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Uncharted · The Lost LegacyUncharted: The Lost Legacy - The Complete 100% Walkthrough

Every chapter. Every treasure, photo, lockbox, conversation and Hoysala token. Every trophy, including the Platinum. Written for the PS4 original and the PS5/PC Legacy of Thieves Collection remaster. The chapters, collectibles and trophies are identical in both.

145collectibles50trophies68treasures28photos21lockboxes17conversations11tokens

1. What "100%" Means in The Lost Legacy

Uncharted: The Lost Legacy (Naughty Dog, 2017) sends Chloe Frazer and Nadine Ross into India's Western Ghats to recover the Golden Tusk of Ganesh, a lost relic of the medieval Hoysala Empire, before the insurgent warlord Asav can use it to set a civil war alight. It is a complete Uncharted campaign in its own right: a Prologue, nine chapters, and one genuinely open exploration chapter (Chapter 4) that hides more than a third of the game's collectibles.

Finishing the game to 100% means clearing four distinct ledgers:

Tip. Collectibles are saved the instant you grab them. If you die, quit, or reload immediately afterwards, the pickup still counts. You never need to reach the next checkpoint to bank a collectible. The chapter-select screen shows a per-chapter tally of every collectible type, so you can audit your progress at any time.

Spoiler policy

The route descriptions below necessarily reveal where the story goes. Cutscenes are summarized in a line or two, not retold; you'll always know what to do next, and the big moments stay yours to watch.


2. How to Use This Guide

Collectibles are tagged inline, in route order, with a badge per type:

Badge Type Total Counts toward
T Treasure 68 Casual/Hardcore Treasure Hunter, Collector of Antiquities
P Photo Opportunity 28 #nofilter, Pics or It Didn't Happen
L Lockbox 21 Five Finger Discount, Picks or It Didn't Happen
C Optional Conversation 17 Getting to Know You
HT Hoysala Token 11 Token For Granted, Yas Queen

An entry like T4 Golden Fish Statuette means "the fourth treasure of the current chapter, in route order." Trophy moments appear as callouts as you reach them, so a single pass through each chapter catches everything that can be caught on a first run.

Photo opportunities are moments where Chloe pulls out her phone: when you stand in the right spot, an on-screen camera prompt appears. Hold the indicated button and she takes the shot. If a prompt in this guide doesn't appear, take a step or two toward the vista and it will.

Lockboxes are olive-drab weapon chests, usually in or near insurgent trucks. Chloe picks them with a bracelet pin: rotate the stick until you feel resistance and heavy vibration, then hold the pick at that point for each pin. Boxes contain gold-finish weapons, which is exactly what the Bring in the Big Guns trophy (30 kills with gold weapons) wants you to use.


3. The Road to 100%

The efficient path is three passes, only one of them long:

flowchart TD
    P1["Playthrough 1 - Light or Moderate<br/>Follow the chapter guides.<br/>All 145 collectibles, feats and most combat trophies"] --> CK["Chapter-select audit<br/>Fill any gaps the tracker shows"]
    CK --> FARM["Encounter-select farming<br/>Finish the countable combat trophies<br/>and fire all 24 weapons"]
    FARM --> WW["The Way of the Warrior<br/>Fresh save, Prologue to early Chapter 5,<br/>no shots fired, no explosives"]
    WW --> CR["Crushing playthrough<br/>Story only, sprint it"]
    CR --> PLAT(["PLATINUM<br/>Don't Ruin The Moment"])

The three-pass route to the Platinum. The first pass does almost all of the work.

Why this order?

  1. First playthrough on Light or Moderate. Crushing is selectable from the very start (it looks locked on the menu, but it isn't), and some guides suggest starting there. Don't. The On the Grid trophy (mark 30 enemies) is impossible on Crushing because enemy marking is disabled, collectible hunting is slower under lethal fire, and the game is simply more fun when you can enjoy the scenery. Light with aim assist also trivializes 10 Up, 10 Down (10 consecutive headshot kills).
  2. Audit, then farm. The chapter-select tracker tells you exactly what you missed and where. Encounter select (inside chapter select) drops you straight into any fight, which is how you'll finish the countable trophies, and after one story completion the bonus menu unlocks weapon select, which makes the fire-every-gun trophy a ten-minute chore instead of a scavenger hunt.
  3. The Way of the Warrior demands a save file with zero shots fired from the Prologue to the outskirts of Halebidu at the start of Chapter 5, so it needs its own short, fresh-save run. Two to three hours on Light if you skip everything optional.
  4. Crushing last, once you know every fight. Story only; ignore collectibles entirely.

Where the game takes you

timeline
    title The shape of the campaign
    section The City - night
        Prologue : Market crossing under curfew
        Ch 1 - The Insurgency : Rooftops with Nadine
        Ch 2 - Infiltration : Asav's tower, the disc swap
    section The Western Ghats
        Ch 3 - Homecoming : Jungle drive, ruins battle
        Ch 4 - The Western Ghats : Open zone - tower, 3 trials, 11 tokens
    section Halebidu
        Ch 5 - The Great Battle : Colossi climb, Shadow Theater, Asav
        Ch 6 - The Gatekeeper : Elephants, C4, the APC camp
    section Belur
        Ch 7 - The Lost Legacy : Flooded capital, the Tusk
        Ch 8 - Partners : Flood escape, rail yard, Orca
    section The Railway
        Ch 9 - End of the Line : Train assault and the bomb

Five acts, one road. Chapter 4 alone holds 54 of the 145 collectibles.


4. Mechanics Worth Knowing Before You Start


5. The Master Checklist

Per-chapter collectible counts. Chapter 4 is the monster; plan a long session for it.

Chapter Treasures Photos Lockboxes Conversations Tokens Total
Prologue 1 1 2
Ch 1 - The Insurgency 1 1
Ch 2 - Infiltration 5 1 6
Ch 3 - Homecoming 4 3 1 8
Ch 4 - The Western Ghats 19 9 11 4 11 54
Ch 5 - The Great Battle 6 4 5 15
Ch 6 - The Gatekeeper 5 2 3 1 11
Ch 7 - The Lost Legacy 16 7 1 3 27
Ch 8 - Partners 8 1 5 4 18
Ch 9 - End of the Line 3 3
Total 68 28 21 17 11 145

Warning. The in-game tracker for Chapter 7 displays a maximum of 6 photos, but the chapter actually contains 7. Trust this guide's list, not the tracker, for that one chapter.


6. The Trophy List - All 50

Everything is obtainable via chapter/encounter select after the fact. "Where" names the most practical spot, not the only one.

Platinum & Gold

Trophy Tier Requirement Where / how
Don't Ruin The Moment Platinum Earn every other trophy -
Progress Demands Sacrifice Gold Finish the game on Crushing Final pass; see §20
Overkill Gold Destroy the APC with several simultaneously planted C4 charges Ch 6 camp; see §14

Silver

Trophy Tier Requirement Where / how
Legacy Found! Silver Finish the game on any difficulty Playthrough 1
Collector of Antiquities Silver Find all 68 treasures Chapter guides
Yas Queen Silver Place all 11 Hoysala Tokens and claim the Queen's Ruby Ch 4, §11
Pics or It Didn't Happen Silver Take all 28 photos Chapter guides
Getting to Know You Silver Hear all 17 optional conversations Chapter guides
The Way of the Warrior Silver Reach the outskirts of Halebidu (early Ch 5) having fired no weapon and used no explosive Dedicated fresh-save run; see §18
10 Up, 10 Down Silver Kill 10 enemies in a row with headshots Ch 3 ruins, Light + aim assist
Just the Wind Silver 15 stealth takedowns in a row, never detected Ch 4 Trident Fort + lake outpost
Make an Entrance Silver Kill with the vehicle, a long gun, melee, then a grenade, in that order, within 20 seconds Ch 3 ruins battle
Bring in the Big Guns Silver 30 kills with gold (lockbox) weapons Cumulative; open lockboxes and use them
Right Under Your Nose Silver Destroy the Chapter 8 helicopter without killing anyone else in the encounter Ch 8 rail yard; see §16

