Overview:
- Estimated achievement difficulty: 2/10 [Achievement Difficulty Rating]
- Offline: 24 [1000gs.png]
- Online: 0
- Approximate amount of time to 1000gs.png: 2-4 hours [depending on if you use a guide and skip cutscenes] [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1
- Missable achievements: None [chapter/episode select]
- Does difficulty affect achievements: No difficulty option
- Unobtainable/glitched achievements: None

Introduction:
Welcome to Valiant Hearts: Coming Home, the sequel to the hit narrative game from 2015. This game follows an identical format to the first one: a linear, narrative driven game with a mix of puzzles and action sequences. While this game is noticeably shorter than the first, it is just as emotionally charged, following the lives of five people (and a dog) and their experiences through World War I. It pretty much picks up shortly after the first game, and while you don't need to have played the first to enjoy this one, I highly recommend it just so you can enjoy the characters and their development more. As far as achievements go, most are story related, a couple are tied to collectibles, and then a few are for doing specific sequences perfectly. Nothing is difficult and nothing is missable, so jump on in and enjoy. Let's get started.

Abbreviated Walkthrough:
The main thing to note up front is collectibles. In this second entry, there are a total of 51 collectibles but you only need 30 for achievements. The vast majority of collectibles are directly on your main path as you progress the story, so as long as you're paying attention to objects with a starker color than the rest, you likely don't even need a guide. To be safe, you can keep the guide in To those who fell (60G) open and handy as you progress. Once you get 30 objects and unlock that achievement, feel free to ignore the rest you come across.

Aside from collectibles, there are only three other achievements that aren't story related:
 
  • Wingman (60G) for completing a plane section without taking damage. There are three of these sections and the first is by far the easiest. In fact, there's a high chance you do this first try
  • Musical Ear (60G) for completing a musical section without missing any notes. There are three of these sections too, and in this case the third and final one is by far the easiest. I don't recommend replaying or sweating the first two, since you'll likely be caught off guard by the awkward moving of buttons and timings. The third will be a piece of cake after the first two
  • Buoy that was close! (20G) requires you to save all drowning sailors in a specific episode. It's easy enough to do once you realize that you need to throw lifesavers to everyone first before pulling them in the boat. Refer to that achievement solution for more information
And that's it. All of the rest of the achievements are story related and can't be missed. Each achievement mentions where it's obtained, and the achievements for each completing each chapter toward the end of the guide have a brief walkthrough of each episode in that chapter, in case you manage to get stuck or just want to follow a walkthrough.

After beating the game, back at the main menu, choose the Collectibles option and then Facts. In this menu, go to each subcategory and scroll right through each entry, turning the circles on the bottom from red to colorless showing you read them. Do this with all "facts" to unlock Knowledge is power (100G). All of these facts unlock automatically as you progress the story; nothing special is required. That'll wrap up this completion.

Conclusion:
As noted in the intro, despite being a shorter and simpler game, the emotional impact is still there like the first game in the series. The difficulty definitely felt turned down (not that the first game was hard by any means), but that made it easier to enjoy the story. The emotions and horrors of war are told in a very touching and meaningful way, and this game did a great job in wrapping up the story from the first game with another heart-wrenching ending. Hopefully you enjoyed too, and congrats on the completion!
 
[XBA would like to thank Necrophage33 for this Roadmap]

Valiant Hearts: Coming Home Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 24 achievements with a total of 1000 points

  • Complete the Army Training

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 1 - Episode 2.

    Refer to To the Front (90G) for a walkthrough of all episodes of this chapter.
  • Repair the plane

    Story-related; cannot be missed.

    This will unlock near the end of Chapter 1 - Episode 3.

    Refer to To the Front (90G) for a walkthrough of all episodes of this chapter.
  • Complete the diving mission

    Story-related; cannot be missed.

    This will unlock after the first section of Chapter 1 - Episode 6.

    Refer to To the Front (90G) for a walkthrough of all episodes of this chapter.
  • Save all the seamen

    Chapter 1 - Episode 6

    This episode is split into two parts: the first is you underwater in a deep sea diving suit, collecting a candelabra from a shipwreck; the second is you on a boat needing to save sailors in the water, which is where this achievement takes place.

    What happens in this section is sailors will be marked with an exclamation mark when they need a lifesaver thrown to them. Once done, they will move to the side of the boat and you can interact with them to pull them onto the boat. My experience is that the only way they can drown is while waiting for a lifesaver. Once they have it, they can idle next to the boat as long as you leave them there. As a result, your only priority is getting lifesavers and throwing them to each person requesting them. Use only left and right to adjust your aim while throwing, minimizing the arc of your throw so you don't overthrow them. There are approximately two "waves" of people to save: the initial four, and then four or so more. It's pretty simple to do, just prioritize lifesavers to each person and then pull them on the boat when no one is waiting for a lifesaver.

