VDNH - Atomic Heart Guide - IGN (2024)

This page will run you through Atomic Heart's VDNH Chapter, which takes place after P-3 catches a train out of the Forester Village and is intercepted by the Hedgie. The chapter continues our open-world adventure, as we attempt to catch Stockhausen and figure out the complex's mysteries.

The chapter will begin with P-3 meeting Stockhausen, with the executive dashing away and leaving us to battle a new form of android. If you're looking for a specific section in the VDNH chapter, skip through the segments via the links below:

VDNH: GroundsSummoning The HawkHedgie Boss FightMagnetic Shock Absorption Zone
Infiltrating the VDNHThe Darwin TestReassembling ClaireClaire's Body Parts: Left Leg
Claire's Body Parts: Right ArmClaire's Body Parts: Left ArmPlyusch Boss FightClaire's Body Parts: Head
The Dream

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VDNH: Grounds

After the initial cutscene is complete, you'll be forced to battle a new version of the LAB TECH robots with a stun baton. The fight will seem relatively similar at first, with the robot dealing more damage up close and adding shock wave and ranged attack to its arsenal, but mostly attacking in similar patterns.

However, it will change its approach after taking some damage, pulling out an energy shield. To break through this, hit the android with all you've got. It won't take damage when its shield is up, so you'll have to take it down and attack while it isn't guarded to finish the fight. Once it's dead, it's time to chase after Stockhausen.

It's worth noting that, from this point on, you'll be able to track down and infiltrate Testing Grounds. These are small facilities housing powerful weapon blueprints. They are optional, meaning they won't be covered in this walkthrough, but it's highly advised you seek them out. Check out our Testing Grounds page for details on how to find all of the facilities and what they contain.

When you're ready to continue the story, you'll want to head to the exhibition southwest of the monorail station, as shown on the map above. When you arrive, P-3 will discover the doors are locked, meaning we'll have to find another way in.

Summoning The Hawk

The route we'll have to take won't be immediately signposted. We'll want to ground a nearby aerial machine known as a Hawk, climb onto it and use it to reach the exhibition.

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To do that, our first stop is to ascend the water tower just by the lake west of the exhibition. Its location is shown via the white circle on the map above. When you arrive at the tower, stand on the metallic circle at its base and ride it up to the interior.

Access the security camera hub here and then click on the yellow circle shown in the image above. You'll access a camera overlooking a dock. Aim the camera to the right and, when prompted, press R1 / RB while aiming the camera at the small hut. It'll open the door, allowing us access.

Leave the camera, descend the tower and head towards the door we just opened, which is at the end of the dock east of the tower. Enter the shack and access the machine within. Select the ground Hawk option from the menu. Charles will inform us that the Hawk is now accessible, although we'll have to be quick to prevent it from taking off again before we can reach it.

The Hawk will land in the centre of the lake ahead of us, so make your way over to it. When you arrive, grab the pole in the centre of the hawk. Once you do, the machine will fly upwards. When it stops, turn and face to the right and you'll see a zipline extending from the Hawk down to the exhibition, Hit R1 / RB when prompted to ride it into the area.

Hedgie Boss Fight

Time to take down our first major boss. Following our infiltration of the exhibition, don't immediately head to the centre of the area to commence with the mission. Instead, head towards the front gates of the exhibition. Next to the gates are a save machine and a vending machine.

Before we do anything, we'll want to make sure we have two upgrades that are going to make this fight significantly easier. The first is the Sleazeball upgrade and the second is the Second Wind upgrade. Both are found in the Character menu. Sleazeball will give us invincibility frames during dodges, meaning we won't take damage while in the animation. Meanwhile, Second Wind will allow us to dodge two times in a row, so we can spend longer benefitting from those invincibility frames.

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If you have it at this point, the best weapon to use is the Dominator. It's strong, its ammo regenerates over time and it's the only automatic weapon we'll have so far, meaning it's our best shot at taking this boss down quickly. When you're ready, head to the centre of the area and shok the silver podium.

As soon as you do, the Hedgie will appear, rolling around the arena in a huge circle before leaping to its feet and squaring off against you. Let's cover the general rules of this battle. First, don't bother taking shots at the Hedgie when it's not vulnerable. The Hedgie's hard to hit, the bullets will do very little damage and you'll waste ammo that you could use getting huge hits in when the bot is vulnerable.

