A complete and detailed 100% guide to unlocking all achievements, secrets, and milestones in Haile to the Rainbow. Screenshots show the locations of all e-books, tablets, projectors, QR codes, gallery images, terminals, weapon upgrades, and more. All achievements are listed chronologically according to the chapters in which they can be unlocked.
Press the P key at any time in the game and remain in this mode for 3-5 minutes. It’s best to press the available keys and buttons. Basically, play around with Photo Mode until you earn the achievement.
It’s the simplest thing you can do. However, on lower difficulty levels, dying isn’t so easy.
We have a separate guide to the locations of all audio cassettes . In short, you can find them in the following locations:
We have a separate guide for all projectors , but for now you can check out this abbreviated information:
Find all the QR codes in the open world and scan them to earn the achievement. We have a separate guide for all the images .
Find all the terminals scattered throughout the game’s levels. We have a separate guide for all the terminals . In short:
You need to find and explore 30 tablets scattered throughout the chapters. You don’t need to read everything; the main thing is to launch the device. We also have a separate guide to all the e-books .
You will do this automatically as part of the game’s storyline, as the capacitor is Ignat’s main tool for solving puzzles .
Once you find the “Capacitor” electronic device in the basement, return to the main hall of the Cosmonautics Museum. Go up to the second floor and turn on the projector. It only takes… a couple of seconds for it to stay that way. The device will count towards your collection of five video projectors. Furthermore, it will earn you the “Enlightenment” achievement. Alternatively, you can load from a save for Chapter 1 #4 in the main menu and go up to the projector on the second floor. This is provided you’ve already completed this episode.
There’s no achievement associated with it, but go down and open the safe once you have the capacitor. The code is 1985.
You can get this achievement in literally any chapter where there’s a terminal. Simply interact with the terminal and play Tic-Tac-Toe. However, there are no games on the terminals in the Cosmonautics Museum, so the earliest opportunity is the beginning of Chapter 2. Sit down at the computer in the bunker and go to the “Games” section, where you’ll find Tic-Tac-Toe. You need to win 5 games. If you’re having trouble, search the internet for information on tactics and tricks for this game.
In the same bunker, at save point #1 in Chapter 2, you need to interact with the computer in the central room. There are only three cameras in the camera section. Turn each one on a few times and hold it there for about 1-2 minutes.
Another story-related achievement that you’ll get automatically when you look at the emails on the computer at the beginning of Chapter 2 to find out that Nicola wants the detector in exchange.
In the same bunker, at save point #1 in Chapter 2, you need to interact with the computer in the central room. In the “Games” section, launch “Rooftops.” You’ll also find it at several other terminals later . But why delay getting the achievement? Simply control the drone so it doesn’t crash into the building. All you have to do is press the key to gain altitude, or leave it alone to let it descend.
In the same bunker, at save point #1 in Chapter 2, you need to leave the computer and immediately turn left to reach a storage room with a small stove against the wall. Turn on this stove, which has a coffee pot on it. When the steam starts to come out, drink the coffee.
A story-related achievement that you’ll definitely get no matter what the outcome. After you assemble the detector and leave the base, go right, then turn left before the locked gate and see a tower ahead. Climb up and get the machine parts from the chest. Ignat will automatically replace them with the detector.
A story-related achievement that you’ll definitely get regardless of the outcome. After you leave the detector and get the car parts, descend from the tower and head back. Use the locksmith’s wrench on the icy gate on the left, then open it and enter the garage. Turn on the lights, install the carburetor and spark plugs, and close the hood. Replace the wheel and tighten the bolts. Remove the car from the jack and start it, climbing into the cabin.
On your fifth save in Chapter 2, you’ll be driving a repaired car for the first time. To earn this achievement, you need to reach the broken-down car, grab the on-board computer, and return to base without crashing into anything. The key is to ensure the windshield remains intact and undamaged (no cracks).
On your fifth save in Chapter 2, you’ll be driving a repaired car for the first time. To get this achievement, you need to reach the broken-down car, grab the on-board computer, and return to base, crashing into everything in sight. The key is to damage the windshield (crack it).
On your first save of Chapter 3, you’ll find yourself in a dream, on the playground in front of Ignat’s house. His mother calls him home, but you’re in no rush to go inside. Instead, get off the swing and approach the red tic-tac-toe cubes. Interact with them until you get the achievement. About 2-3 minutes.
