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The Last of Us Part II Remastered

Before you startNo permanent missables recorded
Difficulty
Starting on hardest is not required. Play the first run on any difficulty you like while collecting. Do Grounded in New Game+ with Per Chapter permadeath to cover two achievements at once; there is only one difficulty achievement, so nothing else needs a hard setting.
Difficulty details

The story can be played on Very Light with accessibility help, but a Grounded run and a Daily Run won on Grounded, with one attempt per day, take real skill.

Missables
No permanently missable achievements recorded.
Missable details

Keep a manual save in the last chapter so Chapter Select stays fully unlocked.

Co-op
Co-op or other online play is required for 2 achievements.
Online details

Daily Runs in No Return need an online connection.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

Keep a manual save in the last chapter so Chapter Select stays fully unlocked.

Unofficial guide. Locations are not verified in game. Details

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Unofficial The Last of Us Part II Remastered 100% achievement guide: how to unlock all 45 achievements, plus all 286 collectibles with step-by-step directions and landmarks. Tick them off as you play.

Jackson

Chapter 2: Waking Up

  1. Weapon — Semi-Auto Pistol. Nothing to search for: Ellie already carries this pistol. Tick it once it shows in her weapon list.
  2. Trading Card — Seismicayla. Playing as Ellie behind Jesse, you walk through the snowy town. At the crossroads where a dog waits to be petted, turn left instead of carrying on straight; the card is pinned to a Help Wanted bulletin board on the wall of the Main Street Gallery.
  3. Artifact — Volunteer Receipt. Walk to the far end of the snowy main road. On the right-hand side, opposite the Tipsy Bison bar, a paper lies on a wooden box; read it to log the artifact.
  4. Trading Card — The Keene Twins. Inside the Tipsy Bison bar, where the cutscene with Seth plays, check beside the dartboard for the card.

Chapter 3: The Overlook

  1. Artifact — Note From a Father. As Abby, you crawl under the floorboards of a house and shoot an enemy that crawls toward you. Once out from under the ruined home, go left around the corner and climb in through the open window into a bedroom (a health kit sits in a suitcase there). Cross the hall into the small home office with an open window; the note is on the table beside that window.

Chapter 4: Patrol

  1. Journal Entry — Patrol (1 of 2). After Ellie and Dina leave the horses and climb the radio tower lookout, they talk on the balcony in a short scene. When it ends, step back to the spot where Ellie took in the view and use the prompt to sketch the entry.
  2. Artifact — A Note to Santa. On the second horse ride, Dina points to a cluster of houses to search; climb down and pass the RV in the middle. Enter the wrecked house on the left, go up to the second-floor bedroom and open the nightstand drawer beside the bed.
  3. Trading Card — Tesseracter. Same cluster of houses: go past the trailer to the building further right with a big hole in its upper floor. Climb the parked pickup truck onto the roof and drop inside; the card is on a shelf in the closet. If you leave it, Dina may pick it up and hand it to you.
  4. Artifact — Supermarket Apology. In the Greenplace Market area you crawl under a truck, a runner grabs you and Dina pulls you free. Take the ramp on the right up to the open door into the back of the truck and squeeze between the boxes to reach the note.
  5. Artifact — Good Boy Combo. Use the truck to climb up into the supermarket offices, the area where Ellie and Dina put on gas masks. In the back office, to the right of the break room, a note lies on the table to the right of the safe. It hints at the safe combination: the date the store dog was named Employee of the Month. Watch out: Take it before squeezing through the second gap in the kitchen; past that you drop down and cannot return.
  6. Safe — Patrol (07-20-13). The safe in the same supermarket back office as the Good Boy Combo note. The combination is 07-20-13; inside are supplements and parts. Watch out: Open it before squeezing through the second gap in the kitchen; past that you drop down and cannot return.
  7. Artifact — Eugene’s Firefly Pendant. Story pickup. After the supermarket, Ellie and Dina shelter in the library; break the glass with a bottle to get into the copy room. Ellie spots the pendant hanging from a corkboard beside the next door and takes it automatically.
  8. Journal Entry — Patrol (2 of 2). Straight after the pendant, enter the children's library room and turn right. Interact with the giraffe plush toy on the shelf for a sketch.
  9. Trading Card — Laurent Foucalt, CEO SPARK. Children's library: just left of its entrance is a small storage room with books scattered across the floor. The card is on the table on the right side of that room.
  10. Artifact — Eugene’s Ultimatum. At the back of the children's library there is a bed with a nightstand to its left. Open the nightstand drawer for the note.
  11. Artifact — Photo of Eugene and Tommy. In the same back area of the children's library, go right of the TV, the game console and the dartboard to a cluttered table; the photo is on it, across from the nightstand.
  12. Workbench — Patrol. In the children's library section, start the generator in the hallway; the workbench is then available in the same area.
  13. Weapon — Bolt-Action Rifle. Given automatically about halfway through Patrol, when Ellie and Dina find an animal carcass.

Chapter 7: Packing Up

  1. Journal Entry — Packing Up (1 of 2). Inside Joel's house, go to the kitchen on the ground floor. Inspect the large owl-patterned mug near the sink for the sketch.
  2. Journal Entry — Packing Up (2 of 2). Go upstairs in Joel's house to his workshop, not the bedroom with the red box. On the long workbench by the window lies his guitar; interact with it for the entry.
  3. Artifact — Joel’s Watch. Story pickup. In Joel's upstairs bedroom, open the small red shoebox on the bed; Ellie takes the watch (and a revolver). The story cannot continue without it.
  4. Weapon — Revolver. Given automatically in Packing Up from the red box on the bed in Joel's house.

Seattle Day 1 (Ellie)

Chapter 8: The Gate

  1. Trading Card — Motivator. Shortly after the chapter starts, Dina and Ellie ride past a few cars in a clearing with an overgrown bus stop, and Ellie comments on it. Get off the horse; the card is tucked into a panel on the side of the bus stop.
  2. Trading Card — The Starfire Kids. On the overgrown freeway heading into Seattle, pass beneath a bridge and look for a small construction trailer on the left of the road. The card is pinned to a corkboard in its first room.
  3. Artifact — Map of Seattle. In the same construction trailer on the overgrown freeway, go into the second room and open the desk drawer beside the broken window. This map is required before the Sightseer achievement can unlock. If you miss it, it appears again later in this chapter in the trailer where you start the power generator.
  4. Journal Entry — The Gate. At the end of the overgrown highway you reach a big sealed gate painted with the WLF warning 'TRESPASSERS KILLED ON SIGHT!'. Inspect the writing on the gate for the entry.
  5. Artifact — Refugee Note. At the abandoned FEDRA checkpoint in front of the gate, enter the first military trailer to the left of the painted wall, the one nearest the road. The note is on a desk.
  6. Artifact — Infected infographic. Also at the checkpoint, enter the second trailer to the left of the painted wall, nearer the back wall. On a table lies a sheet with photos of the stages of infection.
  7. Trading Card — Chessmaster. To get over the wall, climb the truck parked in the far left corner in front of the painted gate, cross the roofs, take the ladder and follow the catwalk along the wall. At the tower where a ladder leads down, do not go down yet: look up and to the left for a ladder up into the watchtower. The card is on the desk at the top.
  8. Artifact — Isaac’s Orders. In the same watchtower as the Chessmaster card, check the right side next to the ladder; the note lies on a green crate.
  9. Artifact — Checkpoint Gate Codes. From the watchtower, climb all the way down on the far side of the gate. Break the window of the military trailer straight ahead, go in and search the drawers of the desk by the window.
  10. Artifact — Rooftop Note. Behind the trailer with the gate codes is a generator with a yellow power cable. Start the generator and pick up the cable. Before you open the fence door beside it, throw the cable up over the trailer so it lands near the fence door on the other side (aim behind the sign on the trailer roof). Go through the door, grab the dangling cable and climb it onto the roof. The note is on the lawn chair, under the supplies sitting on it.
  11. Trading Card — Oozer. On the same trailer roof as the Rooftop Note, reached by throwing the generator cable over the trailer and climbing it. The card is beside the lawn chair, under the supplies.

