Receiver 2

Receiver 2

109 arvostelua
Completionist's Guide to Receiver 2 (version 2.2.X update in progress)
Tekijältä V.0ID
Are you missing entries under your Help, Notes, Tapes, or Achievements screens on the pause menu? This guide will help you find them all or at least keep track of them.
5
4
2
7
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Guide Introduction
This guide tries to document all the collectibles and unlockables of Receiver 2 as of the 2.2.X release of the game. If you're really curious to know what you might still be missing, this guide will help you find them or at least keep track of them. Please note that some information regarding previous versions of the game may no longer apply but will be retained in this guide for posterity.

Much of this was done with the aid of debugging tools and cheats that are available through the hidden top bar menu on the pause screen (Press Ctrl + F12 to toggle the visibility of the debug menu). I also have received--no pun intended--assistance from fellow community members on the Wolfire Discord server and here on Steam via your comments on this guide. Thanks to all who help me keep this guide up to date and check for errors!

MindTechnician Zearou "Zorilla" Ayedea

Fellow Receiver archivists and librarians:
DevNode
Dreaming - Weapon Unlocks
As of version 2.0.8, there are nine handguns available in the main game mode, "Dreaming".

Each Receiver rank in the Dreaming has a loadout pool. If a firearm has yet to be unlocked and is included in the possible loadouts for that rank, it will be randomly issued upon spawning. Once a firearm is unlocked, it will be randomly available for use at Ranks 1-4. Rank 0 only allows the use of the S&W Model 10. Rank 5 only allows the use of the Colt Single Action Army.

Handgun
Type
Rank 0
Introduction
Rank 1
Initiate/Baseline
Rank 2
Sleeper/Asleep
Rank 3
Sleepwalker
Rank 4
Liminal
Rank 5
Awake
S&W Model 10
Revolver
Unlockable
Unlockable, Yes
Unlockable, Yes
Yes
Yes
No
Colt Detective Special
Revolver
No
Unlockable, Yes
Unlockable, Yes
Yes
Yes
No
Colt M1911
Semi-automatic
No
Yes
Unlockable, Yes
Yes
Unlockable, Yes
No
Glock 17
Semi-automatic
No
Yes
Unlockable, Yes
Unlockable, Yes
Unlockable, Yes
No
Beretta 92FS
Semi-automatic
No
Yes
Yes
Unlockable, Yes
Unlockable, Yes
No
Hi-Point C9
Semi-automatic
No
Yes
Yes
Unlockable, Yes
Unlockable, Yes
No
Desert Eagle
Semi-automatic
No
Yes
Yes
Unlockable, Yes
Unlockable, Yes
No
SIG Sauer P226
Semi-automatic
No
Yes
Yes
Yes
Unlockable, Yes
No
Colt Single-Action Army
Revolver
No
Yes
Yes
Yes
Yes
Unlockable, Yes
Help > Enemies
There are eight entries for Killdrones, the automatic weapons sent by the Threat.

As of version 2.2.2, there are effectively four standard enemies: Security Cameras, Drones, Turrets, and Ceiling Turrets. Except for Security Cameras, each enemy has a set of modifiers that determine how they behave or how much armor they have. Different variants of the standard enemies only appear at certain ranks.

The Stalker Entity is an originally cut boss enemy that has been re-introduced as part of the surprise Halloween update in 2020 (version 2.0.10).

All the enemies' respective entries are listed once you have been spotted by them or killed by them for the first time.

Title
Content
Notes
Security Camera
(coming soon)
No variants as of version 2.2.2_4733.
Drone
(coming soon)
Drones have an optional "patrolling" behavior.
Turret
(coming soon)
This entry only unlocks if you are spotted by a ground turret with no modifiers.
Proto Turret
(coming soon)
Turrets and Ceiling Turrets can have the "cutout" modifier.
Armored Turret
(coming soon)
Turrets and Ceiling Turrets can have the "armored" modifier.
Sleeping Turret
(coming soon)
Only ground turrets can have the "standby" modifier as of version 2.2.2_4733.
Ceiling Turret
(coming soon)
Ceiling Turrets cannot have the "standby" modifier as of version 2.2.2_4733.
Stalker Entity
(coming soon)
The counter for the "Enemies" entries will read 7 until the "Stalker Entity" entry is unlocked, as the Stalker Entity is a rare, hidden enemy in the game.

The Stalker Entity entry is unlocked upon dying to its attack when it closes in to attack. During the Halloween event, shooting at least two jack-o-lanterns within a rank may spawn the Stalker Entity by chance upon destroying the second and subsequent jack-o-lanterns up to four total. Shooting five jack-o-lanterns guarantees the Stalker Entity will spawn at the current rank if it hasn't already.

As of version 2.0.12 of the game, there is a slight probability of summoning the Stalker Entity by shooting the gong at the corner of the art gallery left of the entrance to the adjacent penthouse. If successful, an on-screen prompt will say "You have met with a terrible fate!" Alternatively, listening to the cassette tape entitled "Stalking Entity" will also summon the Stalker Entity.

The tape that summons the Stalker Entity was officially added in version 2.0.13 of the game. A later patch prior to version 2.1.2_4575 removed the SneakBot tape group from the tape group pool for Rank 2.

Security Camera
Drone
Turret
Ceiling Turret
Stalker Entity
Rank 0
no
no
yes, cutout/standby
no
no
Rank 1
no
no
yes, regular/cutout
no
yes, gong
Rank 2
no
yes, regular
yes, regular/cutout/standby
no
yes, gong
Rank 3
no
yes, regular/patrolling
yes, regular/cutout/standby
yes, regular/cutout
yes, cassette/gong
Rank 4
yes
yes, regular/patrolling
yes, regular/cutout/standby/armored
yes, regular/cutout/armored
yes, cassette/gong
Rank 5
yes
yes, regular/patrolling
yes, regular/cutout/standby/armored
yes, regular/cutout/armored
yes, gong
Help > Gun Range
The Gun Range section pertains to the Compound introduced in version 2.1.X of the game. There are six entries under this category.

Challenges - Gun Range
Visit the Shooting Lanes situated at the Swimming Pool of the Compound.

Challenges - Dome
Visit the Challenge Dome situated at the Workout Dome of the Compound.

Buttons - what do they do?
Interact with the Challenge Dome or Shooting Lane controls.

Rewards - how?
This appears when you start challenges at the Challenge Dome or the Shooting Lanes.

Remtronic
Interact with the cassette tape player next to the trophy cabinet in the changing room.

Playing Local Music
Interact with the Compound's intercom.
Help > Items
There are six entries under the Items category.