What we'll want to do instead is either wait or bait out his vulnerable state, which sees the Hedgie roll onto its back as several coils emerge from its torso. The stunned state will appear after a series of attacks or if the Hedgie rolls into the art pieces in the exhibition.

The latter is the much more reliable way of bringing this behemoth down, although you'll have to set the statues in place for it to work. Wait by one of the circles in the ground and, after a period of time, a small green cylinder will appear from the floor (as shown above). Zap it with shok and an art piece will emerge.

If you're standing between Hedgie and the art piece, it'll roll into the statue, rendering it vulnerable. When it's vulnerable, unload everything you have into the coils. If you do enough damage, it'll detonate the coil, dealing a huge blow to the Hedgie.

Unfortunately, Hedgie won't take this lying down. It'll attack quickly and aggressively. The main two attacks that the Hedgie will use are its ground slam, which sends a giant laser circle throughout the arena, and laser projectiles, which it can fire from across the map.

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Without the Sleazeball ability, these will be tricky to dodge. You'll have to jump over the ground slam laser and strafe away from the projectiles. However, with Sleazeball, you only need to worry about getting a dodge off right before either projectile hits you. As long as you're in the dodge animation when the laser connects with P-3, it'll do no damage.

Hedgie does also have some less common attacks that it'll pull out at random. The first is a series of telegraphed melee strikes. Sleazeball is once again recommended here, although you can just dodge backwards to avoid these. Its other favourite move comes towards the end of the fight, with Hedgie raising itself and using a gravity well to draw P-3 in. Keep dodging backwards but be warned. Hedgie will intersperse the gravity well with ground-pound attacks, so be ready to dodge those too.

Keep using the sculptures to stun Hedgie before getting in a round of Dominator shots and the large robot should eventually fall. Once it's dead, head back to the gates and save. When you're ready, head to the opposite side of the exhibition and down the stairs.

As you walk, confetti will begin to fire from cannons surrounding you. Walk to the very bottom of the steps and, surprise surprise for a game that's seemingly obsessed with fetch quests, the doors won't open. We'll need to fix them if we want to explore the complex.

When you're ready, look at the large plutonium monument to your left. It's pictured above. Walk behind this and you'll see a R1 / RB prompt appear on your screen.

Hold the button to activate telekenisis and walk backwards to drag it into place, opening a small hole in the floor to your left. Release the monument and jump into the hole. You'll arrive in a new area known as the Magnetic Shock Absorption Zone.

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Magnetic Shock Absorption Zone

Once inside the Magnetic Shock Absorption Zone, push down the passage ahead, looting everything you can around you. At the end of the corridor, you'll find a gate leading to a room with magnetic coils on the ceiling.

If you've taken some time away from the main campaign to explore some of Atomic Heart's Testing Grounds, you'll no doubt know what these are. By zapping the coils with shok, you'll cause the room to change, whether that's creating new obstacles to climb or platforms to emerge.

Magnetic Shock Absorption Zone: Puzzle #1

Let's try it now. Zap the ceiling of this room and you'll see several platforms appear to your right, creating a staircase to the exit above us. Climb to the exit and head into the next room.

Magnetic Shock Absorption Zone: Puzzle #2

This next area is big, but don't be intimidated. Crossing the room is actually quite simple. Drop to the floor and head right below the exit, which is through an elevated door opposite where we entered. If you're trying to find all of the talking corpses, there's one just to the right of the truck propping open the shutter in the back left-hand corner of the room, so chat to him before heading to the doorway.

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When you're ready, look for a line of shutters with red coils running across the floor directly below the doorway. They're shown in the picture above. If the shutters don't look like that for you, aim upwards and shock the coils on the ceiling. It should rearrange the shutters so they look identical to mine.

As soon as you can see the line of red coiled shutters, stand on top of them and shock the ceiling. They'll lift you high into the air, bringing you straight to the exit. Hop down and make your way through the exit door. Ahead, you'll see a golden gate. Be wary. The android on the floor may look dead but it's just attempting to trick you. Destroy it.