Chapter 9: Downtown

  1. Artifact — FEDRA Census Document. Right as Downtown begins: after spotting the Serevena Hotel, Ellie climbs down from the horse at East Gate 2 and you are told to find gasoline. On the left is a small gatehouse; the document is in its drawer. From here the chapter opens up; open the map to navigate the blocks.
  2. Artifact — Bank Heist Plans. Go to Westlake Bank, the ruined building in the bottom row of the map, between James St and Cherry St (the right-hand building of that block). Drop into the bank, kill the infected and Clickers, then go into the dark safe-deposit room. A satchel by a body holds the note with the vault code 60-23-06.
  3. Safe — Downtown (60-23-06). The Westlake Bank vault, next to the room with the Bank Heist Plans. Enter 60-23-06 to open it.
  4. Weapon — Pump Shotgun. Pick it up inside the Westlake Bank vault in Downtown (vault code 60-23-06). The bank is the first ruin on the left of the open area, third block from the left in the bottom row of the map.
  5. Artifact — Bank Robber Letter. Inside the open Westlake Bank vault (code 60-23-06), the note lies on the big central table.
  6. Artifact — Antique Ring. Inside the Westlake Bank vault, go to the back right corner behind the table covered in money. An open deposit box in a drawer there holds the ring (the in-game artifact is the Antique Ring). Picking it up unlocks So Great and Small.
  7. Artifact — Cache Hunter Note. Leave the bank by its exit and look north to a canopy over a small, isolated ruined floor (a brown square just north of the bank on the map). A skeleton there has a bag with the note.
  8. Artifact — Letter from Isaac. One block left (west) of the last note, in the middle block between Cherry St and Columbia St, go up the hill past the bank and down a slope from a collapsed building into a small plaza with a tank that Dina points out. A corpse in the rubble to the left of and behind the tank carries the note.
  9. Training Manual — Crafting. Go north to the broken highway bridge between 6th Ave and 7th Ave, where a fire truck sits on the bridge. Climb the military truck parked beside the bridge and jump across to the fire truck. Take the fire hose and throw it down toward the lower highway section with the overturned truck, climb down and swing across to that truck. The manual is inside. If you visit the Courthouse first, this manual can turn up in the Courthouse basement instead.
  10. Trading Card — Doctor Uckmann. In the skeletal ruin east of the domed synagogue (third block from the left, between Columbia St and Marion St), walk up the stairs and break the window straight ahead. Step onto the balcony behind it, jump to the next balcony to the right and keep climbing to the top floor of the ruin, where the card waits with supplements and parts.
  11. Trading Card — Das Wort. Enter the Valiant Music Shop between 5th Ave and 6th Ave, near the synagogue. Behind the front counter, open the drawer beside the cash register.
  12. Artifact — WLF Community Supply Chest Note. On Madison St in the third block from the left, north of the Valiant Music Shop and south of the Courthouse (a bit east of Gate West 2), go up the stairs across from a US flag. On the walkway, by a body with containers, a bag holds the note.
  13. Artifact — Street Drawing. At the intersection of 5th Ave and Madison St, to the left of the music shop and across from the tent, there is a security checkpoint bridged over the street. Climb its ladder and open the drawer in one of the guard posts for the drawing.
  14. Journal Entry — Downtown (1 of 2). In the same guard post where you found the Street Drawing, a journal prompt appears straight after you take the drawing while looking south toward the dome. Use it for the entry.
  15. Workbench — Downtown. In the second block from the left, between Marion St and Madison St, the workbench stands inside a military tent.
  16. Safe — Downtown (04-51). Second block from the left, between Marion St and Madison St: walk to the western dead end of Madison St and push through the gate there to find the safe. The combination is 04-51; it holds parts, supplements and the Flo trading card.
  17. Trading Card — Flo. Inside the 04-51 safe at the western dead end of Madison St (second block from the left, between Marion St and Madison St).
  18. Artifact — WLF Safe House Supply Note. Ruston Coffee is the northernmost building on the map, north of Spring St at the corner of 5th Ave (second block from the left, top row). Break the windows to get in; the note is on the counter.
  19. Trading Card — Big Blue. Inside Ruston Coffee, open the drawers beneath the coffee machine behind the counter.
  20. Artifact — Pet Store Key. In Ruston Coffee, go to the restroom at the back. An infected waits in the last stall, so be ready. The key, on a tag shaped like a dog bone, lies on the fold-out baby-changing table. It opens Barkos Pet Store.
  21. Artifact — Join WLF Note. Barkos Pet Store is in the third block from the left between Marion St and Madison St, east of the Valiant Music Shop. It is now a WLF safehouse. Use the Pet Store Key from Ruston Coffee on the door at the back of the building. The note is on the printer; the store also holds a holster upgrade and the stun bomb recipe.
  22. Artifact — Note to Informant. Between 6th Ave and 7th Ave, go to the far north of the map where water pours down a small waterfall. A truck is parked in front of the falls and Ellie marks the spot on the map. Open the back of the truck for the document.
  23. Artifact — Emergency Protocols Memo. At the dome (the synagogue used as a ration center, second block from the left between Columbia St and Marion St), go through the fence and turn right at once to climb a ladder to two guard posts overlooking the field. The document is in a drawer in one of them. On some playthroughs it sits in a second spot close by, so search both posts.
  24. Artifact — Rabbi Sauders’ Letter. Inside the synagogue, use the trolley to reach the upper level and swing on the rope to the ledge with the open window (a required story step). Go into the rabbi's office on the side and take the letter from the desk drawer.
  25. Journal Entry — Downtown (2 of 2). In the rabbi's office upstairs in the synagogue. The entry may be added on its own when you read Rabbi Sauders' Letter, or when you inspect the calendar on the office wall. Do both before you leave the office.
  26. Artifact — Plea to a Friend. In the Courthouse, fight through the room with the Clickers and infected, then go downstairs. At the end of the dark corridor beneath a FEDRA sign, interact with the bodies for the document.
  27. Artifact — Lt. Torres’ Final Memorandum. Just left of the bodies under the FEDRA sign in the Courthouse, break the window into the bailiff's office. Pull the machete out of the dead officer's chest; the memorandum drops from his shirt.
  28. Artifact — List of Known WLF Agitators. In the bailiff's office of the Courthouse, open the cabinet to the left of the dead officer.
  29. Safe — Downtown (86-07-22). The safe in the Courthouse bailiff's office, the room you enter by breaking its window. The combination is 86-07-22, also written on the whiteboard in that office.
  30. Artifact — WLF Recruiter Journal. After you bring the gasoline and open the gate to the Serevena Hotel, clear the infected and go up to the second floor. Enter the suite straight ahead of the stairs (room 216). In its second room, open the drawer under the TV.
  31. Trading Card — Know It All. In the same Serevena Hotel suite (room 216), turn around from the TV and open the nightstand drawer between the two beds.

Chapter 10: Eastbrook Elementary

  1. Artifact — Leah’s Note. Story pickup. When Ellie breaks free and kills her captor in the cutscene, she takes this note automatically along with Leah's Photograph.
  2. Artifact — Leah’s Photograph. Story pickup, collected automatically in the same cutscene as Leah's Note, when Ellie frees herself and kills her captor.
  3. Artifact — Isaac’s Mandate. After the rooftop fight, go through the door into the hallway lined with supplies. The note is on the blue table in that next room.
  4. Trading Card — Cardio. When it is time to leave the school, take a running jump from the rooftop to the balcony of the apartment opposite. In the overgrown bedroom, open the nightstand drawer beside the bed.

Chapter 11: Capitol Hill

  1. Trading Card — Kinnard Esq.. At the start of the chapter, enter the first house on the right, apartment number 3 near the pool. On the ground floor, check the side table drawer to the left of the sofa.
  2. Artifact — Chevy’s Apology. Near the outdoor pool below the school, follow the blood streak on the ground to apartment number 6. Go upstairs to the bedroom at the end of the hall (there are two upstairs) and take the note from the bed. If the prompt does not show, walk around the bed and try from another side.
  3. Trading Card — Rockafella. At the Capitol Inn Motel, room 3 on the ground floor is locked; it is next to the room with the open door. Go into the alley at the back on the left and climb in through its open window.
  4. Artifact — Raul’s Olive Branch. To the right of the Capitol Inn Motel is a green dumpster. Push it around the curb until it sits under the white balcony of the nearby apartment, climb up onto the balcony and go inside. The note is in a kitchen drawer; the Trap Mine recipe is on the bed of the same apartment.
  5. Workbench — Capitol Hill (1 of 2). After dropping down from the motel (or jumping the fence from the dumpster), go all the way to the left of the area and into the gas station garage. Several WLF soldiers patrol the gas station, so be careful.
  6. Artifact — Rebecca’s Tip Off. Go into the bookstore next to the gas station. The note is in the same room as the Stealth Training Manual: one description puts it behind the cash register, another by the sink near the coffee machines, so check both spots.
  7. Training Manual — Stealth. In the bookstore beside the gas station, the same room as Rebecca's Tip Off. If you own the pre-order bonus that adds a Stealth manual in Downtown, you may already have it and it will not appear here; that does not affect any achievement.
  8. Trading Card — Doctor Stem. In the bookstore, open the white door marked Exit into the small hallway by the restrooms; infected and Clickers break through when you do. Once they are dead, the card is on a crate where they came from (also described as by the record player between two armchairs on the left).
  9. Trading Card — Sergeant Frost. Carry on until you have to drop down (or take the stairs). The Olive Street Market grocery below the gas station is full of infected, with WLF soldiers outside. Inside, check the lockers at the back.
  10. Trading Card — Candelabra. After a Clicker runs into a tripwire and blows up, enter the shop on the left, before the tripwire that separates you from a group of runners. The card is on a shelf in the back corner, under a poster for the trading cards.
  11. Artifact — Tower Doodles. Easy to miss; consider a manual save first. Past the last card, two infected wait behind two tripwires. Before the muddy slope that the story wants you to slide down, take the opening on the right marked restricted, military personnel only, and climb the ladder to the lookout. The drawing is at the top, with parts next to it. Watch out: Easy to miss: the ladder is off the main path, before the muddy slide.
  12. Artifact — Raul’s Account. After sliding down the muddy slope, continue up the path to the mural reading 'Feel her love', then turn around. The note is in the open back of a truck parked on the left, before the cutscene with the dead horse.
  13. Artifact — Fran’s Refusal. After the dead horse (Dina throws up), you reach a narrow street full of tripwires. Enter the martial arts dojo, the first building on the right, take the hallway to the left of the trophy case and read the note on the corkboard.
  14. Workbench — Capitol Hill (2 of 2). In the corner of the same martial arts dojo as Fran's Refusal, on the tripwire street past the dead horse.
  15. Trading Card — Bizarrebra. Cross the tripwire street from the dojo into the thrift store and walk in a little way. On the children's bookshelf at the back left, by the white lamp, the card sits on a shelf.
  16. Artifact — Thrift Store Reminder. Inside the thrift store, go through the door marked 'Do Not Enter – Well Wishes Employees Only' into the room with vending machines. Turn right; the note on the corkboard gives part of the safe code.
  17. Safe — Capitol Hill (55-01-33). The safe is in the room directly to the left of the Thrift Store Reminder, inside the thrift store. The combination is 55-01-33.

