TommyNPC
- Location
- Jackson · Prologue – He rides beside you from the first scene; nothing to do but follow him.
- Summary
- Your riding partner in the opening chapter.
Run 1 of 3. 0 of 491 items. No missables still open. 1 ending. About 90h to go.
Saved on this device only.Save to cloud
Seven chapters in and around Jackson. The Prologue, The Horde and The Chalet have no pickups; Waking Up, The Overlook, Patrol and Packing Up hold the act's Artifacts, Trading Cards, Journal Entries, its one safe and the game's first workbench. There are no fixed save points: the game autosaves at checkpoints, and a collectible counts the moment you pick it up. Several doors and scenes in this act move the story on, so the warnings below say what to take first. Pick up Supplements and Parts as you pass them, even with optional rows hidden: upgrades and several trophies need them.
After the credits, Chapter Select can replay a chapter for a missed collectible. Its chapter list follows your latest autosave, so replaying an early chapter hides the later ones until you reload the manual save the route makes at The Beach. Two limits: Supplements and Parts picked up on a replay don't count toward the upgrades (New Game+ in run 2 finishes those), and a Training Manual picked up on a replay may not count, so take every manual on this run.
Have the card from the Help Wanted board and the note on the crate before you follow Jesse into the Tipsy Bison.
Getting on the horse at the stables starts the scene that closes the chapter. Have the Help Wanted board card, the crate note and the card in the bar first.
Take the letter in the house before you crawl under the vehicles at the far end of the yard: that crawl starts the scene that ends the chapter.
Squeezing through the second gap in the kitchen drops you into the next room, with no way back to the office. Have the Good Boy Combo note and the opened safe first (and the kitchen locker, if you're taking Supplements).
Take the library pickups and use the workbench before you push the bookshelf aside: the jar in the room behind it starts the scene that ends the chapter.
Talking to Maria downstairs ends the act. Have the owl mug and guitar entries and the red box on the bed first.
A ride in from the woods, a walled gate to climb, then Downtown: the game's only open area, with a map you can open at any time. Ten places on that map get a question mark: the Westlake Bank, the ruins, the Valiant Music Shop, the military tent, Gate West 2, Ruston Coffee, Barkos Pet Store, the waterfall truck, the synagogue and the courthouse. Walking to all ten after picking up the Map of Seattle unlocks Sightseer. The rows follow a fixed order from the bank northward, because a few pickups appear at whichever of their spots you reach first. This section ends at Ruston Coffee; the pet store and the two buildings with the fuel come next.
Climbing the wall takes you into the inner yard. Take the bus-stop card, the card and Map of Seattle in the freeway trailer, the gate journal and both yard trailers' notes before you go up.
The rest of the open area: the pet store the key opens, the truck by the waterfall, then the two buildings the gate's generator needs. The first of the synagogue and the courthouse you search gives an empty fuel can, the second the fuel; this route takes the synagogue first. Entering the courthouse is the last of the ten map places for Sightseer. Once the generator runs, Downtown is behind you, so finish everything here before you fuel it.
Going through Gate East 2 moves the story on, so take everything you want from the open area first. Check that Sightseer has unlocked and that you hold every row from the bank to the courthouse: the three safes, the Crafting manual, the Pump Shotgun, the workbench, the Stun Bomb recipe and every note and card.
The hallway upstairs leads to a scene, and the hotel can't be walked back into after it. Take the journal under the TV and the card in the nightstand first; a manual save here is a good idea.
Eastbrook Elementary starts inside the school: get free, fight through the halls and the courtyard, cross the roof and leave through two apartments. Capitol Hill follows: a block of houses, a motel, a gas station and a bookstore, a row of stores held by soldiers and infected, then streets strung with trip wires up to a TV station. Two workbenches sit on this stretch; save your Parts for the Pump Shotgun, for Mechanist. Once the trip wires start, always carry a brick or a bottle to set them off from a distance. A collectible missed here can be taken after the credits with Chapter Select, starting from the manual save the route keeps at The Beach. Supplements and Parts taken on a replay don't count toward the upgrades, and a Training Manual taken on a replay may not count, so take each manual on this run.
