The Last of Us Part I
Before you startNo permanent missables recorded
- Difficulty
- Starting on hardest is not required. Start on Very Light if you want easier combat while collecting. All 29 achievements allow any difficulty; there are no difficulty-tier achievements to stack.
Difficulty details
Very Light and accessibility options let you focus on the route. A few short arcade, throwing and stealth sequences still need clean attempts.
- Missables
- No permanently missable achievements recorded.
Missable details
Keep your completed saves and take the five red boxes in story order. If you miss a toolbox, restart its whole chapter to recover it.
- Co-op
- No co-op requirement recorded.
Online details
All achievement actions are single-player; no co-op partner or matchmaking is needed.
- Save planning
- Review the recorded save or replay precautions before advancing.
Read precautions
Keep your completed saves and take the five red boxes in story order. If you miss a toolbox, restart its whole chapter to recover it.
Unofficial guide. Locations are not verified in game. Details
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Unofficial The Last of Us Part I 100% achievement guide: how to unlock all 29 achievements, plus all 245 collectibles with step-by-step directions and landmarks. Tick them off as you play.
Part I campaign
The Quarantine Zone
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Optional Conversation #1. Before the checkpoint, wait beside the bus shelter for the man to finish crossing the street and lean on the red newspaper box opposite the gate. Speak to him before you walk up to the checkpoint.
- Artifact — Military Pamphlet. Collect Joel's backpack during Beyond the Wall. Open its artifact section and check the Military Pamphlet that arrives with your equipment; you do not need to search another room for it.
- Artifact — Boston Q.Z. Map. Taking Joel's backpack also gives you the Boston Q.Z. Map. Check that map in the backpack before continuing out of the equipment room with Tess.
- Optional Conversation #2. Climb out of the backpack room into the restaurant. Follow Tess outside, stop beside her and use the conversation prompt before you leave the storefront.
- Firefly Pendant — David Michael Vigil. After speaking to Tess outside, find the ladder and climb into the next building. Pass the broken pool table and enter the sleeping room on its right. Pick up the pendant beside a mattress on your left.
- Optional Conversation #3. On the building's lower floor, put on your gas mask and crouch into the collapsed passage with spores. Stop at the body against the right wall and use its interaction prompt.
- Artifact — Note to Brother. During the first infected encounter, go upstairs to the wooden crossing above the collapsed floor. Open the left-hand office marked Natalie & Vegiard Legal Group and take the paper from its table.
- Firefly Pendant — Ben Glueck. Leave the spore building, move the pallets and use the fallen plank to cross the next building with Tess. In the alley beyond it, duck under the fallen fire escape and inspect the tree immediately left. Knock the hanging pendant down, then collect it from the ground.
- Artifact — Drafting Notice. Walk through the bus in the survivor encampment. When Tess turns right, continue straight ahead instead and collect the notice lying beside the discarded dishwasher.
- Artifact — Wanted Poster. From the dishwasher where you collected the Drafting Notice, approach the notice board directly ahead. Interact with the wanted poster attached to that board.
- Artifact — Shipping Manifest. Pass through the warehouse to the docks patrolled by Robert's men. Look along the fence on the right side of your entry route and pick up the manifest lying on the ground.
- Artifact — Dock Note. Clear the dock guards and enter the warehouse holding the suspended red boat. Search beside the blue trolley/container to the boat's right, near the fabric, for the paper on the floor.
- Optional Conversation #4. After Marlene joins you, eliminate the soldiers guarding the bridge route. Stay upstairs rather than heading down to the exit she indicated. Cross to the dead Fireflies with Marlene and start the conversation there.
- Firefly Pendant — Philip Liu. Once Joel and Ellie leave Tess and Marlene, inspect the bodies directly ahead of your starting position. Collect the pendant beside the dead Firefly before continuing your escort.
The Outskirts
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Tess’ List. At the start of Outside, search the small table beside the lantern in Joel's room. If a chapter load places you beyond this room, turn back into it to collect Tess' paper.
- Optional Conversation #5. After checking the lantern table for Tess' List, enter the adjoining room and speak with Tess. Finish the dialogue before proceeding to the elevator route.
- Artifact — Patrol Routes Map. Start the elevator generator and ride down. On reaching the lower level, turn right and collect the map from the floor beside your landing point.
- Artifact — Evacuation Leaflet. After the FEDRA escape, leave the sewer pipe and climb the broken highway onto the skyscraper-lined street. Search the right-hand pavement by the old car, lamp post and bin for the leaflet.
- Firefly Pendant — Joseph Lenz. Outside the Goldstone Building, look into the small seating area on the right. Inspect the right-hand tree of the pair by the entrance, dislodge its pendant with a shot or thrown brick, and collect it below.
- Optional Conversation #6. Enter the Goldstone Building's hallway and approach the corpse there. Use the prompt on the body to begin the conversation before climbing the nearby stairs.
- Artifact — Field Ops Log. From the corpse in the Goldstone hallway, climb the adjacent staircase. Check the next dead FEDRA soldier on the landing and collect the log beside the body.
- Shiv Door #1. After the unavoidable Clicker grab and the health-kit crafting introduction, search the following room for the locked door flanked by metal shelving. Bring a complete shiv and use the unlock prompt to break into that room. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Artifact — Firefly Map. Drop into the subway and collect the Molotov offered along the main route. Continue past that body to the stairs and take the map from beside the next dead Firefly.
- Artifact — Note to Derek. In the subway shopping hall crowded with Runners and Clickers, deal with the Runner feeding on a corpse on your left. Enter the shop behind it and search the drawer beneath the counter for the safe-code note.
- Safe #1. Cross the subway shopping hall to Round Note, on the side opposite Derek's note. Deal with the Runner near the counter, open the safe behind it with 03-43-78 and take the contents.
- Artifact — Medical Pamphlet. After the Runner fight, move the wooden crate and climb over the truck blocking the museum approach. Turn around on landing and enter the truck's cargo space to take the pamphlet. For replay, approach through Downtown if the Museum starting checkpoint places you beyond the truck.
- Workbench #1. Once you shut the museum garage door behind you, inspect the large truck and the route onward. Interact with the nearby workbench; purchasing an upgrade is unnecessary for this check.
- Firefly Pendant — Michael Kiper. Inside the museum, climb the ramp formed by the collapsed ceiling. At its top, get onto the ledge to your left and edge along it to the display case. Collect the pendant from the case at the far end.
- Shiv Door #2. After Joel becomes separated from Tess and Ellie, follow the corridor into the cafeteria/kitchen area on your left. Use a complete shiv on the locked metal door before leaving the museum's Clicker section. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Optional Conversation #7. Rejoin Tess and Ellie in the Civil War display room and kill the Runners. Wait beside the open windows until Tess offers a conversation, then speak to her and let the dialogue finish.
- Optional Conversation #8. Stay in the Civil War display room after the window conversation with Tess. Turn to Ellie, use her conversation prompt and hear her reply before climbing out.
- Artifact — Firefly Orders. After the rooftop crossing, descend both metal staircases. At the bottom, turn back toward the stairs and inspect the dead Firefly tucked into the corner for the orders.
- Firefly Pendant — Melinda Davidson. On the flooded street outside the Capitol, detour to the gazebo on your left. Enter it and search the water at your feet for the pendant before going into the building.
- Artifact — Smuggler Note. During the return to the subway, swim through the trains and join Ellie on the platform to your left, where she obtains a flashlight. Collect the note beside the corpse on that platform.
- Firefly Pendant — Shiyao Jiang. From the corpse and Smuggler Note beside Ellie, swim into the passage on your left. Dive into the submerged side room and inspect its shelving for the pendant; the dark water makes the shelf easy to overlook.
Bill’s Town
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Pills Note. Use the wooden plank to enter Bill's Town. Before dropping toward the locked fence, climb the metal steps into the building on your right and search the upstairs room on the left for a note on the floor.
- Shiv Door #3. Leave the Pills Note building and drop down beside the locked chain-link fence. Turn left immediately and spend a complete shiv on the metal door there. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Optional Conversation #9. After Ellie opens the chain-link gate, enter the shop opposite that gate. Wait near The Turning arcade cabinet for her to approach and speak about it, then respond to the conversation prompt.
- Artifact — Note to Bob. Walk to the far end of the main street beyond the RV. At the makeshift barrier bearing the warning that trespassers will be shot, take the note attached to the fence; it contains this area's safe code.
