Gone Rogue

Gone Rogue

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Achievement Guide & Item Checklist
By Kasiornis
Achievements explanation and important items checklist. You needed it, you got it.
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Introduction
Well, at first I just wanted to create a collectibles list in order to help those less curious than me.
Then I realized that I might as well create a full achievement guide with detailed descriptions.
There won't be any screenshots, I'm way too lazy for that.
There will be spoilers, obviously. After all you opened the guide in search for answers.

I've tried to collect all notes and collectible items through the game, could've missed a couple of them, but the majority is here. The game is also being constantly updated, so don't be surprised if some things will end up moved around.

Anyway, have fun.
Story Achievements
First big heist - Commit your first robbery.
Unlocks after completing Mission 1: Butcher shop.


The beginning is set - Complete the first chapter.
Unlocks after completing Mission 4: Ministry.


Experienced Thief - Complete the second chapter.
Unlocks after completing Mission 8: School.


Free Man - Complete the third chapter.
Unlocks after completing Mission 11: Recruiting Station


Loyal Friend - Complete the fourth chapter.
Unlocks after completing Mission 13: Prison "Black Eagle"


Savior of Mankind - Complete the game.
Unlocks after completing Mission 16: Laboratory.


The Harsh Test - Complete the entire game on high difficulty.
You probably won't believe it, but yes, you will need to complete all 16 missions on Hard difficulty setting. More dangerous enemies, higher alarm gain rate. It may seem more intimidating as it is though. Highly recommending to complete the game on Normal first, learn the layout of the levels, AI behaviour and resources available to you. Always have a healthy stockpile of "Second Breath" and "Brain Stimulator" meds, as well as some "Lard" and "Ash Pile" items. Be stealthy, don't be greedy and you'll be good. It's more about patience than skill.
Completion Achivements
Perfectionism - Commit a robbery without raising the alarm.
Complete the mission with Total Alarm stat at 0%.
What counts as alarm? Being seen or heard running\breaking some locks. NPC's who'll notice some items disappear or doors-windows being opened will also give you alarm points. If you've been noticed a very specific sound will play, you won't miss it.

Best and easiest way to do this is Mission 1. Walk around the guards, enter the tool shed and pick up the crowbar. Don't take anything else neither here nor in the shop, you won't need it. Enter the shop, go to 2nd floor, carefully pickpocket butcher for his key while he is sitting behind the desk, then walk away. Go to 1st floor, open the door and start breaking the cashier while paying attention at your surroundings - at some point butcher will go downstairs. Hide behind the shelves and continue breaking the cashier when he leaves. Guards outside will change their patrol routes, save the game, walk around them and complete the level.


Scoundrel - Attack 5 hostile characters in a single heist.
Complete the mission with Attacks Commited stat equal to 5 or more.
What counts as "hostile NPC"? Everything that has a "vision cone", including civilians. What counts as attack? Using the "raider items" on them, specifically Pepper Petards, all types of Darts and pickpocketting while having Clofelinist specialization active.

Can be done at any point of the game, earliest possible moment is Mission 2. Craft or buy 3 Pepper Petards (each will have 2 uses = 2 attacks), then hold LMB at NPC, choose "hand" icon, then "petard" icon. Enjoy.
Skills Achievements
All skill-related achievements can be done by using the relevant skills during the missions. Complete every secondary objective you can, they give +% to your skills as well. Collect the books listed in this guide for even more free +% exp.
And the most important part - Antique Items. Most of the missions in the game have at least one such item, which can be given to Antiquary in exchange for even more skill books. It is heavily recommended to keep those items with you instead of turning them in, so you'll be able to save the game, trade them all for specific skill boost, get the achievement and load it back.

Also if you collect the Policeman Painting from Mission 7, then bring it to Antiquary - it will trigger a quest for a Medal. Bring it to Antiquary as well and he'll give you a full set of 6 books for it.

Master Thief - Thief Mastery is 100% studied.
Since the game is focused around stealth this is probably the first skill you'll get to 100% even without any boosts. Complete the mission in stealth, within time limit and if you got "five stars" rating at the end of the mission - you got the max amount of Thief Mastery points for this mission. Also committing attacks by using Raider Items will lower Thief Mastery points, avoid it if possible, yet nothing bad in using them from time to time either.


Master Cracker - Lockpicking is 100% studied.
Yet another stealth-focused skill. Lockpicks will be useful to you all game up to the very end, just use them when Rough Break-in is not an option and you'll get this skill maxed in no time.


Master Hacker - Knowledge of electronics is 100% studied.
Despite the fact that relevant tools will be introduced a bit later in the game, you will use them each mission to disable various control panels and switches. Do that as much as possible and you will get this one without any problems as well.


