DEATH STRANDING 2: ON THE BEACH is less about memorizing a perfect line across the map and more about preparing each trip so the world cannot punish one bad choice. This walkthrough gives you a clean story route through the 48 main orders, practical cargo and combat habits, the safest points to build roads and monorails, and a trophy/achievement cleanup plan for Episode 17.
Spoiler warning: this guide names episodes, order ranges, late-game facilities, major enemy types, postgame structure, and trophy requirements. It avoids story explanations and cutscene reveals as much as possible, but a walkthrough cannot stay completely blind.

Best First-Run Plan
- Play the story first, but connect optional facilities as you pass them. Full cleanup is faster after the credits, but network coverage, facility rewards, roads, and later vehicles are much better if you do not ignore every side node.
- Choose a difficulty you can keep consistent. Story is fine for a relaxed story run, but S-rank achievement progress requires Casual or higher. If you want one clean trophy run, stay on Casual, Normal, or Brutal for standard-order cleanup.
- Use manual saves before long combat, animal/person deliveries, pizza runs, strange-realm sequences, and finale orders. Current trophy sources agree there are no missable trophies, but a good save still saves time.
- Do not haul every delivery inside the DHV Magellan. The ship is excellent as a mobile base, garage, rest stop, and storage tool, but standard-order cargo transported by the Magellan can lose grading value. Use it deliberately.
- Build infrastructure where you will repeat routes. Early generators and timefall shelters help, but roads, monorails, mines, and zip-lines matter most once facilities start sending you back across the same corridors.
- After the story, move into Episode 17 cleanup. The world remains explorable, Mexico and Australia stay available, and trophy work centers on facility connection levels, S ranks, structures, roads, rails, mines, hot springs, APAS, and miscellaneous systems.
Walkthrough Snapshot
The main story is a prologue plus 16 episodes. IGN’s hub lists 48 main orders across the full story, while Neoseeker’s detailed route is usable through the early-to-mid game and explicitly stops around Order 28. Treat the first half below as route advice with stronger order-level cross-checking, and the late half as a cautious progression roadmap backed by the complete order index, trophy sources, and official postgame structure.
| Stage | Main Orders | Route Focus | Do Not Forget |
|---|---|---|---|
| Prologue and Episode 1: Sam | 1-7 | Mexico tutorial, cargo balance, first bandit camps, first BT zone, first giant BT fight, return to Sam’s shelter. | Practice grip balance, use blood grenades against BTs, and learn when to drop cargo before fighting. |
| Episode 2: Lou | Interlude | Story transition into the DHV Magellan and the wider trip. | Check private-room interactions and ship terminals before moving on. |
| Episode 3: Drawbridge | 8-14 | Enter Australia, connect the Plate Gate, Government’s Base, Western Environmental Observatory, Musician, F1, monorail, and Rainbow Valley. | Start thinking in network coverage. Roads and rails become long-term investments, not decoration. |
| Episode 4: Raindrops | 15-16 | Animal and aid-package deliveries toward the Animal Shelter and Northern Environmental Observatory. | Animal deliveries punish sloppy routing. Use stable vehicles and avoid unnecessary fights. |
| Episode 5: Conflagration | 17 | First major strange-realm escape sequence. | Make a manual save beforehand and enter with healing, weapons, and patience for a different combat rhythm. |
| Episode 6: Chrysalis | 18-23 | Recover stolen weapons and bombs, connect F2, rescue the Dowser’s friend, search for Tomorrow, and reach Heartman’s Lab. | Combat skeletons, PCCs, generators, and vehicles matter here. Do not let battery range decide the route for you. |
| Episode 7: Pod | 24-30 | Pizza Chef, Data Scientist, Motherhood, Old BB Pod, tar dissolvent, weapon fabricators, coffin recovery, and F4. | Pizza must stay flat, Order 26 asks for your birthday, and Order 28 is a combat-heavy factory objective. |
| Episode 8: Deluge | 31-37 | Another strange-realm escape, Chronobiologist, Metagenomicist, F5, mech data, snowy peaks, and Adventurer rescue. | Snow routes reward deliberate loadouts. Keep a vehicle plan, a foot plan, and a bad-weather plan. |
