Одни из нас™: Часть I

Одни из нас™: Часть I

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In Chapter Order 100% Achievement Walkthrough Guide: The Last of Us Part 1
От I'M SAYING THE N WORD
This is a walkthrough guide to get 100% of all the achievements within a single playthrough, in chapter order, for The Last of Us Part 1.
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Intro:
Hello and welcome to my 100% walk-through guide on how to get each achievement in Chapter order. In this guide, I will go step-by-by in order of what collectables to grab and where they are to 100% of the game in a single play through. This guide is for new players that want all the achievements or a returning player like me that just wants to quickly 100% the game.

I have also made an Last Of Us Part 2 guide, if you are interested.

Disclaimer:
This guide is a work in process, and parts were made before the game was out, so all the imagines on collectables I took from PS5Trophies' video on The Last of Us Part 1 Collectables Guide, and IGN website.

The Last of Us Part 1 base game has 225 collectibles and 21 related achievements, all of which can be done in a single playthrough. It'll take us around 21½ hours to get everything done in the base game.

There are no achievement/s linked to difficulty in the remake, so you can play it on the easiest difficulty if you want to make the ride a little smoother. That being said, I would recommend playing on a difficulty lower than 'Grounded'. As in my playthrough, I missed some achievements and a Shiv door because the game didn't be enough resources. So, be warned, if you play on a higher difficulty, you may miss a collectible and have to reload a chapter in the main menu.
Before we begin, we should have some just general tips:

    Firstly
  • This game has some great accessibility settings; we can use this to help find the collectibles and supplies more easily. Just go into settings and then accessibility. Once there, turn on high contrast mode. This will allow us while in-game to turn contrast mode on, basically turning anything non-intractable gray, but everything else in color. So, it will highlight collectables like Pendants to find more easily, like when in a tree.

    Secondly
  • Try not to use your Shivs: There are a lot of Shav doors, more so in the Pittsburgh area. So it's best to keep them healthy for those doors or keep the blades to upgrade 5 different melee weapons we need for the "Build em up, Break em down" achievement (I'll talk about at in the Hotel Lobby chapter).

    Thirdly
  • Throughout the game, we will collect parts. There is an achievement called "Combat ready" that requires us to upgrade a weapon fully. The easiest one to complete is the Revolver, but it's up to you one gun you want to upgrade fully. The lower the difficulty, however, the more parts. So, play however you like, but you should be able to get the achievement even on the hardest difficulty.

    Lastly
  • For the "Geared up" achievement we need to craft all 6 items: a Health kit, a Molotov, a shiv, a nail bomb, a smoke bomb, and a melee upgrade. So, even if you are like me and don't use the smoke bomb at all. At some point, you'll have to craft one of each in the game.


Disclaimer
This chapter has no achievements or collectibles; it's only for the story. There are items you can pick up and look at as Sarah, but none of these items count towards the Chronicles achievement. So, you are free to speedrun this part if you want.


20 Years Later
Optional Conversations 1/4
Right before the checkpoint on the left, walk to the right and wait for a guy to walk over to a woman instead. When zJoel is near, they will talk, and then ask Joel a question




Beyond the Wall
Artifact: 1-2/8
After running from the Firefly attack and shimming through the hole behind a shelf: we'll walk through a tunnel, and at some point, you'll have to pick up Joel's gear. You automatically get 2 Artifacts.
Optional Conversation: 2/4
Not soon after picking up Joel's gear, you'll have to climb through a hole in the floor, going up into a cafe shop. When Tess walks through the doorway of the shop, the Conversation prompt will pop up.
Firefly Pendant: 1/3
David Vigil
After leaving the Cafe shop, you have to find a ladder to climb into the side of a building. After climbing up, you have to turn right into another room. Head into the bedroom that is straight ahead, and a Pendant should be on the left-hand side of the bed. Once we pick this Pendant up, we will also get the "Fallen firefly" achievement.

Fallen firefly
Find a Firefly pendant
Collect 1 Firefly pendant.

Optional Conversation 3/4
Source of the Spores
When you are forced to put on a mask because of spores, you will have to couch walk through a bit of the building. You will see a dead clicker/runner up against a wall at some point, and a prompt will come up. Hard to miss.
Artifact: 3/8
Note to Brother
After fighting your first runners, head upstairs, and instead of walking forward to go outside, turn left and head for the door in front of you. It should be a note on a table on the left-hand side.
Firefly Pendant: 2/3
Ben Glueck
After you have to put down a plank to cross a gap and you jump out of the building. You'll run outside with Tess and eventually have to couch underneath a fallen fire escape into an open area. There is a tree to the left, head over to the tree, and there will be a Pendant hanging on the tree on the left.
The Slums
Artifact: 4/8
Drafting Notice
After a while, you'll come to a different area within the QZ with people in it. Walk by a market area and walk to the other end of the bus. After a short cutscene, exit the bus, walk forward, and on the ground to the left, in the middle of a lot of other papers, will be an Artifact.
Artifact: 5/8
Wanted Poster
From the last Artifact, head forward towards the notice board, and pick up the poster.
Artifact: 6/8
Warehouse Key
A while ahead, you'll reach a room with 2 people in it; whatever one the player kills, they will drop the keys. This key counts as an Artifact, and you'll need the keys to continue anyways. You can't miss it.
Artifact: 7/8
Shipping Manifest
After a cutscene at the docks, you enter a battle area. The first Artifact here is basically straight ahead of us, to the right of where the player first drops down. It's along the side near 2 buckets in front of a big blue tub.
Artifact: 8/8
Docks Note
The other Artifact in this area is close. Just walk forward, then take a right. It will be in the left corner behind 2 blue tubs and in front of the big rusted ship.
The Cargo

Optional Conversation: 4/4
Body Pile
After some time with Marelene, you'll walk into an open area with some QZ guards. You have to deal with them all to get the Optional Conversation in this area. When they are all dealt with, cross the bridge to the right and head to the pile of bodies. Wait for Marelene to head over and for the prompt to appear.

Firefly Pendant: 3/3
Philip Liu
The last collectible for this chapter is a Pendant. After the cutscene ends after meeting Eille, walk straight towards a body up against a newspaper dispenser, which the Pendant should be on the right of the body.

Outside
Artifact: 1
Tess' List
As soon as the cutscene ends of Joel waking up at night, do the classic gaming trope of turning around and heading back inside the room he was in before. It's on the side table with the lamb on it.
Optional Conversation: 1
Marlene
Either pick up the note first or not: head over to Tess standing near the window and a prompt should appear.

Artifact: 2
Patrol Routes Map
After turning on the generator and going down the elevator. Look to the right and a note should be there.
Downtown
Artifact: 3/9
Evacuation Leaflet
A long time later, after fighting and running from the QZ guard. At some point you will climb up onto a street that is just beneath some skyscrapers. On the right-hand side you'll find between a trash can and a car a note.
Firefly Pendant 1/4
Lenz
After some walking, you'll come acorss the entrance to a skyscraper. Walk right and all the way down the end to the first tree. The Pendant will be on the tree, on the right-hand side. If too hard, turn on high-contrast in the accessibility options.
Optional Conversation: 2/4
Dead Soldier in The Goldstone Building
When done, head into the skyscraper and through the doorway. A dead body should be to the right, right before the next doorway. A prompt will show up and you'll start an optional Conversation.
Artifact: 4/9
Field Ops Log
Head up the stairs and after the first set, you'll find a body against the wall. A note will be next to him.
Shiv Door: 1/2
Head up the stairs and at some point, a cutsense will happen with a clicker. When the cutscene is over, head into the room to the right, then take a left to the next room. The door now in front of us needs a Shiv. Use an unused Shiv to get in.
Arifact: 5/9
Firefly Map
Sometime later, you'll head underground into the subway underneath the skyscraper. Walk forward, and you'll can pick up a Molotov to the left here. Past that, keep walking forward up the blocked-off stairs, and a note will be next to a body on the right.
Artifact: 6/9
Note to Derek
The next room will be an infected battle room, with many clickers, a handful of runners, and 1 Artifact and 1 Safe. Head left as we enter the room, and there should be a runner eating a body in front of the shop we want to go into. Head into the shop, walk behind the cashier and open the drawer to get a note with the Safe code on it.
Safe: 1/1
03-43-78
Now, the Safe is on the other end of the room from where we are now, so head on over to the bookshop. There will be a runner inside this shop, but he is basically sleeping, making it easy to walk up on and stealth kill. Head on over behind the counter of the shop, and the Safe should be there.