Bronze - collectibles & feats

Trophy Requirement Where
Casual Treasure Hunter 5 treasures Automatic
Hardcore Treasure Hunter 35 treasures Automatic
Token For Granted Find one Hoysala Token Ch 4
Five Finger Discount Open 5 lockboxes Ch 3–4
Picks or It Didn't Happen Open all 21 lockboxes Chapter guides
#nofilter Take 5 photos Automatic
Shake For Your Fortune Ask the Skeleseer a question Ch 8 treasure, inspect and shake it
Your Prize Take in the view from the top of the Hoysala tower Ch 4 tower summit
Let's Not Get Caught Drive off the cliff at the start of Chapter 4 Ch 4 opening descent
Stunt It! 30 seconds of cumulative airtime in the 4x4 Ch 4 slopes
Best Driver in the Business Ganesh mountain carving → top of the Trident Fort waterfall → back, under 3 minutes Ch 4; see §11
Quiet as a Mouse From entering the Trident Fort, reach its inner door unseen Ch 4
Flawless Gauntlet Clear all 3 Axe Fort trials without resetting a board Ch 4
Tarzana 5 grapple swings in a row without touching ground Ch 4
Shadow Theater Solve the shadow puzzle in 10 moves or fewer Ch 5; 9-move solution in §13
Marco Po-No Jump into the pool at the Halebidu dam Ch 5
Fingersmith Pick a three-pin lockbox in under 15 seconds Ch 8 rail yard boxes
Cannonball! Dive from the cliff near the old railroad tracks Ch 8
Drop Me a Line Ride all 4 zip-lines across the city Ch 2

Bronze - combat counters

All cumulative across the whole game unless noted; all farmable via encounter select.

Trophy Requirement Best farm
Were You Counting? Kill with the final round of a handgun magazine Anywhere, run a pistol dry deliberately
Frazer. Chloe Frazer. 5 consecutive silenced-pistol kills while undetected Ch 3 ruins
Itchy Trigger Finger 20 hip-fire kills (no aiming down sights) Any big fight
Stay and Pray 20 blind-fire kills from cover Any big fight
On the Grid Mark 30 enemies, disabled on Crushing Ch 4 forts, Explorer/Light
Now You See Me… Get detected, then fully vanish back into stealth Ch 4 grass
I Was Never Here Open a lockbox while enemies are nearby Ch 4 enemy-truck boxes
Tip of the Hat 10 undetected stealth takedowns of helmeted/armored enemies Ch 8 helicopter encounter loop; see §16
Wingwoman 10 partner combo takedowns Ch 5 great battle
The Sampler 5 kills where the victim took handgun, long-gun and melee damage Any fight: wound, swap, punch
Royal Demolitionist 20 C4 kills Ch 6 camp loop
C-Phoria 4 kills with a single C4 detonation Ch 6 camp, bait a cluster
4x4x4 4 vehicle kills within 20 seconds Ch 3 ruins
Combat Racing Ram 10 motorcycles Ch 9 chase
Backseat Driver Commandeer 6 vehicles by boarding and ejecting the driver Ch 9 convoy
Here, Catch! Destroy a Chapter 9 vehicle with an explosive Ch 9, grenade a jeep
Si Vis Pacem Para Bellum Fire every one of the 24 guns at least once Post-story weapon select; list in §19

7. Prologue & Chapter 1 - The Insurgency

Prologue collectibles: 1 treasure · 1 photo. Chapter 1 collectibles: 1 treasure.

Prologue - the market crossing

You open as Chloe, on foot, threading a curfewed Indian city that Asav's insurgency has half-swallowed. It's a walking section. Soak it in, but keep your eyes on two pickups, because this is the only chance the Prologue gives you.

The Prologue closes with a tense checkpoint moment and Chloe reaching her rendezvous. No combat, no other collectibles.

Chapter 1 - rooftops with Nadine

Chloe and Nadine cross the occupied quarter by night while Asav's men sweep the streets below. The route is linear: ledges, balconies, plank bridges, one or two patrols you can slip entirely.

  1. Follow Nadine up and across the first rooftops. Patrols below can be avoided or stealth-dropped; nothing here is required.
  2. T1 Sterling Silver Cigarette Case. Midway through the chapter, on a rooftop with a small corrugated-metal shack: look under the cluster of blue barrels tucked beneath/beside the shack. The glint is easy to spot at night. This is the chapter's only collectible.
  3. Keep climbing toward the tower district. The chapter ends at the overlook of Asav's headquarters, the high-rise you'll be inside in Chapter 2.

Tip. If you're rehearsing for The Way of the Warrior later: note how this whole chapter (and the Prologue) can be finished without a single shot. That will matter in §16.


8. Chapter 2 - Infiltration

Collectibles: 5 treasures · 1 photo.

Chloe and Nadine break into Asav's tower headquarters to swap a counterfeit disc for the real Hoysala artifact he's holding, the disc that doubles as the key to everything in the Ghats. The chapter is a stealth playground: searchlights, scaffolds, and the game's four zip-lines.

Trophy - Drop Me a Line. There are exactly four zip-lines strung between the buildings on the route, and the trophy wants you to ride all four. They're all close to the main path; if you see a line, take it. Miss one and the encounter is a two-minute replay via encounter select later.

  1. P1 Photo - the neon skyline. At the very start, behind/beside the big purple neon sign, before you commit to the climb. Frame the city and shoot.
  2. T1 Bullet Whistle. Just right of the first zip-line's departure point, sitting between two posts. Grab it before you ride.
  3. Ride the line across. T2 Military Service Lighter. In the shack you land near: shove the movable crate aside to open the interior and take the lighter.
  4. T3 Utility Spork. Shortly after, on the floor of the next rooftop shack, the crate you just moved opens the way; check the floor before you leave.
  5. Work through the searchlight yard. Guards here are blind to grass and shadow; mark everyone first (On the Grid progress) and practice chained takedowns.
  6. Cross to the opposite building, the offices. T4 Travelling Inkwell. On a desk beneath the framed paintings; the room is on the main route, the desk against the wall.
  7. T5 Tactical Compass. In the storeroom nearby: behind the shelving units, on a crate. Sweep the room's back corner before moving on.
  8. The vault floor and the disc swap play out in scenes, and the getaway turns loud. When the escape breaks open, run where the game points you and take the plunge. Chapter ends in the river.

Tip. Chapter 2 is a superb early stop for Just the Wind practice (15 chained stealth takedowns needs a bigger camp, Chapter 4, but the rhythm is learned here), and its guard density makes it a painless place to bank early On the Grid marks.


9. Chapter 3 - Homecoming

Collectibles: 4 treasures · 3 photos · 1 lockbox.

Dawn, the Western Ghats, and the keys to the 4x4. Chapter 3 is the drive from the world of the city into the world of the Hoysala, a river valley of waterfalls and drowned ruins, capped by the game's first great combat bowl and the door into Chapter 4. It's also the single best trophy chapter outside the open zone: four combat trophies live in one fight here.

