# Uncharted 4: A Thief's End - The Complete 100% Walkthrough

*Every chapter. Every treasure, journal entry, journal note and optional conversation: all 193 collectibles, all three Strange Relics among them. Every one of the 56 trophies, including the Platinum. Written for the PS4 original; everything here applies to the PS5/PC Legacy of Thieves Collection too, except the five multiplayer trophies, which exist only on PS4. This guide tells you exactly how to handle both worlds.*

---

## 1. What "100%" Means in A Thief's End

Uncharted 4: A Thief's End (Naughty Dog, 2016) is the big one: the longest, richest campaign in the series, and Nathan Drake's last. Three years into retirement, Nate gets a visit from a brother the story never told you he had, carrying a debt that can only be paid with Henry Avery's pirate treasure: four hundred million dollars, buried with the pirate utopia of Libertalia somewhere off the coast of Madagascar. What follows runs from a Panamanian prison to an Italian auction house, a Scottish cathedral, the Twelve Towers of King's Bay, and a colony built by history's greatest thieves, with Rafe Adler and Nadine Ross's Shoreline army one step ahead the whole way.

Finishing it to 100% means clearing four ledgers:

- **The story:** Prologue through Epilogue, once on Crushing (difficulty trophies stack, so a single Crushing clear pops all five Charted! trophies at once) and once more as a sub-6-hour speedrun. Cheats allowed, and yes, that's official.
- **193 collectibles:** 109 Treasures (three of them Strange Relics), 25 Journal Entries, 23 Journal Notes and 36 Optional Conversations. Nothing is permanently missable: chapter select re-opens everything, and pickups bank the instant you grab them.
- **56 trophies:** 1 Platinum, 1 Gold, 9 Silver, 45 Bronze. Five of the bronzes live in the PS4 multiplayer, and the Platinum does require them; budget one relaxed evening online.
- **The feats:** a toy-gun target range, a Crash Bandicoot high score, sixteen rock cairns, a pacifist island crossing, a perfect sword duel, and a dozen more one-offs this guide folds into the chapters where they live.

> **Tip.** Collectibles and trophy counters are saved the moment they happen. Dying, restarting a checkpoint, or quitting straight afterwards loses nothing. You never need to reach the next checkpoint to bank a pickup, and kill tallies keep counting across checkpoint restarts. The chapter-select screen shows a per-chapter count of every collectible type, so your save can always be audited at a glance.

### PS4 vs. Legacy of Thieves

The 2022 PS5/PC remaster carries the identical single-player trophy list minus the five multiplayer bronzes (its Platinum is single-player only). If you're playing on PS4 and want the original Platinum, do the multiplayer trophies **early**. The servers were still online as of August 2026, but Naughty Dog owes nobody a promise, and five bronzes are a bad reason to lose a Platinum to a shutdown notice. Section 21 covers the whole excursion.

### Spoiler policy

The route descriptions necessarily reveal where the story goes, including a certain brother's habit of complicating things. Cutscenes are summarized in a line, never 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 | 109 | First Treasure, Treasure Hunter (50), Treasure Master (all) |
| **JE** | Journal Entry | 25 | Jot This Down, Lost Art of Journaling |
| **JN** | Journal Note | 23 | Take a Note, Lost History |
| **C** | Optional Conversation | 36 | Gift of Gab |

An entry like **[T4] Mughal Water Container** means "the fourth treasure of the current chapter, in route order." Numbering restarts every chapter; the appendix carries the full 1–109 index.

Four things behave differently than in earlier Uncharteds:

- **Journal entries** aren't pickups; they're moments where Nate stops to sketch or scribble. Stand at the right object and a journal prompt appears; press it and the entry writes itself. They start appearing in Chapter 8, once there's a mystery worth drawing.
- **Journal notes** are physical papers (letters, ledgers, warnings pinned to skeletons) that file themselves into the back of the journal.
- **Optional conversations** put a speech-bubble prompt over a companion's head, and the game plays a soft chime when one arms itself nearby. Walk past without pressing and the moment quietly expires until your next replay. They're the easiest collectible to sleepwalk past, so treat every chime like a fire alarm.
- **Three of the 109 treasures are Strange Relics**: the series' running easter egg, and a separate trophy (**Relic Finder** wants all three: the Strange Pendant in Chapter 9, the Strange Relic proper in Chapter 12, and the Strange Fruit in Chapter 21). They're ordinary treasures for every other counter, so you'll collect them on the main sweep.

Treasures still glint: a white sparkle, brighter and more generous than in the PS3 games. If the route says a treasure is near and you can't see it, pan the camera slowly. The glint catches at surprising angles, and Nate's head turns toward pickups he's close to.

## 3. The Road to 100%

Three playthrough-shaped passes plus one online evening. The first pass is the long one; everything after it is fast, because Uncharted 4 hands you cheats after one completion **and lets you keep earning trophies with them switched on.**

```mermaid
flowchart TD
    MP["The multiplayer hour - PS4 only<br/>5 bronzes while the servers live<br/>(skip on PS5/PC - not in that list)"] --> P1
    P1["Playthrough 1 - Crushing<br/>Follow the chapter guides.<br/>All 193 collectibles, feats,<br/>and most combat trophies"] --> AUDIT["Chapter-select audit<br/>Fill any gaps the tracker shows"]
    AUDIT --> P2["Playthrough 2 - the cheat run<br/>Explorer + one-hit kills + infinite ammo<br/>Under 6 hours, auto-aim on:<br/>Speedrun + Sharpshooter + Unstoppable"]
    P2 --> FARM["Encounter-select farming<br/>Finish the kill counters -<br/>1,000th enemy falls here"]
    FARM --> PLAT(["PLATINUM<br/>One Last Time"])
```

Figure: The road to One Last Time. If Crushing blind sounds miserable, run pass 1 on Moderate instead and bolt a cheat-assisted Crushing pass onto the end: same trophies, different order.

**Why this order?**

1. **Multiplayer first (PS4).** Five bronzes (a tutorial, five matches, ten sidekicks, ten revives, fifteen co-op trials on Moderate) need working servers, and servers are the one thing you can't chapter-select back into existence. One or two evenings, done forever. On Legacy of Thieves there is nothing to do; its list simply doesn't include them.
2. **Crushing with the guide open.** Crushing is selectable from the very start, difficulty trophies stack, and Uncharted 4's Crushing is the fairest in the series: generous checkpoints, real stealth options, and grass everywhere. Doing collectibles and Crushing together makes the long pass the *only* long pass. The catch: **every chapter must be cleared on Crushing**. The game tracks completion per chapter, so you can't shortcut it by replaying only the finale.
3. **The cheat run is a gift; take it.** Finish the story once and the Bonuses menu opens gameplay modifiers: infinite ammo, one-hit kills, slow motion, weapon select and friends, **none of which disable trophies.** Run the story again on Explorer with the arsenal of the gods: the 6-hour Speedrun timer only counts gameplay and unskipped cutscenes (skip them all; cutscene time counts, loading and pausing don't), auto-aim carries **Sharpshooter** (70% accuracy) without a thought, and a one-hit-kill rampage delivers **Unstoppable!** (100 kills without dying) somewhere before Madagascar.
4. **Encounter select finishes the ledger.** Every combat encounter you've cleared becomes directly replayable, counters persist through checkpoint restarts, and the 1,000-kill Gold falls to a fifteen-minute loop once the two playthroughs have banked their ~700.

