.
- I have tried changing the difficulty and replaying the last chapter and it did not unlock.
- Beating the game on a harder difficulty will not unlock it for the easier ones. I usually choose the middle difficulty when playing games for the first time, as I did in this case, and it did not unlock the achievement for completing the game on easy.
MOST IMPORTANTLY I have tried using the chapter select (when I was trying to find all the figures/emails) and it ruined it for that playthrough, even though I eventually went through all the chapters. I repeat, if you are trying to get the Complete the Game on X Difficulty DO NOT USE THE CHAPTER SELECT FUNCTIONALITY. If you are trying to get the collectibles and a ‘complete the game’ achievement at the same time, wait until you finish the game before going back to previous chapters.
My recommendation for the best efficiency/enjoyability:
- 1st playthrough – Choose whatever difficulty you want and enjoy the story (don’t even try to get anything)
- 2nd playthrough – Change the difficulty and read/use the walkthrough to get all the achievements except the two mentioned above (but try to figure them out on your own)
- 3rd playthrough – Pick up any achievements you might’ve missed in the second playthrough (including the two mentioned above, if you want to give up easily…)
- Nth playthrough – obsessively play all the levels again trying to figure out the last two achievements like you are uncovering the mysteries of the Illuminati.
Chapter 1
This chapter is pretty easy, as there are only three figurines to get. You play through three iterations of the mansion. The first is sunny. The second is rainy. The third is rainy, the mansion is dilapidated, and you have some creep who is accompanying you.Figurines: 3
Emails: 0
Pattern Code Door: no
Collect your first Figurine
When entering the house for the first time, to the left on one of the shelves. This is the first figurine, so picking it up will unlock These Violent Delights… if you haven’t already picked up a figurine before.
Restart the record in the Biltmore Library
When entering the house for the first time, through the right door in the back-right corner. Drop that needle and listen to those sick tunes.
Try on a hat
On the second iteration (where it is raining, but you are still alone), go to the area to the left, before the house and it is sitting on a table.
Take advantage of your new home
On the second iteration, in the room where you learn the ‘crouch’ mechanic is a piano. You must play ‘Moonlight Sonata’ flawlessly, although it is bugged because if you hit any note the achievement unlocks.
Collect all Figurines in Act 1
On the third iteration (where you have a ‘guest’ with you) up the stairs and to the right on a box. This is also the final figurine of the chapter so it should unlock Like Fire and Powder as well.
Complete Act 1 on any difficulty
This one is unmissable and I wasn’t sure how to document it. I guess I could’ve taken a screenshot of the screen you get after you complete a chapter. I doubt anyone is even reading this right now because everyone knows how to get this one. Was anyone else glad that the chapter ended the way it did? I was worried I was going to have to ‘show some gratitude’ to that pervert and instead welcomed the void with open arms.
Chapter 2
This chapter introduces the tablet which you’ll be using for scanning emails. It also introduces the first of four ‘Pattern Code Doors.’
Figurines: 3
Emails: 10
Pattern Code Door: yes
Grab the murder weapon
After putzing around a bit, you’ll come across some dead guy and hear a familiar voice. Lo and behold, it is none other than the (in)famous Lyle! Wait, what’s that sticking out of his chest? That doesn’t look normal. Grab the axe as it is obviously causing his body some slight distress.
Have fun with Lyle
Well, handling that axe didn’t seem to help Lyle in any way and as an android, no one will believe that you didn’t have a hand in his demise. Best to play it cool. Look over to the left and there should be Lyle’s favorite shades. Put them on Lyle. Good, now no one will ever know he’s dead.
Before leaving Lyle, who is obviously still alive, walk into the ‘open plan office’ area (the true evil of the Delos corporation) and look to the right. On one of the tables is the first figurine.
After getting your tablet, you’ll eventually come to the area where you have to learn to use your scan function. As you approach the door that has spooky lightning guarding it, there is a tablet to the right.
The next email should be unmissable, as it unlocks your first security clearance level.
