Skip to content
0%, 0 of 491

All areas

Run 1 of 3 · Grouped by category

Current area: Jackson

Run 1 of 3 · 0 of 34 in this area

On this device

Next up

Jackson

The opening act: a ride home, a morning in town, a snowy patrol and a house to pack up.

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.

Missed something?

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.

Trading Card: SeismicaylaCollectible
Location
Jackson · Waking Up – Pick up your gear in the room and head out with Jesse. At the crossroads where the dog is, turn left instead of going straight with him: the card is pinned to the Help Wanted board beside the gallery doors.
Summary
One of the 48 Trading Cards.
Report an issue
Artifact: Volunteer RequestCollectible
Location
Jackson · Waking Up – Right beside the smiths, follow the wooden walkway on the right to its very end. The note is under a blue awning, lying on a crate beside a red ladder, opposite the Tipsy Bison.
Summary
A note on a crate by the smiths. It may show as the Volunteer Receipt.
Report an issue
Before you go into the bar

Have the card from the Help Wanted board and the note on the crate before you follow Jesse into the Tipsy Bison.

Trading Card: The Keene TwinsCollectible
Location
Jackson · Waking Up – When the conversation in the bar ends, turn round: the card is next to the dartboard, on a barrel or a small table.
Summary
One of the 48 Trading Cards.
Report an issue
Before you mount up

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.

Artifact: Letter from SethCollectible
Location
Jackson · The Overlook – Follow Owen to the lookout, then head off alone along the snowy trail. After you crawl under a house's floor and deal with the infected there, go round to the front of the house and climb back in through the window to the right of the door (it may instead be the bedroom window on the house's left side). Cross to the small office: the letter is on the desk by the window.
Summary
The only pickup in this chapter. It may show as Seth's Note.
Report an issue
Before you crawl under the vehicles

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.

Overlook trail to the outpostQuest step
Location
Jackson · The Overlook – Back outside the house, carry on toward the outpost. Sneak past or kill the infected in the yard, then crawl under the vehicles at the end of it; a scene follows and the chapter ends.
Summary
A short walk through the snow that teaches climbing and close combat.
Report an issue
Journal: Scenic Overlook (Patrol)Collectible
Location
Jackson · Patrol – Ride out with Dina to the first stop, the lookout. On its balcony, once the short talk is over, turn back to the view and take the journal prompt at the railing. It is a separate prompt from the talk.
Summary
One of the 20 Journal Entries.
Report an issue
Lookout and the houses on the rideQuest step
Location
Jackson · Patrol – Climb the rope Dina lowers to reach the top of the lookout, then sign the logbook and take the Binoculars from her. Then ride on with her to a cluster of houses with an RV in the middle, and get off the horse.
Summary
The first stops of the patrol.
Report an issue
Artifact: A Note to SantaCollectible
Location
Jackson · Patrol – Take the ruined house to the left of the RV. Climb the broken stairs to the bedroom; the note is in the drawer of the nightstand by the bed.
Summary
A note upstairs in a ruined house.
Report an issue
Trading Card: TesseracterCollectible
Location
Jackson · Patrol – Go to the house further along on the right. Climb the pickup truck stuck in the snow onto the porch roof and go in through the hole; the card is on a shelf in the bedroom closet.
Summary
One of the 48 Trading Cards.
Report an issue
Supplements: Market Side Room SinkUpgrade
Location
Jackson · Patrol – From the moose, go into the Greenplace Market with Dina through the window on the left. Once the first infected is down, leave the door on the left for now: the small side room on the right is blocked, so climb out of a window and come round to it. The Supplements are in its sink.
Summary
Supplements in a blocked side room of the market.
Report an issue
Artifact: Supermarket ApologyCollectible
Location
Jackson · Patrol – From the moose, climb into the Greenplace Market with Dina through the window on the left. Inside, go through the door on the left and on until you crawl under a truck, where Dina pulls an infected off you. Then take the short ramp up onto the loading dock and climb into the back of the trailer; squeeze between the boxes, and the note is on a stack of cardboard boxes.
Summary
A note in the back of a trailer at the loading dock.
Report an issue
Artifact: Good Boy ComboCollectible
Location
Jackson · Patrol – Go on with Dina until you both put on gas masks and enter the spores. Squeeze through the first gap there and turn right past the Employee of the Month board into the back office. The note is on the desk next to the safe.
Summary
The note with the clue to the office safe.
Report an issue
Safe: Greenplace Market OfficeOther
Location
Jackson · Patrol – The note says the code is the date the store's dog was Employee of the Month, and the board you passed shows him under 07/2013. Enter 07-20-13 and open the safe; it counts only once opened.
Summary
A safe for Safecracker. It holds Supplements and Parts.
Report an issue
Before the second gap

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).

Greenplace MarketQuest step
Location
Jackson · Patrol – Go through the second gap in the kitchen and drop into the room beyond. Get past the clickers, use the Molotov Dina gives you, clear the last room of infected, then climb the rope over the vent to get out of the market.
Summary
The infected-filled supermarket on the patrol route.
Report an issue
Artifact: Eugene's Firefly PendantCollectible
Location
Jackson · Patrol – Ride with Dina through the blizzard to the library. Inside, break the glass into the Copy Center, then take the next door into the back room: you lift the pendant off the corkboard automatically as you walk in.
Summary
A story pickup that still counts as an Artifact.
Report an issue
Journal: Toy GiraffeCollectible
Location
Jackson · Patrol – Right after the pendant, turn right into the children's section and use the stuffed giraffe on the toy shelf. Take it on this run: picked up on a Chapter Select replay, it has failed to count for some players.
Summary
One of the 20 Journal Entries.
Report an issue
Trading Card: Laurent Foucault, CEO SPARKCollectible
Location
Jackson · Patrol – From the toy shelf, go back to the checkout counter; the storage room behind it, on the left, has the card on a table.
Summary
One of the 48 Trading Cards.
Report an issue
Artifact: Eugene's UltimatumCollectible
Workbench: LibraryArea
TinkererAchievement
Location
Jackson · Patrol – Fit one upgrade to any weapon at this workbench or any later one once you have enough Parts; the trophy pops as it is fitted. Pick up the Parts on this patrol even with optional rows hidden.
Summary
Trophy for your first weapon upgrade.
Trophies
  • Achievement · SteamTinkerer
  • Bronze · PlayStationTinkerer
Report an issue
Before you move the bookshelf

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.

Find the lodgeQuest step
Location
Jackson · The Chalet – Ride to the lodge and follow the cliff edge on foot to the fence. Squeeze through, go in by the sliding door, and head down through the kitchen to the basement. A long scene there ends the chapter.
Summary
A short walk to the lodge, with no pickups.
Report an issue
Artifact: WristwatchCollectible
Location
Jackson · Packing Up – In the bedroom upstairs, open the red box on the bed. The watch comes out of it as part of the story.
Summary
A story pickup that still counts as an Artifact.
Report an issue
Before you talk to Maria

Talking to Maria downstairs ends the act. Have the owl mug and guitar entries and the red box on the bed first.

Seattle Day 1: The Gate and Downtown

From the bus stop outside the city, over the walled gate, then the south and west of Downtown as far as Ruston Coffee.

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.

Trading Card: MotivatorCollectible
Location
Seattle Day 1 · The Gate – Shortly after the chapter opens on horseback, the path passes a bus stop. Get down and take the card from the bus stop's side panel.
Summary
One of the 48 Trading Cards, and on a full walk the fifth, so Starter Set unlocks here.
Trophies
  • Achievement · SteamStarter Set
  • Bronze · PlayStationStarter Set
Report an issue
Trading Card: The Starfire KidsCollectible
Location
Seattle Day 1 · The Gate – Ride on to the freeway and keep to its left side past the overpass until a construction trailer appears. The card is in the trailer's first room.
Summary
One of the 48 Trading Cards.
Report an issue
Artifact: Map of SeattleCollectible
Location
Seattle Day 1 · The Gate – In the same trailer, go through to the back room and open the desk drawer. If you ride past it, it turns up later in the generator trailer behind the wall.
Summary
One of the 127 Artifacts. Hold it before Downtown: Sightseer only counts the ten places once you have it.
Report an issue
Freeway and the outer gateQuest step
Location
Seattle Day 1 · The Gate – Back on the horse, follow the freeway to its dead end at the big walled gate, where a yard opens on the left with two trailers, a fenced guard hut and a truck in the far corner.
Summary
The freeway ends at a walled gate with no way through at ground level.
Report an issue
Journal: WLF Gate EntryCollectible
Artifact: Refugee NoteCollectible
Artifact: Infected InfographicCollectible
Before you climb the wall

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.

Trading Card: ChessmasterCollectible
Location
Seattle Day 1 · The Gate – From the truck in the far corner, climb to the cages and the ladder on the side of the wall, sprint-jumping the wider gaps. Once over the top, look left before taking the ladder down: a second ladder leads up to a lookout room, and the card is on its table.
Summary
One of the 48 Trading Cards.
Report an issue
Artifact: Isaac's OrdersCollectible
Artifact: Checkpoint Gate CodesCollectible
Location
Seattle Day 1 · The Gate – Climb back down the lookout ladder and the wall ladder. Break the window of the trailer straight ahead and search its desk drawer or filing cabinet for the sheet.
Summary
One of the 127 Artifacts, and the key to this stretch: it lists the main gate code 0512, East 2 as 5345 and West 2 as 0451. It only appears once the Map of Seattle is in your pack.
Report an issue
Artifact: Rooftop NoteCollectible
Location
Seattle Day 1 · The Gate – Start the generator behind the trailer and pick up its yellow cable. Before you plug it in anywhere, throw it at an angle over the trailer so it hangs down by the fence door, then climb it to the roof. The note is on the lawn chair under the loose pickups: take all of them.
Summary
One of the 127 Artifacts, on the roof of the code trailer.
Report an issue
Trading Card: OozerCollectible
Over the wall, open the gateQuest step
Location
Seattle Day 1 · The Gate – Climb down from the roof. Run the cable through the nearby door for the small inner gate, then throw it over the tall fence to the second trailer to power the main gate. Inside that trailer, type 0512 into the console.
Summary
The code sheet's main gate line opens the way for your companion and the horse.
Report an issue
Supplements and Parts: Gate WatchtowerUpgrade
Location
Seattle Day 1 · The Gate – Before riding on, turn round at the code console, smash the window behind it and climb out into a small back yard. Climb the watchtower there.
Summary
Supplements and Parts at the top of a watchtower that is easy to overlook.
Report an issue
Gate East 2 needs fuelQuest step
Location
Seattle Day 1 · Downtown – Ride on from the main gate. When the Serevena Hotel comes into view you get down at Gate East 2, the gate with the graffiti; try its generator. Inspect the writing on the right of the gate; it may add a journal entry. The open area lies west of here, and the map opens from now on.
Summary
The road to the Serevena Hotel is shut by another gate whose generator is dry. Fuel is to be found in Downtown, in the synagogue and the courthouse.
Report an issue
Artifact: FEDRA Census DocumentCollectible
Artifact: Bank Heist PlansCollectible
Location
Seattle Day 1 · Downtown, Westlake Bank – Head west into the open area to the Westlake Bank, the southernmost place on the map: the rightmost building between James St and Cherry St, left of where you came in. Go down through the collapsed front entrance and deal with the infected and Clickers in the hall. The note is in a satchel by a body in the dark side room at the vault.
Summary
One of the 127 Artifacts. It carries the vault combination 60-23-06.
Report an issue
Safe: Westlake Bank VaultOther
Location
Seattle Day 1 · Downtown, Westlake Bank – The vault door is next to the satchel. Enter 60-23-06, the code from Bank Heist Plans, and open it. Clear the bank first: a safe opened just before a death has been seen shut again.
Summary
One of the 14 safes. The vault holds the Pump Shotgun, a letter and the Antique Ring.
Report an issue
Pump ShotgunWeapon
Artifact: Bank Robber LetterCollectible
Artifact: Antique RingCollectible
So Great and SmallAchievement
Location
Seattle Day 1 · Downtown, Westlake Bank – Unlocks as you take the Antique Ring from the deposit box. Two infected walk into the hall as you leave the vault; sneak round them or fight.
Summary
Find the engraved ring.
Trophies
  • Achievement · SteamSo Great and Small
  • Bronze · PlayStationSo Great and Small
Report an issue
Artifact: Cache Hunter NoteCollectible
Artifact: Letter from IsaacCollectible
Training Manual: CraftingSkill
Location
Seattle Day 1 · Downtown, highway bridge – Make for the collapsed highway bridge north of here, between 6th Ave and 7th Ave. Climb the military truck beside it, jump across to the fire truck, take its hose and throw it off the bridge, then lower yourself and swing to the truck lying on its side below. The manual is inside. If you went to the courthouse first, it is in the courthouse basement office instead.
Summary
One of the 8 Training Manuals; it opens the Crafting skill tree. Take every manual on this run.
Report an issue
ApprenticeAchievement
Location
Seattle Day 1 · Downtown – As soon as you have enough Supplements, open the backpack, go to the skill trees and buy any skill. The Crafting tree you just opened is a good choice: its first skill teaches a recipe that Tools of the Trade needs later.
Summary
Buy your first player upgrade.
Trophies
  • Achievement · SteamApprentice
  • Bronze · PlayStationApprentice
Report an issue
Trading Card: Doctor UckmannCollectible
Location
Seattle Day 1 · Downtown, the ruins – From the bridge, go a block west to the larger ruins, the collapsed building left of the fire truck (third block from the left between Columbia St and Marion St). Take the stairs up, smash the window ahead, step out onto the balcony, leap across to the balcony on your right and keep climbing to the top.
Summary
One of the 48 Trading Cards, at the top of the ruins.
Report an issue
Trading Card: Das WortCollectible
Location
Seattle Day 1 · Downtown, Valiant Music Shop – Climb down from the ruins and walk to the Valiant Music Shop close by, between 5th Ave and 6th Ave. Go in by the front door; the card is in the drawer behind the till on the ground floor.
Summary
One of the 48 Trading Cards.
Report an issue
Artifact: WLF Community Supply Chest NoteCollectible
Location
Seattle Day 1 · Downtown, Madison St – Just north of the music shop, on Madison St, outdoor stairs have WLF painted on the wall beside them. Climb to the green supply chest at the top; the note is in a satchel by a body.
Summary
One of the 127 Artifacts. It hints that the Gate West 2 safe still uses the old West 2 gate code.
Report an issue
Artifact: Street DrawingCollectible
Location
Seattle Day 1 · Downtown, barricade checkpoint – Round the corner to the west, a checkpoint wall with guard posts on top crosses 5th Ave at Madison St. Climb the ladder on its north side and check the drawers of the guard posts; the drawing is in one of them.
Summary
One of the 127 Artifacts.
Report an issue
Journal: Street Drawing EntryCollectible
Workbench: Downtown Military TentArea
Location
Seattle Day 1 · Downtown, military tent – Climb down from the checkpoint. The big military tent stands right beside it, second block from the left between Marion St and Madison St; the workbench is inside.
Summary
One of the 25 Workbenches, and the only one in Downtown.
Report an issue
Safe: Gate West 2Other
Trading Card: FloCollectible
Artifact: WLF Safe House Supply NoteCollectible
Trading Card: Big BlueCollectible
Artifact: Pet Store KeyCollectible
Location
Seattle Day 1 · Downtown, Ruston Coffee – Head to the restroom at the back of the shop, weapon raised: an infected lunges as you walk in. The key is on the baby-changing table or in a stall.
Summary
One of the 127 Artifacts. It opens the back door of Barkos Pet Store.
Report an issue

Seattle Day 1: Downtown, the Pet Store to the Hotel

Barkos Pet Store and the waterfall truck, then the synagogue and the courthouse for the fuel, back through Gate East 2 and into the Serevena Hotel.

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.

Locked Room: Barkos Pet StoreOther
Location
Seattle Day 1 · Downtown, Barkos Pet Store – From Ruston Coffee, go back south to Barkos Pet Store, the building just east of the Valiant Music Shop (third block from the left between Marion St and Madison St). Walk down the alley to the delivery door at the back and unlock it with the Pet Store Key.
Summary
A shop locked from the street; the key from Ruston Coffee opens its delivery door.
Report an issue
Artifact: Join WLF Note (Downtown)Collectible
Location
Seattle Day 1 · Downtown, Barkos Pet Store – Go south from Ruston Coffee to Barkos Pet Store, just east of the music shop, and open the delivery door down the back alley with the Pet Store Key. The note sits on the copy machine inside.
Summary
One of the 127 Artifacts. A second Join WLF note turns up in a later chapter.
Report an issue
Recipe: Stun BombItem
Location
Seattle Day 1 · Downtown, Barkos Pet Store – At the back of the store on the right-hand side. Craft at least one Stun Bomb before you buy the skill that upgrades it into a Smoke Bomb. If it is not here, look for it on the courthouse's lower floor or in front of the hotel.
Summary
A throwable and its crafting recipe, one of the items Tools of the Trade wants crafted.
Report an issue
Long Gun Holster (Downtown)Weapon
Location
Seattle Day 1 · Downtown, Barkos Pet Store – On the counter on the left-hand side at the back of the store.
Summary
An extra holster slot, so one more firearm is ready without opening the backpack. Which holster you get may depend on what you already own.
Report an issue
Artifact: Note to InformantCollectible
Location
Seattle Day 1 · Downtown, waterfall truck – From the pet store, go north-east to the far north of the map between 6th Ave and 7th Ave, where water spills off the highway in a small waterfall. Open the back of the tagged truck standing in front of it; the note is on one of the soldiers' bodies.
Summary
One of the 127 Artifacts.
Report an issue
Artifact: Emergency Protocols MemoCollectible
Location
Seattle Day 1 · Downtown, synagogue – Head for the synagogue, the building with the big dome (second block from the left between Columbia St and Marion St). Go through the fence and take the ladder just inside it up to the two guard posts on the wall; the memo is in one of their drawers.
Summary
One of the 127 Artifacts.
Report an issue
Parts: Dome Ground FloorUpgrade
Location
Seattle Day 1 · Downtown, synagogue – Climb the scaffold in the back garden to get in, luring the infected there apart with a bottle or brick. The Parts lie on the shelves of the ground floor, mostly in the dark back half.
Summary
Parts spread over the synagogue's ground floor.
Report an issue
Synagogue: the gas tankQuest step
Location
Seattle Day 1 · Downtown, synagogue – From the guard posts, go round to the back garden and climb its scaffold into the building; a few infected roam the garden. Push the cart to the gate of the gas tank and pick up the can. Hop out of the fenced area, push the cart in and use it to climb to the upper floor. If you searched the courthouse first, the can came from there and this tank gives the fuel instead.
Summary
The synagogue's gas tank is empty, but on this route it gives you the empty can the generator fuel goes in.
Report an issue
Artifact: Rabbi Saunders' LetterCollectible
Journal: Hebrew Calendar EntryCollectible
Location
Seattle Day 1 · Downtown, synagogue – In the same office, look at the Hebrew calendar on the wall behind the desk and talk about it if a prompt appears. For some players the entry is added as soon as the letter is read.
Summary
One of the 20 Journal Entries.
Report an issue
SightseerAchievement
Location
Seattle Day 1 · Downtown, courthouse – Leave the synagogue and go north-west to the courthouse (third block from the left between Madison St and Spring St). Climb the ladder to the catwalk on its south side and enter through the window: with the other nine places circled, the trophy unlocks here. If it doesn't, check the map for a place still uncircled and walk to it before leaving Downtown.
Summary
Visit all the marked places in Downtown.
Trophies
  • Achievement · SteamSightseer
  • Silver · PlayStationSightseer
Report an issue
Supplements: Courthouse First RoomUpgrade
Location
Seattle Day 1 · Downtown, courthouse – Inside the window a Clicker wanders the first room. In the room straight ahead, behind it, the Supplements are on a table to the left.
Requires
Summary
Supplements on a table near the courthouse window.
Report an issue
Artifact: Plea to a FriendCollectible
Location
Seattle Day 1 · Downtown, courthouse – Deal with the infected and Clickers, then head downstairs and follow the dark corridor past the elevators. At its end, under the FEDRA sign, one of the bodies carries the letter.
Requires
Summary
One of the 127 Artifacts.
Report an issue
Artifact: Lt. Torres' Final MemorandumCollectible
Artifact: List of Known WLF AgitatorsCollectible
Safe: Courthouse OfficeOther
Courthouse garage fuelQuest step
Location
Seattle Day 1 · Downtown, courthouse – Leave the office and go down the elevator cable into the garage, where a fight waits. Fill the can at the gas tank on the garage's right side, then get out through the gate in the far corner.
Summary
The garage under the courthouse has a full tank, which fills the can from the synagogue.
Report an issue
Before you fuel Gate East 2

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.

Fuel the generator, open Gate East 2Quest step
Location
Seattle Day 1 · Downtown, Gate East 2 – Go back east to Gate East 2, where the chapter began. Pour the fuel into the generator and type 5345, the East 2 line of Checkpoint Gate Codes, at the gate while your companion starts the generator.
Summary
The fuel and the gate's code open the road to the hotel.
Report an issue
Parts: Hotel DrawerUpgrade
Location
Seattle Day 1 · Downtown, Serevena Hotel – Climb the fence on the left into the Serevena Hotel and deal with the infected on the ground floor. The Parts are in a drawer behind the reception, left of where you came in.
Summary
Parts behind the hotel reception.
Report an issue
Artifact: WLF Recruiter JournalCollectible
Location
Seattle Day 1 · Downtown, Serevena Hotel – Climb the fence on the left into the hotel grounds, clear the ground floor and go upstairs. Enter the room facing the stairs and go through it into the connecting bedroom, not out to the hallway. The journal is in the drawer under the TV, on the left.
Summary
One of the 127 Artifacts.
Report an issue
Trading Card: Know It AllCollectible
Before the hotel hallway

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.

Serevena HotelQuest step
Location
Seattle Day 1 · Downtown, Serevena Hotel – From the nightstand, step out into the upstairs hallway; the door straight across it starts a scene. Afterwards a broken balcony is your way out of the hotel. Ride on until your companion types in the next gate's code, and the chapter ends when your horse clears the second barricade, by a white RV.
Summary
The hotel is the last stop in Downtown.
Report an issue

Seattle Day 1: Eastbrook Elementary and Capitol Hill

Out of the school and its apartments, then through Capitol Hill's houses, motel, stores and trapped streets to the TV station.

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.