The drive in

  1. P1 Photo - the fog forest. The moment you have control of the 4x4, don't drive: look to the right of the starting position, where the mist hangs in the trees. Walk/drive a few meters toward it and the prompt appears.
  2. Follow the trail down to the river. P2 Photo - the flamingos. Where the stream widens over flat rocks, a flock of flamingos wades in the shallows. Approach the water's edge slowly (spook them and you can reload the checkpoint to try again) and take the shot.
  3. T1 Gupta Empire Coins. At the base of the first big waterfall: tucked behind the sloped rock to the side of the fall. Park, wade over, and check the seam between rock and spray.
  4. Use the winch where the trail demands it. Muddy grades and a stone blockage teach you the tow mechanic. Ahead: the ruins.

The ruins battle - a four-trophy fight

A broad, flooded temple courtyard full of insurgents, arriving trucks, waist-high grass and flanking routes. You'll fight here again in cleanup, so learn it. Encounter select lists it under Chapter 3.

Trophy - Frazer. Chloe Frazer. Open the fight your way: unseen, silenced pistol out. Five kills in a row with the suppressed pistol while never detected. Grass, mark, headshot, relocate, repeat five times, done before the fight even officially starts.

Trophy - 10 Up, 10 Down. On Light with aim assist, this same encounter is the headshot chain farm: ten kills in a row, every one a headshot. Any non-headshot kill resets the chain (deaths don't). Combine with the above and you can leave this courtyard with both.

Trophy - Make an Entrance. Once loud, the order is scripture: run a man down with the 4x4 → hop out and kill one with a long gun → melee one down → grenade one, all inside 20 seconds. Stage it: herd a few enemies near the vehicle before you start the clock.

Trophy - 4x4x4. Four kills with the vehicle inside 20 seconds. Do it as its own attempt: stay mounted, circle the courtyard, and mow through the clusters that bunch up near cover.

  1. L1 Lockbox. In the bed of the insurgent truck parked by the waterfall side of the courtyard. Pick it mid- or post-fight, doing it while enemies hunt you also pops I Was Never Here if you're feeling brave (otherwise Chapter 4 has easier setups). Inside: a gold weapon; start swinging it for Bring in the Big Guns.
  2. T2 Silver Water Jar. On the highest platform of the ruins, behind a collapsed false wall. Climb the structure the fight was staged around and look for the broken masonry seam.
  3. T3 Golden Fish Statuette. In the alcove between the two waterfalls past the battle space; hug the cliff line and it's a short climb off the main path.
  4. P3 Photo - the drowned temple. From the lower flooded area past the fight, face back toward the temple rising out of the water. The prompt triggers near the water line.
  5. T4 Mango Crystal Scent Flask. Near the end of the chapter: behind the parked vehicle on the left as the trail narrows toward the great cliff. Sweep behind it before you commit forward.

Trophy - Were You Counting? Anywhere in this chapter (or any other): fire a handgun down to its last round and make that last round a kill. Easiest done deliberately: count down against a straggler.

The chapter closes at the mountain face: winch, stonework, and a door that hasn't opened in eight centuries. Through it lie the Western Ghats proper, and the longest chapter in the game.


10. Chapter 4 - The Western Ghats (Part I: The Lay of the Land)

Collectibles: 19 treasures · 9 photos · 11 lockboxes · 4 conversations · 11 Hoysala Tokens: 54 in all, more than a third of the game.

One valley, freely drivable, ringed by waterfalls and studded with Hoysala ruins. Your story objective is to prove yourself at three trial sites (the Trident, the Axe and the Bow) using your disc as the key, which together unseal the way north to Halebidu. Everything else is optional, and "everything else" is where the riches are.

Trophy - Let's Not Get Caught. The instant the chapter gives you the wheel at the clifftop: drive straight off the edge, down the slope the game dares you to take. Pops immediately, first trophy of the day, ten seconds in.

The golden rule of Chapter 4

Do the tokens and the tower before you finish the third trial. Completing all three trials rolls the chapter toward its exit, and while you can still roam, the clean pattern is: tower first, then the token loop, then the trials, then the treasure sweep with the Queen's Ruby buzzing on your wrist. The Ruby (reward for all 11 tokens) makes your controller pulse near any treasure, which upgrades the rest of the game's 33 remaining treasures from hunt to stroll.

The schematic

flowchart TB
    GATE["The Gateway - north<br/>(opens after the three trials)"]
    GAN["Ganesh mountain carving<br/>(north face)"]
    MONKEY["Monkey-temple shrine - northeast<br/>Token dial · turn-in for the Queen's Ruby"]
    TOWER(("Hoysala Tower<br/>center of the valley<br/>climb it FIRST"))
    BOW["Bow Fort - west of the tower"]
    AXE["Axe Fort - the gauntlet trials"]
    TRI["Trident Fort - insurgent-held<br/>the great waterfall"]
    LAKE["Lake & sunken elephant statue<br/>southwest"]
    ENT["Entry slope & river - south"]
    RUINS["South ruins - mounted-gun camp"]

    ENT --- LAKE
    ENT --- RUINS
    ENT --- TOWER
    TOWER --- BOW
    TOWER --- AXE
    TOWER --- TRI
    TOWER --- MONKEY
    TOWER --- GAN
    GAN --- GATE
    MONKEY --- GATE

Schematic connections, not to scale. The valley is one continuous drivable bowl. The in-game map plus the tower's survey fill in true positions.

First stop: the Hoysala Tower

Drive to the lone tower rising from the valley's center and climb it. Inside the top chamber, open every door around the room: each one Chloe opens, she surveys a slice of the valley and marks points of interest on your map. With all doors open, pull the lever in the middle of the chamber: the mechanism reveals the three trial sites and drops you an exit back to the 4x4. Your map is now a shopping list.

Trophy - Your Prize. Before you leave: climb up through the broken door to the tower's very summit and linger at the view prompt. "Appreciate the view" is the whole requirement, the game's easiest trophy with the game's best panorama.

Trophy - Stunt It! Between objectives, hunt airtime: 30 cumulative seconds with all four wheels off the ground. The entry slope, the riverbank humps and every ridgeline launch count. It accrues naturally across the chapter if you drive like Chloe.


11. Chapter 4 (Part II: The Eleven Tokens and the Queen's Ruby)

The Hoysala hid eleven animal-sigil tokens in shrines, caves and puzzles across the valley. The monkey temple in the northeast holds the dial where they're placed. Visit it early (one token is effectively handed to you there) and your map gains guidance toward the rest.

Trophy - Token For Granted pops on your first token; Yas Queen when the eleventh clicks into the dial and the Queen's Ruby bracelet is yours. From then on the DualShock/DualSense chirps, rumbles and shifts its light bar whenever a treasure is close, and the ruby itself glows on Chloe's wrist.

Route the tokens as one counter-clockwise loop from the south entrance. Numbers below match that loop, not any in-game order (there is none):

# Where Getting it
1 Entry area, alcove across the river, left of the first stretch Climb the ruin, grapple-swing across, and blow open the cracked wall (a grenade or red canister does it)
2 South ruins, the camp with the mounted gun Clear or ghost the camp; the weak wall is left of the lockbox. Breach it and take the token
3 East waterfalls A traversal run: grapple, jump, and a long slide that threads a tunnel. The token sits at the bottom of the ride
4 North of the river, below the monkey temple Enemies patrol the structure; deal with them, climb up, grapple the stone cover off the shaft and drop into the cistern beneath
5 Far east, past the monkey temple A courtyard of hanging bells. Shoot every bell (quickly; they re-latch) and the barred door lifts. The token waits inside
6 The monkey temple itself - northeast Interact with the shrine's dial; a door opens and this token is the freebie behind it
7 North river bend, west side Climb the building and solve the small horse-statue puzzle on its floor. Orient the horses per the reliefs and the cache opens
8 Mid-valley, north of the tower An enemy-held yard; the cracked wall wants an explosive. Enemy trucks park here, lockbox opportunity too
9 Bow Fort, west of the tower The token is simply inside the fort's lockbox: fight or sneak your way to it during (or before) the Bow trial
10 Southwest lake Dive beside the huge sunken elephant statue, swim the tunnel under it, and surface in the token chamber. Take the photo op topside first (see below)
11 East of the tower, the fountain court A timed platforming trial over the water spouts: start the mechanism and run the pillar circuit before it resets. Miss it? It resets; go again

Then drive back to the monkey temple and slot everything into the dial. Yas Queen, the Ruby, and, because you're standing there, three treasures inside the dome behind the shrine (listed in Part III).

