While it may be a rather polarizing achievement type among completionists, I, for one, love it when a game includes a built-in speedrun achievement. A trophy that tasks you with mastering all the game has to offer, and then putting it together like a tightly choreographed dance in record time.
I loved doing it when finishing up the platinum trophy for Atomfall, and despite how vast and enigmatic the world was the first time around, I assure you that the five-hour speedrun you need to complete to earn this achievement is very doable.
Having effectively winged it after my first playthrough, I pieced together a 1hr 2 min run, and while it might not be world record speed, it's something I'm going to map out for you so that everyone can feel like a pro speedrunner.
Quick Info Up Front
Before we jump in, there are a few things and prerequisites that players will need to consider before diving in and starting the clock. These are as follows:
- Play this run on 'Sightseer' difficulty, as enemies will rarely aggro, and this will allow you to sequence break areas that would otherwise be a death wish.
- Try to memorize and map out the route beforehand, as the game's lack of fast travel will be a constant thorn in your side.
- You can also achieve 'Not expecting any calls' throughout this run, so do not answer the phone at any point in the run, except for the phone call that ends the game.
Okay, let's break down the full-speed run. Just note, this may not be the easiest way to get the trophy, as there are many less dangerous routes that will keep you well under five hours runtime. However, if you want this achievement wrapped up in an hour, stick with me. Off we go!
For clarity, we will assume some information, as this really should be everyone's second playthrough. This means you'll know where most things are in the world, but we promise to give all the essential info.
Step One: Head To Wyndham Village




From the moment you load in, going fast is the name of the game, so bomb through the opening dialogue, and if the NPC didn't give you the keycard, punch their lights out and take it.
Then, head through the security door and out of the bunker, ignoring the Outlaw in the overgrown area.
Once outside, head down the hill until you reach Nat Buckshaw, and once again, punch their lights out. This allows you to get a basic melee weapon early, and this is all you will need for a long time, provided you are playing on Sightseer.
You can also head into the building directly opposite him and grab a shotgun as well if you're keen, but it's not strictly necessary.
From there, you'll want to make a beeline for Wyndham Village.
Step Two: Siding With Captain Sims
Once inside the village, your goal is twofold. You'll want to acquire two Atomic Batteries, and you'll want to gain the favor of Captain Sims. Both of which can be done in no time at all.
First, you'll want to head to St Katherine's Church, and once inside, you'll want to immediately murder the Vicar and Pam. This will allow you to loot the Vicar's Key, and you can then head upstairs to unlock the Vicar's chest and acquire Atomic Battery number one.
After this, exit the church and head to the Wyndham Village Garage, located at coordinates (35.6E 79.2N). Here, you will find a note and keys to Philip's room in the Bakery.
With these keys, head over to the bakery, head upstairs, unlock the door, and then kill poor, infected Philip. Iris will follow you upstairs and attack you, so be ready for her as well.
This is necessary, as this will conclude The Bakery lead, and if you inform Captain Sims in the Village Hall, they will grant you free passage into Skethermoor, provided you agree to talk to Dr Garrow.
Go ahead and win him over, but don't set off for Skethermoor yet, as you'll need to head back out into Slatten Dale and head to the Trader Camp found at (26.4E, 79.1N).
Here, you should trade Molly several items for her Atomic Battery, which will give you half the batteries you need already.
You should have enough big ticket items to trade with her, but just in case, some recipes and high-quality loot can be acquired quickly in Wyndham Village via June's Lockbox, the Brewery Cellar, or by killing Morris in the general store.
Step Three: Doing Hard Time in Skethermoor



Your next task is to book it all the way over to Skethermoor Prison, as you'll need to acquire a Signal Redirector to power up Central Processing.
Thanks to your agreement with Captain Sims, you'll be able to walk right in, and you'll find a keycard sitting right by the doors to the facility for ease of access.
Once inside, you'll want to go through the cells and work your way back toward the solitary confinement wing, where they are holding Dr. Garrow.
Ignore her, and instead head to the room to the left of her cell when facing her. You can sneak through a little crawlspace, and you'll enter a storage room with a Signal redirector on the shelves.
This is all you need from the prison, so you can head on out, but be on the lookout for some decent loot as you go, as this is a good place to passively stock up on weapons, ammo, and consumables that are helpful for trading.
Step Four: Seeing the Skethermoor Sites



The prison was the grand attraction in Skethermoor, but there's more to do before you head back through the village.
First, you'll want to head toward the entrance to the Interchange located in the prison grounds. This is the first place you'll encounter where you'll be marked as 'Trespassing'. So, it's good to drop a hard save here.
You'll need to sneak up to the door unseen, use your signal redirector on the panel near the door to unlock it, and then you can head inside.
This area has a number of protocol soldiers loitering around, so stealth is advised. But, if you do get caught, just run through this area and down toward the large security door; they won't follow you.
Open this door, and then navigate section alpha towards Central Processing, and use the Atomic Battery on the floor to power up this section. Plus, loot the body for the Hi-Power 9mm, as this will be your main weapon alongside your melee backup until the game's close.
After this, quickly head down to Sector Bravo and insert an atomic battery to power the area.
After this, sneak back out to Skethermoor via the route you came in, and don't worry about the soldiers outside. Even if the ones in the Interchange spot you, they won't turn hostile.
Your last stop in Skethermoor is Nora's Barn, located at (41.9E,75.8N). This is another trader with an Atomic Battery, and if you raided the prison as advised, you should have enough gear to trade with her to nab the last one you need. After this, head back to Wyndham Village.
Step Five: Finding The Other Interchange Doors