Artifact: Leah's NoteCollectible
Location
Seattle Day 1 · Eastbrook Elementary – When the chapter opens, pick up the shard of glass from the floor, cut yourself loose and take down the captor who has Dina. The note joins your artifacts when the scene ends: there's nothing to pick up.
Summary
One of two artifacts the opening scene of the chapter adds by itself.
Report an issue
Artifact: Leah's PhotographCollectible
Supplements and Parts: School CafeteriaUpgrade
Location
Seattle Day 1 · Eastbrook Elementary – Two soldiers rush you first, then a larger group waits in the hallway past the next door, with rooms on both sides. Beyond it is a courtyard of tall grass with more soldiers: crawl through the grass to pick them off. Before you climb to the roof above the courtyard, cross to the cafeteria on the far side and search it.
Summary
Supplements and Parts in the school cafeteria, just before the roof.
Report an issue
Parts: School RooftopUpgrade
Location
Seattle Day 1 · Eastbrook Elementary – Climb to the roof from the courtyard. The Parts are on the right-hand side of the roof, where Dina calls out to you.
Summary
Parts lying out on the school roof.
Report an issue
Artifact: Isaac's MandateCollectible
Location
Seattle Day 1 · Eastbrook Elementary – Deal with the two soldiers who rush in, the group in the hallway past the next door and the soldiers in the grassy courtyard, then climb to the roof above the courtyard. A few more soldiers come across the roof: hide among the solar panels and take them as they pass. Go through the door at the far end of the roof; the document is on a table on your right inside.
Summary
A document left on a table in the first room past the school roof.
Report an issue
Trading Card: CardioCollectible
Location
Seattle Day 1 · Eastbrook Elementary – The door at the end of the hallway past the document room is locked. Leave through the window grate on the right and jump across to the apartment balcony on your right. Inside, the card is in the drawer of the nightstand in the bedroom.
Summary
One of the 48 Trading Cards, in the first apartment you reach from the school.
Report an issue
Parts: Second Apartment ClosetUpgrade
Location
Seattle Day 1 · Eastbrook Elementary – Follow Dina into the neighbouring apartment and look in the bedroom closet. Leave the door on the right for last: going through it starts a scene.
Summary
Parts in the bedroom of the next apartment.
Report an issue
Escape the schoolQuest step
Location
Seattle Day 1 · Eastbrook Elementary – From the bedroom with the Cardio card, follow Dina into the neighbouring apartment and open the right-hand door. The scene behind it ends the chapter.
Summary
Break free, fight out of the school and leave through the apartments beside it.
Report an issue
Trading Card: Kinnard, Esq.Collectible
Location
Seattle Day 1 · Capitol Hill – As the chapter starts among the houses, go right through the gap in the fence to the first house on the right, with a 3 above its door. Walk round its right side to the front door, then open the drawer of the small table beside the seats in the living room.
Summary
One of the 48 Trading Cards, in the first house of the block where Capitol Hill starts.
Report an issue
Artifact: Chevy's ApologyCollectible
Location
Seattle Day 1 · Capitol Hill – From house 3, make your way to the outdoor pool nearby. The building beside it has a 6 on its door: go upstairs, and the note lies on the bed in the bedroom. If no prompt shows, circle the bed until it does. On harder settings an infected may be waiting upstairs, so have a close-range weapon ready.
Summary
A note on a bed upstairs in house 6, beside the outdoor pool.
Report an issue
Supplements: Motel Open RoomUpgrade
Location
Seattle Day 1 · Capitol Hill – Head on to the Capitol Inn motel. One room on the ground floor has its door open; the Supplements are in its bathroom.
Summary
Supplements in the one ground-floor motel room whose door stands open.
Report an issue
Trading Card: RockafellaCollectible
Location
Seattle Day 1 · Capitol Hill – From house 6, head on to the Capitol Inn motel. The ground-floor room next to the one with the open door is locked: go through the open room and out of its window, or round by the alley on the left of the motel, and climb in through the locked room's back window. The card is on the floor.
Summary
One of the 48 Trading Cards, in a locked ground-floor room of the Capitol Inn.
Report an issue
Artifact: Raul's Olive BranchCollectible
Location
Seattle Day 1 · Capitol Hill – A green dumpster stands to the right of the motel. Grab it and drag it under the white balcony on the side of the building, not to the fence yet, then climb it onto the balcony and go in. The note is in the kitchen drawer beside the fridge.
Summary
A note in the motel apartment reached from the balcony.
Report an issue
Recipe: Trap MineItem
Location
Seattle Day 1 · Capitol Hill – In the same apartment, lying on the bed under the red-and-white bedspread. Craft at least one Trap Mine during this run.
Summary
Teaches the Trap Mine, one of the crafts Tools of the Trade needs.
Report an issue
Before you climb the motel fence

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.

Apartments and the Capitol InnQuest step
Location
Seattle Day 1 · Capitol Hill – Drop back down from the balcony to Dina. Push the green dumpster against the fence beside the motel and climb over.
Summary
Search the houses and the motel, then climb the fence beside the motel.
Report an issue
Workbench: Gas Station GarageArea
Location
Seattle Day 1 · Capitol Hill – Over the fence, follow the street all the way to its left end and the gas station. Four WLF soldiers patrol around it: deal with them before you use the bench. The workbench is in the garage.
Summary
A workbench in the garage of the gas station.
Report an issue
Artifact: Rebecca's Tip OffCollectible
Location
Seattle Day 1 · Capitol Hill – From the gas station, cross to the bookstore beside it. In the side room at the back, the note lies behind the counter with the till.
Summary
A note behind the counter in the bookstore's back room.
Report an issue
Training Manual: StealthSkill
Location
Seattle Day 1 · Capitol Hill – Same room, on the desk across from the counter, beside a typewriter. Take it on this run: a manual picked up on a Chapter Select replay may not count.
Summary
Opens the Stealth skill tree. Its first skill teaches the Silencer, another craft Tools of the Trade needs.
Report an issue
Trading Card: Doctor StemCollectible
Location
Seattle Day 1 · Capitol Hill – Open the white door marked Exit in the bookstore, ready for a fight: infected and Clickers break through. Where they came from, past the bathrooms, the card sits on a chest between two chairs, by a record player.
Summary
One of the 48 Trading Cards, in the dark part of the bookstore behind its Exit door.
Report an issue
Before you drop to the lower stores

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.

Trading Card: Sergeant FrostCollectible
Location
Seattle Day 1 · Capitol Hill – Follow the street on from the bookstore until you have to drop down (stairs lead down too). Three stores face you: the Olive Street Market with infected inside, and the Bank of Meridian and Bagel Bros, both held by soldiers. Clear them, or draw both groups together so they thin each other out. The card is in a locker at the back of the market.
Summary
One of the 48 Trading Cards, in a locker in the Olive Street Market.
Report an issue
Before you leave by the Bagel Bros upper floor

Take the Sergeant Frost card from the market lockers first. The way on is a drop from the bagel store's top floor.

Trading Card: CandelabraCollectible
Location
Seattle Day 1 · Capitol Hill – Go up to the top floor of Bagel Bros, deal with the soldier there and drop to the street beyond. Turn right, help Dina up and climb after her, then go left: a Clicker charges and blows itself up on a trip wire. The card is in the liquor store there, on the corner shelf by the ATM.
Summary
One of the 48 Trading Cards, in the liquor store where the trip wires begin.
Report an issue
Artifact: Tower DoodlesCollectible
Location
Seattle Day 1 · Capitol Hill – Go on past two infected waiting behind trip wires and through the gate. Don't slide down the muddy slope yet: look right for a ladder and climb it to the lookout tower. The document is at the top.
Summary
A drawing at the top of a lookout tower beside the muddy slope; easy to walk past.
Report an issue
Before you slide down the muddy slope

Climb the ladder to the lookout tower and take Tower Doodles first. A manual save here is a good idea.

Lower stores and the tripwire streetQuest step
Location
Seattle Day 1 · Capitol Hill – From the lookout tower, climb back down the ladder and slide down the muddy slope.
Summary
Through the stores held by soldiers and infected, along the trapped street and down the muddy slope.
Report an issue
Artifact: Raul's AccountCollectible
Location
Seattle Day 1 · Capitol Hill – At the bottom of the slope, keep to the left-hand path. Cross the river and head up toward the broken highway: the document is in the back of the FEDRA truck parked under it.
Summary
A document in the back of a FEDRA truck below the slope.
Report an issue
Artifact: Fran's RefusalCollectible
Location
Seattle Day 1 · Capitol Hill – Follow the path on past the scene with the horse to a street full of trip wires and bodies; throw bricks or bottles to set the wires off. The first building on the right is a martial arts school, and the note hangs on the noticeboard in its main room.
Summary
A note pinned up in the martial arts building on the trapped street.
Report an issue
Workbench: Martial Arts BuildingArea
MechanistAchievement
Location
Seattle Day 1 · Capitol Hill – Buy all of one weapon's upgrades at this workbench or any later one once you have enough Parts; the trophy pops with the last one. The Pump Shotgun costs the least to finish. Pick up Parts as you go, even with optional rows hidden.
Summary
Buy every upgrade for one weapon.
Trophies
  • Achievement · SteamMechanist
  • Silver · PlayStationMechanist
Report an issue
Trading Card: BizarrebraCollectible
Location
Seattle Day 1 · Capitol Hill – The next building along the street is the Well Wishes Store and Donation Center. The card is on a bookshelf on the left, in the children's section.
Summary
One of the 48 Trading Cards, in the Well Wishes store's children's section.
Report an issue
Artifact: Thrift Store ReminderCollectible
Location
Seattle Day 1 · Capitol Hill – In the same store, go through the door marked Do Not Enter, Well Wishes Employees Only, and turn right. The note hangs on the noticeboard near the vending machines.
Summary
A staff note that gives the clue to the store's safe.
Report an issue
Safe: Well Wishes StoreOther
Location
Seattle Day 1 · Capitol Hill – The reminder says the code is the last six digits of Staci's phone number, which is written on the wall of the next room (the bathroom): 55-01-33. The safe is in the back room beside it, and a Clicker may lurk at its door. Enter the code and open the safe; finding it isn't enough.
Summary
The safe in the store's back room, with Supplements inside or beside it.
Report an issue
Before you climb the stairs to the TV station

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.

Seattle Day 1: Channel 13 to The Birthday Gift

Into the Channel 13 TV station and out through the tunnels, then the theater and the museum.

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.

Parts: Channel 13 VanUpgrade
Location
Seattle Day 1 · Channel 13 – At the top of the stairs from the Well Wishes store, the Channel 13 News van is parked straight ahead, to the right of the station. Check its back before you climb up to the building.
Summary
Parts in the news van outside the station.
Report an issue
Supplements: Before the Air DuctUpgrade
Location
Seattle Day 1 · Channel 13 – Climb to the raised terrace and go in by the rope that hangs out of a window. Follow the hallway to the end of the floor: they're in the side room behind the door there, just before the air duct.
Summary
Supplements in a side room on the station's first floor.
Report an issue
Parts: Control BoothUpgrade
Location
Seattle Day 1 · Channel 13 – Crawl through the duct and drop into the newsroom, where bodies hang from the ceiling. The control booth is on your left as you land; the parts lie on its floor.
Summary
Parts on the floor of the newsroom's control booth.
Report an issue
Trading Card: KimimelaCollectible
Location
Seattle Day 1 · Channel 13 – Up the stairs from the Well Wishes store, climb to the station's raised terrace and go in by the rope from the window. Follow the hallway to the air duct at its end and crawl through into the newsroom. Take the stairs up, edge along the narrow ledge outside the building, then go to the office at the far end: the card is on the desk.
Summary
One of the 48 Trading Cards, in an office past the outside ledge.
Report an issue
Into the TV stationQuest step
Location
Seattle Day 1 · Channel 13 – From the card's office, go through the door with a body lying in front of it and up to the next floor. Open the glass door there; a scene plays.
Summary
The search through the station ends at a glass door on the floor above.
Report an issue
Artifact: Dad's Pep TalkCollectible
Location
Seattle Day 1 · Channel 13 – After the scene, search the offices on this floor: the note lies on a couch in the last office on the right (it may be on a chair). Pick it up only after the scene: taken before it, it has failed to count for some players.
Summary
A note left in an office on the station's upper floor.
Report an issue
Before you drop out of the wall

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.

Escape to the tunnelsQuest step
Location
Seattle Day 1 · Channel 13 – Hop out through the opening in the wall and take the stairs down to the newsroom. Move from cover to cover to the open door at the back, or simply run: nothing is left to collect. Outside, keep sprinting downhill past the soldiers above until you reach the tunnel entrance.
Summary
The station is now full of WLF soldiers; get down through the newsroom and out to the tunnel entrance.
Report an issue

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.

Subway station and the trainQuest step
Location
Seattle Day 1 · The Tunnels – Squeeze through the rubble down to the platform, with infected on the left and soldiers on the right. Throw a bottle or a brick to set the two groups on each other and deal with whoever is left, then open the train door at the end of the platform together with Dina.
Summary
Soldiers and infected share the first platform; let them fight, then get into the train.
Report an issue
Artifact: Subway NoteCollectible
Trading Card: The ImpCollectible
Location
Seattle Day 1 · The Tunnels – Leave the carriage and crawl under the train. Turn left, not toward the red glow, to the blue train: the card lies against its side among bin bags. Turn on the flashlight and walk close along the train until the pickup prompt shows.
Summary
A card hidden by a blue train, easy to walk past.
Report an issue
Workbench: Tunnels Storage RoomArea
Location
Seattle Day 1 · The Tunnels – Go through the doorway lit red and climb the ladder. Leave the yellow cable on the floor for now and step into the side room on the right: the workbench is there.
Summary
The chapter's one workbench, in a side room at the top of a ladder.
Report an issue
Before the rope swing

Take the Subway Note, The Imp card and the workbench before you throw the cable and swing across.

Supplements: After the Rope SwingUpgrade
Location
Seattle Day 1 · The Tunnels – Pick up the yellow cable, throw it over the pipe and swing across to the raised area. They're on the floor of the room on the right.
Summary
Supplements in the room past the swing.
Report an issue
Shambler rooms and the officesQuest step
Location
Seattle Day 1 · The Tunnels – From the workbench, throw the yellow cable over the pipe and swing across, go through the room on the right and crawl through the gap in the wall. Drop down on the right and kill both Shamblers: Trap Mines, then headshots with the shotgun or the Revolver. The office block lies past the chain door.
Summary
Two Shamblers wait in the rooms past the rope swing, with an office block beyond.
Report an issue
Journal: Shambler EntryCollectible
Location
Seattle Day 1 · The Tunnels – Once every enemy in these rooms is dead, stand over a Shambler's body and use the prompt.
Summary
A journal entry about the new infected, written at a dead Shambler.
Report an issue
Trading Card: Dr. Daniela StarCollectible
Location
Seattle Day 1 · The Tunnels – Go through the chain door at the back left and along the corridor to the first blue door on the right. Crawl under the table at the back right of the room and through the hole in the fence: the card is on the table inside the cage.
Summary
A card inside a fenced cage in the first office.
Report an issue
Artifact: Whittled StatueCollectible
Artifact: Soda Can NoteCollectible
Location
Seattle Day 1 · The Tunnels – In the same room, smash the glass front of the Special Cola machine: the note is on a can inside. The keypad door on the left of the break room opens with 15243; open it on any run, since it costs only the code and it may count toward the safes.
Summary
A note on a soda can, with the start of the locker room code.
Report an issue
Artifact: Locker Room NoteCollectible
Locked Room: Tunnels Locker RoomOther
Before the metro station

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.

Supplements: Behind the Blue TrainUpgrade
Location
Seattle Day 1 · The Tunnels – Leave the break room, drop into the next large room and clear the infected there, then go through the right-hand door into the metro station. Pass through the nearest blue train and check the space behind it.
Summary
Supplements behind the first blue train in the metro station.
Report an issue
Trading Card: BastetCollectible
Location
Seattle Day 1 · The Tunnels – Past the break room, drop into the next large room, clear the infected there (Shamblers again) and take the right-hand door into the metro station full of wrecked trains. Before you climb the big red box, crawl under the train to its left: the card is inside that carriage.
Summary
A card inside a toppled carriage in the metro station.
Report an issue
Artifact: Subway Station NoteCollectible
Metro station and the runQuest step
Location
Seattle Day 1 · The Tunnels – Go down the ramp, help Dina up and wait while she gives you a way to climb after her, then follow the path to a scene. When it ends, run with Dina away from the infected and out through the turnstile to the street; another scene follows.
Summary
A scene further down the line sets the infected loose; run with Dina for the street.
Report an issue

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.

Trading Card: MortemCollectible
Location
Seattle Day 1 · The Theater – After the scene, walk straight ahead to the counter at the back of the lobby. Smash the glass display behind it, the one furthest right, and take the card from the bottom shelf.
Summary
A card in a glass display behind the lobby counter.
Report an issue
Artifact: Program for CassandraCollectible
Artifact: Lone FEDRA Soldier Journal #1Collectible
Location
Seattle Day 1 · The Theater – The main door on the right of the lobby is locked for now, so go upstairs. On the balcony across from the bar, the journal is on the coffee table next to a makeshift tent. The two journals' numbers may be the other way round; you take both on this floor either way.
Summary
The first of two journals left by a soldier who camped in the theater.
Report an issue
Trading Card: BeyondCollectible
Location
Seattle Day 1 · The Theater – From the bar, follow the first hallway to its very end: the card is on the floor by the couches piled against a door. Take it on this run: picked up on a Chapter Select replay, it has failed to count for some players.
Summary
A card at the end of the upstairs hallway.
Report an issue
Power the theaterQuest step
Location
Seattle Day 1 · The Theater – Go through the staff door beside the bar and the stairs into the Projection Room. Follow the yellow cable out of the window, climb up to the roof and start the generator in the small utility room.
Summary
The projection room is dark; a generator on the roof brings the power back.
Report an issue
Artifact: Lone FEDRA Soldier Journal #2Collectible
Location
Seattle Day 1 · The Theater – Climb back down into the Projection Room, now with the lights on: the journal lies on top of the radio. It may instead be by the laptop on the desk.
Summary
The second soldier's journal, in the Projection Room.
Report an issue
Artifact: The Sick Habit Flyer / Set ListCollectible
Location
Seattle Day 1 · The Theater – Go back down to the lobby and unlock the main door on the right with the keys. Walk down to the stage: the flyer lies on the box in the middle of it.
Requires
Summary
A band's flyer and set list left on the stage.
Report an issue
Before you open the curtain

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.

Journal: T-Rex EntryCollectible
Before you dive

Write the nameplate entry before you climb the dinosaur and dive into the water.

Looks Good On YouAchievement
Location
Seattle Day 1 · The Birthday Gift – Climb the dinosaur, dive in and follow Joel into the museum. Take the hat from the gift shop on the right of the entry hall, put it on the two dinosaur skeletons nearest the door of the big exhibition hall (one each side), then on Joel: the trophy pops once he wears it.
Summary
A trophy for putting a hat on your companion.
Trophies
  • Achievement · SteamLooks Good On You
  • Bronze · PlayStationLooks Good On You
Report an issue
Trading Card: The NighthawkCollectible
Journal: Space Capsule EntryCollectible
Before the helmet

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.

Museum hallsQuest step
Location
Seattle Day 1 · The Birthday Gift – Take the helmet on the left and climb into the capsule; a scene plays. Afterward, let Joel get the next door open, dive into the water and let him boost you up through a window into the Natural History Center, then find the way to open the door for him.
Summary
The space capsule, then a swim across to the Natural History Center.
Report an issue
Trading Card: SauraCollectible
The chapter ends soon

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.

Artifact: Note by the Butterfly DisplayCollectible
Location
Seattle Day 1 · The Birthday Gift – From the elk hall, head into the unlit side room to your left and squeeze through the gap low in its wall. The note lies beside a body, near the butterfly display.
Summary
A handwritten note in a dark side room of the Natural History Center.
Report an issue

Seattle Day 2: Hillcrest

Through the shops and back yards of Hillcrest, from the first stores to the car escape.

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.

Trading Card: WachumeroCollectible
Location
Seattle Day 2 · Hillcrest, first stores – The chapter opens in the theater: go up to the Projection Room, and after the scene you arrive in Hillcrest. Turn around at once and drop into the muddy ditch behind you. Climb onto the pickup's load bed, smash the window and take the card from the cab.
Summary
One of the 48 Trading Cards, in a pickup truck in the ditch behind the start.
Report an issue
Supplements: Natural RemediesUpgrade
Location
Seattle Day 2 · Hillcrest, first stores – Natural Remedies is the second building on the left of the street. Check the shelf behind the counter and the one on the right; more sit in the bathroom, reached through the broken wall from the back yard.
Summary
Supplements in the herbal store on the first street.
Report an issue
Artifact: Join WLF NoteCollectible
Workbench: Rosemont CellarArea
Artifact: Boris' Daughter's DrawingCollectible
Location
Seattle Day 2 · Hillcrest, first stores – In the same cellar, on the small table to the left of the workbench, next to a cot.
Summary
A child's drawing in the Rosemont cellar.
Report an issue
Hillcrest first storesQuest step
Location
Seattle Day 2 · Hillcrest, first stores – Climb out of the Rosemont cellar and walk to the wrecked truck at the end of the street. Climb over it: a short scene shows WLF soldiers driving off in a jeep.
Summary
The first street of shops ends at a wrecked truck; climbing it opens the second block.
Report an issue
Journal: WLF BannerCollectible
Location
Seattle Day 2 · Hillcrest, second stores – Jump down from the truck. The first building ahead is Ruston Coffee: on the wall to its left hangs the WLF rules banner on a blue tarp, sprayed over with orange anti-WLF graffiti. Inspect it.
Summary
A journal entry written at a defaced WLF banner.
Report an issue
Artifact: Need a Plan NoteCollectible
Location
Seattle Day 2 · Hillcrest, second stores – From Ruston Coffee, turn left (the opposite way from the dirty puddle where the jeep drove off) and follow the overgrown road to its end. Climb the dumpster there and smash the window to the left of Caroline Paper Co.'s boarded door. The note lies on the middle table of the shop (it may be in a drawer).
Summary
A note in a paper shop at the end of an overgrown road.
Report an issue
Trading Card: Sahir the SorcererCollectible
Artifact: Yolanda's NoteCollectible
Before the ladder behind the bookstore

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.

Ladder behind the shops, dog encounterQuest step
Location
Seattle Day 2 · Hillcrest, second stores – Go through the gap in the bookstore's wall to the back of the shops and climb the ladder to the roof, then drop into the building below. Soldiers and a dog patrol the area beyond: keep moving so the dog loses your scent, and use the tall grass and the gaps between buildings to thin them out or slip past. Nothing here needs collecting. Leave through the big red doors marked Exit.
Summary
WLF soldiers with a dog hold the yard past the roof; the goal is the red doors on the far side.
Report an issue
Workbench: Hillcrest Bicycle StoreArea
Location
Seattle Day 2 · Hillcrest, bicycle store – Past the red doors, open the fenced gate on the left so the green dumpster rolls out. Push it up the slope to the garage quickly, before it rolls back down, and climb it onto the garage roof. Drop down and climb up through the hole in the wall into the bicycle store: the workbench is straight ahead, under hanging bicycles.
Summary
The chapter's second workbench, in a bicycle store reached over a garage roof.
Report an issue
Trading Card: Naledi the YouthfulCollectible
Location
Seattle Day 2 · Hillcrest, bicycle store – Same room as the workbench: turn right to the dark corner at the back. The card is under a white child's bike there (it may be resting on its back wheel).
Summary
One of the 48 Trading Cards, in a dark corner of the bicycle store.
Report an issue
Artifact: Condolence NoteCollectible

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.

Artifact: Note in Hillcrest Tattoo ParlorCollectible
Location
Seattle Day 2 · Hillcrest, shop street – Leave the bicycle store by its front door. Velvet Tattoo is right next door on the left; the note is on the metal table in its back office.
Summary
A note in the tattoo parlor's back office.
Report an issue
Safe: Hillcrest Auto RepairOther
Location
Seattle Day 2 · Hillcrest, shop street – Go into the back alley behind Velvet Tattoo, where a green dumpster blocks a green door. Pull the dumpster clear and open the door ready to fight: infected rush out. Throw a Molotov or use the shotgun straight away, or run and come back once the room has emptied. Kill them before you touch the safe, then enter 30-82-65 and open it; finding it isn't enough. The code is also written on Dale's Combo, a note in the bar kitchen further along this street.
Summary
One of the 14 safes, in a workshop full of infected. It holds the short gun holster (or whichever holster you don't have yet) and Parts.
Report an issue
Supplements and Parts: Goldstar Liquor CellarUpgrade
Location
Seattle Day 2 · Hillcrest, shop street – Goldstar Liquor is the first building on the right. Drop into its cellar at the back and kill the two Shamblers. Parts sit in a small shelf on the left and on a table on the right; the Supplements are in the basement bathroom.
Summary
Supplements and Parts in the liquor store's cellar, where two Shamblers wait.
Report an issue
Training Manual: PrecisionSkill
Location
Seattle Day 2 · Hillcrest, shop street – Return to the shop street. Goldstar Liquor is the first shop on your right as you come out of the bicycle store; drop into its dark cellar at the back. Two Shamblers lurk there: kill them or slip past. Head toward the light, crawl through the gap in the broken wall and climb the broken stairs to the nursery above: the manual is on the floor beside a dead infected. Manuals come in a set order, so if you missed an earlier one, that one lies here instead. Take it on this run: a manual picked up on a Chapter Select replay may not count.
Summary
One of the 8 Training Manuals; it opens the Precision skill tree.
Report an issue
Artifact: Turn in Boris NoteCollectible
Location
Seattle Day 2 · Hillcrest, shop street – Drop out of the nursery window to the street and go into the Pet Boutique, the second building on the right with the police car outside. Deal with the infected inside, then smash a window at the back into the staff-only grooming room: the note is on the sink on the right. The noise may draw a Shambler from the bar next door.
Summary
A note in the pet shop's grooming room.
Report an issue
Artifact: Dale's ComboCollectible
Location
Seattle Day 2 · Hillcrest, shop street – Back where you entered the Pet Boutique, a hole in its left-hand wall leads into a bar. In the kitchen at the back, under an Exit sign, the note is pinned to the wall by the sink.
Summary
A note in a bar's kitchen, with the Auto Repair safe's code.
Report an issue
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.

