Direct answer
For a clean first clear, reach A2 through the window, investigate A2 and A4, reverse the BT-65, cure the toxin at the green first-aid crate, rescue G9 before B4, sabotage the mast wire, then finish the escape QTEs. For challenge cleanup, use separate runs: Pacifist/Ghost/No Help Needed together, Full of Surprises plus Scenic Route together, then Assault/High Ground/00 to Become as combat-focused replays.
| Step | Checkpoint | Objective | Safe route | Challenge impact | Collectible tie-in | Failure risk | Check status |
|---|---|---|---|---|---|---|---|
| 01 | Night Flyer | Reach the camp without weapons. | Follow rock cover, tall grass, ledges, and the cave path instead of cutting across open ground. | Teaches the no-alert rhythm you need later, but the real challenge checks start in Central Camp. | No confirmed collectible in the beach approach segment. | Getting impatient in open ground is the only meaningful risk here. | Cross-checked |
| 02 | A2 room | Find the disguise and search the room. | Enter A2 through the window, then inspect the ashes case, the body, and the locked gun before leaving. | No Central Camp challenge pressure yet. | No collectible in A2; do not waste time searching props that are only investigation clues. | Leaving before all three clues are checked stalls progression. | Cross-checked |
| 03 | A4 and truck route | Search A4 and clear the blocked path. | Investigate the radio, patch, torn page, and rocket launcher, then use the laptop to reverse the BT-65 truck. | BT-65 use is story progression before Central Camp; the later BT65 Control Station is the distraction tied to Full of Surprises. | Card: 7 of Acorns is near the truck-control laptop route. | Missing the truck laptop makes the route look blocked even though the objective is nearby. | Cross-checked |
| 04 | Medical tunnel | Find the antidote after Bond is exposed. | After the guards leave through the red door, follow them, turn into the decontamination/locker path, and use the green first-aid crate. | Do not route collectibles or optional exploration while the toxin is active. | No collectible is worth delaying the antidote. | The toxin can kill you if you wander too long. | Cross-checked |
| 05 | Central Camp G9 | Free the first captive group. | Use F8 as the vertical shortcut, climb to the roof/antenna route, reach G9 from above, drop through the hatch, take down the guard, loot the storage key, and free the captives. | This route can complete Scenic Route if you use the zipline, and it keeps G9 clean for Ghost-style routing. | Legacy: Cruciform Key is in F8; Memento: Satellite Part is inside G9. | If the storage key prompt fails, reload and use a clean stealth takedown on the G9 guard. | Cross-checked with route nuance |
| 06 | Central Camp B4 | Free the second captive group and collect the detonator. | Loop from G9 toward the grass/crevice route, enter B4 through the window, take down the guard, free the captives, and take the detonator. | For No Help Needed, do not trigger the BT65 Control Station or ATV; for Full of Surprises, use both distractions on a separate run. | Postcard: Iceland Postcard is in B2 near this cleanup area. | Mixing No Help Needed with Full of Surprises invalidates one of the goals. | Cross-checked |
| 07 | Escape the camp | Sabotage the mast wire and survive the escape. | Use the ladder to the roof, sabotage the mast support cable, head for C2, climb out the window, then follow the hostages through the QTE chase. | Pacifist and Ghost-style runs are confirmed only after the escape if you kept the Central Camp route clean. | Check the Chapter 1 collectible table before leaving if you are also doing cleanup. | Missed QTE prompts can end the run, so stop multitasking once the escape starts. | Cross-checked |
| Challenge | Requirement | Best run | Stack with | Avoid | Check status |
|---|---|---|---|---|---|
| Pacifist: Against the Odds | Take down only two soldiers in Central Camp. | Run 2 | Ghost and No Help Needed. | Extra guards, BT65 Control Station, ATV distraction, and combat detours. | Cross-checked |
| Ghost: Against the Odds | Pass through Central Camp without being spotted. | Run 2 | Pacifist and No Help Needed. | Yellow suspicion that turns into full alert; reload if the camp enters combat. | Cross-checked |