Chapter 12: Channel 13

  1. Trading Card — Kimimela. In the TV station, climb the stairs from the main news desk and go out onto the balcony. Shuffle along the narrow ledge past the windows and back inside until you find a body holding a shotgun; carry on past it into the next office. The card is on the table.
  2. Artifact — Dad’s Pep Talk. On the floor where you find Leah's body, after that cutscene, check the offices. At the top of the stairs from the body with the shotgun, the office on the far left has a long sofa with a sleeping bag; the note is on the sofa.

Chapter 13: The Tunnels

  1. Artifact — Subway Note. After escaping the red-lit room full of WLF soldiers and Clickers, go into the next train car and walk to the dead end. On the left, a note addressed to Jules is taped beside the window at the end of the car.
  2. Trading Card — The Imp. Soon after the Subway Note you crawl under a train. Instead of going right toward the red light, go left to the blue (wrecked) train at the end of the tunnel. The card lies under it among trash bags and is hard to see; use your flashlight and walk close along the side of the train until the prompt appears.
  3. Workbench — The Tunnels. From The Imp, enter the room with the red light and climb the ladder. Before you take the yellow cable, check the side room on the right for the workbench.
  4. Journal Entry — The Tunnels. After killing your first Shambler (the spore-releasing infected), interact with its body to sketch it. Shamblers cannot be stealth-killed and burst into acid when they die, so back away after the kill.
  5. Trading Card — Dr. Daniela Star. Past the chain door, after the first Shamblers, enter the first blue door on the right into a storage room joined to a lounge. Part of the room is a locked cage: crawl under the desks at the back/right and through the hole in the fence. The card is on the table inside.
  6. Artifact — Whittled Statue. Go through the second blue door on the right after the chain door, into the break room (cafeteria) with vending machines. The carved figure is next to the microwave by the door, in the corner opposite the vending machines.
  7. Artifact — Soda Can Note. In the same break room, smash the glass of the Special Cola vending machine on the left. The can inside has part of the locker room code.
  8. Artifact — Locker Room Note. In the break room, walk past the coffee machine to the tables and chairs; the torn note on the corner table gives clues to the locker room code. The full code is 15243; the locker room holds supplements.
  9. Trading Card — Bastet. In the station full of crashed train cars, before you climb the red soda machine (a required step), go prone just to its left and crawl through the mud under the train. The card is inside that car, near a health kit.
  10. Artifact — Subway Station Note. Now climb the red soda machine onto the overturned cars. In the next car you enter, turn right at once: a note to Jules is pinned to the closed door.

Chapter 14: The Theater

  1. Trading Card — Mortem. Ground floor lobby of the theater: next to the restrooms is an empty concession stand. Jump the counter, smash the glass cabinets on the back wall and check the bottom shelf of the right-hand one.
  2. Artifact — Program for Cassandra. Ground floor, to the left of the concession counter. Walk to the far end of the lobby past the restrooms and a mannequin; the program is on the crate left of the mannequin.
  3. Artifact — Lone FEDRA Soldier Journal #1. Go upstairs from the lobby onto the balcony overlooking it. To the left near the balcony is a makeshift tent; the journal is on the coffee table there.
  4. Trading Card — Beyond. Upstairs, walk past the movie posters to the very end of the first hallway (the one beside the balcony). Look under the sofa, the overturned sofa and the stacked boxes there.
  5. Artifact — Lone FEDRA Soldier Journal #2. After starting the generator, go to the projection room upstairs. The journal lies on the radio on the table, with some parts nearby.
  6. Artifact — The Sick Habit Flyer / Set List. Once the power is on and you have the keys from the radio, go to the stage on the ground floor. Walk to its right side; the flyer is on the supply trunks.

Chapter 15: The Birthday Gift

  1. Journal Entry — The Birthday Gift (1 of 2). In front of the museum, interact with the nameplate of the big T-Rex statue at the entrance.
  2. Trading Card — The Nighthawk. Inside the museum, in the second dinosaur hall, walk past the brachiosaurus and the triceratops toward the dimetrodon in the corner. The card is to its right, on the bench outside the restroom alcove. This is also where the hat for Looks Good On You is used.
  3. Journal Entry — The Birthday Gift (2 of 2). On the museum's upper floor, enter the space exhibit (the lunar hall) and interact with the half-circle bench in front of the rocket display.
  4. Trading Card — Saura. Leave the space hall by the nearby door, cross the water to the bear statue and let Joel boost you through the window into the Natural History Center. Go on to the elk (moose) surrounded by wolf statues; the card is under the bench on the right.
  5. Artifact — Suicide Note. From Saura, go into the dark room on the left, past the writing on the walls, and crouch through the hole in the broken wall. A body there holds the note. If a cutscene starts you have gone too far; restart the checkpoint, or the next chapter begins. Watch out: Grab it before the cutscene; going further starts the next chapter.

Seattle Day 2 (Ellie)

Chapter 16: Hillcrest

  1. Trading Card — Wachumero. As soon as you come out of the theater into Hillcrest, turn around. Below you a muddy truck is stuck in a sinkhole full of water; drop down, break its rear window and reach in for the card.
  2. Artifact — Join WLF Note. From the edge of town, the third building on the left is the Majestic Laundromat. Climb in through the window; the note is on the table in the back office.
  3. Workbench — Hillcrest (1 of 2). The second building on the right from the start of town is Rosemont, a clothing store. Go through the hole in the wall behind the counter and drop into the cellar; the workbench is there.
  4. Artifact — Boris’ Daughter Drawing. In the Rosemont cellar, on the small table to the left of the workbench.
  5. Journal Entry — Hillcrest. After climbing over the wrecked truck, a short scene shows WLF soldiers driving off in a jeep and you reach the second part of town. Outside the first building, Ruston Coffee, inspect the orange 'Fuck The WLF' graffiti sprayed on the blue WLF banner.
  6. Artifact — Yolanda’s Note. In the Used & Rare Books store to the left of Ruston Coffee, the note is on the counter behind the register. If you have already climbed a ladder onto a roof you have gone too far; it comes just before that ladder. Watch out: Get it before climbing the ladder to the roof behind the bookstore.
  7. Artifact — Need a Plan Note. Leave the bookstore the way you came in; do not climb the ladder behind it yet. Turn right and follow the overgrown road (opposite the dirty puddle where the jeep drove off) all the way to its end at a sinkhole. Climb the dumpster there up to Caroline Paper Co., smash the windows and go in. The note is on a table.
  8. Trading Card — Sahir the Sorcerer. Inside Caroline Paper Co., go to the back behind the counter where small paper boxes are stacked. Look down into the tops of the boxes; the card only highlights when you are looking into the right box.
  9. Workbench — Hillcrest (2 of 2). Story path: push the dumpster up the road, climb it and jump across into a building (the bicycle shop). The workbench is straight ahead as you land.
  10. Trading Card — Naledi the Youthful. In the same bicycle shop workshop as the workbench, in the back right corner below a corkboard, a white bicycle leans against the wall. The card is tucked into the spokes of its back wheel.
  11. Artifact — Condolence Note. Facing the bicycle shop workbench, the office is behind you, to the right of the Naledi card. The note is on the computer desk on the left side of that office.
  12. Artifact — Note in Hillcrest Tattoo Parlor. Leave the bicycle shop onto a road with four shops: Velvet Tattoo and Shear Lux on the left, Goldstar Liquor and a Pet Boutique on the right. Enter Velvet Tattoo, the first on the left; the note is on the table in the back office.
  13. Safe — Hillcrest (30-82-65). In the back alley behind Velvet Tattoo, a green dumpster blocks a green door. Pull it away and open the door; many infected are inside, so throw a Molotov or use the shotgun before they pour out. The safe in that room takes 30-82-65 and holds a holster upgrade and parts.
  14. Training Manual — Precision. Goldstar Liquor building: from its dark cellar with two Shamblers, head toward the light to some broken stairs and climb them into a nursery. The manual lies on the floor next to a rotting body.
  15. Artifact — Turn in Boris Note. The Pet Boutique is the second building on the right, with a police car outside; a Shambler and a runner wander nearby. The grooming salon door is locked, so smash the back windows and climb into the employees-only room. The note is on the sink on the right.
  16. Artifact — Dale’s Combo. From where you entered the Pet Boutique, go through the hole in the left wall into a bar with a pool table. In the kitchen under the Exit sign, take the note from the papers on the left wall. It gives the code for the safe behind Velvet Tattoo.
  17. Trading Card — Brainstorm. When Ellie sees black smoke in the distance, the story makes you hop a fence into a backyard with a small hot tub and a children's playhouse. The card is on the far side of the playhouse.
  18. Artifact — Boris’ Confession. Inside the house belonging to that backyard, the first home of Hillcrest proper, the note is on the living room table near the fireplace.
  19. Artifact — Rosemont’s Flyer. In the same house, walk toward the kitchen and dining table; the flyer is on a small table on the left (kitchen counter area).
  20. Weapon — Bow. In Hillcrest, after you see black smoke in the distance, you squeeze into a garage on the story path and a new kind of infected grabs you. Kill it and take the bow from its body; if you walk past it, you can still turn back once you see the bow targets outside.
  21. Trading Card — Reverb. After the bow target practice, hop the next wall into a big fight with WLF soldiers and dogs. Once it is over, go to the last house on the right at the very end of the first street, number 1214 with an attached garage. In the upstairs bedroom, crouch and look under the bed; the card is well hidden there.