Ammunition
Pick up a firearm cartridge for the first time.

Flashlight
Carry a flashlight for the first time.

Magazines
Pick up a magazine for a semi-automatic firearm for the first time.

Tapes
Pick up or shoot a cassette tape for the first time.

Threat Echoes
Listen to a tape containing a Threat Echo for the first time.

Floppy Disks
Pick up a floppy disk for the first time.
Help > Environment
There is only one entry under the Environment category of the Help screen.

Glass
Run and jump through glass or get hit by glass shards for the first time.
Help > Guns
There are twenty-one entries under the Guns category on the Help screen. Two entries discuss the advantages and drawbacks of revolvers and semi-automatics with regards to the other. Four entries discuss basic firearm safety. Five entries discuss stoppages and malfunctions. Nine entries provide information regarding each of the firearms available in the game. One entry discusses the Gun Cleaning Kit at the Compound.

Stovepipe
Experience a stovepipe failure-to-eject stoppage for the first time.

Malfunctions
Experience a stoppage with a semi-automatic for the first time.
(As of version 2.0.8, slamfire malfunctions have been added to semi-automatics. Such malfunctions can happen if the striker or firing pin protrudes from the breach face while racking the slide. The author has not yet determined whether or not a slamfire malfunction unlocks this entry.)

Out-of-Battery
Experience an out-of-battery stoppage for the first time.

Semi-automatics
Obtain or carry a semi-automatic pistol for the first time.

Revolvers
Obtain or carry a revolver for the first time.

Double Feed (formerly entitled "Double-feed")
Experience a double-feed stoppage for the first time.

Failure to Feed
Experience a failure-to-feed stoppage for the first time.

Gun Safety
Accidentally shoot yourself for the first time.
(As of version 2.0.8, an additional negligent discharge case has been added to the SAA. Landing from a jump or a drop will discharge the SAA if the firing pin is resting on a chambered live round, whether or not the SAA is holstered. The author has not yet determined which gun safety related entries are unlocked when the player shoots themselves in this manner.)

Holstering
Accidentally shoot yourself while drawing or holstering the weapon for the first time.

Trigger Discipline
Accidentally shoot yourself without aiming while jumping, running, or climbing for the first time.

Beretta M9
Obtain or carry a Beretta 92FS for the first time.

Desert Eagle
Obtain or carry a Desert Eagle for the first time.

Colt Detective Sp.
Obtain or carry a Colt Detective Special for the first time.

Glock 17
Obtain or carry a Glock 17 for the first time.

Hi-Point 9mm
Obtain or carry a Hi-Point Model C9 for the first time.

S&W Model 10
Obtain or carry a Smith & Wesson Model 10 for the first time.

Colt M1911
Obtain or carry a Colt M1911 for the first time.

Colt SAA
Obtain or carry a Colt Single Action Army for the first time.

SIG Sauer P226
Obtain or carry a SIG Sauer P226 for the first time.

Gun Cleaning
Interact with the Gun Cleaning Kit at the Compound. The Gun Cleaning Kit can be obtained by unlocking all nine non-golden variants of the firearms at the Compound.

Cowboy Load
Experience a negligent discharge with the SAA with its hammer lowered on a live chambered round for the first time.
Notes > Personal Log
The player's six diary entries are obtained by performing certain actions rather than collecting floppy disks. The counter for the Personal log notes will read "5" until the "Stalker" entry is unlocked, as the Stalker Entity is a hidden enemy in the game.

Day 1 - It finally happened
Enter Rank 1 for the first time.

Day 17 (I think) - Ranks
Die three times regardless of the session or current rank. Deaths at the shooting range do not count.

The Endless
Enter Rank 3 for the first time.

Day ??? - Time is messed up
Enter Rank 2 for the first time.

Threat Attack
Resume a session after collecting a tape with a Threat Echo while remaining at the current rank at which you find the tape. This works as of the 2.0.4 release; it will probably not work on earlier releases where quitting the game results in a demotion.
Survive a Threat Echo for the first time.

Stalker
Die from being impaled by a stalking entity. Encounter the Stalker Entity.
Notes > The Survivor
All three notes from The Survivor can be found by collecting black floppy disks hidden throughout Rank 0. Any missing notes are instantly given upon entering Rank 1.
Title
Message
Interference
The Threat is certain to interfere with our supply chain -- it's likely that most of our transmissions will be incomplete and off-target. To make sure that we get enough through, we must send at least ten times what the survivors will need, and must focus all of our training time on this Mindtech. Unfortunately, this means we cannot survive the Mindkill ourselves. Remember what we are fighting for. Even though we will lose our bodies in Reality B, we will continue to exist in the radiant light of Reality A.
Semper Fidelis
If this disk is not blank, it means you have survived the Mindkill. If you have no memory of what happened, do not be alarmed. We expected this and prepared for this eventuality. We did our best to send you sufficient supplies and guidance, but the rest is up to you alone. Your path is a difficult one, full of hardship and setbacks.

Even though you have forgotten, you have spent years training the Receiver virtues of perseverance, discipline, and courage, and we know you have what it takes. Remember that we are still watching you from Reality A, and we will never give up on you.
Out of Time
All signs indicate that the MindKill is imminent. The Threat has abandoned subtlety in its infiltration of the media, of our society, of our bodies. There is no longer any doubt.

THIS IS THE TIME WE HAVE PREPARED FOR.

Receivers who have volunteered for cache duty, now is the time to focus on your Mindtech to ensure that your guidance and supplies reach those who survive. If you receive this message after the Mindkill, please accept our aid, and ensure that our sacrifice was not in vain.
Notes > Luis
The eleven notes from Luis can be found by collecting black floppy disks hidden throughout Ranks 1-5. Notes at each rank are exclusive.

Title
Rank
Message
Boogerman
1
(coming soon)
I am alone
1
(coming soon)
I am not alone
2
(coming soon)
The apartment
2
(coming soon)
Chasing a ghost
2
(coming soon)
Seeing
3
(coming soon)
Different the same
3
(coming soon)
Crumbs
3
(coming soon)
A cure for want
4
(coming soon)
I made an apple
4
(coming soon)
A thousand angels
5
(coming soon)
Notes > Charlene
The twelve notes from Charlene can be found by collecting black floppy disks hidden throughout Ranks 1-5. Notes at each rank are exclusive.

The encrypted messages use a Vigenère cipher with the key "deceivers".