Trophy - Tarzana. The grapple-branch run on the way to token 1/the western ruins chains five swings if you never touch down: swing, release, catch, repeat. If you brush the ground, walk back and restart the chain.

Trophy - Now You See Me… Let a camp spot you (indicator fills), then break line of sight, dive into deep grass, and stay gone until the search ends. One clean vanish = trophy.

Trophy - I Was Never Here. Several token/treasure sites host enemy trucks with lockboxes. Crack one while enemies are still in the area (alive and nearby, stealth or chaos both fine) and it pops.

Trophy - Best Driver in the Business. The valley's time trial: from the Ganesh carving on the northern mountain face, drive to the top of the Trident Fort waterfall, and return: under 3:00. Do it after clearing enemies from the route. The straight line is through the river basin; the 4x4 will climb the waterfall's terraces if you hit them square with momentum. Two clean runs of practice is usually enough.


12. Chapter 4 (Part III: Trials, Treasures and the Way North)

The three trials

Take them in any order. Each ends the same way: Chloe sets her disc into a mechanism and works it until the site's sigil (trident, axe or bow) forms true.

The Bow Fort (west of the tower)

  1. The approach is a ruin crawl: climbing lines, rope swings, and a handful of insurgents you can ghost through the grass.
  2. Inside, run the crane mechanism to swing the gate open, then commit to the rope swing across the collapsing bridge. It goes when you land, so keep moving.
  3. At the summit, seat the disc and rotate the rings until the bow resolves. One sigil down.
  4. Don't leave without the fort's lockbox: it holds Hoysala Token #9 (and this is a natural I Was Never Here spot if enemies still breathe).

The Axe Fort - the Gauntlet

  1. The gate won't argue with the 4x4: winch it down.
  2. The lower halls are flooded: swim the sunken rooms, surface where the light wells in.
  3. The trial proper is three climbing gauntlets built from sliding handhold boards. Each room is a route-reading test: the boards move as you weight them, and a lever resets a room if you strand yourself.
  4. Top of the third gauntlet: disc in, rings turned, axe formed.

Trophy - Flawless Gauntlet. Clear all three rooms without pulling a reset lever. Read each wall from the floor before you touch it: plan the full line, then commit. Botched it? A checkpoint restart is allowed (the trophy only cares about reset levers), so reload rather than reset.

The Trident Fort (the great waterfall)

  1. Asav's men hold this one in force, a dozen-plus, with reinforcements. The grass runs deep and the flanks are generous; it's the best Just the Wind farm in the game (15 chained stealth takedowns, the camp plus stragglers can supply the whole chain if you're patient).
  2. Inside the walls, find the five ground wheels around the inner court and crank each one; the counterweights walk the inner door open.
  3. Crawl under the raised door to the mechanism. Disc in, trident formed.

Trophy - Quiet as a Mouse. Separate feat: from the moment you enter the Trident Fort's grounds, reach that inner door without ever being seen. It doesn't require zero takedowns, only zero detections. Mark everyone from the ridge first; move on the left wall's grass line. Encounter select makes retries painless.

The nineteen treasures

With the Ruby on your wrist, these become a driving tour; the controller sings when you're warm. Route order, south to north:

The nine photos

  1. Chapter's opening vista, the rock monument and waterfall from the grass edge at the start.
  2. The temple framed dead-center from the survey rise near the entry road.
  3. The stone statue by the old bird fountain (token 2 area).
  4. The sunken elephant statue at the lake: shoot it before you dive for token 10.
  5. The monkey that climbs onto Nadine's head: at the monkey temple, back off to the ridge and frame the two of them. Also the site of C1, the monkey conversation with Nadine.
  6. The creeping approach to the great waterfall's edge: walk the rim slowly until the prompt bites.
  7. The distant temple from the top of the sloping path, southwest.
  8. The waterfall through the trees, left side, near the northern pond.
  9. The survey view as the final trial site opens the way north: take it before you drive on.

The four conversations

The eleven lockboxes

Chapter 4's boxes ride with the insurgents: almost every enemy camp and patrol truck in the valley carries one, including the sites of tokens 2, 5 and 8, the Bow Fort (token 9's box), the four-pillar enclosure, the broken-bridge grapple crossing, the riverbank truck near the lone tree, the truck on the boulder shelf, and the boxes that yield T9 and T15. Practical rule: every time you see a truck or a camp, you owe it a visit. The tracker (11 for this chapter) is your audit; sweep any shortfall with the map before leaving. Boxes here feed Five Finger Discount, Picks or It Didn't Happen, gold-gun ammo for Bring in the Big Guns, and the nearby-enemies pick for I Was Never Here.

Leaving the valley

Three sigils formed, map cleared, Ruby humming: drive north past the Ganesh carving to the Gateway. The mountain does the rest: the chapter closes with the road to Halebidu open and the tone of the game about to turn.

Checklist before you drive north: 19 T · 9 P · 11 L · 4 C · 11 HT, Ruby claimed, and five trophies from this valley alone (Let's Not Get Caught, Your Prize, Stunt It!, Best Driver, Tarzana) plus the fort feats (Quiet as a Mouse, Flawless Gauntlet).


13. Chapter 5 - The Great Battle

Collectibles: 6 treasures · 4 photos · 5 conversations.

Halebidu at last, the gateway city, guarded by two colossi of Ganesh and Parashurama frozen mid-legend. The chapter's spine: cross the outskirts, climb the statues, and solve the Shadow Theater, the game's signature puzzle. It ends with a fight you cannot win and a name you weren't expecting.

Way of the Warrior note: the trophy's checkpoint ("the outskirts of Halebidu") is the start of this chapter. On your dedicated pacifist run, you're done the moment the trophy pops here (see §18). On this playthrough, ignore it and play freely.

The outskirts and the dam

  1. T1 Padouk Tea Caddy. Early, at the end of the side path that overlooks a waterfall: walk the spur before dropping down.
  2. C1 On the grand staircase, Nadine has thoughts about the city: linger for the prompt.
  3. Trophy - Marco Po-No. At the dam, a deep pool waits below. Jump in. That's it: the trophy is the swim (and the pun). Take the dip before moving on; the pool is off the main line and easy to leave behind.
  4. P1 Photo - the two statues from the red-flowered cliff. After climbing up beside the waterfall (tunnel or left-hand ledges), walk the high platform with the red flowers: the colossi align, the prompt appears.
  5. T2 Engraved Ewer. Atop the stone wall stretch: drop off the top to the left side and check the ground at the base.
  6. A scattered handful of insurgents patrol the route: two by the stream, a spotter on the cliff. Quiet work.

The colossi climb

  1. Climb the Ganesh statue. At the summit you edge along the blade of the great axe it holds.
  2. P2 Photo - on the axe. Balanced on the blade, turn back and frame Nadine behind you. Easily missed: shoot before you jump on.
  3. C2 At the top, a quiet beat with Nadine: let it play.
  4. The double rope-swing carries you to the Parashurama statue; enter through the opening at its crown and descend inside.
  5. P3 Photo - the cavern of the two small statues. As you lower into the chamber beneath the colossus, the paired figures light up a prompt.
  6. C3 Near the mossy rock cut, Nadine spots the old siege mechanism, the catapult-stone exchange. Optional, charming.
  7. P4 Photo - the two elephant statues. On the descent along the aqueduct cliff, hold the wall-side line downhill; the elephants flank the old channel.
  8. C4 In the cremation hall: the somber room explains itself; Nadine and Chloe talk it through.
  9. T3 Bidri Hookah Bowl. By the long stairs, ground level, left side against the balustrade.
  10. T4 Gold-Cased Ivory Dentures. In the square of rubble past the stairs: sweep the debris field's left edge.