### Where the game takes you

```mermaid
timeline
    title The shape of the campaign
    section The past catches up
        Prologue and Ch 1-2 : Storm at sea - then the orphanage and a Panamanian prison
        Ch 3-5 : A salvage dive, a normal life, and a dead brother at the door
    section The chase begins
        Ch 6-7 : The Rossi auction - stealing the cross of St. Dismas
        Ch 8-9 : Scotland - Avery's empty grave and the trials below
    section Madagascar
        Ch 10-11 : The Twelve Towers by jeep - then King's Bay and the chase
    section The pirate paradise
        Ch 12-13 : At sea, shipwrecked, marooned
        Ch 14-16 : Libertalia - the colony, the treasury, the brothers
    section New Devon
        Ch 17-19 : The founders' mansions and Avery's descent
        Ch 20-22 and Epilogue : No escape, brother's keeper, a thief's end
```

Figure: Twenty-four playable pieces, five acts. Chapters 10, 12 and 18 are the collectible heavyweights, with 15, 13 and 8 treasures respectively.

---

## 4. Mechanics Worth Knowing Before You Start

- **The rope.** Grapple points are marked by rope-icon prompts; swings chain into jumps, wall-runs, and (this matters for a trophy) combat: you can aim mid-swing, and headshots from the rope feed **Hangman's Bullet** (20). Enemies near a dangling rope can also be ridden down for instant takedowns.
- **The piton arrives late.** From Chapter 13 onward Nate carries a climbing piton for the dark, pockmarked rock faces. It changes nothing about earlier chapters; no backtracking unlocks.
- **Stealth is a system now.** Waist-high grass hides you completely, enemies mark with L3 (an eye icon tracks their awareness), and "lost them" is a real state; half of Crushing's fights can simply be left. Stealth takedowns feed three counters at once (**Stealth First…**, **Shh Sleep Now**, and, from a ledge, over an edge, or dropping from above, **I Thought I Heard Something**, 30 vertical takedowns).
- **Companions fight.** When Sam, Sully or Elena grapples an enemy, close in and finish him together for **Wingman** credit (10 combo takedowns). They can't die; use them as bait shamelessly.
- **Marked difficulty honesty.** Explorer through Crushing all track trophies and collectibles. Uncharted 4's Explorer is a legitimate difficulty with its own trophy, unlike the Nathan Drake Collection's tracking-free Explorer. Change difficulty any time; only the Charted! trophies care, and only about a full-chapter clear.
- **Cheats don't void trophies.** Worth repeating, because three PS3 games trained you otherwise. Everything in Bonuses unlocks by playing (mostly via treasure count and first completion) and everything stays trophy-legal. The one honest limit: bonuses can't be toggled *mid-encounter*, so set them at a checkpoint.
- **Encounter select** (inside chapter select, after you've cleared the chapter) drops you into any fight with your loadout of choice. It's the farm mechanism for every counter in Section 22.
- **The journal is the hint system.** Every real puzzle bookmarks a sketch; hold the journal up and the answer is usually drawn in it. No shame; Nate drew it for you.
- **Save discipline.** Keep your completed story save. Chapter select, encounter select and the bonus menu all hang off a save that has finished the game. Start speedruns and Crushing chapter replays from *copies*, not overwrites, and the tracker never loses your collectible totals (they live on the profile regardless).

## 5. The Master Checklist

Per-chapter collectible counts. Chapters absent from the table hold nothing: the Prologue and Chapters 1, 4, 5 and 7 are pure story (Chapter 4 still owes you two trophies, mind), and the Epilogue's single entry is a conversation with a dog.

| Chapter | Treasures | Entries | Notes | Conversations | Total |
| --- | ---: | ---: | ---: | ---: | ---: |
| Ch 2 - Infernal Place | 2 | – | – | – | 2 |
| Ch 3 - The Malaysia Job | 4 | – | – | 2 | 6 |
| Ch 6 - Once a Thief... | 9 | – | – | 3 | 12 |
| Ch 8 - The Grave of Henry Avery | 11 | 2 | 1 | 2 | 16 |
| Ch 9 - Those Who Prove Worthy | 6 | 2 | 1 | 1 | 10 |
| Ch 10 - The Twelve Towers | 15 | 4 | 2 | 2 | 23 |
| Ch 11 - Hidden in Plain Sight | 5 | – | – | 1 | 6 |
| Ch 12 - At Sea | 13 | 6 | 2 | 2 | 23 |
| Ch 13 - Marooned | 5 | 2 | 2 | – | 9 |
| Ch 14 - Join Me in Paradise | 9 | 4 | 2 | 6 | 21 |
| Ch 15 - The Thieves of Libertalia | 1 | 1 | 3 | 2 | 7 |
| Ch 16 - The Brothers Drake | 3 | – | – | 3 | 6 |
| Ch 17 - For Better or Worse | 6 | 2 | 2 | 6 | 16 |
| Ch 18 - New Devon | 8 | 2 | 6 | 5 | 21 |
| Ch 19 - Avery's Descent | 2 | – | – | – | 2 |
| Ch 20 - No Escape | 5 | – | 1 | – | 6 |
| Ch 21 - Brother's Keeper | 4 | – | 1 | – | 5 |
| Ch 22 - A Thief's End | 1 | – | – | – | 1 |
| Epilogue | – | – | – | 1 | 1 |
| **Total** | **109** | **25** | **23** | **36** | **193** |

> **Tip.** The three relic-treasures hide inside those counts: the Strange Pendant is one of Chapter 9's six, the Strange Relic one of Chapter 12's thirteen, the Strange Fruit one of Chapter 21's four. Miss any and **Relic Finder** stays locked even at 108/109; the chapter guides flag all three loudly.

---

## 6. The Trophy List - All 56

Base list: 1 Platinum, 1 Gold, 9 Silver, 45 Bronze. Everything single-player is farmable after the fact through chapter and encounter select; the five multiplayer bronzes need the PS4 servers (Section 21). The Survival co-op DLC has its own 12-trophy list that sits **outside** the Platinum and outside this guide's definition of 100%.