Rank 1
  • Mission Statement
  • Charlene's Shopping List
Rank 2
  • Hacker life for3ver
  • Charlene's Brain Meld
  • Traitor
Rank 3
  • Attacked
  • Stupid Drunk
  • Getting Close
Rank 4
  • This is not good
  • Wvcmbjv (Traitor)
  • Wvcrahmkllri Lwki (Transmitting Hope)
Rank 5
  • Wvwi uzeeaqk qj bci ngupf (True meaning of the world)
Notes > Henry
The nine notes from Henry can be found by collecting black floppy disks hidden throughout Ranks 1-4. Notes at each rank are exclusive.

Rank 1
  • It bothers me
  • Better off?
Rank 2
  • Dreaming
  • Secrets
Rank 3
  • The last bullet
  • There is no death
Rank 4
  • The Big Lie - 1
  • The Big Lie - 2
  • The Big Lie - 3
Notes > Unnamed Soldier
The ten notes from the Unnamed Soldier can be found by collecting black floppy disks hidden throughout Rank 1.
  • Yoga in the park
  • Yoga in the park 2
  • Downward Dog
  • The Tone
  • A deeper level
  • Receivers
  • Boombox
  • Headphones
  • Free pistol
  • Finding Amy
Notes > Micha (WIP)
Micha's twenty-one notes are exclusive to the Compound. Some of these notes are found in fixed positions while others are found at semi-random locations at different regions of the Compound.
Notes > Alex (WIP)
Notes > Alex's Secret Challenges
There are six notes under "Alex's Secret Challenges". They appear at specific locations at the Compound

Alexified Challenge 1
Hack and search the locked elevator. Complete the challenge to find Alex's "Jam 2" note.

Alexified Challenge 2
Check the gap behind the wall of sticky memo notes across the projector screen in the boardroom on the side further from the balcony. Complete the challenge to find Alex's "Jam 3" note.

Alexified Challenge 3
Check underneath the boarded swimming pool. Complete the challenge to find the "Reality C" cassette tape.

Alexified Challenge 4
Check the right side of the outer semi-circular track of the Challenge Dome. Complete the challenge to earn the "Ball" trophy.

Alexified Challenge 5
Check the base of the cherry blossom tree next to the Buddha statue. Completing the challenge awards the "Receiver Man" trophy.

FinalJam
Check the locked gate at the stairs across the 3rd floor corridor. Completing the challenge awards the "Music Head" trophy.
Notes > Boardroom Notes (WIP)
Notes > Secret Notes
The twenty-one notes from Maggie and Mitch can be found by collecting orange floppy disks hidden randomly throughout Ranks 1-5. Compared to the black floppy disks, they are hidden at relatively more obscure locations such as rooftops, support beams, and outside ledges.
  • The Mongoose Strikes
  • Crazy Drop One
  • Contact
  • Contact Back Atcha
  • Focus
  • Peekaboo
  • Crazy Drop Two
  • Mitch Shaped Crater
  • Hoovering
  • Time
  • Race Ya
  • Polaroid 1
  • Polaroid 2
  • Polaroid 3
  • Polaroid 4
  • Polaroid 5
  • Polaroid 6
  • Polaroid 7
  • Polaroid 8
  • Polaroid 9
  • Polaroid 10
Tapes > Training
There is one tape under the Training category. It can be found randomly on Ranks 1-4.
  • Tunnel Vision
Tapes > Introduction
There are three tapes under the Introduction category.
"Primer" is unavailable through normal gameplay, while "Not a Dream" and "Active Retention" can only be found on Rank 0.
The "Primer" tape can be added to a level configuration with the "Introduction" (or "Classic" as of version 2.0.13) tape group.
  • Active Retention
  • Primer
  • Not a Dream
Tapes > Baseline
There are thirty-two tapes under the Baseline category.
They can only be found randomly on Rank 1.
  • Silhouettes
  • Always Loaded
  • Muzzle Discipline
  • Trigger Discipline
  • Wall O' Truth
  • CQBreathing
  • Sight Better
  • Malfunctions
  • Plan B
  • Disassembly
  • Calm Under Fire
  • Frustration
  • Motivation
  • Resilience
  • Free will
  • Grit
  • All on the Field (moved from Standard tape group)
  • Initiation
  • Mind and Matter
  • Chain of Thought
  • Body and Mind
  • Self-control
  • Dedication
  • Focus
  • Origin of the Mind
  • Balance
  • Truama
  • Phobia
  • Anxiety
  • Trojan Horse
  • Terminating Thoughts
  • Responsibility
  • Inversion
Tapes > Mall Beginner (WIP)
There are four tapes under the "MallBeginner" tape group. They are listed under the "Baseline" category in the pause menu.
Tapes > Asleep
There are twenty tapes under the Asleep category.
They can only be found randomly on Rank 2.
  • Antibodies
  • Society of Mind
  • Media Circus
  • Dirty Mind
  • Upside Down
  • Food Poisoning
  • Leave No One Behind
  • Square Shooting
  • Falling Asleep
  • Mindtech
  • Introspection
  • Courage
  • Maintenance
  • Antipattern
  • Overload
  • Physical Isolation
  • Mindtech Activation
  • Inner Formation
  • Firearm Exercise
  • The Lost
Tapes > Environment
There is only one tape under the Environment category. It is not obtainable through normal gameplay. As of version 2.1.0_4479, it has been added to the Dreaming. This tape can be added to a level configuration with the "TutorialGeneral" tape group.
  • Lighter than Air
Tapes > Sleepwalker
There are eighteen tapes under the Sleepwalker category.
They all can be found randomly on Rank 3. "Active Retention" can be found on Rank 0 and Rank 3. As of version 2.1.0_4479, "Active Retention" has been removed from the Sleepwalker category and is now grouped with the Intro tapes.
  • Mental Defense
  • Tough Luck
  • Impulse Response
  • Active Retention (moved to Intro tapes since version 2.1.0_4479)
  • Snake Eyes
  • Air Gap
  • Alternate Timeline
  • Blinders
  • Firearm Fasting
  • The Call
  • Preparation
  • Dreaming
  • Reality B
  • Mindtech: Cleartape
  • Mindkill Contingency
  • Minthought
  • Repeated Listening
  • Awake
  • Severing
Tapes > Liminal
There are twelve tapes under the Liminal category, some of which are unused or cut from the original release. As of version 2.0.13, there are placeholder/unreleased/cut tapes under the "Classic" tape group that fall under the "Liminal" category.

The eleven tapes used in the main game can only be found randomly on Rank 4.