The Shadow Theater

A circular chamber; a fire at its heart; carved figures on a sliding grid; murals around the wall telling how Parashurama came to the door of Shiva, how Ganesh barred his way, and how the axe took the tusk. Your job: slide the figures so their cast shadows land exactly on their painted counterparts.

Mechanics: four lever stations ring the platform, three levers each. Every lever slides the line of figures in front of it clear across the grid to the far side. The figure of the axe is the trickster of the set: it reads as axe, spear or tusk depending on the angle the light takes through it.

Trophy - Shadow Theater: solve it in ≤ 10 moves. A clean 9-pull solution exists. Treating the four stations as compass corners (pick your own anchor, the sequence's shape is what matters) and numbering each station's levers 1–3:

Move Station Lever
1 NW 3
2 SE 2
3 SW 1
4 SE 3
5 SW 3
6 NE 2
7 SE 3
8 NW 2
9 NE 2

If the shadows aren't visibly converging on the murals within your first three pulls, your corner-anchor doesn't match this table's: restart the checkpoint (the move counter resets with it) and rotate your mental compass a quarter turn. Manual fallback that always works: solve one mural at a time: walk the ring, find the figure whose silhouette belongs to that mural, and use only the levers in line with it; the grid clicks audibly when a figure seats correctly. Ten moves is generous once you see it.

Seat the disc in the mechanism to finish the scene, and be ready to climb when the room objects.

The battle, and the man upstairs

The collapse spills you into the chapter's major fight: waves of insurgents plus a gun-truck hosing your cover. Keep moving laterally, let Nadine peel aggro, and feed the truck a grenade or the RPG when it appears.

Trophy - Wingwoman. This brawl is the farm: every time Nadine tangles with a man, close in and finish him together; combo prompts chain fast here. Ten total (cumulative): checkpoint reloads keep your count.

  1. T5 Palm Leaf Manuscript. During the post-fight traversal: wall-climb at the bridge's center crossing, follow the path to its end.
  2. T6 Khanjarli Curved Dagger. Exiting the dark tomb passage, check the right-hand side before the light.
  3. C5 On the final stretch, an exchange about the toll the day is taking. Last conversation of the chapter: the tracker should read 5/5.

Then the cavern, the torchlight, and Asav, in person, with a blade and all the time in the world. The duel is unwinnable by design: dodge, survive, and let the story throw you where it will. You surface with a rope-swing escape, one revelation richer: Asav's hired expert is Sam Drake.


14. Chapter 6 - The Gatekeeper

Collectibles: 5 treasures · 2 photos · 3 lockboxes · 1 conversation.

The morning after. Nadine walks; Chloe follows; the mountain between Halebidu and the hidden capital must be crossed either way. This is the game's C4 chapter (three explosive trophies live in one camp) and the chapter of the elephants.

  1. Open on foot, catching up to Nadine: the argument plays out as you descend the cliffs along the water toward the falls.
  2. L1 Lockbox. Right fork of the northeast path: wedged between a boulder and a pillar. First box in a while. The pick stays sharp.
  3. T1 10th-Century Oil Bottle. At the Nandi temple (the bull), right of the stairs, on the ground.
  4. T2 Aged Silver Anklet. End of the path after the pillar-hop: up the stairs, on the left.
  5. L2 Lockbox. Past the four-pillar enclosure, northwest, at the tree-shadowed boulder.
  6. The valley opens: elephants. One is trapped under fallen debris. Climb onto it and shift the timber free: what follows (a ride through the old fortress, the herd, the calf) is the chapter's heart, and playable.
  7. P1 Photo - the herd. Face the gathered elephants head-on; the prompt appears as they close around you.
  8. C1 On the ledge after, Nadine watches them go, the chapter's single conversation. Don't walk past it.
  9. T3 Ceremonial Sugar Hammer. Past the elephant meadow: left of the standing statue, ground level.
  10. L3 Lockbox. On the grassy stair climb, left side, tucked against the terraces.

The insurgent camp - C4 school

A fortified camp squats on the route: infantry, crates of C4, an RPG, and an APC that arrives to ruin your cover. The C4 here is thrown, stuck, and detonated on your signal, and the game hands you enough of it to teach three trophies at once. (Encounter select: Chapter 6.)

Trophy - C-Phoria. One C4 charge, four kills. Stick a charge near the campfire cluster or toss it into the squad that debarks together, wait half a breath for them to bunch, detonate.

Trophy - Royal Demolitionist. Twenty C4 kills, cumulative. Start the habit here; checkpoint reloads after a multi-kill keep the count and refill the fight.

Trophy - Overkill (Gold). The APC dies to explosives, so stick four or five C4 charges onto its hull, then detonate them as one. All planted charges fire together on your trigger; the simultaneous blast is the requirement. Plant from behind cover during its reposition, or after thinning the infantry. The RPG is your backup plan for merely surviving the thing, but for the gold, it's C4 or nothing.

  1. Past the camp: the wheel door. Crank it with Nadine and slip through the mountain's throat.
  2. P2 Photo - the far platform. On the wall climb, at the platform before the opposite jump: turn and frame the drop.
  3. T4 Agate Gemstone Box. From that photo platform: grapple down via the tree and check the ground below.
  4. T5 Raja Raja Gold Kahavanu. After the tree-branch swing, in the tight tunnel, left side floor, the chapter's last treasure, inches before its last scene.
  5. The climb crescendos (a hanging spear, a stair into dark) and the chapter delivers you to the threshold of Belur, the hidden capital. It does not deliver you there alone.

Checkpoint audit: 5 T · 2 P · 3 L · 1 C. Chapter 6 is short but three of its five treasures hide within meters of scripted spectacle. The tracker is your friend.


15. Chapter 7 - The Lost Legacy

Collectibles: 16 treasures · 7 photos · 1 lockbox · 3 conversations. Remember: the in-game tracker mislabels this chapter as 6 photos; there are 7.

Belur: a capital drowned by its own defenses, half-lake and half-cathedral. Sixteen treasures make this the densest linear chapter in the game, most sit a short swim or side-climb off the spine, and the Queen's Ruby earns its keep pinging through the water. The party is Chloe and Nadine; the third name on the marquee arrives by cutscene when the story is ready.

Descending into the city

  1. P1 Photo - the first sight of Belur. From the opening vantage, angle down over the sunken city. The chapter's postcard.
  2. L1 Lockbox. The chapter's only box, early and out of the way: grapple from the tree branch, wall-climb, and at the top of the stairs jump the gap: the box sits on the far ledge. If the tracker doesn't read 1/1 by the first big swim, you've passed it.
  3. Insurgents guard the descent: including a heavy with a DShK machine gun. Kill him and fire his gun (a few seconds of trigger time is enough): the DShK is one of two weapons that never appear in the post-game weapon select, so feeding Si Vis Pacem Para Bellum here saves a repeat visit later.
  4. T1 Lakshmi Marriage Ornament. At the temple by the waterfall: take the climbable wall on the right into the side room.
  5. T2 Hanuman Brass Bell. Behind the tower with the purple flowers: circle the back and grab it off the ledge.
  6. T3 Enameled Betel Box. Past the gold-lit window: wall-climb, then keep left along the waterline path.
  7. The way forward collapses into the flood: dive and swim the submerged passages (follow the light) until you surface in the great hall.
  8. T4 Jeweled Pipe Mouthpiece. During that swim: at the bright junction, break left and follow the passage to its end before surfacing.