| No Help Needed | Complete Central Camp without using distractions. | Run 2 | Pacifist and Ghost. | Do not touch either the BT65 Control Station or ATV. | Cross-checked |
| Full of Surprises | Use both the BT65 Control Station and the ATV distraction. | Run 1 | Scenic Route and normal story/collectible cleanup. | Trying to combine it with No Help Needed. | Cross-checked |
| Scenic Route | Use the zipline in Central Camp. | Run 1 | G9-first story route and Full of Surprises. | Ground-only routes from B2/B4 if you still need the zipline completion. | Cross-checked |
| Assault: Against the Odds | Fight four soldiers without alerting the whole camp or dying. | Run 3 | Can pair with combat practice, not with Pacifist. | Silent-only routes and uncontrolled camp alerts. | Cross-checked |
| High Ground | Perform three takedowns from above. | Run 3 | Route near G9 and other takedown-focused cleanup. | Clearing G9 too early if you still need rooftop positioning. | Cross-checked |
| 00 to Become | Take down seven soldiers without being spotted. | Run 3 | Some High Ground planning if you keep alerts controlled. | Pacifist routes and any spotted state. | Cross-checked |
| Completionist: Against the Odds | Complete the other eight unique challenges. | Auto | Unlocks after the rest are complete. | Treating it as a separate route; it is a meta challenge. | Cross-checked |
Run plan that avoids wasted replays
Do not try to force every challenge into one run. Use Run 1 for story, all four Chapter 1 collectibles, Scenic Route, and Full of Surprises. Use Run 2 for the quiet stack: Pacifist, Ghost, and No Help Needed. Use Run 3 for the combat and takedown stack: Assault, High Ground, and 00 to Become.
All four collectibles in this mission
Against the Odds has four collectibles: Card: 7 of Acorns near the BT-65 truck/laptop route, Legacy: Cruciform Key in F8, Postcard: Iceland Postcard in B2, and Memento: Satellite Part inside G9. If you are already doing the G9-first route, pick up Cruciform Key and Satellite Part before leaving Central Camp.
G9 before B4 or B4 before G9
For a normal first clear, G9 before B4 is cleaner because F8 gives a safe vertical route, Scenic Route can complete naturally, and the storage key path is straightforward. For the Pacifist/Ghost/No Help Needed stack, use the stricter B2 to B4 to G9 route because it avoids both distractions and limits Central Camp takedowns to the two required guards.
Common failure states
Reload the checkpoint if the toxin timer starts and you are not heading to the antidote, if the G9 storage key prompt does not appear, if you touched a distraction during No Help Needed, if Pacifist has more than two takedowns, or if Ghost/00 to Become entered a spotted state.
How this was checked
The route, challenge names, challenge requirements, four collectible tie-ins, G9/B4 captive flow, antidote risk, and storage-key caveat are cross-checked across current guide sources. Self-captured screenshots remain a future upgrade, so this page avoids exact button prompts beyond source-backed examples.
| Topic | Recommended wording | Other wording | Check status | What to use |
|---|---|---|---|---|
| Challenge stacking | Use at least three focused runs instead of forcing every challenge together. | Several pages explain individual challenges, but players can still waste time mixing contradictory goals. | Cross-checked | Separate Full of Surprises from No Help Needed and separate Pacifist from combat-heavy challenges. |
| G9 and B4 order | G9 before B4 is the easiest first-clear route; B4 before G9 is better for the quiet challenge stack. | Some walkthroughs recommend G9 first for story flow, while challenge routes often start through B2/B4. | Route nuance | Show both as tools for different jobs rather than declaring one universal route. |
| Chapter 1 collectibles | There are four Against the Odds collectibles and each ties to a route checkpoint. | Pure mission walkthroughs often omit collectible timing, while collectible pages omit challenge impact. | Cross-checked | Put collectible tie-ins inside the route table so first-clear players do not need a second tab. |
| Storage key prompt | If the storage key prompt does not appear, reload and use a clean stealth takedown. | Most guides describe looting the key but do not explain this failure mode. | Single-source caveat | Include it as a practical troubleshooting note with clear caveat. |
Next steps