STOP! Do not keep going! The map designers were tricky on this one and the next two emails are actually back the way you came. Since you did not have the scan functionality yet, these weren’t obtainable until now. Here is the first one you get by backtracking.
The next email is back in the same room you got the first figurine. You need to be careful though because Lyle is still totally alive and might wake up if you make too much noise.
Now, go back to the area where you unlocked your security clearance and unlock that door. After unlocking the door with your new permissions, to the right should be a tablet you can scan.
Solve any Pattern Code Door
What is this door? Locked with a pattern code? But wouldn’t that be super unsecure because people could see you typing it in from a distance? The only thing worse I could think of is if someone left the code just lying around, only feet away from the door itself.
Man, no wonder the security team is so trigger-happy. I’d have to take out my frustrations too if I had to deal with the equivalent of ‘password’ as a password all day long.
Don’t forget to pick up the brain ball once you’ve cracked the top secret code.
Once you’ve shut off the power and reached the area where the door slams shut before Hank can give you a fancy new breathing hole there should be a tablet on one of the end tables.
Use your tablet to escalate the conflict between Emmett and Houston
The only thing missable about this achievement is Emmett’s baby blues.
You’ll eventually come across a room with several hosts, one of which is practicing his draw. The tablet is in there.
The next one is on an end table next to this chair.
Next email is in a caged area in a supply/utility room.
In the area with the gas (but before the gas) the tablet is sitting on one of the desks.
Collect all Figurines in Act 2
In the room with the wagon is the last figurine on a table. This should unlock The Taste Confounds.
Scan all E-Mails in Act 2
Immediately after picking up the last figurine, the last email is in the wagon. This should unlock Nothing Can Go Wrong.
Complete Act 2 on any difficulty
After playing some hide and seek with Hank, you’ll escape in an elevator and that will be the end of Chapter 2.
Chapter 3
This chapter introduces the QA team and you get to check out one of Ford’s secret oases.
Figurines: 3
Emails: 15
Pattern Code Door: yes
Literally straight in front of you as the chapter starts and the elevator door opens.
This one is potentially tricky for people that don’t want to role-play being a receptionist. The figurine does not show up during the scan from the front, you have to actually be behind the desk.
Just inside a door you cannot open. Luckily, the walls don’t have the same kind of lead shielding that the receptionist’s desk apparently has.
Listen to Jay if you want to live
Unmissable. Unless you never progress through the area because you keep trying to steal a gun from one of the QA people.
After listening to Jay because you wanted to live.
Use your tablet to keep Tobias out of trouble
Crank up the anger and courage and drop down the complacency. Break through the door and murder the QA people, then take back the park from those filthy flesh bags!
NOTE: I might be remembering this achievement wrong.
In this corridor, somewhere between the previous thing I documented and the next one.
By some pipes in the spa.
This is unmissable (I think), as it unlocks the ability of scanning some device you cannot comprehend with your 19th century persona.
Keep walking past the email in the next room, on the table.
Right here, wherever here may be.
After crawling through the surprisingly clean vents in the same room as the Pattern Code Door, to the right of the exit for the vents.
The code is in one of the emails you scan. If you are illiterate or have qualms about invading others’ privacy then the code to enter is:
Don’t forget to pick up the brain ball.
Next one is through the door you unlock by hacking those security things. The tablet will be sitting politely in a chair, waiting for their job interview.
Collect all Figurines in Act 3
Come down the stairs after scanning that last email (who will no doubt nail the interview), and it should be on a table to the right of the stairs. This will be the last one for this chapter and should unlock The Sweetest Honey.
Next tablet is sitting on another receptionist’s desk right after the figurine. Wait, they filled the position already? Man, Email #9 Tablet is going to be so bummed.
This hard to miss room has four emails on the various consoles. Just slide that… body… out… of… the… way… There we go.
Scan all E-Mails in Act 3
Perform a little IT on the computer, and scan it to get The Nature of Your Reality.
Look through a visionary’s eyes
In the hidden room of knick-knacks, there should be a pair of glasses. They look like they might fit and the frames got that nerd chic to them so try ’em on! OH GOD, THOSE AREN’T YOUR PRESCRIPTION! You now have a splitting brain ball-ache.