"Wake Up Call" is available under the "Classic" tape group as of version 2.0.13 of the game.
  • Residual Image
  • Low Maintenance
  • Flickers
  • Cleartape
  • Mindtech Manifestation
  • Almost Dreaming
  • Undermined
  • Potential
  • Systems
  • Dark Energy
  • Big Bang
  • Wake Up Call
Tapes > Lore
There is only one tape under the Lore category. It can be found randomly on Ranks 1-4.
As of version 2.0.13, there are placeholder/unreleased/cut tapes under the "Classic" tape group that fall under the "Lore" category.
  • Enemies of Enemies
  • Military Room Clearing
  • Telephone
Tapes > Threat Echoes
Threat Echoes can be encountered randomly on Ranks 1-4. There are seven Threat Echo messages. Only one Threat Echo can be encountered randomly upon entering a rank. A corresponding Threat Recovery tape is awarded upon surviving a Threat Echo.
  • Threat Echo - Rich
  • Threat Recovery - Rich
  • Threat Echo - Jenn
  • Threat Recovery - Jenn
  • Threat Echo - John
  • Threat Recovery - John
  • Threat Echo - Mike
  • Threat Recovery - Mike
  • Threat Echo - Greg
  • Threat Recovery - Greg
  • Threat Echo - Bob
  • Threat Recovery - Bob
  • Threat Echo - Alex
  • Threat Recovery - Alex
Tapes > Revolvers
There is only one tape under the Revolvers category. It is not obtainable through normal gameplay. As of version 2.1.0_4479, "Spin Class" has been added to the Dreaming and is available while the player's loadout has a revolver. These tapes can be added to a level configuration with the "TutorialRevolvers" tape group.
  • Spin Class
Tapes > Model 10
There are four tapes related to the S&W Model 10.
They can only be found randomly on Rank 1-4 while carrying a Model 10.
  • Smith and Wesson
  • Hand Ejector
  • Revolver Rivals
  • Military and Police
Tapes > Colt Detective
There are four tapes related to the Colt Detective Special.
They can only be found randomly on Rank 1-4 while carrying a Detective Special.
  • 18th Amendment
  • Deadly Force
  • Correct Carry
  • Small Arms
Tapes > Single Action Army
There are four tapes related to the Colt Single Action Army.
They can only be found randomly on Rank 1-4 while carrying an SAA.
  • Cowboy Action
  • Check Your Six
  • Slinging Gun
  • Rearing Colt
Tapes > Automatics
There are five tapes under the Automatics category. They cannot be obtained through normal gameplay. As of version 2.1.0_4479, the tapes been added to the Dreaming and is available while the player's loadout has a semi-automatic pistol. These tapes can be added to a level configuration with the "TutorialAutomatics" tape group.
  • Plus One
  • Press Check
  • Stovepipe
  • Failure To Feed
  • Double Feed
Tapes > Colt 1911
There are four tapes related to the Colt M1911.
They can only be found randomly on Rank 1-4 while carrying a 1911.
  • John Browning
  • On The Side
  • Stopping Power
  • Slide Rule
Tapes > Glock 17
There are four tapes related to the Glock 17.
They can only be found randomly on Rank 1-4 while carrying a Glock 17.
  • Glock Inventions
  • Glock Leg
  • Fun Switch
  • Toy Guns
Tapes > Beretta M9
There are five tapes related to the Beretta M9.
They can only be found randomly on Rank 1-4 while carrying a Beretta 92FS.
  • Beretta Arms
  • Joint Service
  • Military Intelligence
  • Caliber Controversy
  • Hollywood Hero
Tapes > SIG Sauer P226
There are four tapes related to the SIG Sauer P226.
They can only be found randomly on Rank 1-4 while carrying a P226.
  • 2nd Secondary
  • SIG Heil
  • Double Agent
  • Heavy Trigger
Tapes > Hi-Point
There are four tapes related to the Hi-Point Model C9.
They can only be found randomly on Rank 1-4 while carrying a C9.
  • Gateway Gun
  • Down to Earth
  • Burner Guns
  • Hi Efficiency
Tapes > Desert Eagle
There are four tapes related to the Desert Eagle.
They can only be found randomly on Rank 1-4 while carrying a Desert Eagle.
  • Heavy Hitter
  • Conspicuous Caliber
  • Loaded for Bear
  • Magnum Mystique
Tapes > Flashlight
There are three tapes under the Flashlight category. They cannot be obtained through normal gameplay. As of version 2.1.0_4479, these tapes have been added to the Dreaming. These tapes can be added to a level configuration with the "TutorialFlashlight" tape group.
  • Off the Rails
  • Positive ID
  • Bright Ideas
Tapes > Standard (WIP)
There are at least five tapes under the Standard category. At least three of the tapes cannot be obtained through normal gameplay. "All on the Field" can only be found on Rank 1 while "First Insight", "Second Insight", and "Final Insight" can only be found on Rank 5.
The DeathGlockHolster tape can be added to a level configuration with the "ObituaryGlockHolster" tape group.
The DeathShortFall tape can be added to a level configuration with the "ObituaryShortFall" tape group.
The "Wallhack" tape can be added to a level configuration with the "ObituaryDeathThroughWall" tape group.
As of version 2.0.12, the "Creepy Bot" tape under the "SneakBot" tape group appears to be a placeholder for the not yet officially added "Stalking Entity". The "Stalking Entity" tape can only be found on Ranks 2 3 through 4 and triggers a rare encounter with the Stalker Entity enemy.
As of version 2.0.13, there are placeholder/unreleased/cut tapes under the "Classic" tape group that fall under the "Standard" category.
  • Soothing words
  • Superhot
  • Reality B (This tape is moved to the Classic category in version 2.1.0.)
  • Aum
  • Turrets
  • Taser Drones
  • Bomb Bot
  • Sniper Bot
  • Stalking Entity (placeholder called "Creepy Bot" in version 2.0.12)
  • Invisibility
  • Shatter
  • Armored turrets
  • Security cameras
  • Tripmines
  • I Feel You
  • This Is The Time
  • Bad Reception
  • All on the Field (This tape is moved to the Baseline category.)
  • Compound Tape 1
  • Shot self on draw/holster [glock]
  • Fell too far [just a bit]
  • Wallhack
  • One with the Threat (cut evil ending? This tape is moved to the Awake section in version 2.1.0.)
  • Cleansing Light (cut good ending? This tape is moved to the Awake section in version 2.1.0.)
  • Reconstruction (cut neutral ending? This tape is moved to the Awake section in version 2.1.0.)
  • First Insight (This tape is moved to the Awake section in version 2.1.0.)
  • Second Insight (This tape is moved to the Awake section in version 2.1.0.)
  • Final Insight (This tape is moved to the Awake section in version 2.1.0.)
Compound - Weapons and Equipment
The same pistols in the Dreaming are available at the Compound, but unlocking them has different requirements. Unlocked weapons will spawn in a black gun case resting on a table in the middle of the changing room from which they can be retrieved. If left alone, the unlocked handguns and magazines will appear on the pegboard behind the workbench and tool chests with ammunition boxes.

