The Last of Us™ Part II Remastered

The Last of Us™ Part II Remastered

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The Last of Us Part 2: In Chapter Order 100% Achievement Walkthrough Guide
By I'M SAYING THE N WORD
This is a walkthrough guide to get 100% achievements, in chapter order, for The Last of Us Part 2 and the No Return gamemode.
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Introduction
Welcome to my second guide for The Last of Us series—and my second guide overall. My goal is the same as before: to create a clear, easy-to-use walkthrough that helps you track what you’ve missed. Most guides either list achievements or simply tell you where to go, but I wanted to make something more interactive, covering:
✔ Recommended approaches
✔ Item pickup order
✔ Achievement timing
✔ Key moments to focus on specific trophies

In interested, my first guide for The Last of Us Part 1 you can find here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2953942660
Estimated time to 100% completion: 40–50 hours

There are 26 achievements for the story mode; there are 26 achievements, 2 related to Difficulty, and 13 for the No Return game mode. Plus 1 for earning all 41 achievements.

That said, I have less experience with this game compared to the first. I played it only once back in 2020, so if I make mistakes or something is unclear, let me know so I can improve the guide. I'll be updating it as I play through the remaster, so expect refinements post-release.

Disclaimer:
This guide is a work in progress and is still being worked on. Some information may be incorrect or unclear. If you notice any mistakes, please let me know in the comments so I can make the necessary corrections. I am planning on adding images when I get the time; I have been too busy to finish before the game came out. I am sorry for that.

Additionally, this guide was made with the help of a small YouTuber, Saboteur and websites like the wiki and IGN. The images I use for collectibles will come from his videos, so please support him for the work he has done.
Story mode: Intro/Setup
Now with that out of the way, lets us go over some notes before we start.

There are 27 achevements for story mode. Most of them are collectables, but a few are story related/interactions, a few related to Maxing out a charaters and weapons, and 2 for Difficulty, making up about 70% of the total we need. But unlike the first game optonal conversations do not count towards any achievement, so we dont have to worry about missing out on those, but are 3 serect ones to look out for.

Difficulty-Related Achievements:
There are only two trophies tied to difficulty, but both can be easily bypassed with a strategy.

"You Can’t Stop This" (Complete the game on Grounded difficulty)

"Dig Two Graves" (Complete the game with Permadeath enabled)

Best Approach for These Achievements
Safe & Steady Option (More time-consuming)

Playing the game on Very Light difficulty and Permadeath enabled as the Permadeath achievement is only for having it enabled, not with s priscic diffculty, so we can have it on the easist diffculty to unlock it while collecting all the collectables. Then after beating the game we import that save into new game +, setting the difficulty to Grounded for that achievement. We would be geared to/near Max. Using this save to finish off the Survival Expert and Arms Master if you haven't Maxed out your guns and charaters, for clean up, as well as beating the game on Grounded. This way is Safe, but also the slowist.

First playthrough: Very Light difficulty + Permadeath (Focus on collectibles, weapon/character upgrades)

Second playthrough: Grounded+ (Unlock remaining achievements)

The Chad Route (Fast but brutal)

One playthrough: Grounded + Permadeath at the same time.

Problem? No dying. Plus, you'll still likely need to do a New Game+ to max out character upgrades for Survival Expert and Arms Master. If you pull this off in one go, you have my respect. This is the fastest way, but also most punishing if you die

The "Cheese" Method (Fastest & easiest)
There’s an exploit (confirmed in the PS4 version) that makes Grounded difficulty laughably easy by enabling all Combat Accessibility settings before starting the game.

Hostages don’t escape
Allies can’t be grabbed
Enemies don’t flank
Reduced enemy perception & accuracy
Enhanced dodge
Slow motion while aiming
Invisible while prone (the most broken one)


You can also turn on Enhanced Listen mode on in Navigation and traversal as this will able listen mode and also ping items with F as well as enemies for you.

With Perama death setting you can set it to whole game, act, or chapter. I can conform from me and from the comments that per chapter works and so I would recommend setting it to that as this game loves to sometimes not let you grab onto edges and fall to your death. So if you do die, you can restart 20-60 mins ago and not 20 hours/

If you go this way you'll get a warning saying, “You have options enabled that we recommend disabling for Grounded. Would you like to reset these options?” Just ignore it as this won’t disable the achievement.

If this isn’t patched on PC, it remains the fastest and safest way to unlock both difficulty achievements in one run.

General Tips
Turn on "High Contrast Display" – This highlights items by pressing G, making collectibles much easier to spot.
✔ If going for a safe playthrough, do Permadeath first on Very Light, then Grounded+ second.
✔ If going for speed, do both difficulty achievements at once and clean up missing trophies in NG+.
✔ With Perma death run, set it to per chapter and not act or whole game.
Enhanced Listen mode – This will able listen mode and ping items as well as enemies for you.
Collectible Tracking – Options > HUD > Notifications > Collectible Tracking to make it easier to see what you already picked up or perhaps missed.
Collectible Total – If you are missing a collectable and don't know in what chapter you did, just go over to the chapter select and it should tell you the total collectables for each type and how many you have. You have also use the chapter select to go into the chapter to find them faster.

Approximately 286 collectibles in the story part of The Last of Us Part II Remastered:
127 Artifacts
20 Journal Entries
48 Trading Cards
32 Coins
25 Workbenches
14 Safes
12 Weapons
8 Training Manuals
4 Upgrade Holsters
Plus the Strange Artifact and Engraved Ring

So, this will take awhile to complete, thats why I would highly recommend High Contrast Display for easy of finding the collectables.

Also as an additional note, I am pretty sure that Training Manuals have many different spawns, meaning you might find it at the same time as the guide, before the guide, or after the guide. I know they spawn all in the same chapters, but in different spots. So if you follow the guide and it is not there, pull up a video or other guide on it to see where the other spawn is. After I finish this guide I might add in the other spawns, but just keep this in mind as we play.

That’s it for the introduction—let’s get into the guide!
Jackson
Artifacts: 9
Trading cards: 4
Journal entries: 4
Workbenches: 1
Safes: 1
Jackson: Prologue
The second best part of the game (because we get to play as Joel Of course), Other then that, just like the start of the first game there is nothing in the Prologue we need to collect. So you can speed run this part or take in the Jackson view, up to you. But after this when we later pick up control is when we start the collection hunting.
Jackson: Waking Up
Artifacts: 1
Trading Cards: 2

Wake the 4 year skip, we get to wake up and play as Ellie. After Ellie answers Jesse at the door for a bit we get to move around and start our hunt for collectables with the first one being a Card.

Trading Cards: 1/2
Seismicayla
Once you first reach the main street after exiting the greenhouses, Turn left at the Main Street Gallery, following the balcony around to a Help Wanted board along the wall. On the Board is where the trading card is.

Artifact: 1/1
Volunteer Request
Head down the main street, following until Jesse peels off to the left side at the Tipsy Bison. When here look on the opposite side of the street for a blacksmith shop. At the very end of the wooden sidewalk, on a crate next to a red ladder is the note.

Trading Card: 2/2
The Keene Twins
After talking to bigot sandwatch (Seth) and Maria at the bar, venture further into Bar, wrapping around the bar. On the other end there’s a trading card on the barrel to the left of the dart board. Marking the last collectable in this part

Like I said, the achievements are only linked to collectables we pick up, not optional chats. So you don't have to win the snowball fight for anything, just play for fun.
Jackson: The Overlook
Artifacts: 1

Artifacts: 1/1
Note From a Father
As soon as you exit from crawling under the house, turn around, looking back at the house and jump back in through the open windows at the front. The collectible is in the study on the table on the right side window.
Jackson: Patrol
Artifacts: 6
Trading Cards: 2
Journal Entries: 2
Workbenches: 1
Safes: 1

Journal Entry: 1/1
Scenic Overlook
Upon reaching the radio tower, follow Dina until you both look out at the majestic view in front of you. Once Dina leaves and Ellie swears to herself, exit the cinematic view, just wait a few seconds, and at the balcony will be a prompt for a journal entry.

Artifact:1/6
A Note to Santa
After riding with Dina to the abandoned town, she suggests you look for some supplies and head forward (past the trailer). There are two houses in front of us, both having collectables, but we'll go into the house to the left. It’s in the upstairs bedroom, in the right-hand bedside drawer.

Trading Card: 1/2
Tesseracter
As said, both houses have stuff we need. So, pretty much across the road from the Santa note, climb the truck up, and the card is on a shelf to the left of the bed, inside an open wardrobe.

Artifact: 2/6
Supermarket Apology

A bit further, you'll crawl under a truck. After this, it is found inside the trailer, so go through the door on your right and into the back of the trailer and squeeze through the boxes, where you’ll find the artifact.

Artifact: 3/6
Good Boy Combo
After using the truck, enter the offices above the supermarket, passing the room to squeeze through to the next. in front should be "Empoless of the month". There is a room straight right from here we need to go in. Enter to find a safe. Just to the left of this Safe, on the desk is a note that also tells you how to open the safe.

Safe: 1/1
Grocery Store
In the same room as Good Boy Combo note. Hint: Look at the Employee of the Month board for the dog’s photograph. The date/year was July 2013, so the code is 07-20-13.

Artifact: 4/6
Eugene’s Firefly Pendant: Unmissable
After leaving the supermarket and taking shelter in a library, you'll mess around with getting deeper in. At some point, Ellie will commend on a Pendant. You’ll automatically pick up the pendant as you walk through the door in the back room of the library.

Journal Entry: 1/2
Toy Giraffe
After walking through the door, you'll enter the children’s library room. Turn right apond entering the room to find a giraffe toy. Interact for a sketch.

Trading Card: 2/2
Laurent Foucault: CEO SPARK
Just behind you from the giraffe toy, behind the front desk, is a small storage area. Inside on the desk is the trade.

Artifact: 5/6
Photo of Eugene and Tommy
Continue forward in the children’s area, and you'll see a dartboard and some jackets. Between the two, on that table is a photo of Eugene and Tommy.

Artifact: 6/6
Eugene’s Ultimatum
Turn around from the desk to see a bed. You’ll find on the left of said bed a bedside table with a note inside.

Workbench: 1/1
Library Back: Story related
After turning on the generator, Ellie will turn around and notice the workbench in front of you. Very Hard to miss as it lights up like a Christmas tree and is pushed to use it.

Tinkerer
And if you do upgrade a piece of gear, you'll unlock the Tinkerer Achievement.