- Firefly Pendant — Hui Wang. From the warning barrier, turn back to the RV. Climb onto it from the front and walk to the rear of its roof to pick up the pendant.
- Safe #2. On the main street near the evacuation notice, search behind the parked pickup truck. Open the ground-level safe with 05-17-21 and remove the supplies inside.
- Artifact — Perimeter Note. Enter Marquis Music Store opposite the RV. Walk into the rear office and inspect the cabinet there for the perimeter note before returning to the street.
- Shiv Door #4. Take the alley beside the music store to its rear, where a Clicker runs into Bill's trap. Look to the right of the back alley for the door above a short flight of steps and open it with a complete shiv. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Artifact — Note to Rachel. After the rooftop crossing, drop to the street and duck beneath the tripwire. Take the left alley into the building with a Runner, kill it and search the room with Rachel's name on the wall for the paper on a table.
- Artifact — Bill’s Map. When control returns to Joel inside Bill's bar, look at the table on your right. Take Bill's Map before following him out of the safehouse.
- Artifact — Fences Note. Turn back from Joel's starting position in Bill's bar and enter the room behind you. Search inside for the Fences Note before leaving with Bill.
- Optional Conversation #10. Before exiting the bar, inspect the chessboard in one of the booths. Use its prompt to start the optional conversation with Ellie and stay until it ends.
- Training Manual — Shiv Sharpening. Go to the end of the bar where Bill is standing. Pick up the Shiv Sharpening manual lying on the counter before following him upstairs.
- Artifact — Hunters Note. Climb the stairs from the bar and turn around at the top. Enter the room behind the stairwell and take the hunters' note from its table.
- Firefly Pendant — Alex Raymond Vincent. Outside the safehouse, clear the Runners and Clickers. Look above the ambulance at the streetlight, knock down the pendant hanging there and pick it up from the pavement.
- Workbench Tool #1 — Pliers. In Bill's church armoury, after he introduces the shotgun and nail bomb, search the small room/alcove on your left. Open the red toolbox on the table to collect your first workbench tool.
- Workbench #2. Stay in Bill's armoury after collecting its toolbox. Walk to the rear of the room and use the workbench there before following him upstairs.
- Artifact — Bombs Note. Go upstairs from the armoury into the church. Turn right at the altar to enter Bill's room and take the Bombs Note from the table.
- Firefly Pendant — Peter Mrozik. After the graveyard, clear the infected near the first house on the right. Enter that house and search the bathroom near the toilet for Peter Mrozik's pendant.
- Artifact — Boy’s Diary. Cross the RV and treehouse route into the garden with a swimming pool. Enter the house, go upstairs to the boy's bedroom and take his diary near the window.
- Optional Conversation #11. Remain in the boy's bedroom after taking the diary. Wait for Ellie to ask permission to speak, then respond promptly and finish the exchange before Joel dismisses the moment.
- Optional Conversation #12. After escaping the high school and watching the house cutscenes, wait beside the pickup while Ellie sits inside it. Respond when her conversation prompt appears before pushing the vehicle.
- Artifact — Note from Frank. Explore the bedroom across the house from the pickup garage. Take Frank's note from the table/desk and return to Bill with it rather than starting the truck push.
- Optional Conversation #13. Carry Frank's note back to Bill in the garage. Give it to him through the conversation prompt and wait while he reads, crumples and discards it.
- Artifact — Note from Frank (crumpled). Once Bill throws away Frank's note, walk around the pickup and retrieve the crumpled paper from the ground. This second pickup counts separately even though the backpack can still display the same note title.
Pittsburgh
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Siphon Hose. When the Pittsburgh chapter begins after Bill's Town, inspect Joel's artifact inventory. The Siphon Hose arrives automatically with this chapter's starting equipment.
- Optional Conversation #14. Survive the opening hunter ambush and enter the garage. Stop beside Ellie at the pile of bodies and clothing, then respond to her prompt before going upstairs.
- Workbench Tool #2 — File. As you enter that garage, inspect the metal shelving immediately left. Open the red toolbox there before continuing to the upper rooms.
- Artifact — Tourists Manifest. In the garage with the bodies, walk toward the far-right corner. Look behind the corpse on the table and collect the manifest from the tipped-over metal cage.
- Training Manual — Health Splinting. Go upstairs from the garage and enter the side sleeping room. Inspect the mattresses on the floor and take the Health Splinting manual from the corner of one.
- Artifact — Ambush Map. Follow the upstairs hallway to its final back room. Collect the map attached to the wall on your right as you enter, before leaving for the highway.
- Workbench #3. In the upstairs back room holding the Ambush Map, approach and use the workbench. This is the first Pittsburgh bench, before you exit onto the highway.
- Comic — Termination Shock. Leave the garage safehouse onto the highway and enter the abandoned bus directly ahead. Walk to the rear and take the comic from its floor.
- Optional Conversation #15. Exit the comic bus and continue along the highway to the brown hatchback. Wait by the dead person whose leg lies inside the car for Ellie's conversation prompt, then respond.
- Joke #1. Kill the highway hunters but stop in front of the bus you would climb to advance. Wait for Ellie to bring out her joke book, which can take a few minutes. Trigger the exchange and hear the complete sequence before climbing the bus.
- Optional Conversation #16. Climb over the highway bus and stop at the graffiti on the wall to your right. Let Ellie approach it, respond to the conversation prompt and wait for the exchange to finish.
- Artifact — Lost Hill Note. From the graffiti wall, vault the nearby sandbags into the checkpoint booth area. Search immediately behind/in the guard booth for the Lost Hill Note.
- Artifact — Traitors Flyer. Enter the checkpoint where three hunters discuss their activities and wait for them to separate. Pass into the covered central space and inspect the blue metal partition on your right for the attached flyer.
- Firefly Pendant — Kazden Risk. Approach the bookstore and take the alley along its left side. At the far end, look behind the cabinet and collect Kazden Risk's pendant from the ground.
- Joke #2. Clear the hunters from both levels of the bookstore. Go upstairs near Rivers Cafe and remain in that area until Ellie takes out her joke book. Start the exchange and hear every joke before leaving.
- Shiv Door #5. On the bookstore's upper floor, face the Rivers Cafe counter. Find the locked restroom door to its right and open it using a complete shiv. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Artifact — Lost Areas Map. Enter the bookstore restroom opened with a shiv beside Rivers Cafe. Collect the Lost Areas Map inside before returning to the shelves downstairs.
- Artifact — Applicant Checklist. Take the bookstore stairs closest to its front entrance. Inspect the bookshelf beneath/beside that stairway for the Applicant Checklist.
- Artifact — Abandon Zone Note. Search the rear of the bookstore for the kitchen. Walk inside and inspect the counter to your right for the Abandon Zone Note.
- Optional Conversation #17. After leaving the bookstore, watch the hunters remove a plank across the flooded street. Turn back toward Laron's storefront and wait beside the woman's advertisement in its broken window for Ellie to comment; respond to her prompt.
- Joke #3. Stay near Laron's window after finishing the conversation about the advertisement. Wait several minutes if necessary for Ellie to produce the joke book, then remain nearby for the whole set.
- Shiv Door #6. Return toward the flooded street and the bus shelter advertising Savage Starlight. Look left for the door marked with a red X and use a complete shiv to enter. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Artifact — Mother’s Letter. Inside the red-X shiv room off the flooded street, inspect the chair. Take Mother's Letter before returning to the water route.
- Artifact — Stash Note. Swim through the wrecked semi-trailer into the coffee shop. Go upstairs and find the Good Coffee Since 1976 sign; collect the note from the bench on the sign's right.
- Optional Conversation #18. On entering the hotel lobby, detour left to the bar/coffee counter. Approach the large coffee machine and use Joel's interaction prompt before setting up the ladder.
- Artifact — Note to Staff. Place the lobby ladder against the ledge beside the broken staircase and climb it. Edge across the gap near the staircase to the far balcony and take the note from the open suitcase; it gives the hotel safe combination.
- Safe #3. Descend the lobby ladder and walk behind the reception desk near the entrance. Open the safe in its back room with 22-10-56 and collect the contents.
- Training Manual — Shiv Reinforcement. Open the hotel reception safe with 22-10-56. Take its Shiv Reinforcement manual as well as the other contents before returning to Ellie upstairs.
- Joke #4. Collect Note to Staff, open the reception safe and take its manual first. Climb the lobby ladder again and wait beside Ellie until she starts the joke-book exchange. Let her finish before advancing through the hotel rooms.