S&W Model 10
Available upon entering the Compound for the first time.

Hi-Point C9
Beat 2 par records to earn the Hi-Point C9 and two magazines. Beat 3 par records to earn a third magazine.

SIG Sauer P226
Beat 4 par records to earn the P226 and two magazines. Beat 5 par records to earn a third magazine.

Beretta 92FS
Beat 6 par records to earn the Beretta M9 and two magazines. Beat 8 par records to earn a third magazine.

Desert Eagle
Beat 10 par records to earn the Beretta M9 and two magazines. Beat 12 par records to earn a third magazine.

Colt M1911
Beat 16 par records to earn the Beretta M9 and two magazines. Beat 20 par records to earn a third magazine.

Glock 17
Beat 26 par records to earn the Beretta M9 and two magazines. Beat 34 par records to earn a third magazine.

Colt Detective Special
Beat 42 par records to earn the Detective Special.

Colt SAA
Beat 68 par records to earn the Colt SAA.

Gun Cleaning Kit
Unlock all nine standard handguns at the Compound.

Flashlight
Check the balcony overlooking the Challenge Dome near the breaker box. Once it is mounted on the pegboard, the flashlight will appear on the pegboard instead.

In addition, there are golden versions of the handguns and flashlight. The golden handguns are awarded after achieving high scores for all drills at the Challenge Dome and Shooting Lanes. The golden flashlight is given as a reward from the Music Head.

Gold S&W Model 10
Beat all 13 baseline records for the Model 10 at the Compound.

Gold Colt Detective Special
Beat all 13 baseline records for the Detective Special at the Compound.

Gold Colt M1911
Beat all 13 baseline records for the M1911 at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the M1911.

Gold Glock 17
Beat all 13 baseline records for the Glock 17 at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the Glock 17.

Gold Beretta 92FS
Beat all 13 baseline records for the Beretta 92FS at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the M9.

Gold Hi-Point C9
Beat all 13 baseline records for the Hi-Point C9 at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the Yeet Cannon.

Gold Desert Eagle
Beat all 13 baseline records for the Desert Eagle at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the Deagle.

Gold SIG Sauer P226
Beat all 13 baseline records for the SIG Sauer P226 at the Compound.
Golden magazines are unlocked at 5, 9, and 12 baseline records for the P226.

Gold Colt SAA
Beat all 13 baseline records for the Colt SAA at the Compound.

Gold Flashlight
Play Music Head Solution #9 at the Compound, then pick up the flashlight from the white and red Receiver rank badge set in the floor of the lobby.
Compound - Golden Floppy Disks (WIP)
The Compound includes the Shooting Lanes and a Challenge Dome, where Receivers can practice and hone their skills with handguns with different tests and drills. These are not available until they are loaded into the computer at the Challenge Dome via golden floppy disks. There are ten Challenge Dome drills and three tests at the Shooting Lanes.

Targets Large, check Challenge Dome computer

Targets Small, check front desk

Targets Medium, check small table near the reclining pool chairs closest to the end of the swimming pool

Targets Random, check inner sinks at sensory deprivation room

Drone Patrol, check the folded yellow meditation mat

Drone Attack, check chair closest to the boardroom's projector screen facing the whiteboard next to the intercom

Turrets Easy, check left ear of Music Head

Turrets Hard, check vent near Music Head

Turret Elimination, check the center of the letter H of the helipad

Bowling, check workbench in sealed storage room

10 shot, check ammunition tables at shooting range / swimming pool

Timed 30s, check lamp leading to second floor

Multidistance, check the Buddha statue in the rock garden
Music Head Solutions
The Compound is home to the Music Head, a giant metallic bust of a man with engraved stone blocks that glow and play music in place of his brain. The intercom channel dedicated to the Music Head also prints messages in Morse code, one of which is necessary to decipher an encrypted messsage from Henry. There are ten musical combinations that award the player with various items and perks. Collectible items appear on the white and red marble Receiver rank badge set in the floor in front of the Music Head.

Music Head Solution 1: Sight of the Effervescent
Enter the combination from Micha's "Code III". This awards the "Advanced Dreaming" cassette tape.

1:2, 2:2, 10:2, 11:3

Music Head Solution 2: The Valley of Desire
Enter the combination from Alex's "Jam 1". This awards the "Habit" cassette tape.

4:2, 5:3, 10:1, 11:2

Music Head Solution 3: Serendipity in Death
Enter the combination from Alex's "Jam 2". This awards the "Only One Skill" cassette tape.

2:1, 3:3, 4:2, 8:1

Music Head Solution 4: To Fall, to Rise
Enter the combination from Alex's "Jam 3". This awards the "Damage" cassette tape.

4:2, 5:3, 9:1

Music Head Solution 5: The Shadow of Blindness
Enter the combination from Micha's "Code II". This unlocks the Receiver 1 OST intercom channel.

2:3, 7:3, 14:1

Music Head Solution 6: Genetic Drifter
Enter the combination from "Alexified Challenge 5". This awards the "Receiver Man" trophy.

6:1, 8:2, 9:3, 13:3, 15:1

Music Head Solution 7: Compound Fractal
Enter the combination from check Micha's "Waking Up". This unlocks the Overgrowth OST intercom channel.

8:3, 9:2, 13:1

Music Head Solution 8: Little Green Giant
Enter the combination from Alex's "FinalJam". This awards the "Music Head" trophy. This combination plays part of the melody from Petrichor in the Receiver 2 Meditations album by H. Anton Riehl. The word petrichor refers to the scent produced by rain falling on dry soil.

6:1, 10:3, 12:3, 15:2

Music Head Solution 9: You Don't See That Every Day
Enter the combination from Micha's "Code". This awards the golden flashlight.

5:1, 7:2, 15:3

Music Head Solution 10: Entropy's Midwife
Enter the combination from "Henry - They won't win". The note is encrypted with a Vigenère cipher with a key that appears on the Music Head's intercom channel, "shootingrange". This awards the "I Feel You" cassette tape.

four:one, thirteen:two, fourteen:three
4:1, 13:2, 14:3
Trophies
There are several collectible trophies that appear in the Compound's changing room, which serves as the armory and trophy room. (Kudos to DevNode for finding the unlock conditions.)

