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Deliver Us The Moon: Walkthrough With All Achievements & Collectables. Posted on October 19, 2019 October 19, 2019 Games: Deliver Us The Moon. This guide attempts to walk through the entire game providing the location and tips for all the achievements and collectibles / scan items.
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Deliver Us The Moongame guide focuses on all achievements guide, walkthrough and their locations. The guide will give you basic tips and tricks to get all achivements and all locations. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.
This guide lists the 32 (currently available) achievements in Deliver Us The Moon in order of obtainability and which chapter (or chapters) they can be found.
This guide is intended to help those wishing to complete all the achievements but do not want the spoilers available in the walk through.
All Achievements Guide
Table of achievements and location(s) to get them
FLS – Fesenkov Launch Site
PS – Pearson Spacestation
CM – Copernicus Moonhub
CO – Copernicus Outpost I
RC – Reinhold Crater
TR – Tombaugh Reactor
FLS – Fesenkov Launch Site
PS – Pearson Spacestation
CM – Copernicus Moonhub
CO – Copernicus Outpost I
RC – Reinhold Crater
TR – Tombaugh Reactor
Achievement | Flavor Text | Location |
The First Of Many Courses | Collected a piece of scannable information | FLS |
You Spin Me Right Round | Right round like a record | FLS |
Learning To Listen | Collected an audiolog | FLS |
Environmental Analysis Part I | Completed an astrotool dossier profile | FLS |
In The Nick Of Time | Reached the Taurus V with only seconds to go | FLS |
Houston, We’ve Had A Problem | Forgot your training | FLS |
Fly Me To The Moon | Bade farewell to our home planet | FLS |
Gasping For Air | Found oxygen when death seems certain | PS | CM | CO | RC | TR |
Moonbear | If only Kathy could have seen this | PS |
Have A Seat | Brought a seat outside to admire the view | PS |
The Witness | Witnessed a hologram | CM |
The Mechanic | Found yourself a friend | CM |
Not A Scratch | Remained unharmed during an electrictifying standoff | CM |
Environmental Analyst Part II | Completed three astrotool dossier profiles | FLS, PS, CM |
Among The Stars | One small step for man, one giant leap for mankind | CM |
Stargazer | Survived outside for 30 minutes | CM |
Twin Flames | Realigned the MPT towers to return local power to Moonhub | CM |
A light in the dark | Restored local MPT power to a base long abandoned | CM |
Remember Me | Made your way through Copernicus Moonhub’s lingering echoes | CM |
Clearing The Way | Ensured safe passage to the source of the MPT | CO |
Goodbye, Old Friend | Took your companion cell on a trip that came to an untimely end | RC |
A Light At The End Of The Tunnel | Checked up on the MPT before safely escaping from a collapsing titan | RC |
Once Upon A Time In The Void | Checked all links in the MPT network’s chain and started the journey to Tombaugh | RC |
Environmental Analyst Part III | Completed seven astrotool dossier profiles | FLS, PS, CM, CO, RC |
Cosmic Marveller | Read all current entries of the Moonman comic series | All chapters |
Lent Them Your Ears | Collected all audiologs | All chapters |
The Aquanaut | We all float down here | TR |
The Observer And The Observed | Collected all scanable Information | All chapters |
Now You See Me | Found the rhythm to a source of overwhelming power | TR |
What We Do In Life, Echoes In Eternity | Witnessed all holograms | CM, CO, RC, TR, end of game |
Environmental Analyst Part IV | Completed ten astrotool dossier profiles | All chapters + end of game |
Delivered Us The Moon | Stirred a sleeping giant, saved the world, and reunited with an old friend, if only for a little while | Completing the game |
This is the ending of Deliver Us The Moon All Achievements Guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.
This guide attempts to walk through the entire game providing the location and tips for all the achievements and Dossier (Database) Items. Scans.
audio playbacks. hologram playbacksOBVIOUSLY: HUGE SPOILERS AHEAD.First off, a huge thank you to the developers of DUTM. It is an extremely immersive first person survival game with a rich backstory and periods of pure adrenaline sandwiched between exploration and problem solving as well as breathtaking scenery and many details. Although most of the game is 'on the rails' it does give you an opportunity to drive a lunar rover and even perform moon walks in a relatively open world. If you enjoyed SOMA or other survival games, this is well worth the price - especially because the earlier criticism of it being an incomplete game have been satisfactorily resolved with the release of the DLC Tombaugh.Note: There are many extra items to review - such as books and notes and objects.