Master Pickpocket - Pickpocketing is 100% studied.
This one is a bit tricky. Yes, you'll need to pickpocket everyone you can. Some enemies are harder to pickpocket than the others, they may stand with a wall behind their backs or just patrol the area and refuse to stand still at all. You can use any distraction to place them where you need to. Flip the light switches or activate the radios, even use Raider Items to temporatily lock them in place. Clofelinist specialization, despite appearing quite late in the game, will also help a lot.


Master Robber - Rough Break-in is 100% studied.
This one is even more trickier. You'll need to use various crowbars and bolt cutters to open as many locks you can. Not only this conflicts with Lockpicking, but it's also quite loud. Still, there will be plenty opportunities to level up both skills, just always try to use Rough Break-In items first and only use lockpicks if you're out of charges or need quieter approach.

Master Raider - Raider Mastery is 100% studied.
Naturally it conflicts with Thief Mastery. Feel free to avoid any use of Raider Items until Mission 12. Complete the "Yellow Envelope" quest at Mission 2 by giving it to a girl (+5%). At Mission 5 - it's okay to throw a bomb at Rose. Collect the Policeman painting at Mission 7 and bring it to Antiquary, choose Raider skillbook as reward, then bring the Medal to him as well (another free skillbook). At any point you may do "5 attacks commited" achievement, this will give you another 10% or more. After Mission 11 purchase the Clofelinist specialization from Franco, then pickpocket everything you can with it being equipped. This should be enough to raise enough Raider experience to boost it with books to 100%.
Collectibles Achievements
Slumdog Savior - Find and give Rudolf three boxes of fever medicine.
After Mission 8 pick up Rudolf's note in Jack's house, then talk to him at his clinic. At Mission 9 collect 3 boxes of fever medicine. There is one in each barrack building and one in the basement of hospital, in a room with two doctors.


Curiosity - Read 75 notes.
From the very start of the game each mission in the game will contain several notes. The only exception is Mission 15, which has 0. Some will be lying around in form of newspapers and notes, the others will be found inside various computers. This guide contains all of them.

Some notes will appear only if you activated or completed certain quests, I've tried to complete every secondary objective and mission so I dare to believe I listed probably all here.
Also some notes will become available through specific actions, mostly in Slums, I've listed them here as well.

In total I've managed to find 96 notes. So there is definitely some room for error, just not much.


Librarian - Read 15 books.
One of the easiest ones. There are 15 skillbooks just lying around the missions and one specialization book at Mission 12 (not sure if it counts). Completing the Medal quest by bringing it to Antiquary will give you 6 more skillbooks. And finally by collecting all possible Antique Items and turning them in as well will give you 14 more skillbooks.

In total you can obtain up to 35 books, so there is A LOT of room for error. Still they are needed for Skills achievements, so don't miss them too much (or at all).



Altruist - Give Albert 100 food stamps.
After Mission 1 go outside Jack's house and speak to a beggar named Albert outside the fence. He'll give you a quest for collecting Food Stamps. Those can be found during missions, in various containers or in NPC's pockets.
I have a feeling that maybe, just maybe you'll need Thief's Luck perk to get some of them, I've got this one among the first perks to obtain anyway.

Also you'll be able to buy some of them from various traders around the Slums, and with each new Chapter started they'll restock their inventories with even more items to buy.
Oh yeah, and you'll be even able to find some of them in Slums (Jack's toilet outside his house).

Bringing 25 Stamps to Albert will reward you with Beggar's Clothes, a valuable and rare stealth tool.
Bringing 50 will give you a specialization.
After that each 25 Stamps given will reward you 1 Perk Point.
This quest is an amazing way to get A LOT of Perk Points.

In total I've found a whooping amount of 264 Stamps. So um, yeah. Feel free to miss some of them.


Smuggling - Find and deliver all the rare alcohol.
After Mission 3 an NPC named Smuggler will appear at Slums' Bar. Talk to him and receive his quest. There are total of 5 bottles and those are located at various missions through the game.
  • Noble Wine - At Mission 5. Reward is $60.
  • Quality Beer - At Mission 6. Reward is $50.
  • Merry Gin - At Mission 7. Reward is $80.
  • Purified Vodka - At Mission 9. Reward is $65.
  • Excellent Whiskey - At Mission 10. Reward is $100.
When you collect AND deliver them all to Smuggler, you will get an achievement and a Strange Book as final reward. Which you won't be able to read, it's useless even to Antiquary, but at least it can be sold.


Complete Collection - Find 10 antique items.
After Mission 2 visit Antiquary Shop and accept a quest from its owner. Those, as you probably already realized, may also be found during your missions. Book of Secrets can be used to gain 1 Perk Point which is inadvisable since you'll have a lot of points from Stamps anyway. Medal from Mission 10 seem to not count for this achievement, since it's a part of a quest and gives different rewards (May be fixed later. Or not. Just do know that).

