Achievement Guide – Blacksad: Under the Skin

Blacksad: Under the Skin is a great video game that has emerged from the collaboration between Pendulo Studios (@pendulostudios) and Microids (@Microids_off), based on the comic series by Juan Díaz Canales and Juanjo Guarnido. In Blacksad we are the private detective John Blacksad, a veteran cat of the Second World War, living in post-war New York in the 50's and solving cases that will put more than one of his lives at risk. In this world of Blacksad, the historical events seem to follow the line of reality, but with one difference, and that is that all the characters are zoomorphic, like normal people who communicate with the same language, they have hands with human thumbs and feet, but They are also of different races, covering the entire animal kingdom, although there is a difference in colors and racism.

Due to the time in which the world of Blacksad is set, it is a detective crime novel, with a lot of jazz, blues, corruption, murders, conspiracies, cigarettes and alcohol, as well as suits with hats and a mentality according to the epoch. If at any time you have liked the setting of LA Noire, Mafia and Mafia II, Sam & Max, you will love this video game, despite the gender difference between all of them.

Tips for 100%:

Blacksad: Under the Skin is a great video game but its technical errors and bugged achievements can lead you to despair, hatred and the dark side (ahem…) being difficult to get out of this side and return to the light and it is hope, but not impossible. In 2019 the game was broken and getting 100% was technically possible, but you had to be lucky that none of the collectible achievements were tied to a corrupted save, otherwise you'd need another console to try again . This has been fixed thanks to the patches and everything works now, but his two longest achievements are still somewhat ambiguous and difficult, and will require your patience and the old “trial and error” technique during certain chapters.

The problem that exists with Blacksad to achieve 100% achievements is that we cannot recommend that you play a game enjoying yourself and without consulting the guide to avoid spoilers, unless you delete the save file. Although it is not that we are going here to gut all the history or important events, but we do recommend taking a pencil and paper (or the mobile with a note in your agenda) and keep in mind the collectibles that are in each scenario of the game, since that way , you will save yourself trouble and it will be much easier to get 100%.

Collectible cards:

In Blacksad we must take a total of 100 cards, but their locations are not in the same place, there are a total of 160 locations for these 100 cards. Thanks to updates, a star now appears next to the A* action button making them easier to spot, but the issues with this achievement are as follows:

If any of these two cases occur, there is no solution other than starting a new game from the main menu, not loading game, but new game.

Due to all this, and to make your work easier, we are forced to mention all the locations in the game, thus resulting in a mini spoiler, although we will put them in order and also change some names so as not to spoil the story in the slightest.

TO CONSULT THE OFFICIAL GUIDE, CLICK HERE (PDF FORMAT)

Keep in mind that this guide is not perfect either and, for example, in the gym area it has some errors regarding the areas where the cards are located. However, where the guide is perfect, it is in the images that it shows, right at the end and in order of appearance in the game, and it also serves as a guide in areas such as the docks or the headquarters, where it will tell us how they are distributed. the cards, that is, in the dock area we have the floor area and the roof area. Yes or yes, the collectibles will be distributed between these two areas, and there are 6 in that case. This means that, if you have got five on the ground and you cannot find the sixth, that sixth has to be in the roof area, by default.

Knowing this, and noting each collectible you collect, if you don't collect all the cards in an area and the game progresses, don't despair, because you can load a game at any time (through the main menu and pressing the Menu button) and visit this area one more time from start to finish, searching each position again, knowing you've missed one.

Let's suppose that you have reviewed all the areas of that scenario, consulting the photos of the official guide, and that collectible simply does not appear, but you know correctly that it is the only card that you are missing. How can I solve this? The only solution you have is to start a new game from the main menu, advance to that area and search again in all the possible places where that card will be. Every time you start a new game, the cards randomly change places, without this affecting the other cards you have already collected.

Luckily, when you start a new game, you won't lose the cards you've collected in other games. It is not necessary to search again in all the scenarios, only in that scenario where they are missing. But there is no counter for each stage, so you have to aim somewhere every time you pick up a card.

There is one more thing, and that is that you will have to do some pixel hunting to locate many cards. What does this mean? That you will have to move in the right direction and move the camera with the right stick so that Blacksad can see the card and the A * button appears to be able to collect each card. There will be times when you are fully facing but the button still doesn't appear on the screen, you will have to move in all directions in the same place until it appears.

Gym: 24

Observations: In this scenario, as soon as the game starts, there will be a blocked location, which is the gym office, where we find Sonia and Jake and they do not let us enter. You will find cards in:

  1. The bathrooms
  2. The gym center, ring area, back seats, refrigerator and back door
  3. Dunn's office
  4. gym roof
  5. Alley behind the gym
  6. Outside the gym, in the notification next to the door and at the top of the gym in the direction of Sam's bar.
  7. At the lockers, inside.
  8. In the motivational phrases
  9. In Dunn's office looking through the glass into the gym

If you leave the gym and have 19/24 after receiving everything except Dunn's office, don't despair, you will return to the gym throughout the game, and in Dunn's office you will find the rest for sure.

Blacksad Office: 3

Observations: In this office there are only five possible places, marked in the guide. It is a very small area and it is enough to look at the area of ​​the sofa table and the desk where you find Natalia's photograph. We will be able to return many times.

Sam's Restaurant: 3

Observations: They are only found outside, next to the gift shop on the left, next to the watch shop and in the right area where the scaffolding is. We can return later and they are easy to spot, except for the scaffolding that you have to do a bit of pixel hunting.