The Museum
Artifact: 7/9
Medical Pamphlet
Once out of the subway and on the streets again, there will be a truck in the way that you'll have to climb over with a box. Jump over to the other side, but then turn around to head inside the truck. Inside the back of it will be a note.
Workbenches: 1/1
Right after running into the building and after the cutscene, to the back left of the room, to the left of the doorway to get out of this room, will be our first workbench of the game. We need to interact with it to make it count towards the "Prepared for the Worst" achievement.

Disclaimer:
As stated at the beginning of the guide, there is an achievement called "Combat ready", where we must fully upgrade at least one weapon. You should be able to easily get this achievement just by playing the game if you're always looking around for supplies and parts from room to room. The Revolver will be the quickest gun to upgrade, only costing 155 parts and needing level 3 Tools. We also need to look out for Toolboxes to allow us to get better upgrades for our weapons, starting in the next chapter.

Firefly Pendant: 2/4
Kiper
Walking a few steps forward, we head into a room that has had the floor above collapse. We need to walk up this ramp, hugging the left of it, and once up the top of the ramp, turn around and while hugging on the right still, shimmy across the small path to the other side to get a Pendant that's within a display case.
Shiv: 1/2
After being separated from Tess and Ellie, turn around, take the first door on the left, go past the double doors, and then take the door on the left. To our right, after entering, will be another Shiv door.
Optional Conversation 3/4
Checking up on Tess
After meeting up with Tess and Ellie and clearing the room of infected, head over to the open windows on the left side of the room. Don't climb the window or be too close to Tess Wait for them to walk up to the window to get 2 Optional Conversations. First Optional Conversation is with Tess. The Prompt should show up when she's leaning out of the window. Save encase Tess climbs the window.
Optional Conversation 4/4
Checking up on Ellie
The second Optional Conversation will be with Ellie. Right after talking with Tess, the prompt should show soon after.
The Capitol Building
Artifact: 8/9
Firefly Orders
Right after the cutscenes and timeskip, we head down a flight of stairs. Right at the bottom of these stairs, turn around to the right and walk towards a dead body to find a note near it.
Firefly Pendant: 3/4
Davidson
After moving the dumper and then climbing over it to get back onto the street, we'll head into a big area that is fully flooded. We want to follow the road forward and instead of turning right into the capitol building, we want to turn left towards the gazebo. Inside will be a Firefly Pendant on the floor, in the water; it's a little hard to see.
Hunting Rifle
When in the capital will be a lot of fighting, so be ready. Head deeper inside after jumping over a small gap. There will be the rifle we can pick up near a dead body; it's hard to miss.
Artifact: 9/9
Smuggler Note
Right after leaving the capital and entering the flooded subway, at some point, you and Ellie will come to a part of the subway that Ellie can't cross. So you have to find the wooden pellet to help her cross. Instead, go to the left-hand side where Ellie is standing and waiting. There should be a dead body leaning up against the wall. There should be a note next to him.
Firefly Pendant: 4/4
Jirang
While next to the body, where the last Artifact was, will be some flooded stairs to our left; we need to swim down them. Swim down and go straight through. At some point you'll see a doorway to the left; head into that room. In this room will be some parts and a Firefly Pendant on a shelf.

The Woods
We are now in Bill's town, a fun area with a bit of collectibles that are mostly in the same spot.

After walking through the forest to the town gate, we will find a pipe with blades on it while looking around. I do not believe this counts towards the "Build Em Up, Break Em Down" achievement, but I could be wrong. Anyways, the pipe is hard to miss as its right on top of the roof we need to walk on to get past the fence.

Actifact: 1/11
Pills Note
After walking into the town, we will drop down into a somewhat open area that has a shed and building in front of us. Enter the building in front of us and enter the first room on the left. On the other end of the room will be the first note of this chapter.
Shiv Doors: 1/2
There is some loot in this area, so be sure to look inside and outside the building. Be warned, as there is a sleeping clicker inside the shed, so be sure to deal with it carefully.

Once finished looting around, we can now drop down on the left side of the building, and right after dropping, turn left to see the first Shiv Door
Optional Conversation 1/5
The Turning
After going though the locked gate. This area is open and has a lot of loot, so you could go around and loot or walk towards the two-story building straight ahead when we enter the area and go to the first floor of the pizza shop. Inside we will find an arcade machine called "The Turning", stand next to it, and wait for Ellie to walk up to it. The Prompt should then show.
Artifact: 2/11
Note to Bob
Afterward, head down the street to the wooden blockage that is blocking us from the church. A note with the combination to the Safe in this area will be stuck in some wire at the blockage.
Firefly Pendant: 1/3
Wang
Pick up the note, then turn around. There will be an RV in front of us. Climb on top of the roof where a Firefly Pendant will be.
Safe: 1/1
5-17-21
Once done, drop down from the RV and keep walking back up the street until we walk to the eviction notice sign. When at the notice, walk to the alleyway to our left, and at the back end of the truck will be the only Safe in this chapter.
Artifact: 3/11
Perimeter Note
After that, walk into the record shop that should be to the left of the wooden blockage that we were at before. Once inside, walk into the back and then take a left for another note.
Shiv Door: 2/2
With that, we are now done with this area, so make sure you loot around before moving on. We will now walk down the alleyway to the left of the record shop. After the clicker blows up, turn right at the red barrel on the right and use a Shiv to open the door.

Keep walking down the alley, and at some point, we will find a body with some arrows on it; pick them up. Then we need to climb up on a truck, but on top of the truck will be the bow.

Artifact: 4/11
Rachel's Note
After getting past the clicker, dropping down to the alleyway, and past the wire, turn left. There will be a door will be at the end of this alleyway. Go up the stairs, head into the room to the left, and take a hard right to a table with "Rachel" written on the wall above it.Warning, a runner will spawn once in this room.
Safehouse
Artifact: 5/11
Bill's Map
After the cutscene with Bill is over, turn around and on the table to the left will be a map of the town that Bill was using before in the cutscene; pick it up.
Artifact: 6/11
Fences Note
Now, head into the room that's behind us or to the right. A note will be on the coffee table.
Optional Conversation: 2/5
Chess
When you're done, you can walk towards Bill and on the left will be a chess board, near the middle of the room. A prompt will appear where Joel talks about chess with Ellie.
Training Manual: 1/1
Shiv Sharpening
After that, behind us on top of the bar will be our first Training Manual for Shivs, as well as the "Self-help" achievement for doing so.

Self-help
Find one training manual
Collect 1 training manual.

Artifact: 7/11
Hunters Note
With that, all the collectibles are in the bar area, so loot whatever is left or follow Bill.

After climbing up the stairs, go right, and on the table in the room will be a note.
Firefly Pendant: 2/3
Vincent
Follow Bill for a bit until we walk into an open area, and yes, it's a battle area with infected. Fight them off or run around and make Bill do all the work to save ammo. After clearing the area out, we want to walk between the ambulance and the blue van and look up. A Firefly Pendant should be hanging from the light post. Use a brick/bottle or shoot it down.
Graveyard
Once the cutscene is over, we have a shotgun, and walking to Bill we'll get the nail bomb. This area has a few things we need to get here, so look around.

Toolbox: 1/1
Level 1 Tools
But our first collectible will be the first Toolbox of the game. After picking up the nail bomb, just walk straight forward; it should be hiding in the corner of the room on the left. Just walk up to the red toolbox and interact with it to allow us to get higher upgrades.

Note:
Toolboxes in the game will spawn at different points if you miss one. If you miss this box, the game will spawn one before reaching high school. So you will have a second chance to pick them up, but I'm only going to show where you can pick them up the first time.

Workbench: 1/1
Once picked up, turn right, and there will be the only workbench of the chapter up against the wall. Interact with it for it to count.
Artifact: 8/11
Bomb Note
After looting the bottom floor, head upstairs with Bill and walk through the church. But before leaving the Church, there will be a side room on the right, head into the room, and on a table to the left will be another note.
Firefly Pendant: 3/3
Mrozik
Now leave the church and fight through the graveyard to the school. There are a few clickers, so watch out. The next area will have a house we can walk into on the right, which is what we want. Find the house and enter it, and on the first floor of the house, in the bathroom, will be a Firefly Pendant next to the toilet.
Artifact: 9/11
Boy's Diary
After fighting the infected and looting around, at some point we will need to cross into a tree house and enter a house before the school. Make sure to look around the house first, as this is a no-return point.