When you've taken it down, head through the door to your right and eliminate the other android here, then take a left and hack the door in front of you. It'll take you to a small area with a chest through the second door on the right. Once you've opened it, return to the original room and look at the floor.

You'll see a power relay. Activate it and then solve the puzzle by switching the lower middle circle, then the lower left circle and finally the upper left circle. Once it's solved, the central door will swing open. Head through it and you'll find yourself in the centre of a third coil puzzle.

Magnetic Shock Absorption Zone: Puzzle #3

If you're looking to find every talking corpse, drop down and speak to the corpse in the northwest corner of the room (be warned there's an android playing dead next to him who you'll need to take out). When you're ready, head to the southwest corner of the room and look for a shutter with red coils. It's shown in the image above. Stand on top of it and shock the ceiling.

You'll be raised to an elevated platform with a locked door. Shock the ceiling again and the platform should extend, allowing you to reach a shutter with blue coils. Standing on this shutter, you'll see that the shutter beside it has a relay puzzle you can activate. Activate the puzzle and switch the upper right circle and then the lower right circle to complete it. This will unlock the exit.

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From here, jump to the shutter with red coils to the right of you. Shock the ceiling so the shutter raises, then face northwest. You'll see a platform with blue coils suspended between two shutters that reach the ceiling. It's shown in the image above. Leap to that.

Head forwards and drop down to the platform with red coils below you. From here, you should be able to jump over to the exit. Head through the door and then save at the save station to your right. Follow the route and you'll find yourself in a fourth puzzle.

Magnetic Shock Absorption Zone: Puzzle #4

This puzzle is slightly different in that the roof is split into two halves. You'll have a set of magnetic coils on the left when you enter and a set of magnetic coils on the right. To make this puzzle easier, I'll be calling them the left and right coils based on where we were standing when we entered the room.

First, shock the right ceiling coils and then jump to the shutter with red coils to your right. Drop down to the shutter with blue coils in front of you, then shock the right ceiling coils again. You'll raise upwards, facing a long blue coiled shutter. Jump to it and then use it to reach the platform in the centre of the room.

When you've landed, shock the right ceiling coils and then jump to the platform to your right. Use it to reach the platform connected to the wall, and then use that to reach the shutter with blue coils in the northeast corner.

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Shock the right ceiling coils again and then hop across to the platform in front of you. Climb up to the shutter with red coils next to the platform, head to the end of it and then use the platform with red coils to your left to reach the exit. Head through the door to conclude the puzzle.

Follow the corridor to the end and you'll find a locked door. To the right of it is a relay puzzle. To complete it, switch the lower inner left circle, the upper inner right circle and the upper outer right circle. That will complete the circuit, allowing you to progress through the door ahead.

Magnetic Shock Absorption Zone: Puzzle #5

You'll find yourself in another shutter puzzle. Drop down to the floor and hop onto the shutter with blue coils on the right-hand side of the room. When standing on it, shock the ceiling. Step onto the platform to your left and shock the ceiling again.

You'll now be able to hop onto the platform to your right. Jump across to it and then leap to the railing ahead. Cross to the platform left of you and then shock the ceiling. The shutter in front of you will move up, allowing you to jump to a platform attached to the wall. Jump to it and then zap the ceiling again.

Jump to the platform that's lowered behind you and then walk towards the girder near the top of the nearby stairs. It's pictured above. While standing on the girder, shock the ceiling.

You'll now have a clear route to the exit. Jump to the blue-coiled shutter between you and the door before exiting the puzzle. In the next corridor, save your game at the booth, then follow the path to find a locked door and a chest. Loot the chest, then step back and take a closer look at the floor.

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You'll find another relay puzzle. To solve this puzzle, switch the upper inner left circle. The puzzle will complete and the door will unlock.

Step through and into the silo ahead, and you'll be taken back up to the entrance of the VDNH building. Watch the beautiful light show and then head through the open doors.

Infiltrating the VDNH

Once inside, take a left and follow the route. You'll walk past an exhibit showcasing the Tokamak Complex before entering a corridor with lots of offices to investigate.