Shop street and backyardsQuest step
Location
Seattle Day 2 · Hillcrest, back yards – Leave the bar by its kitchen exit and climb the outside stairs behind it. At the top you spot black smoke in the distance, which marks the way. Head toward it and jump the fence into a back yard.
Summary
From the shop street up the stairs behind the bar and over a fence into the back yards.
Report an issue
Trading Card: BrainstormCollectible
Artifact: Boris' ConfessionCollectible
Artifact: Rosemont's FlyerCollectible
BowWeapon
Location
Seattle Day 2 · Hillcrest, back yards – From the kitchen, squeeze through the gap in the wall into the garage: a fast new kind of infected, a Stalker, grabs you at once. Break free, keep dodging and kill it, then take the Bow from its body. If you walk out without it, turn back from the practice targets outside the garage door: it is still there.
Summary
One of the 12 weapons for High Caliber, taken from an infected that ambushes you. It comes with the arrow recipe.
Report an issue
Before you jump the fence past the targets

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.

Trading Card: ReverbCollectible
Location
Seattle Day 2 · Hillcrest, big street – Open the garage door, try the Bow on the practice targets if you like, then jump the wooden fence into a long street patrolled by WLF soldiers and dogs. Clear it, using the tall grass and the Bow. Go into the final house along the street's right-hand side (number 1214) and up the stairs. On the upper landing, squeeze through the broken wall on the right into the bedroom, go prone and crawl under the bed: the card is beneath it.
Requires
Summary
One of the 48 Trading Cards, hidden under a bed in a house on the big street.
Report an issue
Before you drop to the street

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.

Car escapeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · Hillcrest, big street – From house 1214, go past the gazebo and through the green shed into the burnt-out houses, staying in the tall grass. A few houses on, smoke grenades and soldiers charging down the stairs start an open fight. Win it, go up the stairs and jump out of the window to the street: a scene plays and Jesse joins you. Take out the soldiers with him and get in the car, then shoot the soldiers and infected chasing you while he drives. The chapter ends.
Summary
A scene at street level brings help and a car; shoot from it to get away.
Report an issue

Seattle Day 2: Finding Strings to St. Mary's Hospital

A mountain flashback, the long way from the theater to the hospital, then a short hospital flashback.

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.

Journal: Overlook on the Mountain TrailCollectible
Location
Seattle Day 2 · Finding Strings – When the chapter opens on the mountain, don't follow Tommy yet: turn right, walk to the edge of the cliff with the view over the peaks and use the prompt there.
Summary
A journal entry about the mountain view, at the very start of the flashback.
Report an issue
Rifle lesson and the rideQuest step
Location
Seattle Day 2 · Finding Strings – Go up the slope after Tommy and take his rifle. Clear the infected at all three spots from long range, using the reticle's range marks, then head down to the big building to meet Joel. After the scene, get on your horse and follow him until you both get down and go on foot.
Summary
Tommy lends you his scoped rifle to clear infected from a distance, then you ride out with Joel.
Report an issue
Trading Card: The AustringerCollectible
Location
Seattle Day 2 · Finding Strings – On foot, walk to the end of the road, where a red trailer marked U-Move stands. Get past it: the card is inside the car sunk in the hole where the road breaks off, just before the water.
Summary
One of the 48 Trading Cards, in a wrecked car where the road gives out.
Report an issue
Before you crawl into the hotel

Take The Austringer card before you crawl under the beams into the hotel.

Hotel shortcutQuest step
Location
Seattle Day 2 · Finding Strings – From the card, go to the hotel entrance and wait while Joel props up the fallen beams. Crawl under them, open the door for him and follow him in until you both put masks on for the spores.
Summary
The road is broken, so the way on cuts through a hotel.
Report an issue
Artifact: Tara's InvitationCollectible
Location
Seattle Day 2 · Finding Strings – In the spore-filled corridor, read the blue number plaques beside the doors and go into room 107. Facing you as you enter is a wooden cupboard with the invitation on top. Take it before the first group of infected.
Summary
An invitation left in one of the hotel rooms.
Report an issue
Before room 105

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.

Bloater: HotelBoss
Location
Seattle Day 2 · Finding Strings – Clear the infected past room 105's broken wall, then squeeze through the gap on the left by the exit: a Bloater bursts out. Keep your distance, grab the supplies nearby and empty your weapons into it until the fight ends with Joel stepping in. Follow him through the next doors to the scene that closes the chapter.
Summary
A Bloater that ambushes you at the end of the flashback.
Report an issue

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.

Trading Card: Randy StylesCollectible
Location
Seattle Day 2 · The Seraphites, Quickmart – When the flashback ends you are back at the theater. Leave by the revolving door and follow the path into the Quickmart supermarket. The card is on the shelf beside the cash registers.
Summary
One of the 48 Trading Cards, in the Quickmart.
Report an issue
Artifact: WLF Target ListCollectible
Location
Seattle Day 2 · The Seraphites, Kingsgate Brewing – Leave the Quickmart by its far side: Kingsgate Brewing Co. is the next building on the left. Break a window to get in and kill the infected inside. One of them, a runner, drops the list: search the bodies until you find it.
Summary
A list carried by one of the infected in Kingsgate Brewing Co.
Report an issue
Journal: Blood WritingCollectible
Location
Seattle Day 2 · The Seraphites, Conference Center – From the brewery, go on to the Conference Center, the last building on the corner to your right with a white van outside. Inspect the writing in blood on the back wall of the lobby.
Summary
A journal entry about words smeared in blood in the Conference Center lobby.
Report an issue
Trading Card: ShiftCollectible
Location
Seattle Day 2 · The Seraphites, Conference Center – From the blood-smeared wall, turn left into the elevator shaft and climb its ladder one floor. Smash the windows, then throw the brick and bottles lying on this floor at the glass roofs outside until they shatter. Stand at the leftmost window, throw the rope over the roof, climb it and swing into the locked room. The card is on the couch on the right.
Summary
One of the 48 Trading Cards, in a locked room you reach by rope.
Report an issue
Artifact: Last Letter to HusbandCollectible
Stores and the Conference CenterQuest step
Location
Seattle Day 2 · The Seraphites – With the rope room done, head back out to the street and keep to the main road until it runs under an overpass.
Summary
The first stretch toward the hospital ends once the Conference Center is behind you.
Report an issue
Artifact: Evacuation LetterCollectible
Location
Seattle Day 2 · The Seraphites, apartment block – Just past the overpass, turn left to a long apartment block whose front door is shut. Climb the parked truck in front of it and get onto the roof of the overhang, then jump to the neighbouring balcony and smash its window to get into the locked flat. The letter is on the kitchen table.
Summary
A letter in a locked flat; it hints at the code of the safe next door.
Report an issue
Safe: Apartment Past the OverpassOther
Trading Card: Star SignCollectible
Workbench: Apartment KitchenArea
Location
Seattle Day 2 · The Seraphites, apartment block – Go back through the flat and out to the hallway, then into the flat straight across it on the same floor: the workbench is in its kitchen. Have a shotgun or a melee weapon ready before you use it, because soldiers burst out of the locked bedroom as soon as you do. Kill them all.
Summary
The chapter's first workbench; using it sets off an ambush.
Report an issue
Training Manual: ExplosivesSkill
Location
Seattle Day 2 · The Seraphites, apartment block – Once the soldiers are dead, go into the bedroom they came out of: the manual lies on the bed. Take it on this run: a manual picked up on a Chapter Select replay may not count. If you skipped an earlier manual, this bed holds that one instead.
Summary
One of the 8 Training Manuals; it opens the Explosives tree, which teaches the Explosive Arrows recipe that Tools of the Trade needs.
Report an issue
Artifact: WLF Deserter LetterCollectible
SpecialistAchievement
Location
Seattle Day 2 · The Seraphites – Open the backpack's skill trees whenever you have enough Supplements and buy all the skills of one tree: the trophy pops with the last. Crafting and Explosives cost the least to finish. Pick up Supplements as you go, even with optional rows hidden.
Summary
Buy every skill in one skill tree.
Trophies
  • Achievement · SteamSpecialist
  • Silver · PlayStationSpecialist
Report an issue
Before the dumpster climb

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.

Journal: Hospital ViewCollectible
Location
Seattle Day 2 · The Seraphites – Leave the apartment block and get over the gate past it (a bin or the red container gives you the height), then take the orange door at the far end. In the room beyond, shove the dumpster up the slope, let it go and run to pull the door chain so it rolls out, then climb the wall from it. Go up the steps: a short scene shows the hospital and the entry is written for you.
Summary
An automatic journal entry when the hospital first comes into sight.
Report an issue
Trading Card: Arch-EnemyCollectible
Location
Seattle Day 2 · The Seraphites, Seattle Conference Center – After the scene, break the big glass front of the building beside you. The drop to the ground floor would kill you, so jump to the scaffold and work your way down it. At the bottom, go round behind the scaffold to a concrete ledge under two windows; break one with a bottle, a brick or a shot and climb into the locked room. The card is in the right-hand desk drawer.
Summary
One of the 48 Trading Cards, in a locked room on a conference center's ground floor.
Report an issue
Before the offices

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.

Parts: Sewer RoomUpgrade
Location
Seattle Day 2 · The Seraphites, sewer – Once the current has washed you into the sewer, dive under the half-broken bars on the left; the Parts are on a shelf in the room behind them. Something may be waiting in there, so go in ready.
Summary
Parts in a room off the sewer.
Report an issue
Sewer and the parkQuest step
Location
Seattle Day 2 · The Seraphites – From the locked room, go through the door and on into the offices full of infected (the left side is the quiet way), jump across from the outside stairs and cross the next offices. Leaving them, you end up in the water and the sewer. Climb out on the right, walk the thin pipe to the ladder on the left and go up into a wooded park. When an arrow hits you, pull it out, then kill every Seraphite in the park rather than sneaking past.
Summary
Through infected offices and a sewer to a park held by the Seraphites.
Report an issue
Journal: Bus StopCollectible
Trading Card: DoppelgangerCollectible
Location
Seattle Day 2 · The Seraphites, Garden Suites – Across the road, enter the apartment building on the right marked Garden Suites 113. Go up one floor and follow the walkway around the banister to its far corner: the card is on the floor.
Summary
One of the 48 Trading Cards, in Garden Suites.
Report an issue
Artifact: Dying Husband's PleaCollectible
Location
Seattle Day 2 · The Seraphites, Garden Suites – From the card, go through apartment 201 and out onto its balcony. Climb the fire escape one floor up rather than dropping down, then break the window into the room there. The note is on the floor next to a body.
Summary
A note by a body in the room above apartment 201.
Report an issue
Before the drop by the trucks

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.

Parking lot and the red doorQuest step
Location
Seattle Day 2 · The Seraphites – Drop back down from Garden Suites and go on through the overgrown ground and the parking lot, where a big group of Seraphites waits; slipping past or running through saves ammo. Where the trucks are parked at the far end, drop to the lower ground on the left, follow the road and turn left into Merci's Saloon. Opening the red door behind the counter starts a fight: a huge Seraphite with a two-handed weapon comes first (headshots or the shotgun) and more join him; kill them all.
Summary
A long fight through an overgrown lot, then a brute behind a red door.
Report an issue
Missing a manual?

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.

Trading Card: Bhat M'AndarrCollectible
Location
Seattle Day 2 · The Seraphites, Weston's Pharmacy – From the saloon, go up to the roof, climb down the ladder and drop into the water. Swim to land and, before you head for the ambulance, take the stairs on your left up to Weston's Pharmacy. The card is on the counter display to the left of the entrance.
Summary
One of the 48 Trading Cards, in Weston's Pharmacy.
Report an issue
Artifact: Pharmacy NoteCollectible
Safe: Weston's PharmacyOther
Workbench: Weston's PharmacyArea
Parts: Handheld BoxUpgrade
Location
Seattle Day 2 · The Seraphites, hospital – Go down the stairs and swim and dive on toward the hospital. A WLF girl sits there playing a handheld game; once you have dealt with her, the Parts are on a box to the right.
Summary
Parts beside a lookout on the way in.
Report an issue
Artifact: Hospital Supply ListCollectible
Location
Seattle Day 2 · The Seraphites, hospital – From the pharmacy, go down the stairs, swim and dive to the hospital and climb into the soldiers' camp around it. The tall grass helps you thin them out. Inside, go through the exit door with cables running under it and up the stairs one floor: the list lies on a table in the first room to your right.
Summary
A list in a room on the hospital's first floor.
Report an issue
Before the air duct

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.

Hospital grounds and the ventQuest step
Location
Seattle Day 2 · The Seraphites, hospital – From the supply-list room, step into the room to its left and crawl along the air duct to its end.
Summary
The way to the person you came to find runs through an air duct.
Report an issue
Chase through the hospitalHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · The Seraphites, hospital – Go on from the duct and confront the woman you came to find; after a scene she runs. Sprint after her and ignore the soldiers. When you fall into the spore-filled basement, keep to the walls, or throw a brick to set the soldiers and infected on each other, and follow her through the door she took. A scene ends the chapter.
Summary
Find the person you came for and chase her through the hospital floors.
Report an issue

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.

Hospital floorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · St. Mary's Hospital – Walk down the corridor and look through the side rooms: the second room on the left has two documents, and there is one more thing to inspect beside the red door. Then go into the operating room at the far end and take what is in the bag there; a scene ends the chapter and the day.
Summary
Search the hospital floor; the bag in the far room ends the chapter.
Report an issue

Seattle Day 3: Road to the Aquarium

Out of the theater, through the flooded streets and a bookstore, to a boat in a mall.

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.

Trading Card: EsquireCollectible
Location
Seattle Day 3 · Road to the Aquarium – When the chapter starts in the theater, walk toward the red curtain on the stage but don't go through it. On your left, the card sits by the sound board, the equipment that runs the stage.
Summary
One of the 48 Trading Cards, on the theater stage at the start of the day.
Report an issue
Before the red curtain

Take the Esquire card first: going through the curtain starts a scene and the route leaves the theater after it.

Theater stage, set outQuest step
Location
Seattle Day 3 · Road to the Aquarium – From the sound board, go through the red curtain; a scene plays. Afterward you are outside with Jesse: follow him down the street.
Summary
Through the curtain, a scene plays, then you head out into the city with Jesse.
Report an issue
Supplements: WDL CafeteriaUpgrade
Location
Seattle Day 3 · Road to the Aquarium – Further along, go into the red WDL Shipping & Packaging building. Past its first door, open the cupboard in the cafeteria.
Summary
Supplements in the cafeteria of the WDL shipping building.
Report an issue
Trading Card: TormentraCollectible
Location
Seattle Day 3 · Road to the Aquarium – Follow Jesse to the red WDL Shipping & Packaging building and go in. Past the first door, the next room on the right has a fallen cabinet across its doorway: crawl under it. The card lies on the desk inside.
Summary
A card in a closed-off room of the WDL building.
Report an issue
Workbench: WDL Shipping & PackagingArea
Before you push the shelf

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.

Supplements: First Fight OfficeUpgrade
Location
Seattle Day 3 · Road to the Aquarium – Push the shelf aside with Jesse and squeeze through: WLF soldiers patrol the street beyond. During or after the fight, enter the first building on your right; the Supplements sit on a computer desk at the back.
Summary
Supplements on a desk in a building by the first fight.
Report an issue
Parts: Underwater at the SwimUpgrade
Location
Seattle Day 3 · Road to the Aquarium – Past the fight, go up through the building ahead and over the blue truck. From the wrecked cars you look out toward the Ferris wheel and check the map; then drop into the water and swim under the obstacles. Before you climb out at the far end, dive to the bottom for the Parts.
Summary
Parts on the bottom at the far end of a swim.
Report an issue
Artifact: Garage NoteCollectible
Location
Seattle Day 3 · Road to the Aquarium – From the workbench, push the shelf aside with Jesse and squeeze out, deal with the WLF patrol, then go up through the building ahead and over the blue truck. Past the wrecked cars, swim under the obstacles. Where you come out, the dark parking garage is on the left: kill the infected inside (Stalkers among them), then at the far end climb a car on the left up to the broken ramp. The note lies next to a body.
Summary
A note on the broken upper ramp of a dark parking garage.
Report an issue
Before the boost into the bookstore

Take the Garage Note before Jesse helps you up into Kingston's Bookstore.

Trading Card: TanagerCollectible
Location
Seattle Day 3 · Road to the Aquarium – Leave the garage: Kingston's Bookstore is across the road. Drop back into the water, climb out on the right and let Jesse boost you up into the reading room. Go down to the ground floor and find the rubble beside the security gate; crawl under it. The card is on a shelf there; the flashlight helps you spot it.
Summary
A card hidden under rubble on the bookstore's ground floor.
Report an issue
Artifact: Bookstore NoteCollectible
Journal: Bookstore MushroomCollectible
Before you drop out of the 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.

Garage and Kingston's BookstoreQuest step
Location
Seattle Day 3 · Road to the Aquarium – From the children's corner, go up the escalator and drop down through the hole on its far side. You land by the bookstore's exit.
Summary
The way out of the bookstore is up the escalator and down through a hole in the floor.
Report an issue
Supplements and Parts: Bookstore ExitUpgrade
Location
Seattle Day 3 · Road to the Aquarium – Where you land, don't go outside yet: turn round and crawl under the broken floor. The Parts lie on the rubble on the left, the Supplements just behind it.
Summary
Parts and Supplements under the broken floor by the bookstore's exit.
Report an issue
Artifact: Textile NoteCollectible
Location
Seattle Day 3 · Road to the Aquarium – Step outside: a scene shows a WLF patrol ahead, and a fight with soldiers and their dogs follows. Once the area is clear, head for Rachel's Fabrics, the big store on the right. Climb the scaffolding from the blue containers (or jump across to a shutter) to its upper floor: the note is pinned to the wall between the windows.
Summary
A note pinned up on the upper floor of a fabric store.
Report an issue
Workbench: Ruined WarehouseArea
Location
Seattle Day 3 · Road to the Aquarium – From the fabric store, go on toward the river and dive under the bus. Climb out on the left, up the muddy slope, into the ruined building where Jesse suggests getting up to the bridge. Climb to the upper floor: the workbench stands among white mannequins, in the room whose wall carries a Norkirk sign.
Summary
The chapter's second workbench, upstairs in a ruined building by the river.
Report an issue
Before the wall

Use the ruined warehouse's workbench before you squeeze through the gap and hop the wall beyond it.

Trading Card: TatuajeCollectible
Location
Seattle Day 3 · Road to the Aquarium – From the workbench, squeeze through the gap and hop the wall beyond it; a short scene plays. Follow Jesse into the dark building and drop down one floor. Hop over the wooden table in your way, then turn round before you touch the metal pipes ahead: the card sits on a small shelf beside the table.
Summary
A card on a small shelf in a dark building, just before a pile of metal pipes.
Report an issue
Before you lift the pipes

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.

The mall boatQuest step
Location
Seattle Day 3 · Road to the Aquarium – From the card's shelf, lift the pipes and follow Jesse: dive under the next obstacle and surface in a flooded mall. After a scene you split up, and a large group of soldiers holds several floors. The boat is docked on the left side: go to the far end, ride the escalators up, then take the next escalators down to it. Work through the soldiers floor by floor, or make a run for it when few are left. Get the motor running and steer out of the mall; the next chapter begins on the rapids.
Summary
A mall full of WLF soldiers stands between you and a boat; take it and drive out.
Report an issue

Seattle Day 3: The Flooded City and Infiltration

A boat trip through the flooded streets with six stops, then the way into the aquarium.

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.

Trading Card: Seff-L'ho'phadCollectible
Location
Seattle Day 3 · The Flooded City – Drive on into the first building, where a chain gate blocks the boat. Leave the chain alone for now and step into the dark room on the right, behind the spot where you stop: the card is in a desk drawer.
Summary
One of the 48 Trading Cards, in a dark room of the first building.
Report an issue
Journal: Ferris Wheel ViewCollectible
Location
Seattle Day 3 · The Flooded City – Back at the gate, climb the stairs on its left to the room above and use the window there: you sketch the Ferris wheel on the skyline.
Summary
A journal entry written at a window that looks out on the Ferris wheel.
Report an issue
Artifact: Stash NoteCollectible
Location
Seattle Day 3 · The Flooded City – In the same upstairs room, turn left from the window: the note lies on the floor in front of a body in the corner.
Summary
A note by a body in the room above the gate. It gives the code for the safe next door.
Report an issue
Safe: Caged Area by the GateOther
Location
Seattle Day 3 · The Flooded City – From the note, turn right and move the wheeled cart away from the wall: it hides a hole. Crawl through, climb out of the window and drop into the fenced cage to the right of the chain gate. Open the safe with 70-12-64, the code written on the Stash Note.
Summary
A safe in the fenced cage beside the chain gate. It holds Parts and Supplements.
Report an issue
Before you pull the chain

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.

First gate houseQuest step
Location
Seattle Day 3 · The Flooded City – With the safe open, go back to the boat and pull the chain beside the gate to lift it. Get back in and drive through.
Summary
A chain gate inside the first building stops the boat; raise it to go on.
Report an issue
Workbench: Garage by the Sleep WarehouseArea
Location
Seattle Day 3 · The Flooded City – Shortly after the gate the motor dies; start it again. The Seattle Sleep Warehouse comes up ahead: before you drive into it, take the side channel on the left to a dark garage with blue drums out front. The workbench is inside.
Summary
A workbench in a dark garage off the main waterway.
Trophies
  • Achievement · SteamIn the Field
  • Silver · PlayStationIn the Field
Report an issue
Artifact: Shambler NoteCollectible
Location
Seattle Day 3 · The Flooded City – Back in the boat, carry on along or through the Seattle Sleep Warehouse. At its far end the Carthy Hotel stands on your right: steer inside and get out in the small part that isn't flooded. The note lies next to a body.
Summary
A letter in the Carthy Hotel.
Report an issue
Artifact: Sniper's NoteCollectible
Location
Seattle Day 3 · The Flooded City – Drive on toward the gunfire, where WLF and Seraphites are fighting, and before you join in steer hard left to the monorail train hanging off its track. Leave the boat at its end and walk up through the cars to a rope beside a locked door. Toss the rope up through the gap in the roof so it falls past the doorway on your right, climb to the roof and drop into the locked car, where the note lies on a red seat by a body. If no climb prompt appears, rappel out of that open doorway, swing to the frame under the locked car and climb in through its open door.
Summary
A note in the locked last car of a wrecked monorail train.
Report an issue
Boat stops: hotel, monorail, breweryQuest step
Location
Seattle Day 3 · The Flooded City – From the monorail car, which gives you a good spot to pick off some of the fighters below, head for Kingsgate Brewing Co., the building they are fighting over just past the broken train bridge. Clear it: most of the enemies hold the upper floors, so Trap Mines on the stairs and Molotovs work well.
Summary
The stops between the garage and the arcade end at Kingsgate Brewing Co., where a fight is going on.
Report an issue
Artifact: Encampment NoteCollectible
Location
Seattle Day 3 · The Flooded City – With the brewery quiet, go up to its upper floor and into the room lit by lanterns: the note hangs on the wall near the top of the stairs.
Summary
A note pinned up on the brewery's upper floor.
Report an issue
Artifact: Arcade FlyerCollectible
Location
Seattle Day 3 · The Flooded City – Back in the boat, follow the waterway into the W&B Arcade, where another gate stops you and you have to get out. On the ground floor, the flyer lies on a table in the dining booths.
Summary
A flyer on a table on the arcade's ground floor.
Report an issue
Workbench: W&B ArcadeArea
Before you push the cart

Push the cart only when you're ready for a fight: the floor gives way under you.