### Platinum & Gold

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| One Last Time | Platinum | Earn every other trophy in the base list | – |
| Ludonarrative Dissonance | Gold | Defeat 1,000 enemies, lifetime total | Two playthroughs bank ~700; finish in the Ch 20 farm, §22 |

### Silver

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| Charted! - Crushing | Silver | Complete every chapter on Crushing | Playthrough 1; stacks the four lower Charted! bronzes |
| Charted! - Speedrun | Silver | Finish the game in under 6 hours of tracked time | Cheat run, §23 |
| Treasure Master | Silver | All 109 treasures | Chapter guides + §24 index |
| Gift of Gab | Silver | All 36 optional conversations | Chapter guides; the last one is the Epilogue's dog |
| Unstoppable! | Silver | 100 kills in a row without dying in combat | Cheat run with one-hit kills on Explorer |
| Ghost in the Cemetery | Silver | Clear the Scotland cemetery encounter unseen, no kills | Ch 8, §10 |
| Run the Table | Silver | Stealth kill, melee kill, headshot kill, explosive kill, in order, within 15 seconds | Staged in encounter select, §22 |
| Peaceful Resolution | Silver | From waking marooned to the Treasury door, kill no one | Ch 13–14 pacifist line, §15–16 |
| Swordmaster | Silver | Win the final sword duel taking no slash or stab | Ch 22, §20 |

### Bronze - collectibles, difficulties, and feats

| Trophy | Requirement | Where |
| --- | --- | --- |
| First Treasure / Treasure Hunter | 1 / 50 treasures | Automatic on the sweep |
| Relic Finder | All three Strange Relics | Ch 9, 12, 21 |
| Jot This Down / Lost Art of Journaling | 1 / all 25 journal entries | Ch 8 onward |
| Take a Note / Lost History | 1 / all 23 journal notes | Ch 8 onward |
| Charted! - Explorer / Light / Moderate / Hard | Finish on that difficulty | All four stack under Crushing |
| Still Got It! | Hit every attic target with the toy gun | Ch 4, §8 |
| Best Score! | Beat the standing best score in the retro game | Ch 4, §8 |
| Not a Cairn in the World | Topple all 16 rock cairns in Madagascar | Ch 10, §12 |
| Don't Feed the Animals | Let the market lemur steal your apple | Ch 11, §13 |
| I Can See My House From Here! | Reach the clocktower's true top | Ch 11, §13 |
| Stage Fright | Stand perfectly still for 30 seconds just before the city chase | Ch 11, §13 |
| Marco Polo Returns! | Swim in the ocean by the sunken ship | Ch 12, §14 |
| On Porpoise | Get three dolphins following the boat | Ch 12, §14 |
| Just Floor It! | Escape in the jeep with Elena without a single kill in that encounter | Ch 17, §18 |
| Glamour Shot | Photograph Sully in Photo Mode | Any Sully chapter; §9 does it in seconds |
| Best of the rest - I Accidentally All the Guns | Kill with every one of the 30 weapons | §22 armory plan |

### Bronze - combat counters

All cumulative and farm-friendly; Section 21 has the recipes.

| Trophy | Requirement | Best home |
| --- | --- | --- |
| Head of the Class! / You Have a Head for this Business | 20 / 50 headshot kills | Natural |
| Hangman's Bullet | 20 headshots while swinging on the rope | Ch 10–13 fights; farmed in §22 |
| Cliffhanger | 20 enemies pulled over ledges while hanging | Cliff fights, Ch 10/13/14 |
| Stealth First Ask Questions Later / Shh Sleep Now | 5 / 30 stealth takedowns | Everywhere grass grows |
| I Thought I Heard Something | 30 vertical stealth takedowns (from ledges, drops, over edges) | Ch 13–14 ruins |
| Wingman | 10 partner combo takedowns | Sam chapters; Ch 17+ with Elena |
| Leapfrog | 10 kills in a row alternating gunfire and melee | Any dense brawl |
| Run-and-Gunner | 50 hip-fire or blind-fire kills | Natural on the cheat run |
| Rushing Roulette | Pistol kill, machine-gun kill, grenade kill, in order, in 15 seconds | Staged, §21 |
| Butterfingers | Shoot the grenade out of 10 enemies' throwing hands | Crushing habit; farm §21 |
| Boom County | 4 enemies with one explosion | China Lake into a cluster, §22 |
| Defeat 10 in 60 - China Lake GL | 10 kills in 60 seconds with the China Lake | Ch 20 farm, §22 |
| Hitting a Brick Wall | 5 armored enemies beaten with melee only | Ch 20 heavies, §22 |
| Hang Tough! | Destroy 10 vehicles while dragged on the rope | Ch 11 chase, §13 |
| Sharpshooter | Finish the game with ≥70% shot accuracy | Auto-aim cheat run, §22 |

### Bronze - multiplayer (PS4 only; still Platinum-required there)

| Trophy | Requirement |
| --- | --- |
| Continue the Adventure | Finish the multiplayer introduction |
| Get in the Game | Complete 5 multiplayer matches |
| Friends Forever! | Spawn 10 sidekicks |
| Medic! | Revive 10 allies |
| Trials by Fire | Clear all 15 Trials on Moderate |

> **Warning.** On PS4 these five gate the Platinum, and they are the only trophies in the game a server shutdown could ever take away. They're also the easiest evening on the list, so do them first, not last. Legacy of Thieves owners: your list simply doesn't contain them; ignore Section 20 entirely.

## 7. Prologue & Chapters 1–3 - Two Brothers, Fifteen Years, One Dive

*Collectibles: Prologue - none. Ch 1 - none. Ch 2 - 2 treasures. Ch 3 - 4 treasures · 2 conversations.*

### Prologue - the storm

You open mid-catastrophe: Nate and Sam in a speedboat, at night, in a swell that has opinions, with armed boats closing. Drive toward the marker, weather the scripted hits, and let the game cut away right at the good part. That's the hook, and you'll be back here in about twenty hours of story. Nothing to collect; the Prologue doesn't even appear on the collectible tracker.

### Chapter 1 - The Lure of Adventure

Young Nate, an orphanage window, and a night climb down into the streets to meet his older brother. It's a tutorial wearing a rain jacket: follow Sam's lead across the rooftops, learn the jump/grab rhythm, and enjoy the game quietly teaching you that the Drake boys were always like this. The motorcycle ride ends the chapter. No pickups, no prompts missed.