You DON'T need to actually give those to Antiquary, just collect them for Skill boosting later.

There is a total of 13 Antique Items in the game, 14 with Medal.
Specializations
Specialist - Gain 12 specializations.
There are plenty of those in the game. Some of them will be given through dialogues with NPC's, some for completing specific actions. And finally some of them can be simply bought. If you collect enough money, there will be no problems with this achievement. I listed all specializations I've found, I think I didn't miss anything.

Available from the start:
  • Deal with the Devil
  • Factory worker
Available through dialogues and quests:
  • Leader of the pack. Slums, after Mission 1 - Talk to Karl, choose "Advices", then keep choosing "Listen More" until he's out of advices. Unlocks specialization and 1 Perk Point.
  • Scout. Mission 2. Bring Yellow Envelope to a Fugitive hiding on the roof.
  • Mr. Conolly's Man. Slums, after Mission 2 - Talk to Mr. Conolly.
  • Robin Hood. Slums. Bring 50 Food Stamps to Albert.
  • Accurate Raider. Slums. Complete Karl's special request and throw a pepper petard at Rose, the fortune teller, during the Mission 5, then talk with Karl about it.
  • Rookie. Slums, after Mission 8. Talk to a deserter behind Jack's house and complete his quest. Clothes and boots are in Jack's house, food and wine can be bought from traders or found at missions. Conflicts with "Undercover Agent".
  • Undercover Agent. Slums, after Mission 8. Talk to a Snitch walking around slums, then talk to a deserter behind Jack's house and finally talk to a Snitch again. Conflicts with "Rookie".
  • The Mad Wiseman. Slums, after Mission 10. Steal Policeman portrait in Mission 7, bring it to Antiquary to trigger a quest, then talk to Bill. Talk to him later again, to discover the location of the Medal. Steal it during Mission 10 and bring it to Antiquary. Choose specialization as reward.
  • Electronics Guru. Mission 12. Pick up the book "Electrical Power Stations" inside small annex between the buildings and read it after the mission.
Available through purchase(training):

Rudolf, after Mission 3:
  • The Toxicologist - $100
  • Captivating Addiction - $200
  • Field medic - $250
Franco:
  • The Pied Piper of Hamlin (after Mission 4) - $100
  • Universal Tool (after Mission 8) - $200
  • Clofelinist (after Mission 11) - $300
Yunksu, after Mission 4:
  • Witch doctor - $200
Karl, after Mission 5:
  • Rogue - $250.
Bill, after Mission 11:
  • The Phantom - $350

So, it's 20 specializations in total. Maybe there is more. You'll need just 12 anyway.
One more thing
All the stuff below I've listed in order of me finding them.
Feel free to collect them in no particular order at all.

For your convenience I also added "Total" section, to count the max stuff available at each mission.
I'm not really good in maths. And could also miss something.

So, again, enjoy.
Mission 1: Butcher Shop
Notes (3):
  • Notification of the civil court - Behind the butcher shop, in front of the tool shed.
  • Butcher's angry letter - Butcher's shop, 2nd floor, inside bedroom on a nightstand.
  • Weekly Bulletin - Butcher's shop, 1st floor, behind chained door, on a counter.

Food Stamps (4):
  • (3) Butcher's shop, 2nd floor, inside locked office table with a lamp on it.
  • (1) Patrolman, which initially walking around the shop, then starts patrolling the exit. This one seem random and may not drop, save before touching him.

Total: Notes [3], Food Stamps [4]
Slums (after Mission 1)
Notes (2):
  • Beatrice's letter - Jack's house, 1st floor, on the nightstand, right in front of you.
  • Karl's Recipe - Karl, talk about pepper petards and pay $50.

Food Stamps (10):
  • (2) Public toilet, near Jack's house.
  • (3) Karl, purchase from his shop.
  • (3) Dorothy, purchase from her shop.
  • (2) Mary, purchase from her shop.


Total: Notes [5], Food Stamps [14]
Mission 2: Slaughterhouse Block
Notes (6):
  • Formal notification - Small house at the far side of the map where lone girl lives, on a bed.
  • Page from the diary - Two-storied building with two citizens, 2nd floor, hanged man room, on a floor.
  • Weekly Bulletin - Two storied building, 2nd floor, on a couch in the hallway.
  • Farewell note - Hostel, inside the room with a sleeping girl, on a couch.
  • Dirty sheet with a prayer - Public toilet in a hostel inner yard.
  • Yellow Envelope - On a pipe, behind two storied building, accessed through scaffolding.