S&W Model 10
Get a perfect score on the 10-Shot range challenge at 15m with the Model 10.

Hi-Point C9
Get a perfect score in the Bowling challenge with the Yeet Cannon.

SIG Sauer P226
Destroy 5 turrets without ejecting your magazine in all 3 turret challenges with the P226.

Beretta M9
Beat any 8 par scores with the Beretta 92FS.

Desert Eagle
Beat each of the 2 drone challenges without ejecting your magazine or dropping your aim with the Deagle.

Colt M1911
Pop 22 consecutive balloons using any firearm. (To be sure, use the Colt M1911 and bring as much ammo and magazines to complete this task.)

Glock 17
Get 40 or more points on the 30-second range challenge at 5 meters with 3 or less magazines, using only sustained full-auto fire with the Glock 17.

Colt Detective Special
Complete the Small Targets challenge in under 25 seconds without dry-firing once with the Detective Special.

Colt Single Action Army
Complete the Random Targets challenge in under 16 seconds with 10 or less shots with the Peacemaker.

Miniature of Turret
Pick up from the locked elevator car located at the default spawn location of the Compound.

Camera
Pick up from the lap of the stone Buddha statue in the Compound's Rock Garden.

Ball
Shoot a small exercise ball from the locked storage room on the 3rd floor of the Compound into the basketball hoop in the locked attic - see 'Alexified Challenge 4'.

Arcade
Successfully complete Receiver Classic at the arcade cabinet in the Compound's hidden apartment, which is situated in the sealed Storage Room.

Diskette
Register all 13 Challenge floppies in the Compound at the Challenge Dome computer.

Cassettes
Collect all 183 currently obtainable tapes. Progress can be tracked at the tape racks near the Remetronic at the Compound.

Polaroid Camera
Collect all 37 Secret Notes in the Dreaming. The Polaroids in these notes will be displayed on the cork board at the Compound.

Receiver Man
Play Music Head Solution #6 at the Compound, then collect the trophy from the Receiver rank logo set into the floor.

Music Head
Play Music Head Solution #8 at the Compound, then collect the trophy from the Receiver rank logo set into the floor.

Receiver Logo
This trophy can be found at the top-floor art gallery or the connected penthouse within the Art Museum tileset in the Dreaming with a 5% chance of spawning. Pick it up and rank up with the trophy placed in your inventory or while holding it. The trophy emits a high-pitched droning noise, which helps the player locate it.

Bomb Bot
This trophy can be found at the bottom-floor boiler room within the Boiler Room tileset in the Dreaming with a 5% chance of spawning. Pick up the trophy and rank up with the trophy placed in your inventory or while holding it. The trophy emits a high-pitched droning noise, which helps the player locate it.

Stalking Entity
This trophy is dropped by the Stalking Entity when it is defeated. Pick up the trophy and rank up with the trophy placed in your inventory or while holding it. The trophy emits a high-pitched droning noise, which helps the player locate it.

Cthulhu
This is an unobtainable trophy as of version 2.1.2_4575. You may be able to collect it via the Debug Menu in older 2.1.X builds.

Joystick
This is an unobtainable trophy as of version 2.1.2_4575. You may be able to collect it via the Debug Menu in older 2.1.X builds.

50AE
This is an unobtainable trophy as of version 2.1.2_4575. You may be able to collect it via the Debug Menu in older 2.1.X builds.

Drone
This is an unobtainable trophy as of version 2.1.2_4575. You may be able to collect it via the Debug Menu in older 2.1.X builds.
Achievements
There are thirty-five achievements that the player can accomplish in the game. All achievements must be done without using debugging tools or cheats, otherwise achievements will be locked until the player disables all debugging features and starts a new session. As of version 2.0.8, it is possible to unlock some of these achievements in the shooting range level accessible through the debug menu. Some achievements must be accomplished at certain ranks.

Surprise Attack
Shoot off only the motion sensor of a sleeping turret.
(As of version 2.0.8, the motion sensor of a sleeping turret glows red on the front, which makes it easier to identify it and spot sleeping turrets facing towards the player or off to the sides.)

You are Strong
Survive a Threat Echo.

Government
Rank up with a Colt M1911.
(The title alludes to another name for the M1911, the Colt Government.)

Short but Deadly
Rank up with a Colt Detective Special.
(The title alludes to the fact that the Colt Detective Special is a snubnosed revolver.)

Deagle-Eyed
Rank up with a Desert Eagle.
(The title is a pun of the adjective "eagle-eyed".)

Getting Beretta All the Time
Rank up with a Beretta M9.
(The title is a pun of the phrase "getting better all the time".)

Death Wish
On Baseline or above, shoot to incapacitate at least one undamaged Killdrone only when it is alert.
(The easiest way to unlock this achievement is to stand in front of an unaware turret on Baseline and shoot out the camera once the light turns from blue to yellow. Any other turrets can then be dealt with in the same manner or ignored and avoided.)

Desperate Times
When completely out of ammo, hack an undamaged turret.

Pop, Pop, Pop
Shoot three balloons with one shot.

No Cigar
Die from a negligent discharge on Sleepwaker or above.

Wham Bam
With a semi-automatic eject an empty magazine, load a non-empty one, and chamber a round in less than a second.
(There is a trick to unlocking this achievement easily. One can load an empty magazine into an unloaded automatic and lock the slide back. Once that is done, they can focus on swapping in a loaded magazine and releasing the slide lock all within a second.)

The Gunslinger
Load a revolver with at least one blocked chamber and fire all rounds without hitting the blocked chambers or opening the cylinder before all rounds have been fired.

Three for Three
Kill three robots with three bullets in a row.

X-Ray
Kill a robot through a wall.
(The title refers to X-rays, a form of high-energy radiation which can penetrate many relatively soft materials and is used in radiography, and X-ray vision, the name of a superhuman ability featured in superhero comics and science-fiction stories.)

Window Shopping
Kill a robot through glass.

Shards
Get killed by falling glass.

Pool Shark
Put the 8 ball on a pool table in a corner pocket.

Tease
Drain a turret of ammo.

Pacifist
Complete a rank without firing a shot.

Self-Reflection
Get a bullseye on your reflection in a mirror.

Turret Demolition
Break every breakable part of a turret. This includes the camera, motion sensor, battery, motor, ammo box, and electrical wiring.
(The author need to confirm the list of vital components. Help in the comments is appreciated.)

Retro Revenge
Break all the noise arcade machines within an arcade section.