Go upstairs of the house and enter the kid's room to the right. On the shelf will be a diary.
Optional Conversation: 3/5
Tess
We now want to wait for Ellie to come upstairs into the room to start an optional Conversation with Joel about Tess. Just wait here for a bit and then the prompt will show once she is in the room.
High School Escape
Once in the school, we have to fight our way through some infected to get to the gym area, so look around before heading to the gym. Once in the gym we have to fight a wave of runners and then our first bloater of the game. They are weak to fire, so throw some molotovs at them.

Optional Conversation: 4/5
Elile driving
After dealing with the bloater, we get a hand from Bill and have to run. We climb a ladder and run into a house for a cutscene to play. After the cutscene, walk to the truck and wait by Ellie. Once Bill has finished talking, you'll get a prompt to talk to her.
Artifact: 10/11
Note From Frank
When finished, head deep into the house and look around for supplies while here. But we want to head for the bedroom that is on the far end, and on the left on a table will be a note from Frank.
Optional Conversation: 5/5
Bill reads Frank's note
Once that is picked up, we can now give Bill Frank's note we just picked up for a funny Optional Conversation.
Artifact: 11/11
Note From Frank (Crumpled)
To add insult to injury, we can pick back up the now crumpled "Note From Frank" that Bill just threw away. We have to pick this up as it counts towards the Artifacts counter and also we get the In Memorium achievement for doing so, making this a funny achievement.

In Memorium
Pick up Frank's note after it's discarded
Hand Bill Frank's note and pick it up again after he throws it away.

After this, head behind the truck and push it out. We have to fight some infected while pushing the truck. There is some loot here, but it's little. After pushing the truck and starting it, a cutscene will play us out.

Alone and Forsaken
Artifact 1/17
Siphon Hose
At the beginning of this chapter, we automatically get our first Artifact.
Artifact: 2/17
Tourists Manifest
After the hunters are dealt with, look around for loot. There is a shutter we need to open to continue, so it's a point of no return. Once we go through the shutter, turn right, and at the far end of the room will find a note on a countertop.
Optional Conversation: 1/14
Prey
Once that is picked up, Ellie would have moved to the table with a dead body on it, and a prompt should show up to talk to her about it.
Toolbox: 1/1
Level 2
When done talking, to the left should be the second Toolbox for level 2.
Training Manual: 1/4
Health Splinting
Then just to the right of that will be a smoke bomb that we can pick up. Once finished looting the ground floor, head upstairs and go to the room. On a bed on the left will be our second Training Manual.
Artifact: 3/17
Ambush Map
Once this room is looted, head over to the next room, where a workbench and a map will be. The Map will be to the right.
Workbenches: 1/3
The Workbench will be straight ahead.
Comic: 1/3
Termination Shock
At some point, we will leave the building and jump onto the highway below. Once on the road, a bus should be on the right-hand side a bit up. Our first comic will be at the back of the bus inside.
Since this is our first Comic pickup, we'll receive the "Savage Starlight Fan" achievement.

Savage Starlight Fan
Find a comic
Collect one comic

Optional Conversation: 2/14
The Military's Doing
Now on the other side of the bus is a brown car. Stand next to the car and waiting for Ellie to come. She will say something, and then a prompt will appear.
Optional Conversation 3/14
Jokes: 1/4
Continue up the road a group of hunters will show up on patrol. You can either wait for them to walk by long enough away or kill them; either way, we need to stay next to the bus and wait in this area long enough for Ellie to pull out a Joke book. After saying a Joke, a prompt will appear above her to question her on the book. This is 1/6 Jokes we need to hear for the "That’s all I got' achievement.
Artifact: 4/17
Lost Hill Note
When done, climb up on the bus and head toward the little guard hut on the right, get behind the counter, and a notebook will be on the floor.
Optional Conversation: 4/17
Rations
Ellie will walk up to some writing on the wall next to the guard hut. Walk up to her, and after saying something, a prompt will appear.

Disclaimer:
Once past the gate, the area ahead has a lot of hunters in it. We have to kill everyone in the area for a Joke/Optional Conversation to appear.

Artifact: 5/17
Traitors Flyer
Our first collectible in this area is close by where we entered. Walk forward and the poster will be on the wall between the 2 split paths to the open area, on the other side.
Firefly Pendant: 1/3
Risk
The next one is all the way on the other side of the courtyard. There is an alleyway to the left of the library, so walk to the left of the bookstore, walk down the alley, and by the bin at the end will be a Firefly Pendant.
Artifact 6/17
Abandon Zone Note
Next, head into the bookstore and go to the stuff rooms that are in the far back right of the building. A note will be in the kitchen room next to the coffee machine on the right.
Artifact: 7/17
Applicant Checklist
Now the next note is found beneath the stairs on your right when entering into the bookstore. If you look below the stairs, you'll find the note on a shelf.
Shiv Doors: 1/4
We are now done with the first floor, so it's time to head upstairs. Go up the stairs, and on the far right-hand side will be a locked toilet room, which a Shiv can open.
Optional Conversation: 5/14 and Jokes: 2/4
Now we need to wait for Ellie to tell another Joke. The wait time only counts down once the area is clear, so you may get this prompt earlier or later. Just wait and listen until she starts telling a joke for a prompt to appear. This counts as both a Joke and an Optional Conversation.
Optional Conversation: 6/17
For Looks
Once finished in the bookstore, head upstairs and continue forward. We'll reach an open area where a cutscene plays, were some hunters cross over a plank onto a bus. When the cutscene is over, turn around and go to the right, to a store with a poster of a model in the window. Wait for Ellie to look at the poster and then a prompt will appear.
Optional Conversation: 7/14 and Jokes: 3/4
And now we have to wait again for another Ellie joke. Look around in this back area while waiting for Ellie. After a while, Ellie will finally pull out the joke book and a prompt will appear.
Shiv Doors: 2/4 and Artifact: 9/17
Mother's Note
Once the Jokes are over, walk forward to a yellow taxi thats next to a cop car. Turn left here and under a blue cloth roof is a door with a red "X" on it. We can use a Shiv to unlock it. Once unlocked, just walk forward and on a yellow chair is a note.
Artifact: 10/17
Stash Note
We'll need to enter a coffee shop through the back of a truck. Head into the shop and go to the first floor of the shop. Once there, follow the path around, and on the bench to the right will be a note about the Shiv Door.
Hotel Lobby
Optional Conversation: 8/14
Miss Coffee
Now that we are in the Hotel Lobby, turn to the left, and there will be a coffee machine behind a counter. A prompt will appear when near it.
Safe: 1/1 and Training Manual: 2/4
22-10-56 and Shiv Reinforcement
Once done, head back to the entrance and go behind the counter on the right for a Safe. Within the Safe will be a Training Manual, so make sure to grab it.
Optional Conversation: 9/14 and Jokes: 4/4
Now that we are done with the ground floor, could you look around for the ladder to continue forward or look for supplies. Once we climb up the ladder next to some elevators,stand next to the elevators for a bit for Ellie to pull out the Joke book one last time. Once the book is out a prompt will appear.
Artifact: 11/17
Note to Staff
Right, now we got to cross to the other side of the Hotel Lobby. So walk forward and hug the wall to the left where the stairs used to be to shimmy across. On the other side is a note with the combination for the Safe on it.

Now we are done with the Lobby, so let's continue. At some point, you will climb up some stairs to an open rooftop where a lot of hunters will be. It turns out that this encounter is great for the "Build em up, Break em down" achievement if you haven't been upgraded and getting kills with the 5 different melee weapons.

Here is a video from BushidoCypher explaining it:
https://www.youtube.com/watch?v=QzC-xDZ7Cmg&ab_channel=BushidoCypher

In the video, it turns out you can find the 2x4, the Metal Pipe, and the Baseball bat in this encounter. The 2x4 and Metal Pipe are being carried by 2 hunters while the bat is on a table upstairs. There is a bedroom that spawns the stuff needed to upgrade the weapons. So, head over to that bedroom, craft the upgraded weapon, get a kill with it so the upgrade is broken, and reload the last checkpoint. Once done, we will have to wait until "Tommy's Dam" chapter to get the last 2 melee weapons for the achievement.