On your first save of Chapter 3, you’ll find yourself in a dream, on the playground in front of Ignat’s house. His mother calls him home, but you’re in no rush to go inside. Instead, get off the swing and crouch while holding CTRL. Hold E to make a snowball. Then throw it at the snowman’s nose. Aim slightly lower. If you miss, simply make another snowball and try again.
On your sixth save in Chapter 4, you’ll find yourself in Nikola’s hideout. You need to get to the next room, which can be opened using the metal bar from the safe. To open the safe, enter the code 1991. Insert the bar into the hole, enter the room that opens, and turn on the video projector.
On the sixth save in Chapter 4, you’ll find yourself in Nikola’s hideout. After completing the game for the first time and seeing the standard ending, no matter what decision you make, load the save file, exit the hideout, and open the red door across the way. It also appears the first time you play through this area, but you can’t interact with it then. Only after completing the full playthrough!
On the third save of Chapter 5, in a creepy flashback, exit the apartment by entering the code 421. Go down to the third floor and peek into your neighbor’s apartment through the slightly open door. Once you do, you’ll see a cutscene. Run away from the Seamstress. Go down to the first floor and look for a key in the Building Manager’s office. Use this key to open the grate on the landing between the third and fourth floors. Return to the apartment and take your time. Interact with the monitor on the door—an electronic peephole. Look through it three times (step away and interact again). The third time, you’ll see the Seamstress and earn an achievement.
On the sixth save of Chapter 5, after you insert the power cable into the transformer and try to crawl back under the container, you won’t be able to crawl under it. Handyman will remove the lever, and you need to get out from under the container as quickly as possible to avoid crushing Ignat. Go through the other container. There’s a container with a workbench on the right, and the container on the left leads to the exit. But don’t jump down yet. Instead, jump onto the container slightly to the left, turn around, and go into the hidden area with the concrete well. Once you reach the bottom of the well, carefully examine the layer of ice, beneath which lie the remains of a strange creature.
In the third slot in Chapter 6, you’ll pass through a residential building and find yourself in your neighbor’s apartment. There’s a stuffed rabbit on the bed. You’ll pass through this area as part of the story, so don’t miss the room. Search the bed with the rabbit for discs, then return to the apartment with the workbench and attach the discs to the locksmith key to upgrade it.
At the end of this chapter, once you’ve finally solved the pipe puzzle and obtained the escalator key, you’ll be able to proceed up to where you’ll see the robot librarian, Tamara Vasilyevna. Continue on and fight her. Defeating the boss will earn you the achievement.
The location of all the cassette tapes in order was described above.
On your first save in Chapter 8, drive along the road until you see a ramp to the shore with a house by the lake on the right. Enter the house and find a robot sitting on the floor. Listen to it, and after a few words, the robot will ask you to turn on the light. There’s an oil lamp on the table. Interact with it to illuminate the room and earn the achievement. It’s important not to turn on the lamp until the robot asks!
On your first save in Chapter 8, drive along the road until you see a ramp to the shore with a house by the lake on the right. Enter the house and find a robot sitting on the floor. On the table to the right of the window is another electronic tablet (one of 30). Read it to earn the achievement.
On the sixth save of Chapter 8, you need to find the house in Ozersk, to the right of the tall tower in the center of the village. Once there, go inside and find a safe. The code to the safe is 2010. You need to examine the photo gallery on the tablet nearby.
At the fourth save slot in Chapter Nine, move forward and climb the logs on the right. You’ll see a frozen bot ahead. Turn right between the rocks. This opening is hard to spot. You’ll see a path that leads to a tent. Inside the tent is a photograph. Examine it.
This is an Easter egg for the Dyatlov Pass expedition of 1959. The entire group disappeared without a trace, and to this day, no one has been able to figure out what happened.
You’ll earn this achievement automatically as part of the game’s storyline when you cross the field following the drone and find yourself in a protective sphere. After being ejected, you’ll hear a Hunter as you try to exit. Your friend will suggest searching your backpack . Inside you’ll find a tablet and projector parts. Assemble the projector and watch the filmstrip.
At the eighth save slot in Chapter Nine, you’ll find yourself in the Looking Glass, also known as Backrooms in video game circles . Head to the far left corner and find a room with a pit in the center, surrounded by metal barriers. Go left to see an open red door, surrounded by barriers. Past it, you’ll find yourself back in the room with the pit. This time, there’s a door on the right, but you need to go forward, to the opposite side of the pit, to find the Crocodile Gena figurine. Get closer and you’ll get an achievement.