| Episode 9: Puppets | 38-43 | Eastern Environmental Observatory, giant ghost mech, stranded cargo, F6, Magellan materials, and Southern Environmental Observatory. | Expect heavier combat and bigger material routes. Build or repair infrastructure before repeating the same climb. |
| Episodes 10-12 | 44-46 | F7 North Distribution Center, another strange-realm return, and F8 Terminal Fort Knot. | These are late-story pressure orders. Save before accepting and leave cleanup for Episode 17 unless a facility is already on your path. |
| Episodes 13-16 | 47-48 | Final route to the item connected to Higgs, final confrontation, and story completion. | Finish the story cleanly. There is no need to force max facility work before the ending. |
| Episode 17: One Day | Postgame | Free-roam cleanup across Mexico and Australia. | Max connections, S ranks, structures, mines, roads, rails, hot springs, APAS, animals, and miscellaneous achievements. |
Before You Start
Difficulty And Achievements
Story, Casual, Normal, and Brutal are the main difficulty options listed in the walkthrough sources. Story is valid if you only want the narrative, but the Seasoned Porter achievement/trophy needs S ranks on Casual or higher. Current PC materials also mention a harder “to the wilder” mode; treat it as an extra challenge once you already understand deliveries, not as your first route unless you specifically want pain.
If you care about completion, start on Casual or Normal and leave the setting there while accepted standard orders are active. Dropping to Story during an accepted order can make that attempt useless for S-rank cleanup.
Saves, Missables, And Point Of No Return
Readable trophy sources agree that the trophy list has zero missables, one playthrough is enough, and Episode 17 functions as postgame free roam. That means your saves are for convenience, not panic. Use manual saves before:
- Large BT or boss fights.
- Orders that carry a person, animal, pizza, or fragile cargo.
- Elimination or destruction standard orders where damage taken affects the rank.
- Late story sequences from Order 45 onward.
- Any long snow, tar, or fire route where one crash can waste twenty minutes.
Route Planning Rules
Every delivery starts in the menu, not on the road. Check weight, cargo orientation, weather exposure, enemy zones, river crossings, battery range, and whether the destination is already on the network. If the route crosses the same corridor twice, build something. If it crosses a one-time danger zone, bring enough tools to survive it and move on.

Core Systems That Save Hours
Cargo Balance
Heavy stacks are not just slower; they change how every slope, river, and earthquake feels. Hold both grips when Sam starts leaning, use one grip when the load pulls to a side, and slow down before steep descents. If you need to fight, drop the backpack cargo somewhere safe first. A clean fight followed by intact cargo is better than trying to be heroic with a tower of boxes on Sam’s back.
Container Damage Versus Contents Damage
Do not panic the moment timefall ruins a container. Delivery grades care most about the contents, so container repair spray is most valuable before the box takes a hard impact or before a special exposed cargo type starts leaking. Drive carefully, brake before rocks, and repair before the final hand-in if the route was rough.
The DHV Magellan
The Magellan is a mobile facility: rest, fabricate, store gear, move vehicles, and reposition near landing zones. The catch is grading. If you are chasing standard-order ranks, do not casually transport that order’s cargo with the ship. Use the Magellan to stage supplies and vehicles, then complete ranked deliveries by road, rail, zip-line, or foot.
Chiral Network Coverage
Network coverage is the difference between improvising and building. Optional facilities are worth connecting during the story because they expand where you can place structures, ride certain vehicles, and benefit from online help. If a route feels miserable, ask whether the problem is actually poor coverage rather than poor skill.
Structures, Roads, Mines, And Rails
Generators solve battery anxiety. Timefall shelters protect cargo and give you a breather. Watchtowers make camps easier. Bridges save rivers. Roads and monorails are cleanup machines. Mines turn chiral crystals into bulk materials for bigger projects. Build where repeated travel is guaranteed: F1/F2 corridors, facility loops, mountain approaches, and routes to optional preppers that need repeated deliveries.