Disclaimer:
We must clear both floors for an Operational Conversation to happen.

Optioanl Coversation: 10/14
The Easy Way
With that out of the way, head upstairs. Once up top, there is a room with a hole we could of used to climb up. Next to this hole is a bathroom, and to the left is a bathtub with 2 corpses in it. Ellie walks over to the tub and talks with a Prompt above her.
Artifact: 12/17
Hotel Keycard
Once that is done and you are finished looking around for supplies, we will have to open an elevator up which is a no-return point. Once open and the cutscene plays of us falling down, We will enter a room with a generator that we have to turn on to leave this area, but first, we want to head into the security room in this area on the floor above and grab the keycard which we need to leave.
Workbenches: 2/3
Now that we have the keycard, we have to turn the generator on to leave, but in doing so, a Bloater will spawn. So you can either run for the exit or fight; up to you. But once out of the area, we will run up some stairs and need to go through the first room on the right, and on the right will be a workbench. Remember to interact with it for it to count as found.
Comic: 2/3
Accretion
When finished, head forward through the kitchen and the dining area while dealing with the hunters. Once we find the ladder needs to leave, and after the cutscene is over, climb up the ladder to the next floor. After going through the first double doors on the left, go into the room to the left and shimmy across to the other side. Once over the other side, the Comic will be on a table to the left.
Firefly Pendant: 2/3
Reed
Now let's get back on track. We will have to drop down some broken stairs to the floor below. Once done, we are going to find 2 bathrooms to the left. We want to walk into the second one or the ladies' room. The Pendant will be in the second last stool, to the left of the toilet.
Training Manual: 3/4
Melee Knots
When done, head back down the hall and there will be the next Training Manual on the first table on the left.
Optional Conversation: 11/14
Backdrop
Once done in this little hall area, we can walk into the next open room. We want to turn right and head toward the backdrop. Wait for Ellie to walk over to the backdrop to get the prompt. Note: There will be 3 different times a prompt will appear, so make sure to do all 3 for it to count as 1 Optional conversation.


Financial District
When the cutscene ends, we can do two things: Kill all the hunters to then collect stuff or collect them in stealth. But even if you kill all of them stealthfully, the game will force you to go loud for story reasons.
Artifact: 13/17
Fireflies Note
We want to head over to the freezer in the back of Don Fiocchi's shop. The Building is in the far back right of this area, right next to the blocked-off road at the end of this area. There will be a note in the freezer room.
Optional Conversation: 12/14
Hanging Body
When head back over to the hanging body the hunters were before. Wait for Ellie to walk up to it for the prompt.
Workbenches: 3/3
After that, we are done with this area for collectibles, so be sure to look around for supplies. Once done, head on over to the far left-hand side of this area to get through a metal shutter. While inside, we need to grab the cart and move up against the wall to get over. Once over the wall, to our right will be a Workbench.
Artifacts: 14/17
Final Attack Note
Alright, walking forward, we will jump over a table and be attacked. Once that is over with, head upstairs of the bank, where there will be 2 more hunters on this floor. Once dealt with, head over to the offices, and a note will be in the back of this room, next to the broken widow.
Artifact: 15/17
Mob Attack Note
Now we'll leave the bank and reach the road below. We will follow it up for a bit. Once at an intersection, there is a building to the right that looks like the second floor was blown up, we want to go inside this building. Once instead, go up the stairs to the first floor, and to the left, behind the counter, will be an Artifact on the floor.
Artifact: 16/17
Truck Note
Now with that over with, head back down to the street and continue down the road. There will be a building at the end of the road called the Ration Depot, we want to enter inside. Once inside, the note will be on the counter on the right.
Shiv Doors: 3/4
Then head to the back and there will be a door that you use a Shiv on.
Optional Conversation: 13/14
Military School
Now outside of the building is some text on the wall next to a tank, there is a prompt to talk with Ellie about it, but it does not count as an Optional Conversation. I would do it anyway. Once you are done here, boost Ellie up and climb the ladder. Drop down and to the right will be a gate to a military school. Wait for Ellie to walk up to the sign for the prompt to talk.
Optional Conversation: 14/14
Dawn of the Wolf: Part 2
After that, turn around, and you should see a "Dawn of the Wolf: Part 2" poster. Head on over to it for another Optional Conversation.

When done, head down the alleyway and after a little bit, there will be some hunters and a Jeep with a turret hunting us. We want to cross to the other side of the road. Watch out for the turret, as it'll kill you easily. Just take it slow or run past this area. There is barely any loot here too.

On the other side, head through a window leading to an alleyway behind it. Keep running down the alleyway and enter the building to the right. Go upstairs and fight some more hunters. At some point, we will go through some offices and leave via the fire escape. We will cross over a few boards to an open window. Look around this apartment for loot and then exit by going through a window near the kitchen and then shimmy across to another window where another cutscene will happen.
Escape The City
Training Manual: 4/4
Molotov Construction
Once the cutscene is over, make sure to loot around here, as there is some good stuff to grab here, so loot each room. In the kitchen of this flat will be a Training Manual before we leave.
Shiv Doors 4/4
When cleared, we'll leave the flat and head downstairs one floor. There will be a door in front of us that we can use a Shiv to open, and a Comic book.
Comic 3/3
Deep Phase
Comic in the bedroom on the right, once we turn left in the room.
Firefly Pendant: 3/3
Rios
Once done, head down the stairs to the toy shop and then head out the back. There will be 3 hunters here, easy to deal with. Once dealt with, we will have to walk into a building, and then into the first bathroom on the left, we can walk into to get a Pendant.
Artifact: 17/17
Trial Note
Regroup with the others and enter the architecture firm. In here, go through the doorway in front of us, and there will be a note on the floor to the right.

"Lights out"
With that last note collected, could you look around for supplies before following Henry. Once we do follow him through another doorway, a cutscene will happen, and it'll now be nighttime. I suggest making a save here. Follow Henry to the ground floor, and there will be two hunters; pick one and Henry will kill the other.

Now for this area, there is a special condition achievement called "Lights out", where while in stealth, turn off the generator near the gateway. It is both easy and hard to get, just don't have the light on you as you move up, and watch out for the roaming hunters, just take this slow. If you get spotted, you can just reload the last checkpoint or load the manual save to try again. The generator should be on the left-hand side of the gate, just underneath the spotlight. It is quick to turn off, so you could just turn it off and run for the gate if you want.

Lights out
While in stealth, turn off the spotlight generator in Pittsburgh at the gateway.

The Sewers


Comic: 1/2
Antiparticles
Once we wake up and regroup with Henry and Sam, walk toward the beached boat, hop on top of it of the boat, and then enter the captain's quarters to the left to find a Comic book.
Artifact: 1/10
Boat Note
Turn around to the captain's chair and a note will be on the seat.
Firefly Pendant: 1/4
Scheffler
Now head down below deck and a Firefly Pendant will be near the entrance. It is pretty hard to see; you can look around for the prompt or turn on high-contrast mode to see it.
Firefly Pendant: 2/4
Righetti
Once finished around head over to Henry to enter the Sewers. Once done inside, we will see a split path, but before that, on the right, we will see rushing water coming out from the side. We want to climb up this hole. On the left some water will rush from a broken wall, and the Firefly Pendant will hang just below it.
Artifact: 2/10
Sewers Note
Now at the split paths, we want to take the path right. We will see a fenced-off area to the right of us, there is a vent that Ellie can crawl through to open the door if we remove the vent cover. Do that, walk into the fenced area, and on the table out the back left will be a note.

Note:
Loot this area and then regroup with the others by taking the left path now. You will head into an open area that is flooded. There is a big metal pole to the left as we enter. Remember this as we will need it later for an achievement.

Firefly Pendant: 3/4
Fuentes
But as we enter this area, we want to jump into the water from the left and swim under. There is a car under the water and a Firefly Pendant next to the car.
Artifact: 3/10
Trading Note
Once the gate is lifted up, swim into the next area and head upstairs. There will be a door to the right. Go through the door, but watch out for the clickers. once its safe, walk to the other end of the room, and to the right will be a note next to a blue barrel.