### Chapter 2 - Infernal Place

Thirteen years before the present day: a Panamanian prison yard, and the score that went wrong. The chapter opens with the fistfight tutorial (dodge with the prompt, mix square strikes, and let the yard brawl teach you the melee system you'll be using for a Silver later). Then Vargas walks you out for the job: find what Avery's first mate hid in the old prison tower.

1. In the exercise area with the **grappling hook** on the wall, before doing anything the objective asks: find the **well** nearby and climb down it. **[T1] Panamanian Cat Pendant** waits at the bottom, tucked into the little side tunnel. First treasure of the game, and the tracker starts earning its keep.
2. Cross the rooftops toward the main tower with Sam. At the **smaller, red-roofed tower**, don't take the straight line: jump from it onto the **side of the main building**, shimmy up the wall, and drop inside through the opening. **[T2] Navaja Folding Knife** waits on the floor.
3. In the tower's upper room, the story takes over: the hollow column, the carving of **St. Dismas** (the penitent thief), and the first real clue in a chase that outlives the sentence. The escape that follows is scripted, fast, and ends the way the trailers promised it would. Let it.

> **Tip.** Both treasures sit before the tower cutscene. If the chapter ends and your tracker reads less than 2/2, chapter select brings you back to a checkpoint minutes away from either.

### Chapter 3 - The Malaysia Job

Present day. Nathan Drake, salvage contractor: legally adjacent, fully insured, quietly bored. The chapter is one long dive with a wonderful bait-and-switch, plus the game's first conversation collectibles.

1. The moment the dive starts, ignore the objective marker and **swim right**: a fallen log forms a low archway on the seabed. **[T1] Antique Padlock** sits beneath it.
2. Push on into the narrower channel where the route threads a series of **rock arches**. Hug the formations as you swim; **[T2] Chiriqui Shark Trinket** hides among them, and the glint gives it away as you pass through.
3. At the **wrecked trailer** on the bottom, swim northeast through the tall seagrass all the way to the rock wall. On the small ledge there: **[T3] Antique Pocketwatch**.
4. Work the job: the winch, the lift, the trailer coming up in a curtain of silt. Back **on the boat**, before you follow the objective below decks, take the stairs up to the **deck's center** and check the shelf across from the crane. **[T4] Antique Arcade Token** is a wink at a certain attic you'll visit in the next hour.
5. Two crewmen carry the chapter's conversations, and both expire when you leave the deck: **[C1]** the worker beside the **extracted container**, and **[C2]** the man standing near the **middle of the boat**. Talk to both; speech-bubble prompt, soft chime, ten seconds each. **Gift of Gab** starts here.

The chapter closes in the office with Jameson, a paycheck, and the sound a life makes when it's almost enough. Roll on.

> **Checkpoint audit: 2/2 and 4/4 treasures, 2/2 conversations. Nothing in the Prologue or Chapter 1, ever. If your tracker disagrees, it's lying about a different chapter.**

## 8. Chapters 4–5 - A Normal Life, Interrupted

*Collectibles: none in either chapter, but two of the game's most charming trophies live in Chapter 4.*

### Chapter 4 - A Normal Life

Dinner with Elena, an attic full of a former life, and the most confident quiet hour in the series. No treasures, no journal; just two trophies you should absolutely not leave the attic without.

> **Trophy - Still Got It!** Among the attic boxes Nate finds his old **toy pistol**. Keep hold of it and start shooting: the attic offers up a string of **targets** (bottles, cans, keepsakes perched around the room). Track down and hit **every one it presents**; nothing here is timed, so pan the room slowly between shots and keep firing until no target remains standing. The trophy lands on the final hit. If you somehow leave the attic without it, chapter select restarts you close by.

After the attic, the evening moves to the couch, and to a genuine, fully playable slice of **Crash Bandicoot** on the old PlayStation.

> **Trophy - Best Score!** You're playing the classic boulder-free opening run, and the screen shows the standing **best score** you need to beat. The scoring is pure Crash: smash crates, hoover wumpa fruit, don't die. Play it straight (break every crate you can reach and keep the run alive) and you'll clear the target with room to spare before the sequence ends. Fail it and the checkpoint restart puts the controller (the in-game one) right back in your hands.

Play the scene out. The chapter's last few minutes (the ledger, the attic door, the phone that doesn't ring) are the setup for everything that follows.

### Chapter 5 - Hector Alcazar

A dead man walks into the yard. Chapter 5 is Sam's chapter: the story of Panama's aftermath, the escape alongside Hector Alcazar, and the debt. Half of Avery's four hundred million, ninety days, or else. It plays as conversation and memory; there is nothing to collect and nothing to miss. What matters for you: by the time it ends, Nate has lied to Elena, packed a bag, and pointed himself at a private auction in Italy where the second St. Dismas cross is about to go under the hammer.

> **Tip.** This is the calm before the collectible storm. From Chapter 6 to the Epilogue, only Chapter 7 arrives empty-handed and Chapter 19 travels light; every other chapter carries a real list. If you're playing on Crushing, enjoy these two chapters; the game stops being polite in Italy.

## 9. Chapters 6–7 - The Rossi Estate

*Collectibles: Ch 6 - 9 treasures · 3 conversations. Ch 7 - none.*

### Chapter 6 - Once a Thief...

Italy, black tie, and a heist with three moving parts: case the estate, reach the vault, and lift the cross of St. Dismas before the highest bidder does. Nadine Ross introduces herself along the way; remember the handshake, it's going to matter for two more games. Nine treasures make this the densest chapter yet, and all three conversations are with Sam, so stay social.

1. The approach: cliffs below the estate. When Sam hands over the **grapple hook** at the rock wall, don't ride it up yet; walk the **far left side of the cliff** first. **[T1] Mughal Water Container** sits out on the rock.
2. Climbing toward the grounds you'll pass an **orange building**. Circle to its back window, behind the **lemon tree**, for **[T2] Nephrite Brass Cup**.
3. **[C1]** In the **citrus-tree grove**, just walk the area with Sam and the conversation triggers itself. The chime is easy to drown in scenery; make the loop deliberately.
4. **[C2]** Shortly after, the route has you **rappel and rope-swing** down a level. Stay beside Sam on the arched walkway afterwards instead of running ahead; he starts the second exchange.
5. Through the window and into the gala as Nate rejoins Sully. Before following anyone anywhere: turn around and go **back into the first room behind you**. **[T3] Viking Cloak Clasp** is on the table, the single easiest treasure to walk past in the whole chapter.
6. Leave that room, push through the knot of guests, and take the **balcony immediately on the right**: **[T4] Mother of Pearl Horn**.
7. **[C3]** Out on the **main balcony**, find Sam at the railing mid-planning. Third and last conversation; the tracker should read 3/3 before the heist turns practical.
8. With the service card acquired and the **cellar** breached, you're in the working half of the estate. In the storeroom where **round banquet tables lean against the walls**, check the **box stack under the blue tarp** to the right of them: **[T5] Persian Bronze Bowl**.
9. Follow Sam through the door with the small window and **down the stairs, then turn straight around**. **[T6] Brass Barber's Bowl** sits on the floor by the barrels at the stair's foot.
10. After the crawl through the **vents**, resist Sam's lead for one detour: turn **left**, drop into the small courtyard below, and take the **ladder up the balcony on the far right**. **[T7] Syrian Vase** is up there.
11. At the spot where **Sam lowers a ladder** for you, climb it and cut across the little room with the **red door and windows** instead of following him directly: **[T8] Persian Candlestick**.
12. The vault, the cross, the alarm, and Nate on the wrong side of a long fall. When control returns mid-hang: leap to the **first metal pipe**, drop to the **lower pipe**, leap across, then **hang left** along it. **[T9] Mughal Dagger** hides at the end of the traverse. Grab it before climbing to safety, and the chapter's nine are done.