APAS Enhancements
APAS becomes a quiet power curve. Use enhancements that reduce movement noise, improve combat reliability, speed up order preparation, or support your preferred delivery style. More facility connection means more memory to run useful enhancements at once, so maxing connections is not just a trophy chore.
Main Order Trouble Spots
Orders 1-4: Learn To Move Before You Fight
The Mexico opening teaches balance, route marking, rivers, sandstorms, and basic human enemies. Keep early routes simple. Do not waste ladders when a shallow river crossing and a stamina-rest rock will do. In bandit camps, scan, hide cargo, isolate enemies, and take vehicles only after the camp is stable enough to leave safely.
Orders 5-6: First BT Zone And Giant BT
Order 5 is your first serious BT-control lesson. Bring blood grenades, crouch in the BT zone, use the scanner, and clear a path before picking the cargo back up. Order 6 then turns that lesson into a boss fight. Blood grenades and MP weapons are your main answers; stay out of tar when possible, use debris and vehicles as footing, and spend more time repositioning than panic-firing.
Order 7: Return Route With New Pressure
The first vehicle makes the return feel safe, but battery management and enemy interruptions can still ruin the trip. Recharge near generators or facilities, keep a weapon ready, and follow footprints when the story asks you to track someone rather than chase the main road blindly.
Orders 8-14: Australia Opens The Game
Do not bring the Mexico vehicle through the Plate Gate; plan to start fresh in Australia. Once the Government’s Base and Western Environmental Observatory are online, begin building routes you will reuse. Order 10 is a good reminder that liberating camps is often worth doing if the area blocks future delivery lines. Orders 12-14 introduce tar, monorail restoration, and broader resource planning, so stop treating materials as clutter.
Orders 15-17: Animals, Aid, And Strange Realm
Animal and aid deliveries are stability checks. Use an Off-Roader when possible, avoid stunts, and do not route through a camp just because the line is shorter. For Order 17, enter with a manual save and a combat loadout. Strange-realm sequences ask for boss awareness and movement more than delivery optimization.
Orders 18-23: Combat And Search Routes
By now you should be carrying a small standard kit: a skeleton suited to the route, at least one PCC, a weapon plan, repair spray when cargo is fragile, and enough blood or anti-BT tools for unexpected weather. Order 21 is the first person-transport warning: carrying a person consumes backpack logic, so use a vehicle and clear or bypass the camp carefully. Order 22 is a tracking route; follow the footprints and do not overpack because cliffs and anchors make vehicles awkward.
Orders 24-28: Pizza, Motherhood, And Weapon Fabricators
Pizza deliveries need flat cargo handling. Use an Off-Roader or a flat backpack layout and avoid harsh terrain. Order 26 asks for the birthday you chose at the start of the game; if you forgot, check in-game profile/corpus information rather than guessing. Order 28 is not a stealth-perfect delivery. Approach from cover, use enemy weapons when useful, and expect the factory fight to be louder than a normal camp clear.
Orders 29-30: Coffin And F4
The user-supplied Neoseeker Order 29 page was an edit/login URL and the corrected public page was not readable in this fetch, so use this stage as a cautious checkpoint: expect a coffin recovery, a move toward F4, and a transition into the second half of the game. Make a save before accepting, bring combat tools, and do not start with a nearly empty vehicle battery.
Orders 31-37: Deluge And Snow Route
This stretch includes another strange-realm escape, biological deliveries, F5, mech-fabricator data, and snowy mountain routing. Snow is where overpacking hurts most. Use skeletons, floating carriers, ziplines, and vehicles according to slope and coverage. If a trip crosses high mountains twice, build a reusable answer instead of repeating a miserable climb.