    As an important side note, if you mess up and someone drowns, immediately force close the game app. When you launch the game and continue your save, you'll be back at the beginning of this section to try it again. This avoids having to replay the first half of the episode all over again just to attempt this achievement again.
  • Help to operate the boat

    Story-related; cannot be missed.

    This will unlock near the beginning of Chapter 1 - Episode 7.

    Refer to To the Front (90G) for a walkthrough of all episodes of this chapter.
  • Bring the Clarinet to James

    Story-related; cannot be missed.

    This will unlock near the end of Chapter 1 - Episode 7.

    Refer to To the Front (90G) for a walkthrough of all episodes of this chapter.
  • Healer

     

    15

    Heal the Soldier in the ambulance

    Story-related; cannot be missed.

    This will unlock near the beginning of Chapter 2 - Episode 1.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • Anna and Freddie reunite

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 2 - Episode 1.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • Save the Women in the Factory

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 2 - Episode 2.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • James and Freddie reunite

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 2 - Episode 3.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • Steal the German plane

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 2 - Episode 4.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • Resist the Attack on the trenches

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 2 - Episode 6.

    Refer to Broken Souls (90G) for a walkthrough of all episodes of this chapter.
  • Deactivate the Torpedoes

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 3 - Episode 1.

    Refer to Bitter Truce (100G) for a walkthrough of all episodes of this chapter.
  • Freddie saves James from incoming mortar

    Story-related; cannot be missed.

    This will unlock toward the end of Chapter 3 - Episode 2.

    Refer to Bitter Truce (100G) for a walkthrough of all episodes of this chapter.
  • Tend to Freddie's wounds

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 3 - Episode 3.

    Refer to Bitter Truce (100G) for a walkthrough of all episodes of this chapter.
  • Ring the Bells

    Story-related; cannot be missed.

    This will unlock at the end of Chapter 3 - Episode 4.

    Refer to Bitter Truce (100G) for a walkthrough of all episodes of this chapter.
  • Complete Chapter 1

    Story-related; cannot be missed.

    There are seven episodes in Chapter 1. Here is a brief walkthrough of each one.
     
    1. Episode 1 - just head right and avoid the bombs dropping to end this short introductory episode
    2. Episode 2 - head right and into the building, then right and put on your uniform. Pick up a broom on the far right before heading outside. Go through the training area, following the prompts to complete each section
    3. Episode 3 - head right, up into the background, and right again to find the tent with a plane you need to repair, needing three pieces. Outside the right side of the tent, grab a stick, bring it back inside, throw it at the ladder on the left to knock it down, then climb up and use the crane controls to place the engine inside the plane. The plane's wheel is out the right side of the tent, up into the background, then left into that tent. Drag the box left to the ladder and climb up to get the wheel, then return it to the plane. The propeller is back in the same area except to the right inside of left in the tent. Throw a stick at the propeller in the tree to knock it down, then return it. With all three pieces in place, you'll transition to an auto scroller section where you just have to avoid falling stuff until it ends
    4. Episode 4 - this is the first of three plane sections, and the easiest spot to obtain Wingman (60G) for not taking damage. It's just an auto scroller with stuff to avoid
    5. Episode 5 - this is the first of three musical sections, and first spot to obtain Musical Ear (60G). You likely won't get it, and don't bother replaying because the third musical section is easiest. There's no way to fail this level
    6. Episode 6 - the first section of this episode is an underwater section. Head right into the ship and climb the ladder, then drag the box to climb the next ladder. On the ground is a handle you can take up the ladder with you to activate the device and drop boxes, creating a hole in the floor to drop through. Once down, drag this box to reach the next ladder, following the doors and ladders to get the handle you need. Head back the way you came and go up two ladders in the original room, use the handle to open the door, and head in. Follow the linear path now to reach the candelabra, then drop off the ship and head back to the left to the elevator, taking it back up to end the first section. The second section is where you unlock Buoy that was close! (20G). Refer to it for more information on this short section
    7. Episode 7 - now on the ship, go left and down the ladder. Head right all the way until you find a piece of pipe to pick up. Head left and insert the pipe in the obvious gap, then use the wheel to turn the angled pipe to redirect the steam flow. Now go right, up the ladder, and right again to find the periscope you can interact with to end this first section. The interaction on the periscope was finicky for me. I needed to be on its left side to interact with it. The second half has you fetching three items for James: a screwdriver, a wrench, and his clarinet. For the screwdriver, head down the ladder into the sub, then left to find the guy with the screwdriver who needs a pipe to trade. Head right, down the ladder, then left to find the pipe on a crate with the skull. Head back up and give him the pipe to get the screwdriver, then head back up to James. You'll automatically throw him the screwdriver. Pick it up as James and interact with the control panel. Back as Ernst, you now need the wrench. Head back into the ship, left, then down a second ladder and right to find the cook, whose pig is trapped behind steam. Talk to him to get the mission for the wrench. Head left to the steam valve, and turn it to redirect steam away from the pig. Go back to the cook to get the wrench, then back up to James to give it to him. Once again, pick it up and use it on the control panel. Back as Ernst for the third time to ge the clarinet. Head back into the sub and go left to come upon the clarinet. Take it to James to end this section. The episode wraps with another musical section and another chance at Musical Ear (60G) 
  • Complete Chapter 2