When you're ready to move on, take the first door on the left. You'll find yourself in a room with a corpse you can talk to and an engineer bot you can destroy for spare parts. Loot the office, talk to the corpse and decide what to do with the engineer, before heading through the vent in the wall to your left.

Crawl through and you'll drop into a small office. Loot it, before heading through the wooden door at the back of the room. You'll enter another office populated by one single Engineer bot. On the desk near the android is a robotic arm that we'll need to grab, although it seems the robot is quite precious of it. Still reeling from the back and forth with one of these annoying robots on the train, P-3 will immediately want to kill the robot.

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Charles, on the other hand, will tell him to keep the peace. Loot the office and, when you're ready, attack the robot. If you grab the arm and try to be peaceful, it'll attack anyway, so you might as well get the jump on it. Defeat the bot and loot it, then grab the arm and return to the previous room. You can hack the lock off the door, so do so and you'll find yourself back in the main corridor.

Next, let's head into the Tokamak Complex exhibit we spotted earlier. It's locked and requires a hidden code to enter. Head into the office where we found the ventilation shaft and look at the blackboard on the right-hand side of the room. It will show you the door code, which is shown in the image above.

Head to the Tokamak Complex exhibit door and enter the code on the lock. Inside, you'll find a gold chest on your left and a chirper on the table in front of you. Loot everything in the room and then return to the corridor.

Push to the end of the route and you'll find a large shutter door. Quickly head into the office to the right of it and loot everything you can, then approach the door and interact with the lock. P-3 will insert the arm we found earlier, unlock the door and provide us access.

The Darwin Test

Entering the next room, P-3 and Charles will be greeted by an android named Tereshkova who will introduce the pair to the All-Soviet Exhibition Centre. Let her finish her gracious speech, and then P-3 will ask her to initiate the VDNH's drill mode.

Tereshkova will refuse, claiming she wants P-3 to prove he's human before she'll take any orders in case he's a robot. She'll claim that he needs to pass the Darwin test. You guessed it. That means we have to complete another fetch quest... yay!!!

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After Tereshkova is done talking, take a right from the desk and head towards the sealed double doors. Open them using the handles, and look up at the statue above you. You'll be able to use telekinesis to grab the hammer from the statue's hand. Once you have, you'll cross one item off the list.

With that done, cross to the opposite side of the room and enter the next set of double doors. In here, you'll see a plant in the back right-hand corner, although it'll be covered by some glass. Step onto the scales in the back left-hand corner. The glass will rise from the plant, allowing you to summon it with telekinesis. That'll add another of the three items to your inventory.

The final item can be found behind the desk. Cross to the side of the desk opposite from where the robot is standing. Look under the desk and you'll see a radio. If you're struggling to see it, it'll be highlighted in purple while scanning. Grab the radio to add the final item to your inventory.

When you're ready, return to Tereshkova. Handing the items over is, in all honestly, super unintuitive. Instead of just handing them over, you'll have to select the "So, about this Darwin Test..." dialogue chain and then say: "watch your fingers", "put something good on" and "This is as alive as it gets here". Once all three are exhausted, you'll officially complete the puzzle and she'll believe your claim to be human.

Not to worry though! She actually can't currently perform the drill procedure... so the whole puzzle was pointless anyway. Instead, Tereshkova will tell you that we need to scour the entire VDNH for the parts of her robotic partner: Claire.

Follow her as she guides you down the hallway ahead and towards the centre of the VDNH complex. Don't worry, Tereshkova will spend the longest amount of time possible talking to every exhibit on the way... Wait for her to finish her rants and then interact with her at the bottom of the stairs.

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P-3 will remove her head and connect her chord to Charles, downloading the data of where each of Claire's parts is being kept. Once the interaction is done, he'll reassemble Claire and the doors to your left will open. Head into the nearby save room, upgrade your weapons and then head through the now-open shutter.

Reassembling Claire

You'll arrive in a large hub that spans four floors. To find the first part of Claire, we're going to want to head all the way to the bottom.

Take a right and walk towards the stairwell next to the large 4 on the wall. You'll be attacked by two LAB TECH bots here, so demolish them and then continue downwards. When you reach floor 2, stop briefly to talk to the corpse on the floor. When she's done, continue descending the stairwell until you reach the ground floor.