Orders 38-43: Observatory And Giant Ghost Mech
The late Australia middle stretch asks for heavier logistics and heavier combat. Carry enough firepower for mechs and jammers, but keep the delivery grade in mind. If a fight is tied to an order rank, save after accepting and reload if damage gets out of control. This is also a strong time to restore mines and rail lines that feed material-heavy routes.
Orders 44-48: Final Story Push
From F7 through F8 and the finale, treat the story as the goal. Do not pause every hour to max another facility unless the delivery is already efficient. The game gives you Episode 17 afterward, so keep your inventory clean, save before long sequences, and finish the main arc before turning the map into a spreadsheet.

Recommended Loadouts
| Route Type | Bring | Why It Works |
|---|---|---|
| Early story delivery | Ladder or anchor only if the route demands it, repair spray, one light weapon, and balanced cargo. | You are learning terrain. Overpacking makes basic slopes harder than they need to be. |
| BT area | Blood grenades, blood bags, MP weapon once unlocked, repair spray, and a clear escape route. | Clearing a safe corridor protects cargo and prevents a delivery from turning into a chase. |
| Bandit or brigand camp | Rope or non-lethal weapon, scanner use, vehicle parked outside sight range, and a save if the order grade matters. | Stealth is quieter, but camps can still be solved by controlled combat if you keep cargo away from the fight. |
| Long vehicle route | Off-Roader or Tri-Cruiser, generator plan, container spray, and materials for one emergency structure. | Battery and terrain failures are more common than enemy failures on long hauls. |
| Mountain or snow route | Skeleton suited to weight or speed, climbing anchors, floating carrier or zipline plan, and light cargo. | Snow punishes greed. A lighter route with support tools beats one huge unstable load. |
| Pizza, animal, or person delivery | Stable vehicle, safe road, manual save, and minimal combat detours. | These orders punish orientation, shaking, and risky shortcuts more than normal cargo does. |
| Postgame cleanup | Coffin Board where network coverage allows, Off-Roader for bulk, ziplines for vertical routes, and stored materials. | Episode 17 is about repeat efficiency. Build once, benefit dozens of times. |
Optional Orders And Facilities
The cleanest playthrough connects optional facilities as they appear but saves max-star grinding for Episode 17. The Neoseeker reference includes early sub orders 100-105, including the Lone Commander, BT-area mementos, brigand reconnaissance equipment, a record collection, Smoke Hill Mine, and a pepperoni pizza route to the Architect. These are worth doing when they add network coverage, unlock useful tools, or sit naturally beside a main route.
Do not ignore facility messages. Several optional preppers can stall near high connection levels until their personal sub-order chain advances. If a facility seems stuck around the top of a star, read messages, check available sub orders, and deliver lost cargo that specifically targets that facility.
Achievement And Trophy Roadmap
Steam and trophy sources list 55 achievements/trophies. The roadmap is friendly by open-world standards: no missables, one playthrough, no New Game Plus requirement, and free roam after the story. The time sink is not a hidden collectible hunt; it is delivery optimization, facility connection, and system cleanup.
| Cleanup Goal | Verified Requirement | Best Time | Practical Tip |
|---|---|---|---|
| Story completion | Finish Episodes 1-16 and Main Order 48. | Main playthrough. | Do not delay the ending just to max every facility. Episode 17 exists for that. |
| All facilities connected | Connect all 42 facilities with the Q-pid. | Story plus postgame. | Connect optional nodes as you pass them so structure coverage grows naturally. |
| Max facility connections | Reach level 5 with all 42 facilities. | Mostly Episode 17. | Use destination search, lost cargo, aid requests, and repeated high-value standard orders. |
| Seasoned Porter | Earn 10 S ranks in delivery, 10 in recovery, and 10 in elimination/destruction standard orders on Casual or higher. | Postgame or late story. | Accept combat orders only when ready. Damage is tracked from acceptance, not just the fight area. |
| Master Builder | Build every required structure/tool/weapon/sign type. | Late story and postgame. | Bridge and Safe House need your own material contribution after placing the foundation. |
| Road and rail work | Restore roads, reopen monorail lines, and support material routes. | Any time after materials become plentiful. | Mines and facility material claims make the grind much lighter. |
| Mines and hot springs | Restore mines and dig hot springs where required by achievements. | Postgame. | Use mines to generate the materials needed for the next infrastructure project. |
| APAS and profile systems | Unlock/use APAS enhancements and miscellaneous profile systems. | Throughout. | Facility levels raise available memory, so connection cleanup also improves APAS flexibility. |
| Online-related trophies | Bridge Link rank and online aid-request signs require network interaction. | Whenever online. | PS Plus is not required for the listed online trophies, but you must be connected to online services. |
Seasoned Porter Without Wasting Time
The hardest cleanup target is not mechanically brutal; it is easy to track poorly. Use the Orders search filters to separate standard orders by type and destination. Keep a note of delivery, recovery, and elimination/destruction S ranks because the game is not always generous about presenting the exact count you need in one neat place.