Chapter 17: Finding Strings

  1. Journal Entry — Finding Strings. At the very start of the flashback with Tommy in the mountains, turn right at once and walk to the cliff overlooking the valley (Jackson in the distance). Use the prompt at the edge for the sketch.
  2. Trading Card — The Austinger. Tommy and Ellie split at the bar and Ellie rides with Joel. After the target practice, follow Joel on foot down the road; past a red U-Move container the road is broken before a pool of water. Instead of going through the hotel, check the white car at the edge of the water; a book with the card sticking out of it is inside.
  3. Artifact — Tara’s Invitation. Inside the hotel, after Ellie and Joel put on gas masks in the spore-filled halls, go to room 107 (blue plaques show the room numbers), where Joel crouches to look at a body. The note is on the wooden dresser straight ahead as you enter.

Chapter 18: The Seraphites

  1. Trading Card — Randy Styles. Past the checkpoint, climb over the barriers into the Quickmart, the first building you must pass through. The card is on the trading card display on the shelf next to the front register.
  2. Artifact — WLF Target List. Down the street, on the left, is Kingsgate Brewing Co., sealed and full of Clickers and runners. Break a window to get in and kill all the infected. One of the runners drops the note when killed, so search the bodies.
  3. Journal Entry — The Seraphites (1 of 3). From Kingsgate Brewing, go to the conference center, the last corner building on the right. In its lobby, to the left of the blocked conference room door, inspect the message smeared in blood on the wall.
  4. Trading Card — Shift. Conference center: from the blood message, go left into the elevator shaft and climb the ladder. Upstairs, smash all the windows, then from the balcony throw the bricks and bottles lying on that floor at the glass roofs on the side of the building. Take the rope (once used for a hanging), stand at the leftmost window and throw it over the roof, then climb it and swing into the locked room. The card is on the couch on the right, by a sleeping bag and playing cards.
  5. Artifact — Last Letter to Husband. In the locked room of the conference center you reach by throwing the rope over the roof and swinging in (see the Shift card). The note is on the floor on the right.
  6. Artifact — Evacuation Letter. On the main road, pass under the overpass (just after the taxi) and turn left to a long apartment block with a closed main entrance and a truck parked in front. Climb the truck, jump onto the building's roof, then across to the balcony on the right, and smash the windows into the locked apartment. The note is on the kitchen table.
  7. Safe — The Seraphites (08-10-83). In the bedroom next to the Evacuation Letter kitchen, in the locked apartment. The code is 08-10-83; if that fails, try 10-08-83, as the order appears to differ between players.
  8. Trading Card — Star Sign. In the same bedroom as the safe, open the nightstand by the bed.
  9. Workbench — The Seraphites (1 of 2). Go back into the room with the Evacuation Letter, out into the hallway, and into the apartment directly across on the same floor. The workbench is in its kitchen.
  10. Training Manual — Explosives. Using the workbench across the hall makes four enemies burst out of a room and attack. Kill them; the manual is on the bed in the room they came from.
  11. Artifact — WLF Deserter Letter. In the room the four enemies came out of after you used the workbench; the letter is on the table in front of the TV, near the door.
  12. Journal Entry — The Seraphites (2 of 3). Story entry. After moving a dumpster outside the garage to climb a low wall, Ellie sees the hospital in the distance in a short scene and notes its sign by herself.
  13. Trading Card — Arch-Enemy. Right after the hospital sighting you enter the Seattle Conference Center. You cannot drop straight to the ground floor, so jump onto the scaffold and climb down. The door behind you is locked: round the corner, break the high interior windows by throwing a bottle or brick (or shooting), climb into the small room and open the right-hand desk drawer.
  14. Journal Entry — The Seraphites (3 of 3). After the sewers you reach a park and are attacked by Scars (they use bows). You must kill them; sneaking past will not make the prompt appear. Then go to the far side of the park onto the street with fires and dead WLF soldiers, and at the end on the left inspect the dead Scar with an axe by the bus stop.
  15. Trading Card — Doppelganger. From the bus stop, force the wooden doors of Garden Suites 113 on the right (a hotel). Go up one floor and round the hallway; the card is on the floor in the corner by a small half-round table, among some toys.
  16. Artifact — Dying Husband’s Plea. Leave Garden Suites through the window onto the balcony and climb the fire escape to the room above. Stay on the fire escape and break the window to get in (the inner door is locked). The note lies by a body in the back right corner.
  17. Trading Card — Bhat M’Andarr. Much later, after more fights and a human with a pickaxe, you reach a rooftop with another view of the hospital, then climb down a ladder into water. Swim to the concrete stairs by the parking pay kiosks; Weston's Pharmacy is on the left. The card is in a box of cards on the display to the left of the entrance, on the shelf right of the yellow kiosk.
  18. Artifact — Pharmacy Note. In Weston's Pharmacy, jump behind the counter; the note is on the shelving and gives the safe code.
  19. Safe — The Seraphites (38-55-23). In Weston's Pharmacy, climb through the hole behind the counter into a dark room. The safe is in the corner; the code is 38-55-23.
  20. Workbench — The Seraphites (2 of 2). In the dark back room of Weston's Pharmacy, the same room as the safe, through the hole behind the counter.
  21. Artifact — Hospital Supply List. In the hospital, after the large fight with WLF soldiers, squeeze through the door in the far corner and block the stairs with boxes. Go up one floor and into the first room on the right (full of sofas); the list is on the table behind the sofas.

Seattle Day 3 (Ellie)

Chapter 20: Road to the Aquarium

  1. Trading Card — Esquire. You wake in a dressing room at the back of the theater. Head toward the stage, but stop in the room just before the big red curtains; the card is on the desk with a microphone, to the left.
  2. Trading Card — Tormentra. After breaking the glass into the building (signed WDL) with Jesse, carry on past a kitchen and a bathroom to a doorway half blocked by rubble. Hold the crouch button to crawl under it into the back office; the card is on the computer desk.
  3. Workbench — Road to the Aquarium (1 of 2). In the back office you reach by crawling under the rubble, the same room as the Tormentra card.
  4. Artifact — Garage Note. After Ellie and Jesse swim through the first big flooded stretch, a dark parking garage lies ahead (Ellie whispers about infected; Stalkers and a Clicker are inside). Kill them, then climb a car on the left at the back of the garage up to a broken upper level. The note lies by a body there; more infected may ambush you. The garage comes just before Kingston's Bookstore.
  5. Trading Card — Tanager. Kingston's Bookstore is the next building on the story path. On the ground floor, beside the security gate, a concrete slab rests on bookshelves; crouch under it and check the bottom shelves. The card is hard to spot without your flashlight.
  6. Artifact — Bookstore Note. In the children's section in the corner of the bookstore's ground floor, stand with your back to the Alice in Wonderland mural. The page is on the table of books in front of you.
  7. Journal Entry — Road to the Aquarium. In the bookstore's children's section, next to the Bookstore Note, inspect the mushrooms growing on the fake tree by the wall for the entry.
  8. Artifact — Textile Note. During the next fight (WLF soldiers and dogs, alongside Jesse), go into the big store on the right, Rachel's Fabrics, by the construction scaffold with blue tarps where the sniper stood. The note is pinned to a wall on the upper floor.
  9. Workbench — Road to the Aquarium (2 of 2). After the next dive underwater you enter a ruined warehouse; the workbench is on its upper floor.
  10. Trading Card — Tatuaje. After Jesse suggests stealing a boat, a cutscene plays and you enter a dark building. Drop down a floor and crawl under the debris; the card is on the shelf on the left, behind the wooden table you vault for the story. Grab it before you lift the metal pipes with Jesse, because there is no way back after that. Watch out: Take it before lifting the pipes with Jesse; there is no way back.

Chapter 21: The Flooded City

  1. Trading Card — Seff-L’ho’phad. At the start, you must stop the boat at a chain gate inside the first building. Before opening the gate, get off, turn back toward the open door by the water and enter the dark office on the right. Open the drawer near the computer desk at the end of the room.
  2. Journal Entry — The Flooded City. At the same stop, before the chain gate, go left through a storage area and up the stairs to the upper hallway. Stand at the window that looks out on the ferris wheel and use the prompt to sketch it.
  3. Artifact — Stash Note. Turn left from the ferris wheel window: a body sits in the corner of the hallway, and the note on the floor beside it hints at the nearby safe code.
  4. Safe — The Flooded City (70-12-64). From the Stash Note, turn right and push the cart out of the way to uncover a hole. Crawl through and drop into the fenced area on the other side; the safe is there. The code is 70-12-64. Pulling the cart to the back of the room also lets you climb into an air vent with a few extra supplies.
  5. Workbench — The Flooded City (1 of 2). Open the chain gate and drive on. The motor cuts out (Ellie complains) and you restart it. The next building is the Seattle Sleep Warehouse; before driving into it, take the side route to the left and moor at the dark garage with blue drums. The workbench is inside. In story order this should be your twelfth workbench, which unlocks In the Field.
  6. Artifact — Shambler Note. Drive on past the Seattle Sleep Warehouse. On the right is the flooded entrance to the Carthy Hotel; steer inside and take the note lying beside a body. This is the building just before the chapter's first fight.
  7. Artifact — Sniper’s Note. Ahead, enemies start shooting. Before engaging, steer all the way left to the wrecked train (monorail) hanging from a bridge and walk up its slope. At the end, take the rope and throw it through the hole in the roof, aiming right so it drops into the doorway. Climb onto the roof and drop through into the locked compartment; the note is inside.
  8. Artifact — Encampment Note. Next is the building held by Seraphites and attacked by a boatload of WLF soldiers, lit with orange lights (Kingsgate Brewing Co.). Let the two sides fight, then clear the rest. On the upper floor, in an enclosed room with glass windows, the note hangs on the wall.
  9. Artifact — Arcade Flyer. Keep going until the story makes you leave the boat inside the W&B Arcade, after smashing through the windows of a flooded bar with a fence blocking the way. On the ground floor, the flyer is on one of the dining tables above the water.
  10. Workbench — The Flooded City (2 of 2). From the Arcade Flyer, take the stairs to the upper floor of the arcade; the workbench is there.
  11. Trading Card — Khazakh Bright. After the workbench, pushing a cart (pallet) along the upper floor breaks the floor and drops you into a fight with a Bloater. Once it is dead, go into the Prize Zone booth in the corner and look under the cash register.
  12. Artifact — Arcade Note. From the Prize Zone, go upstairs and turn right at once into the PC Cafe. The note for Jules hangs on the wall to the left just inside, by the round doorway.