> **Trophy - Glamour Shot.** Sully, in a tuxedo, in golden Italian light. Open **Photo Mode** from the pause menu any time he's on screen, frame the man, capture. The trophy doesn't care about artistry, but honestly, earn this one properly.

### Chapter 7 - Lights Out

The escape. Power cut, torches in the dark, armored security fanning out, and the brothers Drake working a cellar and courtyard they can't shoot their way out of. Play it as taught: grass, corners, patience, the occasional interrupted takedown while Sam hisses apologies. There are no collectibles; just the best pure-stealth chapter in the game, a car, and Sully driving like a man with points on his license already. Ends with the crew whole and the trail pointing to Scotland.

> **Checkpoint audit: Chapter 6 should close at 9/9 treasures, 3/3 conversations. Chapter 7 owes you nothing; sprint it guilt-free on every future run.**

## 10. Chapter 8 - The Grave of Henry Avery

*Collectibles: 11 treasures · 2 journal entries · 1 journal note · 2 conversations. Plus a Silver for ghosts.*

Scotland: a ruined cathedral on a cliff, a graveyard full of the wrong names, and the moment the journal (and its two collectible types) enters the game. Eleven treasures make this the second-densest chapter so far, and the **Ghost in the Cemetery** Silver lives in its one big encounter. Sam is with you throughout.

### The climb in

1. The chapter opens on a windswept shoreline. Before following Sam anywhere, look **left into the inlet**: **[T1] Redware and Silver Jug Flask** sits in the rocks.
2. Now go the *other* way, **right from the start**, down the hill along the cliff, into the low **cave**: **[T2] Bronze Boar**.
3. In the **first ruins**, walk the right-hand rock wall toward the crate under the **blue tarp**: **[T3] Carved Wood Kashkul**.
4. Same ruins, before you climb the cliff onward: a small cave mouth is **blocked by crates**. Toss a grenade (or shoot the explosive among them) to open it. **[T4] Carved Nut Bottle** waits inside.
5. The route turns into cliffside ruins and a long **slide section**. At the back of the cliff, drop down deliberately to the **furthest, lowest ruin shelf** before committing to the slide: **[T5] Traveling Inkwell with Seal**.
6. At the door into the **dormitory graveyard**, don't open it yet. Climb the wall on the **left** to the building's top floor: **[T6] Carved Ivory Vanitas** rests beneath a statue.

### The graveyard and the crypt

7. **[JE1]** Inside the cemetery grounds, the **dug-up grave** just left of the entrance stops Nate cold. Stand at it for the journal prompt and the game's first Journal Entry writes itself. **Jot This Down** pops here.

> **Trophy - Ghost in the Cemetery (Silver).** The cemetery's combat encounter (Shoreline sweeping the graves) must be crossed **without killing anyone and without being spotted**. The grass is generous and the patrol routes are long: mark everyone from the entrance wall (L3), hold the left line of headstones and hedges, move only when backs turn, and let the exit door end the exercise. Takedowns count as kills; touch nobody. If the music spikes, reload the checkpoint and the attempt resets cleanly. Doing it now saves an encounter-select trip later; doing it on a lower difficulty via encounter select later is equally legal.

8. Down the stairs into the **foggy catacombs**: the small room on the **left with the statue** holds **[T7] Scottish Ha'penny**. In the **first catacomb room** proper, check the floor for **[JN1]**, the game's first Journal Note (**Take a Note** pops).
9. The **crypt of the three crucifixes** is the story's set piece: **inspect all three crucifixes**, and the center one (the penitent thief again) triggers **[JE2]** plus, right after, **[C1]** with Sam. Then work the **light mechanism**: crank the lantern up and turn it so the beam falls through the cross and paints the wall markings the journal sketched. The floor's secret opens; **[C2]** arms itself once the puzzle resolves. Talk to Sam **before** interacting with the way onward, or the moment expires.

### Shoreline arrives

10. Out on the cliffs, the quiet ends: Shoreline patrols between you and the grave proper. On the **cliffside with the soldiers**, a **dark tunnel** on the route lets you slip up a level unseen, and right beside it sits **[T8] Slipjoint Clasp Knife**. Clear or ghost the pocket of men as you like.
11. Same cliff face, before following Sam's climb: duck into the **small cave** first for **[T9] Pewter Singing Bird Box**.
12. When you and Sam regroup at the top, backtrack to **where he climbed up**, hang off the ledge, and climb **down** to the platform he sprinted across before the bridge collapsed: **[T10] Tortoise Shell Snuff Box**. The game expects you to forget this one the moment the bridge goes. Don't.
13. Inside the sea cave, past the **beams above the sunken pirate ship**: check under the short staircase on the far side for **[T11] Persian Tailoring Scissors**, eleven of eleven.

The grave itself pays out in story, not gold: a coin trail, a test, and the words that send you to the trials below. The cave-in that ends the chapter is scripted; run where the game points and trust the rope.

> **Checkpoint audit: 11 T · 2 JE · 1 JN · 2 C. The chapter-select screen now tracks four columns, and this is the first chapter that uses them all.**

## 11. Chapter 9 - Those Who Prove Worthy

*Collectibles: 6 treasures (one is Strange Relic 1 of 3) · 2 journal entries · 1 journal note · 1 conversation. Plus the ten-move trial.*

Avery's vetting process: a cave system built to filter out everyone but pirates with patience. Two trials, one randomized puzzle trophy, and the first of the three relics **Relic Finder** demands.

1. **[JE1]** At the chapter's start, two statues flank the way in, with a **caged skeleton** dangling beside them. Stand at the cage for the journal prompt; Nate sketches the poor devil.
2. Before crossing the **rope bridge**, take the small path down to its **left**, into the cave directly beneath the entrance statues: **[T1] Lantern Mounted Flintlock**.