The flooded halls

  1. P2 Photo - from the stairs. Back on dry stone, the prompt lands on the left of the staircase. C1 follows on the climb, Nadine, on what a city like this costs to hide.
  2. T5 Handcarved Sheesham Breadbox. The branching corridor: left, then right, then left again. The dead-end alcove pays off.
  3. T6 Silver Comb & Perfume Flask. Head toward the horn-blowing statue; the flask rests to its right.
  4. P3 Photo - the horn statue passage. Duck through the low passage past the statue; the prompt waits at the far end.
  5. T7 Bronze Deccan Incense Burner. At the water jump in the southwest corner: dive instead of climbing and sweep the bottom.
  6. T8 Satavahana Hourglass. The lily-pad pool: mid-passage, shift the root blocking the left channel, then take the dry-land spur.
  7. P4 Photo - over the water, from the climb. Top of the wall-climb on the right side, after the gap jumps.
  8. P5 Photo - the statue across the water. A long-lens moment: the lone statue rising from the flood, shot from the balustrade.
  9. T9 Chalukya Griffin Candlestick. In the swimming section: left, then right, surface at the end and it's on the left lip.
  10. P6 Photo - the great gold statue. The hall's centerpiece, framed from the approach. Hard to miss, easy to postpone. Don't.
  11. T10 Bronze Medallion Flask. At the wall on the left: dive directly below it.
  12. T11 Bichwa Dagger. From the P6 photo spot: jump toward the moored boat area; the dagger is in the wreckage.
  13. T12 Jadeite Bottle. Right-hand opening off the main channel: follow the passage to its end.
  14. T13 Harappan Ivory Dice. Climb the stone wall, then the right-hand wall at the top; dice in the alcove.

The arms of Shiva

The great mechanism room: a colossal statue whose arms are driven by wheel cranks, and a door that only opens when the pose is right.

  1. Crank the wheels in sequence to walk the statue's arms into position. Each arm repositions your climbing route as much as the door's key.
  2. When the trident rises, it becomes your staircase: the window to climb it is timed, so move the moment the arm locks.
  3. Rope-swing between the platforms the new pose exposes, ride the waterfall slide the mechanism unleashes, and crank the final wheel to bring the statue's hands together: the palms catch the light, and the light shows the way.
  4. C2 At the wheels, Nadine has an opinion about Chloe's engineering method. Take the pause; it's conversation 2 of 3.
  5. T14 Ivory Chess Pieces. During the arm-climbing sequence: at the end of the jump chain along the statue's arm, drop inside the structure instead of pressing forward.
  6. T15 Gold Chola Earrings. After the wheel work: the mossy wall climb's far end.
  7. T16 Bridal Maang Tikka. On the stair descent from the wheels: drop to the pillar below the edge, last treasure of the chapter.

The light and the mirror

The final antechamber puzzle: statues that must catch and pass a beam of light to the sanctum door.

The beam lands; the sanctum opens; and the chapter plays its hand: the Tusk, Asav's timing, the painting trial he makes Chloe finish (arrange Ganesh's arm to match the middle painting, the scene of the god accepting the axe's blow; the game nudges you and the theme insists), and a locked room filling with water. When control returns, work fast: pick Nadine's cuffs, then Sam's, and climb like the building owes you money. Chapter 8 begins wetter and angrier.


16. Chapter 8 - Partners

Collectibles: 8 treasures · 1 photo · 5 lockboxes · 4 conversations.

The chapter opens away from the flood, a quiet, playable memory of a much younger Chloe among museum cases and a parent's obsession, the scene that explains why the Tusk was never just a payday. Then the present crashes back in: Belur is emptying its lake, Asav has the Tusk, and the only way out is down.

Out of the drowning city

  1. T1 Jeweled Snuff Bottle. Almost immediately: check left of where you regain control. The Ruby pings before you've taken ten steps.
  2. C1 Sam and Nadine, on trust and its recent absence, the first of four conversations, early on the descent.
  3. T2 Brass Ewer. After the plank walk: wall-climb to the rectangular opening and reach through.
  4. Ride the mudslide (steer, don't fight it), and follow the water.
  5. T3 Mamluk Brass Bowl. Where you exit the water at the rocky hill: climb the wall on the river's left, top of the rock face.
  6. T4 Crescent Flask. At the waterfall with the rope: up the rocks, path's end.
  7. C2 Triggered near a treasure find, Nadine on the day's haul. C3 follows at the mud jump, Sam editorializing. Neither is on a timer; both vanish if you sprint past their zones.
  8. T5 Soapstone Jewelry Box. The slide-and-jump gauntlet: land the hops to solid ground, climb the left wall, and hang along the wooden plank to the alcove.
  9. C4 At the sealed exit, Nadine assesses. That's 4/4: Getting to Know You pops here if your count was clean coming in.
  10. P1 Photo - the gorge from the rock wall. After the slide sections, on the climb: the prompt lands at the top. The chapter's only photo, and if your tally is complete, Pics or It Didn't Happen arrives with it.
  11. T6 Peacock Nut Cracker. Northeast mossy crack: climb right, hang south at the top, shimmy to the pocket.
  12. T7 British Powder Flask. In the dark tunnel after Sam boosts you: feel along the wall; the Ruby does the seeing.

Trophy - Cannonball! Near the old railroad tracks, the cliff overlooks a deep pool. Take the running swan dive off the edge. Style optional; the water is not.

  1. T8 Strange Skull. In the grapple-swing alcove by the tree: swing in, hop up, and meet the Skeleseer, a carnival-prize skull with opinions.

Trophy - Shake For Your Fortune. Open your treasures menu, inspect the Strange Skull, and shake it (waggle/rotate it with the controls until it answers). Ask it about your Platinum odds. It knows.

The rail yard and the helicopter

The route empties into an insurgent-held rail yard, and the game's best stealth-farm encounter. A helicopter prowls overhead; armored riflemen walk the grass; wrecked buses and tank cars make lanes. (Encounter select: Chapter 8.)

Trophy - Right Under Your Nose. Destroy the helicopter without harming anyone else in the encounter. The intended line: keep right at the start, loop the building's far side through the grass, touch nobody, and reach the overpass. From it, grapple the hovering chopper and finish the boarding sequence: the crash counts, the trophy checks the body count behind you (zero).

Trophy - Tip of the Hat. Same encounter, different loop: from the right-side grass near the truck, an armored (helmeted) patroller walks to you. Undetected stealth takedown, reload the checkpoint, repeat, ten times. The counter survives reloads; the whole farm takes minutes.

Five lockboxes salt the yard, the chapter's full count, and the natural home of Fingersmith (three-pin boxes, sub-15 seconds: tension, feel, commit):

Clear the yard your way. Then the chapter spends its ending on Orca, Shoreline's ghost, and Nadine's unfinished business. The brawl is scripted-tough but fair: dodge prompts, return fire with fists, and let the cutscene settle the ledger. The trio rolls out for the railway with the tracker, ideally, reading 8/8 T, 1/1 P, 5/5 L, 4/4 C, and every collectible in the game accounted for except three items riding tomorrow's train.


17. Chapter 9 - End of the Line

Collectibles: 3 treasures. The last three.

