Overview
A walkthrough of all unskippable dialogue necessary to get the Strong, Silent Type achievement.
Introduction
As the description of this achievement implies, The Strong, Silent Type is unlocked by playing through Oxenfree without saying anything. However, despite the title and description, Alex does not remain completely silent during any playthrough. In every playthrough Alex actually says a few, unskippable lines of a dialogue while interacting with objects, in addition to one mandatory dialogue choice at the end of the game.
The purpose of this guide is to record the dialogue Alex says even on a completely silent playthrough. This guide is best used as a means to check if you have selected any dialogue beyond what is absolutely necessary to progress the game.
General Rules
When going for The Strong, Silent Type achievement, there are a few key things to keep in mind:
- This walkthrough will detail how to get the achievement by begining a completely new playthrough of Oxenfree by erasing all of your previous save data. It is also possible to get this achievement by continuing a previous timeline through New Game+, but there will be additional dialogue/interactions as a result.
- The general rule for this achievement is to never choose any of the dialogue options in the game (I.e. The blue, green, and brown boxes that pop up over your character). There is only one exception to this: the final dialogue option of the game, which asks you to decide where Alex goes to school.
- When interacting with objects in the game, Alex will automatically say a few lines of dialogue on whatever was selected. These do not count against the achievement, as you are required to interact with certain objects to advance the story.
- Although you can still interact with objects, if a dialogue option appears, do not click it. Only the first interaction you have with an object, (when you select the pop-up white text and are not given any dialogue boxes) is safe.
- If you intend on getting 100% of Oxenfree’s achievements, I recommend saving this achievement for last. That way you can be the most familiar with the game and be aware of the shortest possible route to completion. Or, if you’re tired of replaying it, it’s the runthrough you can pay the least attention to, because success is all about doing nothing.
Island Map
You can use this map is to help you find the locations mentioned in the guide
Dialogue Walkthrough pt. 1
Without further ado, here is the mandatory dialogue walkthrough for The Strong, Silent Type.
Note: Some locations marked here with (None) may still require you to interact with certain objects. However, Alex has no dialogue during the interaction, so they are not marked here.
Boat to Edwards Island:
(None)
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Main Street 1:
(Upon interacting with the dumpster)
-“I think the dumpster will get us over if it’ll, uh, budge.”
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Discovery Cliffs 1:
(None)
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Beacon Beach:
(Upon interacting with Jonas when prompted to jump over the fence)
-“Island living huh?”
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The Cave:
(None)
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Harden Tower 1:
(Upon interacting with the locked radio tower door)
-“Huh, it’s locked.”
(Upon turning off the generator)
-“The fence should be off now.”
Special notes
The story progresses in this scene when your friends try to contact you through the tower phone. The phone will ring automatically as you try to leave the top of the tower. You will need to interact with it to answer it, but do not say anything into the line. At one point Clarissa will attempt to call on the other line. Although tempting, switching over is a dialogue option, thus should not be selected.
***
Epiphany Field 1:
(None)
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Towhee Woods 1:
(None)
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Bridge Stand 1:
(When interacting with the power station door)
-“Power Transfer Station one six seven.”
(When selecting the circuit breaker inside the power station)
-“I found the circuit breaker.”
(When interacting with the bridge ferry controls)
-“Hallelujah”
***
Campgrounds:
(When interacting with the soccer ball)
-“This is, uh, new”
(When interacting with the magnetophone)
-“Huh, this looks…it’s like, super old, but…man, it’s almost spotless. It’s one of those, um, magnetophones, I think they’re called? Or some other reel-to-reel thing from the 40’s.”
***
Relay Point:
(After Jonas jokes about Alex withholding information)
-[laughs]
(When interacting with the magnetophone)
-“I don’t know if you, uh, remember but…the last time we got stuck, we used one of these to get out of it, so…I’m not just messing around right now.”
***
Milner Outpost 1:
(None)
***
Fort Milner Facilities
(When interacting with the codes list in the locked room)
-“Oh, here’s a padlock code. Three, four, eighteen. It’s on a list of….huh, they called codes, ‘cookies.’ Is that slang or something?”