Unless these relate to the achievements, I may not mention them, but I highly encourage you to find as many as you can to fill out the backstory of what happened 'up there' that led to the great blackout. So, you start by waking up to a rather bleak weather report.In front of you is a Moonman comic. There is one issue per chapter.
Pick it up and 'read' it. This is required for the Cosmic Marveller achievement.ACHIEVEMENT: 'Cosmic Marveller' (1 of 6). Issue #1 'Far Crossing'.Pick up the space suit and hit Tab for the Astrotool. This will give you progress on your mission as well as a listing of the current state of dossiers. Head on out of the room. 'The Mission' #1 'MPT Network Dish' (scan).
In front of you on the way to the main building is the first scanable item, a dish in the sand.ACHIEVEMENT: 'The First Of Many Courses' - scan the MPT Network Dish. 'The Johanson Family' #1. 'A Mother Lost' (scan). If you pop into the trailer on the left, you can see, on the left, a memorial to Elizabeth Johanson. 'The Mission' #2 'Sputnick Monument' (scan) Exiting out and proceeding to the building, there is a monument to Sputnik.Easter Egg: If you look to the right of the monument, there is a model rocket you can launch.You can try to open the door, but it will short.
Climb up the ladder and turn the valve, then return to the elevator.Once inside, you will need a code to open the door. Hint: Doesn't everyone keep their pass codes on yellow stickies? Answer: 3548Proceed further inside.ACHIEVEMENT: 'You Spin Me Right Round'. Hint: In the office, there are objects you can interact with. Answer: keep spinning the globe it until achievement is unlocked.
'The Mission' #3 'Fortuna' (scan) - scan the whiteboard in the office. 'The Malfunction' #1 'Maria's Broken ASE Unit' (scan). In the next room there is an ASE unit on a workbench.In the next room, move the gurney away from the door and proceed inside.
Turn on your flashlight and continue upstairs to the cafeteria. 'The Mission' #4. 'Last Minute Check-up' (audio).
Walk through the 'audio file' to trigger the playback.ACHIEVEMENT: 'Learning To Listen' - Listen to 'Last Minute Checkup-up'.ACHIEVEMENT: 'Environmental Analysis Part I' - Assuming you have collected the previous 3 Mission database entries, 'Last Minute Check-up' will trigger this achievement. 'The Johanson Family' #2. 'Claire's Rocket Model' (scan). In front and to the left of the audio file.Go up the stairs to the control room and use the console to Reboot.Exit the control room and enter the main rocket area.On the left and right of the rocket there are ladders leading to the hydrogen control wheels. Take either side, climb the ladder and turn the wheel. Get down and approach the other one.
The ladder will break.Hint: Wasn't there something you encountered on your way here that would help in this situation? Answer Call up the elevator and get that ladder from below up here.Once both valves are closed go back inside.Turn the key, wait for the cut-scene to end and then high tail it to the rocket. 90 seconds may not seem much, but as soon as you climb the last ladder to the rocket, the first timer will end.ACHIEVEMENT: 'In the Nick Of Time'. Wait until a few seconds are left on the timer (I think 5 or less) before reaching for the final ladder up to the rocket.ACHIEVEMENT: 'Houston, We've Had A Problem'. Once in the cockpit, find a few creative ways to screw up the launch.Follow the instructions to the left for lift off.ACHIEVEMENT: 'Fly Me To The Moon' - Achieved upon successful liftoff. Ever wanted to dock a capsule into a space station?
Well, this is your chance.You start the chapter with a relaxing (well, relaxing if you don't stomp on the 'W' gas) mini-game to try and keep the 'meatball' on the target. Once docked, you experience a little weightlessness and some light oxygen deprivation.
Don't worry, there is enough oxygen to get around.Here is where one of the most easily missed scan items lives. After exiting the capsule through the first airlock, glance out the window to the left. 'The Johanson Family' #3 'MPT Tansmitter' (scan). Look outside. A 'blink and you miss it' item.What follows is a mini-puzzle complicated by the fact that you are floating through the air and on limited oxygen.If you need help getting into the station:In the first section, there is a He3 cell. Find it and bring it to the receptacle in the red corridor.
This will open up the door to the space station (and expose an oxygen canister). To the left you will find another cell. Bring it to the inside of the air lock door (to open it from the inside) and take the outer cell back inside. Plug that in to the left of the computer screen. Take the cell holding the airlock open from the inside and plug it into the right side of the computer screen. Now you should be able to Reboot and restore oxygen to the station.