- Optional Conversation #19. Clear or bypass the hunters on the hotel's upper floors. At the last left-pointing SJTP graffiti, turn right toward Room 304 instead of following the arrow. Enter the bathroom through the broken-room route and wait for Ellie beside the bodies in the bathtub; respond to her prompt.
- Artifact — Hotel Keycard. In the hotel basement, climb the stairs beside the generator and check the hallway behind you. Enter the security room and take the keycard required for the escape door; this is a story pickup rather than an optional detour.
- Workbench #4. Escape the basement, climb the following stairs and inspect the side rooms on the right. Enter the room with a desk and interact with its workbench before continuing upstairs.
- Comic — Accretion. After reuniting with Ellie, climb the ladder and pass through the room with the large whiteboard. Turn left on exit, shimmy across the broken balcony ledge and collect Accretion from the coffee table beyond it.
- Firefly Pendant — Colby Reed. Continue until you drop down the broken stairs. Turn left toward the two restrooms, enter the women's room and search the corner stall floor for Colby Reed's pendant.
- Training Manual — Melee Knots. Walk down the hallway beyond the restrooms. Inspect the desk/table on your left and take the Melee Knots manual before entering the dining room.
- Optional Conversation #20. In the hotel's dining room, approach the photograph backdrop in the corner. Wait for Ellie to join you and use all three successive interaction prompts; the first response alone does not finish this conversation record.
- Optional Conversation #21. After the outdoor hunter fight in Financial District, approach the corpse hanging from the tree. Interact with the body itself to speak with Ellie; the remake uses the corpse prompt rather than waiting for a prompt above her.
- Artifact — Fireflies Note. Look in the back-right part of the hunter-fight area for Don Fiocchi Sandwiches. Enter its rear freezer and collect the paper lying on the ground.
- Workbench #5. Leave the sandwich-shop area along the story route through the garage door. Climb over the debris and use the workbench beside the route onward.
- Artifact — Final Attack Note. After the bench and following scene, go upstairs into Bank of Meridian. Deal with its hunters and search the office floor in the overgrown corner for the note.
- Artifact — Mob Attack Note. Leave the bank and continue into the next hunter area. Enter the building on your right with a green upper exterior, clear its three patrols and search behind the upstairs desk near the stairs and water cooler for this paper.
- Artifact — Truck Note. At the street's end, enter the Irrational Rations Depot. Check its desks for the Truck Note before opening the locked rear room.
- Shiv Door #7. Stay inside the Rations Depot and go to its back room. Use a complete shiv on the locked door there before continuing out toward the school route. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Optional Conversation #22. Let Ellie help you climb the wall/fire-escape route and drop into the next street. Approach the FEDRA Military Preparatory School gate on your right, wait for her comment and respond.
- Optional Conversation #23. Turn away from the school gate into the parking area. Stop beside the Dawn of the Wolf Part 2 poster and wait for Ellie to approach, then finish the prompted conversation.
- Training Manual — Molotov Construction. After meeting Henry and Sam in the apartment bedroom, leave that room and enter the kitchen. Take the Molotov Construction manual from the counter before following them downstairs.
- Shiv Door #8. Descend the apartment stairs to Room 201. Use a complete shiv to open that room before you continue with Henry and Sam. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Comic — Deep Phase. Enter Room 201 using the shiv door in the apartment building. Go to its back bedroom and pick up Deep Phase before leaving the room.
- Firefly Pendant — Lucas Rios. After the hunters behind the toy store, climb into the next building but do not enter Henry's safe office yet. Take the restroom on your left, opposite the double doors, and collect the pendant from the toilet before Henry closes the office door behind you. Watch out: Take the bathroom pendant before entering the office Henry holds open; the door closes behind you.
- Artifact — Trial Note. Follow Henry through the office doorway he holds open. Enter the meeting room directly ahead and inspect the floor in the corner by the television for the Trial Note, then continue to the nighttime checkpoint.
The Suburbs
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Comic — Antiparticles. On the beach after reuniting with Henry and Sam, climb aboard the stranded boat. Enter its cabin and take Antiparticles from the boat controls.
- Artifact — Boat Note. Inside the stranded boat's cabin, turn from the controls toward the seats. Pick up the Boat Note before climbing back out onto the deck.
- Firefly Pendant — Josh Scheffler. While still on the stranded boat, drop through the opening in the middle of its deck. Search the flooded lower compartment and collect Josh Scheffler's pendant before returning to the beach.
- Firefly Pendant — Robert Righetti. After entering the sewers, inspect the drainage opening in the right wall. Climb through it, turn left and take Robert Righetti's pendant from the body inside.
- Artifact — Sewers Note. At the sewer path split, follow Ellie's suggestion into the right branch. Open the small vent so she can crawl through and unlock the gate, then enter the gated room and collect the note from its table.
- Firefly Pendant — Eddie Fuentes. Reach the large water chamber in the sewers. Dive down to the submerged car and inspect the ground near its hood for Eddie Fuentes' pendant before clearing the gate mechanism.
- Artifact — Trading Note. Remove the underwater obstruction so Henry can open the sluice gate, then swim through. Climb onto the catwalk and enter the side room before throwing the pallet down. Kill its two Clickers and take the note beside the sleeping bag.
- Workbench Tool #3 — Cleaning Rod. After crossing the water via the powered sewer mechanism, take the storage-room doorway on your left along the route forward. Open the red toolbox on its floor before leaving the room.
- Training Manual — Bomb Containment. Past the noise trap and the Shorty pickup, inspect the metal shelves directly ahead. Take Bomb Containment from the shelving before continuing to the next infected group.
- Artifact — Rain Catcher Note. Defeat the next Clicker/Runner ambush and enter the room to your right with rain-catching containers. Search beside the corpse inside for the Rain Catcher Note.
- Artifact — Cornered Note. Continue along the sewer passage and watch the left wall for a grey door partly hidden behind shelving. Enter and inspect the floor in the corner by the corpses for the Cornered Note.
- Artifact — Kid’s Drawing. In the area containing Stalkers and Clickers, reach the classroom at the back near the exit. Search the floor directly below the chalkboard for the child's drawing before moving on.
- Artifact — Looting Note. When you enter the residential Suburbs, go into the first accessible house on your right. Climb upstairs and inspect the bedroom table/drawers for the Looting Note.
- Optional Conversation #24. At the bend in the street, enter the ruined house through its broken wall and hear Henry's barbecue recollection. Cross to the house opposite with the No Trespassing sign, wait for his question about looting and respond to its prompt.
- Optional Conversation #25. Continue around the road's bend to the ice-cream truck. Wait for Sam to explain it to Ellie, then answer when she asks Joel to confirm the story.
- Joke #5. Hear the barbecue story in the broken-wall house, the prompted looting exchange across the street, and the ice-cream discussion. Walk to the Firefly graffiti at the road's end, near the two dogs, and listen to Henry there. Remain by the graffiti until Ellie brings out her book; allow the entire joke sequence to finish.
- Firefly Pendant — Matthew White. From the Firefly graffiti near the end of the street, enter the garden beside the white house. Look into its tree, knock the pendant down with a shot or thrown object and retrieve it.
- Workbench #6. Return uphill past the ice-cream truck to the red house's open garage. Step inside and interact with the workbench before exploring the house next door.
- Artifact — Father’s Note. Enter the red house adjoining the workbench garage. Go upstairs to its bedroom and take Father's Note from the desk.
- Training Manual — Melee Techniques. Leave that upstairs bedroom and inspect the ceiling hatch in the hallway. Pull its string and boost Ellie into the attic; wait for her to return with the Melee Techniques manual.
- Artifact — Survivor’s Note. Enter the white house beside the red one and climb to the next floor. Search the first bedroom's floor by the drawers for the Survivor's Note.
- Comic — Messenger Particle. Stay on the same floor as the Survivor's Note and inspect the other bedroom by the stairs to the top floor. Take Messenger Particle from the old computer desk.
- Artifact — Matchbook. Climb the white house's stairs to its top floor. Inspect the shelf immediately to your right after the stairs and pick up the matchbook, which supplies the house safe code.
- Safe #4. Return to the white house's bedroom containing the Survivor's Note. Open the safe there with 08-21-36 and collect everything inside before returning downstairs.