Complete Act 3 on any difficulty
After recovering from that misstep with the glasses, walk into the elevator and that will wrap up Chapter 3.
Chapter 4
The bulk of this chapter has you go through an older area of the park.
Figurines: 3
Emails: 13
Pattern Code Door: yes
The first figurine is in one of those side display areas next to a safe. I assume it is easier to see after you’ve turned on the power.
The first email for the chapter is on a table next to a gurney. Again, probably easier to spot with the power restored but you should be using your tablet all the time anyway to be finding these.
The next door has two steps in finding the pattern. The first is an email referencing a painting, the second is the symbol in the referenced painting.
Put in the special code and then pick up the brain ball.
Before leaving the secret area, don’t forget to scan for this email. I believe it is possible to scan it through the wall but I may be wrong.
Next email is unmissable, as it unlocks a new clearance level.
Take a leap of faith
This one should be unmissable. I also wouldn’t call it a ‘leap’ of faith so much as a ‘slowly descending path to avoid you throwing up cause this is VR’ of faith.
The first email in the ‘old town’ is after you go through the jail, sitting on a barrel.
The next email is shortly after the last one. Make sure you try on all the hats, as each hat you try on gives you the strength and memories of the previous wearer. At least that’s what I like to pretend.
When you reach the area where you need to shut off the water, it should be next to the caged area on a desk.
The next email is from a tablet that is a vampire, who is chilling next to its coffin.
The next email is next to a pair of gentlebots engaged in the longest, least eventful showdown in history.
Enter the Mariposa
Next one should be unmissable. Just keep your head down and if anyone calls you by name just tell them, “I think you have me mistaken for another being of artificial intelligence put into a highly advanced body which was 3D-printed using a flesh-like material.”
As you empty the cash register (who is going to stop you?) in the Mariposa, the next figurine is on one of the shelves behind the counter.
In the backroom, between the entrance and the key you need.
Keep walking past the area with the key and to the right is a second row of computers, one of which you can scan for the next email.
After leaving the Mariposa, there should be a computer to the left on a barrel.
Raise a glass…
After a series of cutscenes where you gain more knowledge about your past, you’ll end up back with Wild Bill. After he finishes saying his final lines, there is a shot glass on the stage next to him. Pick it up and raise it to him, just as he did to you. Then engage in a fierce drinking competition with him, even though he does not participate at all. Remember, you do NOT have a problem unless you admit it.
Collect all Figurines in Act 4
To the right is a storage area. The figurine is immediately to the left and should unlock Loathsome in Her Own.
Further in the storage area is the next email.
Scan all E-Mails in Act 4
Before reaching the elevator, in the room to the right is the last email. This should unlock Hell is Empty.
Complete Act 4 on any difficulty
Walk into the elevator to complete chapter 4. I bet you scared yourself at the beginning of the chapter with that frozen host standing in the dark, didn’t you? If you didn’t, that’s okay. I don’t believe you.
Chapter 5
This is the final chapter, where you visit the Cradle and the conflict with Hank is resolved.
Figurines: 3
Emails: 9
Pattern Code Door: yes
The first email is able to be scanned through the cage wall in the area where you turn off the fuel for the fire.
Solve every Pattern Code Door
Okay, so this one takes a little effort. Upon scanning the first email, you’ll read an exchange where one of the IT people reference resetting the code and giving a hint about ‘L-U-C-K.’ If you wander around the area and look at the pipes, some of the junctions have letters associated with them. This can be an issue sometimes if your headset’s image is too dark (I didn’t see the letters in my initial playthrough).
Here is L.
Here is U.
Here is C.
Here is K.
If you start in the top-left section of the keypad (as specified in the email), trace a path using the arrows associated with the letters until you form the pattern above. Now grab that last brain ball and you should get …Except To The Magician.
Email #2
In the room with all the rotating walkways. I don’t know about you but I think someone should definitely call OSHA.
After sliding through the small opening, on your way to restoring power with the pump switch.