Asav's train runs for the city with the Tusk aboard and a Shoreline-supplied bomb on a flatcar, the spark he needs for his war. The finale is one continuous set piece: a road duel, a boarding action, a car-by-car fight, and a three-phase reckoning. Three treasures hide on the sequence itself, so collect with your heart rate up.

flowchart LR
    A["4x4 pursuit<br/>alongside the train"] --> B["Boarding<br/>Nadine first, then Chloe"]
    B --> C["Car-by-car fights<br/>roofs and flatbeds"]
    C --> D["Vehicle hopping<br/>Backseat Driver window"]
    D --> E["Turret truck<br/>clear the escort"]
    E --> F["The bomb flatcar<br/>cutscene - the stakes double"]
    F --> G["Asav - phases 1 & 2<br/>dodge, punish his back"]
    G --> H["Thrown off - climb back<br/>platforms, rope swing"]
    H --> I["Final QTE duel<br/>and the bridge"]

The anatomy of the finale. The three vehicle trophies all live in segments A–E.

The chase and the boarding

  1. Run the train down in the 4x4. Nadine takes the wheel-to-rail jump first; Chloe follows when the game offers the leap.
  2. T1 United India Company Pistol. Early in the boarding stretch: on the roof of the rear train section: before you fight forward, walk back along the top of the last cars and claim it.

Trophy - Combat Racing. Whenever you hold a vehicle in segments A–E: ram 10 motorcycles. Swerve into every bike that draws alongside; the chase respawns them generously, and checkpoint reloads keep the count.

Trophy - Backseat Driver. Six times: leap from your vehicle (or the train) onto an enemy 4x4 and kick the driver out. The convoy alongside the train exists for this. Farm via checkpoint if the supply dries up.

Trophy - Here, Catch! Destroy any Chapter 9 vehicle with an explosive, a grenade lobbed into a pursuing jeep, or the China Lake if one's aboard. One clean toss, one trophy.

  1. Fight forward along the roofs and flatbeds. Riflemen, shotgunners, RPG men on the parallel road: use the train's ribs as cover and keep the DShK-style mounted turret section loud (mandatory, and it's the 24th gun for Si Vis Pacem Para Bellum if the DShK in Chapter 7 was your 23rd).
  2. T2 Viceroy's Penbox. On the freight car with the blue-wrapped cargo: circle the crates' left side; the box is wedged behind them.
  3. T3 United India Company Coins. Late, after the truck is abandoned: in the caboose-end section, left side, the game's final treasure. Collector of Antiquities should sing the moment it's up.

Asav

The flatcar, the bomb, the sword, a three-phase duel:

What follows (the coupling, the bridge, the arithmetic of who gets left with the bomb) is the story's to tell. Stay through the epilogue: the Ministry of Culture gets a phone call, three professionals negotiate like family, and Legacy Found! (plus, if this was your Crushing run, Progress Demands Sacrifice) lands over the credits.


18. The Way of the Warrior - the Pacifist Run

Silver | Reach the outskirts of Halebidu (the opening of Chapter 5) without ever firing a weapon or using an explosive.

The game audits your save's statistics from its very first frame, which is why this gets its own run instead of squatting on your collectible playthrough:

  1. Start a brand-new game (new save slot; if your platform shares stats across slots, back up and clear: the requirement is a clean 0 shots fired, 0 explosives used from Prologue to the checkpoint).
  2. Difficulty: Explorer or Light. There is no difficulty requirement here; there is only your patience.
  3. Legal: melee, stealth takedowns, partner assists, letting Nadine work. Illegal: any trigger pull (the silenced pistol counts, it's still a gun), any grenade, C4 or launcher. Vehicle kills sit in a gray zone the trophy doesn't need: abstain in Chapter 3's ruins and drive around people, not through them.
  4. The route: Prologue and Chapters 1–2 are stealth chapters anyway. Chapter 3's ruins battle can be fought fist-first from the grass or largely skipped by pushing the objective. Chapter 4 needs only the three trials: ghost the Trident Fort (you've done Quiet as a Mouse; this is the same discipline), fists for anything cornered. No tokens, no treasures, no detours.
  5. Cross into Chapter 5 and let the opening checkpoint land. The trophy pops at the outskirts of Halebidu. Quit to the menu, delete nothing, breathe. You never have to be that polite again.

Two to three focused hours. Do it after your collectible run (the practice matters) and before Crushing (so the finale of your trophy list is one victory lap, not two disciplines at once).


19. Cleanup - Farming Recipes and the Armory

Chapter select remembers your best collectible counts per chapter; encounter select drops you inside any fight with your current arsenal. Everything below assumes story completion (which unlocks weapon select in the bonus menu) and totals that carry across sessions.

The countable-trophy recipes

Trophy Recipe
Tip of the Hat (10 armored stealth takedowns) Ch 8 helicopter encounter → right-side grass by the truck → takedown the helmeted patroller → reload checkpoint → ×10. Fastest farm in the game.
Royal Demolitionist (20 C4 kills) Ch 6 camp → C4 a cluster → reload checkpoint after each multi-kill.
C-Phoria (4 with one blast) Same camp, bait the debarking squad into one charge.
Wingwoman (10 combo takedowns) Ch 5 great battle, stay glued to Nadine's brawls.
Just the Wind (15 stealth chain) Ch 4 Trident Fort (13+ enemies with reinforcements) after softening your habits at the lake outpost (6). Detection breaks the chain; takedowns from grass, ledges and cover all count.
10 Up, 10 Down (10 headshot chain) Ch 3 ruins on Light with aim assist and the silenced pistol.
Itchy Trigger Finger / Stay and Pray (20 hip-fire / 20 blind-fire) Any dense encounter; both accrue passively if you fight ugly on purpose.
Bring in the Big Guns (30 gold-weapon kills) Keep whatever the lockboxes hand you and use it as a primary; the total is cumulative across everything.
On the Grid (mark 30) Ch 4 forts on Explorer, sweep the camp with aim/observe and tag everyone before touching anyone. Not on Crushing.
Combat Racing / Backseat Driver / Here, Catch! Ch 9 chase segments via encounter select; checkpoint reloads preserve counts.

Si Vis Pacem Para Bellum - all 24 guns

Fire each once: kills are irrelevant. After finishing the story, open the bonus/add-ons menu, enable weapon select, load any encounter, and cycle: equip, fire one round, swap, repeat. Twenty-two of the twenty-four are selectable; the last two are story guns:

Class Weapons
Handguns Para .45 · Micro 9mm · Raffica · Pistole · RKL-155
Long guns INSAS · FAL · Mazur LDR · Mettler M-30 · Arrowhead A3C · Spezzotti 12 Gauge · P90 · Type 95 · S-12 Shotgun
Gold / special issue Silenced Pistol · Krivosk-XS · RPG · Desert 5 · China Lake GL · Harbinger Sniper · US-AN 12 Auto Shotgun · Carrigan 53
Story-only (not in weapon select) DShK: take it from the heavy gunner in Chapter 7 and fire it. Mounted turret, fired on the story path in Chapter 9.

If the trophy hasn't popped after a weapon-select session, the missing name is almost always one of those last two.

The trophy map at a glance

mindmap
  root((50 trophies))
    Story
      Legacy Found!
      Progress Demands Sacrifice - Crushing
    Collect everything
      Collector of Antiquities - 68
      Pics or It Didn't Happen - 28
      Picks or It Didn't Happen - 21
      Getting to Know You - 17
      Yas Queen - 11 tokens + Ruby
    One-off feats
      Ch 2 - zip-lines
      Ch 3 - combat quartet
      Ch 4 - driving, forts, Tarzana
      Ch 5 - Shadow Theater, Marco Po-No
      Ch 8 - Cannonball!, Skeleseer, helicopter
    Farmable counters
      C4 set - Ch 6 camp
      Stealth set - Ch 4 and Ch 8
      Vehicle set - Ch 9
      The armory - 24 guns

Every trophy belongs to one of four families; only the first family cares which difficulty you're on.