Take the Kinnard, Esq. and Rockafella cards, Chevy's Apology, Raul's Olive Branch and the Trap Mine recipe first. The way on is over the fence beside the motel.
Use the Gas Station Garage workbench, and take Rebecca's Tip Off, the Stealth manual and the Doctor Stem card first. Further on, the street ends at a drop to the stores below.
Take the Sergeant Frost card from the market lockers first. The way on is a drop from the bagel store's top floor.
Climb the ladder to the lookout tower and take Tower Doodles first. A manual save here is a good idea.
Use the Martial Arts Building workbench, and take Fran's Refusal, the Bizarrebra card, the Thrift Store Reminder and the Well Wishes safe first. The way on is out past the truck and the trip wires, up the stairs.
Four chapters: a short climb into the Channel 13 TV station and a fast way out, The Tunnels under the city with masks on, The Theater, and The Birthday Gift. The Tunnels hold the most: a workbench, three cards, five artifacts and a journal entry. The Birthday Gift has no Supplements or Parts.
Take Dad's Pep Talk (and the Supplements on this floor) before you hop out through the opening in the wall. The route goes down and out of the station from there.
In The Tunnels the masks go on. Past the rope swing come Shamblers, a tougher kind of infected that bursts into acid spores when you get close: keep your distance, lay Trap Mines and go for the head.
Take the Subway Note, The Imp card and the workbench before you throw the cable and swing across.
Take the Shambler journal entry, the card in the cage and the three break-room artifacts before you go on: the double doors into the metro station shut behind you. In the station, take the Bastet card before you climb the big red box.
The Theater is a quiet search of one building: two cards and four artifacts. The keys to the locked door downstairs only turn up once the power is back on.
Opening the stage curtain starts a scene that ends the chapter. Take both cards and all four artifacts first, and the Supplements and Parts if you want them.
The Birthday Gift is a calm chapter set around a museum: two journal entries, two cards, one artifact and the Looks Good On You trophy, with no Supplements or Parts.
Write the nameplate entry before you climb the dinosaur and dive into the water.
Have the trophy, The Nighthawk card and both journal entries before you take the helmet and climb into the capsule. The route goes on to the second building after that.
The next scene ends the chapter, and it starts if you go on past the dark side room off the elk hall. Take the note in that room first; if the scene starts before you have it, restart from the last checkpoint.
One long chapter through Hillcrest: ten artifacts, five cards, one journal entry, two workbenches, a safe, the Precision manual and the Bow. The way on climbs a ladder, rides a rolling dumpster and jumps several fences; a warning before each one that matters says what to take first. Dogs appear for the first time here: they follow your scent, which listen mode shows as a trail.
Take the Wachumero card, the laundromat note, the Rosemont workbench and drawing, the banner journal entry, the note and card in Caroline Paper Co. and Yolanda's Note first, and the Supplements and Parts if you want them. The ladder behind Used & Rare Books moves the story on.
Out of the bicycle store's front door lies a street of four shops: Velvet Tattoo and Shear Lux on your left, Goldstar Liquor and the Pet Boutique, with a police car outside, on your right. Everything below comes before the stairs behind the bar.
Take everything on the shop street first: the tattoo parlor note, the Auto Repair safe, the Precision manual, the Turn in Boris Note and Dale's Combo, and the Supplements and Parts if you want them. The stairs behind the bar lead on to a fence jump into the back yards.
Have the Brainstorm card, Boris' Confession, Rosemont's Flyer and the Bow first. The fence past the practice targets drops you into a long street held by soldiers and dogs.
Take the Reverb card first, and the Supplements and Parts if you want them. A few houses into the burnt-out area, a fight starts; past it, jumping down from a window to street level starts a scene, and the car escape that follows ends the chapter.
