On this page of the trophy guide to the game Deathloop, you will find a detailed description of the achievement called A Charlie Montague Game. To get this trophy, you need to win in Charlie's games: Wake Up Challenge, Reward Scheme, The Moxie, Haul-A-Quinn, and Yerhva. Below you will find information about them and tips on how to win all Charlie games.
There are 5 different games to complete and you can finish them in any order. It does not have to be the same order from our guide.
You can fail in any game, but it won't ruin your chances of unlocking the trophy. You will always be able to try again, for example, the next day or by restarting the current location (exit to the main menu and resume the game).
Unfortunately, you cannot keep track of your progress (Charlie's games do not appear as a lead in Colt's log), so always make sure you have completed the game.
Wake Up Challenge
We have described the game in detail on a separate page: Wake Up Challenge - where are crates?. It takes place in morning hours in the Complex district.
Your task is to open boxes with surprises on time. You have to reach them before they explode, and after opening each box, you will find a trinket - surprise. You have to examine 4 different boxes that way - 3 are in the open air and the last in the bunker.
Playing the Reward Scheme is part of Super Shifty Arsenal Lead- you will find its detailed walkthrough in our guide. You can complete this mission in Karl's Bay district in evening hours.
Your task is to reach the surprise boxes located in different parts of the district - their locations are shown on the map from the Fathoms of Lament building. They can contain prizes or traps.
Some boxes may be associated with environmental puzzles, such as finding a code for a door or pulling a few levers before time runs out. After opening all the boxes, return to the Fathoms of Lament building and complete the obstacle course with lasers. The main reward for completing the Super Shifty lead is an unique weapon, Heritage Gun.
The Moxie is the name of one of the games with an obstacle course. Before you join it, you may be interested in reducing its level of difficulty. Doing it will make it easier for you to complete the course at the expense of receiving one of the smaller prizes. To do this, you have to visit Updaam - as the time of day set middle of the day.
Near the tunnel's exit, look for the Moxie Control System. In this place, you can hack the antenna to get into the system of the Moxie game.
Return to the tunnels and then visit Updaam in the afternoon. The entrance to the building associated with the game is shown on the attached picture.
Once inside, Charlie will explain the rules of the game:
- There are 2 challenges on each floor of the building, and you can finish them in any order. Completing the challengess, you will get the smaller reward.
- Challenges can be restarted, although to get the main prize (purple Rapier), you have to complete them in a limited time.
- If it takes you too long to finish The Moxie, you will fail. It is best to restart the location - return to the main menu and resume the game. This way, you won't have to visit the place with the antenna to hack the next day.
The Moxie challenges are devided into two main groups:
- Avoiding lasers - Shift is very helpful there, although you can also run through active lasers with the Aether on without the risk of being cut by the beam.
- Jumping on the lighted tiles - they may disappear after the start of the puzzle (you have to remember their correct placement), or safe fields may change. In both cases, double jumps and a Shift may be helpful once again.
Haul-A-Quinn is a unique machine associated with Charlie's game, located to the right of the tunnel exit in Karl's Bay district.
Your task will be to find 4 items to put it on the machine. Preparations will take you all day and require precise execution of subsequent steps. If you make a mistake, remember you can return to the main menu after pausing the game. Once the game restarts, you will be able to resume the progress for the time of day without restarting the entire loop.
Start in the Kar's Bay in the morning. You have to go to hangar 2, that is, where Harriet Morse is - we've described infiltrating the hangar on the page about Chaos Theory lead.
After reaching the place, your task will be saving the hanging Eternalist whom we marked in the picture. You have to save him before Harriet drops him into the poison gas.
Quickly sneak behind Harriet (avoiding triggering an alarm is highly advisable there) - as a reminder, you can teleport on the wing of the plane and then to the side room behind the lasers. Get rid of Harriet's guards and the Visionary herself.
Press the top button of the boom control (picture above) so that the hanged man doesn't fall into the area with gas and suffocate.
You can now leave hangar 2 (press the button to open the upper gate of the hangar). Proceed to the area between hangars 1 and 2 where is a turret to hack. After breaching its security, approach it and remove a battery from it.
With the battery, you need to get to the Haul-A-Quinn. If you encounter any enemies along the way, put the battery on the ground for a while. Don't throw a battery at them because that will destroy it, and you may have trouble finding another one in Karl's Bay. You need to insert the battery into the slot of Haul-A-Quinn so it will be powered.
The next step is to use Delivery Booth in the Karl's Bay district. You will find it in the place marked on the picture - it's one of the main paths near the entrance to the tunnels, to the right of the passage to the Gardens of Perception.
To interact with machines, you must have a code for them. How to get the code we've described on the page: Delivery boots - how to unlock? (this is a random combination to be found in Fia's bunker).
When you interact with them, follow these 2 steps:
- as a delivery point, select Karl's Bay, the same location where you solve the whole puzzle,
- as the item to be delivered, select Crank Wheel.
Return to the tunnels, use the option to fast-forward time once, and return to Karl's Bay in the afternoon. There are other things to do here.
Start by examining the Big Smiley building which you will find in the central part of the district.
If you have helped the hanging Eternalist from hangar 2 correctly (morning hours), then a side room of the building will be available. In addition to the enemy (you can kill him or leave him be), you will find there Haul-A-Quin Head. Get it to the Haul-A-Quinn and put it on the mannequin.
Re-visit the delivery booth now. Do two things:
- pick up your pre-ordered Crank-Wheel,
- order a Field Nullifier.
With the Crank-Wheel, reach the Haul-A-Quinn again and put it on the mannequin.
Go back to the tunnels and return to Karla Bay in the evening. You need to pick up the Field Nullifier from the delivery booth and deliver it to the Haul-A-Quinn.
The desired final effect is presented on the picture above:
- The Haul-A-Quinn should work on thanks to placing a battery in it (morning),
- the mannequin should have a Head (afternoon),
- the mannequin should hold the Crank-Wheel (afternoon),
- the mannequin should hold a suitcase with a Field Nullifier (evening).
Yerhva is another name for the Queen of Riddles building in Karl's Bay district. There, you will answer the question about the island, which tests knowledge about Blackreef, AEON, and Visionaries.
All possible questions and answers are listed on a separate page: Yerhva - how to pass the quiz?. You have to give 10/10 correct answers. Questions appear in random order, but each of them always has an identical set of possible answers.