Army of Two: The 40th Day
59 Achievements
12-14h
PS3
Future Visions
Unlock all potential futures
2.1%
How to unlock the Future Visions achievement in Army of Two: The 40th Day - Definitive Guide
Since it's still secret, this achievement is called "Future Visions" and is earned by unlocking all potential futures.
Potential futures are short cutscenes in the form of comic book illustrations immediately following co-op choices you make during the campaign. This means you must answer each choice positively and negatively to get the achievement.
Play through the campaign normally and answer these choices however you like. Though keep in mind that there are achievements for choosing all positive or negative results in a single playthrough. On your second playthrough be sure to make the opposite choices.
Side Note: if you are playing through on contractor, negative choices will help you out more.
If you decide not to play the story a second time, you can select the chapters with co-op choices. Below is a list of all co-op choices and the possible outcomes.
Warning: Spoliers! Figure I should include that since this game is still new and I don't want to ruin anything.
"The Choice"
Mission 1, Chapter 2: What could go wrong?
Positive: Spare J.B., you get nothing in return.
Negative: Kill J.B., $7,500 reward.
"The Weapons Locker"
Mission 2, Chapter 3: Vertigo
Positive: Return the guns for nothing.
Negative: Take the weapons and unlock the HM Shotgun.
"Tigi Has Been Waxed"
Mission 3, Chatper 4: Crash Site
Positive: Spare the tiger, no reward.
Negative: Execute the tiger and unlock FR Elite Model 3 sniper rifle attatchment.
"Children or Guns"
Mission 4, Chapter 4: A Room with a View
Positive: Keep the kid safe for a $30,000 reward.
Negative: Let the kid grab the weapon and unlock the Barrett.
"The Victim"
Mission 5, Chapter 5: Just Blow it All to Hell
Positive: Shoot Brezhnev. Nothing in Return.
Negative: Take the bribe of $75,000.
Mission 6 has no co-op choice.
"The Contact"
Mission 7, Chapter 4: Revenge
This is the very end of the game. There are no positive and negative options per se, but what action you take here affects the ending you receive.
For this achievement you need to kill Salem while playing as Rios and kill Rios while playing as Salem.
As a final note, you have to watch the cutscenes for these choices. Each one has a checkpoint after the cinematic though, so once you see that it's safe to quit. You can see which endings you have or still need by selecting 'Extras' at the main menu and then 'Co-op Choices." They are displayed on a 4x3 grid. The first two squares are for mission 1 and so on. The left square of each pair always shows the positive choice.
Potential futures are short cutscenes in the form of comic book illustrations immediately following co-op choices you make during the campaign. This means you must answer each choice positively and negatively to get the achievement.
Play through the campaign normally and answer these choices however you like. Though keep in mind that there are achievements for choosing all positive or negative results in a single playthrough. On your second playthrough be sure to make the opposite choices.
Side Note: if you are playing through on contractor, negative choices will help you out more.
If you decide not to play the story a second time, you can select the chapters with co-op choices. Below is a list of all co-op choices and the possible outcomes.
Warning: Spoliers! Figure I should include that since this game is still new and I don't want to ruin anything.
"The Choice"
Mission 1, Chapter 2: What could go wrong?
Positive: Spare J.B., you get nothing in return.
Negative: Kill J.B., $7,500 reward.
"The Weapons Locker"
Mission 2, Chapter 3: Vertigo
Positive: Return the guns for nothing.
Negative: Take the weapons and unlock the HM Shotgun.
"Tigi Has Been Waxed"
Mission 3, Chatper 4: Crash Site
Positive: Spare the tiger, no reward.
Negative: Execute the tiger and unlock FR Elite Model 3 sniper rifle attatchment.
"Children or Guns"
Mission 4, Chapter 4: A Room with a View
Positive: Keep the kid safe for a $30,000 reward.
Negative: Let the kid grab the weapon and unlock the Barrett.
"The Victim"
Mission 5, Chapter 5: Just Blow it All to Hell
Positive: Shoot Brezhnev. Nothing in Return.
Negative: Take the bribe of $75,000.
Mission 6 has no co-op choice.
"The Contact"
Mission 7, Chapter 4: Revenge
This is the very end of the game. There are no positive and negative options per se, but what action you take here affects the ending you receive.
For this achievement you need to kill Salem while playing as Rios and kill Rios while playing as Salem.
As a final note, you have to watch the cutscenes for these choices. Each one has a checkpoint after the cinematic though, so once you see that it's safe to quit. You can see which endings you have or still need by selecting 'Extras' at the main menu and then 'Co-op Choices." They are displayed on a 4x3 grid. The first two squares are for mission 1 and so on. The left square of each pair always shows the positive choice.
20 Comments
actually i put a spoiler warning in the fourth paragraph. read.
By Mister Buds on 14 Jan 2010 14:39
Very descriptive solution. This is what I expect out of a solution. Very well done and informative.
By Yin on 14 Jan 2010 04:23
For this trophy you have to make all the positive and negative moral choices in the game. I recommend you go through the game once sticking to either only positive or negative moral choices and after completing the game, reloading the checkpoints and making the opposite moral choices. There are altogether 13 possible moral choices in the game. There is 1 moral choice in each chapter except for chapter 6, having none and chapter 7 having 3. Here's a list of all the possible moral choices in the game:
Level 1
Positive morality: SPARE JB
Negative morality: EXECUTE JB
Level 2
Positive morality: RETURN THE WEAPONS
Negative morality: TAKE THE WEAPONS
Level 3
Positive morality: REFUSE TO SHOOT THE TIGER
Negative morality: SHOOT THE TIGER
Level 4
Positive morality: TELL THE KID TO STAY
Negative morality: TELL THE KID TO GO FOR THE GUN
Level 5
Positive morality: STOP BREZNEV
Negative morality: TAKE THE BRIBE OF $7,5000
Level 7
Positive morality: SHOOT YOUR PARTNER (then switch partners, reload the checkpoint and shoot the other again)
Negative morality: SHOOT JONAH
Level 1
Positive morality: SPARE JB
Negative morality: EXECUTE JB
Level 2
Positive morality: RETURN THE WEAPONS
Negative morality: TAKE THE WEAPONS
Level 3
Positive morality: REFUSE TO SHOOT THE TIGER
Negative morality: SHOOT THE TIGER
Level 4
Positive morality: TELL THE KID TO STAY
Negative morality: TELL THE KID TO GO FOR THE GUN
Level 5
Positive morality: STOP BREZNEV
Negative morality: TAKE THE BRIBE OF $7,5000
Level 7
Positive morality: SHOOT YOUR PARTNER (then switch partners, reload the checkpoint and shoot the other again)
Negative morality: SHOOT JONAH
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