- Optional Conversation #26. In the white house, wait for your companions to enter and for Ellie and Sam to finish their darts game downstairs. Visit the upper floor and return if the scene has not started. Then interact with the dart on the stool and let Joel take his throw; finish Henry's response for this conversation check.
Tommy’s Dam
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Comic — Foreign Element. At the start of Tommy's Dam, descend to the river and walk toward the bridge. Before passing beneath it, climb the muddy slope on your right to the old car wreck and take the comic lying in front of it.
- Shiv Door #9. Follow the river to the hydroelectric dam and climb its metal stairs. Before solving the crossing puzzle, open the locked door at the top with a complete shiv. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Optional Conversation #27. After the dam puzzle and crossing, drop off the walkway on your left near the old campfire. Climb over the nearby log, approach the small grave with a teddy bear and use its conversation prompt.
- Artifact — Power Plant Map. Proceed toward the plant until you pass the yellow bulldozer. Enter the guard booth just beyond it beside the chain-link fence and collect the map from the wall.
- Optional Conversation #28. Once inside the plant grounds, walk toward the two horses. Wait for Ellie to approach and pet one, then respond when she talks about riding.
- Optional Conversation #29. Follow Tommy indoors during his tour. When he stops at his bag and takes out a keepsake, use the conversation prompt beside him and let the exchange finish before continuing.
- Optional Conversation #30. Continue with Tommy across the top of the turbines. Approach the woman standing guard along the right side of the dam and speak with her before entering the control-room building.
- Training Manual — Smoke Chemistry. Inside the control room, inspect the overturned locker to the left of the controls. Collect Smoke Chemistry before the approaching hunter assault changes access to this room.
- Workbench #7. Before the hunter assault, use the workbench beside the manual, left of the control panels. Do this on the initial tour; the fighting phase does not leave the bench available in the same way.
- Firefly Pendant — Ryan Oliverio. At the start of the dam assault, go downstairs toward the turbines and enter the room on the right at the rear of the ground floor. Collect Ryan Oliverio's pendant from the ground between the machinery near its open doorway.
- Artifact — Plant Schematics. During the hunter assault, return to the control room that held the manual and workbench. Take the schematics from its large central table; this paper becomes interactable during the attack rather than the earlier tour.
- Firefly Pendant — Brent Pino. Enter the ranch house and search the room connected to the living room at the back right. Take Brent Pino's pendant from its desk/cabinet before heading upstairs.
- Comic — Zero Point. Climb the ranch house staircase and enter the bedroom immediately left at the top. Collect Zero Point beside the window before proceeding to Ellie's room.
The University
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Comic — Free Radicals. At the start of the University chapter, turn your horse around and ride uphill to the road blocked by a truck. Search the SUV beside that obstruction and take the comic from its rear passenger seat.
- Workbench #8. Enter the campus and stop at the first barbed-wire roadblocks. Inspect the garage to your right, where the flamethrower is available, and use its workbench.
- Artifact — Snipers’ Nest Log. Inside the first campus garage, climb the stairs and step out onto the balcony used as a sniper position. Collect the log from the ground in its corner before returning to the horse.
- Optional Conversation #31. Jump the barbed-wire roadblocks beyond the garage, then look up toward the large ram mascot painted on the left wall. Use the conversation prompt while Ellie is still nearby.
- Firefly Pendant — Hope Pino. Ride up the next flight of steps and turn right into the dead-end seating area. Inspect the right-hand tree beside the last bench, knock down Hope Pino's pendant and collect it underneath.
- Artifact — Wall Panel Note. When Joel leaves Ellie with the horse to clear the Runner building, inspect the ground-floor exit with wires leading from the panel. Take the note pinned beside the closed gate before restoring access.
- Firefly Pendant — Alex Rohner. After opening the Runner-building gate, ride to the next barbed-wire obstruction and dismount. Turn right, climb the dumpster and enter the broken window. Pick up Alex Rohner's pendant from the table inside.
- Training Manual — Health Sterilisation. Cross the next barbed-wire barricade and keep right toward the broken-window building. Use the dumpster and stairs to reach its upper balcony, then enter the adjoining sleeping room with floor mattresses. Take the manual from the desk there.
- Optional Conversation #32. Leave the sleeping-building detour and proceed along the right-hand path at the front of the square. Inspect the building wall on your left for Firefly graffiti and use the conversation prompt before entering the dormitory route.
- Artifact — UEC Campus Map. At the next blocked gate, leave Ellie and the horse outside the dormitory. Duck beneath the obstruction at its entrance and take the campus map from the desk directly ahead.
- Artifact — Student’s Journal. Go upstairs inside the dormitory and enter Room 200-B. Open the desk drawer and take the Student's Journal before descending into the spore-filled floor.
- Firefly Pendant — Joe Warren. Drop into the dormitory floor filled with spores, Clickers and a Bloater. Kill the Bloater rather than sneaking past, then retrieve the pendant it drops. The death alone is not the collection interaction. Watch out: Kill the Bloater and collect its dropped pendant; sneaking past leaves this pickup behind.
- Artifact — Newspaper Clipping. After escaping the spore floor, climb upstairs and turn right into Room 205-B. Search the small refrigerator/table surface inside for the Newspaper Clipping.
- Firefly Pendant — Erik Griggs. After opening the gate and approaching the Science Building, search the abandoned tents outside. Go to the final tent in the far-left corner and collect Erik Griggs' pendant from its table.
- Workbench #9. Climb into the Science Building along the story route. Enter the first room to your left and interact with the workbench before going farther down the corridor.
- Shiv Door #10. Walk to the end of the Science Building corridor and find the Lecture Room. Open its locked door with a complete shiv before advancing upstairs. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Training Manual — Molotov Deployment. Enter the Lecture Room after using a shiv on its door. Take Molotov Deployment from the right-hand table, opposite the toolbox table.
- Workbench Tool #4 — Wrench. Inside the university Lecture Room, inspect the table on the left, opposite Molotov Deployment. Open the red toolbox and collect the fourth workbench tool before leaving this locked room.
- Optional Conversation #33. Continue toward the next Science Building floor. Inspect the clipboard resting on plastic cases beside the staircase and use its prompt to begin the conversation.
- Artifact — Office Recorder. On the next floor, take the corridor all the way left into the office/Biology room. Pick up the Office Recorder from its desk before continuing toward the tented section.
- Artifact — Fungal X-Rays. At the far end of the corridor, enter the tented laboratory area and turn left. Take the Fungal X-Rays from the bench/table there.
- Artifact — Lab Recorder. Enter the Biology Lab within the tented area. Inspect its work tables and collect the Lab Recorder before following the story route out of the laboratory.
- Firefly Pendant — Sadie Pearle Hickman. Stay in the room containing the Lab Recorder. Search the corner beside the refrigerator and take Sadie Pearle Hickman's pendant.
- Artifact — Firefly’s Recorder. Continue from the laboratory into the following story cutscene. After it finishes, check the artifact inventory for the Firefly's Recorder, which is added automatically at this event.
Lakeside Resort
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Switchblade. At the beginning of The Hunt, check Ellie's backpack for her Switchblade. It is an automatically held artifact record; do not search the deer-tracking area for a separate knife pickup.
- Artifact — Walkman. When control changes to Ellie for the winter hunt, open her artifact inventory and confirm the Walkman among her starting belongings. Its entry is supplied automatically by the story transition.
- Artifact — Sam’s Robot. Inspect Ellie's winter backpack and confirm Sam's Robot in the artifact section. The robot is already carried when The Hunt starts, so no detour into an optional room is needed for this record.
- Artifact — Note from Mom. At The Hunt's opening, look through Ellie's automatically supplied personal papers for Note from Mom. Check it off as an inventory entry, rather than looking for a loose note in the forest.
- Artifact — No Pun Intended: Volume Too. Ellie begins the winter chapter carrying No Pun Intended: Volume Too. Confirm that book in her artifact inventory; this record is separate from receiving the same book during the earlier Left Behind story.
- Artifact — To Get To The Other Side. Check Ellie's starting artifact collection in The Hunt for To Get To The Other Side. This carried item enters the collection at the winter story transition and has no separate world pickup here.
- Artifact — No Pun Intended. Open Ellie's backpack during the hunt and find No Pun Intended, the original joke-book volume. It belongs to the automatically supplied winter artifacts, alongside Volume Too, rather than the area's comic pickups.
- Artifact — Joel & Sarah Photo (Ellie’s inventory). During the winter inventory check, confirm Joel & Sarah Photo among Ellie's belongings. This carried artifact record is distinct from the later Bus Depot interaction in which she gives the photograph to Joel.