    Story-related; cannot be missed.

    There are seven episodes in Chapter 2. Here is a brief walkthrough of each one.
     
    • Episode 1 - heal both wounded men by following the prompts, then leave and go right to find a bottle on the ground. Go to the far left and enter the last room where you can find a soldier to heal with the bottle you got. After a cutscene, heal the guy in the ambulance and then leave to go back to the hospital on the right. Go in the first door you come to, go upstairs, and then all the way to the right. Use your dog (button-b.png) to fetch the key off to the right, then take it and use it to open the door and head through. Use the dog again to fetch the bottle up in the attic above you, then return to the previous room downstairs and heal the soldier there. Now go back upstairs, right, then up a second set of stairs. Drag the box to the left to go up the ladder onto the roof. Go down the other ladder and grab the blanket, then return all the way back to the main floor to heal the soldier there
    • Episode 2 - head right and into the building, then heal the first woman. Head across the debris to the right to find three trapped women. On your left is a pile of rocks. Use one to knock the ladder down on the left of it. Send your dog to fetch the key under you up top, then take it from him on the left side. Head left, up the ladder, and unlock the door with the key. Heal the woman inside. Head out the other door to find a two-lever puzzle. Send your dog up, then left, grab the key, then bring it back and take the key. Head left and unlock the next door to go through. Use the box to climb up, then down a ladder, and heal the next woman. Head out and to the right to find another lever puzzle. Send your dog over to the next object, a lever, and bring it back to you. Now head right, up the ladder, and use the lever to lower the platform all the way so you can jump down. Lastly, use your lever in the crane controls at the end to save the group of three women from the beginning
    • Episode 3 - head into the first building on the right and head right. Grab a snowball from the pile then into the next building. Hide behind the cover and then throw a snowball at the guard. After he leaves, grab a log and head back to the start to add the log. Now go left and up into the next area. Head left up the ladder, then to the right to find a soldier with a letter. Take it and head back to the start, to the right all the way to find the guy requesting the letter. Now you can grab a potato behind him and also put it in the machine at the start. Now head back up to the guy with the letter, past to the right, and you'll find a soldier with a key. Return all the way back to the guy with the potatoes and head farther right to open the door. Take the heavy item back to the guy who gave you the key to get the lid, then return it to the machine at the start. Once you're back in control with a pot, follow the linear path to end the episode
    • Episode 4 - after the first guy you follow, break the boards on the left side so your dog can get you a rock, then use that to lower the ladder so you can proceed. Follow the linear path again to find rocks you can use to toss over a wall to your left, destroying the pile blocking your way. Head back and through that doorway, following this linear path to reach the second section of this episode. The second part is a linear stealth section that just requires you to hide behind cover to avoid patrolling guards, and is very straightforward. In the beginning, head right past all four guards to grab a wheel valve, then back to the left to place it and turn it to open the door. Do this while the guard is on the left to give yourself enough time. Now head left past more guards to a cutscene with an alarm going off, and now you need to progress all the way back to the right side. Hide in the available rooms to easily sneak past the pairs of guards running back and forth, then once you make it all the way right, follow the linear path to the end of the episode
    • Episode 5 - this is another plane section, and is your second opportunity to unlock Wingman (60G). This one is pretty easy too aside from one gunner at the end that you need to be in the upper right corner to avoid
    • Episode 6 - this is an action level. If you played the first game, you'll recognize the spots of needing to avoid bombs dropped and need to avoid gunfire by waiting for enemies to stop shooting and reload. Make your way right and talk to the commander with the exclamation marks above him. Head all the way right to find the crate he needs, and return it to him. Head left now and you'll find another guy with exclamation marks to talk to. Head left to find a big box you need to carefully drag to him. Lastly, head all the way back to the right end again to find the third and final guy to help. He needs a box of ammo, so head left to the room with the ammo picture on it to grab his box and bring it to him
    • Episode 7 - this is another musical section, and your third and final opportunity for Musical Ear (60G). This is by far the easiest spot to obtain this achievement
  • Finish the Game

    Story-related; cannot be missed.