Waterlogged
As Ellie jumps off the palette, immediately turn around and swim to Herny and Sam. Then get up onto the big metal platform that they are standing right next to and if quick enough, catch a free ride over to the other side and the "Waterlogged" achievement for doing so.
Waterlogged
Ride the Sewer contraption with Henry and Sam
When in the sewers, when Ellie is going to turn on the generator, immediately swim back and group up with Sam and Henry to then hop onto the platform before it moves.

Toobox: 1/1
Level 3
After getting to the other side, we want to go straight and walk into the room on our first left for a Toolbox.
Training Manual: 1/2
Bomb Containment
Keep walking and at some point, we will open a door and set off a sound trap, but nothing happens. Confused, we walk forward and on the table to the left after jumping over another table will be the shorty, so be sure to pick it up. Past the Shorty on the left will be 2 shelves and the Training Manual will be on the first one.
Artifact: 4/10
Rain Catcher Note
Get the supplies ahead and then double back to head through the tunnel next to where we found the shorty was. You will be in a split path room at some point, with one going to the right. In this room, a wave of infected will attack from both sides. Once dealt with, you can take the path to the right, and next to a rain catcher on the right will be an Artifact.
Artifact 5/10
Cornered Note
Head back and take the forward path. Up top of the stair, past some mattresses, to the left will be a room, enter, and a note will be on the left next to a body.
Artifact: 6/10
Kid's Drawing
Once we are split off from Henry and Ellie and stuck with Sam, there is a big area with a lot of stalkers, so have your eyes open.

Once they are all dealt with, make sure to loot around the area. The playroom will be in the back left of this area, and a kid's drawing will be on top of a shelf.
Suburbs
Artifact: 7/10
Looting Note
We are now in the Suburbs and there is a lot to collect and loot, so let's get to it. The second building on the left is the one we want to enter. Go upstairs and into the bedroom to our left for a note.
Optional Conversation: 1/4
Post-Outbreak
Once looted, head back onto the street and follow it until we see a lone house with red text on it. Stand near it, wait for Henry to walk up, and the prompt will show.
Optional Conversation and Joke Requirement
Now turn around and the house in front of us will have a hole in the side of it, walk into this hole and wait for Henry to walk into the room and talk more about the past. We need him to do this to make Ellie do the last Joke of the main game.
Optional Conversation: 2/4
Ice-cream
Let's now head down the street to the ice cream truck and wait for the kids to walk up to it and talk. After a little bit, a prompt will show up above Ellie.
Optional Conversation: 3/4
and
Jokes: 1/1
Go down the road just where the dogs were before. Around the corner will be a Firefly logo, and Henry will talk about the Fireflys. After this, it should now allow Ellie to make the last Joke to us. So, wait here for a bit just waiting until the A.I. wants to give us the last Joke and the Optional Conversation.

Note:
To get the "That’s all I got" achievement, we have to get one last Joke in the Left Behind DLC. So keep that in mind.

Workbench: 1/1
With that done, we can now head back up the road where the ice cream truck was and take a right into the open garage for a Workbench. Remember to interact with it for it to count as found.
Trainning Manual: 2/2
Melee Techniques
Once we have done that, head up the stairs on the right of the open garage to go into the house to the right and up the stairs. Just above us to the right is a string, pull on it, and it'll fall on us. After this, boost Ellie up, and after a little bit, she will give us a Training Manual.
Artifact: 8/10
Father's Note
After that, enter the room behind us, and on the computer desk will be a note.
Artifact: 9/10
Matchbook
Now after looting the place, we want to head to the house next door and go all the way up the stairs to the top floor. On the top floor, to our right, will be a matchbook with the Safe combination that is in this house.
Comic: 2/2
Messenger Particle
We now want to head one floor down and take the first right, and on the other side of the room, on a table will be a Comic.
Artifact: 10/10
Survivor's Note
Now we want to leave this room and enter the room to the left of the bathroom, into another bedroom. There will be a note in the left corner, behind the shelf.
Safe: 1/1
8-21-36
We are now going to open the Safe, which is in this room. Just turn around, and in the Drawer on the other side of the bed will be the Safe.

Sticky fingers
After Opening the last Safe of the base game, we will be given the "Sticky fingers" achievement for opening all the Safes in the game.
Sticky fingers
Open All Safes
Find and open all 4 Safes.

Optional Conversation: 4/4
Darts
Head downstairs to the ground floor and go to the dart board on the left of the doorway. It should have been enough time for Sam and Ellie have finished their game, so now Joel can throw a dart at the board, counting as an Optional Conversation.
Firefly Pendant: 4/4
White
Once we have cleared the loot area, head back outside and then to the backyard to the right of the house, between the house and the Firefly logo from before. There is a tree in this yard, and on the left-hand side is a Firefly Pendant. Hard to see, but it is there.

Hydroelectric Dam
We are now in Tommy's Dam chapter, and what fun it is. We first want to follow the path forward until we reach a Jeep and next to a body will be the El Diablo gun.
Comic: 1/2
Foreign Element
Head down the river and follow it up to the bridge. Before the base of the bridge, turn right and up the hill. You'll see a broken down car, walk up to it, and a Comic book will be next to it. This Comic is buggy, so stand on top of it to get it.
Shiv Door: 1/1
Continue following the river until we hit a dam. We want to climb up the steps, but once at the top of the stairs, there is a Shiv Door to the right, open it.

Left hanging
Once the bridge is complete, make a manual save just in case, as we have to do something horrible on the other side for an achievement. Walk over to the other side, where Ellie will ask for a high five. We walk past her and leave her hanging. Once she complains about us leaving her hanging, we get the "Left hanging" achievement.
Left hanging
Leave Ellie hanging after a job well done
In Tommy's Dam, after raising the 2 dam gates, don't high-five Ellie.

Operational Conversation: 1/4
The Small Grave
After crossing, take the path to the left, walk past a small camp, and over a log will be a small grave. Wait by the grave for Ellie and then a prompt should appear.
Artifact: 1/2
Power Plant Map
Return back and take the right path. We will need to duck underneath a tree and on the other side is a gate to our right and a little hut to our left. Walk inside the hut to pick up the power plant map on the wall.
Optional Conversation: 2/4
Winston The Horse
After picking up the map, head over to the gate, a cutscene will play. At the end of it, we will have to follow Tommy through the plant for a bit. At some point, Ellie will get excited that they are horses and run off, walk up to her, and a prompt will appear above her.
Operational Conversation: 3/4
I See The Resemblance
After talking with Tommy, we'll keep following him through the plant until we get outside. While outside on the bridge, a woman will be on the right, near the middle of the bridge. We want to walk over to her and talk.
Optional Conversation: 4/4
Buckley
Now go back to following Tommy. Once over the other side, Tommy will comment about a dog called Buckley. If we give the good boy a pat, we will get the "Who’s a good boy" achievement for showing him some love, which counts as a conversation.

Who’s a good boy
Pet Buckley the dog
When walking with Tommy in Tommy's Dam, on the other side of the dam crossing next to a building is Buckley the dog, pet the doggo to get this.

Training Manual: 1/1
Smoke Chemistry
Right, now head inside the plant and walk to the left-hand side. There will be a training Manual on the left, on top of a locker.
Workbenches: 1/2
To the right of the Manual will be a workbench.
Firefly Pendant: 1/2
Oliverio
Now there will be a room right below us that we need to go into. Head down the stairs and a room should be off to the side. Walk in and a pendant should be between the blue generators on the left left.
Artifact: 2/2
Plant Schematics
After a bit, the Dam will be attacked, and we have to help out. A lot of raiders will show up and we have to basically fight our way back to the beginning of the tour, so it'll take some time. Once we clear this room of guys, before leaving the building, On the table will be a map that some guys where looking at before. We can now pick up this map.

Leave the Plant through the door on the right and there should be an axe up against a forklift here. Pick it up. Upgrade it when you can, get a kill with it, and you should get the "Build em up, Break em down" achievement if you have gotten kills with the other 4 melee weapons. If not, there is still time to later.
Build em up, Break em down
Upgrade and then break one of every melee weapon
Upgrade and then break each melee weapon (2X4, Metal pipe, Baseball bat, Machete, Hatchet).
Ranch House
Firefly Pendant: 2/2
Pino
After following Tommy for a while, we'll stop by a ranch and head inside. We want to go to the far back room, on the right-hand side. The room will have a fireplace in it and Pendant will be on a table near the wall, between the doors leading in.
Comic: 2/2
Zero Point
Next, we want to head upstairs and enter the first room on the left. The Comic will be on the left hand side of the bed, on top of a drawer.