Chapter 22: Infiltration

  1. Journal Entry — Infiltration. After seeing the recently used surgical table, go into the next room and take two left turns into a kitchen area with sleeping bags. Inspect the blue duffel bag on the floor; Ellie takes out a pendant, and once you put it away she makes the entry.

The Park

Chapter 23: Tracking Lesson

  1. Artifact — Owen’s Drawing of Abby. Story item. Abby already carries this drawing when the chapter opens, so it counts without any search.
  2. Artifact — Thank You Card from Mel. Given automatically: the card sits in the inventory from the first moment of the chapter. Nothing to look for.
  3. Artifact — Zoo Holiday Brochure. Walk through the park, crouching under branches, until you reach the building entrance. The brochure is on a bench in the gazebo to the right of the entrance.
  4. Coin — Virginia. Story pickup. The gate with the footprints is locked, so go right and crouch into the restroom. Throw a bottle or brick through the small window above the counter and climb out into the fenced trash area. The coin sits on the dumpster you must move to continue, so you cannot miss it.

Seattle Day 1 (Abby)

Chapter 24: The Stadium

  1. Coin — Alaska. After collecting your backpack in your room, follow Manny and Mel outside into the stadium and turn left at once, toward two WLF members talking on a balcony. The coin is on the floor near them, before you go down the stairs.
  2. Coin — Maine. Follow your friends down through the market. In the area where people wash and dry laundry, when Manny and Mel turn left down the last stairs to the kennels, keep going past the stairs to the row of wooden benches covered in laundry. The coin is on the third bench.
  3. Coin — New Jersey. After playing with the dogs and leaving the kennel, you enter a dark tunnel with a WLF wolf mural on the right. The coin is on the floor under the mural. You cannot come back after the next door, so save first if unsure. Watch out: You cannot come back after the next door.
  4. Coin — Vermont. Through the next door you collect weapons from the armory. Skip the shooting range for now and walk to the end of the hallway into the garage, past a workbench on the left. The coin is in the steel locker full of ammo in the left corner.
  5. Weapon — Military Pistol. Nothing to search for: the story gives you this pistol during The Stadium. Tick it once it shows in your weapon list.
  6. Weapon — Semi-Auto Rifle. Nothing to search for: the story gives you this rifle from the armory during The Stadium. Tick it once it shows in your weapon list.

Chapter 25: On Foot

  1. Coin — Kentucky. As soon as the chapter starts and you seal the entrance of the dark warehouse, look on the right by a blocked door; the coin is on a small table.
  2. Coin — Massachusetts. After the second group of infected, go through the doors with Manny into the Garden Center. Head straight in; the coin is beside the furthest checkout register on the left.
  3. Workbench — On Foot. In the Garden Center, one aisle to the right of the Massachusetts coin.
  4. Coin — Ohio. At the boathouse where a boat hangs from the ceiling, you are meant to lay a ladder from the balcony across to the boat. First lean the ladder upright against the wall opposite the boat, on the same balcony (a prompt appears), and climb to the top. The coin is on a table there.
  5. Training Manual — Covert Ops. Now lay the ladder as a bridge across to the hanging boat; the manual is inside the boat.
  6. Coin — Indiana. After climbing down from a roof by ladder, you and Mel meet Manny outside. To the left of where Manny waits is a rusty construction trailer. Smash the windows at the back and climb in; the coin is on the desk.
  7. Artifact — WLF Gun Cache Note. In the same construction trailer as the Indiana coin, on the filing cabinet by the coffee maker near the door. It hints at the safe code ('the big win').
  8. Safe — On Foot (17-38-07). Leave the trailer by its door; ahead is the MS Corporation Soft Drink Distribution Center. Walk a few steps toward your teammates, then turn right to a crack in the wall and squeeze in. The safe inside takes 17-38-07 and holds the Hunting Pistol.
  9. Weapon — Hunting Pistol. In On Foot, inside the safe in the MS Corporation Soft Drink Distribution Center (code 17-38-07), entered through the crack in its back wall after you rejoin Manny outside.

Chapter 26: The Forward Base

  1. Coin — California. As soon as you get out of the truck, look right: four WLF soldiers are chatting by a short ramp with a red railing. Go up behind them; the coin is on the floor by the railing.
  2. Coin — New Mexico. Go through the Checkpoint gate into the staging area and turn left at once, where a crowd of soldiers stands in a circle in front of a white tent. Walk round behind them to the green crates; the coin is on one, next to a soldier sitting on another crate.
  3. Workbench — The Forward Base. Go through the Checkpoint gate into the staging area and turn left at once, toward the crowd of soldiers standing in a circle in front of a white tent. The workbench is inside that tent; the New Mexico coin is on the green crates behind the soldiers.
  4. Coin — South Carolina. A few minutes later, after two cutscenes, you walk into a building (not one of the tents). Turn left inside: people are sitting and playing cards at a long table. The coin is at the far end of that table.
  5. Artifact — WLF Interrogator Letter. In the same room as the South Carolina coin, after Nora shows you what the WLF is hiding. From the entrance, the note is on the cupboard (table) to the right, under a large framed picture, just before the corridor lined with prison cells.

Chapter 28: Hostile Territory

  1. Training Manual — Close Quarters. Leave the Spicy Dumpling and continue down. Before entering the next building, Tang's Fabrics & Imports, climb through the broken window on the left (across the alley) into a small room with a dead Seraphite. The manual is on the kitchen counter there.
  2. Artifact — Scar’s Suicide Note. In the small room across the alley from Tang's Fabrics & Imports, entered through the broken window, the dead Seraphite carries the note in his pocket.
  3. Coin — North Dakota. After cutting through Tang's Fabrics & Imports you reach an open area with vehicles. Climb the green car and the white RV (truck) into the apartment building. In the first room, open the desk drawer at the end of the hall.
  4. Safe — Hostile Territory (68-96-89). After hopping over a wall you reach a Chinatown street with shops on both sides. Enter the first shop on the left, Jasmine Bakery; the safe is inside. The code is 68-96-89.
  5. Artifact — Plea to Seraphite Prophet. Enter the last shop on the left of the Chinatown street (the Ruby Dragon restaurant), go through the back door and up the stairs, crawling under the furniture in the doorway, and kill the two Clickers. Jump from the balcony across the street to King Street Relics, then take the stairs up on the right to a rooftop patio. A skeleton there has the note in its shirt.
  6. Artifact — Jasmine Bakery Safe. From the rooftop, go back down the stairs of King Street Relics and enter the room on the right. The note is on a cardboard box and gives the Jasmine Bakery safe code.
  7. Artifact — Strange Relic. From the Jasmine Bakery Safe note, step into the next room and look right: under a small desk with a fan, by the boarded-up door, lies a strange golden egg. Take it before you drop through the hole in the floor; it unlocks Relic of the Sages. Watch out: Take it before dropping through the hole in the floor.
  8. Weapon — Double Barrel Shotgun. In Hostile Territory, drop through the hole in the floor next to the Strange Relic (an infected attacks at once) and take the shotgun from behind the shop counter.
  9. Artifact — Seraphite Prayer to Prophet – Peace. Leave the Chinatown shops for the next area. At the end of the street stands a truck decorated with white flowers (a Seraphite shrine at Martyr's Gate) with six paper prayer slips. Open the truck: this one is inside on the right wall.
  10. Artifact — Prayer for Victory. At the flower-decked Seraphite truck at the end of the street, on the ground on the left side in front of the truck.
  11. Artifact — Seraphite Prayer to Prophet – Respect. Seraphite truck covered in flowers: left-hand side, the first of the pair of prayer slips.
  12. Artifact — Seraphite Prayer to Prophet – Steed. Same flower truck, left flank; the second paper on that side, next to Respect.
  13. Artifact — Seraphite Prayer to Prophet – Prosperity. Walk round the flower-covered truck to its right-hand side; first of the two slips hung there.
  14. Artifact — Seraphite Prayer to Prophet – Pairing. Right flank of the decorated Seraphite vehicle, beside Prosperity: the last of its four prayers.
  15. Artifact — WLF Soldier Meets Prophet Letter. Go into the shop to the right of the decorated truck (a nail salon; you may need to climb in through a window). The letter is on the counter just inside. A holster upgrade is in the next room through the wooden door.
  16. Artifact — Letter from Seraphite Father to Son. In the same building, climb to the top floor where the Scar snipers were posted and crawl under the rubble through the narrow gap. Past a front desk is an empty Seraphite camp; turn left and the letter is on a table at the back.
  17. Workbench — Hostile Territory. On the top floor of the sniper building, in the empty Seraphite camp, next to the Letter from Seraphite Father to Son.

Chapter 30: The Forest

  1. Workbench — The Forest. After the boss fight with the large Seraphite woman wielding a pickaxe, enter La Rosa's Auto Shop. The workbench is in the left corner, with parts on the nearby shelves.
  2. Training Manual — Firearms. In the room after the workbench, turn right into the side office (a waiting room). The manual is on the desk (also described as on a cabinet by the window next to a boarded-up door).
  3. Artifact — Failed Truce. From the manual, turn around: in the hallway (a back kitchen area) the note is on the table next to the Aqua Lime soda machine.

