Cyphers Game

Cyphers Game

Not enough ratings
Cyphers Game 100% achievements walk-through
By Lish
A quick walk-through on video that lasts for 35 minutes that has timestamps for each collectable, accompanied with screenshots for each collectable too, for the convenience of any viewers and includes a written summary.
   
Award
Favorite
Favorited
Unfavorite
Cyphers Game 100% Achievement Walk-through
Summary of Walk-through (first two chapters)
Watch all in-game videos, without skipping, for the "Story Lover" achievements.


Citadel: Total of 2 collectables

1st Room: Contains 1 collectable.

There is a desk in the corner of a square room, on top of the desk is a flashlight, in the draw is a key to a compartment for another desk in the same room.
In the adjacent corner, where the flashlight is situated, is a filing cabinet with draws that are full of cards; a spare fuse can be found where a draw is missing, collect the fuse for "Eagle Eye" achievement.
The last desk to search in the room has a diagram of instructions for the power generator, a locked compartment, for which the key that was acquired from the previously searched desk has access, where more fuses can be found, and a collectable picture for contribution towards the "Memories" achievement.
Power Generator:
There are two large cylinders on both side of the generator, the valve on the left cylinder requires to be turned before attempting to power the generator. Switch a lever on the generator, wait for ten seconds, switch the lever again before turning to other fuel cylinder and turning the valve.
The light at the top of the power box, to the right of the fuel cylinder, shall be lit if the generator has successfully been engaged.
Pull the right lever down and use the keys/buttons for maintaining the needle is kept within the green indicator area on the gauge meter, which usually requires two or three attempts. Starting the generator will unlock "Electrician" achievement.

2nd Room: Contains 1 collectable

Enter the room and continue to the left most window where a collectable is found on the windowsill,
before moving around to the right side window where a key to the corridor can be found, hanging from a hook on a wall. Open the only door in the room, which leads to a straight corridor and at both ends of the corridor is a switch for powering the antenna that both require a fuse before being activated.
Return to the comms room to activate the large electrical telegraph, which require the handles to be systematically flipped in the following sequence; (facing the machine) right, left, center.
Then change the frequency on the local oscillator, located where the key for the corridor was found, turning the wheels in the following sequence; left wheel = x1, middle wheel = N/A, right wheel = x5, then use keys/buttons to ensure the needle is kept within the green area of the gauge.

A door opens to a hidden receiver room if completed, where a coded message rests on a table that needs to be decrypted with the use of a comb which has teeth missing. Move the comb up x3 then left x2, which reveals the word "division", leading to more letters being revealed before the message can be decrypted. Next, move the comb down = x3 then right = x3 to fully decrypt the message and unlocking "Code Cracker" achievement.

complete the next task by sending a Morse code, which has instructions next to the signal box.

Train Depot: Total of 4 collectables

The area consist of four railway tracks, three trains of varies types and one train carriage that requires entering, that of which is located on the furthest most railway track and the entrance is guarded by a stationary guard meanwhile one other guard wanders around. One other area of importance is a generator room that is adjacent to the spawn location and houses a collectable.

Walk between the first train on the left, which is protected with green steel armour, and the series of three orange train carriages on the right, which appears to be for freight, and on the floor next to the middle freight train carriage is the first collectable, it is between the second and third concrete pillar that supports the building.
Move to the back of the building, creep behind the stationary guard, to collect a key to the generator room and the second of four collectables which are both located atop a metal barrel.
Unlock the sealed pressurised chamber, for a means of escape, whilst en-route to the generator room, which is located in the dark umbra beside the generator room.