The house will be attacked by raiders. Fight them off. Some of the raiders will drop some melee weapons that you can use to upgrade if you haven't gotten the "Build em up, Break em down" achievement yet.


Go Big Horns
Comic: 1/1
Free Radicals
We are now at the University, this area is big and has a lot of riding to do. So let's get into it. First, we need to do the never-old trope of heading back the way we came. Turn around and head up the road. At some point, there will be a truck and a car near a dead end. Inside the car is a Comic.
Workbenches: 1/2
Now let's get back on track. We ride into the university, passing a metal gate. Past that will be barrier we can jump over, instead go to the right. We will stop near a garage. Hop off the horse and head inside. Next to the forklift will be the flamethrower and on the left wall will be a Workbench.
Artifact: 1/9
Sniper's Nest Log
Next, we need to go upstairs to the roof. The stairs are to the right in this room. Head up all the stairs and take the first door on the right. At the end of the balcony will be a chair and a note.
b]Optional Conversation: 1/3[/b]
Go Big Horns
Now we are going to go back to our horse and we are going to look for a team banner on the left, after jumping over the barrier. Look at it and while close enough, a prompt will show up.
Firefly Pendant: 1/5
H.Pino
Let's push forward and head up the stairs. when up the stairs, take a right, and there will be a lot of trees. Ride to the last one on the right. There is a Firefly Pendant on the left side on the tree. Shoot it or use a throwable that is close here to make it drop down.
Artifact: 2/9
Wall Panel Note
At some point, we hear some infected and leave the horse and Ellie behind to clear it out. Once we have control, run off to the right, to the control panel, and left of the gate will be a note.
Firefly Pendant: 2/5
Rohner
Once back on the horse, follow the path forward until you climb up some stairs. Do not Jump over the barrier. Instead, hop off the horse and climb up on the blue bin to our right, to enter the above window. Once in the room to the right on a table will be the next Pendant.
Training Manual: 1/2
Health Sterilization
Since that is done, now we can go back on the horse and jump over. We want to ride to the right, to a two-story building. Once there, get off the horse, walk through the broken windows, and head upstairs. Climb onto the roof and enter the dorm on the left, through a window. There are some good supplies in here, but want we want in the Training Manual that should be on a table to our right once we enter.
Optional Conversation: 2/3
Signs of Life
Since that is over, we can continue to the next area. There is many different places we can trigger this, but the closest one is ahead of us, on the right. Just ride forward and on the building to our left will be a Firefly logo. Stop by it and a prompt should appear.
Artifact: 3/9
UEC Campus Map
We will now ride a little forward, but our path is now blocked off. We must get off the horse and enter the dorms by crouching under some chairs to the right. Once inside the first room, a map will be on the counter right in front of us.
Artifact: 4/9
Student's Journal
Next, we want to head up to the second floor and look for room 200-B. It should be past the big banner in the hall. Enter the dorm, and open a draw for the note.
Firefly Pendant 3/5
Warren
We will have to drop down a hole in the floor, within this floor will be a lot of clickers and a bloater. Sadly, we have to kill the bloater for a Pendant. Remember, the infected are weak to fire, more so the bloater. After the bloody battle with the bloater, whenever it died should be the Firefly Pendant.
Artifact: 5/9
Newspaper Clipping
Now down the hall will be a barricaded door. We have to smash the prompt to get past the door and leave this area. While on the other side, head up the stairs, and take the first door on the right. Once in the room, a note will be on the left-hand side, on top of a table.
Firefly Pendant: 4/5
Griggs
Once at the base of the science building, we want to head towards the 2 tents that are in the far back left corner of this area. Head inside the one on the right and there will be Firefly Pendant on the table.

Science Building
Workbenches: 2/2
Once we climb into the building, head through the door on the left, and to the right will be the second workbench.
Shiv Door: 1/1,Training Manual: 2/2, and Toolbox: 1/1
Molotov Deployment and Level 4
Okay, now we are going to take the door on the right instead and walk down the hall of the building. Right at the end of the hall will be blocked, but to the right of it will be a Shiv door. Inside will have a training Manual and a Toolbox, so be sure to get a Shiv.
Optational Coversation: 3/3
Not Alone
Once the room is cleared for supplies, the next place we want to go is in the middle of the building. Walk down the hall, and the first door on the left will lead us out. Keep following around, and we will walk into a room with stairs and boxes of stuff. On top of the boxes will be a note we can look at for an Optional Conversation.
Artifact: 6/9
Office Recorder
Next, head up the stairs and then back into the building. We want to go all the way to the left, entering the last door on the right. Once in the room, that recorder will be in front of us on a tabletop.
Artifact: 7/9
Fungal X-Rays
Now we want to head back and now follow the hallway. Head all the way down the hall and make a left at the end. On the far end of the room will be an X-ray picture.
Artifact: 8/9
Lab Recorder
Now we can take the door that was to the right. Once we open the door, we will be greeted by some monkeys. Within this room, we want to head for the middle right table as it has another recorder on it.
Firefly Pendant: 5/5
Hickman
There is also a Pendant in this room. The Pendant will be between the two shelves to our left and on the right counter top.
Artiftact: 9/9
Firefly's Recorder
When done in this room, keep walking forward, and at some point, we will get a cutscene that talks about how the Flreflys are not in this city but instead moved. We will then get attacked by some hunters. We automatically get the last Artifact after this cutscene ends.
Coming


The Hunt
At the very beginning of this chapter, we start with 8 of the Artifacts already, which is nice. The Switchblade, Walkman, Sam's Robot, Note From Mom, No Pun Intended, No Pun Intended: Volume Two, To Get To The Other Side, and Joel and Sarah Photo will be in Ellie's backpack.
Artifacts: 1-8/10
Comic: 1/2
Uncertainty
Now we are on the hunt for a deer. Look around for it and shoot it with your arrows. At some point, you will follow it into an abandoned mining facility where we have to jump down to a barn. Inside the barn there will be a room to the left, head inside the room, and in the back will be a Comic.
Firefly Pendant: 1/2
Kristof
After a while of fighting the infected, Ellie and David head into the back of the building where David will boost you up to the next floor. We want to follow the path around to the other side. Once there we have a split path on our left and right, but a clicker comes out from the room on the left, and we want to go into that room on the left. So head inside and a Pendant will be on the table just to the left.
Optional Conversation: 1/1
Missing boys
Head back out, lower the ladder for David, then drop down too. David will place the ladder to the exit, so climb up and follow him. Once we arrive at a dead end, on the right will be 2 dead bodies, we can interact with them for a Conversation.

Cabin Resort
Firefly Pendant: 2/2
Braun
Once we run into the first house after we fall off the horse, we want to exit and go to the gazebo on the right as there is a Pendant there.
Comic: 2/2
Negentropy
After leaving this first battle area, we'll go through a pipe want instead of walking straight forward, we want to loop around to the left, and on a beach will be a Comic.
Shiv Door: 1/1 and Training Manual: 1/1
Smoke Shaping
Once we control Joel for the second time, we will enter Sliver lake, a small town. There will be a gas station on our right, but we want to pass it and head to the building across the road from it. There is an Alleyway behind this building with a Shiv Door that also has a Training Manual inside.
Artifact: 9-10/10
Ellie's Backpack and Meat Ledger
After some fighting and pushing through some hunters, we are forced into a room with backpacks and clothes. Joel will automatically pick up Ellie's bag in a cutscene, which counts as an Artifact, But while in this room, there is note behind us, so turn around for that.