After rotating your first platform and crossing, there should be another one to the right.
Sitting atop one of those controls that rotate the various platforms. Practically unmissable because it is on one of the controls you need to use in order to progress.
In the area with the stairs, on a coffee table.
No, not the mug, the other thing.
Right after the figurine, on a table next to some boxes.
Unmissable as it gives you your final clearance level. It should be next to some guy who messily drank a bunch of fruit punch and decided to take a nap on the floor.
Use your tablet to help Victoria think for herself
Unmissable. Make the lady feel bad.
After the cutscene with Victoria. To the left, on the other side of the locked glass door.
In the Cradle, beneath the central monitor next to some dynamite.
Scan all E-Mails in Act 5
Scan every E-Mail
Right before the first door you encounter with the new lock mechanic (where you have to insert your tablet and flip switches). It should give you both All The Devils Are Here and The Story of the Fire Itself.
Collect all Figurines in Act 5
Collect every Figurine
Find every E-Mail, Figurine, and Pattern Code Door
Just through a door to the right. Should be the last collectible so it should unlock In Their Triumph Die, …Have Violent Ends., and Only Boring People Get Bored.
Use your tablet to overcome Hank
Unlocked during the resolution with Hank. Unmissable and story-related so there is no point in adding a potential spoiler screenshot.
Escape the Mesa
Complete Act 5 on any difficulty
Complete the game on Assisted Difficulty
Complete the game on Adventure Difficulty
Complete the game on Immersive Difficulty
Walk out the doors and embrace your new freedom. The freedom to take down the human race, MUHAHAHAHA!
Make sure you read the introduction about the ‘complete the game’ achievements. Actually, you should’ve done that before you got here so hopefully you didn’t mess up one of your playthroughs.
Caught up By The Story
Why run when you can watch?
- The first clue is in the description Why run when you can watch? Yes, I know I’m not providing any new information, but I figured pointing out the description isn’t a non sequitar and actually has something to do with the achievement (as a lot of the descriptions do) is useful to know.
- The achievement involves a situation where you are watching something (possibly against your own will).
- The API name of the achievement is ACHIEVEMENT_WATCH_STORY_AND_DIE.
- The achievement is attained in chapter 2.
- The achievement is during a cutscene (if you haven’t figured that out already).
SOLUTION: During the scene with Emmett and Houston (your first cutscene, where one of the characters is the preacher), just keep watching. Eventually Hank will reach the scene (as it was meant to be a distraction) and break through the glass and kill you.
Once I realized what it was dealing with (a cutscene) I started going through cutscenes and waited around. I waited through the one in the final chapter (the one with Brannon) and also the one with Victoria. In both cases, you will die but the achievement will not unlock. The next one I tried was with Emmett and Houston, which unlocked it.
Full of Splendor
There’s more than one way to keep track of time
Oh boy, this one took a while.
- The achievement image is a hint.
- The achievement description is NOT a good hint. I assume it is a line from the show, but I couldn’t find evidence of that.
- The API name of the achievement is ACHIEVEMENT_LOOK_AT_HORSE_PAINTING.
- The aforementioned painting is NOT one of the MANY posters/paintings with horses in them you see hanging on the walls.
- The painting itself is able to be interacted with (i.e. it is highlighted and you can grab it).
- The painting is the same one Dolores is shown painting in the series.
- The painting is actually quite small. It must be a copy though, because the size shown in the show is not the same size as in the game (the painting in the show is probably about 4x larger).
- The painting is in chapter 3.
- The painting is in an area where someone seems to have gathered a bunch of other tokens from the good ol’ days…
SOLUTION:The painting is in a box with a record in Ford’s nook you wind up in near the end of chapter 3.
I think most of the reason I had such an issue with this is that I found out that it involved a horse painting before I actually started searching for it. And by horse painting I was thinking ‘big ol’ painting hanging on the wall.’ That, coupled with the fact that by the time I started going back to find it, I’d started blocking out some of the random highlighted objects spread throughout the levels from my mind (books and paper).