- Comic — Uncertainty. Track the deer into the ruined factory building. Immediately search the room on your left and open the desk drawer to collect Uncertainty before continuing the hunt.
- Firefly Pendant — Travis Kristof. After David boosts Ellie onto the metal catwalk, follow it around until a Clicker emerges from a side room. Deal with it, enter that room and collect Travis Kristof's pendant.
- Optional Conversation #34. Climb the ladder into the final room containing supplies and weapons. Take the short steps up to the landing on your right and interact with the corpse for the conversation before continuing the encounter.
- Firefly Pendant — Paul D. Braun. After the horse chase, fight through the cabins and exit the first cabin into the courtyard. Enter the gazebo on your right and take Paul D. Braun's pendant from its bench.
- Comic — Negentropy. After the cabin fight, follow the nature trail and crawl through the pipe. Turn back as soon as you emerge, climb the small steps above/behind the pipe and collect Negentropy from a bench.
- Artifact — Lake Resort Map. When the snowstorm sequence gives you control of Joel, inspect his artifact inventory. The Lake Resort Map arrives automatically with that story transition.
- Shiv Door #11. As Joel searches Silver Lake in the snowstorm, enter the motel across the street. Go through it and climb out of its rear windows, then use a complete shiv on the locked door behind the motel. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Training Manual — Smoke Shaping. Open the shiv room behind the Silver Lake motel. Take Smoke Shaping from the crate inside before leaving the resort's side-room detour.
- Artifact — Meat Ledger. During Joel's snowstorm search, enter the open room where he recovers Ellie's backpack. Inspect the metal shelf on your right among the shoes, clothes and bags for the Meat Ledger.
Bus Depot
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Optional Conversation #35. At Bus Depot's opening, walk with Ellie and listen as Joel tries to speak with her. When his question goes unanswered and the conversation prompt appears, use it before continuing down the highway.
- Artifact — Family Photograph. Enter the overgrown RV on the highway, recognizable by the old corpse near its opening. Pick up the Family Photograph from the sink inside.
- Optional Conversation #36. Inspect the bodies toward the rear of the RV and then step back outside. Approach Ellie where she waits near the bus and respond to her conversation prompt.
- Firefly Pendant — Katerina Perich. Descend the highway off-ramp until you pass the school bus. Detour left behind the nearby vehicle/bus and inspect the ground by the orange traffic cones for Katerina Perich's pendant.
- Artifact — Note to Wife. Enter Logan James Bus Station and take the stairs down on the left. Search the open luggage beside the metal partition at the back-left side and collect the note from the suitcase.
- Optional Conversation #37. In the bus-station hall, approach Ellie while she sits alone on the bench. Use the conversation prompt and let her answer before moving to the ladder.
- Optional Conversation #38. Climb the ladder and follow Ellie into the room where a giraffe feeds through the opening. Walk up to the giraffe and use the interaction prompt to complete this conversation event.
- Optional Conversation #39. Follow Ellie onto the roof after meeting the giraffe. Approach her at the ledge and finish the prompted conversation before returning indoors.
- Comic — Precipitate. Go downstairs back into the bus station to the dim room with a green tent. Enter the men's restroom to the right of your doorway and pick up Precipitate from the floor beside a stall.
- Workbench Tool #5 — Pin Punch. Leave the bus station into the area with an abandoned tank and medical tents. Enter the large medical tent behind the tank and left, marked at its entrance by the FEDRA Incident Security Force trailer. Open the toolbox on the table to your right.
- Firefly Pendant — Nicole Hoo. Exit the large medical tent and walk left while facing away from its doorway, toward the tent's end and the fence. Knock the pendant from the floodlight there, then collect it from the ground.
- Workbench #10. Walk in the direction opposite the pendant floodlight to the other medical tent. Enter that tent and use the workbench inside before leaving the outdoor camp.
- Artifact — Salt Lake Q.Z. Map. Inside the tent with Workbench #10, turn to the surface directly opposite the bench. Collect the Salt Lake Q.Z. Map before returning to the bus route.
- Optional Conversation #40. Approach the bus used to leave the medical camp and wait for Ellie to get Joel's attention. Speak with her and accept her gift; do not step through the exit bus while her prompt is waiting.
- Artifact — Joel & Sarah Photo. Complete Ellie's gift conversation beside the exit bus and accept the photograph she offers. Check Joel's inventory afterward. This gift is a separate artifact record; Ellie already carried the photograph during the winter chapter.
- Firefly Pendant — Natalie Hoo. Pass through the exit bus and approach the ramp down toward the tunnel. Before going down, search the overgrowth behind the next bus at the ramp's top for Natalie Hoo's pendant.
- Training Manual — Bomb Shrapnel. Inside the infected tunnel, use the side passage to reach the white truck just before the area with two Bloaters. Climb onto the truck from its front and take Bomb Shrapnel from the roof before dropping beyond it.
- Comic — Catalysis. After climbing past the infected, continue to the ladder sequence at the lodged fire truck. Swim beneath it to lower the ladder for Ellie, climb onto the truck and step onto the metal ducting. Follow the ducts to their end for Catalysis.
- Workbench #11. At the tunnel's end, let Ellie open the chain-link gate for Joel. Enter the room behind it and interact with the final workbench before going through the following door.
- Shiv Door #12. Leave the room containing the tunnel's final workbench. Turn right immediately in the next corridor and open the locked room with a complete shiv. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
Firefly Lab
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Surgeon’s Recorder. In the hospital, reach Stairwell B and climb to Floor 6. On emerging from the stairs, inspect the reception desk directly ahead and take the Surgeon's Recorder.
- Shiv Door #13. At the sixth-floor hospital reception, walk behind the desk. Use a complete shiv to open the final locked room before continuing along the Surgery route. Watch out: Carry a complete shiv before entering this area; opening the door consumes it.
- Firefly Pendant — Bryony Stewart-Seume. Enter the shiv room behind the Floor 6 reception desk. Inspect the table on your right and collect Bryony Stewart-Seume's pendant before leaving the room.
- Artifact — Marlene’s Recorder 1. From the hospital reception desk, enter the room on the opposite side. Take Marlene's first recorder from the desk inside before moving into Surgery.
- Artifact — Marlene’s Journal. Enter the Surgery corridor and detour into the green medical tent on your right. Collect Marlene's Journal from the desk/bench within the tent.
- Artifact — Marlene’s Recorder 2. Fight through the next Firefly group and enter the Pediatrics corridor. Open Room 608 on your right and take Marlene's second recorder from its table before continuing to the operation room.
Jackson
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Comic — Singularity. In the Jackson epilogue, follow Joel through the barbed-wire fence, then turn right through the trees. Search the derelict vehicle for Singularity on the driver's seat before continuing to the story ending.
Left Behind
Left Behind
Point of no return: Crossing into the next area can close access to these rooms and dialogue. After finishing the story, reload the relevant chapter from your preserved completed save to revisit this section.
- Artifact — Combination Note. In Back in a Flash, climb the escalator and follow the mall route to Weston's Pharmacy. Enter the shop and collect the Combination Note from the floor behind its counter.
- Artifact — Pharmacy Key. After reading the pharmacy note, return to the storefront outside and open American Princess beside the pharmacy. Go to the back of the shop and inspect the pharmacist's corpse; the key is received during that interaction.
- Artifact — Pharmacist’s Note. Stay beside the pharmacist's body in American Princess after taking the key. Wait for the corpse to shift and a paper to fall from its pocket, then pick up the fallen note separately.
- Artifact — Salon Note. On the route toward the military helicopter, crawl through the rubble/Pixitek storefront into Rarity Nail Salon. Follow the chairs around to the corpse and take the note beside it before jumping over the collapsed vent to exit.
- Artifact — Wanted Poster. Follow Riley upstairs during Mallrats and crouch through the partly blocked doorway. In the room beyond, inspect the desk/table and take the Wanted Poster.
- Optional Conversation #41. Continue after Riley and climb the rubble into the bedroom. Approach the Firefly logo painted on its wall and use the interaction prompt before leaving the room.
- Optional Conversation #42. When you first enter the mall, descend the escalator and turn fully around. Walk toward the large wall photographs and interact with the right-hand Kauai, Hawaii poster.
- Optional Conversation #43. Move farther along the mall walkway to the overgrown seating area. Inspect the water-gun advertisement on its right, beside the left edge of the central benches, and use the Typhoon sign prompt.