When you arrive, take out all of the LAB-TECH robots scattered around the area. There will be one with a baton while the others will be regular androids. Make sure to watch out for the cleaning robots patrolling the outskirts of the floor, as they'll do a lot of damage if they hit you.

When the robots are finished, head over to the body in the black uniform just next to the seating area on the west side of the ground floor. It's shown above. Interact with it, and P-3 will add all of the various body parts onto the screen as waypoints. So, let's hunt them down.

Claire's Body Parts: Left Leg

Let's start with the part on the ground floor, considering that's the closest to our current location. Head towards the black door opposite where Claire's body is found. It has purple cartoon bug to the right of it.

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Enter the area, head down the stairs and loot the lab to your right. Return to the corridor and save in the room to your left, then continue following the path until you reach a short stretch of corridor with several robot displays. Ahead is a room filled with mutants you can kill for some additional resources, however, our objective is through the hackable door to our right.

Take the plate off the door and continue forwards to come face to face with a rotating cog puzzle. You may have encountered one of these by completing Testing Grounds, but for those unaware, these puzzles are operated by turning red valves. The valves turn the cog, allowing you to change the obstacles in front of you and climb to new areas. Each cog can be set to a notch between 1 and 4, with each notch offering a new side of the cog. You can see which notch your currently set to by counting the dots currently shown on the valve.

For the current puzzle, we'll want to switch the valve to notch 3, as shown in the image above. Head through the gate in front of you when ready. Head to the bottom of the stairs and be wary of an ambush from an android on your right. Destroy it, then continue down the path left of you.

You'll face three more androids in this room, including one with a baton, so take them all down before turning your attention to the area's valve puzzle. For this one, we'll need to complete it in three parts. First, turn the valve to notch 1.

You'll see the cog turn, bringing a diorama of an office space with a second valve in it. Head to the second valve and change it to notch 1.

Return to the original valve and change it to notch 2. The two dioramas in the puzzle should now be a man in a lab and a man in an office space, as shown above.

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Once the pieces are in place, head into the puzzle, climb onto the filing cabinet in the right-hand side diorama and climb to the railing above. Follow the path to enter a hallway with stairs leading upwards.

Defeat the two androids you find up here and take a right, entering a large room with another valve puzzle. Two baton androids and a laser android will enter the room. Defeat all three of them and then turn your attention to the puzzle. To complete this, first set the notch to 4. Head onto the diorama ahead and drop through the open doorway on the floor to your left.

You'll drop down to the diorama below. Here, you'll find another valve. Set the notch to 4 and you'll see a small staircase of coiled platforms in front of you. Climb these to reach the doorway above.

When you climb out, you'll find yourself back on top of the cog with a third valve next to you. Set this valve to notch 2. You'll be flung to the next section of the cog, where you'll find yourself next to a yellow pipe.

Use this pipe to reach the railing above and exit through the door. Walk up the staircase and you'll enter a large room with an enemy we haven't faced yet. This is a Rotorobot. It specialises in melee combat, dashing at you quickly and doing huge damage up close.

Keep away from the Roborobot and use Shok and Frostbite to keep it at bay, pumping it full of shotgun, pistol or dominator ammo when you get a chance. Remember to keep dodging here as the machine will attack quickly.

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Keep up the high pace and the robot should eventually fall. Loot its body for some useful components and then head over to the broken-down car at the back of the room. You'll find Claire's Left Leg in the trunk. Grab it and then head up the stairs, leaving the area.

Hack the door at the top of the stairs and you'll re-emerge on the ground floor. Return to Claire's body and interact with it to reattach the left leg.

Claire's Body Parts: Right Arm

With the leg re-attached, let's head up to floor 2 and track down Claire's Right Arm. Make your way upstairs and then head to the open doorway on the west side of the area. It's right by a large wall of roots, so it's hard to miss.

When you arrive, head down the stairs through the open door and hack the panel off the entrance ahead.

You'll enter a lab that's been infiltrated by one of the giant tunnelling robots we encountered during our stint in the Vavilov Complex. Take out all of the Laborers and Pchelas that are hiding in the room, then head towards the panel with the red button on the right-hand side of the lab.