Tinkerer
Upgrade a weapon

No collectables nor achievements in the next few parts. So take it at your own speed. We pick up after, when we play Ellie again, after Joel gets some "Golfing lessons".
Jackson: Packing Up
Artifacts: 1
Journal Entries: 2
Weapon: 1

Journal Entry: 1/2
Owl Mug
After the long and painful part (in many ways), we'll control Ellie once again for a long while now. We walk her sad ass over to the house and entre for some gear. Head into the kitchen on the first floor and look near the sink for a large mug with an owl design. Interact with it to pick it up and also sketch it.

Journal Entry: 2/2
Joel's Guitar
Head upstairs and look for Joel's workshop (the first room we come across after climbing up the stairs). On the desk on the right as we enter is a long workbench with his guitar on it. Interact for a sketch.

Artifact: 1/1
Joel’s Watch: Unmissable
Enter Joel's bedroom, the last room at the end of the stairs. On the bed is a small red box, and Ellie will retrieve a watch and a gun.

Weapon: 1/1
Revolver: Story-related
With this, we have 3/6 Weapons Ellie can find. We started with the Semi-Auto Pistol and the Bolt-Action Rifle, but now we have the Revolver. Ellie has 3 more weapons to pick up, with one of them being another automatic, unmissable pickup, making it 2. Ellie has 6, and Abby has 6, making a total of 12 we need for the High Caliber achievement for finding all the weapons and to also get the Mechanist for fully upgrading a weapon and Arms Master for upgrading all 10 weapons, since 2 can't be upgraded.

Seattle Day 1: Ellie
Artifacts: 45
Trading card: 24
Journal entries: 6
Safes: 4
Workbenches: 4
Items: 3
Weapons: 1
Training manuals: 2
Seattle Day 1: The Gate
Artifacts: 6
Trading Cards: 4
Journal Entries: 1

Trading Card: 1/4
Motivator
Soon after the chapter starts, Dina and Ellie come across a few cars in a clearing with an overgrown bus stop. Get off your horse at the bus stop to find the trading card on the right side, on a poster.

Starter Set
In collecting this, we would have collected 5 trading cards and so unlock the Starter Set achievement. The start of hell is collecting more of them.

Starter Set
Find 5 trading cards

Trading Card: 2/4
The Starfire Kids
Therefore up we will reach an overgrown freeway and a little bit longer on the road, on the left side of the road is a small construction site trailer. Enter inside to find the trading card on a corkboard in the first room.

Artifact: 1/6
Map of Seattle
While in the construction site trailer, head into the next room, and you'll find it in the drawer.

Journal Entry: 1/1
WLF Gate Entry
After following the road into Seattle, Dina and Ellie finally reach the large sealed gate blocking entry to Seattle. On the wall is a Message written on it. Inspect the giant message and jot it down in Ellie’s journal.

Artifact: 2/6
Refugee Note
While at the wall, just to the left is a large military trailer next to the road. Climb inside to find a note left on one of the desks on the left.

Artifact: 3/6
Infected Infographic
The last one on this side of the wall is the other military trailer that is in front of us when we walk out from the doorway. Head on over and enter inside to find a note with photos of various stages of infection on a table in the trailer.

Trading Card: 3/4
Chessmaster
After climbing over the FEDRA Gate’s wall, move along the catwalk into the tower, but instead of going down to the ground, climb up the tower to the lookout point. Up, in front of us, will be a desk with 2 green chairs; on the right side is the Card.

Artifact: 4/6
Isaac’s Orders
Lucky for us, this is also in the Watchtower. Just turn around and just to our left is the note on a box.

Artifact: 5/6
Checkpoint Gate Codes
After climbing down the watch tower to the ground floor. In front is another trailer for the gate. head over, smashing the glass to get into the cabin. Look around in the drawers on the desk to the right of where you entered to find a series of codes with a note on the back.

Trading Card: 4/4
Oozer
Outside the same cabin is a power cable. After you turn on the generator, pick up the cord and throw it over the roof of the trailer, on the right side of the sign, than use it as a rope to climb to the roof of the cabin. Go to the other side and climb the cord. While up here, you’ll find supplies and a trading card under some scrap on the left side of the chair.

Artifact: 6/6
Rooftop Note
And speaking of the chair, there is a note on the chair, hidden under some booze. Easy to miss/not see.

Seattle Day 1: DownTown Part 1
Artifacts: 18
Trading Cards: 5
Journal Entries: 2
Workbenches: 1
Safes: 3
Training Manuals: 2
Weapons: 1
Tools: 1
Upgrade: Long Gun Holster

Note:
Steam guides have character limits per page, so that is why there are 3 parts for downtown alone. Sorry for the mess, blame steam.

Artifact: 1/18
FEDRA Census Document
After you reach East Gate 2 (F*** FEDRA Gate), you’ll be tasked with finding gasoline for the generator. In front of the generator is a small gatehouse where you can find a note inside a drawer.

Now, this is where the fun begins, as this is the first and only "open" area in the game. Normally you can go as you want or follow the guide. The guide will lead you to key areas, but you can also do some exploring if you want. But with that out of the way, first let's go to the bank.

Artifact: 2/18
Bank Heist Plans
Within Westlake Bank located on the left side of the large open field (the southwest building on the downtown map). Enter the ruins and drop down into the bank entrance, but watch out for some lurking infected. Once delt with In the safety deposit room, at the back of the bank, you’ll find an artifact with the code in a bag near a corpse just as you enter the room.

Safe: 1/3
Bank Vault
And since this is a bank, ofc there has to be a safe to unlock here. Just to the left of the room is a big metal door; this is the safe. The note we just picked up from the dead body (Bank Heist Plans) has the code written on it (60-23-06).

Weapon: 1/1
Pump Shotgun
Just as the door opens, in front of you will be a corpse with its head blown with a shotgun. Just walk up and pick the shotgun off him to unlock the shotgun for use. Picking this up means we have 4/6 of Eillie's weapons, meaning we are missing only 2 more for her. If you didn't pick it up, don't worry, as I am pretty sure enemies that use the shotgun will drop it, and it can be picked up for use.

Artifact: 3/18
Bank Robber Letter
While in the room, on the counter next to the guard where you get the pump shotgun, there is a note.

Artifact: 4/18
Antique Ring
In the back right corner of the vault, behind a money cart, you can interact with a safety deposit box with Drake’s ring in it.

So Great and Small
In picking this ring up in the bank, we will get the So Great and Small achievement.
So Great and Small
Find the Engraved Ring

Artifact: 5/18
Cache Hunter Note
Located across the river from where you first enter are a few ruined buildings. Look for a small, isolated ruined building floor just outside the Westlake Bank building and you’ll find a skeleton with a bag that holds a note.

Artifact: 6/18
Letter from Isaac
Further up the hill, past the bank, move down a slope from a collapsed building to find a small plaza with a tank to the left. In the rubble, in a corner beyond the tank, you can find a skeleton holding a bag that contains a note.

Trading Card: 1/5
Doctor Uckmann
Now, my fav "trading card", just to the east (front) of the domed building near the tank, you can find a skeletal corner of a building with a few walls and stairway still standing near the hill. Climb up the stairs and use the outer platforms of the building to climb up to the top of this ruin. At the top, you’ll find "The" trading card in a drawer.

Trading Card: 2/5
Das Wort
Now, just north of here, we can see the Valiant Music Store. Head inside the music shop and look left when you enter the shop to find the front counter. Next to the cash register, behind the desk is where this trading card is hiding.

Artifact: 7/18
Street Drawing
Next, we want to exit the music shop from upstairs. So go upstairs and on the second floor, exit by an open window. Follow the path along the side, leading to the outpost bridge. In the second outpost tower, open the drawer for a drawing. You can also get up here by squeezing through a nearby ladder on the road.

Journal Entry: 1/2
Street Drawing Entry
Right after picking up the drawing we can also do our drawing of the street. A prompt will soon show up for a sketch.

Workbench: 1/1
Tent Near Music Shop
After that, cross the bridge to the other side to an elevated grass area with a tent. Inside the tent will be some gear as well as the only workbench in this area.
Seattle Day 1: Downtown Part 2
Safe: 2/3
Gate West 2 Safe
South of the courthouse and a little bit down the road from the outpost, on the left, you’ll find Gate West 2. Squeeze through a small gap to the other side and input the code from the note you found at the start with all the gate codes (04-51).

Trading Card: 3/5
Flo
Inside the safe you just opened, you will find the card.

Artifact: 8/18
WLF Community Supply Chest Note
Between Madison and Marion St. and 5th and 6th, or a bit east/up the road from Gate West 2, look for some stairs across from a US Flag leading up to a building. Along the walkway, you’ll find some containers and a bag with a note inside.

Artifact: 9/18
WLF Safe House Supply Note
At the corner of 5th and Spring St, just north of the Courthouse and where we are, you can find a small shop called Ruston Coffee that looks like a place you can't get into, but don't be fooled like I was, the windows are breakable. Enter through the windows to find several supplies and a supply note just on the counter.

Trading Card: 4/5
Big Blue
Now hop behind the counter, going to the far end of the room to open the drawer under the oven for a trading card.

Artifact: 10/18
Pet Store Keys
Head to the back of the shop, being on the lookout for the infected. Head into the bathroom, and in there will be an unfolded changing table with a key on it. Pick up the key for an Artifact and an address for where the key is from.

Artifact: 11/18
Join WLF Note
Now, with the Key in hand, we'll be heading off to the Barkos Pet Shop, just 2 blocks down the road. Head to the building behind the music shop from before (6th and Marion St). Go down the alley to enter, take the door on the left and turn left as you walk in for a printer. On the printer is a poster.

Gear: 1/2
Long Gun Holster
Now walk to the far left-hand side of the room; it will be the store front. Go in that room, and on the desk will be the Long Gun Holster, allowing us to have 2 long guns out at once. I don't know if getting these is important for the Arms Master achievement or not, but I will be going over where they are anyway.

Gear: 2/2
Stun bomb
Speaking of, behind this room, back in the other room, is a stun bomb. This will be needed for the Tools of the Trade achievement, making every tool once.

Training Manual: 1/2
Prep: Crafting
In the middle of the map is a highway, between 6th and Marion St, and just outfront of the pet shop, you'll see a destroyed freeway and a part with a firetruck on it. Use the truck to jump over to the platform with the firetruck on it and make your way to the right of it, as near the edge is a rope. Interact with the rope and throw it below. Rappel down the rope about halfway and swing to the broken platform where there is an overturned truck. Inside the Truck is the Prep Training Manual.

Artifact: 12/18
Note to Informant
From here head north up the river until reaching the waterfall and a FEDRA truck in the water at the other end. Open the truck to find several skeletons of officers and a letter will be in the back end of the truck.