Bobby Yale's flat: 6

Observations: In my 9 games I had no problems with any of the trading cards here. specified in the guide. It is a zone of no return, once you leave the apartment, you will not be able to return.

Mary's flat: 1

Remarks: There are only two possible places where it appears, specified in the guide. You won't come back here but there shouldn't be a problem.

Hospital: 6

Observations: In the Hospital there are 6 cards but on your first visit you will always get 5. You will get the last card during your second visit when you are with Commissioner Smirnov and the criminal. So, during your first visit, try to take 5 trading cards.

Desmond O'Leary's Lair: 14

Remarks: This may be the most difficult trading card scenario. There will be 5 stickers in the outer area. Inside the security guard's office there will always be 1, who can leave in either position. Then, inside is where the problems begin. Once you enter and have the lighter, you must get 2 stickers. Once you take the flashlight, 2 cards, even if it's the same scenario, the collectibles change. It will be impossible to take the flashlight cards with the lighter, and vice versa. Inside the fridge there will be 1 or 2, and finally in the office there will be 3 more.

Barber/Hotel: 5

Observations: This moment is somewhat difficult because, if we are going for the achievement of not dying throughout the game, we will have to be quick looking, but there will also be deductions that will only be possible to make here for the achievement of the deductions, and that 5 cards are put together.

The cards, I had no problem collecting them, but given that we will visit this flashback a total of 5 times, it may be less if we take some wrong element, such as, for example, that they ask us for the gun and inadvertently we have taken the plate of the Ding casino Dong, which then instead of 5 times will be reduced to 4 times the flashback.

The cards are very localized, and being 5, you know that if you get 4, you are missing one, and once you get all 5, you can stop looking. There will almost always be 1 in each closet, left and right, so if you have 3 and have searched everywhere except in the two closets, you know that the two you are missing will be there.

The solutions to the puzzles and in order, are the following:

  1. On the table where you started drinking, left: "Vietnamese Court"
  2. Card inside the moose's jacket while in bed. He's got it on him: "$20,000"
  3. Phone conversation sequence: "My friend Kenny" (it will be automatic)
  4. Inside the first cabinet you open, it doesn't matter left or right, you'll see the diary sticking out of the jacket pocket. Before you pick it up, look down where there will be a chrome.
  5. Inside the other cabinet you will find the gun. Before you pick it up, look down for another card.
  6. On the table and to the right, the plate that says Ding Dong. If you have already taken it, the option will appear in the conversation.
  7. To find out what's wrong with Kenny's wife, simply press "Let him talk."
  8. You must hit "Intervene" or else it will count as a kill/retry making it impossible to beat the game without dying. Then complete the Quick Time Event by pressing B quickly, and finally when you move it you will see his wallet with the children's picture.

For the deduction thing, we'll cover it later when we talk about the achievement, but we'll have to do it during all five flashbacks.

Dunn's Flat: 9

Observations: They are distributed throughout the apartment and the guide correctly specifies all of them in the screenshots. We will not return to this location later.

Graveyard: 4

Observations: Easy to locate. We will not return here, but if we are missing one and the situation is activated without taking it, loading the game we can locate it without problem.

Weekly developing room: 1

Observations: One position is simple, at the top to the left or right, the other is between two photos and it may take a while to get it.

Springs: 6

Remarks: There will always be at least one card on the roof. If you have checked all locations and have 5 cards, that means the missing card will be on top. Once you have caught the bull (vehicle) you will not be able to get off.

There is a chrome that requires us to go all the way around, to the door of the warehouse where the guard is watching, we must approach him and then move away by pressing the stick to the left, in this way the camera angle will change to this, and then we can take the chrome.

Remember, it is possible that you will not get this card in this location, but in others, but if you have taken 4 cards in this scenario and you have not consulted this point, you will surely find card number 5 at this exact point.

HQ/Warehouse/Lab: 7

Remarks: This section is divided into two zones. The warehouse where we have Guil kidnapped, where we will find a phone to be able to notify Weekly or Smirnov. In this area, before Guil gives us access to the underground laboratory. There are 4 cards in the warehouse where we have Guil and the corner of him with indigenous items, and then under there in the lab there are another 3 cards.

This means that, once you have obtained 4 cards above, you can go down without fear of having lost any, because below you will have the other three cards that you are missing.

End zone – Offices: 11

Remarks: Many people have reported this location, since, despite being small, it seems difficult or impossible for the 11 cards to appear the first time, forcing us to reload the game and the rest of the cards will appear in random locations. that are missing

You look for all the points and maybe the first time you will get 8 stickers. After the ending and the credits, you load your game (necessary for the other endings, in any case) and search all the points again. For example, on top of the table where you had previously picked up a card, a new card will appear, at which point if you check it in the album, you will discover that it is a new card, so you would already have 9/11 in this scenario.

In the PDF guide the images are correct and they can all be taken in that exact location, but in the written part it has some errors.

At the end, in your notes, you should have something like this:

24/24 Gym 3/3 Blacksad office 3/3 sam restaurant 6/6 Yale floor 1/1 Mary 6/6 Hospital 14/14 O'Leary lair 5/5 hotel/barbershop 0/9 DUNN FLOOR 0/4 Cemetery 0/1 tennis photography 0/6 port and roof terrace 0/7 laboratory 0/11 final

Assuming you've finished the hotel/barbershop and are arriving at Dunn's flat.

