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Prologue: Pilgrim's Path

The guided opening outside the city, from the first climb to the sewer ladder into Villedor: three Mementos, one of which is lost for good if you walk past it, and two story trophies.

Pilgrim's Path is a guided tutorial in the hills outside Villedor: climbing, crafting, Survivor Sense, stealth, dodging and perfect blocks. You start with nothing; on the way you get the Medicine blueprint, a Grubby Bat, your first parkour and combat skills, a flashlight and the GRE Access Key. Parkour still drains stamina here, so watch the bar on the long climbs. The whole area is one-way: once you climb out of the sewers into the city it can't be visited again, not in co-op and not in New Game+, which starts after it. Three Mementos lie on the way, and two trophies come with the story.

Don't skip the prologue

Since update 1.12 the new-game menu offers Skip Prologue, which starts you at the next quest. Nothing says that skipping hands you the prologue's Mementos, and the Archivist trophy needs all 117, so play it through. The one to watch is the newspaper in the villa: walk past it and it is gone for this save.

The prologue has been shortened

Updates since launch have trimmed the prologue several times, most recently update 1.28 in June 2026. The rows below follow the original layout. If a room or the church isn't where a row puts it, sweep every building with Survivor Sense before you move on, the villa above all.

Newspaper Article - October 11th, 2020CollectibleMissablePoint of no return
Location
Prologue · The villa – Follow Spike from the opening climb, gather honey and chamomile when he asks, craft the Medicine, then follow him through the gate into the villa's yard. Go round the left side of the house and crouch under the half-raised garage door. Go through the garage and the corridor; in the kitchen beyond, the newspaper lies on the big wooden table at the back, to your left, and glows red under Survivor Sense.
Why you can lose it
Lost once you leave the prologue: the area can't be revisited, joined in co-op or reached in New Game+. Skipping the prologue from the new-game menu may lose it too.
Point of no return
Climbing the ladder out of the sewers at the end of Pilgrim's Path: the prologue area closes behind you.
Summary
A Memento, one of the 117 the Archivist trophy counts, and the only one in the game that is lost for good if you leave it behind.
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Letter - Goodbye LetterCollectible
Location
Prologue · The villa – From the newspaper, go through the blue door across the room and on through the double doors by the piano; a short scene plays at the bar. Out in the garden, the letter lies on the far table, and picking it up is what moves the story on.
Summary
A Memento for the Archivist trophy. The story makes you read it, so it can't be missed.
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Pilgrim's Path: Spike, the house, the hills to the night shelterQuest step
Location
Prologue · The hills – From the garden, climb the leaf-covered frames to Spike on the terrace (he hands you a Grubby Bat), drop through the gap in the railing, jump from the ledge into the lake, climb the hanging bus to the road and cross the tunnel on the vehicle roofs past the sleeping infected. The climb beyond gives your first parkour skill (High Jump); at the building at the top, open the red garage door, kill the infected that pour out (sidestep the jumping one's lunge) and start the generator inside. Then follow the tracks upstairs with Survivor Sense to a bookshelf, push it aside and sleep in the room behind; the trophy already popped when you crafted the Medicine.
Summary
The first half of the opening quest, from Spike and the villa to a safe room for the night. Crafting the first Medicine earns You Never Forget Your First....
Trophies
  • Achievement · SteamYou Never Forget Your First...
  • Achievement · XboxYou Never Forget Your First...
  • Bronze · PlayStationYou Never Forget Your First...
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Safe zone: Prologue safe roomArea
Location
Prologue · The night shelter – The room behind the bookshelf upstairs in the building at the top of the hills; it opens once the generator in the garage runs. Sleeping in its bed until morning is part of the step above.
Summary
The prologue's only safe room, with a bed, a stash and a radio. It is left behind with the rest of the prologue.
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Paradise Lost, Book IVCollectible
Location
Prologue · The church – When you wake, the radio comes up: the frequency that moves the story on is 140.200 MHz. After the call, head back down past the radio tower and ride the zipline. The small church right after it holds the book, lying open on the cloth-covered table at the front. Missed it? A copy has been found much later in the Central Loop, in Saint Paul Island's Chapel of the Resurrection.
Summary
A Memento for the Archivist trophy. Take it here: a copy has been found later in the Central Loop, but the prologue has changed since, so don't count on it.
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Point of no return: leaving the prologue

The run to the metro tunnels ends at a ladder out of the sewers, and climbing it closes the prologue for good: no way back, no co-op visit, and New Game+ starts after it. The villa is long behind you by now: if the Newspaper Article - October 11th, 2020 isn't in your Mementos, it is lost for this save. The Goodbye Letter can't be skipped, and Paradise Lost, Book IV has been found again later.

Pilgrim's Path: the metro tunnels, the masked thugs and the escape from WaltzHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Prologue · The metro tunnels – From the church, drop to the highway and jump into the water, cross by the building, the cliff and the train car, then get over the wall into the tunnel from the black military truck by swinging on the rope. After the scenes, take the flashlight, smash the boarded crates, cross the monkey bars and climb into the vent; the masked thugs beyond teach perfect blocks and the Vault Kick, and while only one is left it is a good moment for ten perfect blocks in a row (Lightning Reflexes). Talk to the contact, then run from Waltz's men through the tunnels and the water to the ladder at the end; climbing it ends the prologue and pops the trophy.
Summary
The end of the opening quest: the metro tunnels, the first fights against people and the run into Villedor. Climbing out of the sewers earns Into the Unknown.
Trophies
  • Achievement · SteamInto the Unknown
  • Achievement · XboxInto the Unknown
  • Bronze · PlayStationInto the Unknown
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About this guide

Two runs on any difficulty. Run 1 plays the whole story with every collectible, gives all seven facilities to the Survivors and ends with one ending; a save backup made outside the game at the last door before the finale lets you watch a second ending by replaying only the last two quests, not the whole game. After the credits the city stays open for cleanup and Bloody Ties. Run 2 is New Game+ on the other faction's path for the third ending. The game has no manual saves, so the backup steps say how to copy your save on each platform; without them, each extra ending needs another New Game+ run. Two trophies need other players.

Last verified: Nov 14, 2026 · Patch Reloaded Edition, update 1.30 (PS4/PS5, Xbox One/Series, PC Steam) · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.