Three chapters. Finding Strings is a flashback in the mountains: a journal entry, a card and an artifact, with no Supplements or Parts. The Seraphites is the long walk from the theater to the hospital and one of the richest chapters: seven artifacts, six cards, three journal entries, two workbenches, two safes and the Explosives manual. St. Mary's Hospital is a short flashback with nothing to collect. A collectible missed here can be taken after the credits with Chapter Select, starting from the manual save the route keeps at The Beach; Supplements and Parts taken on a replay don't count toward the upgrades, and a Training Manual taken on a replay may not count, so take the manual on this run.
Take The Austringer card before you crawl under the beams into the hotel.
Have Tara's Invitation from room 107 before you climb through the broken wall in room 105: beyond it come the infected rooms and the gap where the flashback runs to its end.
Back in the present, the walk to the hospital starts at the theater. The first stretch runs past a supermarket, a brewery and a conference center, then an apartment block with a safe, a workbench and the Explosives manual.
Take everything from the theater to here before you roll the dumpster out and climb the wall: the Quickmart card, the brewery list, the lobby journal entry, the card and letter in the rope room, and the apartment block's two letters, safe, card, workbench and manual.
Take the Arch-Enemy card before you go on through the offices: on the way out of them you are pulled into fast water and carried off.
Have the bus-stop journal entry and the Garden Suites card and note before you cross the parking lot and drop down by the parked trucks.
If you skipped the apartment block's manual, look upstairs in the saloon after the fight: a missed manual turns up there, on a desk. On a full walk the spot is empty.
Take the Hospital Supply List before you crawl into the air duct. What follows is a chase that runs to the end of the chapter.
St. Mary's Hospital is a short flashback on one hospital floor with nothing to collect. A paper by the first door can be read but doesn't count.
One chapter on foot, heading for the Ferris wheel on the waterfront: four cards, three artifacts, one journal entry and two workbenches. The way forward runs through a string of drops, boosts and squeezes, so take each stop's pickups before you move on. The chapter ends on a boat; the mall where you find it holds nothing to collect.
Take the Esquire card first: going through the curtain starts a scene and the route leaves the theater after it.
Take the Tormentra card and use the workbench before you push the shelf aside with Jesse and squeeze out of the building. A fight starts on the far side.
Take the Garage Note before Jesse helps you up into Kingston's Bookstore.
Take the Tanager card, the Bookstore Note and the mushroom entry before you go up the escalator and drop through the hole on the far side.
Use the ruined warehouse's workbench before you squeeze through the gap and hop the wall beyond it.
Lifting the metal pipes out of the way leaves no way back into this room. Take the Tatuaje card first, and the Parts behind the rubble if you want them.
Two chapters. The Flooded City is a boat trip: the waterway runs past a fixed string of stops, and every one of them holds something for the checklist (six artifacts, two cards, a journal entry, two workbenches and a safe in all). Step off the boat at each stop before you drive on. Infiltration is short, with one journal entry.
Take the card in the dark room, the journal entry at the window, the Stash Note and the safe before you raise the gate and drive on.
Push the cart only when you're ready for a fight: the floor gives way under you.
Take the Khazakh Bright card and the Arcade Note before you free the chain: the gate leads out to open water.
Infiltration is a short walk into the aquarium: one journal entry, and Supplements and Parts in two rooms on the way. There is no workbench.
Write the duffel bag entry before you open the double door painted with a crab. It starts a scene, and the rooms behind you can't be reached after it.
Five chapters: Tracking Lesson in The Park, then The Stadium, On Foot, The Forward Base and the short Aquarium chapter. Coins start here (32 in all); Trading Cards and Journal Entries don't turn up in these chapters.
The weapons, skill trees and weapon upgrades in these chapters are a separate set from the ones you built so far, so the Supplements and Parts you find from here on go toward the new set.
Take the brochure from the gazebo before you push the dumpster over and climb onto the roof.
Take the New Jersey coin before you go through the gate at the end of this hallway: you can't come back through it.