And, along the way there is plenty of oxygen canisters in the room to the right to keep you refilled while you are proceeding with this task.ACHIEVEMENT: 'Gasping For Air' - Although there are many opportunities to get this in the game, here might be an excellent time to try and earn this achievement. Simply hold off in the 'room of many oxygen canisters' until you have a few seconds of air left and grab an oxygen canister before using the terminal to Reboot.Once power has been restored, drop down a door that opened below the computer screen. 'The Blackout' #1 'Descent' (audio) can be found in the elevator room. 'The Blackout' #2 'Pearson Space Elevator' (scan) can be found in the elevator room.Proceed out the door facing PYXIS and down to LYBRA. The door to SLEEP QUARTERS should be open enough for you to enter. 'The Blackout' #3 'Preparations' (audio).
Inside Sarah's room there is an audio file. 'The Malfunction' #2 'Cryosleep Machinery' (scan) - Inside Rolf's room there is a floating piece of machinery.ACHIEVEMENT: 'Cosmic Marveller' (2 of 6) - Issue #2 'First Contact' - In Rolf's room.ACHIEVEMENT: 'Moonbear' - Hint: What was Rolf using that telescope for?. Answer: Look through the scope long enough and you will see a space bear float by.Use the code to get into the control center. Hint: What was that about yellow sticky notes and pass codes? Answer: In Rolf's room, 2539Use the console in the Control Room to Diagnose the MPT Network, then Contact moon base.ACHIEVEMENT: 'Have A Seat' - Hint: You see that chair floating in front of you to your left? That could be useful. Answer Push the chair through the ORION airlock once opened.Proceed into the corridor and play a mini-game to open the airlock with the laser.
Hit the airlock button and proceed to get the laser and open the door. Proceed to cut your way through the maze (collecting oxygen as necessary) until you get to the airlock and enter ORION.
'The Blackout' #4 Blackout (audio) - just as you enter ORION.Proceed through the maze of storage. 'Outward' #1 'Orion Wing Plate' (scan) - Towards the end of the maze there is a scan item on the left.Proceed into MAINTENANCE. In MAINTENANCE, cut the hatch, enter the room turn left twice and cut the fuse at the end of the room (you might have to move a panel away from the fuse).
Proceed back out the hatch.What follows is an every increasingly difficult mini-game in which you have to retrieve the cells from each compartment, plug them into the Rotation Engine 3 holder and then turn the wheel to get to the next compartment.Even though you get 'life support' warnings, this isn't a 'loss of oxygen' situation - yet. Make your way back to LYBRA, through the SLEEP QUARTERS back to the CONTROL ROOM. Use the control panel to Activate rotation engine. Now that power and gravity have been restored, stroll calmly to the elevator and ride down to the surface to see what's up.JK. What did you do?
What follows is a race against time unplanned space walk. First you have to hit the 'F' key to grab at the first large piece of debris you can. Then you have to follow the oxygen canisters and red outlined pathway markers until you can use your laser to open the door and gain access to the elevator, mash down the activate button and strap yourself in to the ride down to the moon base.ACHIEVEMENT: 'A Light At The End Of The Tunnel' - Awarded when taking the elevator down to CM. Welcome to Moonbase Alpha.First order of business is to use the console on the inner ring to Open Doors to gain access to the base proper.As you exit the elevator, look down at the 'main hall' - there is a large stone monument at the end of the room. Also, if you glance to your left, you will see a blue outline of a hologram. You start out the chapter inside the outpost.
To start the chapter, be prepared for a quick time event. Make a quick left (A), a quick right (D) and then a quick break (F).Once stopped, you are in airless station needing to power up the airlock. 'Sarah's Journey' #4 'Worn Astronaut Suit' (scan) just before laser-opening the door, to the left is one of Sarah's suits in a locker.Open the door, climb and laser open the hatch (you might as well top off on oxygen). Drop down, replace the dead cell with the live one. The lockers have extra oxygen.PROTIP: Pick up the dead cell and carry it with you into Reinhold. This is your new best friend.don't let it out of your sight.