- Optional Conversation #44. Go down the second set of escalators with Riley. When she asks about Winston, remain beside her and respond to the conversation prompt before entering his tent.
- Optional Conversation #45. Enter Winston's old tent and go to its rear. Inspect the stack of magazines and newspapers there to start this exchange with Riley.
- Optional Conversation #46. After the drink interaction in Winston's tent, leave it and inspect the horse saddle on the bench directly opposite. Use its prompt regardless of whether you accepted the drink.
- Optional Conversation #47. Inside the Halloween shop, put on the wolf mask and walk to the back of the store. Turn right at the rear aisle and interact with the jar on the wall/display there.
- Optional Conversation #48. Go toward the back-left corner of the Halloween shop and wait while Riley wears the vampire mask. Approach her and respond to the conversation prompt before changing your own mask.
- Optional Conversation #49. Take the witch mask from the shop's middle aisle and put it on. Return to Riley and complete the conversation prompted by that mask.
- Optional Conversation #50. Go to the shop's far-left/back aisle and put on the Triple Phoenix mask. Approach Riley again and finish its separate prompted exchange.
- Optional Conversation #51. At the Halloween shop's Skeleseer display, keep interacting with the skull until it has no further responses. Step back if Riley needs room to approach, let her pick it up and finish her final conversation before exiting the shop.
- Optional Conversation #52. Outside the Halloween shop, win Riley's brick contest by breaking the seven red-car windows before she finishes the blue car. Move around to reach the far-side windows, then allow the winning exchange to finish; this event also awards Brick Master.
- Artifact — Warning Note. After the brick contest, follow Riley down the stairs. Enter the room on your left and collect the Warning Note from the kitchen bench/counter before turning the power on.
- Artifact — Atrium Note. When control returns to Ellie in So Close, turn right at the atrium's starting point. Inspect the floor by the medical gurney for the note before heading to the loading dock.
- Artifact — Generator Note. Go underground to the loading dock and find the generator opposite the Special Cola truck. Take the note beside it before working through the power-restoration route.
- Artifact — Atrium Recorder. After starting the loading-dock generator, return to the atrium and open the gate. Ride/walk up the escalator, turn left at its top and search the makeshift sleeping area by the mattress for the recorder.
- Artifact — Medical Supplies. Continue the medical search to the military helicopter and enter it. The story cutscene adds Medical Supplies automatically; confirm the artifact afterward before returning toward Joel.
- Optional Conversation #53. At the start of Fun and Games, approach the carousel with Riley and use its ride prompt. Let the scene finish to complete the conversation interaction and receive her book.
- Artifact — No Pun Intended Volume Too. Complete the carousel scene with Riley during Fun and Games. No Pun Intended Volume Too is given to Ellie during that exchange, so record the book after the gift rather than searching the surrounding shops for it.
- Joke #6. Immediately after receiving the book at the carousel, use the prompt to tell Riley jokes. Continue choosing the joke interaction until Ellie exhausts the book's available sequence before walking away.
- Optional Conversation #54. After the carousel jokes, walk underneath the escalator toward the photo booth. Enter with Riley and complete the photograph interaction for the last numbered optional conversation.
- Artifact — Kitchen Note. From the carousel area, enter Fast Burger and climb over its counter to reach the kitchen. Take the paper from the work surface there before proceeding to Raja's Arcade.
- Artifact — Crew Photo. In The Enemy of My Enemy, pass the TV Hut storefront and look right for an open door bearing a No Entry sign. Enter and collect the Crew Photo from the corpse inside.
- Artifact — Duct Recorder. After the first hunter encounter, take the passage beside Octopus Records into the ventilation duct. Follow the left branch and its blood trail to the body carrying the recorder. Collect it before dropping onto the ledge above the mixed hunter/infected encounter.
Achievements
29 achievements. None can be missed for good.
Finish both stories (2)
No Matter What
Finish Joel and Ellie’s Part I journey through the Jackson epilogue on any difficulty.
- Start Part I on Very Light if collection is your priority; choose a higher setting only if you want its combat challenge. There is no difficulty-tier Steam achievement, so difficulty stacking is not needed.
- Play Hometown, the Quarantine Zone and Outskirts, then Bill’s Town, Pittsburgh and the Suburbs. Follow the current story objective while taking each area detour in the checklist.
- Continue through Tommy’s Dam, the University, Lakeside Resort, Bus Depot and the Firefly Lab. Finish Jackson rather than stopping at the hospital escape.
- Keep a manual save of your completed story. Before loading an earlier chapter, preserve this save; load it again to restore the later chapter selections after cleanup.
Don't Go
Finish the included Left Behind story on any difficulty; it is a separate campaign selection, not a paid achievement add-on.
- Select Left Behind from the main menu. Very Light is sufficient; no Grounded or permadeath run is required by the Steam set.
- Play Back in a Flash, Mallrats, So Close, Fun and Games, The Enemy of My Enemy and Escape from Liberty Gardens. The story alternates between the present-day medical search and the earlier visit with Riley.
- Finish the final combat and story sequence, then keep a completed Left Behind save for chapter cleanup. Its 14 artifacts, 14 conversations and final joke contribute to the shared collection achievements.
First finds (3)
Fallen Firefly
Collect the first pendant beside the mattresses in Beyond the Wall, or any later world pendant.
- Take Joel’s backpack and follow Tess through the storefront. Find the ladder and climb into the building beyond it.
- At the broken pool table, turn into the sleeping room on the right and collect David Michael Vigil’s pendant beside the left-hand mattress. A pendant knocked out of a tree also counts once you pick it up.
Self-Help
Take the Shiv Sharpening manual from the end of Bill’s bar; any one of the 12 manuals satisfies this first-find achievement.
- Reach Bill’s Safehouse after the Woods trap sequence. Before following him upstairs, approach his end of the bar.
- Collect the manual from the counter and check your inventory. If you already passed it, another manual or a Safehouse replay provides the first-find requirement.
Savage Starlight Fan
Collect Termination Shock from the abandoned highway bus in Pittsburgh; a later world comic also works.
- After the initial hunter ambush, search the garage and upstairs safehouse, then exit onto the highway.
- Enter the abandoned bus ahead and walk to its rear. Pick up the comic from the floor before continuing toward the checkpoint.
Part I situational actions (5)
Who's A Good Boy?
Pet Buckley during Tommy’s tour of the hydroelectric plant.
- After reuniting with Tommy, follow his tour across the top of the dam. Finish any conversations along the exterior walkway.
- Before entering the building on the far side, find Buckley sitting outside with his ball. Use the petting prompt before following Tommy indoors.
Lights Out
Switch off the hunter checkpoint’s spotlight generator during Pittsburgh — Escape the City while you remain undetected.
- Reach the nighttime checkpoint with Henry. Approach the initial pair of guards quietly and take down one while Henry handles the other.
- Crouch behind the barriers and travel clockwise around the checkpoint, staying out of the spotlight. Watch the guard patrolling near the generator and wait for him to move clear.
- Reach the generator and use its shutdown prompt before anyone detects you. If you are spotted before or during shutdown, restart this checkpoint and repeat the stealth approach.
In Memoriam
Give Frank’s note to Bill, then retrieve it after he throws it away in the pickup garage.
- Reach Bill’s Town — High School Escape and the house with the pickup. Before pushing the vehicle, enter the bedroom across from the garage and collect Frank’s letter.
- Return to Bill, give him the letter and wait for him to crumple and throw it onto the ground. Walk around the pickup and collect the discarded note; simply reading the first version is insufficient.
Left Hanging
Ignore Ellie’s offered high-five after she helps raise the dam gate.
- At Tommy’s Dam — Hydroelectric Dam, use the pallet to transport Ellie across the water and let her raise the gate.
- Cross the opened route. When she holds out her hand for a high-five, continue walking instead of using the interaction prompt. The missed acknowledgement is the required choice; chapter replay recovers it.
Waterlogged
Board the moving sewer platform with Henry and Sam after sending Ellie to its generator.
- In The Suburbs — Sewers, clear the underwater blockage, swim through the opened gate and obtain the wooden pallet. Ferry Ellie across the water so she can start the generator.
- As soon as Ellie steps off, swim back to Henry and Sam and get onto their platform before the powered mechanism carries it away. Riding with them completes the action; if it departs without you, restart the checkpoint.