The shooting contest gives you one try per visit. Make a manual save before you go in; if you lose, reload it and try again. Turning on auto-aim in the options makes it much easier.
Have the Vermont coin and the Sharpshooter trophy before you use the back of the truck: the drive ends the chapter.
Take the Kentucky coin from the table by the entrance before you jump across to the next shelving unit: it collapses under you and drops you into another part of the store.
Take the Massachusetts coin, and the Parts if you want them, before you climb the wrecked car out of the Garden Center.
Use the Boat Repair Shop workbench, and take the Ohio coin and the Covert Ops manual, before you climb the rope to the catwalk and leave by the roof hatch.
Take the Indiana coin, the Gun Cache Note, the safe and the Hunting Pistol before you drop down to the train tracks.
Take the South Carolina coin and the WLF Interrogator Letter first: talking to him starts the scene that ends the chapter.
Three chapters. Hostile Territory is the long one: twelve artifacts (six of them slips of paper on one truck), a coin, the Jasmine Bakery safe, the Close Quarters manual, the Double-Barrel Shotgun, a workbench and the Relic of the Sages trophy. A warning before each drop or gate that matters says what to take first. Winter Visit is a short flashback with no collectibles, but it holds the archery game for Put My Name Up.
Take everything from the Tang Fabrics window to here before you drop through the hole in King Street Relics: the Close Quarters manual and the note in that kitchen, the North Dakota coin, the bakery safe, both notes in King Street Relics and the Strange Relic.
Take the Double-Barrel Shotgun, all six slips at the flower truck and the letter in the salon before you cross the rooftops and crawl through the hole in the gate; grab the holster too if you want it.
Read the letter and use the workbench in the Fresnel office first. From the painted room below it, the way runs down through two more buildings and a muddy slope into the scene that ends the chapter.
Winter Visit is a short flashback with no collectibles. Its one job is the archery game in the first room.
Make a manual save before you pick up the toy bow. One try is all you get on the spot, and reloading the autosave puts you back already holding the bow. Reload your manual save to try again.
Win the archery game first: going upstairs starts the scene that ends the chapter.
The Forest opens with fights you take on with melee only. After them, La Rosa's Auto Shop holds a workbench, the Firearms manual and an artifact, and the Firearms skills teach the last recipes Tools of the Trade needs.
Take everything in La Rosa's Auto Shop before you drop to the floor below in the next building: the workbench, the Firearms manual and the Failed Truce note.
Three chapters. The Coast runs from the trailer across a container yard, through a ferry that has run aground and on to the aquarium: three artifacts, four coins, a workbench, the Crossbow, a holster and a safe with a Training Manual inside. Return to the Coast walks back the same way and has nothing to pick up.
Use the workbench in the first building before you climb out of the window above the office, and take the holster in the office if you want it.
Take the Alabama coin at the dead end of the road before you jump the gap and drop into the water.
Take the ferry's two notes and log, the West Virginia and Utah coins, and the Ferry Helm safe with its Training Manual before you walk out along the fallen pillar and drop to the highway.
Take the Mississippi coin from the fountain before you climb onto the roof and drop inside.
The Shortcut climbs from flooded streets into a skyscraper and across to the next tower, with a companion leading. Six artifacts (one is already in your backpack), two coins, a safe and two workbenches.
Take everything below first: the Nevada and Colorado coins, the Survivor Plea, Neighbor Exchange, Scavenging List and Seraphite Truce, the Apartment 302 safe, and the Interbay and Shrine Room workbenches.
Take the Seraphite Orders note on the wall past the lift before you follow your companion out across the bridges.
Three chapters. The Descent drops floor by floor down a hotel tower, from the pool to the street, with three artifacts, five coins, the Flamethrower and the last of the 14 safes on the route. Ground Zero crosses a hospital: five artifacts, two coins and a workbench, then a long fight against a huge infected, where fire works best. Return to the Aquarium is a short walk with nothing to pick up. A warning before each drop or door that matters says what to take first.