It is very important that you have clear control over the cards you have taken. Otherwise, every time you start a new game, you will have to search 160 locations throughout the stage, since you will not know if the missing card is in O'Leary's lair or in the laboratory. In addition, if you add to that the possible bugs and collectibles that you will not be able to take, what has happened to many of us who have not made a list at the beginning will happen to you:

A video game that can be made in less than 24 hours, after countless laps and more than 8 times giving the new game option, we had to delete the save file and start from scratch to keep track of the cards from the beginning from the game onwards.

Deductions:

Deductions are something that should not have any complications, but nevertheless, they do for two reasons:

  1. There are deductions that reach a conclusion skipping a deduction.
  2. The Avenarius and O'Leary deduction must be made by putting a choice of first or second place. If you put her in third or fourth place, it won't count.

For this reason, we will write the 48 necessary deductions and those that must be avoided to achieve this achievement. Thanks to the users of this PlayStationTrophies thread who have found the correct key. We will detail all the deductions step by step below in the corresponding achievement.

The final six:

This achievement can be ambiguous but because they do not explain that it has to be in the same game, not two, even though the save file is the same.

To get this achievement basically depends on only two things:

  1. Recommend to Mary that she continue going to the gym or that she not go to the gym again.
  2. The end, with its only three variants. To avoid spoilers: Death, prison or freedom. These three decisions are made during the final minutes of the game's last conversation and the last QTE.

So, really the final six would be:

  1. With Mary going to the gym + Prison
  2. With Mary going to the gym + Freedom
  3. With Mary going to the gym + Death
  4. With Mary not going back to the gym + Prison
  5. With Mary not going back to the gym + Freedom
  6. With Mary not going back to the gym + Death

But once the first three endings are done, instead of hitting "New Game" in the main menu, we have to load the game to any point before talking to Mary about work and recommending whether to keep going to the gym or avoid going to the gym. Gym. We must choose "Load game" (through the main menu, by pressing the Menu button) until almost the beginning of the game and start from there. Then it will count towards the achievement. We'll go into more detail about all of this in its corresponding achievement, further down in the guide.

Summarizing:

The game is really just two games well done, watching your end credits a total of 6 times, making one game without dying and having some missable achievements, and another game making all the deductions, killing all the characters possible, getting all the collectibles. and doing the other "route" of the game.

In history, really almost nothing changes in either of the two routes, with the six endings being almost identical, with minor variations. The three most difficult and tedious achievements, which we have already emphasized, are finally the following:

If you are here after you have most of the cards, you have the option to start over from the beginning to the end and check all 160 possible places where the cards will be, or clear the game, start over and write down all the cards in each zone.

achievement list


Stick up against a wall (10G)

Take your first beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Armed to the Teeth (15G)

Find your most precious tool.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Wrong answer (15G)

Take your second beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Civil Disobedience (15G)

Take a limo ride through New York.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


One Mississippi (15G)

Take your third beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Overtime (15G)

Get a second contract for the same case.

For this achievement, when we meet Sonia's uncle, Thorpe, at the hospital, he will tell us that he will help the case financially. We have three options, two of them are that the decision should be Sonia's, and the Y button option is “Your uncle is right”. At that point the achievement should skip.


In the Shadows (15G)

Take your fourth beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Lantern (15G)

Show off your acting skills.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.

Whatever we do, we will receive this achievement, because if we fail any question, "retry" will appear or they will kill us.


Vertigo (15G)

Take your fifth beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


First strike (15G)

Do some sport.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Shield (15G)

You beat someone up for a change.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Back to normal (15G)

Take your sixth beating.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Congratulations (15G)

Solve the case.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement.


Solved Case (30G)

Now yes.

This achievement is part of history and we will achieve it naturally. It is not possible to lose this achievement. The achievement image has been changed so as not to spoil the story.


Immortal (90G)

Complete the game without dying once.

To achieve this achievement we cannot die or fail at any time in the game. Most QTEs (Quick Time Events) must be completed, there are only a few that, failing them, will not result in Game Over + Retry. Those that are possible to fail, you can fail without problems and still get the achievement, but we will not be able to fail any QTE that ends in failure and that the retry message appears followed by the A button to accept. “Retry – A”

This also counts for, for example, Weekly's brief QTEs while he's taking pictures, or if we miss any QTEs we're supposed to do to save other characters' lives, this will count as a kill and disable the achievement.

We recommend that this be your second game. If we fail, there is some trick that can work so as not to repeat the entire game again. Although it is better not to try it since they may not work.

If we fail, we don't press "Retry", we press the Xbox button and close the application. Then when entering the game we simply click on “Continue” and we will be right at the last checkpoint.

Another option is the following: As soon as we see that we have failed, we must press the Xbox button, then go to the game and press the menu button, then we go to Manage application data. In there, we delete our save file. If you notice, we have not closed the application before, we have only gone directly to the Application Data Manager.

Now, when entering the game, the data synchronization screen will appear, where our game from the cloud will be downloaded to the console. By doing this, it will take us to the last save, before dying. If we had closed the application, that would be saved after death. This cheat works in games with non-die achievements like Slain: Back From Hell and Rise & Shine for example.


Nine lives (30G)

Complete the game without spending all nine of Blacksad's lives (Yankee cats have more).

Like the previous achievement, except for the fact that we have to spend the game dying less than 9 times.

We will get the achievement also if we get the first one.


Clever Boy (90G)

Complete all possible deductions in the game.

As we said at the beginning of the guide, this achievement, along with the five collectible achievements, are undoubtedly the most complicated in Blacksad: Under the Skin. 48 is the number to look for to get this achievement, but you can beat the game with 45-46, hence the problem that it doesn't jump.

