Atomfall - Secrets and Collectibles#

Atomfall takes a different approach to secrets than traditional open worlds: no question marks plastered across the map, no hundred-strong piles of identical collectibles. Its collection system is restrained in scale and fixed in categories, and nearly every category is tied directly to an achievement — collecting is achievement hunting, and vice versa. This page lays out each category’s counts, linked achievements, and acquisition tips according to the game’s real collection system, and fills in the two core mechanics that connect directly to hidden content: the metal detector and the Leads panel.

Scope note first: the counts on this page are verified as of the time of writing; achievement names follow the live Steam, PlayStation, and Xbox achievement pages; collectible counts and distribution follow the game’s actual in-game stats — if a patch changes anything, the game wins.

Collectibles Overview#

Category Count Linked Achievement Acquisition Tips
Comics 10 Avid Collector Scattered across desks and shelves in all kinds of buildings and facilities; walking close and picking them up counts
Audio logs 5 Radiophonic Mostly on recording devices inside facilities and bunkers; play them once found
Buried lunchboxes 5 Packed Lunch Buried underground — must be located with the metal detector and dug up
Readable notes 50 We Want Information The largest category; documents and memos count once read
Metal-detecting dig spots 10 Where there’s muck there’s brass Dug up at detector signal points — a separate achievement track from lunchboxes
Garden gnomes 10 Orna Mental Placed prominently in villages and yards; destroy them once found
Recipes Learn 10 Homemade Find recipes through exploration; learning one unlocks the matching crafting entry
Leads 27 Tied to the endings and investigation achievements Flow into the Leads panel from dialogue, documents, broadcasts, and exploration; 9 of them are required for the main story

This table is the complete checklist for full collection: every category except recipes has an exact count, so “100% collection” in this game is a verifiable, achievable goal rather than a bottomless pit.

Category Breakdown#

Comics: 10#

  • Distribution is not concentrated in one region: village homes, military outposts, and underground facilities can all hold them — just sweep desks and shelves as you clear buildings.
  • Pickups count toward progress, and gaps can be cross-checked against the percentage on the achievement page.
  • Some issues sit behind locked doors or guarded spots, so carrying a toolkit saves you a return trip.

Audio Logs: 5#

  • Few in number but information-dense: playing a recording advances collection progress, and the content itself is often a lead source.
  • Most sit in rooms inside facilities and bunkers, sharing space with documents and keys — keep an eye out for recording equipment while looting.
  • Collecting all 5 unlocks the achievement with no extra trigger conditions.

Readable Notes: 50#

  • The largest category; it accumulates naturally through everyday exploration, and deliberately grinding it only breeds fatigue.
  • Reading isn’t just padding numbers: many notes add new entries to the Leads panel once read, making them “two birds, one stone” collectibles.
  • Priority spots: office desks, letter piles, dorm bunks, checkpoint sentry posts, and the belongings of the fallen.

Buried Lunchboxes: 5#

  • The metal detector is a hard prerequisite — lunchboxes are underground, invisible to the naked eye and to normal looting.
  • Once a signal is found, dig at the marked spot to extract it; the box holds supplies and sundries, with contents as actually picked up.
  • Note that this is a separate achievement track from “metal-detecting dig spots”; neither substitutes for the other.

Metal-Detecting Dig Spots: 10#

  • Also relies on the metal detector, but what you dig up is ordinary buried goods — materials, consumables, and the like, as actually dug up.
  • It shares the same tool and the same sweeping technique as the lunchboxes; the only difference is which achievement it feeds.
  • In other words: every signal the detector finds is worth digging, and one dig might feed both achievement tracks at once.

Garden Gnomes: 10#

  • The easiest category to finish in passing anywhere in the quarantine zone: most sit prominently in yards, on windowsills, and in garden corners.
  • Destroying one on discovery counts, with the exact interaction following the in-game prompt.
  • Build the habit: every time you enter a new settlement, scan for small ornaments that “shouldn’t be here but are.”

Recipes#

  • Recipes decide what your workbench can make — they are the unlock gateway to the crafting system, and learning 10 completes the achievement.
  • The total number of learnable recipes in the game exceeds what the achievement requires, so extra learning never hurts; check the achievement page for remaining gaps.
  • How recipes connect to the crafting system is covered in the Crafting System — not repeated here.