20. Crushing - Progress Demands Sacrifice

The final gold. You know every fight now; Crushing just raises the price of standing still. Chapter select back to the Prologue on Crushing, or run a fresh save; both are valid; a full fresh run is the unambiguous path.

Global rules

The five checkpoints that kill runs

  1. Ch 3, the ruins: fight from the 4x4 in bursts: mounted speed beats cover discipline here.
  2. Ch 5, the collapse battle: the gun-truck first (RPG/grenades), then the infantry; Nadine holds a flank if you give her one.
  3. Ch 6, the APC camp: thin the camp silently before triggering the arrival; keep two C4 charges banked for the APC and feed it from behind cover.
  4. Ch 8, the rail yard: do the Right Under Your Nose route even without the trophy: the pacifist line to the overpass skips the entire fight.
  5. Ch 9, everything: the train is checkpoint-generous; treat each car as its own encounter and never fight two cars at once. Against Asav, greed kills: dodge first, punish second, all three phases.

Roll credits, watch two trophies land at once, and let Don't Ruin The Moment cap the list. 100%.


21. Appendix - The Full Indexes

Print-friendly checklists. Tick as you go; the in-game tracker (chapter select) is the authority on your save's counts.

A. All 68 treasures

# Chapter Treasure Area cue
1 Pro Ganesh Figurine Market route
2 1 Sterling Silver Cigarette Case Rooftop shack, blue barrels
3 2 Bullet Whistle First zip-line, between posts
4 2 Military Service Lighter Shack past zip-line, movable crate
5 2 Utility Spork Rooftop shack floor
6 2 Travelling Inkwell Office desk under paintings
7 2 Tactical Compass Storeroom, behind shelves
8 3 Gupta Empire Coins Waterfall base, sloped rock
9 3 Silver Water Jar Highest platform, false wall
10 3 Golden Fish Statuette Alcove between waterfalls
11 3 Mango Crystal Scent Flask Behind parked vehicle, left
12 4 Rosewood Spice Box Pond temple, road fork
13 4 Medieval Indian Lock and Key Pond temple, south side
14 4 Trinket Box Cave behind SE waterfall
15 4 Ancient Stone Jar Balcony between falls
16 4 Stag Horn Box Waterfall top, purple tree
17 4 Ivory Casket Leaning-tree pillar base
18 4 Hoysala Coin Stone elephant's left eye
19 4 Jade Archer's Ring Tower by the elephant
20 4 Miniature Bronze Cannon Lockbox, NE tower
21 4 Inscribed Copper Plate Monkey-temple gazebo
22 4 Silver Goblet Monkey-temple gazebo
23 4 Hoysala Kukri Monkey-temple gazebo
24 4 Nagfani Horn Red-flower tree, north plateau
25 4 Jade Pendant Dark room north of waterfall
26 4 Butterfly Trinket Lockbox, truck at waterfall shelf
27 4 Metal Tiger Claws North pond tunnel
28 4 Serpents and Ladders Game Boulder gap, sarcophagus
29 4 Engraved Gourd Jar Under south bridge, west
30 4 Leather-Covered Binoculars Four-pillar plateau, SW
31 5 Padouk Tea Caddy Waterfall-overlook spur
32 5 Engraved Ewer Stone wall, drop left
33 5 Bidri Hookah Bowl Long stairs, left
34 5 Gold-Cased Ivory Dentures Rubble square, left edge
35 5 Palm Leaf Manuscript Bridge-center wall climb
36 5 Khanjarli Curved Dagger Tomb exit, right
37 6 10th-Century Oil Bottle Nandi temple stairs
38 6 Aged Silver Anklet Pillar-hop stairs, left
39 6 Ceremonial Sugar Hammer Past statue, left
40 6 Agate Gemstone Box Below photo platform, tree grapple
41 6 Raja Raja Gold Kahavanu Tight tunnel, left floor
42 7 Lakshmi Marriage Ornament Waterfall temple side room
43 7 Hanuman Brass Bell Purple-flower tower, rear
44 7 Enameled Betel Box Past gold window, waterline left
45 7 Jeweled Pipe Mouthpiece Dive, bright junction left
46 7 Handcarved Sheesham Breadbox Left-right-left corridor
47 7 Silver Comb & Perfume Flask Right of horn statue
48 7 Bronze Deccan Incense Burner SW corner dive
49 7 Satavahana Hourglass Lily-pad pool, root passage
50 7 Chalukya Griffin Candlestick Swim: left, right, surface left
51 7 Bronze Medallion Flask Dive below the wall
52 7 Bichwa Dagger Boat wreckage past photo spot
53 7 Jadeite Bottle Right-hand passage end
54 7 Harappan Ivory Dice Double wall climb, alcove
55 7 Ivory Chess Pieces Inside statue, arm-jump end
56 7 Gold Chola Earrings Mossy wall climb end
57 7 Bridal Maang Tikka Pillar below stair descent
58 8 Jeweled Snuff Bottle Left of chapter start
59 8 Brass Ewer Rectangular opening, plank walk
60 8 Mamluk Brass Bowl River-left rock wall top
61 8 Crescent Flask Waterfall rope rocks
62 8 Soapstone Jewelry Box Slide gauntlet, plank hang
63 8 Peacock Nut Cracker NE mossy crack, hang south
64 8 British Powder Flask Dark tunnel after boost
65 8 Strange Skull (Skeleseer) Grapple-swing alcove
66 9 United India Company Pistol Rear train roof
67 9 Viceroy's Penbox Blue-cargo freight car
68 9 United India Company Coins Caboose-end, left

B. Photos (28), Conversations (17), Lockboxes (21), Tokens (11)

Chapter Photos Conversations Lockboxes Tokens
Pro market (1)
2 neon sign (1)
3 fog forest · flamingos · drowned temple (3) ruins truck (1)
4 opening vista · centered temple · fountain statue · lake elephant · monkey on Nadine · waterfall rim · distant temple · pond waterfall · survey north (9) monkey · Trident · Axe · Bow (4) camps & trucks valley-wide (11) the eleven sigils (11)
5 red-cliff colossi · on the axe · statue cavern · elephant aqueduct (4) stairs · axe summit · catapult · cremation hall · final stretch (5)
6 elephant herd · far platform (2) elephants ledge (1) boulder-pillar · tree boulder · grassy stairs (3)
7 Belur vista · stairs · horn passage · climb-top water · statue across water · gold statue · Nadine's mirror (7: tracker says 6, it lies) stairs · wheels · mirror (3) tree-grapple ledge (1)
8 gorge from the climb (1) Sam & Nadine · the haul · mud jump · sealed exit (4) roof-drop building · cart-track fence · silver tanker · red bus · truck bed (5)

C. The armory (24)

Para .45 - Micro 9mm - Raffica - Pistole - RKL-155 - INSAS - FAL - Mazur LDR - Mettler M-30 - Arrowhead A3C - Spezzotti 12 Gauge - P90 - Type 95 - S-12 Shotgun - Silenced Pistol - Krivosk-XS - RPG - Desert 5 - China Lake GL - Harbinger Sniper - US-AN 12 Auto Shotgun - Carrigan 53 - DShK (Ch 7 heavy) - Mounted turret (Ch 9)


22. Accuracy & Sources

This walkthrough was written fresh for this document. Counts, names and trophy requirements were cross-checked against the game's own tracker categories and the collectible/trophy references maintained by PowerPyx, Fextralife, Shacknews, GosuNoob, Gameranx and ScreenRant (all consulted August 2026). If a future patch moves anything, the in-game chapter-select tracker remains the final word on your save.

Uncharted: The Lost Legacy © Sony Interactive Entertainment / Naughty Dog. This is an unofficial fan-made guide.