Take the pool coin, the Gym Safe Code and the gym safe before you push into the stairwell.
Take the FEDRA Final Note, the Flamethrower and the Oregon coin before you climb into the elevator shaft.
Take the Missouri coin first. Opening the hospital's main door starts a scene and the next chapter, and you can't come back to the compound after it.
Take everything in the hospital first: the cafeteria coin, the five notes on the way down and the workbench. Taking the case from the ambulance starts a chase.
Take the Hawaii coin from the security booth first.
Two chapters. The Marina runs from a tram station through a flooded street and a sewer to a pier, then across an open lot under a sniper's fire, through a parking garage full of infected and into a terminal: one artifact and two coins. The Island climbs from a boat landing past a waterfall to a village of huts, a sawmill and a stretch of cornfields, with two fights against Seraphites: four artifacts, three coins and a workbench. There is no safe and no Training Manual in either chapter. A warning before each drop or climb that matters says what to take first.
Take the Kansas coin from the platform behind the start before you jump into the elevator shaft at the bottom of the stairs.
Take the Louisiana coin from under the station's tarp before you leave the tram and drop into the flooded street.
Take the Marina Note from the fish shop before you climb the pier ladder. You go on alone from the top.
If you skipped one of this character's own Training Manuals earlier on this run, a replacement appears in this truck bed: take it now. With every manual already found, the truck holds only the coin.
Take the Idaho coin in the truck, the WLF Scout Journal by the road and the North Carolina coin by the car before you drop down to the waterfall path. The drop is one way.
Take the Venison Distribution Note from the first hut before you climb in at the window of the next building.
Take the Montana coin from the upper floor of the large building on the left before you follow the path out through the sawmill.
Take the Mournful Prayer Note, the Young Seraphite's Journal and the workbench in the two huts before you squeeze through the fence past the cornfields.
Three chapters. The Escape leaves the island on foot and then on horseback, with the last of the 32 coins and a workbench on the way. The Confrontation and The Farm have nothing to pick up. Two fights in this stretch are forced by the story, both one-on-one. A warning before each point that matters says what to take first.
Take the Arkansas coin from behind the shopping cart first, and anything you want from the shop.
Walk up to the workbench in this room first: it counts once you are close to it. Take the shelves too if you want them.
Five chapters to the credits. 2425 Constance is a short street search with one artifact. Pushing Inland has three artifacts, a Trading Card, a Journal entry and a workbench. The Resort holds the last weapon (the opening scene gives it to you), the last Journal entry, the last workbench, the last Trading Card and the last two artifacts, so several count trophies pop here if nothing was missed earlier. The Beach and the Epilogue have nothing to pick up, but make a manual save on the beach before the last fight and keep it: the clean-up after the credits depends on it. A warning before each door or drop that matters says what to take first.
Take the note from the green house before you leave 2425 by the garage: a scene there ends the chapter.
Take the note from the boat's kitchen counter before you climb the cliff path to the houses.
Take the Mansion Note from the first house's garage before you climb in at the upper window.
Take the card upstairs, the Runaway Warning and the kitchen workbench before you go out through the broken windows and crawl under the fence.
Take the police-car Journal entry, and the two trucks' pickups if you want them, before you squeeze between the wrecked vehicles: a scene there ends the chapter.
Take the van's Journal entry, and the store's Parts if you want them, before you go through the red train car and drop down beyond it.
Take the Slave Note from the keg before you crawl under the blue train car into the yard.
Take the workshop workbench and the Sparkthug card, and the yard's Parts if you want them, before you slip through the wall gap and climb out of the window into the pool area.
Take the letter from the room upstairs before you head along the balcony to the round building: the fight there leads to a scene, and the chapter ends soon after.