Bloater: ArcadeBoss
Location
Seattle Day 3 · The Flooded City – Push the cart along the upper floor toward the door: the floor breaks and you land in a room with a Bloater. Lay Trap Mines, set it alight with Molotovs (fire hurts it most), keep moving round the machines and hit it with the shotgun between fires; a runner joins in near the end.
Summary
A Bloater fight in the room below the arcade's upper floor.
Report an issue
Trading Card: Khazakh BrightCollectible
Artifact: Arcade NoteCollectible
Before you open the arcade gate

Take the Khazakh Bright card and the Arcade Note before you free the chain: the gate leads out to open water.

Arcade chain gateQuest step
Location
Seattle Day 3 · The Flooded City – From the PC Cafe, cross to the other side of the floor and pull the pipe out of the gate's chain, then use the chain to raise the gate. Drive out toward the Ferris wheel; the storm throws you off the boat, so swim the rest of the way to land.
Summary
A pipe jams the chain of the arcade's gate; free it and head for the Ferris wheel.
Report an issue

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.

Supplements and Parts: Aquarium Locker RoomUpgrade
Location
Seattle Day 3 · Infiltration – The front entrance is shut: go round the right side, through the broken fence, onto the roof and drop inside. Slip through the gap in the wall, wade across the flooded part, climb the ladder at its end and drop into a dark room: Parts on the table, more in the locker. Take them before you crawl into the duct.
Summary
Parts on a table, and Parts and Supplements in a locker, in a dark room inside the aquarium.
Report an issue
Journal: Duffel BagCollectible
Location
Seattle Day 3 · Infiltration – From the shore, go round the right side of the aquarium, through the broken fence and over the roof, then on through the gap in the wall, the flooded part and up the ladder to a dark room. Crawl into the duct in the room after it: it gives way and a dog attacks (tap the melee button to fight it off). Go through the next room, take two lefts into the kitchen with sleeping bags and a long table, and open the blue duffel bag by the fridge; the entry is written once you put away what's inside.
Summary
A journal entry written after you look inside a bag in the aquarium's kitchen.
Report an issue
Before the crab door

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.

Into the aquariumQuest step
Location
Seattle Day 3 · Infiltration – With the entry written, open the double door with the crab painted on it; several scenes play. When you can move again, walk to the theater's main room for one more scene.
Summary
The double door painted with a crab ends the chapter.
Report an issue

The Park, The Stadium and The Forward Base

A short walk through a park, a morning at the stadium, a hardware store and a boat shop on the way to a forward base, and a short swim at the end.

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.

A new set of upgrades

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.

Artifact: Drawing in the BackpackCollectible
Artifact: Thank You CardCollectible
Artifact: Zoo Holiday BrochureCollectible
Coin: VirginiaCollectible
Location
The Park · Tracking Lesson, building past the gazebo – Go to the building beyond the gazebo and crouch under the bars across its door. A bottle drops out of the bin inside: throw it at the small window on the right to smash it, climb out through it, and take the coin from the top of the dumpster in the corner.
Summary
The first of the 32 Coins. You take it as part of moving the dumpster, so it can't be skipped.
Report an issue
Before you climb onto the roof

Take the brochure from the gazebo before you push the dumpster over and climb onto the roof.

Tracks to the fenceQuest step
Location
The Park · Tracking Lesson – After the scene at the archway, follow him along the path. When he points out tracks, inspect them, then look to your left and show him the blood on the ground. Follow him through the fence and watch the scenes. In the hallway that follows, go through both doors at its end; more scenes end the chapter.
Requires
Summary
Follow the trail with him; the chapter ends in a hallway after several scenes.
Report an issue
Stadium morningHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Stadium – Follow Manny through the hallways to the cafeteria and pick up food at the counter (Mr. B's Pretzels) for both of you; the conversations on the way are optional. Follow him upstairs to room 203 and take your bag from beside the bed on the right. Manny and Mel come in: follow them out of the room into the stadium.
Summary
Breakfast, your bag, then out into the stadium stands.
Report an issue
Coin: AlaskaCollectible
Coin: MaineHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · The Stadium, laundry area – Follow Manny and Mel down through the market stalls to where people wash clothes beside the next flight of stairs down. The coin sits on a bench there, by the third laundry table just past the top of those stairs.
Requires
Summary
One of the 32 Coins, at the laundry tables in the stadium market.
Report an issue
Coin: New JerseyCollectible
Location
Seattle Day 1 · The Stadium, wolf hallway – From the laundry area, go down the stairs to the dog cages, pass through the far gate to collect the dog, then leave through the right-hand gate and follow the others back inside. In the dark hallway, the coin lies on the floor under the big wolf painting.
Summary
One of the 32 Coins, under a wolf painting in a dark hallway.
Report an issue
Before the gate at the end of the hallway

Take the New Jersey coin before you go through the gate at the end of this hallway: you can't come back through it.

Military PistolWeapon
Location
Seattle Day 1 · The Stadium, armory – Go through the gate at the end of the wolf hallway: you collect your weapons at the armory, this pistol among them.
Summary
One of the 12 weapons for High Caliber. The armory hands it over.
Report an issue
Coin: VermontHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · The Stadium, garage – Past the armory, Manny waits at the door to the gun range: leave it for now and walk on to the end of the hallway into the garage. The coin is in a locker in the left corner.
Summary
One of the 32 Coins, in a garage locker.
Trophies
  • Achievement · SteamMint Condition
  • Bronze · PlayStationMint Condition
Report an issue
Save before the range

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.

SharpshooterHidden spoiler – activate to revealAchievementMinor spoiler
Location
Seattle Day 1 · The Stadium, gun range – Go back to Manny and open the gun range door. Beat his score: the sights drift in a slow figure eight, so wait for them to cross the red centre of the target before each shot and put every shot there. The trophy pops when you win.
Summary
Win the shooting contest at the gun range.
Trophies
  • Achievement · SteamSharpshooter
  • Bronze · PlayStationSharpshooter
Report an issue
Before you climb into the truck

Have the Vermont coin and the Sharpshooter trophy before you use the back of the truck: the drive ends the chapter.

Armory and the truck rideHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Stadium – Leave the range, go back to the garage and use the back of the truck. Partway through the drive riders on horseback attack and chase the truck: keep shooting them as Manny drives on, until the truck crashes. Then go in through the bay door.
Summary
The truck ride out of the stadium, an ambush on the road, and a crash.
Report an issue
Coin: KentuckyHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · On Foot, hardware store – The chapter opens inside the dark warehouse hall past the bay door: the coin is on a table on your right. Round the next corner, Manny points out supplies on a shelf that you can craft into a Pipe Bomb.
Summary
One of the 32 Coins, on a table in the first dark hall.
Report an issue
Parts: Hardware store, back wallUpgrade
Location
Seattle Day 1 · On Foot, hardware store – Infected roam the aisles of this room; deal with them first. Then climb the shelving at the back wall: go up the left part above the blue bins and cross over to the right, where the Parts sit on top.
Summary
Parts on top of the tall shelf against the back wall.
Report an issue
Supplements: Hardware store, plank shelfUpgrade
Location
Seattle Day 1 · On Foot, hardware store – Drop down and climb the stacks of wooden planks on the other shelf, heading for the light. At the top, pill bottles stand on a gardening table with plastic chairs.
Summary
Supplements on top of the big shelf stacked with planks, right on the way.
Report an issue
Before you jump to the next shelf

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.

Parts: Hardware store, kitchen sectionUpgrade
Location
Seattle Day 1 · On Foot, hardware store – The shelf gives way and you land among infected, with a Shambler coming in behind them. Once they're dealt with, go all the way left through the kitchen displays: the Parts are on the checkout counter at the end.
Summary
Parts at the checkout of the kitchen section.
Report an issue
Parts: Hardware store, before the Garden CenterHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Seattle Day 1 · On Foot, hardware store – Head back toward Manny, but turn right into the second-to-last shelving aisle first: some Parts are on the right-hand shelves and more in the open drawers on the left.
Summary
Parts on both sides of a shelf aisle just before the Garden Center door.
Report an issue
Coin: MassachusettsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · On Foot, Garden Center – From the first hall, go on into the next room, deal with the infected and climb the plank shelf toward the light. Jump to the next shelving: it collapses, and you have to fight off more infected and a Shambler. Then go left through the kitchen displays to Manny and push the door open with him. In the Garden Center, the coin is on the last checkout register in the row, the one farthest away on the left, straight ahead of the door.
Summary
One of the 32 Coins, on a checkout in the Garden Center.
Report an issue
Parts: Garden CenterUpgrade
Location
Seattle Day 1 · On Foot, Garden Center – The Parts lie in many small piles: check every shelf, counter and table, and the little garden sheds, before you leave.
Summary
Small piles of Parts spread all over the Garden Center.
Report an issue
Before you climb out over the car

Take the Massachusetts coin, and the Parts if you want them, before you climb the wrecked car out of the Garden Center.

Supplements and Parts: Tool shop (rope entry)Hidden spoiler – activate to revealUpgradeMinor spoiler
Location
Seattle Day 1 · On Foot, PNW Boat Repair – The door of PNW Boat Repair is blocked: climb the power box beside it and use the cable from the roof to boost Manny up. Once he lowers it, climb up to the roof, drop the cable through the broken skylight and slide down into the shop. Parts sit on both sides of the first shelf, and Supplements behind the cash register.
Summary
Parts on the first shelf and Supplements behind the register of the shop you enter by rope.
Report an issue
Parts: Boat Repair Shop (Tool Table)Hidden spoiler – activate to revealUpgradeMinor spoiler
Location
Seattle Day 1 · On Foot, PNW Boat Repair – Open the shop door to let Mel in, then step into the next room: the Parts are on the tool bench straight away on your left.
Summary
Parts on a tool bench at the door of the next room.
Report an issue
Workbench: Boat Repair ShopHidden spoiler – activate to revealAreaMinor spoiler
Location
Seattle Day 1 · On Foot, PNW Boat Repair – At PNW Boat Repair the door is blocked: climb the power box, boost Manny up to the roof with the cable, then follow him up, drop the cable through the broken skylight and slide down inside. Open the door for Mel and go into the next room. Through the gate, take two rights round the wall: the workbench is one aisle over from the tool bench, left of the blue stairs.
Summary
A workbench in PNW Boat Repair, behind the wall of the room you enter.
Report an issue
Supplements: Boat Repair Shop, upstairsUpgrade
Location
Seattle Day 1 · On Foot, PNW Boat Repair – From the workbench, take the stairs on your right; at the top, the Supplements are on the white desk straight ahead.
Summary
Supplements on a white desk at the top of the stairs.
Report an issue
Coin: OhioHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · On Foot, PNW Boat Repair – From the workbench, go back to Manny at the shutter and turn the crank to raise the door: it breaks, leaving you inside with Mel. At the far end of the room, boost her up onto the cage; she opens a door up by the stairs you used before, so go back up there. On that balcony, pick up the ladder, but lean it against the wall opposite the hanging boat instead of bridging to the boat (a prompt shows), and climb up onto the roof of the small room you left a moment ago: the coin is on a table up there.
Summary
One of the 32 Coins, on a table on top of a room in the boat hangar.
Report an issue
Training Manual: Covert OpsSkill
Location
Seattle Day 1 · On Foot, hanging boat – Climb back down, take the ladder again and lay it as a bridge to the boat hanging from the ceiling. Cross, and look inside the boat's cabin: the manual is there with some ammo. Take it on this run: a manual picked up on a Chapter Select replay may not count.
Summary
One of the 8 Training Manuals; it opens a new skill tree, Covert Ops (it may be listed as Stealth).
Report an issue
Before you climb out of the boat shop

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.

Coin: IndianaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · On Foot, construction trailer – Lay the ladder from the boat across to the girders on the far side, throw the rope over the catwalk above and climb up. Leave by the hatch in the roof, then follow Mel down off the roof to Manny. Left of where he waits is a rusty construction trailer: smash a window at its back and climb in. The coin is on the desk.
Summary
One of the 32 Coins, on the desk of a rusty construction trailer.
Report an issue
Artifact: WLF Gun Cache NoteCollectible
Location
Seattle Day 1 · On Foot, construction trailer – In the same trailer, by the door, next to a coffee maker. The note calls the safe code the big win: a lottery ticket pinned on the trailer's notice board has the numbers circled in red.
Summary
One of the 127 Artifacts. It points to the code for the safe in the building next door.
Report an issue
Safe: Soft Drink Distribution CenterOther
Location
Seattle Day 1 · On Foot, MS Corporation Soft Drink Distribution Center – Leave the trailer by its door: the MS Corporation Soft Drink Distribution Center is in front of you. Walk a few steps toward the others, then turn right to a crack in the wall and squeeze through. Enter 17-38-07, the numbers circled on the lottery ticket, and open the safe; finding it isn't enough.
Summary
One of the 14 safes. It holds the Hunting Pistol and ammo.
Report an issue
Before you drop into the train yard

Take the Indiana coin, the Gun Cache Note, the safe and the Hunting Pistol before you drop down to the train tracks.

Train yard and the gas station standHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · On Foot, train yard – Back outside, drop into the train yard to the left of the building. Seraphites patrol it, mostly in pairs: take each pair while it's apart from the others, or sneak past using the train cars as cover. At the far end, climb the red train car and use the gate where Manny and Mel wait. More Seraphites come over the fence: get into the gas station with the others and hold out until WLF trucks arrive, then climb into the back of a truck to end the chapter.
Summary
Seraphites hold the train yard; past it, you hold out in a gas station until help arrives.
Report an issue
Coin: CaliforniaCollectible
Location
Seattle Day 1 · The Forward Base, outside the gate – As the chapter starts outside the base, go up the short stairs on the right and round to the far side of the railing from a group of soldiers talking: the coin is on the floor behind them, by the rail.
Summary
One of the 32 Coins, behind a group of soldiers outside the base.
Report an issue
Coin: New MexicoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · The Forward Base, tents – Go through the Checkpoint gate with Manny and speak to the soldier there, but don't head into the building yet. Turn left at once and walk round the soldiers standing in a ring by a white tent: the coin waits on a green chest behind them, next to a soldier sitting on another chest.
Summary
One of the 32 Coins, on a green chest inside the checkpoint.
Report an issue
Workbench: Forward Base TentArea
Coin: South CarolinaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 1 · The Forward Base, building – From the workbench tent, follow Manny through the tents to the medical tent where he stops. Walk through it to Mel, then out the far side after Nora; two scenes play. Back among the tents, go left, speak to the man at the door and enter the building with Manny. Turn left at once: the coin is at the end of the table where two people sit playing cards.
Summary
One of the 32 Coins, on a table just inside the building.
Report an issue
Artifact: WLF Interrogator LetterCollectible
Before you speak to the man at the end of the hallway

Take the South Carolina coin and the WLF Interrogator Letter first: talking to him starts the scene that ends the chapter.

Report at the baseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Forward Base, building – Walk down the hallway of cells after Manny (talking to him on the way is optional) and speak to the man at the end; a scene plays and the chapter ends.
Summary
Down the hallway of cells to the man at the far end.
Report an issue
IsaacHidden spoiler – activate to revealNPCMinor spoiler
Location
Seattle Day 1 · The Forward Base, building – The man at the end of the hallway fetches him; you meet him in the scene that follows.
Summary
The WLF's leader, met in the scene that ends The Forward Base.
Report an issue
Swim into the aquariumHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Aquarium – Jump down into the water and follow Owen; dive when he says to take a breath and swim after him through the tunnel. Out of the water, climb the stairs, open the gate and go aboard the boat (the drawings on its table are optional). Go up the ramp and over the door with a boost, then take the big staircase on the right of the hall. When Owen has the keys, head back down, through the door marked MAX'S PLACE and down the ladder, and follow him along the hallway into the last room; a scene ends the chapter. The notes lying around here aren't collectibles.
Summary
A short chapter with Owen and nothing to collect.
Report an issue

Hostile Territory and The Forest

Through Scar streets and Chinatown to a workbench on the top floor of a Scar-held building, an archery game at the aquarium, then the way out of the forest.

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.

Supplements and Parts: First apartmentHidden spoiler – activate to revealUpgradeMinor spoiler
Location
Seattle Day 1 · Hostile Territory, apartments – The chapter opens on a rooftop with Manny. Follow him down into an apartment and out through the smashed back wall, but don't drop through the hole yet: the Supplements are in the bathroom drawer and the Parts in the two kitchen drawers.
Summary
Supplements and Parts in the first apartment of the chapter.
Report an issue
Over the fence into the Scar sideHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · Hostile Territory, apartments – From the rooftop where the chapter starts, follow Manny down into the apartment and out through its smashed back wall, then drop through the hole and follow him outside. He boosts you over a fence and you carry on by yourself. The note in a drawer behind the white door upstairs is not a collectible.
Summary
Down through the apartment and over a fence, after which you go on alone.
Report an issue
Parts: Spicy DumplingUpgrade
Location
Seattle Day 1 · Hostile Territory, apartments – Right after the fence, walk straight into the Spicy Dumpling shop facing you. In its kitchen, look under the sink and under the cash register.
Summary
Parts in the kitchen of the dumpling shop.
Report an issue
Training Manual: Close QuartersSkill
Location
Seattle Day 1 · Hostile Territory, apartments – From the fence, pass the Spicy Dumpling shop and go down the first flight of steps. Before taking the next flight down to the fabric shop, Tang Fabrics & Imports, look left: the building has a shattered rear window that you can climb through into a kitchen, and the manual is on the counter. Take it on this run: a manual picked up on a Chapter Select replay may not count. If you skipped an earlier manual, this counter holds that one instead.
Summary
One of the 8 Training Manuals; it opens the Close Quarters skill tree.
Report an issue
Artifact: Note in Hostile TerritoryCollectible
Coin: North DakotaCollectible
Location
Seattle Day 1 · Hostile Territory, apartments – Climb back out of the kitchen window and go down through Tang Fabrics & Imports, leaving by the broken window on its far side. Climb the green car onto the white RV and into the apartment block; the coin is in the low drawer of the first room.
Summary
The chapter's only coin, in an apartment reached over a parked RV.
Report an issue
Supplements and Parts: Apartment past the clicker gapUpgrade
Location
Seattle Day 1 · Hostile Territory, apartments – From the coin, squeeze through the gap in the next room's wall; a Clicker attacks as you come out. The Supplements are in the bathroom and the Parts in a living-room drawer.
Summary
Supplements and Parts in the flat past the gap in the wall.
Report an issue
Supplements: Guard postUpgrade
Location
Seattle Day 1 · Hostile Territory, apartments – Sprint and jump across the big hole in the flat's wall to the ledge opposite. The way on is to the left; go all the way right first, into the little guard post.
Summary
Supplements in a small guard post off the main path.
Report an issue
Supplements: Mural courtyard ("May She Guide You")Upgrade
Location
Seattle Day 1 · Hostile Territory, apartments – Crawl through the vent on the left of the ledge and drop into a courtyard where a woman's face is painted on the wall with the words "May She Guide You". The way on is right; first drop into the room at the back left, where the Supplements sit on the washing machine.
Summary
Supplements in a laundry room beside a painted courtyard.
Report an issue
Parts: Hotel right of the muralUpgrade
Location
Seattle Day 1 · Hostile Territory, apartments – Go through the window on the right of the courtyard and squeeze through the gap in the doorway. A passing truck pulls some of the infected away; kill all four in the hotel, then take the Parts from the bar at the back left.
Summary
Parts on the bar of a hotel full of infected.
Report an issue
Safe: Jasmine BakeryOther
Location
Seattle Day 1 · Hostile Territory, Chinatown – From the coin's flat, squeeze through the gap in the next room (a Clicker attacks), jump the hole in the wall, go left through the vent and drop into the painted courtyard. Pass through the hotel on its right, where infected wait, leave by the lit gap at the back and climb the wall into a street of Chinese shops. Break the window of Jasmine Bakery, the first shop on the left; the safe stands at the back behind the counter. Enter 68-96-89 and open it, since finding it isn't enough. The code is also written on a note in King Street Relics, across the street, which you reach a little later.
Summary
One of the 14 safes, in the first shop of the Chinatown street. It holds Supplements.
Report an issue
Supplements: Chinese pharmacy (2nd store left)Upgrade
Location
Seattle Day 1 · Hostile Territory, Chinatown – Back in the street, the second shop on the left is Green Planet Herbs. The Supplements are pill bottles on the shelves along its right side.
Summary
Supplements in the herbal pharmacy next to the bakery.
Report an issue
Parts: Ruby Dragon (3rd store left)Upgrade
Location
Seattle Day 1 · Hostile Territory, Chinatown – The third shop on the left is the Ruby Dragon, a bar. The Parts are behind the counter.
Summary
Parts behind the counter of the Ruby Dragon bar.
Report an issue
Artifact: Plea to Seraphite ProphetCollectible
Location
Seattle Day 1 · Hostile Territory, Chinatown – From the bakery, walk on to the Ruby Dragon, the third shop on the left. Open the door at its back, go upstairs and crawl under the table in the doorway; two Clickers wait in the next room. Kill them, then take a run at the balcony and jump across the street to King Street Relics. Climb the stairs on the right to the roof: the note is on a body slumped at a table.
Summary
A note on a body on the roof of King Street Relics.
Report an issue
Artifact: Jasmine Bakery SafeCollectible
Artifact: Strange RelicCollectible
Location
Seattle Day 1 · Hostile Territory, Chinatown – Carry on round the corner into the next, dimly lit room, where a hole opens in the floor. Don't drop yet: the relic is on the table on the right, just the other side of the wall from the last note.
Summary
A small relic on a table beside a hole in the floor. Picking it up earns Relic of the Sages.
Report an issue
Relic of the SagesAchievement
Location
Seattle Day 1 · Hostile Territory, Chinatown – It pops the moment you pick up the Strange Relic from the table by the hole in King Street Relics.
Summary
A trophy for finding the Strange Relic.
Trophies
  • Achievement · SteamRelic of the Sages
  • Bronze · PlayStationRelic of the Sages
Report an issue
Before you drop through the floor

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.

Chinatown stores and the relic shopQuest step
Location
Seattle Day 1 · Hostile Territory, Chinatown – With the relic in hand, drop through the hole beside its table into the shop below. An infected lunges out of the bathroom as you land; deal with it.
Summary
The Chinatown shops end with a drop through the floor of King Street Relics.
Report an issue
Double-Barrel ShotgunWeapon
Location
Seattle Day 1 · Hostile Territory, Chinatown – In the shop below the hole, the shotgun lies behind the counter. A couple more infected drop in soon after you take it: a good first test for it.
Summary
A shotgun behind a shop counter, one of the 12 weapons.
Report an issue
Artifact: Seraphite Prayer to Prophet - PeaceCollectible
Location
Seattle Day 1 · Hostile Territory, the flower truck – Leave the shotgun shop by its front door and follow the street to its end, where a truck is heaped with white flowers. Five of its six slips belong to this set: one sits inside the back of the truck (open it up) and two hang on each side. Pick up every slip you see.
Summary
One of six prayer slips left on a truck covered in white flowers.
Report an issue
Artifact: Prayer for VictoryCollectible
Artifact: Seraphite Prayer to Prophet - RespectCollectible
Artifact: Seraphite Prayer to Prophet - SteedCollectible
Artifact: Seraphite Prayer to Prophet - ProsperityCollectible
Artifact: Seraphite Prayer to Prophet - PairingCollectible
Artifact: WLF Soldier Meets Prophet LetterCollectible
Short Gun HolsterWeapon
Location
Seattle Day 1 · Hostile Territory, the flower truck – From the letter, go through the wooden door into the back room: the holster is on the table in front of you.
Summary
A holster that adds a second quick-switch slot. It is usually the short gun one; it can be the long gun one instead.
Report an issue
Before you crawl under the gate

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.