Enter the generator room and search the white, metal, double locker to the right-hand side of the door; inside will be the third of four collectables
and a handle, which would be used to open the latch to escape detection from exiting the generator room, but that action would cause the failure of the next achievement "Brave Heart". Wait for a safe moment to escape before turning the valve, on the left hand-side of the lockers, stopping the generator so as to cause a distraction. Commence towards the door of the carriage, which the guard will abandon his post, and collect the last of the four collectables
which is on the corner of the middle crate that are stacked against the wall, and then enter the carriage door.
Summary of walk-through (final two chapters)
Saloon-Carriage: Total of 6 collectables

There are two collectables in the first compartment; one on a shelf that is behind the door, which require closing after entering, and the other is protruding from a notebook that has been placed on large table (be sure to click on the picture and not just the notebook).
------------------------------------------------------------------------------------------------------------------------------------
The next compartment has two collectables, too; the first is on the side which sits next to a tea set, immediately upon entering the door, and the second is opposite the cooking vessels, on the adjacent worktop.
------------------------------------------------------------------------------------------------------------------------------------

The next carriage has the officers quarters: Two or maybe three chances present themselves for the next achievement "Spy Material" (pick a lock successfully with a first try) but one more lock is located in the next chapter, Tunnel.

IMPORTANT: DO NOT TOUCH THE SMALL PORTRAIT THAT IS ON THE DESK IN THE OFFICERS BEDROOM, WHICH HAS THE CODE FOR THE SAFE ON THE REAR, Doing so will cause failure for the next achievement "Safecracker".

First door on the right is a bedroom that has the last two collectables; one located between the window and the oil lamp on a desk, and the other is behind the door on a bedside table.

------------------------------------------------------------------------------------------------------------------------------------

The final room has a picture on the wall of Leon Davidovich Trotsky to the right of the door upon entering the room, which conceals the safe. The code for the safe is - игра - spelt downwards, which translates to English word for "game".


Tunnel: Total of 7 collectables
(Boredom is setting in at this point of the summary so the directions to the collectables are all that will be listed)
Turn right when exiting out of the first tunnel and travel across some boards that have been placed over a gap in the path, under wooden scaffolding, and some crates that are on the curve of the bend have a collectable atop (1/7).

Return in the direction whence come and stay on the path until an obvious wooden bridge, cross the bridge and turn left, and directly in front will be an arched doorway. The doorway will eventually lead to a room where, over a stream of water and in the furthest most corner, a collectable (2/7) will be found atop of a wooden crate.

Return back towards the wooden bridge and enter the mines on the left where the path begins to decline, passing three mine-carts before he path incurvates deeper into the mine. Continue to follow the path that bends left and right and, at the appropriate junction where the path splits in two, stay on the left. Follow the path and crouch through some gaps between the rocks to finally reach a room with a couple of bookshelves in the far left corner, the collectable (3/7) is on the bookshelf to the right in the furthest point of that room, collect the dynamite on the bookshelf by the entrance/exit when departing the room.

Backtrack to the junction where the path diverged and turn left, the next collectable is located after the next simple puzzle, whereby water needs to be drained from a tank, and exiting the mines into the tunnels.

Sandbags will be visual to the right side when exiting the final tunnel from the mine, turn left and cross a wooden plank, which serves as a bridge, before turning right into another short tunnel that arcs back onto the same path.
A water dam will be visible and some steps to the right, the next collectable (4/7) has been placed on a rock that is the other side of that water dam.

Continue forwards onto the other side of the stream after collecting the collectable and head in towards another tunnel, turn left at the T- junction and there shall be another collectable atop a tin on a crate (5/7).

Continue along the undiscovered tunnel and immediately cross the stream after exiting, a ramp will lead up towards a scaffolding structure and at the top of the ramp is the second from last collectable (6/7).

The final collectable is at the very end, before needing to cause a distraction for access onto the railway tracks, on top of some crates by a red gridded gate that is set into the wall (7/7) "Memories" achievement unlocks.

Only one of the final two achievements ("Fast runner" or "Sacrifice") can obtained, but reloading and CONTINUE the game will restart at the railway tracks for the remaining achievement.

Unscrew 6 bolts along the far side of the track, an X has been marked on the outside of the track on one of the sleepers, unscrew two bolts from each sleeper.