Highway Exit
Optional Conversation: 1/6
Ellie, I'm Talking to You
We now jump cut to them on a highway into the city. The first thing to do is to walk forward slowly, and after Joel has a one-way Conversation for a bit, a prompt will appear above Ellie's head.
Artifact 1/4
Family Photograph
After this, on the road will be an RV. We want to head inside and a family photo will be on the right-hand side, near the sink.
Optional Conversation: 2/6
Dreaming planes
Next, we'll leave the RV and head over to the bus in front of us. Wait for Ellie to walk up to the bus and talk about a dream she had about a plane. A prompt will then appear.
Firefly Pendant 1/3
Perich
Now, head down the highway and take the exit ramp. Once on the street below, we want to hug the left-hand side, making a loop as there is a Pendant on the other side of the broken truck.
Artifact: 2/4
Note to Wife
Keep following the road on the right until we are blocked by some cars. Climb on over them and then jump over the fence. Once over, enter the bus depot in front of us and take the stairs on the left. Head down the stairs while hugging the wall be a note in a suitcase.
Optional Conversation: 3/6
Extra Quiet Today
Once collected, turn around, and Ellie will be sitting down on a bench. Walk on over to her and a prompt will be above her to ask her why she's so quiet.
Optional Conversation: 4/6
Giraffe
Next, we will need to boost Ellie up to drop a ladder for us. She will drop it and run away; follow her. After a short chase, we will see what she was running to, a giraffe. There will be a prompt to pat it, which will count as an Optional Conversation.
Optional Conversation: 5/6
Everything You Hoped For
After this interaction, follow Ellie upstairs and then to an open area with many other giraffes. Walk up to Ellie and interact with her, making Joel sit there and just watch the giraffes do their own thing. One of the most relaxing parts of the game; we can stay here as long as we want.
Comic: 1/2
Precipate
When you're done watching the view, you can head on over to the door, and a brief cutscene will play. After it's over, head downstairs. When on the ground floor, head into the bathroom on the right and next to a dead body will be a Comic book.
Toolbox: 1/1
Tool level 5
Continue outside, and we'll see some FEDRA tents, enter the second one on the right and the last Toolbox will be on a table on the right as we enter. Pick it up and you should get the "Sharpest tool in the shed" achievement if you found all 5 Toolboxes.
Sharpest tool in the shed
Find all workbench tools
Find all 5 Toolboxes.

Firefly Pendant: 2/3
Nicole Hoo
Now head back out, but walk along the left-hand side of the tents, as we want to take the first left. Once we turn left to a floodlight, hanging from the floodlight will be a Pendant. Can use a throwable or shoot it to get it down.
Artifact 3/4 and Workbenches: 1/2
Salt Lake QZ Map
Once picked up, turn around and head to the other side. There will be a tent by itself we want to go to. Once there, there will be a note on the left table, and on the right will be a Workbench, so make sure to get both.
Optional Conversation: 6/6 and Artifact: 4/4
Escaping Your Past and Joel and Sarah Photo
Now head to the bus to leave and wait for Ellie; she will want to talk to us, giving us a prompt. After interacting, she will talk about something she took while in Jackson and will hand Joel a photo of Sarah. Doing this will give us an Optional Conversation and an Artifact.
Firefly Pendant: 3/3
Natalie Hoo
Alright, now we can pass through the bus. Take the left path and then take another left behind a yellow bus just ahead. Behind the bus will be a Pendant.
Underground Tunnel
Training Manual: 1/1
Bomb Shrapnel
We will now keep heading down the tunnel and this will be the last infected area in the game, so they spawn in 2-3 bloaters here, of course. Walk on the left-hand side of the tunnel the truck we need will be next to a green patch before the sun shines next to it from the roof, and it's the last truck before walking into an open infected area. Climb on top of it and pick up the Training Manual.

"Something to fight for"
Once we pick up the Manual, we will be given the "Something to fight for" achievement if we have collected all 12 Training Manuals in the game.
Something to fight for
Find all training manuals

Comic: 2/2
Catalysis
Once we climb over the truck and cross the other side, we have to get find a ladder for Ellie to help her cross. Once we put the ladder down for her, turn to the right and cross the vent on the left. Head down to the end of it, and at the end will be a Comic.
Workbenches: 2/2
When done, regroup with Ellie on the right-hand side and boost her over the fence to unlock the door, where she will be attacked by a clicker. After killing the clicker, head into the room, and in the far right corner will be the last workbench of the game.

Prepared for the worst
After interacting with the workbench, we should get the "Prepared for the worst" achievement, that is, if you interacted with all 11 Workbenches in the game. If not, you can load from a chapter in the game menu or do new game+.
Prepared for the worst
Find all workbenches
Interact with all 11 workbenches

Combat ready
Now with this being the last Workbench of the game, this will be the last time you can do upgrades on your guns, also meaning the last chance to get the "Combat ready" Achievement if you haven't already. Again, the Revolver is the easiest one to upgrade fully, but at point, it'll be whatever you upgraded the most.
Combat ready
Fully upgrade a weapon
Fully updating the Revolver is an easy one to get this with.

Shiv Door: 1/1
There is a door to our left instead of going left, head right as there is a Shiv Door here. Open it up and loot the supplies.


The Firefly Lab
Alright, this is it. It's that one scene from the TV show!

Note:
This is the last combat area of the game, so it's the last chance we can get the last few achievements if we haven't gotten them yet, like the "Build em up, Break em down" and the "Geared up".

Geared up
If you haven't yet got the "Geared up" achievement, now will be the time to do so. Just craft every item you can: a Health kit, a Molotov, a shiv, a nail bomb, a smoke bomb, and a melee upgrade at least once. Once you have, you will get the "Geared up" achievement.
Geared up
Craft every item
Craft 6 specific items at least one time: a Health kit, a Molotov, a shiv, a nail bomb, a smoke bomb, and a melee upgrade.

Once we get control, the whole place is looking for us, and they are well-guarded, so be on your game. If you kill someone with a rifle, you can now pick it up and use it within this chapter, so have fun with it.

Artifact: 1/4
Surgeon's Recorder
What we want to do is get to the 6th floor. At some point, after climbing some stairs and opening the door to the floor, we want to head over to the counter on the right for a recorder.
Shiv Door: 1/1
Now the next thing to do is turn around and open the last Shiv door that is also behind the counter. Inside the Door will be a Firefly Pendant on the right.

Master of Unlocking
In opening the Shiv Door, we should get the "Master of Unlocking" achievement for opening all 13 Shiv Doors. If not, do new game + or use the chapter select in the main menu.
Master of Unlocking
Break into every locked door using shivs
Unlock all 13 Shiv-able doors.

Firefly Pendant: 1/1
The last Firefly Pendant will be inside the Shiv door, just to the right.
Stewart-Seume
Artifact: 2/4
Marlene's Recorder 1
Go back to the hall and head into the room that's to the left of the stairs we took. Walk in and on the right will be another recorder.
Artifact: 3/4
Marlene's Journal
Head back out to the hallway and then walk to the left. There will be a double doorway on the far left of the hall. Head through the doors and then head inside the tent in
front of us. Another recorder will be inside, on the far left of the tent.
Artifact: 4/4
Marlene's Recorder 2
Now the last collectible is in the hall right after the guard's last stand, basically. Clear the room or run past; up to you. But once you are past this area and through the door, take the first room on the right, and there will be one last recorder to the left of the bed.


Jackson
Comic: 1/1
Singularity
Well, this is it, the end. After the long car ride, we play this chapter as Ellie. All we gotta do is follow Joel, but there is one last Comic we need to pick up. Once we're over the fence, we want to walk slightly to the right and look for a broken truck near the rock wall. The Comic is on the seat.

Endure and Survive
And once we pick up the Comic, we will get the "Endure and Survive" achievement and we are done collecting collectibles for the base game.
Endure and survive
Collect all comics
Collect all 13 comics.

Now, all we have to do is follow Joel, and then the game will end after a talk. I wonder what they will do deal with this in a part: II.
The Last of Us Part 1: Outro
We are now finished with the base game; congrats! You should now have the "No matter what" achievement for beating the main game.

No matter what
Complete Part 1

Now we have to play the Left Behind DLC for a few more collectibles, and we are finished. If you are missing any achievements, you can either do a new game+ to get them or use the chapter, select in the main menu to play in a specific chapter.



Artifact: 1/4
Combination Note
As Ellie, we will head to a pharmacy to look for meds. Behind the counter will be the Combination Note and our first Artifact of the DLC.
Artifact 2/4
Pharmacist's Key
The next one will be inside the American Princess store. Head inside and in the back left will be a dead clicker up against the wall. We want to loot him for a Pharmacist's Key. The key counts as an Artifact.
Artifact: 3/4
Pharmacist's Note
After getting the key, a note will fall out of the Pharmacist's pocket, pick it up.
Artifact 4/4
Salon Note
A bit later, Ellie will be inside the Pixitek shop. While there, she will reach a nail salon at some point. Off to the left will be a dead body and a note next to them.