Crafting and upgrades (3)
Geared Up
Craft one health kit, Molotov, shiv, melee modification, nail bomb and smoke bomb. Full list (6 recipes): Health Kit, Molotov, Shiv, Melee Upgrade, Nail Bomb, Smoke Bomb.
- Take the Outskirts Molotov, learn Bill’s melee/bomb crafting in Bill’s Town and reach the Pittsburgh garage where smoke bombs become available.
- Gather alcohol, rags, blades, binding, explosives and sugar. Use the backpack crafting menu to make each of the six types once, with a melee weapon equipped when making its modification.
- If materials are short, continue searching or use the Bus Depot — Tunnel encounter after completing the story; it supplies a late-game crafting setup. Free an inventory slot by using an item when its stack is full.
Combat Ready
Finish every upgrade branch on one weapon at a workbench. The revolver gives you a focused 155-part target.
- Collect parts from side rooms, opened safes and shiv-door rooms. Obtain the red toolboxes as the main story advances so higher upgrade tiers become available.
- At a workbench, concentrate spending on the revolver rather than splitting the needed parts across many weapons. Its complete upgrades total 155 parts.
- Buy every available tier on that revolver, including each upgrade category. If a tier is locked, collect later tools and resume at another workbench. This requires one completed weapon, not every firearm.
Build Em Up, Break Em Down
Craft a modification on each of the five melee weapon types, then kill enemies until that weapon’s added modification breaks. Full list (5 weapon types): 2×4, Baseball Bat, Lead Pipe, Machete, Hatchet.
- In Bill’s Town, acquire the modified melee weapon along the Woods route to unlock melee crafting. Collect binding and a blade while carrying a melee weapon.
- Modify a wooden 2×4, baseball bat, lead pipe, machete and hatchet. Spend each weapon’s added instant-kill charges against enemies; replacing a weapon while its modification is still intact does not finish that type.
- For cleanup, use the listed hotel, ranch and tunnel encounter setups. Collect the weapon and materials, craft its upgrade and break the modification before switching to the next type. Encounter replay can supply the remaining types without a new full campaign.
Campaign collections (10)
Sharpest Tool in the Shed
Pick up the five red toolboxes in order during your Part I playthrough: Bill’s armoury, the Pittsburgh garage, Sewers storage, university lecture room and medical tent at Bus Depot. Full list (5 members): Workbench Tool #1 — Pliers, Workbench Tool #2 — File, Workbench Tool #3 — Cleaning Rod, Workbench Tool #4 — Wrench, Workbench Tool #5 — Pin Punch.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Pick up the five red toolboxes in order during your Part I playthrough: Bill’s armoury, the Pittsburgh garage, Sewers storage, university lecture room and medical tent at Bus Depot.
- Open each box when first reaching its area and continue forward on that campaign save. Do not rely on chapter-menu totals to verify tools; inspect your tool level in the backpack or at a workbench.
- If you miss a toolbox, preserve your completed-story save and restart the entire chapter containing that box through chapter select. Collect the box again and continue forward on that replay save; a checkpoint reload is not the planned recovery route. Keep taking later toolboxes in story order.
Sticky Fingers
Open the four Part I safes and remove their contents: subway 03-43-78, Bill’s street 05-17-21, hotel 22-10-56 and Suburbs house 08-21-36. Full list (4 members): Safe #1, Safe #2, Safe #3, Safe #4.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Open the four Part I safes and remove their contents: subway 03-43-78, Bill’s street 05-17-21, hotel 22-10-56 and Suburbs house 08-21-36.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Prepared For the Worst
Visit and interact with all 11 Part I workbenches. You do not have to purchase an upgrade at each one. Full list (11 members): Workbench #1, Workbench #2, Workbench #3, Workbench #4, Workbench #5, Workbench #6, Workbench #7, Workbench #8, Workbench #9, Workbench #10, Workbench #11.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Visit and interact with all 11 Part I workbenches. You do not have to purchase an upgrade at each one.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Master of Unlocking
Open all 13 shiv-locked rooms in Part I. Reserve blades and binding for complete shivs before moving into the next area. Full list (13 members): Shiv Door #1, Shiv Door #2, Shiv Door #3, Shiv Door #4, Shiv Door #5, Shiv Door #6, Shiv Door #7, Shiv Door #8, Shiv Door #9, Shiv Door #10, Shiv Door #11, Shiv Door #12, Shiv Door #13.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Open all 13 shiv-locked rooms in Part I. Reserve blades and binding for complete shivs before moving into the next area.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Something to Fight For
Take all 12 manuals during Part I, including the ones behind the hotel safe, university shiv door and resort shiv door. Full list (12 members): Training Manual — Shiv Sharpening, Training Manual — Health Splinting, Training Manual — Shiv Reinforcement, Training Manual — Melee Knots, Training Manual — Molotov Construction, Training Manual — Bomb Containment, Training Manual — Melee Techniques, Training Manual — Smoke Chemistry, Training Manual — Health Sterilisation, Training Manual — Molotov Deployment, Training Manual — Smoke Shaping, Training Manual — Bomb Shrapnel.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Take all 12 manuals during Part I, including the ones behind the hotel safe, university shiv door and resort shiv door.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Endure and Survive
Collect the 13 world issues of Savage Starlight. The comic supplied during a cutscene is outside the required pickup set, so an inventory with 14 comics does not mean 14 route pickups. Full list (13 members): Comic — Termination Shock, Comic — Accretion, Comic — Deep Phase, Comic — Antiparticles, Comic — Messenger Particle, Comic — Foreign Element, Comic — Zero Point, Comic — Free Radicals, Comic — Uncertainty, Comic — Negentropy, Comic — Precipitate, Comic — Catalysis, Comic — Singularity.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Collect the 13 world issues of Savage Starlight. The comic supplied during a cutscene is outside the required pickup set, so an inventory with 14 comics does not mean 14 route pickups.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Look for the Light
Collect the 30 world pendants in Part I. Riley’s pendant already in Ellie’s winter inventory is outside this set. Full list (30 members): Firefly Pendant — David Michael Vigil, Firefly Pendant — Ben Glueck, Firefly Pendant — Philip Liu, Firefly Pendant — Joseph Lenz, Firefly Pendant — Michael Kiper, Firefly Pendant — Melinda Davidson, Firefly Pendant — Shiyao Jiang, Firefly Pendant — Hui Wang, Firefly Pendant — Alex Raymond Vincent, Firefly Pendant — Peter Mrozik, Firefly Pendant — Kazden Risk, Firefly Pendant — Colby Reed, Firefly Pendant — Lucas Rios, Firefly Pendant — Josh Scheffler, Firefly Pendant — Robert Righetti, Firefly Pendant — Eddie Fuentes, Firefly Pendant — Matthew White, Firefly Pendant — Ryan Oliverio, Firefly Pendant — Brent Pino, Firefly Pendant — Hope Pino, Firefly Pendant — Alex Rohner, Firefly Pendant — Joe Warren, Firefly Pendant — Erik Griggs, Firefly Pendant — Sadie Pearle Hickman, Firefly Pendant — Travis Kristof, Firefly Pendant — Paul D. Braun, Firefly Pendant — Katerina Perich, Firefly Pendant — Nicole Hoo, Firefly Pendant — Natalie Hoo, Firefly Pendant — Bryony Stewart-Seume.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Collect the 30 world pendants in Part I. Riley’s pendant already in Ellie’s winter inventory is outside this set.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Chronicles