You will see why in a while.Enter RC through the airlock.Leave the door, head to the airlock but wait outside the live wires. (C-ASE) Send your ASE back to the power room, have him turn off power, (C-you) walk through the now dead wires, (C-ASE) have the ASE turn power back on, (C-you) activate the airlock and walk in (with the cell in tow). Your faithful ASE will teleport back to your side.ACHIEVEMENT: 'Cosmic Marveller' (5 of 6) Issue #5 - 'Hope and Despair' - as you walk in, head for the lockers in front of you. The comic is sitting on a chest between the 6 lockers. 'Abandonment' #4 'Tea Party' (scan) - at the top of the stairs. 'Abandonment' #5 'Out of the Blue' (holo) - at the top of the stairs. 'Abandonment' #6 'One Flew' (holo) - by the console.
'The Malfunction' #4 'Edgar's Hunch' (scan) - by the console on the whiteboard.Go to the console and Diagnose MPT then Open bay doorsGo through the airlock to SURFACE OPS. 'Abandonment' #7 'Into the Dark' (holo)Drop the cell off the side onto the surface. Get into the beetle.When the beetle descends to the surface, exit the vehicle. You should have enough air to grab the dead cell, sprint to the tower on the right (red diamond); place the cell near the entrance (where the beetle's wheels activate the door); then sprint back to the beetle.Drive to the tower on the left (the one with the blue diamond).Before you solve the align MPT mini-game, be prepared to get to the last tower as fast as possible. The goal is to gain the achievement 'Goodbye, Old Friend'.
If you can gain the achievement and align the MPT on the first try, great. But for now focus on the achievement.Align the first MPT dish.After the cut scene, drive the beetle over to the 6 pads on the 2nd tower to open the tower door. Place the dead cell as close to the back of the beetle as you can.Enter the tower to create a save point. You can try to solve the tower (you might not have enough time), but the crashing tower should trigger the achievement.
If the cell is placed right and the achievement doesn't trigger, go ahead and solve the tower when you re-spawn - this might be a requirement for the achievement.ACHIEVEMENT: 'Goodbye, Old Friend' - Burn Crush the companion cube cell found at the beginning of Level 17 Reinhold Crater in the Incinerator with the falling MPT tower near the end of the chapter.When you re-spawn, you have 2 minutes to climb up and align the tower - piece of cake.ACHIEVEMENT: 'A Light In The Dark' - Upon powering up Reinhold.After the fall, you have a run and scoop (oxygen) drill to get back to Reinhold. All that is left is to re-enter Reinhold base; take the elevator up; go back in, go to the console to Activate Monorail; watch Sarah's hologram; and enjoy the ride to Tombaugh. 'Sarah's Journey' #5 'A Sliver Of Hope' (holo) - automatically plays after the monorail is activated.ACHIEVEMENT: 'Once Upon A Time In The Void' - Upon completing RC.ACHIEVEMENT: 'Environmental Analysis Part III' - Assuming you have finished the other 6 dossiers and have the other 4 'Sarah's Journey' entries, 'A Sliver Of Hope' should trigger this achievement.
OK, although the monorail ride looks a lot like the one to RC, this one ends without you having to do much more than chew your nails. When the train stops, you are staring at a 'cut with laser' panel. Use this to open the panel and then 'cut a cable' (new mechanic for chapter 6 - although very similar to 'cut the fuse' and / or 'end of cable' in the life support section of PS).In your dossier library you will note a new entry: Data Recovery (3).
Don't worry about that. It autofills (much like the Encrypted Message in the first 5 chapters) when each of the other 3 dossiers are completed.So, exiting the dead train, head down to the quarry. 'The Reactor' #1 'Not a Natural Formation' (scan) - to your right as you enter the quarry.You will see yellow topped steps leading to an oxygen refill station/save point (new mechanic), then a dead He3 canister (not a cell) that can be pushed down, moved to the left and then be used as a step up to the next section. Turn to the right and head to the next refilling station.
'The Reactor' #2 ' Excavation Machine' (scan) - on the way to the refilling station, on the right.What follows is a skill jump challenge leading up to the Tombaugh entrance. From the filling station, turn left. Run up (using the shift key) to the edge of the first graded metal floor and jump to the second (keep holding the shift key until you land). From there jump to the 3rd. You should see a suspended platform. Jump to that, then jump to the ledge on your right. From there you should be able to climb the steps and see another graded metal platform across a chasm.
You should be able to keep focus on that and reach that with a running jump. Almost there. The airlock is just ahead to the left and then right.