Food Stamps (12):
  • (3) Two-storied building, 2nd floor, hanged man room, inside locked nightstand.
  • (2) Two-storied building, 2nd floor, locked room at the far side of the hallway, inside locked nightstand.
  • (1) Hostel, inside the toilet room.
  • (1) Hostel, on a sleeping girl.
  • (2) Hostel, inside the male citizen room, in a locked closet.
  • (1) Hostel, on a male citizen.
  • (2) Public toilet in a hostel inner yard, in a basement accessed through hatch.

Books (1):
  • Six beats an ace - Hostel, inside barred room, accessed through inner yard.

Total: Notes [11], Food Stamps [26], Books [1]
Slums (After Mission 2)
Notes (1):
  • Rudolf's recipes - Talk with Rudolf, the apothecary, and pay $100.

Total: Notes [12], Food Stamps [26], Books [1]
Mission 3: Commandant's House
Notes (5):
  • Weekly Bulletin - Main house, 2nd floor, library. On a table.
  • Reports of incidents for the week - Main house, 1st floor, safe room, on a table. This note has two versions depending on how you resolved the Yellow Envelope in Mission 2 (Felicia or Fugitive)
  • [Inbox]Good news - Main house, 1st floor, safe room. Inside the computer.
  • [Sent]Characteristic - Main house, 1st floor, safe room. Inside the computer.
  • [Sent]Just in case - Main house, 1st floor, safe room. Inside the computer.

Food Stamps (7):
  • (1) House of a poor man, patrolling in and out of it. On a shelf.
  • (1) Half-ruined house, on a table.
  • (2) Half-ruined house, on a sleeping man.
  • (2) Main house, on a maid.
  • (1) Main house, 1st floor, safe room. Inside locked office table.

Books (1):
  • Doing it all ourselves - Main house, 1st floor, safe room, bookshelf.

Antiques (1):
  • Antique Coins - Main house, 2nd floor, "dress room", behind the folding screen.

Total: Notes [17], Food Stamps [33], Books [2], Antiques [1]
Slums (After Mission 3)
Food Stamps (2):
  • (2) Public toilet, near Jack's house.

Total: Notes [17], Food Stamps [35], Books [2], Antiques [1]
Mission 4: Ministry
Notes (5):
  • [Sent]Trip Cancellation - First building, 1st floor, inside computer in an office.
  • [Sent]Report finalization - First building, 1st floor, inside computer in an office.
  • [Inbox]Greetings - First building, 3rd floor, inside computer in the safe room.
  • [Sent]Review - First building, 3rd floor, inside computer in the safe room.
  • [Sent]The agony of concience - Second building, 3rd floor, inside computer.

Food Stamps (13):
  • (3) First building, 1st floor, the only unlocked door, on a shelf.
  • (2) First building, 3rd floor, on an official in yellow suit.
  • (3) First building, 3rd floor, safe room, inside locked office table.
  • (1) Second building, 3rd floor, computer room, inside locked office table.
  • (1) Second building, 3rd floor, in an closest-left office behind laser, in a locker.
  • (2) Second building, 2nd floor, in a closest-right office behind the laser, in a locker.
  • (1) Second building, 2nd floor, in a far-left office behind the laser, in a locker.

Books (1):
  • Cognitive Electronics - Second building, 2nd floor, in a far-left office behind the laser, on a desk.

Antiques (1):
  • Silverware - Second building, 2nd floor, in the kitchen, on a table.

Total: Notes [22], Food Stamps [48], Books [3], Antiques [2]
Slums (After Mission 4)
Notes (2):
  • Beatrice's second letter - Jack's house, 1st floor, on the nightstand, right in front of you.
  • Understanding of Lockpick Making - Buy Lockpick from Franco, will unlock automatically.

Food Stamps (11):
  • (4) Karl, purchase from his shop.
  • (2) Dorothy, purchase from her shop.
  • (3) Mary, purchase from her shop.
  • (2) Bernard, purchase from his shop.

Total: Notes [24], Food Stamps [59], Books [3], Antiques [2]
Mission 5: Fortune teller's house.
Notes (4):
  • Charged life-giving water - In front of fortune teller's(main) house, pinned to a board.
  • Service Price List - Near the entrance to the main house, on a wall.
  • Drinks for guests - Main house, basement guarded by a dog, on a shelf.
  • Astrological Service Request - Main house, 1st floor, bedroom, on a drawer.

Food Stamps (16):
  • (1) A house to the right from the main one, on a cabinet.
  • (1) A house to the left from the main one, 1st floor, in a kitchen, on a table.
  • (3) A house to the left from the main one, 2nd floor, behind locked door, on a shelf.
  • (2) Main house, basement guarded by a dog, in a locked nightstand.
  • (2) Main house, 2nd floor, inside locked table near the staircase.
  • (7) Complete the quest of a "Guy" in front of Rose's house and give him any tincture (potion).