Some of the following definitions may be slightly changed, since we have translated and interpreted it. In addition, they go through facts of the entire game but very quickly, because it is assumed that you already know the steps to follow to reach these deductions.

After going to the office for our lockpicks, going through Bobby Yale's apartment and returning to the gym, already with the lockpicks in hand to open the lockers, when we return, we will see an envelope on the floor of the gym entrance. Upon picking it up, a sequence will be activated and we will be able to enter the gym office.

1. The buffalo that works for O'Leary has a clover on his suit + Jake didn't like that I opened his locker = Jake won't tell me that he works for O'Leary (observation + dialogue)

2. There is a racist message on Yale's locker + There is a towel with red paint on Arthur Tucker's locker = Arthur Tucker painted the racist message on Bobby Yale's locker (dialogue)

3. Mary has nice handwriting + Dunn's wife's ring was in an envelope addressed to Sonia Dunn = Mary put the ring in the envelope (new clue)

4. Mary put the ring in the envelope + Mary used the diminutive "Joey" = Mary and Dunn were having an affair (new clue)

5. Mary and Dunn had an affair + Dunn's wife's birthday doesn't open the safe = Mary's birthday may open the safe (new clue)

6. Mary's birthday may open the safe + There are staff information cards on Dunn's table = Mary's birthday may be on the information cards on Dunn's table (new clue)

7. Yale's locker is full of surprises + Someone threw the chest expander in the trash = The chest expander belongs to Yale. Important: We must make this deduction without linking Yale to the murder, only that the extender is from Yale and the extender is in the container.

NOTE: If we make the deduction that Mary has good handwriting + Mary uses the diminutive Joey, we will have lost a deduction since we will not get the deduction that Mary put the ring in the envelope. As well as this deduction, throughout the game there are a few more, making this achievement more difficult. We can pass the game with 45-46, making it impossible to get 48.

After the meeting with Smirnov.

8. Someone dropped a paint can into the dumpster + When Dunn died, her knuckles were swollen = Dunn punched the paint can (new clue)

9. According to Jake, Dunn had a big argument with Yale while painting on the scaffolding + Dunn punched the paint can + There's a paint stain on the gym floor = Dunn must have hit the paint can while arguing with Yale (new track)

NOTE: Only one deduction can be made if we combine these four clues. Don't do it, first do 8 and then 9. This will give us the clue that Dunn hit the paint pot, but without knowing the reason. On the other hand, if we make the combination of four clues, we will also get the reason, thus skipping this deduction.

10. There is something very strange about Dunn's suicide + Dunn's weight: 74 kilos – Height: 1.69 = Dunn was not tall enough to hang from that rope (new clue)

11. Dunn's neck had 4 different marks from the rope + Dumpster chest expander belongs to Yale + Dunn wasn't tall enough to hang from that rope = Dunn was suffocated with Yale's chest expander (new clue )

12. Dunn wanted to cancel the match + Dunn was suffocated with Yale's chest expander = Did Bobby Yale kill Dunn for wanting to cancel the match? (observation)

During the Yale flat:

13. Mary has a cold + There is a scarf in Yale's flat + Mary went to Luna Park with Yale=Mary has recently been in Yale's flat (new clue)

During the hospital, cardiology department:

14. Yale's shoes smell like death + Whose paint prints are in the gym? = Yale's footprints don't match (new clue)

15. The deer nurse will go later to operate in trauma + Dr. Talbot operates today at 12:30 = The deer nurse will assist in Dr. Talbot's operation at 12:30 (new clue)

After the hospital, back to the gym:

16. Dr. Palmer advises Yale to rest after his heart attack + Yale's medical report is signed by a Dr. Ferguson + Yale suffers from "extrasystoles and dehydration caused by an anxiety attack" = Who's the guy who does go through the Yale doctor? (new track)

During Desmond O'Leary's offices:

17. O'Leary set it all up for Moore and Stone to date + O'Leary has enough material to sink Moore's career = O'Leary is threatening Stone to sink Moore's career (new clue)

18. O'Leary says he loves his family unconditionally + Weekly took very explicit photos of the rhino and his mistress = Colbert and O'Leary's wife are seen together (new clue) (Required)

During the barbershop/hotel:

NOTE: The following deductions must be made at the times of the flashbacks and must be entered in the same order, otherwise it will not count towards the achievement. In addition we will have had to investigate the Avenarius file in the archives of O'Leary's office (on the right, second filing cabinet) and during the visit to the Yale flat we will have had to see the painting on Yale's bed, where you can see to Avenarius, his father, next to a pendant that we must select so that Blacksad says: «Nice pendant». We will also have had to see the photograph of Helen and Desmond O'Leary together, in one of O'Leary's desk drawers. Finally, you must also see the archive of Al Stone and Boby Yale in the same office.

If we do not observe these objects, we will not have the necessary clues to obtain the following deductions.