In the fourth save slot of Chapter Eleven, you’ll lose your shotgun and find yourself in flooded corridors with a locked door. You need to explore several sectors (A, B, C, D, and E) and activate the emergency controls. In Sector C, look for boxes that lead up to the ventilation, then crawl along the pipe past the exit on the right leading to Sector E, down the shaft on the left, and you’ll reach a secret room with a bed. Examine the tablet. It’s also required for the “Bookworm” achievement, which requires finding all the tablets.
At the tenth save slot in Chapter Eleven, when you exit the elevator, go down one floor. This is the third floor. There’s an open room with an arcade machine, which usually yields toys. To start the Crane Machine, you need Iron Coins. You may have gotten two of them earlier. Two more coins are right here: one is hidden in a red box on the floor below, and the other is on the floor near a corpse and a forklift in the room with the musical puzzle. Insert the coin and fish out the key. Use it to open the locker across the way, in the same room with the Crane Machine, and take the UZ-9 submachine gun. If you make a mistake, just reload and use the Iron Coin again.
Once you’ve solved the musical puzzle and activated the Collector, return downstairs. While the Collector tries to unlock the doors, you’ll fight against Recycler Spiders and Mosquito Drones. At this point, you need to shoot the friendly Collector several times. You can also get the achievement at any time by simply shooting the Collector after it joins you.
At the second save slot in Chapter Twelve, after arriving by elevator, enter the data center. Make your way under the crates on the right side to a small room with supplies on shelves. Among other supplies, chemicals, and parts, you can find a drone upgrade. There’s also a workbench there, where you can install the final upgrade for your drone.
At the second save slot in Chapter Twelve, after hacking the terminal by entering the code and your father’s ID, you’ll be prompted to leave the Academy. Instead, head downstairs and look for the open doors to the right of the Data Center entrance. This path leads to an elevator that takes you to the roof. Do so, then interact with the relay on the roof to unlock the secret ending.
At the second save slot in Chapter Twelve, after hacking the terminal by entering the code and your father’s ID, you’ll be prompted to leave the Academy. Proceed down the previously blocked corridor (on the same floor as the terminal). At the very end, hack the hatch and descend into the ventilation shaft. Jump down the shaft below, move forward, and turn right into a storage room with numerous crates. Go around them, disarm the laser mine, and find a shotgun with an extension. Remove the extension, then return to the workbench as soon as possible and install the upgrade.
After the ventilation, you’ll find yourself in a hallway with a ladder and a robot. Don’t rush up the steps to the checkpoint; instead, head forward and you’ll find a slightly open door on the right. It leads down the steps into a dark basement, where you’ll also find the final projector. Activating it unlocks a separate achievement.
By this point, you should have found the final, fifth video projector.
At the third save slot in Chapter Twelve, when you go up to the entrance and find yourself in a hallway with offices (including Filatov’s office), go to the terminal by the wall on the right. Go to the “Games” section and play “Tic Tac Toe.” After a few seconds, the terminal will freeze.
In the fourth save slot of Chapter Twelve, you’ll face off against the Hunter. After defeating the boss, you’ll be able to make a choice. To earn this achievement, don’t raise your weapon or point it at the Hunter. When the timer runs out, Ignat will spare the car, which will flee and stop pursuing him.
In the fourth save slot of Chapter Twelve, you’ll face off against the Hunter. After defeating the boss, you’ll be able to make a choice. To earn this achievement, raise your weapon and aim it at the Hunter, then wait for the timer to run out. Ignat will finish off the car.
At the first save slot at the beginning of Chapter 13, move forward along the river, dock, and follow the snowy path. Climb through the tree, then at the fork, look for another fallen tree on the right so you can crawl through and reach the hidden hut. Enter and talk to the robot bartender on the right. An achievement is in your bag!
At the first save slot at the beginning of Chapter 13, move forward along the river, dock, and follow the snowy path. Climb through the tree, then at the fork in the road, look for another fallen tree on the right so you can crawl through and reach the hidden hut. Enter and talk to the robot bartender on the right. He’ll leave a chocolate Santa Claus on the bar. After the conversation, be sure to pick up the item.
At the second save slot in Chapter Twelve, you’ll have to decide what to do with the Collector and your father. In this case, you should hold your hands down until time runs out. Ultimately, Ignat will refuse to “kill” his new friend and won’t connect to his father’s Mechanic.
At the second save slot in Chapter Twelve, you’ll need to decide what to do with the Collector and your father. In this case, you must raise your hand and extend it toward the Collector. After the timer expires, Ignat will remove the battery from the flying drone and install it in your father’s Mechanic. Afterward, he will connect to it and meet Filatov in the neural space.
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