Drone Demolition
Break every breakable part of a shock drone. This includes the camera, motion sensor, battery, motors, rotors, stun gun, and electrical wiring.
(The author need to confirm the list of vital components. Help in the comments is appreciated.)

Running Scared
Shake off a shock drone after being chased for more than 15 seconds.

Quick Fix
Incapacitate a shock drone within five seconds of clearing a stoppage.

Sharpshooter
Incapacitate a Killdrone from 30 meters or farther.

Röntgen
Get shot by a turret through a wall.
(The title refers to Wilhelm Conrad Röntgen, who discovered X-rays, also called Röntgen rays.)

Cleanup
Clear a double feed and chamber a round in five seconds or less.

True Receiver
Awaken five times.

Five o'Glock
Rank up with a Glock 17.
(The title is a pun of "five o'clock".)

Yeet!
Rank up with a Hi-Point C9.
(The title alludes to another name for the Hi-Point C9, the Yeet Cannon.)

M10
Rank up with a Smith & Wesson Model 10.

Making Peace
Rank up with a Colt Single Action Army.
(The title alludes to another name for the Colt SAA, the Peacemaker.)

Leaving a Sauer Taste
Rank up with a SIG Sauer P226.
(The title is a pun of the phrase "leaving a sour taste".)

Musician
Find and play all ten Music Head solutions from the notes.
How to Collect Unobtainable Tapes
One way to reveal the "Primer" tape is to first create a customized level configuration for Rank 1, then a modified ranking progression campaign that uses the customized level configuration.

1. Go to the pause screen and press [Ctrl] + [F12] to toggle the debugging and testing menu bar.
2. On the menu bar, go to
[Editor] > [World Generation Configurations] > [1_beginner - Original].
3. On the "WGCE" pop-up, scroll to the [Tape Group Pool] and click on [Add Tape Group].
4. Change the added tape group to [Introduction] from the drop-down.
5. Click on [Save Config Local] to save the personalized configuration.
6. Close the WGCE pop-up and go to
[Editor] > [Ranking Progression Campaigns] > [standard - Original].
7. Go to the #2 level entry and change the [1_beginner - Original] value to [1_beginner - Local].
8. Click on [Save Config Local] to save the personalized campaign.
9. Start a new game session with
[File] > [Custom Campaign...] > [standard - Local] > [1_beginner - Local].

If you successfully completed the steps above, congratulations! You now have enough knowledge to create a customized campaign and start a new session from any level. You can inspect the default level configurations and the default global base configuration to reverse-engineer the world generation logic of the game. You can alter the loadout pools to change which guns can be unlocked first by the player, or add another randomized loadout to Rank 5 so a player can use a weapon other than the SAA. You can tweak the segment parameters to change what enemies can spawn in the level's segments and their population density. You could make a "throwback" level that mimics the original Receiver game by tweaking the Rank 4 level configuration's tape collection target to 11 and adding all the tape groups, note groups, and randomized loadouts used by the default level configurations. The possibilities are endless!

Regardless, after completing the steps you can now play on Rank 1 with the possibility of finding the "Primer" tape. However, you can follow the additional steps to quickly obtain the tape and complete the Baseline tape category in the process.

10. Pause the game and enable [View] > [Items] > [Item Spawn Details].
11. Un-pause the game and move to a location close to an "Ammo Pile".
12. Pause the game and click [Spawn tape] on the "Item" pop-up around a hundred times.
13. Un-pause the game and collect all the tapes from the ammo pile.
Pause the tape player to prevent ranking up or reaching the end of a Threat Echo.
14. Pause the game and check the Tapes screen. If the "Primer" tape isn't listed, repeat steps 10-14.

If you add all the tape groups instead of just the "Introduction" tape group, using the aforementioned instructions will reveal all the other unused tapes.
(Scratch Notes / Saved Comments)
"Zorilla" Zearou Ayedea [author] Just now
Oops... I deleted a comment. I don't know what I removed. D:

Lone_Pickle Apr 11 @ 3:30pm
@Moojuiceman yeah, I meant the one by the hacking section. I'd tried to get the achievement on that one myself a few times and hadn't got it, so when I got it in normal gameplay, I assumed the camera was the difference. That's a good point about individual counting, I don't recall shooting the camera of any drone before the one I got the achievement on, so maybe some parts only have to be destroyed once, or there are other ways to destroy the parts across a combination of multiple drones to get the achievement. Good luck on getting x-ray, I got a view on a turret where I could see it clearly but half was covered with a barrel and wasted a few mags hitting the battery.

Moojuiceman Apr 10 @ 10:10pm
@Lone_Pickle Do you mean the deactivated one by the hacking timer section or the one in the actual challenge area? I was able to get the drone destruction achievement on the timer one. I'd tried before in normal gameplay but never got it, perhaps the parts are counted individually and since I'd shot many drones before a camera on those counted? I think I also managed to get X-Ray on it with a weird ricochet or just by shooting the drone while it was on the floor, likely a fluke.

Lone_Pickle Apr 4 @ 3:03pm
One more thing:
I spent hours searching for the last handful of compound notes, all four ended up spawning on the meditation platform. Could be chance, but if others have had the same experience it may be of note.

Lone_Pickle Apr 3 @ 9:45pm
Also, I achieved the drone demolition achievement by shooting
-The motor (cylindrical bulge in the centre of the drone)
-The camera
-The taser
-The battery
I didn't hit the motion sensor, but the rotors may have been destroyed when the drone fell.

It is possible to get the turret demolition achievement in the Challenge Dome, but because the drone there has no camera, you cannot get the drone destruction achievement.

Lone_Pickle Apr 3 @ 9:38pm
Note- Alexified Challenge 4 is on top of the outer fluorescent light fitting above the challenge dome, on the right end.
There are also Boardroom Notes, which is a set of 9 notes that spawn exclusively in the boardroom (up the stairs and all the way round to the left from the starting room of the compound). It is necessary to restart several times to get all of these. Note that these notes occasionally spawn on the balcony. one of these is Henry-We Won't Win, which is needed for the Musician achievement.
AFAIK, all the Micha and Alex notes do not have set spawns.
In future, the draw of the desk in the Challenge Dome may have a secret within it. It is opened by a button also under the desk.
The Sharpshooter achievement can easily be obtained by pushing the shock drone in the hacking practise area of the Challenge Dome up against the wall, and then shooting it from the far end (where the exercise machines are).