19. O'Leary keeps romantic photos with Helen Moore in a drawer + Helen Moore uses a cigarette case with a love dedication = Helen Moore and Desmond O'Leary are still in love (new clue)

20. Helen Moore says she hates O'Leary + Helen Moore and Desmond O'Leary are still in love = Why does she say she hates him if they're still in love? What is she hiding? (observation)

21. O'Leary's feet on the table, a sign of dominance + Whose paint prints are in the gym? = O'Leary's soles do not match the gym footprints (new clue)

22.O'Leary is threatening Stone with sinking Moore's career + O'Leary is just playing it safe + O'Leary has bet $5000 on Yale + The odds have Stone the clear favorite against Yale = Using Moore, O'Leary has manipulated Stone into letting Yale win (new clue)

23. Important, put these in the order shown: Avenarius disappeared after winning a fight, when Yale was a child + Yale is "untouchable" according to O'Leary's files + O'Leary's conscience bothers him because, with 14 years, ratted someone out who ended up dead + Using Moore, O'Leary has manipulated Stone into letting Yale win = O'Leary caused the death of Yale's father and silences his conscience by rigging their matches (new clue)

During Dunn's flat:

24. A napkin that smells like sardines found in Dunn's gym + A freshly opened can of sardines in Dunn's apartment = The thief didn't find what he wanted in Dunn's apartment (new clue)

During the conversation on the roof of the gym, with Sonia:

25. En el piso de Dunn, hay un cuadro de un arbol pintado por su mujer + Dunn escondió un tesoro debajo del arbol = Quizás Dunn escondió algo en el mismo lugar en su piso (observación)

Durante el interrogatorio del hospital:

26. Restos de tela tejana en las escaleras que van a la azotea del gimnasio + Los pantalones del oso hormiguero tienen un sete = Telas coincidentes (observación)

27. El maloliente ladrón del gimnasio no encontró lo que buscaba en el piso de Dunn + El hocico del oso hormiguero apesta a sardinas = El ladrón del piso de Dunn y el gimnasio es el oso hormiguero (nueva pista)

28. ¿De quién son las huellas de pintura del gimnasio? + El ladrón del gimnasio firmó un documento con el pie + El oso hormiguero usa un número de pie relativamente pequeño= Huellas coincidentes (observación)

29. Dos matones han tratado de asustarme para que deje el caso y uno de ellos era de gatillo fácil + El ladrón del gimnasio y el piso de Dunn es el oso hormiguero = El oso hormiguero mató a Joe Dunn ya Clarissa Freeman/Mary (nueva pista)

Después de varias secuencias y de interrogar a Sam en su restaurante:

30. La biografía de Harry Bradwick, padre del béisbol, en casa de Dunn + Craig Spannow era huérfano y consideraba que su única familia era el béisbol + Antes de que Dunn lo encontrase, Spannow vivía con su padre = Spannow vive en el cementerio Green-wood (observación) (obligatoria)

Durante el cementerio Green-wood:

Nota: Esta primera deducción debe obtenerse antes de encontrar a Spannow y hablar con él, dado que esto la eliminaría.

31. Dunn y sus compañeros de armas eran conocidos como «los 5 olímpicos» + ¿Quién es el tipo que se hace pasar por el médico de Yale? = Mitchell, uno de los 5 olímpicos, se ha hecho pasar por médico de Yale (nueva pista)

32. O'Leary ejecuta personalmente a quien amenaza su negocio o su familia + Alguien ordenó a Randal Leigh cometer los asesinatos = O'Leary no es responsable de la muerte de Dunn (nueva pista)

33. Spannow culpa de todo a «El Cirujano», un viejo amigo común de Dunn + Mitchell, uno de los 5 olímpicos, se ha hecho pasar por médico de Yale = «El Cirujano» podría ser la mente maestra de todo el caso (nueva pista) (obligatoria)

Durante la conversación con Weekly en su sala de revelado:

34. El asesino de Dunn planificó su estrategia de forma muy retorcida + Cassidy actúa de forma impulsiva = Cassidy es demasiado impulsivo como para planificar el retorcido asesinato de Dunn (nueva pista) (obligatorio)

Durante el muelle 36:

35. El caballo a la entrada del almacén del puerto va armado + Dos matones han tratado de asustarme para que deje el caso y uno de ellos era de gatillo fácil = El vigilante del almacén es de gatillo fácil (nueva pista)

Durante el almacén:

36. Hay un altar lleno de objetos indios en la nave del puerto + El caballo a las órdenes de Mitchell lleva un collar de punta de flecha = La mujer de la foto bajo el tótem en la nave del puerto es la madre de Gill (nueva pista + diálogo) (obligatoria).

Durante el laboratorio subterraneo:

37. Una lista de nombres asociados a agentes químicos poco conocidos + En el laboratorio hay botes de pastillas con nombres de deportistas de élite + Spannow mejoró su rendimiento gracias a drogas = Mitchell vende droga a deportistas para mejorar su rendimiento (nueva pista)

38. Mitchell vende droga a deportistas para mejorar su rendimiento + La salud de Spannow se deterioró tras tomar drogas = Las drogas de Grune deterioran la salud de los deportistas (nueva pista)

Nota: Podrás hacer la deducción de que Gill era el francotirador que asesinó a Randal en el laboratorio, pero el logro nos ha saltado en una partida donde deducimos esto durante la conversación con Smirnov, justo después del laboratorio.