Books (1):
  • The Adventures of Tom "sticky fingers" - Main house, 2nd floor, library, inside locked closet.

Antiques (1):
  • Book of Secrets - Main building, 2nd floor, behind key locked door (key is on Rose).

Alcohol (1):
  • Noble Wine - Main building, 1st floor, bedroom, on a nightstand.

Total: Notes [28], Food Stamps [75], Books [4], Antiques [3]
Slums (after Mission 5)
Notes:
  • Rosa's recipe - appears in your diary if you picked "Drinks for guests" note during Mission 5.

Total: Notes [29], Food Stamps [75], Books [4], Antiques [4]
Mission 6: Warehouses.
Notes (6):
  • Application for extension of the worker day - To the left from the yard entrance, pinned to a board.
  • Order No. 274 - To the left from the yard entrance, pinned to a board.
  • A torn-off calendar page - In the middle of the map, under a streetlight, on a bench.
  • Weekly Bulletin - Inside Foreman's office, 2nd floor, on a cabinet.
  • Self-rescue memo - Inside Foreman's office, 2nd floor, on a table.
  • Big Cleanup - Inside Foreman's office, 2nd floor, near computer, on a table.

Food Stamps (11):
  • (2) South-west corner of the map, surrounded by crates. On a crate.
  • (2) South-east corner of the map, between two crates, on the ground.
  • (3) Foreman's house, 1st floor, kitchen, inside locked nightstand.
  • (2) On a snitch (bloodhound), patrolling the yard.
  • (2) Inside code locked (2409) warehouse at north, in official's pockets.

Books (1):
  • Six beats an ace - Foreman's house, 1st floor, room with control panel, behind the pantry.

Antiques (1):
  • Antique Jug - Inside Police Warehouse, behind code locked (2409) door.

Alcohol (1):
  • Quality Beer - Inside Police Warehouse, behind code locked door, in a crate.

Total: Notes [35], Food Stamps [86], Books [5], Antiques [4]
Mission 7: Moneylender's mansion
Notes (3):
  • Notification of the fine - Outside the mansion, behind two beggars, near trashcan.
  • Woman's diary - Mansion, 1st floor, dinner room, on a piano.
  • Unfinished invitaion letter - Mansion, 2nd floor, wife's bedroom, on the table.

Food Stamps (12):
  • (2) Mansion, 1st floor, on a maid patrolling the kitchen.
  • (3) Mansion, 1st floor, inside locked office table near the stairs to basement.
  • (3) Mansion, 2nd floor, in safe room, in a locker (requires Thief's Luck perk)
  • (4) Mansion, 2nd floor, in safe room, inside the safe itself.

Antiques (1):
  • Policeman(painting) - Mansion, 2nd floor, on a wall outside wife's bedroom.

Alcohol (1):
  • Merry Gin - Mansion, 1st floor, inside kitchen, on a counter.

Total: Notes [38], Food Stamps [98], Books [5], Antiques [5]
Mission 8: School
Notes (7):
  • Moral Education Textbook - School, 1st floor, top-right classroom, on a table.
  • Brochure of a young scout - School, 1st floor, bottom-right classroom, on a table.
  • Note on the table - School, basement. On a table (what a surprise).
  • Sheet of notebook - School, basement, inside one of the cages.
  • Study guide - School, 2nd floor, bottom-left classroom, on a shelf.
  • Hypnopedia manual - School, 2nd floor, top-right classroom, on a table.
  • School mailing list - School, 2nd floor, the only computer around.

Food Stamps (13):
  • (2) School, 1st floor, kitchen, on a cook.
  • (1) School, 1st floor, locker room, in a locker.
  • (2) School, 1st floor, big dining room, on a shelf.
  • (2) School, 1st floor, bottom-right classroom, inside office table.
  • (2) School, 2nd floor, middle-left classroom, inside office table.
  • (2) School, 2nd floor, middle-left classroom, inside locked nightstand (Thief's Luck perk may be required)
  • (2) School, 2nd floor, middle-right classroom, inside office table.

Books (2):
  • Doing it all ourselves - Storage building, on a shelf.
  • The desktop book of the "Young Scout" - School, 2nd floor, middle-right classroom, on a table.

Antiques (1):
  • Music Box - School, basement, inside one of the cages.

Total: Notes [45], Food Stamps [111], Books [7], Antiques [6]
Slums (after Mission 8)
Notes (2):
  • Beatrice's third letter - Jack's house, 1st floor, on the nightstand, right in front of you.
  • Rudolf's note - Jack's house, 1st floor, on an armchair.