Artifact; 1/2
Wanted Poster
Riley will take us to a room where we have to duck under some planks to get in. In this room will be a fine-looking table and on top of this table is a wanted poster.
Optional Conversation: 1/12
Look For The Light
At some point after following Riley, we will walk past a bedroom with a big firefly logo in it. Stand near the logo to get a prompt.
Optional Conversation: 2/12
Surfing in LA
Once we are in the mall, we will take an escalator to go down to the ground floor. Loop around to the right and there will be a big poster will be in the back left corner.
Optional Conversation: 3/12
Typhoon Blitz
Follow Riley for a bit on the left-hand side, until we pass some benches in the middle as there will be a water gun poster just next to them on the right.
Optional Conversation: 4/12
Death by Natural Causes
Keep following Riley down another escalator. At the bottom, we can talk to Riley.
Optional Conversation: 5/12
Pour One Out For Winston
Next, heading into the tent. At the back will be a photo of Winston.
Optional Conversation: 6/12
Princess
Head out of the tent and in front of the tent will be a saddle on a bench.
Optional Conversation: 7/12
Wolf mask
Later on, we will head into a costume shop with Riley. She will stand next to a wolf mask. Wear the mask for an Optional Conversation. This area has us doing this a few times.
Optional Conversation: 7/12
Eyeball Jar
In the back-right of the building, you'll find a shelf with jars of fake eyeballs on it.
Optional Conversation: 8/12
Countess Dracula
Turn around and head to the other side. Riley will put on a Dracula mask. After she speaks, a prompt will appear.
Conversation: 9/12
Skeleseer
Now we want to head over to the magic 8 ball that is a skull. So turn left and walk forward or to the left of where we entered the building first. We need to interact with it 8 times for it to count as 1 Optional Conversation.
Optional Conversation: 10/12
Bird mask
We now want to switch our mask with a bird one. It should be on the shelf behind us.
Optional Conversation: 11/12
Witch
And the last mask we need will be on the other side of the shelf. So just walk to the other side and wear it, then talk to Riley.

Brick master
Once we leave the shop and walk to the next area, Riley will challenge us to a brick-off. We must be the first to smash all 7 windows on the red car to get the "Brick master" achievement. Reload the last checkpoint if you are about to lose.
Brick master
Win the brick-throwing contest
Breaking all 7 windows first Ellie's car to win. Just load the last checkpoint if you are about to lose.

Artifact: 2/2
Warning Note
After the contest, we will head down into a basement, where we want to go to the first door on the left.



Artifact: 1/4
Atrium Note
Underneath the chopper, head to the right. The note is at the end of the hall, past Fast Burgers.
Artifact: 2/4
Generator Note
You'll enter a dark room that is floored after some time. A note will be next to the generator we need to turn on.
Artifact: 3/4
Atrium Recorder
Once the generator is on and we open the gate, head up the escalator. To our left will be a tent, and inside the tent will be a recorder.
Artifact: 4/4
Medical Supplies
The last Artifact we'll get automatically when we pick up the medical supplies in the helicopter.
Coming



Optional Conversation: 1/3
Carousel ride
After we control Ellie again, hop onto the carousel to get an Optional Conversation.
Optional Conversation: 2/3 and Jokes: 6/6
Once we're finished with the Carousel ride, Riley will give us the joke book, allowing us to get the final Joke of the game. We must go through all the jokes for this to count as 1 Joke and as an Optional Conversation.

That’s all I got
With that, we will finally have the "That’s all I got" achievement if we have listened to all 6 jokes.
That’s all I got
Survive all of Ellie’s jokes
Listen to all 6 of Ellie's jokes. 5 in the main game and 1 in Left Behind.

Artifact: 1/1
Kitchen Note
Once that is done, to the left of the Carousel will be another Fast Burger. Inside the kitchen, and in the back-left, will be an Artifact.
Optional Conversation: 3/3
Photo Booth
A photo booth will be in front of the carousel an down some steps. Interact for the last Optional Conversation of the game.

Getting to Know You
Once we leave the booth and get control of Ellie, we will get the "Getting to Know You" achievement for listening to all 54 Optional Conversations.
Getting to know you
Engage in all Optional Conversations
54 Optional Conversations: 40 in the main game and 14 in Left Behind.

Not Everyone's Perfect
At some point, we will head to Raja's Arcade. Do not interact with The Turning arcade, instead look for the Jak X arcade in the back. After Elliie pretends to drive in it, we will get the "Not Everyone's Perfect" achievement.
Noboy’s perfect
Played the Jak X game in Left Behind
When in the “Raja's Arcade”, look for The Jak X racing machine, and interact with it to unlock it.

Angel knives
When ready, head over to The Turning arcade. Now for this, we must defeat Black Fang without getting hit once. The cheesy way of doing this is to pause the game when the next lot of prompts appear to know them beforehand. Reload the checkpoint if you are hit.
Angel knives
Defeat Black Fang without getting hit
In “Raja's Arcade”, you must get every prompt right not to get hit. If hit, you can just reload the checkpoint.

Skillz
Next, we will get into a water gunfight with Riley. We must win to get the "Skillz" achievement. If you are about to lose, reload the checkpoint or load the manual save to try again.
Skillz
Win the water gun fight
Just load the last checkpoint if you are about to lose.




Artifact: 1/2
Crew Photo
Once back in control of present-day Ellie, head around the corner after exiting the helicopter. On the right will be a room on the right with a "No Entry" sign. Inside will be a photo next to a body.
Artifact: 2/2
Duct Recorder
At some point, you will be inside a vent. Take the first left and at the end will be a dead body. Next to it will be the last Artifact and the last Collectable of the game.

Chronicles
And with that, we should finally get the "Chronicles" achievement after collecting all 97 Artifacts. If you didn't, check the chapter select in the main menu to see which Artifacts you missed in what chapter.
Chronicles
Find all notes and artifacts
Collect 97 Notes and Artifact: 83 in the main story and 14 in Left Behind.

Live bait
Once we exit the vent, we will be on top of a roof in a spot shop. Some infected will be below us, and some hunters will soon enter the shop. Throw a brick or bottle near the hunters to trigger the infected to attack the hunters. Once one of the hunters is killed by an infected, we will get the "Live bait" achievement. Here and in a tech shop are the only times we can get this.
Live bait
Use bricks or bottles to lure an infected into attacking a human
Left Behind outro
Once we have finished Left Behind, we should get the "Don’t go" achievement for completing the DLC, and the "It can’t be for nothing" for collecting all other achievements in the game.

Don’t go
Complete the Left Behind DLC
It can’t be for nothing
Collect all Achievements
Комментариев: 99
XzenoBG 5 мая в 14:14 
Thank you for this awesome guide. It helped me truly enjoy this game
Mor Şövalye 4 мая в 5:57 
:ellie_tlou::watergun_tlou:
Mor Şövalye 4 мая в 5:57 
One of the best guide ever done :er_heart:
Ventus 15 апр в 0:26 
Awesome guide mate!
Tallkn 13 апр в 20:24 
Thank you :LIS_pixel_heart:
natarsha_x 6 апр в 21:22 
YOU ARE GOATED
kazekaoru 6 апр в 9:02 
I have 96/97 artifacts in Steam and in the game all 97 are collected, someone may have dealt with this problem before, how to solve it?
atlchaotic* 5 апр в 8:11 
Hey, I think you missed captains letter in pittsburgh. I found it just by wandering around but I didn't see it in this guide. I don't know if I'm blind or sum, but I think you just forgot to mention it. If it's not the case and I'm just dumb then correct me
I'M SAYING THE N WORD  [создатель] 29 мар в 1:48 
@»SoD« Thekillergreece
Thank you. That was the plan of the guide.
I aren't ready for it as I don't like it. I will however give it another shot to see if the story is still the same to me or not. Therefore I am making a guide for it. It probability wont be as good as I have only played it once, but will edit it if needed
»SoD« Thekillergreece 29 мар в 1:04 
Very useful guide. I hope you are ready for TLOU Part II. :)