Durante la conversación con Smirnov:

39. Gill trabaja para Mitchell, pese a que le odia + La policía ha encontrado a Gill cerca de la entrada al sótano + Mitchell ha quedado bloqueado en el sótano = Gill bloqueó la puerta del sótano (observación)

40. El vigilante del almacén es de gatillo fácil + Un francotirador acabó con la vida de Randal Leigh + Gill tuvo que matar a un amigo por el bien de una misión + Gill trabaja para Mitchell, pese a que le odia = Puede que Gill matase a Randal Leigh por orden de Mitchell (observación)

41. Un francotirador acabó con la vida de Randal Leigh + Mitchell ha fallado dos disparos a bocajarro = Mitchell no mató a Randal Leigh personalmente (observación)

42. Las drogas de Mitchell ayudan a superar limitaciones físicas + En el conducto de ventilación había un bote con el nombre de Spannow + Spannow ha parado un ventilador con su brazo malo + Spannow ha muerto poco después de recuperar sus fuerzas = Las drogas de Mitchell han matado a Spannow (observación)

Durante las oficinas, final: [SPOILERS]

43. Una lista de nombres asociados agentes químicos poco conocidos + Thorpe contrata deportistas de élite para campañas publicitarias = ¿Y si Tim Thorpe está involucrado de alguna forma con el negocio de Mitchell? (nueva pista)

44. ¿Y si Tim Thopre está involucrado de alguna forma con el negocio de Mitchell? + Todas las citas de Thorpe están apuntadas en su agenda = Quizás haya una cita con Mitchell en su agenda (nueva pista)

45. Las drogas de Mitchell ayudan a superar limitaciones físicas + Thorpe no puede caminar y tiene que usar su silla de ruedas + Hay un bote de pastillas en la mesa de Thorpe = ¿Y si las drogas ayudan a Thorpe a caminar? (nueva pista)

46. ¿Y si las drogas ayudan a Thorpe a caminar? + Un francotirador acabó con la vida de Randal Leigh + Thorpe era llamado «el cirujano» por su excelente puntería con fusil francotirador = Thorpe disparó a Randal (nueva pista)

47. Spannow culpa de todo a «El Cirujano», un viejo amigo común de Dunn + Thorpe era llamado «el cirujano» por su excelente puntería con fusil francotirador + ¿Y si Tim Thorpe estáinvolucrado de alguna forma con el negocio de Mitchell? = Tim Thorpe es la mente maestra del negocio de las drogas (nueva pista)

48. Tengo que tender una trampa a Thorpe + Thorpe tiene una pistola en su escritorio + ¿Y si las drogas ayudan a Thorpe a caminar? = Última deducción y última secuencia del juego.

Curiosidad: En las oficinas podremos usar el teléfono para avisar a Smirnov y nos darán una nueva pista, sin embargo hay una deducción rota que no tiene solución. Quizás fue planificada pero nunca la cerraron:

Gil dice que alguien le dejó inconsciente en el sótano + ¿Y si las drogas ayudan a Thorpe a caminar? + La policía ha encontrado a Gil inconsciente en el sótano + ??? = ???

No tiene solución aunque sería la deducción 49.

El logro os saltará tras hacer la deducción final, antes de la secuencia final y antes de los créditos.


Segundo plato (15G)

Compra una segunda hamburguesa para tu cabra preferida.

En cualquier momento después de hablar con Mary sobre la relación de Dunn, cuando ella termina su turno y se marcha en autobús, debemos volver a hablar con la cabra del callejón a quien antes compramos una hamburguesa. Agotamos todas las opciones de diálogo y esto nos llevará irremediablemente a que la cabra se quedará dormida. En ese momento, nos dirigimos al restaurante de Sam nuevamente, a la derecha del gimnasio, nos «enfrentaremos» a Sam (necesario para otro logro) y le pediremos una segunda hamburguesa. Tras finalizar la secuencia esa hamburguesa se la daremos automáticamente a la cabra y conseguiremos este logro.


El castañazo (30G)

Completa la sección «Hockey» del álbum de coleccionables.

Ya hemos explicado los coleccionables al principio de la guía.


Un domingo cualquiera (30G)

Completa la sección «Fútbol» del álbum de coleccionables.

Ya hemos explicado los coleccionables al principio de la guía.


Gato salvaje (30G)

Completa la sección «Boxeo» del álbum de coleccionables.

Ya hemos explicado los coleccionables al principio de la guía.


El mejor (30G)

Completa la sección «Béisbol» del álbum de coleccionables.

Ya hemos explicado los coleccionables al principio de la guía.


Sports Illustrated (30G)

Completa los cuatro deportes del álbum de coleccionables.

Ya hemos explicado los coleccionables al principio de la guía. En cualquier caso, la guía PDF oficial de Microids-Pendulo Studios la puedes conseguir también en este link.


El león tranquilo (15G)

¿Qué pinta ese póster en casa de Joe Dunn?

Cuando estemos en el piso de Dunn, en el salón, al lado del sofá, las cajas y el libro del padre del béisbol, encontraremos un enorme poster blanco al estilo de las películas antiguas, con el nombre de «El León Tranquilo». Al interactuar con este nos aparecerán 4 opciones, debemos responder que este es el apodo de Dunn, El Lince Tranquilo, y nos darán este logro.


Club de lectura de Billy Sorrows (30G)

Interactúa con todos los libros posibles del juego.

Este logro en realidad funciona como otro coleccionable en Blacksad: Under the Skin, sin embargo, en nuestra primera partida interactuando con todos o casi todos los objetos posibles lo más normal es conseguir este logro. Debe saltarnos durante nuestra visita al piso de Dunn, que es ahí donde estará el último libro.

Hay un total de diez libros en todo el juego, y esta sería la ubicación de cada uno:

1 en el gimnasio, en la taquilla de Bobby Yale.

1 en el callejón junto a la cabra, al lado del extensor de pecho.

3 libros en el piso de Bobby Yale – Junto a su cama – En el sillón al lado de su cama – Junto a la mesa del comedor.