Run 2 has two jobs. One full run gives only about four fifths of the Supplements and Parts that every skill and weapon upgrade costs, so the upgrade trophies need New Game+, which keeps everything run 1 bought and finds the Supplements and Parts in their spots again. And with Permadeath switched on, the same run earns You Can't Stop This at its credits. Upgrades live on one save: a Chapter Select replay can't add to them, so play this run straight through, in chapter order. Follow run 1's sections for the way, take every Supplements and Parts spot the route reaches and spend them at once; skip the rest. Keep this run below Grounded: Grounded blocks some skills and gives far fewer Supplements and Parts, so the upgrades can't be finished there.
Any Permadeath setting earns the trophy, and Per Chapter costs the least when you die. The combat accessibility options don't block any trophy: turning them on, Invisible While Prone above all, makes a death far less likely. Some other options and modifiers are switched off while Permadeath is on. Don't quit to the menu in the middle of a fight.
Run 3 is the last story run. Chronological mode replays the story with its chapters put in the order the events happen, and Grounded is the hardest difficulty; one run on both should earn Dig Two Graves and I Would Do It All Over Again, both at the credits (see the callout below). Nothing else is left to collect: collectibles count on your profile and run 1 found them, and run 2 finished the upgrades. Chronological mode came with a July 2025 update, so install the latest patch before you start.
Dig Two Graves should pop at the credits of this run, but that a Chronological run counts for it isn't certain. If it doesn't, play one more story run in the usual chapter order on Grounded: New Game+ keeps your upgrades there, and the combat accessibility options stay allowed. To avoid the risk from the start, plan four runs instead: run 2 as written, then a New Game+ run in the usual order on Grounded, then Chronological mode on any difficulty.
No Return is the roguelike survival mode on the main menu. It is open from the first boot and nothing in it needs the story, but finish the story first anyway: the roster, the boss arenas and the run types name people and places from the second half of the game. A run is a chain of randomly built encounters that ends with a boss. Everything you unlock (characters, encounter types, run modes) stays unlocked whether the run is won or lost. This section covers the groundwork in the order that costs least: a handful of short runs to open every mode, then the characters, then one won run per character, which also clears the six bosses. The challenges and trophies follow in the next section; the game doesn't record which characters have won a run, so tick the rows here as you go.
Each run starts in a hideout, and you come back to it after every encounter you win. There you read the planning board (the coming encounters, their faction, rewards and mods; the path splits twice), spend currency at the Trading Post on guns, explosives, recipes and health kits, upgrade guns at the workbench, craft and heal. Dying ends the run and takes every gun, item and upgrade it gave you; the next run is built fresh. There is a single autosave and no manual slots: quit only from the hideout between encounters, since leaving in the middle of one counts as a death.
Difficulty runs from Very Light to Grounded, plus Custom. Only the Grounded Daily Run cares which one you pick, so play everything in this section on Very Light. The combat accessibility options (slow motion on a toggle, enemies that don't flank, lower enemy accuracy, invisible while prone, high-contrast outlines) block no trophy and make every run safer.
Win one full run with each of the ten characters from this game; the two from the first game aren't part of that set. The quickest setup, once Capture is open, is a Custom Run on Very Light with only Capture encounters and only Seraphites, and the next boss you haven't beaten. Bosses come in a fixed order, and a boss you lose to waits for you on the next run, so six wins that each pick the next unbeaten boss clear all six; a run aimed at a Bloater for a challenge doesn't move the order on. After the sixth, bosses come at random. The Seraphite and Rattler bosses tend to be the easier fights and the Infected ones the hardest, so arrive at an Infected boss well stocked.
No Return is on the main menu from the first boot, but its characters, maps and bosses come from the whole story: finish the story first. This section holds the challenge tracks, the mods and all 16 trophies of the mode. Nothing here is a walk, because every run is generated afresh; each row says which settings to pick, what the run or encounter must contain and what counts. Most rows fit inside the won runs of the previous section, so read both before you start and fold the challenges into those runs. Nothing in No Return can be missed: unlocks stay whether a run is won or lost.