Chapter 31: The Coast

  1. Workbench — The Coast. In plain sight inside the first building you enter. You pass this workbench again in Return to the Coast, but it only counts here. A holster upgrade is on the desk of the little office on the left in the next room.
  2. Coin — Alabama. Leave the shipping container yard with the infected and follow the path up past the police car to a higher level with the ferris wheel in view. Turn away from your goal and walk the other way along the road; the coin is beside a skeleton on the ground.
  3. Weapon — Crossbow. Nothing to search for: the story gives you the crossbow on the wrecked ship in The Coast. Tick it once it shows in your weapon list.
  4. Artifact — Infirmary Note. Board the wrecked ship. On the ground floor, take the first room on the right off the corridor, a sick bay with skeletons on cots. The note is beside the skeleton on the stretcher nearest you, the one with an arrow in its skull.
  5. Artifact — Mutiny Note. After getting the crossbow, kill the infected in the hallway and walk to its end. The note is on the green stretcher (cot) under the Washington Transit Authority logo.
  6. Coin — West Virginia. On the same deck (up the stairs from where you got the crossbow), clear the infected and Clickers, cross to the hallway opposite where you came in and turn right. At the very end, by suitcases, a yellow vending machine and a teddy bear, the coin lies next to the bear.
  7. Safe — The Coast (90-77-01). On the ship's top deck, at the helm (the steering wheel). The code is 90-77-01. It holds the Ordnance manual if you have not found it elsewhere.
  8. Training Manual — Ordnance. Inside the safe at the ship's helm (code 90-77-01). Manuals can appear in alternative spots, so if you already have Ordnance, this safe may not hold it.
  9. Artifact — Ferry Log. From the helm safe, cross to the other end of the ship (infected roam the deck, including a Shambler on the sun deck) and go through the heavy door. The log lies on the floor beside the captain's body right in front of you.
  10. Coin — Utah. From the Ferry Log, climb the ladder and look behind you: on the floor behind the white mast, by a small blue crate and broken bottles, on the left side of the top of the ship.
  11. Coin — Mississippi. Follow the story until you see the Seattle Waterfront Aquarium. Step into the dolphin fountain in front of it; the coin is in the water.

Seattle Day 2 (Abby)

Chapter 33: The Shortcut

  1. Artifact — Amputation Supplies. Story item, already in your inventory when the chapter starts.
  2. Coin — Nevada. When you reach a flooded street with a small waterfall (after Lev points out the tall building), enter Franklin's Barber on the right. The coin is behind the cash register.
  3. Artifact — Survivor Plea. Jump across the concrete slabs in the rushing water, keeping to the right. Once over, the only way on is up the stairs of a building; in the apartment upstairs, the note lies on the floor, slipped under a broken door.
  4. Artifact — Neighbor Exchange. Where the highway ends above the rapids, do not jump down (the drop is too high). Turn left, jump to the apartment balcony and break the glass to get in. The note is on the hallway table with the whiteboard near the kitchen and hints at the safe code.
  5. Safe — The Shortcut (30-23-04). From the Neighbor Exchange note, turn around and go through the white door into the bedroom. The safe takes 30-23-04.
  6. Artifact — Scavenging List. After a fight with infected in a restaurant, climb the truck, drop to the lower platforms and jump across the river slabs again. Enter the Interbay Wireless phone store; the note lies beside the body by the cash register desk.
  7. Workbench — The Shortcut (1 of 2). After the restaurant fight with infected, cross the river slabs and enter the Interbay Wireless phone store (the Scavenging List note is by the cash register desk). The workbench stands in the left corner of the store.
  8. Coin — Colorado. Leave the phone store and jump across the slabs again into the building on the far side (Westport Optix). Before going through the blue double doors, turn right and climb out of the window onto the small roof (blue awning). The coin is at the end of it.
  9. Artifact — Seraphite Truce. After climbing one more floor, Lev hops over rusted metal bars while you take the red door on the left into room 808, an office full of computer desks. The note is on the desk to the right, by the computer next to a whiteboard and a large lantern.
  10. Workbench — The Shortcut (2 of 2). Climb two more ladders (with a fight between them) to reach a shrine. The workbench is in the room to the right of the shrine.
  11. Artifact — Seraphite Orders. After the long elevator ride to the top, walk down the hallway; the note is on the wall to the right of the first doorway, before the next room.

Chapter 34: The Descent

  1. Coin — Illinois. At the very start, once Lev has finished talking, dive to the bottom of the swimming pool for the coin.
  2. Artifact — Gym Safe Code. From the pool, go through the gym to the Orchards Juice Bar. Jump the counter into the office behind it and take the note from the pinboard; it says the safe code matches the wifi password.
  3. Safe — The Descent (12-18-79). From the juice bar, follow the hallway with 'Hotel Blacray' on its windows. At its end, near a desk, a green door opens into a storage room with the safe. The code is 12-18-79. In story order this is the last safe and unlocks Safecracker.
  4. Artifact — FEDRA Orders. Story pickup. Opening the exit door of the fitness studio (the stairwell door across from the gym) makes Abby search a body and take the note automatically.
  5. Artifact — FEDRA Final Note. After rappelling down several floors on the fire hose, check the first small room on the right; the note is on the floor next to a dead soldier.
  6. Weapon — Flamethrower. In The Descent the story makes you take it from a door it leans against; you can also find it a few rooms earlier by squeezing through a bathroom door and balancing across a short beam.
  7. Coin — Oregon. Easy to miss; save first if unsure. Later, cross a long metal beam and drop down a floor on the story path; an infected bursts from a wall and grabs you as you land. After dealing with it, turn around and jump over the gap into the room behind you; the coin is on the right side of that room. Watch out: Easy to miss: the room is behind you across a gap.
  8. Coin — Wisconsin. Much later, after the motel corridor full of infected, you pry open an elevator shaft and drop down it. Turn left as you come out to a vending machine and smash its glass; the coin drops from the coin slot.
  9. Coin — Rhode Island. Right after the Wisconsin coin, Abby takes off her mask and steps outside into a plaza with an outdoor bar. The coin is at the cash register behind the bar counter.
  10. Coin — Missouri. When the WLF lets you through the gate into the hospital compound, turn right at once and walk through the tall grass into a building. The coin is at the end of its hallway. Get it before entering the hospital's main entrance, which starts the next chapter. Watch out: Entering the hospital's main entrance ends the chapter.

Chapter 35: Ground Zero

  1. Coin — Washington. Follow Nora down the first staircase, but before the long hallway, go behind the counter of the hospital cafe on the left. The coin is under the register.
  2. Artifact — Annex Letter. After splitting from Nora in the oncology center, walk to the next staircase. Before going down it, crawl under the office furniture blocking the doorway on the right into a dark room. The note is on the floor next to a body by the sink.
  3. Artifact — Soldier’s Letter. Go down that staircase and drop to the floor below. To the right of where you land, by the entrance to the emergency room, is a FEDRA checkpoint with a revolving door (turnstile) and a body. Open the brown bag on the ground next to it.
  4. Artifact — Chapel Note. From the Soldier's Letter, do not go through the yellow door; turn around and take the other way into the chapel, which is filled with cots. The note is on the altar at the end of the room.
  5. Artifact — Patient’s Note. Go through the yellow door and the quarantine tunnel. In the area beyond (left of the ambulance drop-off), the second room on the right, Room 24, has its door blocked by growth. Break its floor-length window, crouch in and take the note from the stretcher with a body.
  6. Artifact — Doctor’s Note. Directly across from that room, squeeze through the gap in the door into the Surgery area. In its second room, at the end of the hall where the cables run through a hole in the wall, the note is on the desk (counter) below the hole.
  7. Workbench — Ground Zero. Climb over the broken wall after the Doctor's Note; the workbench is in the room immediately to the left, the same room where you must turn on the power for the story.
  8. Coin — Hawaii. After defeating the two bosses, leave the boss area into a flooded garage. Turn left at once to the small security booth beside the gate you came through, smash its windows and take the coin.

Seattle Day 3 (Abby)

Chapter 37: The Marina

  1. Coin — Kansas. As soon as the chapter starts, turn around and walk up the short stairs behind you to the viewpoint. The coin is on the ground.
  2. Coin — Louisiana. Moments later, follow Yara down some broken stairs to the Lenora St. Station tram stop. The coin is on the ground to the right of the ramp, by a bucket holding a melee weapon, before you enter the tram.
  3. Artifact — Marina Note. After wading out of the water onto the pier, do not climb the red ladder yet. Go to the snack shop at the end of the pier, climb in through the window (or over the counter) and take the note from the counter.

Chapter 38: The Island

  1. Coin — Idaho. Climb the first ladder of the chapter up to a road. The open truck on the left has the coin in its back left corner. A missed training manual can also appear in this truck if you still need one.
  2. Artifact — WLF Scout Journal. At the top of the first ladder, go right from the open truck: one WLF soldier is strung up and another lies on the ground. Search the body on the ground for the journal.
  3. Coin — North Carolina. About half a minute along the path, after hopping the barricade into the forest, an alarm sounds near waterfalls and some cars. Before dropping down to wade through the water, check the car by a tree above the falls, to the left of the path; the coin is on a book on the ground by its open left door.
  4. Artifact — Venison Distribution Note. Shortly after, you reach the first, empty Seraphite camp. In the big wooden hut in the middle, the note is on one of the long tables.
  5. Coin — Montana. The first camp with enemies has five huts: two on the left, one on the right and two ahead, with the lumber mill on the far right. The second hut on the left, opposite the mill, has the coin on its top floor on a box by the window opening. Climb up the logs outside or the ladder at the back of the hut.
  6. Artifact — Mournful Prayer Note. The next hut on the right is a shrine to the Prophet full of offerings; the note is tucked on its right wall.
  7. Artifact — Young Seraphite’s Journal. After you see Isaac's attack, follow the road past a watchtower to a pair of huts. In the first one on the left (opposite the shrine), the journal is on the bed.
  8. Workbench — The Island. After you see Isaac's attack, follow the road past a watchtower to a pair of huts. Enter the first hut on the left (opposite the shrine), where the Young Seraphite's Journal lies on the bed; the workbench is in that same hut.