1 durante la visita del piso de Mary, cuando usamos nuestros instintos para detectar el olor del pastel. Debemos buscar en la cesta del mismo sofá donde ella está sentada.

1 en uno de los cajones del escritorio de Desmond O'Leary

3 en el piso de Dunn, uno de ellos obligatorio, el del padre del béisbol, los otros dos se encuentran en su habitación y en su servicio conjunto.

El diario de Dunn no cuenta para el logro.


Rechazo de la llamada (15G)

No aceptes el caso.

Podremos hacer este logro nada más empezar el juego, ante la pregunta de si queremos aceptar el caso, respondemos que no, dando paso a un «Game Over», seguido de los créditos, y uno de los tres finales ocultos.

Recomendamos hacer este logro junto con el de los finales ocultos tras habernos pasado el juego, dado que hacer cualquiera de estas secuencias ocultas finaliza con un fin del juego y contará como muerte/reintento, imposibilitando otros logros.


No soy detective (30G)

Encuentra todos los falsos finales del juego.

Después de pasarnos el juego sin morir, basta con cargar la escena en cuestión, y conseguir el falso final, para que contabilice en un contador universal y nos den este logro. Los tres falsos finales son:

  1. Nada más empezar el juego, ante la pregunta de Jake si aceptamos el caso o no, respondemos «No» para que se acabe el juego.
  2. Durante el interrogatorio de Mary, dejamos que se agote el tiempo sin responder nada, hacemos esto dos veces y Blacksad perderá interés y se irá a casa, dejando el caso.
  3. Durante el final del juego, cuando tenemos que exponer a Thorpe , nos darán varias oportunidades. No lo exponemos nunca, aceptamos el dinero y nos marchamos.

El logro debe saltar sin problemas.


Fin, Fin, Fin, Fin, Fin, Fin (90G)

Contempla las 6 escenas alternativas al final del juego.

Lo hemos explicado al inicio de esta guía, pero volveremos a explicarlo. Para conseguir este logro tendremos que usar la misma partida, sin seleccionar «Nueva Partida» en el menú principal. Debemos jugar el juego normalmente hasta el final, para conseguir los logros de no morir, por ejemplo. Luego, cargamos el final del juego y hacemos las otras dos variantes que nos queden, en esa secuencia final.

Las variantes serían:

No completando el QTE del final, haciendo que cierto personaje se suicide. Completando el QTE y dejando hablar a Smirnov, haciendo que cierto personaje vaya a prisión. Completando el QTE, callar a Smirnov y decir «No merece ir a prisión», luego, cualquiera de las opciones valdrá, resultando en que cierto personaje no vaya a prisión.

Después de ver los créditos hasta el final con estas tres secuencias, ya tendremos los primeros tres finales de la primera ruta, ahora nos falta completar la segunda ruta del juego, pero no podemos hacerlo desde «Nueva Partida», debemos cargar partida e irnos hasta la diapositiva número 6. A partir de ese momento en adelante, jugar hasta el final del juego, y debemos recomendar a Mary lo contrario a lo que le recomendamos en nuestra primera partida.

Las dos variantes del juego son recomendar a Mary seguir yendo al gimnasio o recomendarle alejarse del gimnasio. Una vez hecho, seguimos adelante con la historia del juego. Tendremos que agotar las opciones de conversación con ella y hablar de su trabajo, finalmente, cuando le preguntamos si tiene un tercer trabajo, se activará esta opción (obligatoria para avanzar) donde las rutas del juego se partirán en dos, siendo completamente iguales salvo por la secuencia final.

El resumen sería el siguiente:

  1. Con Mary yendo al gimnasio + Prisión
  2. Con Mary yendo al gimnasio + Libertad
  3. Con Mary yendo al gimnasio + Muerte
  4. Con Mary no volviendo al gimnasio + Prisión
  5. Con Mary no volviendo al gimnasio + Libertad
  6. Con Mary no volviendo al gimnasio + Muerte

Habrá que ver la secuencia final junto con los créditos seis veces en total.


Baño de sangre (30G)

Contribuye al mayor número de muertes posible.

Este logro puede ser especialmente caótico dado que, para no repetir todo el juego otra vez, tendremos que coordinar una de nuestras pasadas con la de deducciones y finalmente decirle a Bobby Yale al final del juego la respuesta «Tu padre no lo habría hecho», activando la última muerte.

Hay muchas muertes posibles en el juego pero algunas acabarán en una muerte/reintento, haciendo que tengamos que volver a cargar el juego para que no nos cuente como «Game Over» y así conseguir los otros logros de pasarse el juego sin morir. Las muertes que debemos completar QTE para salvarlos son las siguientes:

Estas muertes tendremos que evitarlas, las que sí que cuentan para el logro, dado que podremos avanzar hasta el final, son las siguientes:

La más difícil de conseguir es la de Bobby Yale, porque suele pasar desapercibido dado que si no pulsamos el botón de esa respuesta, no conseguiremos esa pequeña secuencia donde Desmond O'Leary aparece muerto.


Cuando los ángeles caen… (15G)

Completa el silencio de Blacksad convenientemente.

Cuando visitamos el cementerio de Green-wood, a la derecha veremos una tumba con una estatua de un ángel, interactuamos con esta estatua y nos aparecerán cuatro opciones, debemos responder «Se convierten en demonios» en referencia a la misma frase dicha por Blacksad capítulos atrás.


Los 400 golpes (30G)

Recibe 400 golpes de porra. Puede que incluso valga con algunos menos.