There is an oxygen chest if you need it.Once in, you see a TSA (American airport security reference) check-in station, but you forgot your passport at RC and they won't let you through. Hint is there anywhere the ASE can fit through? Answer send the ASE through the opening of the baggage conveyor belt to de-activate security and walk through.Once past security, exit through the door to the left or right of the Tombaugh sign and proceed to the main lobby (the one with the sculpture in the middle). Wait, is that a Roomba cleaning the floor?. 'The Reactor' #3 'Fateful Encounter' (holo) - at the end of the lobby.Go through the door with the WSA sign, turn left at the Tombaugh sign, and proceed through the arch for CREW QUARTERS.hint: As you enter you will see a 'breakable wall' (new mechanic). This is a section of wall with re-bar and some concrete chunks as is meant to be 'broken through'.Hint: is there something around here we can use?Answer: climb up the stairs, push the luggage cart to the stairs and then down the stairs.Next, you will encounter the 'dodge the security robots' game. The cut scene basically tells you the path you must take to navigate through that section.
It involves a lot of 'hide and seek' as well as a boxes / ledges parkour course to avoid getting shocked.When you get past the robots and can approach the door to the CONTROL CENTER, you will note it is non functional, but both MAINTENANCE and STORAGE are available. Enter STORAGE. 'Tombaugh Riots' #1 'Rebellion' (audio) - when entering STORAGE.See that ASE opening?
Use it.Laser open the 2 doors leading to MAINTENANCE. Ok.now you can get back to MAINTENANCE when the power goes out. Switch the cell from MAINTENANCE / Elevator backup power to SLEEP QUARTERS backup power.Exiting out of the cut openings you created, you can turn to the right and encounter another door you can laser open which leads back to the security robot area. You will have to navigate this to get back to the SLEEP QUARTERS entrance (by CONTROL CENTER). The easiest way I found is to turn left towards the vending machines and then up the stairs to the platform. 'Find Me' #1 'Family' (audio) - at the entrance of SLEEP QUARTERS. 'Find Me' #2 'Private Whiteboard' (scan) - at the end of the hall is a washroom.
There is a whiteboard pushed to the back by the sinks.Easter egg: If you explore the restroom with the ASE, there is a picture of a developer in one of the stalls.The one by the whiteboard and piping partially blocking the top.ACHIEVEMENT: 'Cosmic Marveller' (6 of 6) Issue #6 'New Flame'. This can be found in (what I presume to be) Sarah's room - 2nd door on the right exiting the men's bathroom. Finding this issue (assuming the other 5 have been collected) will trigger the achievement.Unlock the door There is a lit section of ceiling with a ASE sized conduit and proceed to the fitness center, you can see Sarah's iPod and get some cardio on the treadmill. Use the code to gain access to STORAGE.
Hint: In Sarah's room.Answer: 8662. 'Tombaugh Riots' #2 'The Greater Good' (audio) - played as you enter STORAGE.Hint: See that cart? Continued from A.ACHIEVEMENT: 'The Aquanaut' (1/2) 'Big Brother' Hint: 'If she weighs the same as a., she's made of wood; and, therefore, a witch.' The first of two can be found in this corridor.
You might need an ASE assist to get it though.Unlock the door to the room in this corridor and walk through the room.Hint: when activating the ASE, you can see a working port on the other side.how can you get the ASE into the room?Answer: bring the ASE to the end of the corridor, go left and up and you will find yourself with access to the room from the other end. Proceed to open the door with the ASE port.Upon exiting the first room, you will see a room that is flooded and has a bright yellow object attached to a red balloon but no obvious way in.put a pin in that.Proceed down the hall to HELIUM STORAGE. Use the console to Open doors.At the bottom of the stairs, note the (locked) door to the right. Put a pin in that. 'Tombaugh Riots' #4 'Empty Helium-3 Canister' (scan) - on the right as you proceed through the doors.Use the console to Reboot to get the power back on.This might take a bit of 'trial and error'. Jump down into the pool where the empty He3 canister is. Push it to the back and position it so it forms a 'bridge' between the platforms.
You might want to try jumping from the canister to one platform and then seeing if you can get to the other platform without falling in the pool. Kinda like a game of 'the floor is lava' and the canister is the couch. Once comfortable, go to the right platform, take the cell and plug it into backup power. This will electrify the pool.
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Use the canister bridge to get to the console on the other side. Use the console to Reboot all systems. This will create a situation whereby the pool is only electrified some of the time.
Use the time where power is 'off' to push the canister towards the front (jumping on the canister when the power is about to turn on - there are audio and visual cues for this). Use the canister to jump out of the pool area and back to the main section.ACHIEVEMENT: 'The Aquanaut' (2/2) 'Little Brother' Time to unpin.
Now that the system has been rebooted, go back to that door by the console.
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