Quick Links
- Quick Info Up Front
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Step One: Head To Wyndham Village
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Step Two: Siding With Captain Sims
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Step Three: Doing Hard Time in Skethermoor
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Step Four: Seeing the Skethermoor Sites
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Step Five: Finding The Other Interchange Doors
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Step Six: Navigating Windscale
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Step Seven: The Oberon Dig Site
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Step Eight: Escaping The Quarantine
Although some gamers might find this type of accomplishment divisive, I personally enjoy it when games incorporate a built-in speedrun trophy. This reward challenges you to perfect every aspect of the game, then perform all those skills in the quickest possible way, like orchestrating a beautifully synchronized dance at high speed.
I thoroughly enjoyed earning the Platinum Trophy in Atomfall, and while the game’s world was initially mysterious and expansive, let me assure you that the five-hour speedrun required for this achievement can definitely be accomplished.
After successfully improvising during my initial playthrough, I managed to complete the game in 1 hour and 2 minutes, which may not break any records, but I’ll share my strategy with you so that others can master it and become proficient speedrunners as well.
Quick Info Up Front

Before getting started, it’s important for players to take a moment to review some essential factors and requirements. Here they are:
1. Understanding of the game rules
2. Proper equipment
3. Knowledge of team strategies (if applicable)
4. Adequate physical preparation
5. Clear communication among all participants
6. Respect for other players and sportsmanship
7. Adherence to any specific venue or competition regulations
By considering these points, players can ensure a smooth and enjoyable gaming experience!
- 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.
Let’s dive into the fast-paced run. Keep in mind, this method might not be the simplest for earning the trophy because there are numerous less risky paths that will keep your runtime under five hours. But if you’re aiming to complete the task in an hour, let me guide you. Let’s get started!
To ensure understanding, let’s proceed under the assumption that you’ve experienced our world once before. While you’ll have a general idea of its layout, rest assured we’ll provide all necessary information for this fresh adventure.
Step One: Head To Wyndham Village
Right from the get-go when I boot up, speed is my top priority. So, I barrel through the initial chatter, and if there’s no keycard handed to me by an NPC, well then, it’s time for a little “reminder” – I give their lights a good whack and snag that keycard myself!
Next, pass through the security door and exit the bunker, disregarding the Outlaw loitering in the unkempt outdoor space.
Outside, make your way down the hill until you find Nat Buckshaw. Then, if necessary, disable their lights as a makeshift melee weapon. This should suffice for quite some time, especially when you’re on the Sightseer mode of play.
In this version, I’ve used “make your way down” instead of “reach,” “disable” instead of “punch out,” and “makeshift melee weapon” to describe a basic weapon, and “suffice” instead of “need.” These changes make the text more natural and easier to read.
If you feel like it, you could go straight into the building located right across from him and pick up a shotgun too. However, it’s not compulsory.
Or, more casually:
You can pop over to the building on the other side of him and snag a shotgun if you fancy, but it’s not crucial.
From there, you’ll want to make a beeline for Wyndham Village.
Step Two: Siding With Captain Sims
Upon entering the village, your objectives are two: First, secure not one but two Atomic Batteries, and second, win Captain Sims’ goodwill. Luckily, both tasks should prove swift.
Initially, make your way to St. Katherine’s Church. Upon entering, your objective is to find and eliminate the Vicar and Pam. This action will enable you to retrieve the Vicar’s Key. Then, ascend the stairs to unlock the Vicar’s chest with the key, gaining Atomic Battery number one in the process.
Following that, leave the church and make your way to the Wyndham Village Garage, which is situated at the coordinates (35.6E 79.2N). At this location, you will discover a note and keys for Philip’s room in the nearby bakery.
Using these keys, make your way to the bakery, climb up the stairs, open the door, and subsequently confront sick, infected Philip. Be mindful that Iris may chase you up the stairs and assault you, so stay prepared for her too.
It’s crucial because finishing The Bakery matter will wrap up the lead, and once you communicate this to Captain Sims at the Village Hall, they will offer you a complimentary entry into Skethermoor, given that you are willing to converse with Dr Garrow.
Please try to charm him first, but hold off on your journey to Skethermoor for now. Instead, make your way towards the Trader Camp located at coordinates (26.4E, 79.1N) in Slatten Dale before you set out again.
In this scenario, you’re asked to exchange a few items with Molly in return for her Atomic Battery. The battery you’re after provides half of the number of batteries you currently lack.
To ensure you have suitable valuable items for trading, it’s advisable to gather a variety of premium goods. However, if needed, you can swiftly obtain some useful recipes and top-tier loot from June’s Lockbox, the Brewery Cellar, or by defeating Morris in Wyndham Village’s general store.