Chapter 39: The Escape

  1. Coin — Arkansas. Leaving the first small store, before you pass under the truck marked Harst Brewer, turn left; the coin is on the ground behind a shopping cart. In story order this is the last coin and unlocks Numismatist.
  2. Workbench — The Escape. A little later Lev drops a ladder for you and you climb into a room with the workbench straight ahead. Getting close to a workbench is enough for it to count, so this one counts as you pass.

Santa Barbara

Chapter 42: 2425 Constance

  1. Artifact — Rattlers Outside Note. The green house on the left, guarded by infected with a Clicker inside. The note is in the bathroom.

Chapter 43: Pushing Inland

  1. Artifact — Abby’s Note. As soon as the chapter starts on the boat, turn left; the note is on the counter inside the boat.
  2. Artifact — Mansion Note. Climb up from the beach to the street and climb the fence into the area with houses (watch for Stalkers). The first house on the right has a U-Haul outside its open garage; the note is in the garage.
  3. Trading Card — CBB-73. Get into the mansion at the top of the hill through the second floor (a Clicker is on the roof). In the upstairs bedroom, the card is on the white desk (table).
  4. Artifact — Runaway Warning. After clearing the infected downstairs in the mansion, check the kitchen island on the ground floor.
  5. Workbench — Pushing Inland. In the mansion kitchen, the same room as the Runaway Warning. Clear the enemies in the building before you can use it.
  6. Journal Entry — Pushing Inland. Leave the mansion by crawling under the wall (through the hole). A police car is parked in front of you; stand to its left and use the prompt to look at the distant houses. Ellie sketches them.

Chapter 44: The Resort

  1. Weapon — Silenced Submachine Gun. Given automatically at the start of The Resort. In story order this is the last weapon and unlocks High Caliber.
  2. Journal Entry — The Resort. In the opening area with the Rattlers, past the train ticket booth and the cafe, a green van with a brown Rattler skull painted on it is parked on the tracks. Once the Rattlers are dealt with, inspect the logo. This is the game's last journal entry.
  3. Artifact — Santa Barbara Slave Note. After going through a train car, climbing a ladder (the tank truck) and seeing prisoners being escorted in the distance, keep to the left side of the train yard. Follow the blood trail to a body near the crates and cargo on the far left, before the fence; the note is attached to the barrel to its right.
  4. Workbench — The Resort. During the next fight, in the wooden shack in the middle of the area. In story order this is the final workbench and unlocks Prepared For the Worst.
  5. Trading Card — Sparkthug. Standing at that workbench, enter the building at roughly your one o'clock, which the story path goes through anyway. Just inside, the card is on the small table to your immediate right. In story order this is the last card and unlocks Master Set.
  6. Artifact — Rattler’s Letter Home. In the next enemy area, the story takes you up a spiral staircase inside a villa (near the empty pool with chained infected). Right after it, turn right and follow the banister to a mattress and shelves; the note is on the nightstand by the lantern. In story order this is the last artifact and unlocks Archivist.

Achievements

45 achievements. None can be missed for good. Labels show which ones need the hardest difficulty or a long grind.

Story (2)

What I Had to Do

Finish the story on any difficulty. Very Light and every accessibility option are allowed.

  1. The story runs through Jackson, Seattle Days 1-3 as Ellie, The Park, Seattle Days 1-3 as Abby, The Farm, Santa Barbara and the Epilogue.
  2. Make a manual save in the last chapter and never overwrite it: Chapter Select only offers chapters up to your latest autosave, and reloading that save restores access to everything.

Every Last One of Them

(Incomplete) Unlock all the other story achievements. The Grounded, Permadeath and No Return achievements are not needed for it. Incomplete: Which achievements count as the regular story ones, for example whether the chronological-order run is needed, is not confirmed.

Difficulty and modes (3)

Dig Two Graves

(Hardest difficulty) Finish the story on Grounded, the hardest difficulty, where the HUD and listen mode are cut back and resources are scarcer. Tip: This is the only difficulty achievement, so nothing is gained by playing other runs on harder settings. Grounded and a permadeath run can share one playthrough.

  1. Start it as New Game+ after one finish so you keep your upgrades and get Ellie's full arsenal back in Downtown.
  2. Cheats are off on Grounded, but accessibility options still count. Combat Accessibility, especially Invisible While Prone (unlimited), lets you crawl past most fights.
  3. You can combine it with You Can't Stop This by choosing the Per Chapter permadeath setting, or do two separate runs.

You Can't Stop This

Finish the story with any Permadeath setting turned on. The difficulty does not matter, so Very Light works.

  1. Pick Per Chapter permadeath: dying sends you back only to the start of the chapter, not the act or the whole game.
  2. Combat Accessibility options are allowed and do not block the achievement.
  3. Permadeath is not available in the chronological story mode.

I Would Do It All Over Again

Finish the story in the chronological story mode, which replays the campaign events in time order instead of the original order.

  1. Collected items carry over into this mode; permadeath cannot be used in it.
  2. Some mechanics appear before the game explains them, because the tutorials stay where they were in the original order.

Collectibles (13)

Archivist

Find all 127 artifacts and all 20 journal entries.

  1. Every artifact and journal entry is in the chapter checklist above. Leah's items, the Tracking Lesson items, Amputation Supplies and a few others are story pickups.
  2. Collectibles count as soon as you take them, even if you die or quit afterwards, and they carry into New Game+. Chapter Select shows what is still missing per chapter.

Master Set

Find all 48 trading cards. Only Ellie finds cards. Tip: Starter Set unlocks along the way at five cards.

Starter Set

Find any five trading cards. The first two are in Waking Up.

Numismatist

Find all 32 coins. Only Abby finds coins. Tip: Mint Condition unlocks along the way at five coins.

Mint Condition

Find any five coins. The Stadium alone holds four, so this usually unlocks in On Foot.

Prepared For the Worst

Find all 25 workbenches. Getting close to a bench is enough for it to count. Tip: The Coast bench only counts in The Coast, not when you pass it again in Return to the Coast.

In the Field

Find 12 workbenches. In story order the twelfth is the bench by the Seattle Sleep Warehouse in The Flooded City.

Safecracker

Open all 14 safes. Every combination is written on its checklist entry. Tip: Two safes have shaky codes: the Downtown safe at the end of Madison St shows only two pairs (04-51), and the Seraphites apartment safe opens with 08-10-83 or 10-08-83.

Journeyman

Find all eight training manuals. Two skill trees unlock through the story; the manuals open the other eight.

  1. Manuals can appear in backup spots when you miss one; a missed manual can also appear in the truck at the start of The Island.

High Caliber

Collect all 12 firearms. Seven come automatically; the pump shotgun, bow, hunting pistol and double-barrel shotgun are pickups, and the flamethrower can be found a little early. Tip: In story order the last weapon is the silenced submachine gun at the start of The Resort.

Relic of the Sages

Pick up the Strange Relic artifact in Hostile Territory, the golden egg under a desk in King Street Relics.

So Great and Small

Pick up the ring from the deposit box in the Westlake Bank vault in Downtown (vault code 60-23-06). Tip: The artifact is listed as the Antique Ring; the achievement calls it the Engraved Ring.

Sightseer

(Incomplete) In Downtown (Seattle Day 1), visit all ten places that Ellie circles on her map. Incomplete: The exact map labels of two of the ten places are not confirmed; the military tent and the checkpoint bridge may be the same stop. Full list (10 places): Westlake Bank, Dilapidated Building (ruins), Valiant Music Shop, Ration Distribution Center (the dome), Checkpoint Bridge / military tent, West 2 Checkpoint, Ruston Coffee, Barkos Pet Store, FEDRA ration truck (waterfall), Courthouse.

  1. Pick up the Map of Seattle in The Gate first; it lives in the construction trailer on the overgrown freeway.
  2. Walking close enough for Ellie to circle a place is usually enough. Ruston Coffee and Barkos Pet Store must be entered (the pet store key is in the Ruston Coffee restroom), and the Courthouse only counts if you climb in through its window.
  3. If it does not unlock after all ten, replay Downtown through Chapter Select and visit them again; the order you visit them in may matter.

Upgrades and crafting (8)

Tools of the Trade

Craft each of the 12 craftable items at least once. Full list (12 items): Health Kit, Molotov, Stun Bomb (Smoke Bomb once upgraded), Trap Mine, Silencer, Melee Upgrade, Arrows, Explosive Arrows, Pipe Bomb, Incendiary Shells, Hunting Pistol Ammo, Shiv.

  1. Most recipes come from the story or from player upgrades; the Stun Bomb and Trap Mine recipes are pickups in Downtown and Capitol Hill.

Apprentice

Buy any player upgrade with supplements.

Survival Training

Buy 25 player upgrades.

Specialist

Buy every upgrade in one skill tree.

Survival Expert

(Grind-heavy) Own every player upgrade in all ten skill trees at the same time: 50 upgrades costing 1,900 supplements. Full list (10 skill trees): Survival (Ellie, 220), Crafting (Ellie, 170), Stealth (Ellie, 210), Explosives (Ellie, 170), Precision (Ellie, 180), Field Tactics (Abby, 190), Covert Ops (Abby, 200), Firearms (Abby, 180), Close Quarters (Abby, 210), Ordnance (Abby, 170).