Artifact: 13/18
Emergency Protocols Memo
Apparently, this note can show up at 2 different spots around the Synagogue (The dome). One just being outside in an outpost or inside. Out front on the left is a sign reading "Fuel Distribution", enter the doorway and go right to climb up the ladder to reach the outpost tower just on the right. In the drawer can be the not.
Meanwhile, if you didn't pick this up, it can apparently be found after climbing the trolley cart to reach the upper sections of the Synagogue. I believe this might spawn it in depending on if you didn't get it outside or inside.

Journal Entry: 2/2
Hebrew Calendar
After using the rope to swing to the other balcony on the 2nd floor of the synagogue, on the far end of the balcony is the Rabbi’s office. Enter and on the wall in front as you enter is a calendar. Interact with it and I do believe you don't have to talk to Dina for it to happen, but after the talk Ellie will do an Journal Entry.

Artifact: 14/18
Rabbi Saunder’s Letter
While still in the office, in the desk in the room, in the middle drawer is a note.

We will now make our way to the courthouse and this will be our last area we need to visit in this open part. The courthouse is located between Madison and Spring St, and between 5th and 6th Ave, or between the Pet and Coffee shop. Head on over and make your way inside by a window.
Seattle Day 1: Downtown Part 3
SightSeer
This achievement should unlock as soon as we enter the courthouse, as it is the last place we haven't been. If you haven't unlocked it, there are 10 locations you need to find:
  • Westlake Bank
  • Synagogue
  • Ruined Building (on the southern corner of Marion and 6th).
  • The Security Truck in the water (between Spring & Madison and 6th & 7th Avenue)
  • Army Tent (north of the synagogue, where the workbench is)
  • Gate West 2 Stash
  • Valiant Music Shop
  • The Coffee Shop (Viewpoint Hotel)
  • Barko’s Pet Store
  • The Courthouse

SightSeer
Visit every location in downtown Seattle

Artifact:15/18
Plea to a Friend
Once inside and making our way through, we will at some point pass the main entrance to the place, given by the metal detectors near the door. Run to the other end, heading towards a Fedra sign with 2 dead bodies in the corner. The one on the right has a note.

Artifact: 16/18
Lt. Torres’ Final Memorandum
Now right to our left will be a door and a window. Break and go through the window to enter the room. On the right side of the room, next to a whiteboard is an executed officer. Taking the machete out of his chest will make him drop a note and nap us a free weapon.

Artifact: 17/18
List of Known WLF Agitators
While still in the office, just to the left on the body are some file cabinets. The first one on the right has a note.

Safe: 3/3
Courthouse
The Code for this will be on the whiteboard above the executed officer, while the safe will be under the window you used to enter the room. Just turn around and open the safe for some goodies. 86-07-22 is the code.

Now, with all that done, we are finally finished with this open area part of the chapter and are ready to go back to the F*** FEDRA gate with the gas in hand to head on over to the Serevena Hotel.

Artifact: 18/18
WLF Recruiter Journal
Once inside, defeat some infected and then move up to the first floor, entering the suite in front of the stairs. Open a drawer in the second room under a TV on the left to find the note.

Trading Card: 5/5
Know It All
And lastly in the same room, just do an 180 and open the drawer between the two beds for the last Card in this part.
Seattle Day 1: Eastbrook Elementary
Artifacts: 3
Trading Cards: 1

Artifact: 1-2/3
Leah’s Note & Leah’s Photograph - Story-related.
Ellie will automatically pick up both Artifacts and put it in her inventory after the cut scene ends, starting the new chapter.

Artifact: 3/3
Isaac’s Mandate
After a long set of fighting, we make our way to the roof. While on the roof, a few guards head through the door to exit the roof. While inside, on the blue table with a radio there will be a note.

Trading Card: 1/1
Cardio
After a short view to see a few guards arriving at the elementary school, it’s time to leave by jumping to the nearby apartment across the rooftop. Hop over the turned couch on the right and enter the bedroom. In the drawer to the left of the bed is a Trading Card.
Seattle Day 1: Capital Hill
Artifacts: 7
Trading Cards: 6
Workbenches: 2
Safes: 1
Gear: 1
Training Manuals: 1

Trading Cards: 1/6
Kinnard, Esq.
In the street straight ahead of where you end the cut-scene, you’ll find a house numbered 3 on the right with the door wide open on the other side of the road. Head inside and in the small table near the couch you’ll find a trading card.
You can also find the Gun Holster in this same room, depending on if you picked it up in the pet shop.

Artifacts: 1/7
Chevy’s Apology
Exit house 3 the way you came in and enter the alley between the two blue buildings to the front-left. Go down the alley and enter the doorway on the far right side for apartment 6. Go upstairs and check the bedroom down the hall on the right. A runner will spawn in the bedroom we want. You’ll find a note on the bed.

Trading Cards: 2/6
Rockafella
Exit the building and leave the alleyway on the right. In front of us is the Capitol Inn motel behind the blue sign. By the front door of flat number 03 (the only red door), on the floor near a small, tipped-over bin. Have to enter the room by the alley behind it.

Artifacts: 2/7
Raul’s Olive Branch
To the right of the Capitol Inn from the road is a dumpster and a balcony we can climb. We need to push the large dumpster to climb onto the balcony. Once inside, you'll find the note in the kitchen drawer by the fridge.

Gear
Trap Mine
In the same apartment. Turn and enter the red bedroom on the left.On the bed will be the Trap Mine.

WorkBench: 1/2
Gas Station
You can find a workbench in the Gas Station off to the far left of the Dry cleaners area that's swarming with Soldiers. Head inside the orange gas station's garage shop to find a workbench just on the right.

Artifacts: 3/7
Rebecca’s Tip Off
As you exit the Gas Station, there will be a build with blue out front and with a "Books" sign. Enter by the windows and walk into the "Coffee House" in front of us. By the coffee machines just to the left will be a note.

Training Manuals: 1/1
Last Round: Stealth
In the same room, just behind us, in the far right-hand corner, on the table.

Trading Cards: 3/6
Doctor Stern
While in the room, look towards the way we entered and leave by the exit sign door in front of us and just on the left, on top of a red chest is the card.

Trading Cards: 4/6
Sergeant Frost
The next Card is in the Olive Street Market grocery store located down the hill from the gas station, behind the bookstore that is being patrolled by some WLF Soldiers. Once inside, in the back will be the employee's room, check the left locker for the card.

Trading Cards: 5/6
Candelabra
Now after a while a cutscene will play with the two looking at the TV Station, afterwards they'll drop down and see an infected set off a trap. Inside the store the infected came from, in the back left, next to the ATM will be the trading card.

Artifacts: 4/7
Tower Doodles
Moving forward and taking the opening on the right, labeled as restricted access, DO NOT TAKE THE HILL DOWN, instead, take the ladder to the right to climb to the outpost for the funny drawing made by a WLF member.

Artifacts: 5/7
Raul’s Account
Now we can go down the hill and after moving past a river and up a path you'll spot a truck on the right with its back open. Inside is a note.

Warning for Permadeath:
After moving past the remains of a horse, we come across a street full of tripwires. Be Careful, more so on perma-death. The mines are easy to spot and trigger, but one misstep, and you'll end the run. So, keep your eyes out for those lines. If you use/turn on High Contrast mode on, it will highlight the mines, making it way easier to see where the mines and wires are. This mode does not affect perma death.

Artifacts: 6/7
Fran’s Refusal
The Martial Arts Dojo is just to your right as you enter the trip mine maze. Enter the Dojo and at the back you’ll see a corkboard in front with a note.

Workbench Location: 2/2
Gym
Just enter the room at the end of the hallway on the left and inside will be the second Workbench.

Trading Card: 6/6
Blizzarebra
Exit the building and out onto the road by the broken wall to the left. Carefully cross the street and enter the Thrift store. in the back left of the store, on the children’s bookshelf you’ll find another trading card.

Artifacts: 7/7
Thrift Store Reminder
Turn around and open the door to our left. Just past the door is a board with a note pinned on it. This has a part of the code for the safe here.

Safe: 1/1
Thrift Store
The safe is located in the backroom of the thrift store, just 180 into the room behind us. Part of the code is written in the note, which says the safe code is the last 6 digits of Staci’s phone number. 55-01-33.
Seattle Day 1: Channel 13
Artifacts: 1
Trading Cards: 1

Trading Cards: 1/1
Kimimela
After a long time of getting to the station, we find ourselves in the main news desk recording area with hanging WLF. We leave this area by shimmying along the outside edge upstairs into some offices. There will be an office in the far back, off to the left that has a trading card on its desk.

Artifacts: 1/1
Dad’s Pep Talk
Up one floor from the trading card, in the left-hand office after you climb up, you’ll find the document on the couch.
Seattle Day 1: The Tunnels
Artifacts: 5
Trading Cards: 3
Journal Entries: 1
Workbenches: 1

Artifacts: 1/5
Subway Note
After a long while we come to a room that's all red. After dealing with this room, Ellie and Dina will lock themselves in a train because of a clicker. At the very end of this line of carriages, on the wall to the left of the locked door you’ll find the note pinned up.

Trading Cards: 1/3
The Imp
After exiting and crawling under the train car, look for a destroyed train car at the far end of the tunnel. There will be a red room on the right; walk past that to the train and search along the bottom of the car to find the card under the side door.

Workbenches: 1/1
The Tunnels
Now we can walk forward into the red room. Walk in, taking a right to climb up the ladder. Then take another right once up the ladder and open the door for the Workbench.
Journal Entries: 1/1
Shambler Entry
At some point, after some crawling, drop down into an encounter with the Shamblers for the first time. We have to clear this area for Ellie to note down about the Shamblers. Ellie will be prompted with a journal entry icon above one of the bodies. Kill them; don’t sneak past them. Throw a Molotov at them or 2 tap them in the face to clean them up. Where you drop down is a good spot to fight as for me, there were unable to climb up, only walk around it.

Trading Cards: 2/3
Dr Daniela Star
After you kill your first Shamblers, head through the lifted gate to leave the area. When on the other side, head down the tunnel and take the first door on the right labelled "storage room". On the left of the room is a fenced-off part with the card. Just go to the right, hopping over the desk and crawling under a small hole in the storage cage letting you enter inside. Next to the gate is the card.
Artifacts: 2/5
Whittled Statue
Once done with that, next to the cage is another door labelled ‘lounge’ from the hallway. Enter and you’ll find the note next to you just as you enter, next to the microwave.

Artifacts: 3/5
Soda Can Note
In the same room, to the back right is a vending machine with a soda can. Break the glass to get a note with a partial code 1-5-2-?-? used for the locked door in the room. The correct code is 15243. (This does not count as a safe, but is full of goodies. So it is worth opening).

Artifacts:4/5
Locker Room Note
Then just to the right of the vending machine, on the table is another note, telling you about the Soda can.