Activate it and you'll have to play a game of Snake. Noughties kids with the Nokia brick phone rejoice; your time has officially come. For those unfamiliar with Snake, the idea here is to manoeuvre the orange snake using the D-PAD so that it collects the blue diamonds that appear on the screen.

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You cannot touch the borders of the screen or you'll instantly fail. You'll also grow longer everytime you consume a diamond, making it more likely that you'll accidentally guide the snake into its tail, which is also a game over. To win this version of Snake, you'll need to collect 10 diamonds to pass.

Once you do, the tunnelling robot will spring to life. It seems it's a big fan of your Snake skills though as it will be passive, offering you Claire's Right Arm willingly. P-3 will grab it and then the robot will return to its slumber.

Once the cutscene is done, the room will be bombarded by enemies. Take down the laborers, ducks, pchelas and androids, then escape the facility and return to the VDNH hub area.

After defeating three androids that appear in the hub, return to Claire and reconnect her arm to officially cross another body part off the list.

It's worth noting there's a secret door you can head through by completing a moon lock on the second floor. It'll offer a new chirper, as well as additional loot. If you want more details on how to unlock it, head over to our All Hidden Door Codes and Keys page.

Claire's Body Parts: Left Arm

It's time to track down another body part. Head to the third floor and make your way through the south door.

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Be careful as you approach the door as there will be cleaning robots patrolling the pathways, making the journey dangerous. When you're through the doors, follow the corridor ahead. Mothers will spawn sprouts down the path on your right, so defeat them and then enter the nearby safe room to save.

When you're ready, return to the corridor and push ahead. You'll find yourself on a path with an Engineer, a chest and a vending machine. Kill or leave the Engineer, loot the chest and then proceed up the stairs ahead of you. You'll run into a locked door. Hack it and remove the panel, before entering the next room.

Now, this next part is important. You'll see a vending machine and a save point to your right. Go into your storage, grab as many health kits as you can and bring a melee weapon you're particularly good with. We're about to face a very tough foe that's immune to gunfire, so we want to be prepared. Also make sure you have the Sleazebag and Second Wind abilities, as these make your dodges significantly more effective.

In terms of melee weapons, my recommendation would be the Pashtet. It's fast and, if you have the Magnetic Field Generator, it has a ranged attack that does huge damage. Really though, any fast melee weapon should do the trick. When you're ready, head to the floor below you.

Plyusch Boss Fight

Now, to be frank, this guy sucks. He's immune to gunfire, lightning quick, attacks without mercy and has a grab that can insta-kill you if you aren't able to react in time. We'll want to have a strong melee weapon on hand, plenty of health kits and, if possible, something that inflicts fire damage.

As soon as you hit the floor, Plyusch will emerge from a canister and attack you. From the offset, your main goal here is to get in close, strike with a melee weapon and use the sleazeball ability to your advantage, dodging as he attacks and using the ability's invincibility frames to negate damage.

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The Plyusch will essentially never stop attacking. It has melee swipes up close, a slingshot attack that launches it across the arena and a grab that we'll dive into in just a second.

You're going to have to learn to dodge right and left rather than back here, as Plyusch covers a lot of ground with his strikes. The slingshot move specifically does huge damage and knocks you over, so if you see the orange circle appear, dodge to either side.

If you see your health getting low, sprint around the arena with Plyusch in pursuit. You can run and heal, so make sure if you're ever in need of health kits, you're not standing still. You can also use Polymeric Shield to heal and get hits, so if you have it, don't be afraid to use it when you need a breather.

Finally, the grab. Throughout the fight, the Plyusch will be able to knock you off balance and grab you, lifting you high into the air. When it does this, you'll be tasked with hitting 3 randomised button prompts, followed by a randomised mash button prompt. You need to hit these or the Plyusch will kill you instantly. Be ready for the inputs and hit them as soon as they appear.

Keep fighting and the Plyusch will eventually fall. Walk over to its corpse and loot it for Claire's Left Arm. Now, head back to Claire's body. You can dip through a lab connected to the Plyusch boss arena for a difficult fight but some very useful loot. This area also contains a corpse you can speak to.

Attach Claire's left arm and that'll leave us with one last body part to find. It's time to head to the top floor to track down her head.

