Atomfall Secret Locations & Easter Eggs: 20 Hidden Spots the Game Doesn't Want You Finding

2026-06-10·Secrets & Collectibles

Rebellion stuffed Atomfall with hidden stuff. Some of it is useful. Some of it is just weird. Here's everything I've found across four playthroughs.

The Doctor Who Police Box

Half-buried in the woods north of the village, there's a blue police box. It's unmistakably a TARDIS reference. Interact with it and you get a short audio clip — a wheezing, groaning sound — and a unique item appears in your inventory: a sonic device that looks like a screwdriver. It has no gameplay function. It just sits there in your inventory being a Doctor Who reference. I love it.

Coordinates from the village: go north past the old church, follow the stone wall until you see a cluster of dead trees, the box is behind them. Easy to miss because the trees block line of sight from the path.

The Real Windscale Document

In the Protocol command center, there's a locked drawer in the commander's office. The key is on a bookshelf in the same room (the game loves hiding keys in the same room as the lock). Inside is a document that's a surprisingly accurate summary of the real 1957 Windscale fire. Rebellion clearly did their homework. Reads like a Wikipedia entry, which I'm pretty sure was intentional.

The Cricket Commentary Tape

In a ruined house on the village outskirts (the one with a collapsed roof and a still-working radio), there's a tape player on a shelf. Playing the tape gives you cricket commentary audio. No gameplay effect whatsoever. Pure flavor. Very British. I sat there and listened to the whole thing because I'm exactly the kind of person who does that.

Hidden Bunker: Village Outskirts

Behind the village elder's house, through a gap in the hedge, there's a storm cellar door mostly hidden by overgrowth. Inside is a small bunker with a bed, a workbench, and a footlocker containing a training stimulant and rare crafting materials.

This bunker is accessible from the moment you enter the village. No key needed. The hedge gap is on the left side of the elder's garden. Just push through. I found it on my third playthrough. Three entire runs and I never pushed through that hedge.

Hidden Bunker: Quarry Edge

On the eastern rim of the quarry, there's a narrow path leading down to a half-collapsed mine entrance. Inside: multiple dig spots, a locked safe (key is on a skeleton near the entrance), and a unique weapon attachment — the scope for the hunting rifle, if you haven't found it elsewhere.

The path is easy to miss because it starts behind a rock formation that blocks the view from the quarry floor. From the top of the crane, look east and you'll see the narrow ledge. Drop down carefully — there's a fall damage risk.

The Flooded Lab (Interchange Lower Levels)

Below the Interchange's central atrium, there are flooded lower levels accessible through a maintenance shaft in the east wing. The water is irradiated — you'll take steady damage while submerged. Bring bandages.

Inside the flooded lab: the scientist's personal notes, which fill in major story gaps about the Windscale experiments, plus a locked container with three training stimulants. The container key is in a desk drawer in the adjacent office.

You need the diving manual to explore the fully submerged section. Without it, you can only access the partially flooded areas. With it, you can reach a sealed vault with military-grade weapons and armor.

The Rebel Safehouse Cache

Behind a false wall in the rebel camp's main building, there's a stash of weapons and supplies the rebels keep hidden from Protocol. The wall looks solid but melee attacks break it. Inside: a shotgun, two boxes of shells, frag grenades, and medical supplies.

This cache respawns after major story beats. Check it each time you return to the rebel camp.

The Cult Ritual Sites

Scattered around the quarantine zone are five ritual sites the cult uses for their ceremonies. Each one has a unique environmental storytelling vignette and a loot cache.

The sites: the stone circle in the northern woods, the cave shrine beneath the waterfall (quarry area), the basement of the abandoned church (village outskirts), the reactor observation deck (deep quarantine), and the underground chamber beneath the Interchange's west wing.

Each site has a specific item type it rewards. The stone circle has melee weapons. The cave shrine has crafting materials. The church basement has medical supplies. The reactor deck has firearms. The Interchange chamber has skill-related items.

The Windscale Monument

At the quarantine zone's northern perimeter, there's a memorial to the Windscale disaster victims. It's a somber stone monument with names carved into it. Interacting with it gives you a brief monologue from your character — one of the few moments of pure story reflection in the game.

Also, there's a dig spot at the monument base with a training stimulant. Because of course there is.

The AI Research Lab

A hidden area accessible only through a specific Lead chain involving the scientist's notes. The lab is in a sealed section of the deep quarantine zone, past a radiation-locked door that requires the Atomic Battery and a keycard from a late-game story mission.

Inside: the game's most concentrated lore dump. Audio logs, research notes, and environmental storytelling that explains the full scope of the Windscale experiments. Also contains a unique weapon — the experimental energy rifle — which is the only energy weapon in the game. Limited ammo (three cells found in the lab, no resupply) but it one-shots almost everything.

Other Little Things

There's a scarecrow in a field south of the village wearing a Protocol helmet. Just sitting there. No explanation. A scarecrow. With a military helmet.

In the Interchange's south wing, there's a notice board with actual readable postings — missing person notices, Protocol directives, a flyer for a village fete that was supposed to happen the week the quarantine locked down. These change after certain story events.

The radio in the starting bunker plays different broadcasts depending on when you return to it. Early game: static and automated warnings. Mid game: Protocol propaganda. Late game: rebel pirate broadcasts. Nice touch.

Found a skeleton in a bathtub on the second floor of the village pub. There's a bottle of whiskey next to it. Take the whiskey. It's good trade material.

That's everything I've found. I guarantee there's more I haven't. Rebellion made a dense world. Poke at everything.