Trading Cards: 3/3
Bastet
A bit further up we'll be at a subway station full of crashed train cars, move through the first car until you come to an area where you need to climb up on a red soda machine to get higher. Do not climb up, instead go to the left of this overturned soda machine and crawl through the mud to the other side. On the left in a suitcase will be the card.

Artifacts: 5/5
Subway Station Note
Now climb the red vending machine and follow the path until you reach inside a train cart where you need to jump down. Don't jump down, just look to the right while in the train car for a closed door and on it is a note.
Seattle Day 1: The Theater
Artifacts: 4
Trading Cards: 2

Trading Cards: 1/2
Mortem
After a long chase and talk with, we leave Dina behind and look inside the Theater. Head to the back of the theatre lobby, hop over the counter, and smash the glass cabinet on the right. Right on the bottom shelf is the card. It is hard to see and pick up, just look down and move around.

Artifacts: 1/4
Programme for Cassandra
Now hop out of here from the left and on top of some huge green boxes is another note.

Artifacts: 2/4
Lone FEDRA Soldier Journal #1
Now head upstairs from the main lobby and head out to the left onto the balcony overlooking the lobby below. Just to the left is a makeshift tent and table, the table will have the note.

Trading Cards: 2/2
Beyond
Now head back to the hallway and follow it around. Taking a right and at the end of the hall is a dead-end, head down there and between the two couches is the card.

Note:
For my playthrough, I found the Precision training manual in this hallway, on a table. It normally spawns in the HillCrest chapter. So again, maybe it's if you play on grounded, but the training manuals seem to spawn in different spots. Keep an eye out.

Artifacts: 3/4
Lone FEDRA Soldier Journal #2
Now turn back down the hall to the bar, to the left we should see an employes only area door and enter. Take the next door on the left for the projector room and on top of the radio is the note.

Artifacts: 4/4
The Sick Habit Flyer / Set List
After turning the power back on and in the lobby, enter the stage part of the theater. Walk down and hop on stage. In the middle are some supply trunks, on top is the poster/list.
Seattle Day 1: The Birthday Gift
Artifacts: 1
Trading Cards: 2
Journal Entries: 2

And now for my favoute part of the whole game. This part does have a serect achievement (Looks Good on You) very early on, so be on the look out for that.

Journal Entries: 1/2
T-Rex Entry
It would be an achievment in itself if you somehow didn't noted the big as T-Rex. Just head to the sign in front of it to be prompted to skeach it.

Note: As we enter the building off the right is a gift shop part and within there is a hat Ellie can wear. Put it on as it is for the Looks Good on You achievement.

Trading Cards: 1/2
The Nighthawk
Once we head into the main part with all the dinosaurs there will be an opening on the right. Head over and on the bench in the little offshoot will be the card.

Looks Good on You
For this, we will need to put a hat on Ellie, 2 dinos, and Joel to unlock it. The hat being in the gift shop area just to the right of where you entered the building. Put it on and walk to the main dino part. Now just head up to any two dinosaurs only on the ground floor here and interact with the prompt to make Ellie put the hat on them. After Joel comments on it, you can then interact again to take the hat back. After putting the hat on 2 you can now interact with Joel and put it on his head. After this cute moment, this will unlock the achievement

Looks Good on You
Put a hat on your companion

Journal Entries: 2/2
Space Capsule Entry
After we have taken our time making moments with Joel in the dinosaur part and getting the achievement, we make our way upstairs and into the space part of the museum. Head on over to the two half-circle benches on the way to the space buggy and you’ll see the journal icon pop up.

Trading Cards: 2/2
Saura
After a little bit, when we jump down into the water, Joel will push us into the second part of the museum. Following the path, we see the wolves and moose statue, and just to the right, under a bench, is the trading card.

Artifacts: 1/1
Suicide Note
Move through the darkened animal exhibit and pass the ominous messages on the wall until passing through a small hole, there is another small hole with “there is no light” above it. Note is on the floor near the body.
Seattle Day 2: Ellie
Artifacts: 16
Trading card: 12
Journal entries: 5
Workbenches: 4
Safes: 3
Seattle Day 2: Hillcrest
Artifacts: 10
Trading Cards: 5
Journal Entries: 1
Workbenches: 2
Safes: 1
Training Manual: 1
Gear: 1
Weapon: 1

Trading Card: 1/5
Wachumero
As soon as we get control of Ellie, we do a 180, drop down into the ravine, and hop onto the back of the truck. Smash the window and the trading card is on the backseat.

Artifact: 1/10
Join WLF Note
Now continue forward up the road and go into the second building on the left by breaking the window (Majestic Laundromat). In the back office, you’ll find a note.

Workbench: 1/2
Rosemont Store
Now head into the clothing shop (Rosemont) just across from the Laundromat. Head downstairs to the basement and in front of us as we head down is the Workbench.

Artifact: 2/10
Boris’ Daughter’s Drawing
Still in the basement, just turn left, and on the table in the back will be the drawing.

Journal Entry: 1/2
♥♥♥♥ the WLF Entry
After jumping over the truck and watching the WLF Soldiers drive off, right in front of us, between the two shops, examine the "♥♥♥♥ the WLF" graffiti on the banner for a new journal entry.

Artifact: 3/10
Yolanda’s Note
Just to the left of the banner will be a rare books store. Behind the register inside is a note.

Artifact: 4/10
Need a Plan
Now keep following the road all the way into a ditch at the end. Then jump on the bin and into Caroline Paper Co store just above. The note is in the middle of that shop.

Trading Card: 2/5
Sahir the Sorcerer
In the same building just behind the counter, in some boxes is the card.

Workbench: 2/2
Auto Repair Shop
Now continue forward and after a while you have to climb up the moving dumpster to move forward. After doing this and entering the hole in the wall you will enter a bicycle shop’s workshop. There’s a workbench just in front of us, hard to miss.

Trading Card: 3/5
Naledi the Youthful
Just to the right in a corner with a bike is the card.

Artifact: 5/10
Condolence Note
From the bike, head into the adjacent room just to the right and search the desk on the left.

Training Manual: 1/1
Precision: Outdoor spotsman
This manual can also be found by going into the basement below the liquor store. There are a few infected down here, so watch for that. At the other end there will be a hole we need to crawl to come up into a children’s bookstore where the manual may be found by the remains of a mutated body.

Note:
For me, this was the chem manual. I get the feeling that because I per-ordered the game and that gives you a manual, maybe it also gives you them early?

Artifact: 6/10
Note in Hillcrest Tattoo Parlor
Exit by the window and go head inside the building called Velvet Tattoo, on the other side of the road. Go to the room behind the counter for a note.

Safe: 1/1
Hillcrest Auto Parts
Exit the tattoo shop from the back, turn right, and enter the small building on the left by moving the dumpster. Inside is the safe. The combination is 30-82-65.

Gear
Short Gun Holster
Inside the safe, you’ll find the Short Gun Holster.

Artifact: 7/10
Turn in Boris Note
Now head back to the open area with the liquor store and enter the pet stop to the left of it. Inside the pet store, go to the back room, and you’ll find the note on a table.

Artifact: 8/10
Dale’s Combo
Now head into the bar by the open wall in the pet shop and head to the kitchen in the back. Just to the left as you enter is the note.

Trading Card: 4/5
Brainstorm
Once you see the smoke from the mysterious explosion, evade the Runners and hop over a fence into a backyard with a small hot tub and a child’s playhouse to the left. Loop around the children’s playhouse for the trading card.

Artifact: 9/10
Boris’ Confession
Now enter the house and on the coffee table on the right will be the note.

Artifact: 10/10
Rosemont’s Flyer
Now, just to the left of the door we came in by will be a table with another note.

Weapon
Bow
Hard to miss, if not impossible, head into the garage and it triggers a fight. Pick it up off the infected’s corpse.

Trading Card: 5/5
Reverb
After the large encounter area at the end of the Hillcrest chapter, head upstairs in the large 2 story house, follow the stairs around and take the second door on the left, It’s under the bed in that bedroom.
Seattle Day 2: Finding Strings
Artifacts: 1
Trading Cards: 1
Journal Entries: 1

Journal Entry: 1/1
Scenic Woods Entry
As soon as the level starts there should be a stunning view from the cliff-edge on the right, go to it and press that prompt.

Trading Card: 1/1
The Austringer
Ride with Joel down into the town, get off the horse, and follow him towards the music shop until the path forward is blocked. When he suggests going through the hotel, instead climb the truck and head down to the small pool of water instead and looks inside a white car at the edge for a book with a trading card sticking out.

Artifact: 1/1
Tara’s Invitation
Once you enter the hotel with Joel, follow him until you have to climb over a hole in the wall. Enter Room 107 on the other side of the hall from you. Inside the room, look on a dresser for a note.
Seattle Day 2: The Seraphites
Artifacts: 7
Trading Cards: 6
Journal Entries: 3
Workbenches: 2
Safes: 2

Trading Card: 1/6
Randy Styles
After you begin in the area and move through the first checkpoint, climb over the barriers into a nearby Quickmart. Inside, check the shelves near the front registers, where you’ll spot a display containing a trading card.

Artifact: 1/7
WLF Target List
Down the road from the Quickmart, you’ll come across a sealed restaurant called Kingsgate Brewing Co. While it’s full of Clickers and Runners, you can break a window to enter. I believe the last one will drop a note from the WLF.

Journal Entry: 1/3
Feel Her Love
From the outside of the shop there will be a building on the right, head over and on the wall near the blocked door, you’ll find a blood-splattered message from the “Scars,” which Ellie can jot down.

Trading Card: 2/6
Shift
In the office building with the journal entry, find an elevator shaft to the second room. The door ahead is locked, so you’ll need to grab a rope and swing it out the window to reach the other side.

Artifact: 2/7
Last Letter to Husband
Look for a note on the couch just to the left of the card.

Artifact: 3/7
Evacuation Letter
Continue up the road, going past a bridge, then take the first left. Use the truck to get into the Apartment upstairs. Once inside, search the kitchen table for a letter.

Safe: 1/2
Luxury Apartments Safe Code
Just enter the bedroom on the right to find a safe in the closet. The code is related to a wedding date and can be found on a calendar near the bed. 10-08-83

Trading Card: 3/6
Star Sign
The card is in the drawer on the left-hand side of the bed.

Workbench: 1/2
Luxury Apartments
Now, once done in this apartment, head into the hallway and enter the apartment on the other side. You’ll find a workbench in the kitchen just straight from the door, near a table. Be ready for some ambushes as you proceed.

Artifact: 4/7
WLF Deserter Letter
In the same apartment there is a bedroom just infront of the Workbench, just enter the room and on the table near the TV will be a note.