Switch on the combat accessibility options (slow motion on a toggle, enemies that don't flank, lower enemy accuracy, invisible while prone): they block no trophy. Only the Grounded Daily Run trophy cares about difficulty, so play everything else on Very Light. The run autosaves to a single slot: leave the game only from the hideout between encounters, because quitting during an encounter counts as a death. The game doesn't show which characters have won a run or which mods are done, so keep your own list.
Each character has a track of challenges, and each Team trophy needs every track of its side. The first challenge of most tracks is to win a number of encounters as that character, which is the character unlock already listed in the previous section. A challenge whose title doesn't name a character can be done by anyone and counts toward its track; do each one once its track's character is unlocked, so it surely counts. "In one encounter" means a single encounter; "in a run" means across a single run.
| Mod | Tier | Opens after |
|---|---|---|
| Decreased Enemy Health | Start | open from the start |
| Enemies Drop Bombs on Death | Start | open from the start |
| Increased Enemy Health | Start | open from the start |
| Long Shot Damage Bonus | Start | open from the start |
| Melee Attacks Set Enemies On Fire | Start | open from the start |
| Melee Kills Restore Health | Start | open from the start |
| Mystery Encounter | Start | open from the start |
| Pustule Rain | Start | open from the start |
| Thick Fog | Start | open from the start |
| Tripwire Traps | Start | open from the start |
| Vaulting Boosts Movement Speed | Start | open from the start |
| Invisible Enemies | Tier I | 3 encounters won with mods |
| Low Health Damage Bonus | Tier I | 3 encounters won with mods |
| Photo Mode Filters | Tier I | 3 encounters won with mods |
| Stuns Restore Melee Durability | Tier I | 3 encounters won with mods |
| Distractions Attract Enemies | Tier II | 6 encounters won with mods |
| Increased Enemy Speed | Tier II | 6 encounters won with mods |
| Temporarily Unlock All Recipes | Tier II | 6 encounters won with mods |
| Mirror Mode | Tier III | 9 encounters won with mods |
| Molotov Rain | Tier III | 9 encounters won with mods |
| Stealth Kills Boost Movement Speed | Tier III | 9 encounters won with mods |
| Time Limit | Tier III | 9 encounters won with mods |
| Crafting Gives Bonus Parts | Tier IV | 12 encounters won with mods |
| Long Guns Locked | Tier IV | 12 encounters won with mods |
| Reloading Discards Ammo Left | Tier IV | 12 encounters won with mods |
| Time Slows on Headshots | Tier IV | 12 encounters won with mods |
This appendix covers what the game offers beyond the story. None of it has a trophy or moves your percentage, so take only what you enjoy. Several extras are bought in Extras with points, which you earn by finding collectibles, earning trophies and finishing the story on higher difficulties. The modes that do carry trophies (Grounded, Permadeath, Chronological and No Return) are covered in the run and No Return sections.
Three story runs and No Return earn all of these. A collection trophy is listed at the section where this route finishes that collection. The two No Return Daily Run trophies need an internet connection; everything else works offline.