The prayer truck and the gateQuest step
Location
Seattle Day 1 · Hostile Territory, Scar building – From the salon, climb the bins nearby onto the rooftops and cross to the big archway at the end. Drop down and crawl through the hole in the gate. Two Clickers wander out and are shot from the building ahead; the Scars then come down to search. Hide in the long grass and either take them out or slip past, then get into the building they came from.
Summary
Past the flower truck, through a gate and into a building held by Scars.
Report an issue
Artifact: Letter from Seraphite Father to SonCollectible
Location
Seattle Day 1 · Hostile Territory, Scar building – Inside the Scar building, climb to the top floor. Work through the rubble, crawling under it where needed, and push a container aside into an office with "Fresnel" on the reception desk. Go left to the room at the back: the letter is on a wooden table.
Summary
A letter on the top floor of the Scar building.
Report an issue
Workbench: Fresnel OfficeArea
Before you drop to the lower area

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.

Down through the Scar buildingsQuest step
Location
Seattle Day 1 · Hostile Territory, Scar building – From the workbench, go out to the room with the woman painted on the wall and drop to the lower area. More Scars patrol the next building and the one beside it: sneak past or fight, jumping across to the second building and working down its floors. Slide down the muddy slope at the bottom; a scene ends the chapter.
Summary
Down through two more Scar buildings to the end of the chapter.
Report an issue

Winter Visit is a short flashback with no collectibles. Its one job is the archery game in the first room.

Save before the bow

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.

Put My Name UpAchievement
Location
Seattle Day 1 · Winter Visit – The flashback opens inside the aquarium. On the left side of the first room, a purple toy bow leans on the wall under a scoreboard: inspect it to start. Hit at least 11 of the 13 targets before time runs out; you may walk closer. Four face you where you start, four are on the right behind you, and four sit low on the left with one more in the whale sculpture's mouth.
Summary
A trophy for beating the high score in the aquarium's archery game.
Trophies
  • Achievement · SteamPut My Name Up
  • Bronze · PlayStationPut My Name Up
Report an issue
Before you follow upstairs

Win the archery game first: going upstairs starts the scene that ends the chapter.

Winter evening at the aquariumHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · Winter Visit – With the trophy earned, look around the room as long as you like, then follow Owen up the stairs and open the door at the top. A long scene closes the chapter.
Summary
A short visit to the aquarium; following your host upstairs ends it.
Report an issue

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.

Lev and YaraHidden spoiler – activate to revealNPCMinor spoiler
Location
Seattle Day 1 · The Forest – They are with you in the clearing where the chapter opens, and stay by your side until its end.
Summary
Two young people who come to your aid at the start of the chapter and travel with you through it.
Report an issue
Escape the forestHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Forest – When the chapter opens you have only a hammer: fight off the first infected alongside Lev and Yara. Then follow Yara and her torch, stopping when she stops; when she falls, more infected attack, so grab bricks and bottles. At a wall, follow the two straight into the opening under the road, and on the far side pull the fence open to let them through.
Summary
A run through the woods, fighting infected with whatever comes to hand.
Report an issue
Forest melee fightHidden spoiler – activate to revealBossMinor spoiler
Location
Seattle Day 1 · The Forest – Past the fence, the attacker who has your backpack comes at you, and you have only your fists. Wait for each swing, dodge it, then land a few punches; repeat until she falls, and take your gear back from her.
Summary
A bare-fisted fight with the attacker who carries your backpack.
Report an issue
Workbench: La Rosa's Auto ShopArea
Training Manual: FirearmsHidden spoiler – activate to revealSkillMinor spoiler
Location
Seattle Day 1 · The Forest, La Rosa's Auto Shop – From the workbench, go through the door where the two kids wait and turn right into the side office: the manual lies at the back of the room, on the desk. Take it on this run: a manual picked up on a Chapter Select replay may not count. If you skipped an earlier manual, this office holds that one instead.
Summary
One of the 8 Training Manuals; it opens the Firearms skill tree, which teaches two recipes Tools of the Trade needs.
Report an issue
Tools of the TradeHidden spoiler – activate to revealAchievementMinor spoiler
Location
Seattle Day 1 · The Forest, La Rosa's Auto Shop – Now, or later once you have the Supplements, buy the first two Firearms skills: they teach Incendiary Shells and Hunting Pistol Ammo. Craft one of each. Every recipe must be crafted on this save, so also buy the first Covert Ops skill (it teaches Shivs) and make sure this character has crafted a Pipe Bomb, a Shiv, a Health Kit, a Silencer and a Melee Upgrade (make the last three with each character), and that the first half covered the Molotov, Trap Mine, Arrows, Explosive Arrows and a Stun Bomb crafted before the Smoke Bomb skill. The trophy pops with the last missing craft.
Summary
A trophy for crafting every item; the Firearms tree gives the last two recipes.
Trophies
  • Achievement · SteamTools of the Trade
  • Bronze · PlayStationTools of the Trade
Report an issue
Artifact: Failed TruceCollectible
Parts: La Rosa's Auto Shop, shop floorUpgrade
Location
Seattle Day 1 · The Forest, La Rosa's Auto Shop – Carry on into the large shop room: one on the shelf to the right as you enter, a big pile on the shelf behind the cash registers at the back right, and one in the bathroom by the exit.
Summary
Parts in three spots in the big shop room.
Report an issue
Supplements and Parts: Building after the four runnersUpgrade
Location
Seattle Day 1 · The Forest – Leave the auto shop by the exit. Runners charge down the steps outside, two at a time; kill them and climb on into the next building. Before you drop down a floor, turn into the room on the left: both are on the desks.
Summary
Supplements and Parts on the desks of the next building.
Report an issue
Before you drop down a floor

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.

Parts: Same building, one floor downUpgrade
Location
Seattle Day 1 · The Forest – Drop down a floor and deal with the infected there. Before you touch the door, check the room to its left: the Parts are on the desk in the back corner.
Summary
Parts on a desk near the door that ends this stretch.
Report an issue
Hold the gate for the kidsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 1 · The Forest – From the auto shop, head out past the runners on the steps into the next building, drop down a floor and clear the infected. Use the door there: you boost the kids over to unlock a gate, and infected flood in from several sides. Keep moving and shoot them, with the shotgun at close range, as they squeeze through gaps in the walls. When the last falls, Lev smashes a truck window to let you out; carry Yara, follow Lev to the buildings ahead and enter the one on the right to end the chapter.
Summary
Hold off waves of infected while the two kids open a way out.
Report an issue

The Coast and The Shortcut

From the trailer through a beached ferry to the aquarium, back to the trailer, then up a skyscraper with a companion.

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.

Supplements: Yard past the first fenceUpgrade
Location
Seattle Day 1 · The Coast – From the trailer, go down the steps and climb the blue container to get over the fence. Before you go into the building on the left, walk round its right side to an open red container: they're inside.
Summary
Supplements in an open red container beside the first building.
Report an issue
Workbench: Coast WarehouseArea
Location
Seattle Day 1 · The Coast – From the trailer, go down the steps and use the blue container to climb over the fence. Go through the door on the left side of the building ahead: the workbench stands in plain view as you enter.
Summary
The chapter's workbench, in the first building past the fence. It counts the first time you reach it.
Report an issue
Long Gun Holster (The Coast)Weapon
Location
Seattle Day 1 · The Coast – From the workbench, go through the door into the big garage and into the small office on its left: the holster lies on the desk.
Summary
A holster that adds a weapon slot: the Long Gun Holster (or whichever holster you don't have yet).
Report an issue
Before you climb out of the office window

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.

Parts: Container yardUpgrade
Location
Seattle Day 1 · The Coast – Climb the boxes stacked outside the office and go out of the window above it: you drop into a yard of shipping containers with infected about, stalkers among them. Once they're dealt with, go to the right side of the yard: the Parts sit on a crate behind a white truck.
Summary
Parts on a crate in the container yard where infected roam.
Report an issue
Coin: AlabamaCollectible
Location
Seattle Day 1 · The Coast – From the workbench, go through the door into the big garage. Climb the boxes stacked outside the small office on its left and leave through the window above it into the container yard. Infected roam there, stalkers among them: kill them or keep to cover. At the front of the yard, slip behind the concrete wall and climb the broken slabs of road up to the highway. It ends ahead of you; carry on forward and bear right, and a body lies there with the coin beside it.
Summary
One of the 32 Coins, beside a body at a dead end of the broken road.
Report an issue
Before you jump into the water

Take the Alabama coin at the dead end of the road before you jump the gap and drop into the water.

Container yard and the crashed shipQuest step
Location
Seattle Day 1 · The Coast – From the coin, turn back along the road and jump the gap, then climb up through the rubble on the far side. A beached ferry lies across the water: drop in, swim over and climb inside.
Summary
The highway runs out over the water; the way on is a swim to a ferry that has run aground.
Report an issue
Artifact: Infirmary NoteCollectible
CrossbowWeapon
Location
Seattle Day 1 · The Coast – From the sick bay, take the corner door and climb the steps beyond. Shove open the door at the top and the Crossbow is added to your weapons by itself.
Summary
One of the 12 weapons, picked up automatically on the ferry.
Report an issue
Artifact: Mutiny NoteCollectible
Location
Seattle Day 1 · The Coast – Down the hallway ahead, a couple of infected stand still: a fair first target for silent Crossbow shots. Walk to the far end of the hallway, where more cots stand: the note is on the green stretcher at the back, under the WTA sign.
Requires
Summary
A note at the end of the hallway past the Crossbow. It gives the code for the safe on the top deck.
Report an issue
Supplements and Parts: Ferry, one deck up, storage room on the rightUpgrade
Location
Seattle Day 1 · The Coast – Go back along the hallway and up the stairs to the next deck, where infected wait, clickers among them. A few steps on from the top of the stairs, the door on the right opens into a small storage room: Supplements on a blue filing cabinet, Parts on a metal shelf.
Summary
Supplements and Parts in a small storage room one deck up.
Report an issue
Coin: West VirginiaCollectible
Location
Seattle Day 1 · The Coast – From the Mutiny Note, go back along the hallway and up the stairs to the next deck, where infected wait, clickers among them. Take the hallway just right of the staircase to its end, then turn right into a dead-end corner: the coin lies on a suitcase beside a stuffed teddy bear.
Summary
One of the 32 Coins, in a dead-end corner one deck up.
Report an issue
Safe: Ferry HelmOther
Location
Seattle Day 1 · The Coast – Turn round and walk to the far end of this deck, out of the ship's interior and up the stairs to the top deck, where another group of infected waits, a Shambler among them; clear them from the stairs. Turn left at the top into the bridge with the ship's wheel: the safe sits beside the consoles. Enter 90-77-01, the code on the Mutiny Note, and open it; finding it isn't enough.
Summary
One of the 14 safes, on the ferry's bridge. It holds a Training Manual, Parts and Supplements.
Report an issue
Training Manual: OrdnanceSkill
Location
Seattle Day 1 · The Coast – Take it from the Ferry Helm safe on the bridge. Manuals come in a set order, so if you missed an earlier one, that one lies here instead. Take it on this run: a manual picked up on a Chapter Select replay may not count.
Summary
One of the 8 Training Manuals, inside the Ferry Helm safe; it opens a new skill tree.
Trophies
  • Achievement · SteamJourneyman
  • Silver · PlayStationJourneyman
Report an issue
Artifact: Ferry LogCollectible
Coin: UtahCollectible
Location
Seattle Day 1 · The Coast – Climb the ladder next to the Ferry Log, then turn round instead of going on. Cross to the other side of the cabin roof, jumping the hole on the way: the coin is on the floor behind the white mast, by a crate.
Summary
One of the 32 Coins, on the roof of the ferry's cabin.
Report an issue
Before you drop from the pillar

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.

Coin: MississippiCollectible
Location
Seattle Day 1 · The Coast – From the Utah coin, walk out along the fallen pillar and drop down to the highway. Follow it a short way, climb the ladder on the right to the upper road and keep going until you drop into a patch of trees with the Seattle Waterfront Aquarium on your left. Climb into the dolphin fountain in front of it: the coin is underwater on the side away from the building.
Requires
Summary
One of the 32 Coins, underwater in the fountain in front of the aquarium.
Report an issue
Before you drop into the aquarium

Take the Mississippi coin from the fountain before you climb onto the roof and drop inside.

Back in to the aquariumQuest step
Location
Seattle Day 1 · The Coast – The front door is locked. Climb the fence on the right and get in through the broken window of the building beside the next locked door. Throw something through the window above to break it, toss the cord out, then go back outside and climb the cord to the roof. Break the other window there and drop into the room, check the bag on the floor, and go through the door on the left and the doors after it to a radio. Use it, follow the lit hallway through the last doors and open the boat's door: a scene plays. When you can move again, follow the hallway to its far door and go through.
Summary
The way in is over the roof; opening the door of a boat inside ends the chapter.
Report an issue
Back to the trailerQuest step
Location
Seattle Day 1 · Return to the Coast – The chapter starts on the highway: pick up the plank nearby and lay it across the gap, then follow the road to its end and down the ramp into the container yard. Scars hold it now, with a brute swinging a sledgehammer; the gunmen keep to the corners, and incendiary shotgun shells, if you have any, work well on the brute. Go back through the garage (the workbench there can be used again), hop the fence and go back into the building you set out from at the start of The Coast.
Summary
Back the way you came to the trailer, through a container yard that Scars now hold.
Report an issue

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.

Artifact: Supply ListCollectible
Location
Seattle Day 2 · The Shortcut – Nothing to pick up: it is in your backpack from the first moment of the chapter, so it counts by itself. Check your inventory if you want to read it.
Summary
An artifact you already carry when the chapter starts.
Report an issue
Coin: NevadaCollectible
Location
Seattle Day 2 · The Shortcut – Follow your companion out of the aquarium until you reach a flooded street with a small waterfall. Go into Franklin's Barber, the shop beside the waterfall on your right: the coin is behind the till.
Summary
One of the 32 Coins, in a barbershop by a little waterfall.
Report an issue
Supplements: Hidden kitchen by the waterfallUpgrade
Location
Seattle Day 2 · The Shortcut – Leave the barbershop and climb up beside the waterfall, but don't jump across the slabs in the river on the right yet. Get up on the blue bus to your left and jump through the overgrown hole in the wall into a hidden kitchen. You may instead reach it over a beam to the left of the waterfall, where your companion climbs in and unlocks the door.
Requires
Summary
Supplements in a kitchen hidden behind an overgrown hole in a wall.
Report an issue
Artifact: Survivor PleaCollectible
Location
Seattle Day 2 · The Shortcut – From the barbershop, jump across the broken slabs of road over the rushing river to the building on the far side. The only way on is up its stairs: the note lies on the floor in front of the door of the room you enter upstairs.
Requires
Summary
A note on the floor upstairs in the building across the river.
Report an issue
Parts: Room behind the Survivor PleaUpgrade
Location
Seattle Day 2 · The Shortcut – From the note, smash the window onto the fire escape. Then break the other window off the fire escape and climb into the small room behind that door: the Parts are inside.
Summary
Parts in the small room behind the door the note lies in front of.
Report an issue
Artifact: Neighbor ExchangeCollectible
Location
Seattle Day 2 · The Shortcut – From the Survivor Plea, smash the window onto the fire escape, climb to the roof and take a running jump across to the highway. Follow the road to its end and jump left onto the balcony of the blue apartment block; break through the balcony door into flat 302. The note is on the hallway table, by a whiteboard with a drawing of the flats.
Summary
A note in flat 302 that gives the code for the flat's safe.
Report an issue
Safe: Apartment 302Other
Artifact: Scavenging ListCollectible
Location
Seattle Day 2 · The Shortcut – From the safe, leave the flat and climb to the roof, follow the bridge off it and drop to the balcony below. The store inside is full of infected, a Shambler among them, and its windows are whole: breaking one brings them all out at you. Clear it or slip through, climb out of the back window over the crashed van, jump across the broken road and go into the INTERBAY phone store. The note lies beside a body at the till, straight across from the entrance.
Summary
A note by a body in the Interbay phone store.
Report an issue
Workbench: InterbayArea
Coin: ColoradoCollectible
Location
Seattle Day 2 · The Shortcut – From the workbench, go up the short steps, jump across the next stretch of broken road and climb into Westport Optix. Turn right at once and climb out of the side window onto the small blue canopy with the Ramen Roll sign: the coin is at its far end.
Summary
One of the 32 Coins, on a canopy outside Westport Optix.
Report an issue
Parts: After the wooden bridgeUpgrade
Location
Seattle Day 2 · The Shortcut – From the main room, go through the blue doors, climb the rubble and take the hallway to the right. Go through the door on the right, jump the small gap and follow your companion up the ladder. Cross the first wooden bridge: the Parts are on the floor just after it, on the right.
Summary
Parts on the floor just past the first wooden bridge.
Report an issue
Artifact: Seraphite TruceCollectible
Location
Seattle Day 2 · The Shortcut – From the Colorado coin, go back inside and through the blue doors off the main room, climb the rubble and take the hallway to the right. Go through the door on the right, jump the small gap, follow your companion up the ladder and over the wooden bridge, then up one more floor. Where your companion hops across some rusty bars, take the door on the left into an office full of computer desks (office 808): the note is on a desk on the right.
Summary
A note on a desk in an office of computer desks partway up the climb.
Report an issue
Workbench: Shrine RoomArea
Location
Seattle Day 2 · The Shortcut – From the office, follow your companion up a long ladder. At the top a group of Scars opens fire, already aware of you: fight them, using the side room on the left to get round them. With them dead, cross to the far side and climb another ladder to a shrine. The workbench is in the room to its right.
Summary
A workbench in the room beside a shrine, high in the skyscraper.
Report an issue
Supplements and Parts: Barricaded room before the liftUpgrade
Location
Seattle Day 2 · The Shortcut – Climb the ladder from the shrine to a wide area of broken floors where Scars hold the far side, unaware of you for now. Work your way round and up to the door under the covered area; once you're through, the door is jammed shut behind you. Supplements are on the right (a pill bottle), Parts on the metal shelf left of the red toolbox.
Summary
Supplements and Parts in the room you shut behind you before the lift.
Report an issue
Before you ride the lift

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.

Parts: Top of the liftUpgrade
Location
Seattle Day 2 · The Shortcut – Step into the lift where your companion waits, close its door and ride up. When it stops, open the door: the Parts are on a bed on your right in the hallway.
Summary
Parts on a bed just past the lift at the top.
Report an issue
Artifact: Seraphite OrdersCollectible
Location
Seattle Day 2 · The Shortcut – From the shrine, climb the next ladder into a wide area of broken floors. Scars hold the far side and haven't seen you yet: the Crossbow takes them one at a time without a sound. Work round and up to the door under the covered area, which is jammed shut behind you, then ride the lift up with your companion. In the hallway at the top, the note hangs on the wall on the right before the next room.
Summary
A note pinned to a wall just past the top of the lift.
Report an issue
Before the last crossing

Take the Seraphite Orders note on the wall past the lift before you follow your companion out across the bridges.

Climb the skyscraper, cross the craneQuest step
Location
Seattle Day 2 · The Shortcut – From the note, keep following your companion along the bridges and planks between the towers, crouching under the fallen structure after the first bridge. On the last crossing a scene plays and the chapter ends.
Summary
The bridges strung between the towers lead on; the last crossing ends the chapter.
Report an issue

The Descent and Ground Zero

Down a spore-filled tower to a hospital, through the hospital to its garage, then a short walk back at the aquarium.

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.

Coin: IllinoisHidden spoiler – activate to revealCollectibleMinor spoiler
Artifact: Gym Safe CodeCollectible
Location
Seattle Day 2 · The Descent – Go through the double doors by the pool and on through the gym to Orchards Juice Bar. The note is pinned to the board in the office behind the counter.
Summary
A note in the juice bar that points to the gym safe's code.
Report an issue
Safe: Hotel Gym Storage RoomOther
Location
Seattle Day 2 · The Descent – Leave the juice bar and walk to the far end of the hallway with Hotel Blacray written on its windows. Open the green door by the desk into a storage room, enter 12-18-79 and open the safe: finding it isn't enough. The note in the juice bar says the code is the gym's Wi-Fi password, which is written on a Wi-Fi sign.
Summary
One of the 14 safes, in a storage room off the gym's hallway. It holds Supplements.
Trophies
  • Achievement · SteamSafecracker
  • Silver · PlayStationSafecracker
Report an issue
Before the stairwell

Take the pool coin, the Gym Safe Code and the gym safe before you push into the stairwell.

Artifact: FEDRA OrdersCollectible
Location
Seattle Day 2 · The Descent – With the safe open, go back into the hallway and push open the door to the stairwell: the note comes off the body that was blocking it, with nothing to press.
Summary
A note taken automatically on the way into the stairwell.
Report an issue
Gym floor and the stairwellHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · The Descent – Head down the stairwell and open the door at the bottom: a scene plays and you go on into the spore floor alone, wearing a mask. Lev has none, so the task is to find him one.
Summary
Down the stairwell to a floor full of spores, which you enter alone.
Report an issue
Supplements: Spore floor, room behind the stairwellUpgrade
Location
Seattle Day 2 · The Descent – As soon as the scene ends, turn around and go back to the room at the hallway's far end: they are in the living-room drawer at the back right.
Summary
Supplements in the room behind you as the spore floor starts.
Report an issue
Supplements: Spore floor, bathroomUpgrade
Location
Seattle Day 2 · The Descent – Cross the metal beam over the pit and squeeze through the gap, then turn left and follow the way to a bathroom (the one joined to room 1907): they are in the drawer at the sink.
Summary
Supplements in a bathroom on the spore floor.
Report an issue
Gas mask for the companionHidden spoiler – activate to revealKey itemMinor spoiler
Location
Seattle Day 2 · The Descent – From the stairwell, cross the metal beam over the pit and squeeze through the gap to room 1904; the mask is on the body by the bed. Taking it releases six stalkers that keep moving through the rooms outside: clear them room by room, or wait in the first bedroom and pick them off as they come to you.
Summary
A working gas mask so Lev can cross the spores. Picking it up lets loose a pack of stalkers.
Report an issue
Artifact: FEDRA Final NoteHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 2 · The Descent – Take the mask back to Lev the way you came. Boost him up the wall to the fire hose above, then drop it through the hole and rappel. At the bottom, go into the first side room on the right: the note is on the floor beside a body.
Summary
A note in the first room below the rappel.
Report an issue
Parts: Clicker room below the hoseUpgrade
Location
Seattle Day 2 · The Descent – Follow the main path, where a clicker bursts out of a wall, and drop to the next floor. After the beam, a clicker waits round the corner to the left and another hides in a growth on the right; the Parts are on the table across from the left one.
Summary
Parts on a table one floor below the rappel.
Report an issue
FlamethrowerWeapon
Location
Seattle Day 2 · The Descent – From the note, follow the main path (a clicker bursts out of a wall) and drop to the next floor, where two more clickers wait past the beam. On that floor, squeeze through the door into the bathroom and cross the short wooden beam: the Flamethrower lies on the left in the room beyond, near an infected fused into the wall (shoot it first).
Summary
One of the 12 weapons, on a dead soldier past a bathroom beam.
Report an issue
Supplements and Parts: Ledge rooms one floor downUpgrade
Location
Seattle Day 2 · The Descent – Cross back over the beam, go right to the broken floor and drop down. Before you go into room 1302, turn the other way and follow the narrow ledge: Supplements in the bathroom drawer, Parts in the next room by the ledge.
Requires
Summary
Supplements and Parts in two rooms along a narrow ledge.
Report an issue
Parts: Shambler roomUpgrade
Location
Seattle Day 2 · The Descent – Go through room 1302, where two clickers stand with their backs to the door (or drop through the first door on the left), and cross the next beam to a room with a Shambler pacing. Kill it (the Flamethrower works well) and open the drawer in the table to its right.
Summary
Parts in a drawer beside a Shambler.
Report an issue
Supplements: Landing after the long beamUpgrade
Location
Seattle Day 2 · The Descent – Go back to the end of the first beam and take the second one, the long metal beam, then sprint and jump down a floor: an infected bursts out of the wall in front of you. The Supplements are straight ahead under a table lamp.
Summary
Supplements under a table lamp where you land.
Report an issue
Coin: OregonCollectible
Location
Seattle Day 2 · The Descent – From the Flamethrower, cross back, drop through the broken floor and go through room 1302 (two clickers stand with their backs to you) to the beam beyond. Where it lands, take the second, long metal beam and sprint-jump down a floor, where an infected grabs you from the wall. Turn round and jump the gap into the open doorway behind you (room 1107): the coin is on a small ledge on the right.
Requires
Summary
One of the 32 Coins, in a room across a gap. It is easy to miss.
Report an issue
Before the elevator shaft

Take the FEDRA Final Note, the Flamethrower and the Oregon coin before you climb into the elevator shaft.