For elimination/destruction orders, do this sequence: fabricate the loadout, drive to a safe staging point, accept the order, save, complete the fight, and reload if Sam takes too much damage. For delivery and recovery orders, prioritize routes where your roads, rails, ziplines, or vehicles already exist.
Facility Connection Cleanup
Maxing all facilities is the long tail. Deliveries ending at a facility, lost cargo, aid requests, and facility-specific sub orders all help. If a facility stalls near 5 stars, check whether it is waiting for a message or personal request. Repeating easy high-weight or long-distance standard orders can be more efficient than wandering the map hoping for the right lost cargo.
Common Mistakes
- Accepting a ranked combat order too early: prepare first, accept second, save third.
- Using the Magellan as a magic delivery eraser: great for logistics, risky for graded standard-order cargo.
- Ignoring optional network nodes: this makes later Coffin Board, zipline, and structure plans weaker.
- Building everywhere: build where repetition is guaranteed. Random structures burn bandwidth and materials.
- Overpacking for snow: mountain routes reward stability, anchors, ziplines, and smaller loads.
- Forgetting the birthday check in Order 26: look it up in-game if you do not remember your starting choice.
- Grinding every star before finishing the story: some tools and safer conditions arrive later. Episode 17 is the efficient cleanup phase.

Episode 17 Cleanup Order
- Finish all unconnected facilities. Do not begin deep max-star cleanup until every destination is at least on the network.
- Restore key roads, monorail lines, and mines. Use mines and facility materials to feed larger projects.
- Max facility connections. Work one region at a time and use destination filters to find repeatable standard orders.
- Complete Seasoned Porter. Do easy S-rank delivery and recovery orders first, then dedicate saves to combat orders.
- Build every structure type. Keep a checklist for PCC structures, tools, weapons, the Hot Spring Digger, deployable shield, and any sign.
- Clean miscellaneous achievements. Photo Mode room decoration, VR training, hot springs, animal/biote tasks, Pizza Chef truth, Headless Riders, Tar Lake, Terminal Fort Knot, and similar one-off trophies are easier once the map is safe.
- Only then chase completion milestones beyond achievements. Steam Community milestone guides are useful cross-checks, but they were captured with removed-content banners, so treat them as optional community planning rather than official requirements.
What Is Fully Verified And What Is Cautious
The full 48-order structure, 16 episodes, Episode 17 postgame, Steam AppID, PC release date, achievement total, official screenshots, and broad trophy cleanup rules are strongly verified through official Steam/Kojima data plus readable walkthrough/trophy references. The Neoseeker order-level route is strong for Orders 1-28 and early sub orders, but its own hub says the guide was discontinued. Order 29 from the supplied Neoseeker URL was not readable, and later order advice here is intentionally higher-level instead of pretending to have a room-by-room source for every late mission.

Sources And Credits
Official game information and screenshots were checked against Steam and Kojima Productions. Walkthrough structure, order routing, and cleanup planning were cross-checked against readable community walkthrough and trophy references.