Training Manual: 1/1
Explosives Training Manual: Organic Chemistry
Just 180 from the Deserter note to find it on the bed.

Journal Entry: 2/3
Hospital Sign: Story-related
After a cut scene, Ellie will stop and observe the distant hospital sign. She’ll write down her thoughts automatically.

Trading Card: 4/6
Arch-Enemy
After writing down her thoughts, she doesn't drop down but instead walk the path to the right and climb down from the scaffold to the ground floor. Once down, look behind the scaffolding to find a room with two windows up on the side. break them and in a drawer is a trading card.

Journal Entry: 3/3
Scars
As you fight through the park filled with Scars, once outside of the park, Ellie will come across a body by a bus stop holding an axe just off to the left. This prompts a journal entry, where Ellie sketches them.

Trading Card: 5/6
Doppelganger
In the back right of this area is a hotel we need to go though to leave this area, when read head on though and head upstairs. In the hall, near a half-round table on the other side, you’ll find a trading card among some scattered toys.

Artifact: 5/7
Dying Husband’s Plea
Head back to the stairs, and the door to the left will lead us to the fire escape. dont drop down, but instead climb up the stairs. Break and climb over the window and search the room for the note on the floor next to a dead body.

Trading Card: 6/6
Bhat M’andarr
While swimming toward the hospital, keep an eye out for the concrete staircase near a parking kiosk. At the top, you’ll find a pharmacy. As you enter just on the left is the card.

Artifact: 6/7
Pharmacy Note
Just jump over the counter to find a note. This note contains the safe code.

Safe: 2/2
Pharmacy Safe Code
In the pharmacy’s back room just to the left of us, crawl through the hole in the wall to reach a safe. Enter the code 38-55-23 to unlock it.

Workbench: 2/2
Back Room of the Pharmacy
In the same room with the safe just on the other end of the room, you’ll find a workbench.

Artifact: 7/7
Hospital Supply List
After the first fight just outside the hospital and pushing the door open to then block off again, go up the stairs and take the first door on the left, then the room infront. On the table is a note.
Seattle Day 3: Ellie
Artifacts: 16
Trading cards: 12
Journal entries: 5
Workbenches: 4
Safes: 3
Seattle Day 3: Road to the Aquarium
Artifacts: 3
Trading Cards: 4
Journal Entries: 1
Workbenches: 2

Trading Card: 1/4
Esquire
Before leaving the theater stage by going through the red curtain, look to the left from the curtain to see, among some travel cases to find the Esquire trading card. ​

Workbench: 1/2
Computer Filled Office
After exiting the theater, you'll navigate through a dark building with Jesse called WPL. Walk to the back and take the door that is open on the left. Crawl under a fallen filing cabinet to locate the Workbecnh just to the left.

Trading Card: 2/4
Tormentra
In the same room, just 180, and you will find the Tormentra card on the table.

Artifact: 1/3
Garage Note
After swimming through a flooded area with Jesse, take a hard left into a parking garage filled with Clickers. On the first level, near a corpse overlooking the garage's entrance, you'll find the Note. ​

Trading Card: 3/4
Tanager
Once we climb into a window we reach a bookstore. If drop down just infront of where we came in , down on this little platform, just underneath, though the crawl space, on the left is the cart. Or if lost, just infront of the cash register area.

Journal Entry: 1/1
Mushrooms
On the bottom floor of the large bookstore, locate the children's section in the back left, adorned with an Alice in Wonderland mural and mushroom props. Interact with the mushroom to prompt Ellie to record a journal entry. ​

Artifact: 2/3
Bookstore Note
Directly to the right of the mushroom, you'll find the Note resting on a table amidst some books. ​

Artifact: 3/3
Textile Note
After witnessing someone being attacked by a dog, you'll come across a building labeled "Rachel's Fabrics" with scaffolding outside. Go to the second floor to find the Textile Note pinned between two windows. ​

Workbench: 2/2
Mannequins
After swimming under a bus and emerging near a dilapidated beauty store with mannequins inside. Climb up to the first floor, but instead of proceeding through the hole in the wall, go left and ascend further to discover the second workbench at the end of the store. ​

Trading Card: 4/4
Tatuaje
After spotting the boat and following into a nearby building, you'll drop into a cramped area filled with debris. Go left and just to the right is a shelf we can climb over, just on the other side of it is the card. ​
Seattle Day 3: The Flooded City
Artifacts: 6
Trading Cards: 2
Journal Entries: 1
Workbenches: 2
Safes: 1

Trading Card: 1/2
Seff-L’ho’phad
After driving through the hotel, we go through a wall into the back area. Park the boat near the ledge and climb up to find the Seff-L’ho’phad trading card on a desk.

Journal Entry: 1/1
Ferris Wheel
While searching for a way to open the gate, head left through a storage area and up the stairs to the room. Approach the window, and Ellie will sketch it in her journal. ​

Artifact: 1/6
Stash Note
Just to the left, in the corner, beside the body, lies the Stash Note. This provides a clue to a nearby safe's combination. ​

Safe: 1/1
Boat Safe
While in the room, head to the other side with the rubble. Move the trolly and crawl under to land in the cage. In here is the safe with the code being 70-12-64.

Workbench: 1/2
After navigating further downstream and restarting the boat, you'll encounter the Seattle Sleep Warehouse. Before entering, veer left to find a smaller warehouse with a faded sign reading "Manufacturing Production Dis." Inside, there's a workbench available for use. ​

In the Field
And with that interact, we should unlock the In the Field achievement for finding and interacting with 12 WorkBeneches. We are about half-way in finding all 25 of them, so still keep intertacting with the benches for the Prepared for the Worst achievment.

In the Field
Find 12 workbenches


Artifact: 2/6
Shambler Note
Now hop back on the boat and continue to the next area, driving over a fence. Drive inside the Carthy Hotel entrance to the right and just to the right as you enter is a little island where you’ll find a skeleton near a broken boat. The note is next to him.

Artifact: 3/6
Sniper’s Note
There is a point not too far away from the Kingsgate Brewing Co. where you can climb the monorail carriage and make it to the top, just to the left of where the Seraphites Camp and the fighting. Use the cable to climb on top and drop into the locked compatment. The Note is near the corpse, on a seat.

Artifact: 4/6
Encampment Note
Now in the building with the Seraphites and the fighting was, that is covered in lgihts we want to head to. Go upstairs and on the piller just to the left, on the other side of the wall is the note.​

Artifact: 5/6
Arcade Flyer
In a bit we head inside the arcade, explore the ground floor to find an old flyer just in a booth along the wall.​

Workbench: 2/2
Now head upstairs of the arcade, and in this room, just in the back left corner is the Workbench.​

Trading Card: 2/2
Khazakh Bright
On the first floor of the arcade, when trying to move a trolly and forced to fight a Bloater. After you defeat the boss, look near the front windows for a shutter you can pull up to reveal a prize booth to leave the area. Hop over to find a Trading Card behind the display cases.

Artifact: 6/6
Arcade Note
Head upstairs and take the path to the right into the pc cafe and just to the left as you enter, on the wall is the note.
Seattle Day 3: Infiltration
Journal Entries: 1

Journal Entry: 1/1
Owen Moore Firefly Pendant
After being attacked by the (Stupid) dog (after being told you don't have to kill any dogs. Sorry), go left while in the surgical room to head into the break room and in the bag at the back to find Owen’s medallion. That prompts Ellie to sketch in her journal.

And with that, that is all the collectables for Ellie in Seattle, so have fun playing the game as normal for a bit until we play the one, the only, Abs for 30 hours.
The Park: Tracking Lesson
Artifacts: 3
Coins: 1

Artifact: 1/3
Thank You Card from Mel: Story related
At the beginning of the chapter, you automatically have this in Abby's inventory.​

Artifact: 2/3
Owen’s Drawing of Abby: Story related
Similar to the previous note, you will already have this collected.​

Artifact: 3/3
Zoo Holiday Brochure
As you progress through the park, you'll come across a gazebo to the right. Inside, on one of the benches, you'll find this brochure.​

Coin: 1/1
Virginia Quarter
After encountering a squirrel that knocked over a bin inside the toilet room, break the window above the sink to access a fenced-off area. Climb through, and on the dumpster to the right, you'll find a coin.
Seattle Day 1: Abby
Artifacts: 18
Coins: 16
Safes: 3
Workbenches: 5
Items: 3
Weapons: 3
Training manuals: 4
Seattle Day 1: The Stadium
Coins: 4

Coin: 1/4
Alaska Quarter
At the start of the chapter, after leaving Abby’s room that overlooks the stadium, go left of the stairs a little bit, and the coin will be on the floor to the left.

Coin: 2/4
Maine Quarter
As you follow the two past the food market, you'll come to the people washing clothes. Continue forward instead of taking the stairs, and just to the left on the empty bench looking out over the stadium, you’ll find this coin.

Coin: 3/4
New Jersey Quarter
When you reach the ground floor of the stadium and after playing with the dog (or just ignoring him and/or throwing the ball over the fence), keep following the two until you enter the tunnel, look to the right on the wall to pick up the coin under the WLF mural.

Coin: 4/4
Vermont Quarter
Once you arrive at the shooting range, and after grabbing the guns ,move to the next room and turn left to check the metal shelf against the wall to find this coin.

Mint Condition
After collecting this coin, we should unlock the Mint Condition achievement as we have collected 5 coins, 4 from this chapter and 1 from the last one.

Mint Condition
Find 5 coins

Sharpshooter
After finally getting your guns, you will find a shooting range where Manny will want to have a bit of a shooting competition. Enter the range to accept it, hit the bullseye ten times, and you’ll win. You might want to save here just in case you lose. There is no time limit, so take your time to nail those bullseyes. You don’t need a perfect run, you just need to beat Manny's score around 83. With the Max being 90, you can miss a few of the shots and win. If you miss a couple, you can simply reload the checkpoint or load a save.

Sharpshooter
Win the marksmanship competition
Seattle Day 1: On Foot
Artifacts: 1
Coins: 4
Workbenches: 1
Safes: 1

Coin: 1/4
Kentucky
When you open and enter the warehouse, turn to your right. There will be a small table, and the coin is on top.

Coin: 2/4
Massachusetts
When you reach the green house area. The coin is located on a register inside the greenhouse in the back-left corner.

Workbench: 1/1
Warehouse with Boat (Near Fridge)
After entering through the roof and helping Mel, go to the room with the suspended boat. The workbench can be found near the fridge stright ahead.

Coin: 3/4
Ohio
When you have to use a ladder to get into the boat, instead use the ladder to access the roof just to the right. The coin is on a table to the left.

Training Manual: 1/1
Stealth: David Versus Goliath
Use the ladder to enter the suspended boat. The manual is inside the boat.