Down the tower and the elevator shaftQuest step
Location
Seattle Day 2 · The Descent – From the coin, jump back across and keep dropping floor by floor until you land at a door with infected moving behind it. Push through: clickers roam, infected wait in the walls on the right, and a Bloater stands by the elevators. Sneak past it (throw something to draw it off) or burn it, since the Flamethrower keeps it stunned while you spray; then open the elevator at the back and drop down the shaft to the car below.
Summary
The lower floors of the tower end at a floor with a Bloater by the elevators.
Report an issue
Coin: WisconsinCollectible
Coin: Rhode IslandCollectible
Location
Seattle Day 2 · The Descent – Carry on out of the building, where the masks come off, to a plaza with a bar in the middle. Go behind the counter: the coin is at its end, by the cash register. If it isn't there, look under the long table.
Summary
One of the 32 Coins, behind an outdoor bar.
Report an issue
Reach the hospital compoundHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · The Descent – From the plaza, go into the building at its back and follow Lev. Soon you go on alone: swim across the water to the hospital compound, where the guards let you through the gate.
Summary
From the plaza to the gate of the hospital compound, the last stretch on your own.
Report an issue
Coin: MissouriCollectible
Location
Seattle Day 2 · The Descent – Once the guards finish talking, don't head for the hospital yet. Turn right through the tall grass into the building there (the Specialty Care Center) and follow its hallway to the end: the coin is on the floor.
Summary
One of the 32 Coins, in a building beside the hospital gate.
Report an issue
Before the hospital's main door

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.

Coin: WashingtonHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 2 · Ground Zero – With the coin, open the hospital's main door: a scene plays and the next chapter begins. Follow Nora down the first full flight of stairs into the cafeteria; the coin is behind the counter on the left.
Summary
One of the 32 Coins, behind a cafeteria counter at the bottom of the first stairs.
Report an issue
Artifact: Annex LetterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 2 · Ground Zero – Keep following Nora to the door of the Oncology Center, where you go on alone. Walk through the Atrium to the first staircase, and before going down crawl under the rubble on the right into a dark room: the letter lies on the floor by a body in front of you.
Summary
A letter in a dark room off the Atrium, reached by crawling.
Report an issue
Artifact: Soldier's LetterCollectible
Artifact: Chapel NoteCollectible
Artifact: Patient's NoteCollectible
Location
Seattle Day 2 · Ground Zero – Back in the main hallway, go through the yellow door in the quarantine barrier and to the end of the tunnel. In the area beyond, the second door on the right has 24 beside it: break its window and climb in, and take the note from the stretcher with a body on it.
Summary
A note on a stretcher behind a window in the quarantine area.
Report an issue
Supplements: Quarantine areaUpgrade
Location
Seattle Day 2 · Ground Zero – Leave the room and head left, past the door marked Trauma Center, toward the gap into Surgery. Turn round into the small examination room there, across from the note's room: they are on the top shelf of the cabinet on the left.
Summary
Supplements in a small examination room across from the note.
Report an issue
Artifact: Doctor's NoteCollectible
Location
Seattle Day 2 · Ground Zero – From the note, head left past the door marked Trauma Center and squeeze through the gap into Surgery. The open room on the left has an infected stuck in its wall: shoot it or keep clear. The note is on the desk in the next room along, the second; if it isn't there, check the room after it.
Summary
A note on a desk in the surgery wing, which is full of infected.
Report an issue
Workbench: Hospital Generator RoomArea
Location
Seattle Day 2 · Ground Zero – In the note's room, climb through the hole in the wall above the cabinet. The workbench is in the room through the door on the left, the same room where the power is switched on.
Summary
A workbench in the generator room behind the surgery wing.
Report an issue
Parts: Generator roomUpgrade
Location
Seattle Day 2 · Ground Zero – In a FEDRA container straight ahead as you climb through the wall, and on the shelf just left of the workbench and the one right of the door you came in by.
Summary
Parts on both sides of the broken wall.
Report an issue
Supplements: Powered room off the clicker corridorUpgrade
Location
Seattle Day 2 · Ground Zero – Start the generator by the workbench and switch on the power box, then go out through the newly powered door: the locked doors in the hallway open and three clickers roam. Once they're dealt with, the first door on the left is the Recovery room: shelf on the left. The growth in the middle of the room is an infected that attacks if you go near.
Summary
Supplements in a room that opens once the power is on.
Report an issue
Supplements: Supply RoomUpgrade
Location
Seattle Day 2 · Ground Zero – At the far end of the same corridor, on the right: some on the shelf by the door and more behind glass on the left. Smashing the glass draws every enemy nearby.
Summary
Supplements in the Supply Room at the end of the corridor.
Report an issue
Before you take the case

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.

Ambulance medical suppliesKey item
Location
Seattle Day 2 · Ground Zero – From the workbench, start the generator and switch on the power box, then go out through the newly powered door: three clickers now roam the hallway, so deal with them. Leave by the door you first came in through; a door that was shut has a fleshy hole torn in it now. Follow the blood trail into the garage and search the ambulance on the left for the case.
Summary
The case of medical supplies in an ambulance in the hospital garage: the goal of the chapter.
Report an issue
Rat KingHidden spoiler – activate to revealBossMinor spoiler
Location
Seattle Day 2 · Ground Zero – Run along the path through each door; where you can turn left, pull the axe out of the door and mash the button when prompted. You land in a closed area with it: keep moving, use narrow gaps and obstacles to slow it, stay out of its acid and never let it reach you, as its grab kills. Fire hurts it most, so burn it with the Flamethrower; when a Stalker tears off it, keep hitting the big one. Then take the marked exit, turn right and climb into the ceiling crawlspace: the Stalker drags you down, so finish it with the shotgun and the Flamethrower.
Summary
The fight the case sets off, against a huge infected and the Stalker that splits away from it.
Report an issue
Coin: HawaiiCollectible
Location
Seattle Day 2 · Ground Zero – With the Stalker dead, open the shutter at the back left into the flooded garage. Turn left at once to the small security booth and smash its windows: the coin is inside.
Summary
One of the 32 Coins, inside a security booth in the flooded garage.
Report an issue
Supplements and Parts: Flooded garageUpgrade
Location
Seattle Day 2 · Ground Zero – Supplements sit on the box beside the booth. For the Parts, go on round the garage to the truck and climb into its back rather than squeezing past it.
Requires
Summary
Supplements by the security booth and Parts in a truck.
Report an issue
Before you squeeze past the truck

Take the Hawaii coin from the security booth first.

Out through the flooded garageHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 2 · Ground Zero – From the booth, go round the garage to the truck and squeeze through the gap beside it to leave the hospital. Climb the muddy slope on the left to rejoin Lev; a scene ends the chapter.
Requires
Summary
Out of the hospital past a truck in the flooded garage, back to Lev.
Report an issue
Survival TrainingAchievement
Location
Seattle Day 2 · Return to the Aquarium – Buy skills from the backpack's skill trees whenever you have the Supplements; skills bought by either character count toward the 25, and the trophy pops with the 25th. Pick up Supplements as you go, even with optional rows hidden.
Summary
Learn 25 player upgrades.
Trophies
  • Achievement · SteamSurvival Training
  • Silver · PlayStationSurvival Training
Report an issue

The Marina and The Island

Through a flooded marina and across a lot under a sniper's fire, then over an island of huts, a sawmill and cornfields.

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.

Coin: KansasCollectible
Before the elevator shaft

Take the Kansas coin from the platform behind the start before you jump into the elevator shaft at the bottom of the stairs.

Drop down the elevator shaft to the streetQuest step
Location
Seattle Day 3 · The Marina – From the coin, go back past your companion and all the way down the stairs. At the bottom, jump into the open elevator shaft, then drop to the flight of stairs below and on down to the ground.
Requires
Summary
Down the stairs and through an elevator shaft to street level.
Report an issue
Coin: LouisianaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Seattle Day 3 · The Marina – Follow Yara from the shaft to Lenora St. Station, where a ramp climbs into a stranded tram. Before going up it, walk round the right-hand side of the ramp: the coin is on the ground beneath the blue tarp hanging off the station.
Summary
One of the 32 Coins, under a tarp at Lenora St. Station.
Report an issue
Before you drop into the water

Take the Louisiana coin from under the station's tarp before you leave the tram and drop into the flooded street.

Station and the pier shopQuest step
Location
Seattle Day 3 · The Marina – From the station, cross the tram and leave by its far side, follow the fence left and drop into the water, then wade right past a rusty truck. Turn back to the narrow opening in the broken ground that your companion points out, go in and open the heavy gate so she can follow, and take the small sewer through. Climb up onto the pier: a ladder leads up from it, and a small shop stands at the far end.
Summary
From the station through the flooded street and a small sewer to the pier.
Report an issue
Artifact: Marina NoteCollectible
Before the pier ladder

Take the Marina Note from the fish shop before you climb the pier ladder. You go on alone from the top.

Under sniper fire to the cart buildingHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Marina – From the shop, climb the pier ladder and follow the path toward the gunfire until you meet Manny. A sniper on the bridge covers the lot: a bright glint shows when the shot is lined up, so stay behind cars and move only once it goes out; in the flooded stretches you can go prone under the water. At the truck with a ramp into its open back, take the cart from inside and push it ahead of you as cover until you reach the building.
Summary
Across an open lot covered by a sniper, using a cart as moving cover.
Report an issue
Clear the parking garage and chase the sniper through the terminalHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Marina – From the building, open the gate Manny waits by (he helps lift it) into the parking garage. The sniper draws infected toward you: kill the first two, follow Manny up the stairs behind you, and clear the Runners and the Clicker on the next floor. Push on toward the bridge; where the left wall blocks the sniper's view, more Runners and a Shambler come round the corner on the right. Jump across to the bridge, go through the door and keep pressing after the sniper through the terminal until they get behind a locked door. Open the white door on the right, and after the scene leave the restaurant by the open door on its right side: a scene ends the chapter.
Summary
A fight through a parking garage, then a chase over the bridge into the terminal that ends the chapter.
Report an issue
Coin: IdahoHidden spoiler – activate to revealCollectibleMinor spoiler
A replacement Training Manual

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.

Artifact: WLF Scout JournalCollectible
Coin: North CarolinaCollectible
Location
Seattle Day 3 · The Island – Follow the road on from the scout. After a warning signal sounds in the distance, you reach a car standing at the ledge above the waterfall. Before dropping down, go round its left side: the coin sits on a book on the ground by the open rear door. If it isn't there, look inside the car.
Summary
One of the 32 Coins, by a car parked at the ledge above a waterfall.
Report an issue
Before the waterfall drop

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.

Drop down to the waterfall pathQuest step
Location
Seattle Day 3 · The Island – From the car, drop down to the waterfall path and follow it until you come to a group of wooden huts.
Summary
The drop from the road to the path below the waterfall.
Report an issue
Artifact: Venison Distribution NoteCollectible
Before the village window

Take the Venison Distribution Note from the first hut before you climb in at the window of the next building.

Landing and the village windowQuest step
Location
Seattle Day 3 · The Island – From the hut, follow your companion to the next building and push the cart to the left so you can climb up and in at the window, then drop to the floor below. Outside lies a village of five buildings (two on the left, a large one on the right and two ahead, the far one a sawmill) with Seraphites patrolling between them. Their patrols are spread out, so stealth works well: clear them all and you can search the village freely. The way on is through the sawmill.
Summary
In at a window and down into a village of huts held by Seraphites.
Report an issue
Coin: MontanaCollectible
Location
Seattle Day 3 · The Island – With the village clear, go to the large left-hand building that stands before the sawmill. Climb the stacked logs at its front or the ladder at its back to the upper floor: the coin is on a box by the open front window.
Summary
One of the 32 Coins, on the upper floor of the large building in front of the sawmill.
Report an issue
Before you leave by the sawmill

Take the Montana coin from the upper floor of the large building on the left before you follow the path out through the sawmill.

Artifact: Mournful Prayer NoteCollectible
Location
Seattle Day 3 · The Island – From the coin, follow your companion out through the sawmill and on along the path, where a line of boats can be seen heading for the island. When two Seraphites come running, drop prone in the grass and they pass you by. Carry on past the watchtower to two huts facing each other: the right one holds a large shrine, and the note is pinned to its right wall.
Summary
A note pinned up in a hut with a large shrine.
Report an issue
Artifact: Young Seraphite's JournalCollectible
Workbench: Island HutArea
Before you squeeze through the fence

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.

Cornfields to the houseQuest step
Location
Seattle Day 3 · The Island – From the workbench, go out by the door to its right and down the path into the cornfields; the corn hides you as tall grass does. Two Seraphites wait in the hut on the right and a heavy one with a pickaxe walks the path on the left, with more around the huts further in: take them out or sneak past. Then follow your companion along the path to the right of the second large hut, over to the fence on the left, and squeeze through it into a hut.
Summary
A fight or a sneak across the cornfields, then through a fence.
Report an issue

The Escape to The Farm

Off the island and back into the city, then a short chapter of chores.

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.

Supplements and Parts: Hut Shelf after the BridgeUpgrade
Location
Seattle Day 3 · The Escape – From the house, follow the path down and over the bridge to more huts. The second hut you pass, on the right, can be entered: both are on the only shelf at the back.
Summary
Supplements and Parts on a shelf in a hut just after the chapter starts.
Report an issue
Out through the streetsQuest step
Location
Seattle Day 3 · The Escape – From the house, follow the path down, over the bridge and past the huts. Go through the building they lead you to, crawl under the door on its far side to reach the street, and drop through a window into the next building, where the flashlights of a patrol show outside.
Summary
Through a building and out to the street, then down into a shop with a flooded basement.
Report an issue
Supplements and Parts: Shop with the Flooded BasementUpgrade
Location
Seattle Day 3 · The Escape – In the shop you dropped into: Parts and Supplements on the lower floor and down by the flooded basement, and more Parts upstairs. The Supplements may be upstairs instead, so check both floors.
Summary
Supplements and Parts on both floors of the shop you drop into.
Report an issue
Coin: ArkansasCollectible
Location
Seattle Day 3 · The Escape – Cross the shop and leave by the door on its far side, then turn left at once: the coin lies on the ground behind a shopping cart beside the bushes, before the truck you crawl under.
Summary
One of the 32 Coins, and the last one on the route. If you have the other 31, Numismatist pops here.
Trophies
  • Achievement · SteamNumismatist
  • Gold · PlayStationNumismatist
Report an issue
Before you crawl under the truck

Take the Arkansas coin from behind the shopping cart first, and anything you want from the shop.

Crawl under the truck and lift the fenceHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Escape – From the coin, crawl under the truck, lift the fence and go under. Go through the building ahead and climb out of the window on its far side: a long scene plays.
Summary
Under a truck and through a fence, then through a building to a long scene.
Report an issue
Parts: Storeroom PalletUpgrade
Location
Seattle Day 3 · The Escape – When the scene ends you are in a storeroom. Before anything else, turn left: the Parts sit on a pallet there.
Summary
Parts in the storeroom you wake up in after the scene.
Report an issue
Supplements: Storeroom LockerUpgrade
Get past the patrol in the flooded breweryHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Escape – When the scene ends you are in a storeroom: climb out of the window left of the large white door. The soldiers here attack on sight: as you drop into the next area, move straight up to the wall of the building ahead, because one walks out to look up at its windows. Inside the flooded building most of the patrol is on the ground floor, with a couple above. Use the cover to take them out quietly one at a time (bodies dropped in the water usually go unseen), or slip past; you don't have to clear them all.
Summary
A building full of soldiers, half under water, that you sneak or fight through.
Report an issue
Parts: Flooded BreweryUpgrade
Location
Seattle Day 3 · The Escape – Same building: on the register by the way in, on the counter with the meat grinder at the back left, and on top of the bar at the back.
Summary
Parts in three spots inside the flooded building.
Report an issue
Parts: Overgrown TruckUpgrade
Location
Seattle Day 3 · The Escape – Leave the brewery by the white door at the back and follow your companion. Where the path splits round a truck covered in plants, check its back.
Summary
Parts in a truck overgrown with plants, just past the brewery.
Report an issue
Workbench: Escape Radio-Station RoomArea
Location
Seattle Day 3 · The Escape – Leave the brewery by the white door at the back and follow your companion along the path, past an overgrown truck. Boost them up to the building ahead; they drop a ladder for you. Climb it and go in through the opening on the right: the workbench stands just ahead.
Summary
The chapter's workbench, in a room at the top of a ladder. It counts once you are close to it.
Report an issue
Before you drop to the road

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.

Slip through the crossfire to the restaurant and ride to HavenHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Escape – From the workbench, leave the room, drop down and follow the road. Ahead, soldiers and Seraphites fight each other: let them, and push up the right side through the tall grass, keeping behind the fighters in the next area too. Make for the restaurant in the middle (you may have to deal with a couple of soldiers just inside) and out the other side to a horse. Interact with it and ride with your companion, steering round enemies and fire; if someone grabs on, mash the button shown to shake them off.
Summary
Past two groups fighting each other to a restaurant, then away on horseback.
Report an issue
Ride through the burning villageHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Escape – In the open area, riders come after you: shoot them, since ammo doesn't run out on the ride, and keep going until you are thrown from the horse. On foot, keep to the right while the two sides fight; where the right is blocked, go left through the big house, watching behind you as more soldiers come up from the rear. Keep left, shooting anyone up on the ledge you have to reach; at the dead end, climb into the building, cross the beams, drop down and move the fallen boards so your companion can follow.
Summary
Riders give chase through a burning town, then you carry on through it on foot.
Report an issue
Boss: Brute at the DocksHidden spoiler – activate to revealBossMinor spoiler
Location
Seattle Day 3 · The Escape – Crawl out past the boards and a fight starts at once; you have no gun, so pick up the sickle. Wait for each swing, dodge it, land two or three hits and back off. Once your opponent is knocked down the first time, they swing several times in a row: let two or three swings pass before you strike again. When you both fall to the lower level, follow the button prompts to end the fight.
Summary
A one-on-one melee fight the story forces, with no gun.
Report an issue
Boat under the dockHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Escape – After the fight, follow the path under the dock to the boat and push it out: a scene plays. Back at the aquarium, go in by the side door, push through the next door and walk on into the main hall; a scene ends the chapter.
Summary
A boat off the island and back to the aquarium, where the chapter ends.
Report an issue
In by the theater ladderHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Seattle Day 3 · The Confrontation – The chapter opens in front of the theater. Go round to the right side and boost your companion up to the lowered fire-escape ladder, then climb after them. Cross the radio room and go down the stairs to the front entrance: a scene plays.
Summary
Up a fire escape into the theater, then down to its entrance.
Report an issue
Boss: Theater BackstageHidden spoiler – activate to revealBossMinor spoiler
Location
Seattle Day 3 · The Confrontation – When you can move, go through the door on the stage. Your opponent shoots on sight, so stay hidden, get behind them and strike while their back is turned. First, go left and vault over to stay out of view while they look round the side; vault back and let them walk into the middle. After the floor gives way, dodge the shotgun blast at once and wait behind the right side of the shelves, not the box on the left; strike when they come to check the box. In the last area traps appear on the floor and your opponent fires from range: watch every corner, throw bottles or bricks to set off traps, lure them or stun them, and keep off the glass and chains on the floor, which give you away. The chapter ends after the last hit.
Summary
A one-on-one stealth fight the story forces, in the rooms behind the stage.
Report an issue
Farm choresHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Farm · The Farm – The chapter opens upstairs: go down to the kitchen. Put a record on the player in the corner and take the toy from the tractor out the front door, then follow the prompts back inside. Check the gate on the right, then herd the sheep into the barn by walking behind them toward the open door; close the gate and go to the last lamb at the back, behind a shovel. When a stairwell appears, go down and open the door at the end. After the scene, walk back to the house.
Summary
A morning of chores around a farmhouse: music, a toy, the sheep.
Report an issue
Play the guitar by the windowHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Farm · The Farm – After the scenes back at the house, go downstairs and interact at the window of the room beside the staircase, then play along with the prompts on screen. A scene ends the chapter.
Summary
A short guitar piece played along to on-screen prompts, which ends the chapter.
Report an issue

Santa Barbara and the Epilogue

A street of houses, the clifftop houses above the shore, a resort full of enemies and a beach, then the epilogue and the clean-up after the credits.

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.

Artifact: Unnamed Note (Green House)Collectible
Location
Santa Barbara · 2425 Constance – The chapter opens on a street of houses. From the Constance street sign, head right down the road to the green house on the left, across from an RV with a skull on its back. Kill the infected outside, climb in at the window and deal with the clicker inside: the note sits on the toilet in the bathroom. It has no name in the game and can't be read again from the backpack, but it counts.
Summary
A note in the bathroom of a green house on the street where the chapter starts.
Report an issue
Find house 2425Quest step
Location
Santa Barbara · 2425 Constance – Back on the street, find number 2425: the yellow house on the odd-numbered side. Open its garage door and search the garage, check the shed in the back yard, then climb in through the open back window and unlock the door for your companion.
Summary
The yellow house the chapter is named for, entered from the back.
Report an issue
Before you leave 2425

Take the note from the green house before you leave 2425 by the garage: a scene there ends the chapter.

Search 2425 and power the basement radioQuest step
Location
Santa Barbara · 2425 Constance – Search the house. When your companion points out scratch marks on the floor, push the bookcase aside and go down to the basement. Switch on the power, then use the radio: a scene plays. Leave the house by the garage, and a second scene ends the chapter.
Summary
A hidden basement in 2425, with a radio to power.
Report an issue
Artifact: Note in the Beached BoatCollectible
Before the cliff path

Take the note from the boat's kitchen counter before you climb the cliff path to the houses.

Artifact: Mansion NoteCollectible
Location
Santa Barbara · Pushing Inland – Leave the boat and climb the cliff path, up the steps and ledges, to the houses; hop the fence into the housing area. Follow the fence right to the first house, with a U-MOVE trailer in front and an infected outside. Its front door is locked, so go in through the garage: the note is on the work table shelf on the left.
Summary
A note in the garage of the first house above the cliff.
Report an issue
Before the upper window

Take the Mansion Note from the first house's garage before you climb in at the upper window.