Now that you have three Batteries, everything else you do will happen within the Interchange, allowing you to get into Windscale.
First, head out of Wyndham toward the Casterfell Woods, and then take a left as soon as you're in the Village Outskirts, as this will take you to a nearby door to the Interchange.
Enter the large vault door, and navigate Sector Alpha until you reach the room with the blue smog containing the battery slot for this section. Again, I advise you to drop a hard save and ensure you heal yourself to full health.
The blue infection smog will drain your health, and the exploding plant pods will all but ensure you'll die if you're caught up in the blast. So, the key here is to move fast, shoot the pods before passing, insert the Battery, and then sprint back to safety.
This may take a few tries, but I assure you, if you hustle, it is possible, and it will power up the second segment of The Interchange.
Then head back through Wyndham Village, and out toward Slatten Dale. You'll then want to go where you will find the Interchange Door in this region.
This door grants you access to both sections C and D, so you don't need to access the Wyndham Village Interchange door. However, you may have noticed that you're still missing a battery.
This part is one of the trickiest parts of the run, so drop a save before you attempt it. You'll need to head down to Robotics and fight one of the B.A.R.D. robots, causing it to overheat. If you don't have enough bullets, get some.
Shoot the robot until it pauses to regulate its temperature, then get behind it, ideally out of sight of any nearby turrets if possible, and extract the battery.
The machine gun robot is much less dangerous than the flamethrower robot in Robotics, so I would urge you to take on this one.
After doing this, head to sectors Charlie and Delta, feed the Atomic Batteries into their respective slots, and head up to Central Processing to trigger the grand finale.
Step Six: Navigating Windscale
Once all batteries are in place, head up to Central Processing and use the Signal Redirector on the panels on the floor to access to power up the central mainframe, and this will clear your path to enter Windscale.
Before you enter Windscale, be sure to have some crafting materials for bandages, and maybe even a First Aid Kit, as this allows some room for error.
Head inside and through the opening area leading into the thick blue smog. It may seem impossible to get through without Strange Tonic, but this is not the case. There is a viable path through this area.
First, you'll want to run straight ahead of you and climb the stairs, as this will lead to an infection-free area. Then keep going and climb down from that vantage point.
You'll then want to run toward the tunnel on the other side of this area as fast as possible, avoiding the Ferals where possible.
Run until you are clear of the tunnel, and then pop a bandage or First Aid Kit, as you will likely be in poor health at this point.
Then, climb up on the right, avoid the Thrall nearby, and run across the bridge/walkway and through the irritated area, as this will only cause minimal damage.
From there, you have a clear run to the Oberon Dig Site.
Step Seven: The Oberon Dig Site
Seeing as you haven't engaged with any core aspects of the game at this point, you only really have one option here, and that's to blow up Oberon.
First, head up the stairs to the facility, and take the first door on the right. You'll need to fight a Thrall, but they are really slow and lumbering, so just melee them until they go down.
Then, take the storage room keycard in this room and head down the hall, taking the second door on the left. This room will contain a bunch of great loot and an Atomic Battery. Grab this and then head all the way to the left of the facility and outside again.
The other Atomic Battery you need is in the far left corner of this area, past the robots near a mutated plant. Watch the patrols of the robots nearby and sneak down towards a storage crate in this area, where you will find a second Atomic Battery.
However, along the way, you will need to interact with two panels that man the explosives for the self-destruct system. One of them is right in the corner next to the mutated plant. It's very easy to get boxed in by the flamethrower robot, so be wary.
After interacting with these panels, head back to the facility and enter the room where you can input two Atomic Batteries to power the facility. There is usually a Thrall here, so have a melee weapon on hand.
Then, once the Atomic Batteries are in place, you'll want to head out the right-hand side of the facility, nearest to the door where you entered the Oberon Dig Site.
There are two more explosive panels to rig to explode, one that is just at the end of the slope leading down toward Oberon, and then one tucked right in the right-hand corner.
Getting the one on the slope is easy enough if you watch the robot's patrol patterns, but to get the one in the corner, I would advise you to take the tunnel to the right at the top of the slope. You will encounter some ferals, but they are far more manageable than a robot.
Kill them, and then use the ledges to climb down to the right-hand corner near Oberon, where you can access the final panel.
Work back the way you came, and head back to the facility once again, and this time, enter the central area where, on the top right control panel, you will find a lever that will trigger the self-destruct sequence. Pull this, and the leg it out of there.
Step Eight: Escaping The Quarantine



Your goal now is to simply work your way back along the same path you took through Windscale. The good news is that with the explosion being triggered the blue infection will have dissipated and is no longer a concern.
There will be a lot of Druids in the area, but in Sightseer mode, as long as you don't come particularly close to them or attack first, they will allow you to pass unscathed.
Exit Windscale, and then exit the Interchange via the doors leading out to Slatten Dale.
From here, you'll want to head back to the bunker where you started the game, so mark it quickly on your map and gun it toward that map marker.
Enter the bunker, head into the room where you started the game, but be wary as the scientist you killed is now a Thrall, but you can run right on past them.
You should encounter a phone ringing. Answer it, tell them you would like to escape, and just like that, it's over.
If you followed all the steps, you should have finished miles before the five-hour mark, and you'll have earned the Quick Exit trophy. Congrats!
- Released
- March 27, 2025
- ESRB
- Teen // Blood, Language, Violence
- Developer(s)
- Rebellion Developments
- Publisher(s)
- Rebellion Developments
- Number of Players
- 1







- Steam Deck Compatibility
- Unknown
- PC Release Date
- March 27, 2025
- Xbox Series X|S Release Date
- March 27, 2025
- PS5 Release Date
- March 27, 2025
- Platform(s)
- PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Xbox One, PC
- X|S Optimized
- Yes































































