### The wheel trial

The first trial: a chamber floored with **three concentric rotating platforms**, a lever station, and a picture that only resolves when every ring sits right.

> **Trophy - Trials and Tribulations. Solve the first trial in ten moves or fewer.** Two facts make this painless. First, the goal is fixed: **white cross on the left, the large cross in the middle, black cross on the right, and the water bucket at the top-middle position**. Second, the starting scramble is **randomized per playthrough**; no guide can hand you a move list, and anyone who tries is guessing. So spend moves freely until the picture matches, **write down the sequence that worked**, then **restart the checkpoint** (the move counter resets with it) and replay your own solution inside ten pulls. Two minutes, one Silver-adjacent bronze, zero stress.

3. The second half of the trial wants **water**: pull the switch to free the **bucket**, carry it to the pool, fill it, and hang it back on the mechanism. The weight does the arguing, the crosses align, and the door grinds open. **[JE2]** triggers at the **switch** once the bucket-and-crosses business is done; don't leave the room without the journal moment.
4. Through the opened door, the path forks. The **left path** climbs to a lookout; take it first: **[C1]** with Sam at the cliff's edge, admiring exactly how far down "down" goes. Then take the **right-hand path** toward the cliff: near the edge is a **grapple point**. Swing off, land on the small ledge with the skeleton, and claim **[T2] Strange Pendant**, **Strange Relic one of three.** The trophy tracker won't say so, but the appendix will.
5. Swing across the gorge to the area by the **broken bridge**. Where you land, drop **behind the pillar on the left** and keep climbing down: **[T3] Amatory Box** at the bottom of the descent.
6. After the **cathedral cavern cinematic**, sweep the side of the catacomb room: **[T4] Pewter Box** hides behind the **fallen statue** on a ledge.
7. Past the catacombs, at the cliff with the **broken bridge**: climb down the cliff face beside the bridge stub for **[T5] Memento Mori Skull Watch**, a watch shaped like a skull, in a chapter about proving you're comfortable around them.
8. Crossing the broken bridge means the **swinging crate**: before you use it, check **behind the basket beside it** for **[T6] Scottish Tipstaff**, the chapter's last treasure. After the crossing, **[JN1]** waits in the **remains of a skeleton** on the far platform overlooking the water.

The trial's answer (where the worthy actually go) closes the chapter and points the crew at Madagascar, twelve towers, and the single biggest chapter in the game. Save, stretch, hydrate.

> **Checkpoint audit: 6 T (Strange Pendant among them) · 2 JE · 1 JN · 1 C. Relic Finder is one-third done; the tracker counts the Pendant as a plain treasure, so keep your own tally on the three relics.**

## 12. Chapter 10 - The Twelve Towers

*Collectibles: 15 treasures · 4 journal entries · 2 journal notes · 2 conversations. 23 in all, the biggest haul in the game, plus sixteen cairns with a trophy on them.*

Madagascar. A 4x4, a volcano on the horizon, and King's Bay's twelve watchtowers scattered across an open valley, three of which the story walks you through, with everything else optional and paying. This is Uncharted 4's answer to an open chapter: the road forks constantly, but it always flows toward the volcano, so treat the guide below as one long drive with mandatory scenic stops.

```mermaid
flowchart TB
    START["Trail head - the drive begins"] --> R1["First ruins and waterfall<br/>T1-T2 plus a note"]
    R1 --> TW1["Tower one - the dragon sigil<br/>T3 and journal sketches"]
    TW1 --> R2["Canyon ruins and the U-turn hill<br/>T4-T5"]
    R2 --> TW2["Tower two<br/>T6 nearby"]
    TW2 --> CAMP["Shoreline trucks and the red building<br/>T7 - then the well T8"]
    CAMP --> VOLC["The volcano flats<br/>T9-T11 in the outlying ruins"]
    VOLC --> SIG["Signal tower climb<br/>T12 at its top"]
    SIG --> TW3["Tower three - the beacon<br/>T13-T15 and both conversations"]
```

Figure: The valley in drive order. The sixteen cairns are scattered along the whole spine; knock them down as you pass, not as a cleanup lap.

> **Trophy - Not a Cairn in the World.** Sixteen hand-stacked **rock cairns** stand in the valley: on ridgelines, beside the trail, around tower approaches and ruin clusters. Every one dies to a jeep bumper or a single bullet. There's no on-screen tally, so make destruction a reflex: any time you see stacked stones, hit them. If the trophy hasn't popped by the beacon tower, sweep the areas you rushed via chapter select; the count is cumulative within your save.

### The drive in

1. At the **first ruins**, park and climb the **outside of the ruined wall furthest from the stairs**: **[T1] Sawasa Ware Tobacco Box**.
2. The **first waterfall** hides a cave behind the curtain. Inside, just before the rickety bridge: **[T2] Eroded Flintlock Pistol**, and **[JN1]** sits on the table right beside the treasure. One stop, two pickups.
3. **Tower one.** **[JE1]** triggers on the **dragon sigil floor** inside; stand on it for the sketch. Then climb the interior wall to the **second floor** for **[T3] Mughal Ivory Powder Flask**.
4. Driving on, the **ruins overlooking the canyon** after tower one hold **[T4] Parchment Scroll**.
5. On the **U-turn hill** before tower two, a crate hides **behind the rock formation**. Climb over the rocks into the pocket: **[T5] Ancient Fertility Idol**.
6. **[JE2]** fires from the driver's seat somewhere along this stretch. When a tower silhouette catches Nate's eye, stop and let the prompt appear rather than driving through it.
7. Past **tower two**, the ruins tucked **behind a large rock on the cliff's edge** hold **[T6] Pocket Celestial Map**.

### Shoreline country

8. When Sully spots the **Shoreline trucks** ahead, look left: a **red building** with no obvious door. Climb onto the parked truck, blow the weak **roof section** open (the enemies here donate explosives happily), and drop in for **[T7] English Ale Bottle**.
9. **[JE3]** is in the **first building past the drawbridge area**; examine the marked floor. The fights through here are open-air and flankable, and the grass and the jeep are both weapons.
10. On the map's right side, near the cliff, a **dry well** waits: descend it for **[JN2]** (on the skeleton) and **[T8] Pewter Letter Cylinder**. The well pays double.
11. **[JE4]** hides behind the chapter's one locked door: in the tower guarded by soldiers, find the **TNT plunger** in the neighboring building, carry the charge logic through (the game stages it), blow the sealed door, and sketch the **sigil floor** inside.