Climb in through the roof windowQuest step
Location
Santa Barbara · Pushing Inland – From the garage, go on to the next large house: a runner, two stalkers hiding in the bushes and a clicker further right wait in front of it. Get over or under the broken wall beyond. At the next house a clicker walks on the roof: kill it or lure it down, then climb the car and go in at the upper window.
Summary
Past an infected yard and a broken wall to a house you enter through an upper window.
Report an issue
Trading Card: CBB-73Collectible
Artifact: Runaway WarningCollectible
Workbench: Pushing Inland Mansion KitchenArea
Before the yard fence

Take the card upstairs, the Runaway Warning and the kitchen workbench before you go out through the broken windows and crawl under the fence.

Down to the coast roadQuest step
Location
Santa Barbara · Pushing Inland – From the kitchen workbench, leave the house through the broken windows and crawl under the gap in the yard fence. Just past it, a police car stands in the road.
Summary
Out of the house and under the yard fence to the road, where a police car stands.
Report an issue
Journal: Police Car OverlookCollectible
Location
Santa Barbara · Pushing Inland – Stand on the left side of the police car and press the button the prompt shows (L3 on a controller) to look out over the houses below. Take the prompt even if the entry seems to be added on its own.
Summary
A Journal entry at the police car, looking down over the houses.
Report an issue
Before the wrecked vehicles

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.

Squeeze between the wrecked vehiclesQuest step
Location
Santa Barbara · Pushing Inland – From the police car, take the road to the left, past the gap in the rail and on downhill, then follow the cliff to the left and drop to the lower area: two infected wait on the first ledge and one by the wrecks. Squeeze between the two vehicles: a scene ends the chapter.
Summary
The squeeze between two wrecks below the cliff that ends the chapter.
Report an issue
Silenced Submachine GunWeapon
Location
Santa Barbara · The Resort – The scene at the start of the chapter puts it in your inventory: nothing to find, and it can't be missed.
Summary
One of the 12 weapons, given in the scene that opens the chapter.
Trophies
  • Achievement · SteamHigh Caliber
  • Silver · PlayStationHigh Caliber
Report an issue
Journal: Rattler VanCollectible
Location
Santa Barbara · The Resort – Fight past the first group of Rattlers (four, one with a dog) round the cars and the first building, then more at the second building, some of them in helmets. Go up the train tracks to a van with the Rattlers' skull logo and inspect the logo. If you can't find it, look under the stoplights at the crossing to the right of the market.
Summary
The last Journal entry, at a van marked with a skull logo.
Report an issue
Before the red train car

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.

Artifact: Santa Barbara Slave NoteCollectible
Location
Santa Barbara · The Resort – From the van, look to the store on its left: just right of that store, open the door of the red train car, go through and climb the ladder. A scene plays, then drop down. Keep to the left wall beside the trains and follow the blood trail to a body at the corner of the building's ledge: the note is on the keg beside it.
Summary
A note on a keg by the trains, past the red train car.
Report an issue
Before the blue train car

Take the Slave Note from the keg before you crawl under the blue train car into the yard.

Clear the resort yardQuest step
Location
Santa Barbara · The Resort – From the note, crawl under the blue train car into the resort yard. Two Rattlers and two in armour patrol it, and one more drops in later. A runner is chained in the yard: use the block its chain is fixed to and it turns on the Rattlers.
Summary
The fight in the yard on the far side of the trains.
Report an issue
Workbench: Resort WorkshopArea
Location
Santa Barbara · The Resort – With the yard clear, go to the wooden shack with a circular saw in the middle of the yard, to the right of the chained runner: the workbench is inside. It counts once you walk up to it.
Summary
The last of the 25 workbenches, in a shack in the middle of the yard.
Trophies
  • Achievement · SteamPrepared For the Worst
  • Gold · PlayStationPrepared For the Worst
Report an issue
Trading Card: SparkthugCollectible
Location
Santa Barbara · The Resort – From the workshop, go into the large building through its front entrance (a 4 is above the door): the card is on the small table straight away on the right, by the radio.
Summary
The last of the 48 Trading Cards, just inside the large building's front entrance.
Trophies
  • Achievement · SteamMaster Set
  • Gold · PlayStationMaster Set
Report an issue
Before the gap in the wall

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.

Artifact: Rattler's Letter HomeCollectible
Location
Santa Barbara · The Resort – From the card, squeeze through the gap in the wall into the dark room and climb out of the window on the far side into the pool area. A runner is chained there and two clickers in the pool; sneak through the grass behind them if you want to free them. Go into the building at the back, climb the spiral staircase and turn right at the top into the room with beds: the letter is on the nightstand at the end.
Summary
The last artifact, on a nightstand upstairs in the building beyond the pool.
Trophies
  • Achievement · SteamArchivist
  • Gold · PlayStationArchivist
Report an issue
Before the round building

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.

Fight through the round building to the cellsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Santa Barbara · The Resort – From the letter, go along the balcony to the round building: a large group waits behind tables, the last group fight of the story. Clear it, then take the stairs down and open the doors at the bottom: a scene plays.
Summary
A big fight in the round building, then the stairs down.
Report an issue
Through the resort to the beach pathHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Santa Barbara · The Resort – After the scene, walk the path and hop the wall: the chapter ends and The Beach starts at once.
Summary
The path out of the resort that ends the chapter.
Report an issue
Make a manual save on the beach (keep it for Chapter Select)Quest step
Location
Santa Barbara · The Beach – As soon as The Beach starts, before you walk down the beach, open the menu and make a manual save in a slot of its own. Keep it and never overwrite it. The Epilogue can't be saved by hand, so this is the last save that can bring back the full chapter list: after the credits, reload it after every Chapter Select replay.
Summary
The manual save that makes the clean-up after the credits work.
Report an issue
Search the pillars on the beachHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Santa Barbara · The Beach – From your save, walk down the beach to the pillars and use the prompt at the one that is marked: a scene plays.
Summary
A row of pillars down on the beach.
Report an issue
Boss: Fight at the BoatsHidden spoiler – activate to revealBossMinor spoiler
Location
Santa Barbara · The Beach – Follow the path along the shore to the boats, where a scene starts the fight: one on one, hand to hand, in shallow water. Dodge your opponent's swings, then hit back; when you are grabbed, mash the button shown. Button prompts come between the phases: follow them until a scene takes over.
Summary
A one-on-one fight in the water by the boats.
Report an issue
EpilogueHidden spoiler – activate to revealEndingMinor spoiler
Location
The Farm · Epilogue – From the field where the chapter starts, walk to the farmhouse and climb the stairs; in the room behind the closed door, interact with the guitar on the floor: scenes play, then the credits roll.
Summary
A short walk at a farmhouse, then the credits.
Report an issue
Clean-up via Chapter Select: load the Beach save after every replayQuest step
Location
The Farm · Epilogue – After the credits, check the found and total counts per chapter in Chapter Select. To replay one, pick it there, take the missed item (there's no need to hit a checkpoint or play the chapter to its end), then load your Beach manual save and quit to the main menu before the next one: the chapter list follows your latest autosave, so a replay hides every later chapter until you do. Never carry on the story from a replay. Two limits: Supplements and Parts taken on a replay don't count toward the upgrades (the New Game+ run finishes those), and a Training Manual taken on a replay may not count, so take every manual on the run itself. No Beach save? Replay The Beach from Chapter Select and make it there.
Summary
How to pick up anything missed in this run once the credits have rolled.
Report an issue

Run 2: New Game+ with Permadeath

The whole story again in New Game+ with Permadeath on: finish every upgrade, then reach the credits.

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.

Start New Game+ on Very Light with Permadeath (Per Chapter)Quest stepNG+1
Location
New Game+ · Main Menu – Load the manual save you kept at The Beach and quit to the main menu: New Game+ may not show there until a save from the end of the story is loaded. Choose New Game+ and pick Very Light (each New Game+ difficulty is a little harder than run 1's), then switch Permadeath on and set it to Per Chapter, where a death sends you back to the start of the chapter. Leave the Beach save in its slot: Permadeath allows no manual saves, and that save is still your way back to Chapter Select.
Summary
New Game+ keeps your skills, weapon upgrades, unspent Supplements and Parts, recipes and collectibles; Permadeath on top earns its own trophy.
Report an issue
Playing safely under Permadeath

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.

Finish the first character's upgrades before her chapters endHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
New Game+ · Seattle Days 1 to 3 – Play her chapters as in run 1's walk (sections 01 to 09). Take every Supplements and Parts spot and spend at once: Supplements on skills from the backpack, Parts on weapon upgrades at each workbench; your weapons come back once the story reaches Seattle. A skill tree that is still locked needs its Training Manual, which you can take on this run where run 1 found it. When her Supplements and Parts stop turning up, she is fully upgraded: that is by design. If she is still short when her chapters end, the two trophies below simply come later in the run.
Summary
Each character spends only her own Supplements and Parts, so the first character is finished in her own chapters.
Report an issue
Arms MasterHidden spoiler – activate to revealAchievementNG+1Minor spoiler
Location
New Game+ · Workbenches – In the second character's chapters (from run 1's section 10 on), keep taking her Parts and spending them at each workbench. It pops with the last weapon upgrade, once every weapon of both characters that has upgrades is full (the Flamethrower and the Silenced Submachine Gun have none). The last upgrades come in the second half of the run, not sooner.
Summary
Trophy for fully upgrading every weapon, across both characters.
Trophies
  • Achievement · SteamArms Master
  • Gold · PlayStationArms Master
Report an issue
Survival ExpertHidden spoiler – activate to revealAchievementNG+1Minor spoiler
Location
New Game+ · Backpack: skill trees – Alongside the weapon upgrades, keep buying the second character's skills from the backpack. It pops with the last skill, once every tree of both characters is full; a tree opens only with its Training Manual. Once every other trophy of the main list is earned, the Platinum follows with whichever of Arms Master and Survival Expert comes last. Once both characters are full, Supplements and Parts stop appearing: from here, follow the story only.
Summary
Trophy for learning all 50 player upgrades, across both characters.
Trophies
  • Achievement · SteamSurvival Expert
  • Gold · PlayStationSurvival Expert
  • Achievement · SteamEvery Last One of Them
  • Platinum · PlayStationEvery Last One of Them
Report an issue
You Can't Stop ThisAchievementNG+1
Location
New Game+ · Credits – Follow the rest of the story as in run 1, still on Permadeath. It pops at the credits of this run.
Summary
Trophy for finishing the story with Permadeath on, at any setting and on any difficulty.
Trophies
  • Achievement · SteamYou Can't Stop This
  • Bronze · PlayStationYou Can't Stop This
Report an issue

Run 3: Chronological Mode on Grounded

A fresh story run with the chapters in the order the events happen, on the hardest difficulty: two trophies at its credits.

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.

If Dig Two Graves doesn't pop

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.

Start Chronological mode on GroundedQuest stepNG+2
Location
Chronological Mode · Main Menu – From the main menu start a new game, choose Chronological mode and pick Grounded itself, not a Custom difficulty with its sliders set to Grounded. Permadeath isn't offered in this mode, which is why it rode on run 2. Grounded switches off Listen Mode and part of the HUD and makes Supplements and Parts scarce; the combat accessibility options don't block the trophy, and Invisible While Prone above all makes it far easier.
Summary
A new game in Chronological mode at the Grounded difficulty, for both of this run's trophies at once, if the mode counts for Dig Two Graves.
PlayStation 5
Chronological mode needs Patch 2.1.0 or later.
PC (Steam), PC (Epic)
Chronological mode needs Patch 1.5 or later.
Report an issue
I Would Do It All Over AgainAchievementNG+2
Location
Chronological Mode · Credits – Play the chapters in the order the mode gives them, through to the end. It pops at the credits.
Summary
Trophy for finishing the story in Chronological mode; it also unlocks two skins for No Return.
Trophies
  • Achievement · SteamI Would Do It All Over Again
  • Gold · PlayStationI Would Do It All Over Again
Report an issue
Dig Two GravesAchievementNG+2
Location
Chronological Mode · Credits – It should pop at the same credits, as long as the whole run stayed on Grounded: never lower the difficulty during the run. If it doesn't pop, follow the callout at the top of this section.
Summary
Trophy for finishing the story on Grounded.
Trophies
  • Achievement · SteamDig Two Graves
  • Silver · PlayStationDig Two Graves
Report an issue

No Return: Unlocks, Characters, Bosses and Wins

The roguelike mode's groundwork: the run counts that open its modes, every character to unlock, the six bosses in order and one won run with each character.

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.

How a run works

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.

Make it easier

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.

No Return: Play 1 Run (optional)Quest step
Location
No Return · No Return menu – From the main menu, choose No Return and start a Standard Run with either starting character. Win or lose, it counts once it is played; a death in the first encounter is enough. The Custom Run is the only place that allows up to six mods per encounter, and its runs count for the bosses, the challenges and the run wins.
Summary
Your first run opens the Custom Run, where you set the difficulty, encounter types, factions, boss and mods yourself.
Report an issue
No Return: Play 2 RunsQuest step
Location
No Return · No Return menu – From the main menu, choose No Return and play two runs, a Standard Run with either starting character being enough (a quick death in the first encounter still counts). From now on, a gambit can show in the top left corner of an encounter, at most one per encounter; take every one you are offered. Completing them opens more kinds of gambit, and five of them unlock a new character.
Summary
Opens Gambits: an optional side task that can appear in an encounter for a small reward.
Report an issue
No Return: Play 3 RunsQuest step
Location
No Return · No Return menu – Start and end a third run from the No Return menu. From now on an encounter can hold a drop box asking for certain crafting items; hand them over and the gun or recipe waits for you in the hideout afterwards. Fill every drop box you find: three of them unlock a new character.
Summary
Opens Dead Drops: a drop box in an encounter that trades crafting items for a gun or a recipe.
Report an issue
No Return: Play 5 RunsQuest step
Location
No Return · No Return menu – Play runs four and five from the No Return menu. Holdout encounters then join the mix: an ally fights beside you, and the encounter is lost if the ally dies. The map has extra loot, trap mines and pipe bombs, and a Bloater may turn up near the end.
Summary
Opens Holdout encounters: keep an ally alive against the Infected.
Report an issue
No Return: Play 7 RunsQuest step
Location
No Return · No Return menu – Play runs six and seven. Capture encounters then join the mix: human guards stand around a safe you must open in time. Reach it without being seen and you can open it without clearing the area; if the timer runs out the safe locks and every guard has to die instead.
Summary
Opens Capture encounters: crack a guarded safe before a timer runs out.
Report an issue
No Return: Play 9 RunsQuest step
Location
No Return · No Return menu – Play runs eight and nine. The Daily Run then appears in the No Return menu: one attempt a day, with the same seed and the same character for every player (even one you haven't unlocked yet). It needs an internet connection but no PS Plus, and a run left unfinished for 24 hours is abandoned. Nine runs played in all open every mode, which is why short throwaway runs come first.
Summary
Opens the Daily Run: one shared run a day, with a leaderboard.
Report an issue
Character: DinaHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Dina – In the No Return menu, pick Ellie (open from the start) and win two encounters. Win both in the same run to be sure they count. Dina then joins the roster. A Custom Run on Very Light makes these early wins easy.
Summary
The first character of Ellie's side to unlock; she can craft a trap mine and a stun bomb from the start.
Report an issue
Character: JesseHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Jesse – Pick Dina and win three encounters, ideally in a single run to be sure they count. Jesse joins the roster.
Summary
Earns extra currency, rerolls the Trading Post as often as you like and has pipe bombs.
Report an issue
Character: TommyHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Tommy – Pick Jesse and win three encounters, best in one run. His extra currency and free Trading Post rerolls make those encounters easier to stock for. Tommy joins the roster.
Summary
Starts with a sniper rifle; he shrugs off melee hits but can't dodge.
Report an issue
Character: JoelHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – Pick Tommy and win four encounters, best in one run; his rifle keeps fights at range. Joel joins the roster, which completes Ellie's side.
Summary
Brings a custom revolver and the shiv recipe; like Tommy, he takes melee hits but can't dodge.
Report an issue
Character: LevHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Lev – In the No Return menu, pick Abby (open from the start; she heals on melee kills) and win two encounters, both in one run to be safe. Lev joins the roster.
Summary
The first character of Abby's side to unlock; he starts with a bow and can craft arrows.
Report an issue
Character: MelHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Mel – Pick Yara and win three encounters, best in one run. Mel joins the roster.
Summary
Starts with the Healing tree, whose Double Health Kits skill makes two health kits with each craft.
Report an issue
Character: MannyHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Manny – Pick Mel and win four encounters, best in one run; her extra health kits help you last. Manny joins the roster, which completes this side.
Summary
Carries a hunting pistol and gets incendiary shells once he holds a shotgun.
Report an issue
Character: MarleneHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Marlene – Complete five gambits with any character. Gambits show from your third run on, one per encounter at most, so take every gambit you are offered while unlocking the others above; she joins the roster when the fifth is done.
Summary
A character from the first game. She carries her own assault rifle, her gambits are all or nothing (fail one and the reward is lost), and she may switch paths once per run.
PlayStation 5
Bill and Marlene came to the PS5 version with the free Patch 2.0.0 in April 2025. If they are missing from the roster, update the game first. The PC version has had them since launch.
Report an issue
Character: BillHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Bill – Complete three Dead Drops with any character. Drop boxes show from your fourth run on; whenever an encounter has one, gather the crafting items it asks for and hand them over. He joins the roster when the third is done.
Summary
A character from the first game: starts with a trap mine, gets double Dead Drop rewards and shrugs off melee hits but can't dodge.
PlayStation 5
Bill and Marlene came to the PS5 version with the free Patch 2.0.0 in April 2025. If they are missing from the roster, update the game first. The PC version has had them since launch.
Report an issue
Ten won runs, six bosses

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.

Boss: ArcadeHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Arcade – Every Standard Run ends with this fight until you win it; in a Custom Run, choose it as the boss. It comes after the last regular encounter, so spend your currency in the hideout first: explosives and health kits at the Trading Post, gun upgrades at the workbench, and craft before you leave. Win it and the next boss takes its place.
Summary
The first boss: a Bloater in the arcade. Beating it opens the second boss.
Report an issue
Boss: TheaterHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Theater – Once the Arcade fight is won, the next Standard Run ends here; in a Custom Run, choose it as the boss. It is one of the Infected fights, the harder kind, so go in with health kits and explosives bought and your guns upgraded. Winning it also adds the Rattlers to the factions you can face.
Summary
The second boss: the Theater Infestation, an Infected fight. Beating it opens the third boss and the Rattlers as a faction.
Report an issue
Boss: Resort FarmHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Resort Farm – After the Theater, runs end at the Resort Farm against the Rattler Captain; pick it in a Custom Run as the next unbeaten boss. Human bosses are among the easier ones: stock up in the hideout as before and win it to move the order on.
Summary
The third boss: the Rattler Captain. Beating it opens the fourth boss.
Report an issue
Boss: GarageHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Garage – After the Resort Farm, the next boss is the Garage Bloater; choose it in a Custom Run or meet it at the end of a Standard Run. Another Infected fight: carry explosives and health kits from the Trading Post and upgrade your main gun first.
Summary
The fourth boss: a second Bloater, in a garage. Beating it opens the fifth boss.
Report an issue
Boss: StripmallHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Stripmall – After the Garage, runs end at the Stripmall against the Seraphite Elite; pick it in a Custom Run as the next unbeaten boss. It is reckoned the easiest of the six: stock up in the hideout and win it to open the last one.
Summary
The fifth boss: the Seraphite Elite, at a strip mall. Beating it opens the last fixed boss.
Report an issue
Boss: Hospital BasementHidden spoiler – activate to revealBossMinor spoiler
Location
No Return · Hospital Basement – After the Stripmall, the last boss in the order waits in the Hospital Basement; choose it in a Custom Run or meet it at the end of a Standard Run. It is an Infected fight, among the hardest, so save your currency for health kits and explosives and upgrade your best gun before it. Once it is beaten, runs end with a random boss.
Summary
The sixth and last fixed boss: the Rat King, in a hospital basement.
Report an issue
Run Won: EllieHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Ellie – In the No Return menu, pick Ellie and win every encounter of a run, the boss at the end too, with the setup from the plan above. She starts with the Perseverance skill tree and the Molotov recipe.
Summary
A full run won as Ellie, boss included.
Report an issue
Run Won: JesseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Jesse – Pick Jesse and win a whole run with the same setup. His extra currency and free rerolls make him the easiest to stock for the boss.
Summary
A full run won as Jesse, boss included.
Report an issue
Run Won: TommyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Tommy – Pick Tommy and win a whole run with the same setup. He can't dodge, so keep enemies at range with his sniper rifle.
Summary
A full run won as Tommy, boss included.
Report an issue
Run Won: JoelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Joel – Pick Joel and win a whole run with the same setup. Like Tommy he can't dodge; his custom revolver and shivs carry him.
Summary
A full run won as Joel, boss included.
Report an issue
Run Won: AbbyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Abby – In the No Return menu, pick Abby and win a whole run with the setup from the plan above. Melee kills heal her, and she starts with the melee upgrade recipe.
Summary
A full run won as Abby, boss included.
Report an issue
Run Won: MelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Mel – Pick Mel and win a whole run with the same setup. Buy her Double Health Kits skill early, so each craft gives two kits for the boss.
Summary
A full run won as Mel, boss included.
Report an issue
Run Won: MannyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
No Return · Manny – Pick Manny and win a whole run with the same setup. Buy a shotgun at the Trading Post early: once he holds one, he gets incendiary shells.
Summary
A full run won as Manny, boss included.
Report an issue

No Return: Challenges and Trophies

The challenge tracks, the mods and every No Return trophy, planned around the runs of the section before.

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.

Before the first run

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.

Good RiddanceAchievement
Location
No Return · No Return – It pops when the sixth boss, in the Hospital Basement, goes down: the boss rows of the previous section earn it. The bosses come in a fixed order and a lost boss fight repeats, so it needs six won runs in that order.
Summary
Trophy for beating all six No Return bosses.
Trophies
  • Achievement · SteamGood Riddance
  • Bronze · PlayStationGood Riddance
Report an issue
Roll CallAchievement
Location
No Return · No Return – It pops with the tenth character's won run from the previous section. Custom Runs and Daily Runs both count. The two characters added later are not needed: the counter stops at ten. Nothing in the game records which characters have won a run, so tick them off yourself.
Summary
Trophy for winning a full run with every character of the Part II roster.
Trophies
  • Achievement · SteamRoll Call
  • Bronze · PlayStationRoll Call
Report an issue
True StrengthAchievement
Location
No Return · No Return – An S rank needs a high score in one encounter; points come from finishing, speed, little damage taken, accuracy and bonuses such as melee kills, headshots, stealth kills and finishing unseen. Boss encounters nearly always give an S, so it usually comes with your first won run.
Summary
Trophy for an S rank on a single encounter.
Trophies
  • Achievement · SteamTrue Strength
  • Bronze · PlayStationTrue Strength
Report an issue
Mixed BagAchievement
Location
No Return · No Return – Assault (three waves of one faction) is open from the start. Within one Assault encounter, kill enemies with five different weapons; melee weapons count, each type as a separate weapon. A Custom Run with Assault encounters lets you set it up on purpose.
Summary
Trophy for kills with five different weapons in one Assault encounter.
Trophies
  • Achievement · SteamMixed Bag
  • Bronze · PlayStationMixed Bag
Report an issue
Become The HunterHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – Hunted is open from the start: survive a timer while reinforcements keep arriving. Get twelve kills before it ends. The easy setup is Abby on Very Light, Hunted against the Infected in a Custom Run; a small map helps.
Summary
Trophy for 12 kills in one Hunted encounter.
Trophies
  • Achievement · SteamBecome The Hunter
  • Bronze · PlayStationBecome The Hunter
Report an issue
Got Your BackAchievement
Location
No Return · No Return – Holdout opens after 5 runs played. You defend an ally against the Infected until every one is dead; keep the ally above 70% health from start to finish. Use the trap mines and pipe bombs laid out on the map; a Bloater can join late in the encounter.
Summary
Trophy for winning a Holdout encounter with the ally never below 70% health.
Trophies
  • Achievement · SteamGot Your Back
  • Bronze · PlayStationGot Your Back
Report an issue
BurglarAchievement
Location
No Return · No Return – Capture opens after 7 runs played. A human faction guards a safe on a timer: sneak to it unseen and open it without a single kill. If the timer runs out the safe locks and every guard must die instead, which loses the trophy for that encounter. Very Light and the accessibility options make the stealth easy.
Summary
Trophy for cracking a Capture encounter's safe with no kills at all.
Trophies
  • Achievement · SteamBurglar
  • Bronze · PlayStationBurglar
Report an issue
How the challenge tracks count

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.