Food Stamps (11):
  • (3) Karl,purchase from his shop.
  • (3) Dorothy, purchase from her shop.
  • (4) Mary, purchase from her shop.
  • (1) Bernard, purchase from his shop.

Total: Notes [47], Food Stamps [122], Books [7], Antiques [7]
Mission 9: Hospital "Red Hearts"
Notes (9):
  • A letter from a friend from the frontline - Inside long barracks, on a nightstand.
  • Newspaper "Frontline Bulletin" - Inside long barracks, in a public toilet.
  • Newspaper "Frontline Bulletin" - Inside small barracks, on official's table.
  • Examination Protocol - Hospital, 1st floor, office at the end of hallway, on a table.
  • Conspirator's Note - Hospital, basement, coffin room, in a opened locker.
  • Soldier Notes - Hospital, basement, bedroom near coffin room, on the bed.
  • Chief Physician's note - Hospital, 2nd floor, in director's office, on a table.
  • Business trip notification - Hospital, 2nd floor, in director's office, on a table.
  • Conclusion of the health examination - Hospital, 2nd floor, office closest to stairs, on a table.

Food Stamps (15):
  • (1) Small building with lone patrolman, inside a table.
  • (2) Small barracks, inside locked official's table.
  • (2) Small barracks, locker room, inside...locked...locker.
  • (1) Hospital, 1st floor, office at the end of hallway, inside the table.
  • (1) Hospital, basement, coffin room, inside a locker.
  • (1) Hospital, 2nd floor, office closest to stairs, inside another locked locker.
  • (2) Hospital, 2nd floor, office at the end of hallway, inside locked table (Thief's luck required)
  • (5) Hospital, 2nd floor, director's office, inside locked office table.

Books (1):
  • Cognitive Electronics - Basement, room with two doctors, on a shelf behind them.

Antiques (1):
  • Smoking pipe - Hospital, 2nd floor, in director's office, on a shelf.

Alcohol (1):
  • Purified Vodka - Basement, behind metal door, on a shelf.

Total: Notes [56], Food Stamps [137], Books [8], Antiques [7]
Mission 10: The General's Appartment
Notes (4):
  • Diary of General Zuev - House, 2nd floor, library, on a table.
  • [Inbox]Letter from the front line - House, 2nd floor, inside computer.
  • [Inbox]My final letter - House, 2nd floor, inside computer.
  • Letter go General Zuev - House, 1st floor, library, on a table.

Food Stamps (12):
  • (2) In front of general's house, inside black car.
  • (2) House, 2nd floor, inside opened crate.
  • (2) House, 2nd floor, computer room, inside locked office table.
  • (3) House, 3rd floor, on a soldier inspecting the crates.
  • (1) House, 3rd floor, computer room, inside locked nightstand.
  • (2) House, 1st floor, kitchen's pantry, inside closet.

Books (1):
  • Six beats an ace - House, 2nd floor, library, on a shelf.

Antiques (2):
  • Medal "Tenth Anniversary" - House, 2nd floor, library, on a table.
  • Pre-revolutionary perfume - House, 2nd floor, bedroom, on a table.

Alcohol (1):
  • Excellent Whiskey - House, 2nd floor, corner bedroom, on a table.

Total: Notes [60], Food Stamps [149], Books [9], Antiques [9]
Mission 11: Recruiting station
Notes (9):
  • Recruit's Instruction No. 3 - Inside public toilet.
  • Recruit's Instruction No. 4 - Inside big barrack with patrolling soldier, on a nightstand.
  • Recruit's Instruction No. 1 - Inside big barrack with patrolling soldier, on a table.
  • Recruit's Instruction No. 2 - Archive, 2nd floor, on a bench.
  • [Sent]Misunderstanding - Building with alarms, 1st floor, inside computer.
  • [Sent]How to stand out in front of superiors - Building with alarms, 1st floor, inside computer.
  • General Zuev's order - Building with alarms, 2nd floor, Zuev's office, on a table.
  • [Inbox] Transport wastefulness - Building with alarms, 2nd floor, Zuev's office, inside computer.
  • Invitation to dinner - Building with alarms, 2nd floor, side office, on a table.

Food Stamps (17):
  • (2) In a lonely truck, to the right from the main entrance.
  • (3) Bathhouse, inside locked room, on a shelf.
  • (2) Big barrack with patrolling soldier, inside locked table.
  • (1) Archive, 2nd floor, inside a locker.
  • (1) Archive, 2nd floor, inside a another locker.
  • (1) Archive, 2nd floor, locked room, inside a locker.
  • (2) Archive, 2nd floor, inside locked office table.
  • (1) Archive, 1st floor, inside a locker.
  • (1) Building with alarms, 1st floor, inside a locker.
  • (3) Canteen, on a maid.