Step Three: Doing Hard Time in Skethermoor
Your upcoming assignment involves heading straight to Skethermoor Prison, where you will have to get your hands on a Signal Redirector to activate the Central Processing system.
Thanks to my deal with Captain Sims, I’ll have no trouble strolling straight in, and I’ll spot a keycard conveniently placed near the entrance doors to the facility. This will make it a breeze for me to gain entry.
Upon entering, make your way to the cell blocks and gradually move towards the area housing solitary confinement, as that is where Dr. Garrow is being kept.
Disregard her, and make your way to the room located to her left instead. You’ll find a narrow passageway there, which leads to a storage area. In this space, there’s a Signal redirector sitting on some shelves.
Here’s your release from prison, so feel free to depart. Keep an eye out for valuable items during your journey, as this area offers opportunities for passive collection of useful items like weapons, ammunition, and supplies for trade purposes.
Step Four: Seeing the Skethermoor Sites
In Skethermoor, the prison stood out as the main point of interest, yet before you depart from the village, there are other activities worth exploring.
Initially, make your way towards the entry point of the Interchange situated within the prison premises. This is where you’ll first be considered a trespasser, so saving your game here could prove useful.
To approach the door undetected, aim to stay hidden, locate the control panel close to the entrance, and once found, activate your signal redirector on it to open the door. Then, you’re free to enter.
As a sneaky gamer, it’s best to tread lightly in this zone since there are plenty of patrol soldiers milling about. If by some chance I’m spotted, my best bet is to dash through here swiftly and make a beeline for the massive security door ahead. The good news is, they won’t chase me that far.
First, open the door in front of you. Then, make your way to Section Alpha and head towards Central Processing. Once there, locate the Atomic Battery on the floor and utilize it to power up that section. Additionally, search the body nearby for a Hi-Power 9mm pistol. This firearm will serve as your primary weapon until the end of the game, with your melee weapon acting as backup.
After this, quickly head down to Sector Bravo and insert an atomic battery to power the area.
Following this, make your way stealthily back to Skethermoor using the same path, with no need for concern over the guards stationed there. If those at the Interchange notice you, they won’t become aggressive.
In your journey through Skethermoor, the final destination before returning to Wyndham Village is Nora’s Barn, positioned at coordinates (41.9E,75.8N). Here, you’ll find another trader offering an Atomic Battery. If you followed my earlier advice and raided the prison, you should have enough loot to trade with her for the last one you require. After concluding your business at Nora’s Barn, make your way back to Wyndham Village.
Step Five: Finding The Other Interchange Doors
With your possession of three batteries now, all subsequent actions will take place inside the Interchange, facilitating your entry to Windscale.
Initially, depart from Wyndham and head towards Casterfell Woods. Once you reach the outskirts of the village, make a left turn. This route will lead you to a nearby entrance to the Interchange.
Go through the big safe-deposit box-like door and travel to Sector Alpha until you find the room filled with swirling blue fog, which has the power outlet for the battery in it. As always, it’s wise to save your progress firmly and make sure your health is fully restored before proceeding.

To avoid the harmful blue fog that depletes your health and the potentially lethal burst of plant pods, it’s crucial to act swiftly. Shoot the pods ahead as you move, avoid standing too close when they explode, insert the Battery quickly, and then make a hasty retreat to safety.
Given some persistence, I can confidently say that with your effort, success is achievable, and it will undoubtedly energize the subsequent part of ‘The Interchange’.
After that, make your way back through Wyndham Village, and continue towards Slatten Dale. Look for the location where you can find the Interchange Door within this area.
As a fan, I’m excited to share that this very door opens up to both areas C and D, sparing me the extra step of using the Wyndham Village Interchange door. But hold on, there’s one little detail left – I’m yet to find the missing battery!
As a fan myself, I’d recommend taking a moment to save your progress before tackling this challenging section. You’ll find yourself venturing towards Robotics, where you’ll engage in combat with one of the formidable B.A.R.D. robots. Your objective is to make it overheat. If you’re running low on ammo, be sure to stock up first.

First, make the robot stop by firing at it until it needs to cool down. After that, attempt to move around to a position behind it, preferably where you won’t be spotted by nearby turrets if possible, and then carefully remove the battery from the robot.
In the realm of robotics, the machine gun model poses far less risk compared to its flamethrower counterpart. Therefore, I strongly recommend you opt for the former instead.
Following that, I’ll make my way to sectors Charlie and Delta. I’ll insert the Atomic Batteries into the designated slots there. Then, I’ll ascend to Central Processing to initiate the breathtaking climax.
