Atomfall Walkthrough#

First Things First: There Is No Numbered Quest List#

Atomfall doesn’t structure its campaign as “Quest 1, Quest 2.” It’s a clue-driven nonlinear open world: you play an amnesiac who wakes up inside the quarantine zone, and you gather leads by answering phones, reading documents, overhearing conversations, and examining scenes — then follow whichever lead chain you choose toward an ending.

That means two things:

  • There’s no canonical route. Two players can experience the same content in completely different orders. The stage breakdown on this page is a skeleton organized around how most lead chains depend on one another, not a mandatory sequence.
  • There’s no precise completion-time table. How deeply you explore, how often you fight, and how much you wander will stretch or shrink the campaign dramatically. This page only gives order-of-magnitude estimates — your own run is the real benchmark.

Walkthrough Overview#

Stage Core Goal Key Outputs
Prologue Wake in an abandoned bunker, secure basic gear Survival basics: weapons, tools, starting supplies
Early game Follow the phone leads into the “Oberon” mystery, explore nearby settlements Lead network, crafting manual, skills manual
Mid game Open up the central hub and restore connections between regions Zone-to-zone access, key items and permissions
Late game Earn access to the Oberon facility and enter it Eligibility for final conversations, choice of exits
Ending Pick one of six escape routes and execute it Corresponding ending and achievements

Rough Time Investment#

Scope Ballpark
Main run (single route, moderate exploration) Around 8-12 hours
All achievements (multiple routes, bonus objectives) Around 25-35 hours

Because Atomfall is strongly nonlinear and its lead chains interlock, the numbers above are ballpark figures only: a player pushing a single route as fast as possible will finish sooner, while anyone chasing full collection and side investigations will take longer. Actual values vary a lot with patches and playstyle — treat your in-game progress as the authority.

How to Use the Clue System#

Whether you glide through or keep stalling comes down to how well you use the clue panel:

Action Notes
Answer phones Phone boxes across the quarantine zone are the core lead source. Stop and answer every one you pass — long-running leads usually branch out from here
Read documents Plenty of door codes, stash locations, and character backstories are written straight into scattered documents and notes. If you find it, read it
Set priorities The clue panel lets you tag leads as primary or secondary yourself. Just follow whichever one interests you most
Let leads wait Unfollowed leads never expire, and you can circle back anytime. Push the main thread first and mop up later — a perfectly valid strategy

Universal troubleshooting when stuck: replay the most recent phone lead, reread entries you marked secondary on the clue panel, and check map regions you haven’t set foot in yet. The game has almost no “level-gated” walls — being stuck almost always means you’re missing a lead or a key, not missing XP.

Stage 1: Prologue — Waking Up in the Bunker#

You open the game waking in an abandoned bunker (Bunker L7) beneath Slatten Dale.

  • One objective only: loot the bunker, grab a flashlight, a basic melee weapon, and starting supplies, then head back to the surface.
  • There’s no combat test inside the bunker. The point is getting comfortable with movement, sneaking, looting, and inventory management.
  • Near the exit you pick up several of the most important items in the entire game: a melee weapon, basic consumables, and the tools that let you start looting and crafting.

Once you’re on the surface, don’t sprint for the horizon: Slatten Dale itself is the first tutorial ground. Enemies behind cover, lootable buildings, and your first phone box are all dotted around here. Walk the dale end to end and bank your first stash of supplies for the journey ahead.

Stage 2: Early Game — Phone Leads and Village Investigation#

This stage is the campaign’s “network-building” phase. Three things deserve priority:

Answer the “Oberon” Call#

Early on you’ll receive a mysterious call, and the name “Oberon” appears for the first time. That call is the anchor of the entire main thread: a huge share of later leads point at it from different angles. Build the habit of stopping to answer every phone box you come across — the main storyline is strung together by phones more than anything else.

Explore Slatten Dale and Wyndham Village#

  • Slatten Dale: an open surface area, ideal for practicing your sneaking and looting rhythm, and dense with supply points.
  • Wyndham village: the most important settlement of this stage — merchants, skill trainers, and the meeting point of several leads. Talk to everyone you can before you start working through the buildings’ documents and supplies.

The St. Katherine’s Church Murder Investigation#

St. Katherine’s Church in the village hides a complete murder-investigation lead chain: survey the scene, compare testimonies, and follow the evidence forward. The big reward for finishing this line is the crafting manual — it directly expands what you can make, which makes it one of the highest-value early leads.