Coin: 4/4
Indiana
After getting out of the room with the boat, there will be a trailer. Break a window to get in and look for a coin on the desk in the other room.

Artifact: 1/2
WLF Gun Cache Note
The note, which contains a safe code, is to the left of the door.

Safe: 1/1
Big Win Lottery safe
Before jumping down to the area with all the trains, just to the left of the building will be a hole in the wall to gain access to the safe room. The code for the safe is 17-38-07.

Weapon
Hunting pistol
The Hunting Pistol can be found in the safe, meaning we need 2 more to unlock the High Caliber achievement.
Seattle Day 1: The Forward Base
Artifacts: 1
Coins: 3
Workbenches: 1

Coin: 1/3
California
After exiting the truck at the forward base, look to your right to find a group of four WLF soldiers conversing. Behind them is a small ramp with a red railing. The coin is located near this railing. ​

Coin: 2/3
New Mexico
Upon entering the base staging area and doing the check-in process, just on the other side of the wall to the left are some green crates. The coin rests atop one of these crates.. ​

Workbench: 1/1
Forward Base Armory
To the Tent right next to us, head inside, and you'll find a workbench available for use.​

Coin: 3/3
South Carolina
After entering the big building, just to the left will be 2 people on a bench. Down the other end of the table is the coin.​

Artifact: 1/1
WLF Interrogator's Letter
And just infront of the two people there is a table just before the corner, on it is the note.

And with that, that is everything in this chapter. The next one is a flash back "The Aquarium" and it has no collectibles in it, so play as slow or fast as you want. We'll pick up after it.
Seattle Day 1: Hostile Territory
Artifacts: 12
Coins: 1
Workbenches: 1
Safes: 1
Gear: 1
Weapon: 1

Artifact: 1/12
[Scar’s Suicide Note]
After splitting up from Manny, enter the building on the right by heading down the alley to its right. As you move through and climb the window, check the first room on your left. The note is sitting on a table near a couch.

Training Manual: 1/1
Close Quarters: Urban Warrior
In the same room as the note, just look behind.

Coin: 1/1
North Dakota
Just infront of the window is a green building, enter it and exit but climbing out the window. Just to the right a little is awhite van, climb it to enter the apartment. In this room, just behind the door is the coin.

Safe: 1/1
Jasmine Bakery
Once you exit the hotel, hop over a wall and to the left is a narrow street full of shops. Break the first window on the left to enter Jasmine Bakery. There’s a safe behind the register. The combination is 68-96-89.

Artifact: 2/12
Plea to Seraphite Prophet
At the end of the alley is a small red food shop on the left; enter and go upstairs. Keep going forward, jumping to the other red building across the gap and when reaching the rooftop by going left, there will be a body sitting in a chair. On the body is the note.

Artifact: 3/12
Jasmine Bakery Safe Note
Instead of going right to the roof after jumping over from Ruby Dragon, go left and just around the first corner is the safe note.

Artifact: 4/12
Strange Relic
Just in the next room, before you jump down, just to the right on a table with a fan is the Relic. Picking it up will net us an achievement.​

Relic of the Sages
As said before, you get this just by picking up the "Strange Relic", aka the egg from Jak and Dextor. It's easy to miss, just look above if lost as to where it is.

Relic of the Sages
Find the Strange Artifact

Weapon
Double Barrel Shotgun
Now when you drop down in the main floor of the shop and just behind the register​ will be the shotgun.

Artifact: 5/12
Seraphite Prayer to Prophet – Prayer for Victory
Now, we are done with this shop area. Head on out by running to the other side of the alley then the way you came, and just a bit ahead, we will see a FEDA truck covered in sticks. Go to the far left-hand side of the trunk, and near the front is a note. There are 5 notes around this truck.​

Artifact: 6/12
Serpahite Prayer to Prophet - Respect
Just to the right of the last note.

Artifact: 7/12
Serpahite Prayer to Prophet - Steed
And again, just to the right of the last note.

Artifact: 8/12
Serpahite Prayer to Prophet - Peace
Go inside the truck by opening it from the back. It's just to the right.

Artifact: 9/12
Serpahite Prayer to Prophet - Prosperity
It's on the right side of the truck, on the stick wall like the others.

Artifact: 10/12
Serpahite Prayer to Prophet - Pairing
It's on the right side of the truck, on the stick wall like the others.

Artifact: 11/12
Serpahite Prayer to Prophet - Pairing
There's a building just to the right of the truck that is a nail salon. Go into the building on the right and pick up the note on the table to the left.

Gear
Short Gun Holster
It's just in the room at the end of the nail salon, on the table.

Artifact: 12/12
Serpahite Prayer to Prophet - Pairing
After a while, Abby will be crawling past some rubble and a cut-sense will play of her pushing a box out of the way. After this plays, head left and take the room on the left with a stick wall. Infront of the wall is a table, on the table is a note.

Workbench: 1/1
Ruined Building Workbench
Just to the left of the note is the workbench.

There is no collectables in "Winter Visit", so we'll pick up in "The Forest".
Seattle Day 1: Winter Visit
There are no collectables in this flash back, but there is an achievement in here for beating a mini game, reaching a high-score.

Put My Name Up
When inside, there is a mini-game you can play of shooting targets to get your name on the board. For this, we need to hit at least 10/13 of them to unlock the achievement. It aren't that hard, save before doing, as you only have one shot of it. You can run up to them and shot point blank for easy shots.

Put My Name Up
Earn the high score in the archery game
Seattle Day 1: The Forest
Workbench: 1
Artifact: 1
Training Manual: 1

Workbench: 1/1
Auto Shop Workbench
After a long way and after defeating the large lady Seraphite to reclaim your backpack, continue forward and open the gate to enter a garage for shelter. The workbench is located in the left corner of the room.

Training Manual: 1/1
Firearms: Bring Your Own Bullets
Now, in the back right-hand corner is a door to a small kitchen/break room area. In the room to the right, on a drawer next to the door at the end of the room is the book.

Artifact: 1/1
Failed Truce
Head back into the breakroom and on the table just in front is the note.
Seattle Day 1: The Coast
Artifacts: 3
Coins: 4
Workbenches: 1
Safes: 1
Gear: 1
Weapon: 1

Workbench: 1/1
Warehouse
After climbing over the blue cargo container and jumping the fence, turn left and enter the WPL warehouse. The workbench is inside, just to the left.

Holster: 1/1
Long Gun Holster (Workshop Warehouse)
In the next warehouse area beyond the workbench, look inside the small office to the back left below the window escape to find the long gun holster.

Coin: 1/4
Alabama
After dealing with the Infected in the shipping yard, move past the police car and climb up to the upper road. Instead of heading toward the Ferris wheel, turn around to find a skeleton on the road with a coin next to it.

Artifact: 1/3
Infirmary Note
Upon entering the shipwreck, take a right down the corridor and slip into the first room. Inside, you'll find a sleeping area with skeletons on cots. The nearest one on the right has a note beside it.

Weapon: 1/1
Crossbow: Story-related
From the sleeping quarters, exit through the far door and go up the stairs. Push through a blocked door, where you'll find a corpse pinned to the wall holding a crossbow. Abby will auto-pick it up, and with this, we need one more weapon to have all 12 guns in the game.

Artifact: 2/3
Mutiny Note
After obtaining the crossbow, instead of going upstairs, go down to the other end of the hallway to pick up a note on a bed at the end. This also hints at what the code for the safe is.

Coin: 2/4
West Virginia
Now, head upstairs and take a right, then take another right. At the end, with the teddy bear is the coin.

Safe: 1/1
Bridge Safe
After that, exit this deck by taking the stairs up to the sun deck. Turn around to enter the Bridge. Inside, you’ll find a locked safe, the combination is 90-77-01

Training Manual: 1/1
Ordnance: Identify Counter And Destory
Inside the safe you just opened, you will have the Manual and by collecting it you should unlock Journeyman achievement.

Journeyman
After collecting 8 Training Manuals (4 for Ellie, 4 for Abby). Appantally you get one if you pre-ordered I don't know how that works, but I have showed where they normal/easiest spawn in the game. If missing, just look in the chapter select to see in what chapter you missed it.

Journeyman
Find all training manuals

Artifact: 3/3
Ferry Log
Now go to the other end of the ship, entering the other ship’s bridge. As soon as you walk in, next to the captain’s body is a note.

Coin: 3/4
Utah
Climb the ladder to the top of the bridge and don't cross, instead do a 180, and behind the first fin is the coin.

Coin: 4/4
Mississippi
After leaving the shipwreck and reaching the Aquarium entrance outside, hop into the fountain out front, and you’ll find the coin in the water.

And that is it for this chapter. The next chapter (Return To The Cost: You wake up and go back to help them) has no collectables, so we'll meet you in the chapter after it (The Shortcut).
Seattle Day 2: Abby
Artifacts: 14
Coins: 9
Safes: 2
Workbenches: 3
Weapon: 1
Seattle Day 2: The Shortcut
Artifacts: 6
Coins: 2
Workbenches: 2
Safes: 1

Artifact: 1/6
Amputation Supplies: Story-related
This note is automatically added to your inventory at the start of the chapter.

Coin: 1/2
Nevada
After Lev points out the tall building we need to climb, enter the Barber Shop on the right of the area. Behind the register, you’ll find this coin.

Artifact: 2/6
Survivor Plea
After crossing the water by moving along the concrete slabs to the building on the other side. Head up the stairs to an apartment on the right. Just past the door on the right, you’ll find a note on the ground.

Artifact: 3/6
Neighbor Exchange
Before jumping into the rapids, turn left and leap to a nearby balcony of a blue building. Break the window to enter the apartment. Inside, find the table with the whiteboard near the kitchen. There is a note that provides a hint for the safe code.

Safe: 1/1
Apartment Bedroom Safe
Just behind you or just in front of the whiteboard is a bedroom with a safe in it. Locate Sam and James’ apartment and Julia’s apartment if you want to find the code yourself, otherwise the safe code is 30-23-04.

Workbench: 1/2
Interbay Wireless Store
After battling infection inside a restaurant and dropping down to the streets to leap across again. Enter the Interbay Wireless store to find the workbench in the far left corner.

Artifact: 4/6
Scavenging List While in the store, you’ll find a body at the front desk with a note beside it.

Coin: 2/2
Colorado
After leaving the tech store for some more crossing, we enter Westport Optix. Before squeezing through the blue double doors, just to the right, we want to jump out the window and look below for the coin.

Artifact: 5/6
Seraphite Truce
Follow Lev while he becomes a showoff, jumping from beam to beam to cross the gap, while we have to take the room to the side. Inside the room on the left, we'll find a note sitting next to a large lantern and a computer on the right.