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Claire's Body Parts: Head

Time to track down Claire's head. Make your way to the VDNH's top floor and enter the door on the west side of the area. You'll arrive in a large room lit only by the giant fish tank in the centre.

You'll immediately be ambushed by mutants. Take down the Mothers surrounding the tank and then focus on the Sprouts and Mutants that have emerged from them.

It's a good idea to circle around the tank while fighting, using the nearby cleaning machines (which you can activate with shok) to deal with large crowds.

When the fight's done, head through the door covered in Mutant vines. Proceed to the end of the corridor and take a left, following the route until you end up at a hackable door. Take the plate off, destroy the two turrets inside and then drop down into the ventilation shaft accessed via the hole in the floor.

Follow the route until you can stand, then climb into the large atrium above. We'll encounter two new enemies here: Docs. Defeat both of these new foes and then loot the room. When you're ready, look for a wooden door beneath a security camera on the right-hand side of the atrium.

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Destroy the camera, lock pick the door and head through. Loot both the rooms on the right and left before calling the elevator and ascending to a new area.

You'll see a large pool of polymer in front of you. Defeat the two rocket owls that appear to your left, then swim up the long tunnel of polymer connected from the pool to the buildings above you. It's shown in the image above.

You'll reach a rocky outcrop where you can jump to some yellow ledges above you. Climb the ledges, then jump across to another ledge to your right. Cross that ledge, turn around and jump to a third ledge behind you, then shimmy right and drop to the railing.

Head up the railing ahead, jump across the gap and enter the elevated building. Defeat the androids in here, then exit through the archway leading to the opposite side of the area. You'll see a large satellite about you. That's where we're heading.

Walk up the stairs to your right and you'll find a gap in the path. Use the yellow-painted ledges to your right to cross to the other side, then climb the crates to reach the building above.

You'll enter the satellite room and see a relay in front of you. Activate it, and then switch the bottom left circle, the left circle on the second row and the right circle on the third row. That's now active. Head behind the relay and open the door using the red button.

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Outside, you'll run into several robotic enemies (including a brutal new variant of the rolling turret that fires rockets). Defeat them all and loot the surrounding area, then head back through the satellite door, hop into the polymer pool below and swim back to the elevator we used to reach the area. We're heading back down into the aquarium hall.

When you arrive, defeat the two docs and two androids, then use the red button on the left side of the room. With the power now back on, it'll cause the beluga craft above us to crash into the wall, creating a path to the floor above.

Head up the path, speak to the corpse on your left and then head through the open doorway on the right. Follow the route until you enter a large atrium. In the centre is a diorama of the Icarus Flying Platform. Press the red button overlooking the diorama.

The button will transform the diorama into a ball maze. By moving the left stick, you'll be able to rotate the puzzle, moving a small golden ball below the diorama's palace. Your goal is to move the ball from the south side of the puzzle to the north side. The easiest route to take is tilting the ball to west side, then moving it around to the north corner. The hole you need to reach is highlighted in the image above.

Once you're successful, the diorama will lift off the ground, revealing Claire's head. Jump down, grab it and you'll add it to your inventory.

When you're ready, return to Claire's body at the bottom of the VDNH atrium. Reattach her head and she'll be completely repaired. Tereshkova will then appear, initiating the drill sequence with the help of Claire. Directly following this, you'll get a long cutscene.

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The Dream

During the sequence, P-3 will begin to experience something strange, before blacking out. When he wakes up, he'll find himself in a bizarre dream.

Waking up in a neon-tinged, frozen-in-time world, our goal here is to follow a strand of collectable apples which will lead us through several set pieces. Follow the apples through the park, into the sea and then over the top of the large submarine.

Eventually, they'll guide you over some flying mushrooms and to a large pipe. Walk into the pipe to end the dream and cue another, incredibly weird series of cutscenes. Once they're done, P-3 will have a new objective. Track down what appears to be the resurrected Petrov.

Up Next: Sechenov Research Centre and The Theatre

PreviousForester VillageNextSechenov Research Centre and The Theatre

Top Guide Sections

  • Walkthrough
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In This Guide

VDNH - Atomic Heart Guide - IGN (1)

Atomic Heart

Mundfish

ESRB: Mature
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