Books (1):
  • Jack-lumberjack - Archive, inside Archivist's pockets.

Antiques (1):
  • Commemorative statuette - Building with alarms, 2nd floor, Zuev's office, on a table.

Total: Notes [69], Food Stamps [166], Books [10], Antiques [10]
Slums (after Mission 11)
Notes (2):
  • Beatrice's last letter - Jack's house, 1st floor, on the nightstand, right in front of you.
  • Understanding of Lockpick Set Making - Franco, buy a Lockpick Set from him.

Food Stamps (14):
  • (4) Karl, purchase from his shop.
  • (5) Dorothy, purchase from her shop.
  • (3) Mary, purchase from her shop.
  • (2) Bernard, purchase from his shop.

Total: Notes [70], Food Stamps [180], Books [10], Antiques [10]
Mission 12: Power station
Notes (4):
  • [Sent] New Boss - first building, 1st floor, inside computer.
  • [Sent] Friendly advice - second building, 1st floor, inside computer.
  • [Inbox] New Boss - second building, 1st floor, inside computer.
  • [Inbox] New Boss - third building, 1st floor, final room with computer, inside of it.

Food Stamps (15):
  • (3) Black car in front of the entrance.
  • (1) First building, 2nd floor, small room near stairs, inside locker.
  • (3) First building, 2nd floor, inside the safe.
  • (4) Small annex, inside official's pockets.
  • (2) Second building, 2nd floor, office, inside locked office table.
  • (2) Second building, 1st floor, office, inside locked locker.

Books (3):
  • Electrical Power Stations - Small annex, on a locker.
  • Doing it all ourselves - Second building, 2nd floor, library (3635), on a shelf.
  • Cognitive electronics - Second building, 2nd floor, library (3635), on a shelf.

Antiques (1):
  • Painting "The Power of Time" - First building, 2nd floor, code locked office (3536), on a wall.

Total: Notes [75], Food Stamps [195], Books [13], Antiques [11]
Mission 13: Prison "Black Eagle"
Notes (7):
  • Fingerprint Analysis - Prison, 2nd floor, locker room, on a locker.
  • Expert conclusion - Prison, 2nd floor, locker room, on a table.
  • Interrogation protocol - Prison, 2nd floor, interrogator room, on a table.
  • Transfer notification - Prison, 2nd floor, interrogator room, on a table near computer.
  • Note "I'm going out" - Prison, basement, outside interrogator room, on a table.
  • Protocol of the witness's interrogation - Prison, basement, interrogator room, on a shelf.
  • A crumpled piece of paper - Prison, basement, inside of the cells, on a bed.

Food Stamps (9):
  • (1) Small tower at the top of the map, 2nd floor, inside the table.
  • (2) Prison, 1st floor, computer room, inside a locker.
  • (2) Prison, 1st floor, on a cook.
  • (1) Prison, 2nd floor, locker room, inside a locker.
  • (3) Prison, 3rd floor, SE-tower, on a floor.

Books (1):
  • Cognitive Electronics - Generator building outside the prison, on a table.

Antiques (1):
  • Cufflings with a coat of arms - Prison, 2nd floor, locker room, inside the table.

Total: Notes [82], Food Stamps [204], Books [14], Antiques [12]
Slums (after Mission 13)
Notes (1):
  • Notification of execution - Jack's house, 1st floor, on the nightstand, right in front of you.

Food Stamps (16):
  • (5) Karl, purchase from his shop.
  • (2) Dorothy, purchase from her shop.
  • (4) Mary, purchase from her shop.
  • (5) Bernard, purchase from his shop.

Total: Notes [83], Food Stamps [220], Books [14], Antiques [12]
Mission 14: Clinic of Dr. Werner
Notes (9):
  • Order No. 69 - Small barrack, on a locker behind official.
  • Newspaper "Frontline Bulletin - Long barrack, in a public toilet.
  • [Sent] Epsilon Serum - Clinic, 1st floor, inside unlocked computer.
  • [Inbox] Amazing News - Clinic, 1st floor, inside unlocked computer.
  • Martha Smith's Personal File - Clinic, 2nd floor, inside unlocked computer.
  • Frederick Fandargo's Personal File - Clinic, 2nd floor, inside unlocked computer.
  • [Inbox] We need your help - Clinic, 2nd floor, inside locked computer.
  • Envelope from the clinic - Clinic, 2nd floor, computers room, on a table.
  • Tommy Finch's Personal File - Clinic, 2nd floor, computers room, on a table near unlocked computer.