Workbench: 2/2
Seraphite Shrine
After dealing with the first group of Seraphites in the office building, locate a ladder on the far side. It leads to a shrine for the Seraphite Prophet. In the next room, right of the ladder, you’ll find a workbench.

Artifact: 6/6
Seraphite Orders
After using the elevator to go up, proceed down the hallway a bit until at the first doorway, just in front of a blue cover, the note will be pinned to the wall.

And with that, have fun not dropping to your death. We pick up after "going for a swim" in "The Decent" Chapter.
Seattle Day 2: The Decent
Artifacts: 3
Coins: 5
Safes: 1
Weapon: 1

Coin: 1/5
Illinois
At the start of this section, at the bottom of the pool, will be the coin.

Artifact: 1/3
Gym Safe Combo
Now head past the gym on the left, following the hall into the Juice Bar. Jump over the counter to reach the kitchen on the corkboard will a note with the hint on the safe code ("the code is the same as the WiFi.")

Safe: 1/1
Gym Closet Safe
Exit the Juice Bar and go to the gym area. Just past the bathrooms is a room at the end of the hall; inside is the safe. The code 12-18-79. And with that, we unlock the Safecracker achievement.

Safecracker
This is unlocked after opening all 14 safes in the game ( 8 for Ellie, 6 for Abby). Hopefully, you've unlocked it by now, but if not, use the chapter select to see what ones you missed.

Safecracker
Unlock every safe

Artifact: 2/3
FEDRA Orders: Story related
Upon opening the staircase door across from the gym, you’ll automatically loot a body, acquiring this note. Continue heading down the stairs after collecting it.

Artifact: 3/3
FEDRA Final Notes
After dropping down from the fire escape, pass through the hole in the wall on the right. Next to the body on the floor will be the note.

Weapon: 1/1
Flamethrower
Now, I believe you can find it in multiple spots in this area. One is that when you descend further into the building, you’ll reach an area with Stalkers growing out of the walls. After dropping and jumping a gap, look for a slightly open door on the right. Then on the left, carefully cross the narrow plank into a bathroom and check the left side to find a Flamethrower. The other is on a couch around this area, I believe. But after this, we have gotten all of Abby's weapons, we just need one more from Ellie to collect them all.

Coin: 2/5
Oregon
After jumping down to the lower floors, instead of crossing the metal beams ahead, turn around and make a long jump into the opposite room, labeled Room 1107. The coin is on the table next to a mirror. (This area is a mess to try and explain, sorry.)

Coin: 3/5
Wisconsin
After navigating the infected-filled motel hallways, you’ll drop down an elevator shaft. As you exit, break the vending machine in front of you, and a coin will fall out.

Coin: 4/5
Rhode Island
Once you emerge outside and Abby takes off her mask, head down to the outdoor bar area. Behind the cash register is a coin.

Coin: 5/5
Missouri
After finally reaching the hospital, a cut scene will play out with a guy marking us off. After this do a hard turn right and go inside the nearby building on the right. At the end of the hallway, you’ll find another coin to complete your collection for this section.

That is it for this chapter. Next, we continue once inside the hospital.
Seattle Day 2: Ground Zero
Artifacts: 5
Coins: 2
Workbenches: 1

Coin: 1/2
Washington
Before following Nora down the long hallway to the other ward, check behind the counter of the hospital cafe to the left. Under the register, you’ll find a coin waiting to be collected.

Artifact: 1/5
Annex Letter
After being let into the other ward and you contiune until you reach the hallway overlooking the floors below, look for an office with furniture blocking the entrance in the back right. Crawling under the obstruction to find a body near a sink. Next to it, you’ll spot a note.

Artifact: 2/5
Chapel Note
Now, head down to the bottom floor. Locate the Chapel on the bottom floor and on the altar, you’ll find a note.

Artifact: 3/5
Soldier’s Letter
When heading back to the main floor, just off to the right will be a checkpoint that is locked off but with a body and a bag. Interact with the red bag for a note.

Artifact: 4/5
Patient’s Note
After entering the spors area, take a right when to the left of the ambulance bay, Room 24 is blocked by fungal growth. Break the window and crawl inside. The note is on a body inside the room.

Artifact: 5/5
Doctor’s Note
Now heading right and following the hallway all the way, we pass through a double door into an area were we need to turn the power on. Enter the open room to the back-left and on the table is the note.

Workbench: 1/1
Back Room Workbench
Now climb the hole in the wall, and just to the left, there’s a workbench.

Coin: 2/2
Hawaii
After defeating the Rat King and dealing with any remaining stalkers, you’ll find yourself in a flooded garage. Look for a security booth just off to the left of you. Break the glass and grab the final coin inside.

Then, that is it for this chapter. The next chapter (Return to the Aquarium) has no collectibles, so I'll see you after in "The Marina" in day 3.
Seattle Day 3: Abby
In this chapter there are:

Artifacts: 5
Coins: 6
Workbenches: 2
Seattle Day 3: The Marina
Artifacts: 5
Coins: 6
Workbenches: 2

Coin: 1/2
Kansas
At the very start of the chapter on the roof, turn around and head up the small set of stairs behind, and you'll find the coin lying on the ground.

Coin: 2/2
Louisiana
Follow Yara until you reach the train station. Before taking the ramp, go to the right of it instead. You'll find the coin resting on the ground.

Artifact: 1/1
The Marina Note
After climbing over and helping Yara over a fence, just before climbing the red ladder at the docks, move forward and hop over the concession stand counter. On the countertop, you'll find a note.

Very short, but that's it for this chapter.
Seattle Day 3: The Island
Artifacts: 4
Coins: 3
Workbenches: 1

Coin: 1/3
Idaho
After climbing up the ladder and reaching a road, head to the truck to your left. You'll find a coin in the back left corner of the truck.

Artifact: 1/4
WLF Scout Journal
From the open truck, you'll find a soldier strung up just down the road, with another dead soldier on the ground. Loot the body of the second soldier to find the journal.

Coin: 2/3
North Carolina
Follow Yara into the forest and after hearing an alarm, you'll spot a few cars near a waterfall. Look for a car near a tree above the falls on the right. On the Car's left side door a coin will be there.

Artifact: 2/4
Venison Distribution Note
Keep following until you reach the first Seraphite camp and enter the large hut in the center. Inside, you'll find a note placed on one of the long tables on the other side of the wooden fireplace.

Coin: 3/3
Montana
In the large Seraphite camp, head towards the lumber mill to the far right of the area. Head up the ramp, taking a left when up top of it and climb the ladder along the side of the building. Then head to the other side for a coin on the right.

Artifact: 3/4
Mournful Prayer Note
After witnessing Isaac's invasion and moving up the road, we pass a watchtower. Head inside the hut on the left, where you'll find offerings, and on the right wall, a prayer note you can collect.

Artifact: 4/4
Young Seraphite’s Journal
Enter the hut on the other side, and on the bed, you'll find this journal.

Workbench: 1/1
Seraphite Shack
In the shack where you find the journal, look in the back of the hut to find a workbench.
Seattle Day 3: The Escape
Coins: 1
Workbenches: 1

Coin: 1/1
Arkansas
After leaving the first small store and before crawling under the truck labeled "Harst Brewer," turn left. You'll spot a coin behind a shopping cart and unlock the Numismatist.

Numismatist
Unlocked after finding all 32 coins in Abby's parts of the game. If missing, look at the chapter selection to see your missing coins.

Numismatist
Find all coins

Workbench: 1/1
Building Entered via Window
At some point, you will reach a ladder, and with the help of Lev, you will climb it yourself. Turn right and climb through the window of the building ahead and in front of you, and you’ll find a workbench.

And that is it for us, there are no more collectibles until Santa Barbara. So, relax.
The Farm
This chapter has no collectibles in it. Only when we are in Santa Barbara are there any. So, enjoy the story for a bit longer.
Santa Barbara
Artifacts: 6
Trading cards: 2
Journal entries: 2
Workbenches: 2
Weapon: 1
2425 Constance : Abby
Artifacts: 1

Artifact: 1/1
Mournful Prayer Note
When we get to the street, find the number 2418 household or the third house on the left. Head instead note on the toilet in the bathroom.
Pushing Inland: Ellie
Artifacts: 3
Trading Cards: 1
Journal Entries: 1
Workshops: 1

Artifacts: 1/3
Abby’s Note
At the very start of the chapter, you’ll find yourself on a boat. Just to the left, grab the note sitting on the counter.

Artifacts: 2/3
Mansion Note
After climbing up from the beach to the street, Ellie checks her map, looking for a U-Haul truck parked outside a garage. Head inside the open garage to find a note on the left on a desk.

Trading Card: 1/1
CBB-73
After making your way to the mansion at the top of the hill, climb onto the roof and enter by the windows. Hug the wall to the right until you enter a bedroom. On the white desk inside the room, you’ll find a trading card.

Artifacts: 3/3
Runaway Warning
Once finished upstairs, drop down and head into the kitchen. On the island counter, you’ll find another note.

Workbench: 1/1
Mansion Kitchen (1st Floor)
And just to the left of the island, in the kitchen, is a Workbench.

Journal Entry: 1/1
2425 Constance
After leaving the mansion, crawl through a small opening to exit. Enjoy the view when prompted, as this will lead Ellie to sketch the house in her journal.
The Resort
Artifacts: 2
Trading Cards: 1
Journal Entries: 1
Workbenches: 1
Weapon: 1

Weapon: 1/1
Silenced Submachine Gun: Story-related
After a cut scene, we pick it up, and at the end of it, we automatically pick up the gun, making us have the last gun Ellie can get and also the last gun in the game, giving us the High Calibre.

High Caliber
Unlocked after finding all 12 weapons in the game (6 for Ellie, 6 for Abby). You'll naturally find these weapons just by playing, not needing to go out of your way to find them. The game also automatically equips you with most of them. If it wasn't unlocked after getting the Silenced Submachine Gun, count how many weapons you have to see what one you missed.

High Caliber
Find all weapons

Journal Entry: 1/1
Rattler Van
After passing the train ticket station, you'll encounter Rattlers patrolling outside a café. Once they’re dealt with, approach the van covered in Rattler graffiti on the road and interact with it to add a journal entry.

Artifact: 1/2
Santa Barbara Slave Note
After climbing the tank cart and looking at the house, you’ll drop down onto the tracks. Before heading through the fence, check the crates and cargo on the far side. Around the corner is a dead body; you’ll find a barrel with a note in it.

Workbench: 1/1
Inside the Garden Shack
After eliminating the Rattlers, enter the shack near the chained runner in the garden area. This is your final workbench of the game, so make sure to do any last upgrades, as well as enjoy your' Prepared for the Worst achievement.