DevNode Mar 19 @ 2:52pm
[Changes in 2.1.1]
Golden gun unlocks no longer count towards unlocking the gun cleaning kit ahead of time, it will now always be unlocked at the same time as the SAA at 68 par clears
The conditions for the Deagle and Sig trophies have been fixed and the Bomb Bot trophy is now properly obtainable

DevNode Mar 16 @ 12:06am
[Notes] Just made a writeup on the behavior of RNG compound notes in the Wolfire Discord, feel free to adapt this one as well

DevNode Mar 9 @ 10:03pm
[New/Moved Categories] Environment in the current version is between Baseline and Asleep, the "new" Awake and Classic groups are situated between Liminal and Lore, Gun Range is between Enemies and Items, and Boardroom Notes is between Alex's Secret Challenges and Secret Notes

Some Misc. Trivia: The X/X counters for Enemy help entries and Personal Log notes display only X/7 and X/5 collected respectively until their corresponding Stalker entries are unlocked, so as to not spoil the, ahem, surprise.

DevNode Mar 9 @ 9:38pm
[Compound - Weapon Unlocks] The standard equipment unlocks are as follows (format is par scores - unlocks):
2, 3 - Hi-Point + 2 mags, 3rd mag
4, 5 - SIG Sauer + 2 mags, 3rd mag
6, 8 - Beretta + 2 mags, 3rd mag
10, 12 - Desert Eagle + 2 mags, 3rd mag
16, 20 - M1911 + 2 mags, 3rd mag
26, 34 - Glock + 2 mags, 3rd mag
42 - Detective Special
68 - Single Action Army
Gold guns are unlocked at *17* par scores cleared (10 Shots and Timed 30s each have three to beat), and when applicable, one gold magazine each is unlocked at 5, 9, and 12 par scores for one gun
The cleaning kit is unlocked after obtaining 9 guns in the Compound, which can be any combination of standard gun unlocks and gold gun unlocks (so the earliest you can get it is after 34 clears, awarded with your third standard Glock mag, if you hard-focus the Model 10 and one other weapon, and the latest at 68 clears with no gold gun unlocks)

[Trophies] Feel free to adapt my own lists pinned in the Wolfire Discord for this one

DevNode Mar 9 @ 9:38pm
[Tapes > Standard] All on the Field is now appropriately in the Baseline category (between Grit and Initiation), the Insights are now in the new (old?) Awake category along with the MallAwake tapes and (presumably) the cut IntroToAwake tape, and I Feel You is now obtainable, still grouped under Standard in the Tapes menu (despite being under MallAwake in the Compound)

[Tapes (General)] All the Compound tapes except I Feel You are grouped into their corresponding Dreaming rank categories, all four right at the end of the group

DevNode Mar 9 @ 9:37pm
[Help > Guns] Gun Cleaning is unlocked upon interacting with the kit for the first time, to clarify the other comment, and the Gun Safety entry is *not* triggered by the SAA's Cowboy Load ND (couldn't reliably trigger a slamfire via debug so no data on that yet)

[Help > Enemies] The 2.1.0 update also removed the Stalking Entity tape's group from the Asleep pool

[Notes > Secret Notes] The 16 Secret Notes added by the 2.1.0 update are Polaroids 11-26 (and it would be useful to note: each possible secret note spawn will be removed from the pool when one is collected from that specific spawn)

Aegarain Mar 9 @ 1:08pm
There are 21 entries in help/guns. The last is gun cleaning, which you either get upon unlocking the cleaning kit in the mall, or using it for the first time. I'm not sure

Scarf Ninja Dec 4, 2020 @ 4:38pm
Fun fact: You can get Wham Bam by manually inserting a round into the chamber: just hit the insert button without a magazine in hand while the slide is locked back.

43 kommenttia
dog.tag6663 10.5.2024 klo 8.29 
How do you even get under 25s with the SAA on Random targets? The bloody thing is freaking slow. Let alone under 16 seconds for the trophy.
V.0ID  [tekijä] 19.11.2023 klo 8.30 
Ah, I'm sorry everyone! A lot of crazy things happened to me in Reality A. I will try to get back to updating this guide, but there are higher priorities in my life.
Canadian Normandy 13.11.2023 klo 9.02 
update with info on the alex notes when?
HungryManster 17.10.2023 klo 23.57 
I have Polaroid 11 sooo...
Lone_Pickle 16.1.2023 klo 10.53 
Just wanted a quick sitrep on the secret notes.
The guide says there are 21 notes. I just finished collecting the 21 listed (you always get them in order-I just got polaroid 10) but the game says there are 37 notes in that category.
When this section of the guide was written, did the game only say there were 21? Or has it always said 37, and the remaining 16 are unobtainable/do not exist? If it is a new development that it says 37, are there actually 16 more tapes to collect?
Possibly of interest is that, because the secret notes can only spawn in each location once, one would expect the rate of discovery to be 50% slower coming towards the middle of the set, and very slow towards the last couple. Despite only having 21 notes, the last couple took a very long time to find, which would suggest that these are the last or almost-last in the set. I'm inclined to believe the 37 number is a fluke, but if possible I would like to find out at least why 37 tapes are listed.
Ironscale 17.11.2022 klo 12.57 
For the record, about the "Quick Fix" achievement:
1) Seems that it requires a "real" stoppage/malfunction. I could not get it to unlock with a manually-forced double-feed as some guides suggested (finally managed to do it with a real stovepipe).
2) Looks like the five seconds starts counting from the moment when the malfunction occurs, not from when you successfully clear it (unlike the phrasing suggests).
3) The drone can be damaged/incapacitated, as long as it's still technically "alive" and you can "kill" it by breaking the battery.

Best way I can suggest to farm for it would be to get a lot of ammo, find/bait a drone into a spot where it's an easy target (or immobilize it), then shoot at nothing hoping to get a malfunction - Clear it quickly, and then execute the drone by shooting it's battery.
Dr. Death 30.10.2022 klo 18.57 
The meditation mats are in the extended platform in the outside.
Null 30.10.2022 klo 18.46 
Any idea where the yellow meditation mat is? been looking for it for half and hour now and it literally doesn't exist
Dr. Death 3.8.2022 klo 19.03 
Just for the record with the turret destruction achievement, the parts are:
Battery
Motor
Cable
Camera
Barrel
Sensor
Ammo box
And potentially, but in case its required it wouldn't be hard to destroy, the 4 legs. You dont have to bend them, just shooting them off works too.
Dr. Death 3.8.2022 klo 19.02 
it seems either pacifist is bugged, it counts drones, it counts disabling drones, or it only works in higher ranks, since i tried it in the lowest one and i wasn't given the achievement.