Step Six: Navigating Windscale
After you’ve inserted all the batteries, proceed to Central Processing and employ the Floor Panel Signal Redirectors to unlock the central mainframe’s power-up sequence. This action should pave your way for entry into Windscale.
Before venturing into Windscale, it’s wise to carry some supplies for making bandages, and ideally, a First Aid Kit. This way, you can accommodate small mistakes.
Step indoors and make your way towards the zone with thick blue haze. Despite appearances, it’s possible to navigate through here without needing the unusual Tonic. There exists a passable route in this part of the area.
Initially, it would be best for you to advance directly in front of you and ascend the stairs, since this path leads to a zone free of infection. Afterward, make your way down from that elevated spot.
After that, you should make a beeline for the tunnel located across from here, trying to get there as quickly as you can while steering clear of the Ferals when it’s safe to do so.
Make your way out of the tunnel by running continuously, and once you’re beyond it, attend to your injuries either with a bandage or a First Aid Kit, since you’ll probably be quite unwell by that time.
Next, ascend to your right side, steer clear of the Thralls in the vicinity, then dash across the bridge or walkway, passing through the agitated zone. This route will result in minimal disturbance.
From there, you have a clear run to the Oberon Dig Site.
Step Seven: The Oberon Dig Site
Given that you haven’t delved into the essential elements of the game yet, your choice is quite limited at this stage, and that choice would be to take down Oberon.
Initially, climb the stairway leading to the building, then choose the door on your right-hand side as soon as you reach it. Inside, you’ll encounter a Thrall, who moves slowly and clumsily. Simply attack with melee until it collapses.
Next, find the keycard for the storage room in this location, then proceed down the corridor. Take the second door on your left as you go. Inside, you’ll discover a wealth of valuable items and an Atomic Battery. Gather them up, and afterward, make your way to the farthest left side of the facility, exiting outside once more.
As a game enthusiast, you’ll discover another Atomic Battery tucked away in the distant left corner of this zone, beyond the mechanical beings close to a mutated flora. Keep an eye on the surrounding robots and stealthily make your way towards a storage crate here. That’s where the second Atomic Battery is hiding!
As you proceed, keep in mind that you will have to engage with two control stations responsible for the self-destruct system’s explosives. One of them is situated in a corner close to the mutated plant. Be cautious when approaching as there’s a risk of getting cornered by the flamethrower robot.
Once you’ve finished with these panels, make your way back to the facility and locate the room where you can insert two Atomic Power Cells to energize it. Typically, there’s a guard in this area, so keep a close-combat weapon handy for safety.
After setting up those Atomic Batteries, I’d recommend exiting through the right-side gate of the facility, which is just a hop and a skip away from the entrance door where I initially stumbled upon the Oberon Dig Site.
There are still two additional panels left to prepare for detonation. One of them is situated at the end of the incline heading towards Oberon, while the other is hidden snugly in the corner on the right side.
If you keep an eye on the robot’s movement patterns, it should be straightforward to grab the one on the sloped area. However, for the one hidden in the corner, I’d recommend taking the right tunnel at the top of the slope. You’ll likely run into some wild creatures there, but they’re much less formidable than a robot.
I’ll take ’em out, then scramble down using those handy ledges, making my way towards Oberon in the right-hand corner. That’s where I’ll find the last panel I need to interact with.
Instead of going forward, retrace your steps and return to the facility once more. This time, make your way towards the central zone. On the upper right control panel in this area, locate a lever that will initiate the self-destruct process. Give it a good pull, then make a hasty exit.
Step Eight: Escaping The Quarantine
Currently, your task involves retracing the steps you previously took via Windscale. Fortunately, since the explosion initiated, the spread of the blue contamination should no longer pose a problem for you.
As a fan, I’m excited to share that the region is teeming with Druids! While exploring, it’s crucial to maintain a respectful distance from them and avoid any hostile actions. If you keep your distance and don’t provoke them, they’ll let you pass peacefully!
Exit Windscale, and then exit the Interchange via the doors leading out to Slatten Dale.
As a gamer, I’d say, “Alrighty, it’s time to make a beeline for the hideout I began this adventure in. Let me pinpoint its location on my map real quick, then full throttle towards that spot!
Make your way to the bunker, then revisit the initial game room, taking care since the deceased scientist has been transformed into a Thrall. However, feel free to move past them without any interaction.
Hear a phone ringing? Pick it up, inform them you wish to leave, and poof! It’s all resolved.
If you completed each step as instructed, you would have reached your destination well before the five-hour deadline, and you’d be awarded the “Quick Escape” trophy. Well done!
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2025-03-25 22:41