Prepared for the Worst
For finding all 25 Workbenches (13 Ellie and 12 Abby). I believe you don't have to interact with them for the achievement, just walk by. But I would just in case. If it wasn't unlocked for you at this point in the story, look at the chapter select to see what chapter/s it's missing from.

Prepared for the Worst
Find all workbenches

Trading Card: 1/1
Sparkthug
There’s a door leading into a building to the right. Just as you enter, look to the right of the doorway and on a small table, you’ll find the final trading card and unlock the final trading card for the Master Set achievement.

Master Set
Unlocked after finding all 48 Trading cards for Ellie. They are easy to miss, and if not unlocked at this point, go to the chapter select and find what chapter you are missing.

Master Set
Find all trading cards

Artifact: 2/2
Rattler’s Letter Home
After exiting this house and getting to the next, go upstairs of the second house and follow the stairs to the right. The last note is on the nightstand next to a lantern and unlocking the Archivist achievement.

Archivist
Unlocked after the long task of collecting 127 artifacts and 20 journal entries in the game. If you missed one, go to the chapter select and see what ones you are missing.

Archivist
Find all artifacts and journal entries
The Farm: Epilogue
There are no more collectibles in the game at all, we have them all. Just finish this chapter, and there is only one last achievement to unlock before it's over: What I Had to Do.
The Story: Ending/Clean up
And after the farm, that is the end of the story mode. But now we have a few things to go over.

Firstly: Finishing the game Achievements
You should have gotten the What I Had to Do achievement by beating the game on any difficulty. If not, you must have done chapter select, as I think that doesn't count.

Next depends on what path you took at the start of the game:
If you choose to play it easy with perma death, you will unlock You Can't Stop This achievement at the end.

But if you choose to do both pramadeath and grounded, you will get both You Can't Stop This and Dig Two Graves for the first-time completion.

Achievements related to the difficulty:

What I Had to Do
Complete the story

Dig Two Graves
Complete the story on Grounded.

You Can't Stop This
Complete the story with any Perma death setting.

Secondly: Clean up
It is more than likely that even with picking up everything in the game, gear and pills, you would not have unlocked the Survival Expert achievement for having Max upgrades on both characters, nor Arms Master for having max upgrades on every gun (10, 5 for each). Maybe you only have unlocked Specialist for learning all player upgrades in one branch and/or Mechanist for fully upgrading a weapon. This means you will more than likely need to do a new game+ to clean up.

If you picked the hard option of doing both perma death and grounded in one go, your reward is playing on the easiest difficulty (if you want), as you would have unlocked the difficulty achievements and so don't need to worry about them anymore. But I would recommend playing on the easiest mode, as it gives you more gear. The bonus is that you don't need to finish the new game plus; just play it until you have maxed out your character and weapons.

But if you picked to do the Perma death or the Grounded mode first, you would have to do a new game plus game and complete the game again, with that save to get the other achievement. As well as clean up for any missed achievements or collectibles.

Before you start a new game plus I would say to check what collectables you missed or need by the chapter select, as it tells you how many of what are in that part of the game. Otherwise, the point is to clean up and get more gear for the Survival Expert and Arms Master achievements.

To make it more clear, these are the achievements (besides the ones relating to collectibles if you missed some) that we are hunting for, besides difficulty ones :

Tinkerer
Upgrade a weapon

Apprentice
Learn a player upgrade

Survival Expert
Learn all player upgrades

Arms Master
Fully upgrade all weapons

Mechanist
Fully upgrade a weapon

Specialist
Learn all player upgrades in one branch

Tools of the Trade
Craft every item

All of them are simple but just a grind to do. But hopefully, after a second playthrough, you have unlocked all the story-related achievements, so we can head into a much more simple mode: No Return.
No Return
Now, I want to be upfront: I have never played this mode. My information might not be 100% accurate or the most efficient, but from what I understand, No Return is a fairly straightforward roguelike mode with some unique mechanics.

Introduction to No Return
No Return is a roguelike combat mode where you face a series of randomized encounters leading up to a boss fight. Each full run consists of five encounters followed by one of six possible bosses, typically taking around 30–40 minutes to complete.

There are three different run types:

Standard Runs: Available from the start. Everything is randomized, except for your character choice

Custom Runs: Unlocked after completing one Standard Run. These allow you to customize enemy types, bosses, and mods. However, Custom Runs do not disable trophies, so it is good for specific goals or achievements.

Daily Runs: Unlocked after completing nine runs. These preset runs are the same for all players and change daily. You can only attempt one per day, whether you win or lose.

Trophy Difficulty & Strategy
Most trophies can be earned on Very Light difficulty, except for "May Your Death Be Swift," which requires completing a Daily Run on Grounded difficulty. There may be ways to make this easier, such as glitches or strategies from speedrunners, so keeping an eye on YouTube guides could help.

This guide provides a recommended path to 100%, but feel free to approach it however you prefer.

Overall Goal

The main goal is to complete as many runs as possible to unlock new modes and characters required for achievements.

At the start, you only have Ellie and Abby, with each belonging to a different team:

Team Ellie has four unlockable characters.
Team Abby has four unlockable characters.

Unlocking characters is simple:

Play encounters with the most recently unlocked character from that team.

For example, completing 2 encounters as Ellie unlocks Dina. Then, completing 3 encounters as Dina unlocks Jesse, and so on.

The final characters require 4 encounters to unlock.

These unlocks are necessary for achievements like:

Roll Call: Win a run with every character.

Team Ellie: Complete all Ellie faction challenge tracks.

Team Abby: Complete all Abby faction challenge tracks.

Biology Lesson: Kill a Bloater with the pump shotgun as Bill in No Return.

Since some achievements require playing as every character, make sure to rotate characters when needed.

Bosses

At the end of each run, you’ll face one of six bosses. You must defeat them to unlock new ones.

For the Good Riddance trophy (defeat all bosses), this will unlock naturally as you play, so no need to go out of your way for it.

Game Modes

There are two additional modes you need to unlock for achievements:

Holdout : Unlocked after 5 runs

Capture: Unlocked after 7 runs

These are required for certain achievements, but unlocking them is straightforward.

Achievements Overview

Most achievements are simple and can be done on Very Light difficulty:

Mixed Bag: Get kills with 5 different weapons in an Assault encounter.

Become The Hunter: Kill 12 enemies in a Hunted encounter.

Got Your Back: Win a Holdout round without your ally dropping below 70% health.

Burglar: Open the safe in a Capture encounter without killing any enemies.

Roll Call: Win a run with every character.

True Strength: Get an S rank on an encounter.

Modded: Complete an encounter with each Mod.

Risk Taker: Complete 5 Gambits in one run.

This Make You All Nostalgic?: Complete the Part I challenge track.

Queen Firefly: Kill 15 enemies with Marlene’s assault rifle in one encounter.

Biology Lesson: Kill a Bloater with the pump shotgun as Bill.

May Your Survival Be Long: Win a Daily Run.

If you just want to unlock achievements quickly, Very Light difficulty is the way to go. However, some challenges—like S ranks, keeping allies above 70% health, and opening the safe without kills—might require strategy or guides.

May Your Death Be Swift
Win a Daily Run of No Return on Grounded difficulty

This is the only achievement that forces you to play on Grounded and can only be attempted once per day. A good strategy is to check AnthonyCaliber's YouTube channel—he frequently does No Return Daily Runs. Watching his runs in advance could help you prepare.

Accessibility Settings (if available)

If combat accessibility settings work for Grounded Daily Runs, enabling these could make it much easier:

Combat Accessibility: ON
Enemies Don't Flank: ON
Reduced Enemy Perception: ON
Reduced Enemy Accuracy: ON
Enhanced Dodge: ON
Invisible While Prone: ON (Does not work during bosses)
Weapon Sway: OFF
Slow Motion While Aiming: ON
Enhanced Listen Mode: ON (Scan Range: 30m, Scan Time: 3s)
Infinite Breath: ON

I still need to test if these settings work on Grounded Daily Runs, but if they do, this will make the challenge significantly easier.

Final Thoughts

No Return is straightforward—just keep playing runs, swap characters, get kills, defeat bosses, and repeat.

100% completion will take hours, but since you can play on Very Light and possibly use accessibility settings, the grind should be much easier and shorter.
Every Last One of Them (Finally Thoughts)
Final Achievement: "Every Last One of Them"

And if you have followed the guide in order, then the very last achievement you should get is, of course, Every Last One of Them.

Every Last One of Them:
Collect all trophies

Closing Thoughts
This guide was a challenge to put together on short notice, but I’ll continue updating it with fixes and images when I have the time to make it a more complete resource.

Thank you for using this guide on your 100% journey—I hope it helped! If there’s anything I can improve or clarify, feel free to let me know.
32 Comments
stevo 21 Jul @ 3:40am 
tying one of the achievements to grounded daily runs was a massive dick move on their part.
I'M SAYING THE N WORD  [author] 13 May @ 10:02pm 
Yes, I just haven't had a lot of time of edit it as I've been busy with Assessments. Soon I should be more free to update the guide with more pictures and fix any errors
DerN4chtmahr 13 May @ 11:45am 
are you still working on that guide ?
Some Wiseguy 6 May @ 7:28am 
I haven't used this guide yet but its good to know it exists. OP made the guide for the first games 100% and it was excellent and thorough:steamthumbsup:
Pablo 2 May @ 8:39pm 
Thanks for putting this together, man. Just a note, there's some collectibles with names that you seemingly copy pasted and didn't change. Some examples include Ellie's Day 1 (The Tunnels) , where there's two items named "Locker Room Note" , and in Abby's Day 1 (Hostile Territory) , there's three items named "Seraphite Prayer to Prophet - Pairing" . This makes it harder to check in your inventory if there's any you missed. I actually lost several hours because I had to go back to an earlier save since I missed the Seraphite Statuette mislabeled as Locker Room Note. Other than that, it's a pretty great guide.
ASTRO 2 May @ 6:00pm 
Actually doesn't know left from right, good guide though
Thunderchild 26 Apr @ 12:17am 
The Trophy "Every last one of them" - for me at least - dropped before I even started playing No Return. I don't have Grounded or the Permadeath one either yet - working on the latter now. But as soon as I got the last of the rest of them, then EVLOT dropped as well
hope 25 Apr @ 8:02pm 
I vote putting the synagogue after the courthouse purely so that players get to hear Dina say "fuck yeah!" right after telling Ellie to watch her mouth in a place of worship.
VelxonY 18 Apr @ 3:41pm 
We as society need to learn what is left and what is right, please.
Fiend1k 18 Apr @ 10:12am 
When are the images coming for the rest of this guide?