### The volcano flats

12. In the open area before the volcano, hold the **left edge** and follow the stone pillars up the **far back hill**: inside the ruined building, on a barrel, **[T9] Mughal Box**.
13. The **sentry tower** Sully points out (the smoke column) has ruins far below it: **[T10] English Musket Bandolier** in among them.
14. The **goon-held ruins directly below the volcano** store their own demolition: steal the Shoreline **explosives** and blow open the sealed rock chamber for **[T11] Antique Tea Tin**. Clear the camp first or do it loud; the trophy gods don't care.
15. On the climb toward the final tower, Sam and Sully start talking about the **signal tower**. That's your cue: scale it to the **top platform** for **[T12] Scottish Two-Pence Coin**.

### The beacon

16. **Tower three**, the one the chapter was building toward. In its **courtyard**, just right of where you enter through the cellar: **[T13] Scottish Snuff Mull**.
17. Inside, after you **open the gate for Sam**: the staircase room hides **[T14] Brass and Ivory Tankard** behind the **stacked boxes on the left**, and the room beyond the gate holds crates on the right. Smash them for **[T15] Muff Pistol**, fifteen of fifteen.
18. Before the tower does its trick: both conversations live **under the beacon tower**, **[C1]** with Sam and **[C2]** with Sully, same spot, back to back. They're the whole chapter's social quota; miss them here and it's a long drive back.

The beacon mechanism turns the chapter's title into a map, and the map points at the city. Roll credits on the valley; chapter select will happily sell you a return ticket for anything the tracker says you owe.

> **Checkpoint audit: 15 T · 4 JE · 2 JN · 2 C, and ideally one cairn trophy. This chapter is a third of Madagascar's total ledger; audit it before leaving the continent.**

## 13. Chapter 11 - Hidden in Plain Sight

*Collectibles: 5 treasures · 1 conversation. Plus four trophies, one of which asks you to do nothing at all.*

King's Bay city: a market, a lemur, a clocktower with the founders' secret in its gears, and then the most famous chase sequence Naughty Dog ever built. Five treasures, one conversation, four trophies, and one of the treasures must be *bought*.

1. From the start, go down the steps, then **double back left** into the alleyway and walk it to the far end: **[T1] Earthenware Mug**.
2. In the market, find the **street vendor to the right of the butcher shop** and talk to him, then **haggle**. The rusty, red-rimmed **[T2] "Antique" Compass** changes hands for whatever Nate ends up paying. Yes, the quotation marks are the game editorializing; yes, it counts as a full treasure.

> **Trophy - Don't Feed the Animals.** Near the fruit stand a **lemur** is working the crowd. Interact to play with it, pick up an **apple**, and let the little thief snatch it from Nate's hand. Trophy. Then, with the lemur still riding your shoulder, walk to **Sully at the end of the market** for **[C1]**, the chapter's one conversation. The lemur handles the introductions.

3. The story funnels you to the **clocktower**. Inside, the mechanism wants restarting: set the weights and gears per the journal's sketch, crank the works, and the tower comes alive around you. The climb between moving gears is the puzzle's second half; move when the teeth part and trust the checkpoints.
4. Two treasures ride the tower: the **overgrown side room** at its base holds **[T3] Nephrite and Jade Bowl** at the statue's feet, and a **west-facing balcony above the bell** holds **[T4] Ivory Handle Dagger** on the climb.

> **Trophy - I Can See My House From Here!** The mechanism's business ends below the summit; the trophy doesn't. Keep climbing past the works to the **very top of the tower**, the highest interactive point above the bell, and linger for the view. It pops the moment the game agrees you've truly topped out.

5. The tower's reveal ends with a phone meeting its maker; in the rubble around the **fallen bell** afterwards, grab **[T5] Brass Globe Hand Warmer**. Five of five, and the last calm pickup before the running starts.

> **Trophy - Stage Fright.** "Just prior to City Chase, stand perfectly still for thirty seconds." The moment the chase encounter is armed, Shoreline pouring in and the game begging you to run, put the sticks down and let Nate stand there like a man who forgot why he walked into the room. Thirty full seconds, zero input, trophy. If bullets make that impractical on Crushing, do it the civilized way later: **encounter select → City Chase**, stand still at the spawn, collect.

### The chase

What follows needs no collectible guide; it needs seatbelts. Rooftops, the armored truck, the market on fire, Sam on the bike, and Nate spending a long stretch of it **dragged behind the convoy on his own grapple rope**.

> **Trophy - Hang Tough!** While being dragged on the rope, **destroy ten vehicles**, cumulative across attempts. During the drag segments you keep your aim: feed pistol fire (or anything explosive that comes to hand) into the pursuing jeeps and let the crashes count. The chase respawns pursuers generously, and **encounter select** replays the whole run as many times as the counter needs. Most players finish the ten on their second replay.

The chapter ends wet, breathless, and pointed at the open ocean. Which is convenient, because that's exactly where the next 23 collectibles live.

> **Checkpoint audit: 5 T · 1 C, plus four trophies: lemur, tower top, statue-still, and ten wrecked jeeps.**

## 14. Chapter 12 - At Sea

*Collectibles: 13 treasures (one is Strange Relic 2 of 3) · 6 journal entries · 2 journal notes · 2 conversations. 23 in all, tying Chapter 10. Plus dolphins.*

A boat, open water, two islands, and no one shooting at you for a blissful while. Chapter 12 is exploration by design: the story wants you at the tower on the big island, but the whole first act is yours. Do the water play first, then sweep the small island, then the big one, then follow the story inland. That order matches the list below.

### Open water

> **Trophy - Marco Polo Returns!** Steer for the **sunken ship** breaking the surface between the islands, cut the engine, and jump in for a swim around the wreck. The series' favorite bathing ritual, honored once more.

Back aboard, keep cruising open water in gentle lines and watch the bow.

> **Trophy - On Porpoise.** **Dolphins** shadow the boat if you give them time; keep a steady cruise until **three** are riding with you at once. They come and go, but patience and open water do it inside a few minutes.

### The small island

1. Beach on the sandy islet with the **shipwreck**. **[JE1]**: the **mast** jutting from the water gets Nate sketching. **[JN1]** sits **by the crates** near the wreck, and on the beach's right side a **skeleton tied to a post** earns **[JE2]** (Avery's welcome committee had a style).
2. Between **two palm trees**, across from that skeleton, a rock hides **[T1] Silver and Wood Tankard** in a dark seam beneath it. Shove into the corner to grab it.
3. Around the islet's **back**, a tiny beach with a few palms: cross the rocks there for **[T2] Panamanian Pendant**.