| Trophy | Group | PlayStation grade | Section |
|---|---|---|---|
| Every Last One of Them | The Last of Us Part II Remastered | Platinum | 17. Run 2: New Game+ with Permadeath |
| What I Had to Do | The Last of Us Part II Remastered | Gold | 16. Santa Barbara and the Epilogue |
| Survival Expert | The Last of Us Part II Remastered | Gold | 17. Run 2: New Game+ with Permadeath |
| Arms Master | The Last of Us Part II Remastered | Gold | 17. Run 2: New Game+ with Permadeath |
| Archivist | The Last of Us Part II Remastered | Gold | 16. Santa Barbara and the Epilogue |
| Master Set | The Last of Us Part II Remastered | Gold | 16. Santa Barbara and the Epilogue |
| Numismatist | The Last of Us Part II Remastered | Gold | 15. The Escape to The Farm |
| Prepared For the Worst | The Last of Us Part II Remastered | Gold | 16. Santa Barbara and the Epilogue |
| Mechanist | The Last of Us Part II Remastered | Silver | 4. Seattle Day 1: Eastbrook Elementary and Capitol Hill |
| Specialist | The Last of Us Part II Remastered | Silver | 7. Seattle Day 2: Finding Strings to St. Mary's Hospital |
| Safecracker | The Last of Us Part II Remastered | Silver | 13. The Descent and Ground Zero |
| Sightseer | The Last of Us Part II Remastered | Silver | 3. Seattle Day 1: Downtown, the Pet Store to the Hotel |
| Journeyman | The Last of Us Part II Remastered | Silver | 12. The Coast and The Shortcut |
| Survival Training | The Last of Us Part II Remastered | Silver | 13. The Descent and Ground Zero |
| High Caliber | The Last of Us Part II Remastered | Silver | 16. Santa Barbara and the Epilogue |
| In the Field | The Last of Us Part II Remastered | Silver | 9. Seattle Day 3: The Flooded City and Infiltration |
| Tools of the Trade | The Last of Us Part II Remastered | Bronze | 11. Hostile Territory and The Forest |
| Tinkerer | The Last of Us Part II Remastered | Bronze | 1. Jackson |
| Apprentice | The Last of Us Part II Remastered | Bronze | 2. Seattle Day 1: The Gate and Downtown |
| Starter Set | The Last of Us Part II Remastered | Bronze | 2. Seattle Day 1: The Gate and Downtown |
| Mint Condition | The Last of Us Part II Remastered | Bronze | 10. The Park, The Stadium and The Forward Base |
| Looks Good On You | The Last of Us Part II Remastered | Bronze | 5. Seattle Day 1: Channel 13 to The Birthday Gift |
| Sharpshooter | The Last of Us Part II Remastered | Bronze | 10. The Park, The Stadium and The Forward Base |
| Put My Name Up | The Last of Us Part II Remastered | Bronze | 11. Hostile Territory and The Forest |
| Relic of the Sages | The Last of Us Part II Remastered | Bronze | 11. Hostile Territory and The Forest |
| So Great and Small | The Last of Us Part II Remastered | Bronze | 2. Seattle Day 1: The Gate and Downtown |
| Dig Two Graves | Grounded Mode | Silver | 18. Run 3: Chronological Mode on Grounded |
| You Can't Stop This | Grounded Mode | Bronze | 17. Run 2: New Game+ with Permadeath |
| Mixed Bag | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Become The Hunter | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Got Your Back | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Burglar | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Roll Call | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Modded | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Risk Taker | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Good Riddance | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Team Ellie | No Return | Bronze | 20. No Return: Challenges and Trophies |
| Team Abby | No Return | Bronze | 20. No Return: Challenges and Trophies |
| True Strength | No Return | Bronze | 20. No Return: Challenges and Trophies |
| May Your Survival Be Long | No Return | Bronze | 20. No Return: Challenges and Trophies |
| May Your Death Be Swift | No Return | Gold | 20. No Return: Challenges and Trophies |
| This Make You All Nostalgic? | Part I | Silver | 20. No Return: Challenges and Trophies |
| Biology Lesson | Part I | Bronze | 20. No Return: Challenges and Trophies |
| Queen Firefly | Part I | Bronze | 20. No Return: Challenges and Trophies |
| I Would Do It All Over Again | Chronological | Gold | 18. Run 3: Chronological Mode on Grounded |
| Platform | List | Notes |
|---|---|---|
| PlayStation 5 | 45 trophies: 1 Platinum, 9 Gold, 10 Silver, 25 Bronze, in five groups | The Platinum needs only the 25 other trophies of the first group. |
| Steam | 45 achievements | The same 45 names, with no grades. Every Last One of Them is an ordinary achievement. Looks Good On You, Sharpshooter and Put My Name Up stay hidden until earned. |
| Epic Games Store | Not confirmed | The store's own list couldn't be checked. |