(When unlocking the Army RCs Door)
-“Three…Four…Eighteen… And…voila.
***
Fort Milner Army RCs
Special note:
The story progresses here when you use the radio on the hanging light to begin a minigame with the radio host. Though tempting, do not participate in the game, because all of the answers require responding to the questions via dialogue boxes. Just stand there until forced to use the radio again.
(When interacting with the big radio in the room with Clarissa)
-“Yeah, no, this is…this is like a low frequency thing. It’s just meant for the base, it won’t…I don’t think it can beam out.”
***
Milner Outpost 2:
(None)
***
Epiphany Field 2:
(None)
***
Harden Tower 2:
(None)
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Epiphany Field 3:
(None)
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Discovery Cliffs 2:
(None)
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Main Street 2:
(When interacting with the door to the offices)
-“Yeah, this isn’t budging.”
(When opening the door to the offices)
-[grunt]
(When interacting with the box in the offices)
-“Uh, I think here’s something. It’s another pocket radio, I think, but it’s like…there’s way more stations on the dial.”
Dialogue Walkthrough pt. 2
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Discovery Cliffs 3 / Flashback:
(None)
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Epiphany Field 4:
(None)
***
Adler Estate:
(When interacting with the chest in the attic, without the combination)
-“The chest is padlocked. Needs a combination.”
(When interacting with the chest in the basement)
-“Huh, Ren, you were right. There’s like a ledger here. The Adler family does own the island. And there’s a combination for the–there’s a padlocked chest in the attic upstairs. Twenty-nine…Eighteen…Fifty-four.”
(When interacting with the chest in the attic, with the combination)
-“Twenty-nine…Eighteen…Fifty-four. It’s a lot of radios and…those containers we saw at the town office. Oh and…like a map of the caverns. She’s written here, ‘tune into the source.'”
Special note:
The story progresses here as ghost Clarissa invites you to play a game involving finding objects. Simply do nothing during this sequence, and eventually magnetophones will appear that will allow you to break the loop.
Alternately, since finding the objects does not break the achievement, if you want the game to complete about 30 seconds faster you can interact with the objects to progress the story. (Thanks @Flair)
(When interacting with one of the magnetophones)
-“Hopefully this will work as usual.”
(When interacting with the reel on the shelf in the basement)
-“Alright, there’s already something in here. Experiments and Findings of Experienced Phenomena, January ’52.”
(After flipping through a few slides)
-“Oh, sorry, this is like– this looks like the end, but from the wrong film thing…”
***
Epiphany Field 5:
(None)
***
Towhee Woods 2:
(None)
***
Bridge Stand 2:
(When interacting with the radio in the comm station)
-“Hello, we’re here. We made it hello.”
***
Towhee Woods 3:
(None)
***
Epiphany Field 6 / Flashback:
(None)
***
Bomb Shelter:
Special note:
The story progresses here as you attempt to exit the bomb shelter to the cave. Jonas will urge you to fix the radio, but simply ignore him and continue interacting with the blast door until it lets you proceed.
(When interacting with the Blast Door while Jonas is distracted by the music)
-“C’mon, Jonas…let’s…let’s just get in the cave and…remember why we’re here, okay?”
(When interacting with the Blast Door while Jonas is distracted by the music again)
-“Let’s go, Jonas, I don’t wanna risk doing anything we’ll regret or miss our window or–or just not getting this right. This is more important, I’m sorry.”
***
Cave 2:
(None)
***
The Temporal Tear:
(When opening the source)
-“Oof.”
Special note:
The story progresses here as you decide what to do about the ghosts. You can either exit through the red portal the ghosts open or close the tear with your radio, either will get you the achievement.
Additionally, when looking at your reflections in the next scenes the dialogue options WILL disappear if you wait, it just takes a little longer than usual.
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Flashback:
(None)
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Boatride Home:
(None)
***
Ending (Photo):
Special note:
The story progresses here as you make the only mandatory dialogue choice in the game. The options are “I left town for school / I’m taking some time off / I went to college here”. Your answer doesn’t matter, although personally I always choose the middle option.
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Ending (Credits):
The achievement will unlock as the credits start to role.
And that concludes the guide! Thanks for reading ~☆