    There are five episodes in Chapter 3. Here is a brief walkthrough of each one.
     
    1. Episode 1 - go down, then left, then down the ladder, then left again, then up a ladder. Grab the piece of pipe up here, then take it back down the ladder and insert it where it belongs. Now head to the wheel valve on the right to redirect steam to the left, getting rid of the soldier upstairs by where the pipe piece was, then turn the pipe back so steam isn't blocking your access to that room. Head up there and you'll find a wheel valve on the right. Take that back down past the previous wheel valve to a spot on the right to place it. Do so, turn it to redirect steam toward the soldier on the right side, then again revert it so it isn't blocking you. Head right past where the soldier was and interact with the torpedo hatch on the far right to end this episode
    2. Episode 2 - another action level. Head to the right, avoid the bombs and gunfire, and then eventually use rocks to destroy debris in your way. The final gunner doesn't stop to reload, so you'll need to grab another rock to your left to destroy debris and block his line of sight. Now just head right and follow the rest of the linear level to finish this part. The episode ends with another simple auto scroller
    3. Episode 3 - this is the third and final plane section, and your last chance for Wingman (60G). It's the hardest of the three. You need to keep an eye out for the telegraphed lightning strikes. The first one will likely catch you off guard if you don't know what to look for, but everything else is easy enough to avoid. Just constantly keep your eyes peeled for the lightning strikes
    4. Episode 4 - this is a very short linear level where you just follow the path to the bell tower, climb up it using your dog and a rock to reach a ladder, and then hit the bell with button-x.png to finish the episode
    5. Episode 5 - this is the epilogue. Just head right, picking up the objects and placing them in the wheelbarrow, then follow the remaining prompts to finish the game
  • Find 5 Objects

    Refer to To those who fell (60G) for more information.
  • Find 30 Objects

    There are a total of 51 Objects in the game, which are collectibles identical in format to the first game. They are objects that are slightly more colorful and prominent than the background, and then have a slight shimmer to them when you get close. In general, the majority of them are either directly on your main path or are obvious on screen, requiring you to just go a bit off track to grab before proceeding. As a result, you likely don't even need a guide because, from an achievement perspective, you only need to collect 30 of the total 51 for achievements. If you're paying attention, you will easily find 30. However, if you want to be safe and get this out of the way (or if you just want to find them all), below is a video courtesy of Trophy Tom that shows all collectibles across all three Chapters.
  • Read 45 historical facts

    This game contains a total of 45 historical facts, and all of them unlock with natural progression. After beating the game, back on the main menu, choose the Collectibles menu, then choose Facts. There are a bunch of subcategories here and you need to "read" them all. Simply open each one and scroll right across all entries to remove the red circles at the bottom, and repeat on each subcategory to read them all, unlocking this achievement.
  • Complete 1 Plane Mission without damaging the plane

    There are three plane missions in the game:
     
    • Chapter 1 - Episode 4
    • Chapter 2 - Episode 5
    • Chapter 3 - Episode 3
    You need to complete any one of those three without taking any damage. The first is by far the easiest, and you will likely do it first try without even knowing about this achievement. The second is also relatively easy, except be on the lookout for a gunner at the end that flies across the screen from left to right shooting. The only way to avoid his gunfire is to go to the upper right corner. The third is the hardest because of lightning strikes that will almost assuredly catch you off guard the first time, and make things more chaotic to avoid. If you don't get this achievement during your playthrough, replay Chapter 1 - Episode 4 and you should have no problem finishing it without getting hit after how much more intense the third one is.
  • Complete 1 Music Mission without missing a note

    There are three music missions in the game:
     
    • Chapter 1 - Episode 5
    • The very end of Chapter 1 - Episode 7
    • Chapter 2 - Episode 7
    You need to complete any one of those three without missing a single note. Of the three, the third one is by far the easiest. The first isn't hard but it's your first time doing this so the awkward movement of the button icons and the timing will likely catch you off guard. The second one has a string of four or five fast notes that'll likely catch you off guard. The third is the easiest, not only because there aren't any groups of fast notes, but you'll already have the experience of the first two that'll make this one feel easier. If you don't get it on your first time through Chapter 2 - Episode 7, that's the one to replay to get this achievement.

You might also like