How the Metal Detector Works#

The secrets page can’t skip this tool: both the lunchbox and dig-spot collections (15 progress points combined) depend entirely on it.

How to get it: the detector is not starting equipment — obtain it by exploring specific locations or trading with merchants. The exact source may shift with progress and versions, so in-game reality wins. Don’t grind the map for it before you have it; keep looting and chasing main leads in the meantime.

How to use it:

  1. Equip the detector from your inventory and sweep it slowly over open ground while held;
  2. When you near buried goods, the device gives feedback — the closer you are, the clearer the signal;
  3. Dig at the signal source; once the buried item is out, that spot is settled.

Usage tips:

  • What a signal point yields isn’t necessarily achievement-related — most of the time it’s materials and consumables, which is precisely the detector’s daily value: a sweep as you pass fills most supply gaps on the spot.
  • Village squares, crossroads, and the edges of collapsed buildings are high-yield spots — sweeping along your route beats roaming the whole map at random.
  • Detection range is limited; when entering a new area, sweep the main road first, then circle back for the side paths.
  • How it pairs with other utility items is covered in Gear and Items.

The Leads Panel Mechanic#

This game has no quest-log-style wayfinding system; the Leads panel is the investigation hub: discovered leads are listed together in the menu, and following one often spawns the next.

Where leads come from:

Source Description
Dialogue Talk with villagers, traders, and faction members; testimony gained through pressure options often converts directly into leads
Documents and notes Added after reading; naturally synergizes with the “readable notes” collection track
Audio logs Play recordings and listen — both collection progress and intel value
Broadcasts and signals Listen to broadcasts inside the quarantine zone and investigate abnormal signals; some point straight at locations
Scene interactions Triggered when you reach key locations or inspect specific objects

Counts and how to use them:

  • There are 27 leads in total, of which 9 are required for the main story — those 9 relate directly to the endings and the investigation achievements, forming the skeleton of the whole run.
  • The remaining leads are side intel or background color, and a few are outright red herrings — no need to take every one at face value.
  • Leads grant no numerical rewards; what they decide is whether you can find hidden locations, codes, and ending options.
  • When a lead dead-ends, don’t just wander: return to the intersections of leads you already have and reread their descriptions, or go back to the village and talk another round — that usually reconnects the thread.
  • Finishing the game does not require clearing the panel; full-collection players should aim for all 27. How ending branches interact with lead follow-through and faction standing is covered in the Achievement Verification Guide and the Lore page.

Suggested Collection Order#

Stage Focus Notes
Early Metal detector Once you have it, push the lunchbox and dig-spot tracks in parallel; let notes accumulate through natural exploration
Mid Audio logs and comics While going deep into facilities and bunkers, clear desks and play recordings as you pass; scoop up garden gnomes on the side
Late Fill the gaps Compare remaining counts against the platform achievement pages and revisit buildings and dig spots you missed

Grabbing the detector early is the one ordering point worth stressing: it feeds two achievement tracks at once, noticeably improves your supply situation, and the sooner you have it, the easier everything gets.

Full-Collection Cautions#

  • Backtracking is mostly open: the quarantine zone is one connected map, and nearly all collectibles can be grabbed later; whether the final area has any point of no return follows in-game reality — the safe move is to finish collecting before entering.
  • Progress-checking tools: remaining counts per category follow the game’s actual stats; the percentage on platform achievement pages helps with reconciliation, though some platforms only distinguish unlocked from locked.
  • Don’t panic over misses: the total collectible count here is modest, and missing a handful in one playthrough is normal — revisit after the credits or mop up in a second run.
  • Version changes: official updates may adjust collectible content and counts; if the numbers stop matching, suspect a version difference before suspecting your own search.

Other Hidden Content#

Beyond the achievement-bound collection system above, the quarantine zone is scattered with hidden content that counts for nothing and feeds no achievements: the stories behind broadcasts and abnormal signals, environmental narrative details, and fragments of chatter around “Oberon.” None of this comes with a checklist to memorize — its value is the puzzle itself. Following your curiosity beats running a route guide, and that suits a game designed around “little hand-holding, plenty of verifying.”

Further reading: the Achievement Verification Guide sorts out unlock approaches for the investigation, faction, and ending entries; the Tips Guide covers survival pacing and exploration habits; putting recipes to work is covered in the Crafting System.

内容最后验证于 2026-07