Early-game exit checklist:

  • Answered at least one Oberon-related call
  • Swept Wyndham’s merchants and dialogue leads
  • Pushed the church murder line until you have the crafting manual
  • Have a steady source of skills manuals (prioritize picking them up while exploring)

Stage 3: Mid Game — Opening the Interchange#

The hub chapter of the campaign: you enter a vast underground facility called the Interchange, the transport core linking every part of the quarantine zone.

Power the Four Data Stores#

The core mechanism inside the hub is four data stores labeled Alpha, Bravo, Charlie, and Delta. Each one needs a battery inserted to power up:

  • Batteries are scattered through the hub and the surface zones — treat them as high-value “always pick up” loot.
  • Once powered, each store’s terminal releases key intelligence that pushes the Oberon mystery another layer deeper.

Find the Signal Redirector#

Pinpointing the Oberon signal requires the Signal Redirector, and the related leads and equipment run through Skethermoor and Brinsop Manor:

Step Key Points
Locate the device Follow the intelligence from the hub’s data stores to trace the redirector’s whereabouts
Head to the right zone Skethermoor is heavily militarized; Brinsop Manor plays out very differently. Go with whichever lead you’re holding
Complete the redirect Operate the device as the scene directs to lock in the Oberon location data

Unlock the Zone Connections#

Once the Interchange is back online, connections between the quarantine zone’s regions open up one by one. From here on, exploration is no longer blocked by terrain, and you can order it freely by interest. Tip: every time you power one more data store, return to the surface and sweep the newly unlocked direction for a double haul of intel and supplies.

Stage 4: Late Game — Oberon Access and the Final Facility#

Once the intelligence is assembled, only one gate stands before the finale: earning access to the Oberon facility.

  • The main access thread runs through the Skethermoor side; both the Protocol workshop and the prison lead to the objective, and which one you take depends on which leads you answered earlier and whose side you chose.
  • With access in hand you can enter the Oberon facility and face the mystery’s core head-on. Enemy and supply density here are the highest in the game — stock up on ammo, medical items, and backup weapons before going in.

Stage 5: Endings — Six Escape Routes#

Inside the Oberon facility the campaign forks: there are six escape routes, each bound to one of the key presences threaded through the story — the phone voice, Sims, Tanner, Garrow, Holder, and Oberon itself.

Escape Route Linked Lead Source How to Advance (General)
The phone voice The mystery calls from the start onward Follow the phone’s guidance through the final conversations
Sims A key figure met at mid-story Complete the linked lead chain, then choose to leave together
Tanner A key figure met at mid-story Complete the lead chain and meet the departure conditions
Garrow A key figure met at mid-story Complete the lead chain and meet the departure conditions
Holder A key figure met at mid-story Complete the lead chain and meet the departure conditions
Oberon The Oberon facility and signal itself Make the corresponding choice inside the facility, then leave

A few mechanics-level notes:

  • When and where each route’s character shows up depends on the order you picked up leads — that’s this game’s nonlinear nature in action, and there’s no fixed “you must meet X first” order.
  • A single playthrough allows only one escape route. To see every ending, manually save before the finale, or take a different lead chain on separate playthroughs.
  • For each route’s specific dialogue options and final conditions, trust the in-game clue panel and on-site prompts — we won’t list them one by one here to avoid steering you wrong.

Bonus Achievement Objectives#

Beyond a standard completion, two achievements in the list are tightly tied to the campaign’s flow:

Achievement Condition Approach
“Quick Exit” Escape within 5 hours Start a dedicated save and push only the shortest lead chain: straight out of the bunker, straight to the Interchange to power the stores, lock in facility access and an exit as soon as possible. Skip all collecting
“Not Expecting a Call” Escape without answering any phone Take a route that doesn’t depend on phone leads and go straight to the finale; never interact with a phone box

Both achievements reward knowing the flow: finish one normal-paced run first, memorize the key beats, and a dedicated speed-exit save becomes far smoother. Achievement descriptions may shift slightly with patches — the in-game list is authoritative.

Stuck? Quick Troubleshooting#

Symptom What to Check
Can’t find the next lead Revisit the most recent phone you answered; check entries you marked secondary on the clue panel
Door won’t open Documents and notes in nearby buildings usually state the code or the key’s location outright
Data store terminal not responding First confirm a battery has been inserted to power it
Can’t beat the enemies ahead Switch to a stealth route and slip past; clearing every area isn’t required, and sneaking saves far more resources than fighting
Don’t know which lead to do first Follow the phone mainline — it’s the hardest one to break, and the rest can be mopped up later

内容最后验证于 2026-07