  1. One playthrough only gives enough supplements for about 80 percent. Continue in New Game+; upgrades carry over, and you can finish around the second half of the New Game+ run.
  2. Chapter Select does not help, because the upgrades must all be on one save.
  3. If supplements stop appearing, every upgrade for that character is already bought.
  4. Grounded has fewer supplements and parts than the other difficulties.

Tinkerer

Upgrade any weapon at a workbench with parts. The first bench is in Patrol.

Mechanist

Buy every upgrade for one weapon.

Arms Master

(Grind-heavy) Fully upgrade all ten upgradable weapons at the same time: 1,920 parts. The flamethrower and silenced submachine gun have no upgrades. Full list (10 weapons): Semi-Auto Pistol (170), Revolver (200), Bow (190), Bolt-Action Rifle (280), Pump Shotgun (130), Military Pistol (170), Semi-Auto Rifle (270), Hunting Pistol (190), Double Barrel Shotgun (130), Crossbow (190).

  1. One playthrough gives roughly 80 percent of the parts; finish in New Game+, where weapons and upgrades carry over.
  2. Upgrade the late weapons first, so in New Game+ you only need the early chapters for the rest.
  3. Chapter Select does not help, because every upgrade must be on one save.

Story moments (3)

Looks Good On You

In The Birthday Gift, take the hat from the museum gift shop, put it on the two first dinosaur skeletons in the next hall, then put it on Joel.

  1. Turn right as soon as Ellie and Joel enter the Wyoming Museum; the hat hangs in the gift shop area.
  2. In the dinosaur hall, place it on the first skeleton on the left and the first on the right, then on Joel. Chapter Select can replay it.

Sharpshooter

Beat the high score at the shooting range in The Stadium.

  1. After taking the semi-auto rifle from the armory, enter the range on the right before boarding the truck that ends the chapter.
  2. Hit the red body and head zones as often as you can; a score over 85 should win. Lock-On Aim in the accessibility settings helps. Chapter Select can replay it.

Put My Name Up

Beat the archery high score of 10 targets in Winter Visit.

  1. In the first room of the aquarium flashback, interact with the purple bow below the scoreboard on the left.
  2. Hit more than ten targets before time runs out; you may walk up close to them. Lock-On Aim helps. Chapter Select can replay it.

No Return (16)

Roll Call

(Grind-heavy) Win a full No Return run, boss included, with every character. On Steam the roster is twelve: Ellie, Dina, Jesse, Tommy, Joel, Abby, Lev, Yara, Mel, Manny, Bill and Marlene. Full list (12 characters): Ellie, Dina, Jesse, Tommy, Joel, Abby, Lev, Yara, Mel, Manny, Marlene, Bill.

  1. The game does not track which characters have won a run, so keep your own list.
  2. Custom Runs and Daily Runs count. A quick setup is Very Light, Capture encounters only, Seraphites only and no mods.

Good Riddance

Defeat all six No Return bosses. Until each has been beaten once they come in a fixed order, one per completed run. Tip: Six won runs cover this; combine them with Roll Call. Full list (6 bosses): Arcade Bloater, Theater Infestation, Rattler Captain, Garage Bloater, Seraphite Elite, Rat King.

Team Ellie

Complete every challenge track for Ellie, Dina, Jesse, Tommy and Joel (Challenges menu). Full list (21 challenges): Ellie: complete 2 encounters as Ellie, Ellie: upgrade all Perseverance skills as Ellie, Ellie: kill 4 enemies with Molotovs in one encounter, Ellie: collect every gun in one run as Ellie, Dina: complete 3 encounters as Dina, Dina: kill 4 enemies with trap mines in one encounter, Dina: craft 10 times in a run, Dina: craft a health kit, Molotov, trap mine and stun bomb in a run, Jesse: complete 3 encounters as Jesse, Jesse: buy 10 items from the Trading Post in one run, Jesse: kill 3 enemies with pipe bombs in one encounter, Tommy: complete 4 encounters as Tommy, Tommy: kill 5 enemies in one encounter while zoomed in with a scope, Tommy: complete a run with only your initial gun or guns, Tommy: complete an encounter where every kill is a headshot, Tommy: complete an encounter without missing a shot, Joel: complete an infected encounter as Joel, Joel: kill 6 enemies with the same gun without reloading in an encounter, Joel: kill 3 enemies with shivs in one encounter, Joel: hit 5 enemies with a bottle or brick in one run, Joel: complete a Bloater boss encounter as Joel.

  1. Unless a challenge names a character, you can finish it while playing anyone, and progress counts for all tracks at once.
  2. Each character's first challenge is a set number of encounters, which also unlocks the next character.

Team Abby

Complete every challenge track for Abby, Lev, Yara, Mel and Manny (Challenges menu). Full list (16 challenges): Abby: complete 2 encounters as Abby, Abby: gain 50 health from melee kills and attacks in one encounter, Abby: upgrade 3 melee weapons in a run, Abby: complete an encounter with all melee kills, Lev: complete 3 encounters as Lev, Lev: get 7 kills with explosive arrows in one run, Lev: craft 20 arrows of any type in one run, Lev: complete an encounter with all bow kills, Yara: complete 3 encounters as Yara, Yara: complete a Seraphite encounter as Yara, Yara: defeat 3 Seraphite brutes, Mel: complete 4 encounters as Mel, Mel: craft 8 health kits in a run, Mel: heal 80 health with one health kit, Manny: fully upgrade any gun, Manny: kill 5 enemies with incendiary shotgun shells in one run.

  1. As with Team Ellie, most challenges count with any character; only those naming a character need that character.

This Make You All Nostalgic?

Complete the Part I challenge track, the four challenges that unlock Marlene and Bill and their outfits. Full list (4 challenges): Complete 5 gambits, Complete 3 dead drops, Complete 5 gambits in one run as Marlene, Complete 3 dead drops in one run as Bill.

Biology Lesson

As Bill, kill a Bloater with the pump shotgun.

  1. Unlock Bill first through the Part I track (three dead drops).
  2. Set up a Custom Run with a Bloater boss (Arcade Bloater or Garage Bloater) and buy the pump shotgun at the safehouse.

Queen Firefly

Kill 15 enemies with Marlene's assault rifle in one No Return encounter.

  1. Unlock Marlene first through the Part I track (five gambits).
  2. Her rifle is her starting gun. A Hunted encounter, where enemies come at you in waves, is a good place for 15 kills.

Mixed Bag

Get kills with five different weapons in one Assault encounter.

  1. Kill with your guns, then grab melee weapons dropped by enemies; each melee weapon type (machete, bat, axe, plank, hammer and so on) counts as a separate weapon.

Become The Hunter

Kill 12 enemies in one Hunted encounter before the timer ends.

  1. Infected rush you and die faster than humans, who hide behind cover. Abby on Very Light, healing from melee hits, works well, ideally on a small map.

Got Your Back

(Incomplete) Win a Holdout encounter without the ally you defend dropping below 70 percent health. Incomplete: How many started runs it takes before Holdout encounters appear is not confirmed: five or seven.

  1. Holdout appears only after you have started a number of runs; dying early in fresh runs counts toward that.
  2. Kill Runners, Stalkers and Clickers with headshots before they reach the ally; a low difficulty makes this much easier.

Burglar

(Incomplete) Open the safe in a Capture encounter without killing anyone. Incomplete: How many started runs it takes before Holdout encounters appear is not confirmed: five or seven.

  1. Capture appears only after you have started a number of runs.
  2. Sneak to the safe without being spotted and without a single kill.

Modded

(Grind-heavy) Win at least one encounter with each of the 26 mods. Full list (26 mods): Crafting Gives Bonus Parts, Decreased Enemy Health, Distractions Attract Enemies, Enemies Drop Bombs on Death, Increased Enemy Health, Increased Enemy Speed, Invisible Enemies, Long Guns Locked, Long Shot Damage Bonus, Low Health Damage Bonus, Melee Attacks Set Enemies On Fire, Melee Kills Restore Health, Mirror Mode, Molotov Rain, Mystery Encounter, Photo Mode Filters, Pustule Rain, Reloading Discards Ammo Left, Stealth Kills Boost Movement Speed, Stuns Restore Melee Durability, Temporarily Unlock All Recipes, Thick Fog, Time Limit, Time Slows on Headshots, Tripwire Traps, Vaulting Boosts Movement Speed.

  1. More mods unlock as you finish encounters with mods; all 26 are open after 12 such encounters.
  2. The game only shows a total, not which mods you have done, so tick them off yourself.
  3. Custom Runs count and let you enable just the mods you still need. If the counter sticks at 25 of 26, win a Mystery Encounter with several other mods active.

Risk Taker

Complete five gambits in a single No Return run.

  1. Gambits are optional tasks shown at the top left during an encounter. They become available after a couple of runs, and more types unlock as you complete them. Do every gambit you are offered.

True Strength

Earn an S rank on any No Return encounter.

  1. The rank depends mostly on damage taken and on killing every enemy. Pick encounters with a high score multiplier (x2.0 or more) and play on Very Light.
  2. Boss encounters often give an S rank, and Abby's melee kills add bonus points.

May Your Survival Be Long

Win a Daily Run from start to finish, boss included. Daily Runs need an online connection.

  1. Daily Runs open after you have started nine runs (dying in the first encounter is enough).
  2. You get one attempt per day, but a new run appears each day, so failing only costs a day. Very Light and accessibility options are allowed.

May Your Death Be Swift

(Hardest difficulty) Win a Daily Run on Grounded difficulty. A Custom difficulty does not count.

  1. Practise standard runs on Grounded first, then plan the daily route on the encounter board around easy encounters without harsh mods.
  2. Accessibility options are allowed; Invisible While Prone helps in normal encounters but not in boss fights.
  3. The Seraphite Elite is usually called the easiest boss: lay trap mines at the start and let the brute walk into them.