Food Stamps (27):
  • (1) On a soldier guarding the entrance.
  • (1) Small building with lone patrolman inside, in his pockets.
  • (1) On a soldier, patrolling the perimeter.
  • (2) Small barrack, in a locker behind official.
  • (2) Small barrack, in official's pockets.
  • (2) Long barrack, eastern room, inside locked nightstand.
  • (1) Clinic, 1st floor, in a table with unlocked computer on it.
  • (4) Clinic, 2nd floor, in a locked office table with locked computer on it.
  • (1) Clinic, 2nd floor, in a locker.
  • (12) Long barrack, bring prothesis limbs (or painkillers) to a soldier and accept his stamps.

Books (2):
  • The desktop book of the "Young Scout" - small barrack, inside locked room, in a locker.
  • The adventures of Tom "sticky fingers" - Clinic, 2nd floor, inside locked table with unlocked computer on it.

Antiques (1):
  • Cigars - clinic, 1st floor, behind "black"-colored alarm door, on a shelf.

Total: Notes [92], Food Stamps [247], Books [16], Antiques [13]
Slums (after Mission 14)
Food Stamps (4):
  • (4) Jack's house, kitchen, on a table.

Total: Notes [92], Food Stamps [251], Books [16], Antiques [13]
Mission 15: Army warehouse
There is no notes here. At all.

Food Stamps (13):
  • (4) Building at NW corner of the map, inside locked locker.
  • (3) Main building, 1st floor, on a worker.
  • (6) Underground, corner office, inside locked table.

Antiques (1):
  • The flame of revolution - Underground, arsenal with patrolling armored soldier, on a shelf.

Total: Notes [92], Food Stamps [264], Books [16], Antiques [14]
Mission 16: Laboratory
No Food Stamps here, since you won't return to Slums and they are useless at this point.

Notes:
  • [Archive 1953] Main building, 1st floor, inside locked computer.
  • [Archive 1951] Main building, 2nd floor, inside unlocked computer.
  • [Sent] Reply to Critizism - Main building, 3rd floor, inside Dr. Werner computer.
  • We are on the verge of discovery - Main building, 3rd floor, inside locked computer.

Total: Notes [96], Food Stamps [264], Books [16], Antiques [14]
8 Comments
You can also fine a lobotomy kit, at Hospital "Red Hearts" map in main building 1st floor, on the shelf, next to doctor.
Kasiornis  [author] 16 Jun, 2024 @ 2:47am 
Haven't played the game for a while, but these are good news, thank you for sharing.
Заебал 16 Jun, 2024 @ 2:00am 
Regarding smuggling quest - now brining smart book to antiquary will identify the book and can be read as consumable (gives +1 perk point), basicly works same as book of secrets from mission 5.
Kasiornis  [author] 22 May, 2023 @ 1:01am 
Thing is, after completing the game for the first time, I left it for some time, it got few patches, then I started second playthrough on Hard. And I started to discover items (stamps), which weren't there on Normal. Moreover, some items which I marked in my list - weren't there, but rather in some different place of the same level.
Which may mean two things. Either I made a mistake and marked the wrong places or devs moved things around, which may also happen since the game received lots of minor fixes. And to validate this I needed to replay the game 3rd time on Normal and check everything again.

In the end I thought that most of the perks aren't that useful anyway, you don't need to max them and for achievement it's just 100 of them, so I just put a note in the guide that some places may be innacurate due to abovementioned reasons and that's it.

Still thank you for adding info, I'm sure more dilligent people than me will find it useful nonetheless.
SerPounceALot 21 May, 2023 @ 8:02pm 
Thank you for the guide, it proved very useful!

I've ended up with 274 food stamps:
- 5 more in "Recruiting station", hangar building, 2nd floor, in a crate under the stairs, only after reading "Invitation to dinner" note,
- 1 more in "Power station", exterior, NW area, near the fence and some crates,
- 4 more (2+2) in the earlier missions (2-6), forgot exactly where.
I suppose there might be another one hidden somewhere, so it will be 275 = 9 perks.
Tersas 20 Mar, 2023 @ 12:07pm 
Thanks, must have missed him! But now I found him and finished Warehoeses already.
Kasiornis  [author] 20 Mar, 2023 @ 4:34am 
After mission 4 you'll have a choice of 3 missions, which you can play in any order, I just listed them according to their general difficulty (also Bill lists them in the same order as well). To gain access to Warehouses you'll need to talk to a worker, walking in front of Antiquary-Tool shop, in Slums, and give him a bottle of vodka. He'll explain the rest.
Tersas 20 Mar, 2023 @ 3:18am 
Great thread, thanks a lot for this!
But I wonder: You list Warehouses as Mission 6, but I can only choose Moneylender's Mansion or School as my 6th Mission. Where do you get this mission (playing on hard)?