Durante nuestra primera visita al piso de Yale recibiremos una paliza. Debemos sencillamente seguir respondiendo mal para recibir más golpes de porra. No serán necesarios 400 pero unos 15-25 sí. Cuando salte el logro podéis avanzar tranquilamente con las otras opciones.


El novio de América (15G)

Llévate lo suficientemente bien con Helen Moore como para que te haga un regalo.

Durante nuestra conversación con Helen Moore debemos intentar no acusarla fálsamente, centrar nuestra investigación en Desmond O'Leary en la medida de lo posible (no importa si la acusamos de amañar partidos una vez) y finalmente debemos completar correctamente el QTE para encender el mechero.

Es más bien difícil caerle mal a Helen Moore y no conseguir este logro.


Di «no» al bullying (15G)

Plántale cara a Sam siempre que puedas.

Hay que hacer dos pasos correctamente para este logro. El primero de estos es la primera vez que nos dirigimos al restaurante de Sam, donde trabaja Mary, para nuestra primera conversación con ella. Se activará una secuencia donde Sam casi nos atropella y nos aparecerán dos opciones. Debemos responder con el botón B «No te conviene amenazarme».

Después de darle la primera hamburguesa a la cabra y hablar con Mary, avanzamos hasta saber que Mary y Dunn tienen una relación. En cuanto ella acabe su turno y se marche a casa, debemos hablar con la cabra nuevamente, esto hará que la cabra se quede dormida. Ahora, nos dirigimos otra vez al restaurante de Sam y en ese momento estará Sam atendiéndonos. Otra vez, se activará una secuencia y tenemos dos posibles respuestas. Debemos amenazarlo y decirle que le daremos un puñetazo, esto hará que se active otra secuencia y finalmente conseguiremos este logro, así como también llevaremos la segunda hamburguesa a la cabra consiguiendo el logro que hemos detallado más arriba.


Tolerancia cero (15G)

Plántale cara a Quince siempre que puedas.

Para este logro, durante la partida de póker con Cassidy, tendremos que decirle a Quince, el águila, que si tocase a nuestra hija le mataríamos.

En principio, deberíamos tener que retar y plantarle cara a Quince varias veces:

  1. Decirle que le ganaremos al póker
  2. Decirle que se pueden criar los hijos de otra forma
  3. Decirle que le mataríamos si tocase a una de nuestras hijas

Sin embargo, el logro ha saltado en dos ocasiones, sólo diciendo la última frase. Quizás fue cambiado mediante un parche o sencillamente las primeras dos no son necesarias.


Poli bueno (15G)

Interpreta adecuadamente tu papel de poli bueno.

Durante nuestro interrogatorio con Smirnov contra Randal Leigh debemos elegir la opción de poli bueno y desempeñar nuestro papel adecuadamente, intentando no meterle miedo en el cuerpo a Randal y ofreciéndole ayudas.


Poli malo (15G)

Interpreta adecuadamente tu papel de poli malo.

Durante nuestro interrogatorio con Smirnov contra Randal Leigh debemos elegir la opción de poli malo y desempeñar nuestro papel adecuadamente, intentando meterle miedo, acusándole de todo y diciendo que lo materemos.


Niágara (30G)

Haz renacer el amor entre los Colbert y llévate su agradecimiento.

Para este logro hay varios caminos pero os diremos el que hemos utilizado dos veces y ha funcionado a la primera.

En primer lugar, nada más empezar el juego, hemos decidido no aceptar el dinero pero mentir a la mujer de Colbert. Es muy importante que durante la visita a nuestra oficina o el gimnasio llamemos por teléfono a la señora Colbert y le digamos que Colbert le es fiel, dado que después de salir de nuestra oficina iremos directamente al piso de Bobby Yale y Colbert estará ahí. Si hemos llamado por teléfono, nos lo agradecerá y nos ayudará.

Después de esto, durante la conversación en el coche con Desmond O'Leary debemos decir que ha sido Wilson, el búfalo, quien nos ha tratado mal, quitando culpa a Colbert.

Finalmente durante la casi ejecución de la oficina de Desmond O'Leary tendremos que decir que Colbert nos ha invitado. Colbert no debe morir, y una vez hagamos esto, la señora Colbert nos llamará a la mañana siguiente otra vez. En esta última conversación debemos decirle que disfrute de su marido y de su familia. No debemos exponer a Colbert en ningún momento y de esta forma conseguiremos el logro.


Una muy preciosa historia bonita (30G)

Cuenta una historia a Brunhilda sin que se asuste.

En el tramo final de la historia, cuando estemos en los laboratorios, será obligatorio contar una historia a Brunhilda con las marionetas de al lado para que nos enseñe su oso con máscara anti-gas. Hay varias formas de conseguir que no se asuste, pero os diremos dos posibles que hemos probado.

Respuestas de la primera historia:

1. Una bella princesa / heroina espacial

2. Un gato mágico / un gato espacial (Una opción será mala, las otras dos buenas)

3. Preparar pasteles riquísimos / Inflar globos (La opción de «Escapar» siempre será mala)

4. Indiferente.

Su reacción de susto y aprobación son algo ambiguas, si finaliza la historia y no tenéis el logro, sencillamente cargad la partida una vez más y volved a intentarlo.


Morley's (15G)

Compra un paquete de tabaco a las enfermeras.

Durante nuestra primera visita al hospital, debemos hablar con la enfermera ciervo y pedirle un paquete de tabaco. That's it.

Escrito por @ChrisHenares.

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