Acquire all 97 artifact records: 83 in Part I and 14 in Left Behind. Automatic inventory records and the two pickups of Frank’s note count in this inventory. Full list (97 members): Artifact — Military Pamphlet, Artifact — Boston Q.Z. Map, Artifact — Note to Brother, Artifact — Drafting Notice, Artifact — Wanted Poster, Artifact — Shipping Manifest, Artifact — Dock Note, Artifact — Tess’ List, Artifact — Patrol Routes Map, Artifact — Evacuation Leaflet, Artifact — Field Ops Log, Artifact — Firefly Map, Artifact — Note to Derek, Artifact — Medical Pamphlet, Artifact — Firefly Orders, Artifact — Smuggler Note, Artifact — Pills Note, Artifact — Note to Bob, Artifact — Perimeter Note, Artifact — Note to Rachel, Artifact — Bill’s Map, Artifact — Fences Note, Artifact — Hunters Note, Artifact — Bombs Note, Artifact — Boy’s Diary, Artifact — Note from Frank, Artifact — Note from Frank (crumpled), Artifact — Siphon Hose, Artifact — Tourists Manifest, Artifact — Ambush Map, Artifact — Lost Hill Note, Artifact — Traitors Flyer, Artifact — Lost Areas Map, Artifact — Applicant Checklist, Artifact — Abandon Zone Note, Artifact — Mother’s Letter, Artifact — Stash Note, Artifact — Note to Staff, Artifact — Hotel Keycard, Artifact — Fireflies Note, Artifact — Final Attack Note, Artifact — Mob Attack Note, Artifact — Truck Note, Artifact — Trial Note, Artifact — Boat Note, Artifact — Sewers Note, Artifact — Trading Note, Artifact — Rain Catcher Note, Artifact — Cornered Note, Artifact — Kid’s Drawing, Artifact — Looting Note, Artifact — Father’s Note, Artifact — Survivor’s Note, Artifact — Matchbook, Artifact — Power Plant Map, Artifact — Plant Schematics, Artifact — Snipers’ Nest Log, Artifact — Wall Panel Note, Artifact — UEC Campus Map, Artifact — Student’s Journal, Artifact — Newspaper Clipping, Artifact — Office Recorder, Artifact — Fungal X-Rays, Artifact — Lab Recorder, Artifact — Firefly’s Recorder, Artifact — Switchblade, Artifact — Walkman, Artifact — Sam’s Robot, Artifact — Note from Mom, Artifact — No Pun Intended: Volume Too, Artifact — To Get To The Other Side, Artifact — No Pun Intended, Artifact — Joel & Sarah Photo (Ellie’s inventory), Artifact — Lake Resort Map, Artifact — Meat Ledger, Artifact — Family Photograph, Artifact — Note to Wife, Artifact — Salt Lake Q.Z. Map, Artifact — Joel & Sarah Photo, Artifact — Surgeon’s Recorder, Artifact — Marlene’s Recorder 1, Artifact — Marlene’s Journal, Artifact — Marlene’s Recorder 2, Artifact — Combination Note, Artifact — Pharmacy Key, Artifact — Pharmacist’s Note, Artifact — Salon Note, Artifact — Wanted Poster, Artifact — Warning Note, Artifact — Atrium Note, Artifact — Generator Note, Artifact — Atrium Recorder, Artifact — Medical Supplies, Artifact — No Pun Intended Volume Too, Artifact — Kitchen Note, Artifact — Crew Photo, Artifact — Duct Recorder.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Acquire all 97 artifact records: 83 in Part I and 14 in Left Behind. Automatic inventory records and the two pickups of Frank’s note count in this inventory.
- Play Left Behind as well. Search and finish its listed interactions before its final story sequence; the main campaign alone cannot finish this shared set.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
That's All I Got
Hear all six joke sequences: four in Pittsburgh, one in the Suburbs and one you tell Riley in Left Behind. Full list (6 members): Joke #1, Joke #2, Joke #3, Joke #4, Joke #5, Joke #6.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Hear all six joke sequences: four in Pittsburgh, one in the Suburbs and one you tell Riley in Left Behind.
- Play Left Behind as well. Search and finish its listed interactions before its final story sequence; the main campaign alone cannot finish this shared set.
- Use each prompt, remain beside the characters and let all dialogue finish. Wait for the joke book or follow-up prompts rather than leaving as soon as the first line is spoken.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Getting to Know You
Finish all 54 marked conversation interactions: 40 in Part I and 14 in Left Behind. The darts interaction, carousel and brick-contest exchange belong to this set. Full list (54 members): Optional Conversation #1, Optional Conversation #2, Optional Conversation #3, Optional Conversation #4, Optional Conversation #5, Optional Conversation #6, Optional Conversation #7, Optional Conversation #8, Optional Conversation #9, Optional Conversation #10, Optional Conversation #11, Optional Conversation #12, Optional Conversation #13, Optional Conversation #14, Optional Conversation #15, Optional Conversation #16, Optional Conversation #17, Optional Conversation #18, Optional Conversation #19, Optional Conversation #20, Optional Conversation #21, Optional Conversation #22, Optional Conversation #23, Optional Conversation #24, Optional Conversation #25, Optional Conversation #26, Optional Conversation #27, Optional Conversation #28, Optional Conversation #29, Optional Conversation #30, Optional Conversation #31, Optional Conversation #32, Optional Conversation #33, Optional Conversation #34, Optional Conversation #35, Optional Conversation #36, Optional Conversation #37, Optional Conversation #38, Optional Conversation #39, Optional Conversation #40, Optional Conversation #41, Optional Conversation #42, Optional Conversation #43, Optional Conversation #44, Optional Conversation #45, Optional Conversation #46, Optional Conversation #47, Optional Conversation #48, Optional Conversation #49, Optional Conversation #50, Optional Conversation #51, Optional Conversation #52, Optional Conversation #53, Optional Conversation #54.
- Play Part I in story order using the chapter-and-area checklist below. Keep your completed-story save before trying earlier chapters.
- Finish all 54 marked conversation interactions: 40 in Part I and 14 in Left Behind. The darts interaction, carousel and brick-contest exchange belong to this set.
- Play Left Behind as well. Search and finish its listed interactions before its final story sequence; the main campaign alone cannot finish this shared set.
- Use each prompt, remain beside the characters and let all dialogue finish. Wait for the joke book or follow-up prompts rather than leaving as soon as the first line is spoken.
- After finishing the relevant story, compare its chapter collection categories with your checks. Replay the specific earlier area for any missing member, then return to your preserved completed save before choosing another later section.
Left Behind situational actions (5)
Brick Master
Beat Riley by breaking all seven windows of the red car during Mallrats.
- Follow Riley out of the Halloween shop in Left Behind — Mallrats and accept the brick-throwing contest. Joel’s campaign brick kills do not satisfy this action.
- Gather the nearby bricks, aim carefully at the red car’s unbroken windows and work around it counterclockwise. Break all seven before Riley finishes the blue car.
- Restart the checkpoint if she wins or announces her last window before you can finish. Take a moment to line up a clear throw rather than wasting a brick on a window already broken.
Live Bait
Throw a brick or bottle to bring infected into a fight with human hunters during Left Behind.
- Reach The Enemy of My Enemy, survive its first hunter encounter and enter the ventilation route. Collect the Duct Recorder along the left branch before dropping out.
- On the ledge beyond the vents, gather a brick or bottle while the infected wait below and the hunters enter the room. Throw it into the space between the groups so the sound draws the infected toward the humans.
- Stay concealed and allow the infected to attack. Let a hunter die in the clash for the conservative unlock route. If the infected are killed before attacking a hunter, restart the checkpoint or use a later mixed encounter.
Skillz
Win the best-of-three water-gun contest with Riley after the arcade.
- Continue Left Behind — Fun and Games past Raja’s Arcade. The initial free spraying is followed by the scored hide-and-seek rounds.
- Keep the water gun pumped while searching. Stay behind the shelving and listen for Riley; hit her first to win a round, then win a second round to take the match.
- If the match is slipping away, reload the checkpoint and retry before moving to the next story scene. You need the match win, not a single hit during the introductory spraying.
Nobody's Perfect
Interact with the Jak X racing cabinet before you play The Turning in Raja’s Arcade.
- During Left Behind — Fun and Games, finish the carousel/photo-booth area and enter Raja’s Arcade with Riley.
- Go to the back-left corner and use the Jak X racing machine. Watch the interaction before approaching The Turning cabinet on the right, which advances the story.
Angel Knives
Win Ellie’s imagined fight against Black Fang at The Turning cabinet without taking damage.
- In Left Behind — Fun and Games, first finish the Jak X interaction for Nobody’s Perfect, then use The Turning cabinet on the right in Raja’s Arcade.
- Follow each displayed input or combination during the imagined fight. Use the controls shown for your current input device, rather than a controller sequence for another platform.
- Complete the entire fight without a missed input that damages Ellie. If you take a hit, reload the checkpoint before finishing and retry the cabinet sequence.
Complete the Steam set (1)
It Can't Be For Nothing
Earn the other 28 Steam achievements across Part I and Left Behind.
- Finish both story campaigns, complete every collection set and check the crafting, melee, weapon-upgrade and situational actions.
- Compare your earned Steam achievements with this list and recover outstanding actions through the appropriate story section or encounter. This final achievement follows completion of the rest; it has no separate pickup or multiplayer requirement.