Challenge: Upgrade All Perseverance Skills as EllieHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Ellie – Ellie always starts with the Perseverance tree. Spend Supplements in the hideout until every skill in the tree is bought in the same run; every upgrade resets when a run ends.
Summary
Ellie's track: every skill of her Perseverance tree in one run.
Report an issue
Challenge: 4 Molotov Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Ellie – Any character counts, but Ellie can craft Molotovs from the start. Throw them into groups until four enemies have died to fire in the same encounter.
Summary
Ellie's track: four Molotov kills inside one encounter.
Report an issue
Challenge: Every Gun in One Run as EllieHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Ellie – As Ellie, buy all six of her guns from the Trading Post in a single run: the semi-auto pistol, the revolver, the bow, the pump shotgun, the bolt-action rifle and the silenced SMG. Spend currency on guns first, and when none is offered, reroll the stock for a small fee.
Summary
Ellie's track: own every gun in one run as Ellie.
Report an issue
Challenge: 4 Trap Mine Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Dina – Dina starts with the trap mine recipe and one mine ready to craft. Lay mines in the enemies' path until four have died to them in the same encounter. Any character counts.
Summary
Dina's track: four trap mine kills inside one encounter.
Report an issue
Challenge: Craft 10 Times in a RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Dina – Craft any ten items across a single run; crafting works in the hideout between encounters as well as in the field. Any character counts, so it comes naturally in a long won run.
Summary
Dina's track: ten crafts over one run.
Report an issue
Challenge: Craft Health Kit, Molotov, Trap Mine and Stun Bomb in a RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Dina – In one run, craft a health kit, a Molotov, a trap mine and a stun bomb. As Dina you already hold the trap mine and stun bomb recipes, so the only recipe to buy at the Trading Post is the Molotov.
Summary
Dina's track: one of each of four crafts in the same run.
Report an issue
Challenge: Buy 10 Trading Post Items in One RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Jesse – Buy any ten items from the hideout's Trading Post in a single run; the cheapest items are enough. Jesse earns more currency and gets extra stock with unlimited rerolls, which makes him the easy pick, though any character counts.
Summary
Jesse's track: ten purchases at the Trading Post in one run.
Report an issue
Challenge: 3 Pipe Bomb Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Jesse – Jesse can craft pipe bombs; Holdout maps also have them lying around. Throw them into groups until three enemies have died to them in the same encounter. Any character counts.
Summary
Jesse's track: three pipe bomb kills inside one encounter.
Report an issue
Challenge: 5 Scoped Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Tommy – Tommy starts with a sniper rifle. In one encounter, kill five enemies while zoomed in through its scope. Any character with a scoped gun counts.
Summary
Tommy's track: five kills while aiming through a scope, in one encounter.
Report an issue
Challenge: Win a Run with Starting Guns OnlyHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Tommy – Win a full run, boss included, without firing any gun you didn't start with: buy no guns and leave Dead Drop guns alone. Throwables and melee weapons picked up along the way are allowed. Any character counts, so fold it into one of your won runs.
Summary
Tommy's track: a whole won run with only the guns you began it with.
Report an issue
Challenge: Every Kill a Headshot in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Tommy – Pick an encounter with few enemies, such as the first Capture encounter of a run, and make every kill a headshot until it is won. Any character counts.
Summary
Tommy's track: win an encounter in which every kill is a headshot.
Report an issue
Challenge: No Missed Shots in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Tommy – Win one encounter without a missed shot. Tommy's rifle suits it: fire only when the shot is certain. Any character counts.
Summary
Tommy's track: win an encounter without missing a single shot.
Report an issue
Challenge: Win an Infected Encounter as JoelHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – As Joel, win any encounter whose faction is the Infected. A Custom Run lets you choose the Infected as the only faction; Holdout encounters are always against them too.
Summary
Joel's track: win an encounter against the Infected as Joel.
Report an issue
Challenge: 6 Kills with One Gun Without ReloadingHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – In one encounter, kill six enemies with one gun without reloading it in between. Joel's custom revolver is the usual choice. Any character counts.
Summary
Joel's track: six kills with the same gun and no reload, in one encounter.
Report an issue
Challenge: 3 Shiv Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – Joel starts with the shiv recipe. Craft shivs and use them for three kills in the same encounter. Any character with shivs counts.
Summary
Joel's track: three shiv kills inside one encounter.
Report an issue
Challenge: Hit 5 Enemies with a Bottle or Brick in One RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – Pick up bottles and bricks during encounters and throw them at enemies; five hits across a single run are enough. Any character counts.
Summary
Joel's track: five bottle or brick hits over one run.
Report an issue
Challenge: Win a Bloater Boss Encounter as JoelHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Joel – Make Joel's won run one that ends at a Bloater boss: the Arcade Bloater (the first boss) or the Garage Bloater (the fourth). In a Custom Run, choose the Arcade Bloater, or the Garage Bloater once your runs have reached it.
Summary
Joel's track: beat a Bloater boss as Joel.
Report an issue
Team EllieHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – It pops with the last of the 21 challenges on those five tracks: the 17 rows above plus the four win challenges, which are the Dina, Jesse, Tommy and Joel unlocks of the previous section.
Summary
Trophy for every challenge on the tracks of Ellie, Dina, Jesse, Tommy and Joel.
Trophies
  • Achievement · SteamTeam Ellie
  • Bronze · PlayStationTeam Ellie
Report an issue
Challenge: Gain 50 Health from Melee in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Abby – Abby heals when she kills in melee. As Abby, fight hand to hand through one encounter until melee kills and hits have given back 50 health in total.
Summary
Abby's track: 50 health won back from melee kills and hits in one encounter.
Report an issue
Challenge: Upgrade 3 Melee Weapons in a RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Abby – Abby starts with the melee upgrade recipe. Pick up melee weapons as you go and upgrade three of them within one run. Any character with the recipe counts.
Summary
Abby's track: three melee weapons upgraded in the same run.
Report an issue
Challenge: All Melee Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Abby – Win one encounter killing only in melee. Abby's healing on melee kills makes her the safe pick, on Very Light. Any character counts.
Summary
Abby's track: win an encounter in which every kill is a melee kill.
Report an issue
Challenge: 7 Explosive Arrow Kills in One RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Lev – As Lev, buy the second archery skill, which gives explosive arrows, as early in the run as you can. Kill seven enemies with them before the run ends. Any character with explosive arrows counts.
Summary
Lev's track: seven explosive arrow kills over one run.
Report an issue
Challenge: Craft 20 Arrows in One RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Lev – Lev can craft arrows from the start. Craft twenty across a single run, in the field or in the hideout; the explosive arrow run above is a good time to do it.
Summary
Lev's track: twenty arrows crafted over one run.
Report an issue
Challenge: All Bow Kills in One EncounterHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Lev – As Lev, win one encounter killing only with the bow. Any character with a bow counts.
Summary
Lev's track: win an encounter in which every kill is with the bow.
Report an issue
Challenge: Win a Seraphite Encounter as YaraHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Yara – As Yara, who comes with an ally, set up a Custom Run with the Seraphites as the only faction and win any encounter. Her won run of the previous section can carry it.
Summary
Yara's track: win an encounter against the Seraphites as Yara.
Report an issue
Challenge: Defeat 3 Seraphite BrutesHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Yara – Kill three of the large Seraphites who carry hammers. Those in Seraphite Assault encounters count, and so do the ones at the Seraphite boss, so a Seraphite-only Custom Run is the place for it. Any character counts.
Summary
Yara's track: three of the big hammer-wielding Seraphites.
Report an issue
Challenge: Craft 8 Health Kits in a RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Mel – Mel's Healing tree has a skill that crafts two health kits at a time. Craft eight across a single run, keeping materials for them. Any character counts.
Summary
Mel's track: eight health kits crafted over one run.
Report an issue
Challenge: Heal 80 Health with One Health KitHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Mel – Buy the Improved Health Kits skill first, then let your health run very low before using one, so a single kit restores 80. Any character counts.
Summary
Mel's track: one health kit that restores 80 health.
Report an issue
Challenge: Fully Upgrade Any GunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Manny – Spend Parts at the hideout workbench on one gun until every upgrade it has is bought. Upgrades reset when a run ends, so finish it within one run; buy Parts at the Trading Post if short. Any character counts.
Summary
Manny's track: every upgrade on one gun.
Report an issue
Challenge: 5 Incendiary Shell Kills in One RunHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Manny – As Manny, buy a shotgun at the Trading Post: once he holds one, he gets incendiary shells. Choose the double-barrel if it is offered, as it may be the only one that takes them. Kill five enemies with the shells before the run ends.
Summary
Manny's track: five kills with incendiary shotgun shells over one run.
Report an issue
Team AbbyHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – It pops with the last of the 16 challenges on those five tracks: the 12 rows above plus the four win challenges, which are the Lev, Yara, Mel and Manny unlocks of the previous section.
Summary
Trophy for every challenge on the tracks of Abby, Lev, Yara, Mel and Manny.
Trophies
  • Achievement · SteamTeam Abby
  • Bronze · PlayStationTeam Abby
Report an issue
Challenge: 5 Gambits in One Run as MarleneHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Marlene – As Marlene, complete five gambits in one run. Each encounter allows at most one gambit (shown at the top left), so take and finish one in nearly every encounter of the run. Her gambits are All or Nothing: failing one loses its reward, and the run has little room for a miss.
Summary
Part I track: five gambits completed in a single run as Marlene.
Report an issue
Risk TakerHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – Gambits open after 2 runs played. Any character counts, so Marlene's five-gambit run above earns it at the same time; otherwise take and finish a gambit in nearly every encounter of one run.
Summary
Trophy for completing five gambits in one run.
Trophies
  • Achievement · SteamRisk Taker
  • Bronze · PlayStationRisk Taker
Report an issue
Queen FireflyHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – Marlene starts with a custom assault rifle. Kill fifteen enemies with it in one encounter: a Hunted encounter, where reinforcements keep coming until the timer ends, or an Assault encounter's three waves give the most targets.
Summary
Trophy for 15 kills with Marlene's assault rifle in one encounter.
Trophies
  • Achievement · SteamQueen Firefly
  • Bronze · PlayStationQueen Firefly
Report an issue
Challenge: 3 Dead Drops in One Run as BillHidden spoiler – activate to revealOtherMinor spoiler
Location
No Return · Bill – As Bill, deliver the crafting items three Dead Drop boxes ask for, all in one run; each pays out a gun or recipe in the hideout, and his rewards are doubled. Leave several encounter types switched on in a Custom Run, because Capture-only runs may not offer Dead Drops. Plan it as the same run as the next trophy.
Summary
Part I track: three Dead Drops completed in a single run as Bill.
Report an issue
Biology LessonHidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – In Bill's Dead Drop run, pick a Bloater boss (the Arcade or the Garage Bloater) for the Custom Run. One of his Dead Drops gives a fully upgraded custom pump shotgun: take it and use that gun, not a bought pump shotgun, for the killing blow on the Bloater.
Summary
Trophy for a Bloater kill as Bill, made with his pump shotgun.
Trophies
  • Achievement · SteamBiology Lesson
  • Bronze · PlayStationBiology Lesson
Report an issue
This Make You All Nostalgic?Hidden spoiler – activate to revealAchievementMinor spoiler
Location
No Return · No Return – It pops with the last of the four Part I challenges: the Marlene and Bill unlocks of the previous section (five gambits and three Dead Drops in total, with any character) and the two one-run challenges above.
Summary
Trophy for the whole Part I challenge track.
Trophies
  • Achievement · SteamThis Make You All Nostalgic?
  • Silver · PlayStationThis Make You All Nostalgic?
Report an issue
Mods: All Tiers UnlockedQuest step
Location
No Return · Mods – Mods are listed under MODS on the planning board: up to two per encounter in a Standard Run, up to six in a Custom Run. Eleven are open from the start; the other fifteen come in four tiers after 3, 6, 9 and 12 encounters won with mods on. Only a won encounter counts, so keep Custom Runs on Very Light with mods switched on until the fourth tier opens; each mod won along the way counts for the next trophy too.
Summary
All 26 mods available: four tiers open as you win encounters that carry mods.
Report an issue
The 26 mods, by the tier that opens them. The game shows only a total, so tick each mod here once you have won an encounter with it.
ModTierOpens after
Decreased Enemy HealthStartopen from the start
Enemies Drop Bombs on DeathStartopen from the start
Increased Enemy HealthStartopen from the start
Long Shot Damage BonusStartopen from the start
Melee Attacks Set Enemies On FireStartopen from the start
Melee Kills Restore HealthStartopen from the start
Mystery EncounterStartopen from the start
Pustule RainStartopen from the start
Thick FogStartopen from the start
Tripwire TrapsStartopen from the start
Vaulting Boosts Movement SpeedStartopen from the start
Invisible EnemiesTier I3 encounters won with mods
Low Health Damage BonusTier I3 encounters won with mods
Photo Mode FiltersTier I3 encounters won with mods
Stuns Restore Melee DurabilityTier I3 encounters won with mods
Distractions Attract EnemiesTier II6 encounters won with mods
Increased Enemy SpeedTier II6 encounters won with mods
Temporarily Unlock All RecipesTier II6 encounters won with mods
Mirror ModeTier III9 encounters won with mods
Molotov RainTier III9 encounters won with mods
Stealth Kills Boost Movement SpeedTier III9 encounters won with mods
Time LimitTier III9 encounters won with mods
Crafting Gives Bonus PartsTier IV12 encounters won with mods
Long Guns LockedTier IV12 encounters won with mods
Reloading Discards Ammo LeftTier IV12 encounters won with mods
Time Slows on HeadshotsTier IV12 encounters won with mods
ModdedAchievement
Location
No Return · No Return – Once the fourth tier is open, run Custom Runs on Very Light with only the mods still missing switched on, up to six per encounter, and win each encounter: a lost one, such as a Time Limit that runs out, doesn't count. Custom Runs count in full. If the counter sticks at 25 of 26, try winning a Mystery Encounter with other mods switched on alongside it.
Summary
Trophy for winning an encounter with each of the 26 mods.
Trophies
  • Achievement · SteamModded
  • Bronze · PlayStationModded
Report an issue
May Your Survival Be LongAchievement
Location
No Return · No Return – The Daily Run opens after 9 runs played and needs an internet connection. Everyone gets the same seed and the same character, chosen by the game (even one you haven't unlocked); you have one attempt per day, and a run left unfinished for 24 hours is abandoned. A failed day just means trying again the next day. A win on Grounded earns this trophy and the next one together.
Summary
Trophy for winning a Daily Run, on any difficulty.
Trophies
  • Achievement · SteamMay Your Survival Be Long
  • Bronze · PlayStationMay Your Survival Be Long
Report an issue
May Your Death Be SwiftAchievement
Location
No Return · No Return – Win a Daily Run with the difficulty set to Grounded itself: a Custom difficulty doesn't count, while the accessibility options are allowed. Practise Standard Runs on Grounded first. Your character and boss are the day's draw; the Seraphite Elite is the friendliest boss to get.
Summary
Trophy for winning a Daily Run on Grounded.
Trophies
  • Achievement · SteamMay Your Death Be Swift
  • Gold · PlayStationMay Your Death Be Swift
Report an issue

Bonus Modes and Unlockables

The bonus modes and Extras purchases that sit outside the walk. None of them counts toward 100%.

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.

Lost LevelsOther
Location
Main menu · Lost Levels – Pick Lost Levels from the main menu; no unlock is needed. Each level is an unfinished early version, and you start the commentary by interacting with objects set around it. There's nothing to collect, and any skins you own can be worn.
Summary
Three playable levels cut early in development, with developer commentary. No trophy, and it doesn't count toward 100%.
Report an issue
Guitar Free PlayOther
Location
Main menu · Guitar Free Play – Choose Guitar Free Play from the main menu. The mode is open from the start, but some instruments unlock only as you progress through the story. Play as Ellie, Joel or the composer Gustavo Santaolalla, switch between guitar, banjo, steel resonator and other instruments, add effects pedals and pick a backdrop taken from places in the story.
Summary
The story's guitar minigame as a mode of its own. No trophy, and it doesn't count toward 100%.
Report an issue
Speedrun ModeOther
Location
Main menu · New Game – It unlocks through story progress, so it's sure to be there once you've finished the story. Turn it on as you start a New Game or New Game+; a run already under way or a chapter picked from the menu can't use it. You can time the whole game or either half of the story. The clock stops during cutscenes, modifiers are allowed but mark the run, and your times are listed under Extras in Speedrun Recap.
Summary
An on-screen timer for timed runs, with your records kept. No trophy, and it doesn't count toward 100%.
Report an issue
Gameplay modifiers and render modesOther
Location
Main menu · Extras – Finish the story, then open Extras from the main menu and spend points to unlock them. The modifiers come in three groups: Mirror (such as Mirror World), Cheats (such as Infinite Ammo, One Shot and Touch of Death) and Audio (8-bit, 4-bit, Helium and Xenon). The render modes, about 30 of them, change only how the picture looks. Grounded and Permadeath switch some modifiers off, so they can't help with those trophies.
Summary
Cheat, mirror and audio options plus screen filters, all bought with points. No trophy, and they don't count toward 100%.
Report an issue
Skins and the points shopOther
Location
Main menu · Extras – Open Extras from the main menu to spend your points. There are skins for the playable characters of the story and for their weapons, and you can wear them in the story, in Lost Levels and in No Return. Skins for the No Return characters come from that mode's challenges instead, and Chronological mode unlocks two more of them.
Summary
New outfits and weapon looks, paid for with the points you earn by playing. No trophy, and they don't count toward 100%.
Report an issue

Trophies and Achievements

Every trophy with its group and the section that earns it on this route, and how the lists differ between platforms.

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.

All 45 trophies, with the section that earns each on this route
TrophyGroupPlayStation gradeSection
Every Last One of ThemThe Last of Us Part II RemasteredPlatinum17. Run 2: New Game+ with Permadeath
What I Had to DoThe Last of Us Part II RemasteredGold16. Santa Barbara and the Epilogue
Survival ExpertThe Last of Us Part II RemasteredGold17. Run 2: New Game+ with Permadeath
Arms MasterThe Last of Us Part II RemasteredGold17. Run 2: New Game+ with Permadeath
ArchivistThe Last of Us Part II RemasteredGold16. Santa Barbara and the Epilogue
Master SetThe Last of Us Part II RemasteredGold16. Santa Barbara and the Epilogue
NumismatistThe Last of Us Part II RemasteredGold15. The Escape to The Farm
Prepared For the WorstThe Last of Us Part II RemasteredGold16. Santa Barbara and the Epilogue
MechanistThe Last of Us Part II RemasteredSilver4. Seattle Day 1: Eastbrook Elementary and Capitol Hill
SpecialistThe Last of Us Part II RemasteredSilver7. Seattle Day 2: Finding Strings to St. Mary's Hospital
SafecrackerThe Last of Us Part II RemasteredSilver13. The Descent and Ground Zero
SightseerThe Last of Us Part II RemasteredSilver3. Seattle Day 1: Downtown, the Pet Store to the Hotel
JourneymanThe Last of Us Part II RemasteredSilver12. The Coast and The Shortcut
Survival TrainingThe Last of Us Part II RemasteredSilver13. The Descent and Ground Zero
High CaliberThe Last of Us Part II RemasteredSilver16. Santa Barbara and the Epilogue
In the FieldThe Last of Us Part II RemasteredSilver9. Seattle Day 3: The Flooded City and Infiltration
Tools of the TradeThe Last of Us Part II RemasteredBronze11. Hostile Territory and The Forest
TinkererThe Last of Us Part II RemasteredBronze1. Jackson
ApprenticeThe Last of Us Part II RemasteredBronze2. Seattle Day 1: The Gate and Downtown
Starter SetThe Last of Us Part II RemasteredBronze2. Seattle Day 1: The Gate and Downtown
Mint ConditionThe Last of Us Part II RemasteredBronze10. The Park, The Stadium and The Forward Base
Looks Good On YouThe Last of Us Part II RemasteredBronze5. Seattle Day 1: Channel 13 to The Birthday Gift
SharpshooterThe Last of Us Part II RemasteredBronze10. The Park, The Stadium and The Forward Base
Put My Name UpThe Last of Us Part II RemasteredBronze11. Hostile Territory and The Forest
Relic of the SagesThe Last of Us Part II RemasteredBronze11. Hostile Territory and The Forest
So Great and SmallThe Last of Us Part II RemasteredBronze2. Seattle Day 1: The Gate and Downtown
Dig Two GravesGrounded ModeSilver18. Run 3: Chronological Mode on Grounded
You Can't Stop ThisGrounded ModeBronze17. Run 2: New Game+ with Permadeath
Mixed BagNo ReturnBronze20. No Return: Challenges and Trophies
Become The HunterNo ReturnBronze20. No Return: Challenges and Trophies
Got Your BackNo ReturnBronze20. No Return: Challenges and Trophies
BurglarNo ReturnBronze20. No Return: Challenges and Trophies
Roll CallNo ReturnBronze20. No Return: Challenges and Trophies
ModdedNo ReturnBronze20. No Return: Challenges and Trophies
Risk TakerNo ReturnBronze20. No Return: Challenges and Trophies
Good RiddanceNo ReturnBronze20. No Return: Challenges and Trophies
Team EllieNo ReturnBronze20. No Return: Challenges and Trophies
Team AbbyNo ReturnBronze20. No Return: Challenges and Trophies
True StrengthNo ReturnBronze20. No Return: Challenges and Trophies
May Your Survival Be LongNo ReturnBronze20. No Return: Challenges and Trophies
May Your Death Be SwiftNo ReturnGold20. No Return: Challenges and Trophies
This Make You All Nostalgic?Part ISilver20. No Return: Challenges and Trophies
Biology LessonPart IBronze20. No Return: Challenges and Trophies
Queen FireflyPart IBronze20. No Return: Challenges and Trophies
I Would Do It All Over AgainChronologicalGold18. Run 3: Chronological Mode on Grounded
How the lists differ by platform
PlatformListNotes
PlayStation 545 trophies: 1 Platinum, 9 Gold, 10 Silver, 25 Bronze, in five groupsThe Platinum needs only the 25 other trophies of the first group.
Steam45 achievementsThe 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 StoreNot confirmedThe store's own list couldn't be checked.

About this guide

Three runs of the story, plus No Return alongside any of them. Run 1, on any difficulty below Grounded, takes every collectible, safe, manual, weapon and workbench; before the last chapter of that run, make a manual save to keep for cleanup. Run 2 is New Game+ on Very Light with Permadeath set to Per Chapter: it finishes the upgrades, which one run doesn't give enough Supplements and Parts for. Run 3 is Chronological mode on Grounded. After the credits, Chapter Select replays a chapter, with limits: the chapter list follows your latest autosave, so replaying an early chapter hides the later ones until you reload the cleanup save, and Supplements and Parts taken on a replay don't count toward the upgrades.

Last verified: Nov 12, 2026 · Patch Remastered, latest patch (PS5, PC on Steam and Epic) · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.