### The big island's shoreline

4. On the **shadowy, overgrown beach** facing the shipwreck islet, broken barrels mark **[T3] Combination Lock Tobacco Box**.
5. **Dive at the sunken ship** off the big island's left flank and swim into its **first interior room**: **[T4] Brass Pocket Sundial**.
6. On the **ocean side** of the island, a shallow **beach cave** holds **[T5] Persian Silver Pen Box** in its corner.
7. At the island's **rear**, between two rock arches, a high ledge taunts you. Park the boat beneath it and **jump from the boat's roof** to reach **[T6] Persian Leather Notebook Case**.
8. On the **main beach**, back-left, a lone **grave cross** waits: **[JE3]**, and a **small cave near the cross** hides **[JN2]**. The chapter's paperwork clusters politely.

### Inland - the tower and the mudslide

9. At the ruined **courtyard with the blocked door**, take the shadowed path on the **right side of the door**: **[T7] Deccani Bronze Spouted Bowl**.
10. When **Sam wanders off** in the ruins, climb to the **first roof of the arched building**, then head **right around the wall** instead of following him. A small cave hides **[T8] Mughal Elephant Carving**.
11. The **tower at the island's heart**: an open crate in its **base** holds **[T9] Ottoman Helmet**. Climb the tower for the story beat, then swing off toward the **mudslide**, and stop.

> **Warning.** The next two treasures bracket the mudslide, and the slide is a one-way street. **Before dropping into the slide:** swing to the ledge, peek **left**, climb the ledge there, and take **[T10] Deccani Bronze Vase** from the platform above the chute. **After the slide, at the bottom:** do NOT drop into the cistern shaft yet. Go **left through the narrow passage** to the cliff edge, climb the ledge on the left, work around the cliff face and up the handholds, then grapple the **overhanging tree** and swing across to the **dried-out well**. On its lip sits **[T11] Strange Relic**, **relic two of three**, and the collectible people replay this chapter for. **[JE4]** (the statue's spear) is sketched from this same post-slide area.

12. Now the **cistern**. Descending past the **second spear-bearing statue**, climb the rope and swing to the **statue's base** instead of dropping straight down: **[T12] Hamsa Mythical Goose**.
13. At the bottom, the **map room**: plans, charts, the founders' paperwork. **[JE5]** triggers at the **big table**; then **[C2]** arms itself. Keep inspecting the room's objects (books, papers, wall pictures) until Sam starts the conversation. The **provisions room** off the chamber, reached with a short swim, holds the last treasure: **[T13] Pique Tortoise Shell Box**.
14. On the way out, the towering **Avery statue** earns **[JE6]**, the chapter's sixth entry, a record no other chapter matches. **[C1]**, if you haven't had it yet, triggered back up top: after the **rope bridge collapsed**, climbing the cliff by the rope, Nate and Sam catch their breath at the view. It's easy to have grabbed without noticing.

The chapter's exit is loud: Shoreline gunboats, a storm with a grudge, and a hull that doesn't make it. Hold on. Everything you banked is already saved.

> **Checkpoint audit: 13 T (Strange Relic among them) · 6 JE · 2 JN · 2 C. Two relics down, one to go; Chapter 21 holds the fruit.**

## 15. Chapter 13 - Marooned

*Collectibles: 5 treasures · 2 journal entries · 2 journal notes. Plus the start of the game's long pacifist walk.*

Nate, a beach, and nothing else. No gear lost that matters, but no brother either. Chapter 13 introduces the **piton** (jam it into the dark, pockmarked rock faces and climb where no handholds exist) and, quietly, starts one of the game's two hardest Silvers.

> **Trophy - Peaceful Resolution (Silver).** From the moment Nate wakes up marooned until you step through the **Treasury** door in Chapter 14: **kill no one.** Not stealthily, not accidentally, not with the environment. Every fight in the next two chapters can be ghosted, fled, or survived until a scripted exit opens; the encounters end when you reach their far side, not when the last man falls. Play these two chapters like a courteous ghost: grass, edges, and forward momentum. If a kill slips out, reload the checkpoint immediately. The trophy audits the whole stretch, but checkpoint reloads rewind your sins. (On Crushing this is genuinely tense; nobody will judge you for banking this trophy on a later Explorer replay of Chapters 13–14 instead.)

1. Climb off the beach. At the tall wall with **two waterfalls** and a ladder of ridged ledges, the route itself hands you **[T1] Persian Ring** partway up; sweep the ledges as you climb.
2. In the **waterfall cave**, take the **left-hand path** first: behind the large rocks, next to a cluster of pots, **[T2] Wood Tankard**.
3. Where the cave's **river** runs, check the crates on the **left at the water's entrance**: **[T3] Spy Glass**.
4. Out of the cave and onto the trail: after the **flooded section**, the **left side of the road** holds **[JN1]**, a paper worth stopping for even with wet boots.
5. The overlook where Nate first sees **Rafe's fleet** anchors the chapter's dread; just after it, near the **rock slide**, a warning is scrawled on the wall: **[JE1]**. Avery's colony didn't do subtle.
6. Deeper in, a **skeleton hangs over the road** with **[JN2]** on it, and past the cave, in the green overgrowth, a second **hanging skeleton** triggers **[JE2]**. The décor is a theme, and the theme is "turn back."
7. The **jungle battle**, the chapter's one real encounter, is where Peaceful Resolution earns its tier. Shoreline sweeps the ruin bowl in force; the grass along the **left flank** runs nearly unbroken, and the exit opens on the far side. Mark, crawl, and leave. On a non-pacifist run this same bowl is a lovely place to feed the stealth counters instead.
8. Past the fight, a **skeleton props itself before a rock wall**; the grove to its **left** hides **[T4] Dress Dirk** at the back.
9. At the **crushed house** near the chapter's end, don't take the exit yet: turn **right into the intact room**, right again, and **crawl underneath** the structure. **[T5] Frechen Bearded Bottle**, and the chapter is swept.

The final climb finds footprints that shouldn't exist, and the chapter hands you to Libertalia proper with your kill counter, ideally, exactly where it started.

---

## 16. Chapter 14 - Join Me in Paradise

*Collectibles: 9 treasures · 4 journal entries · 2 journal notes · 6 conversations. The chattiest chapter in the game, with pacifist rules still in force until the Treasury.*

Libertalia. Empty streets, pointed skeletons, and Sam, reunited within the opening minutes and full of opinions. That matters because **six optional conversations** ride this chapter and every one is with him.

> **Warning.** The first treasure is the closest thing this game has to a per-run missable. **At the very start, do not jump down from the opening platform**; the drop is one-way. Sweep the platform first: **[T1] Carved Horn Bird Sculpture** sits right there. Miss it and the only road back is restarting the chapter.

1. With T1 pocketed, drop down. **[C1]** triggers almost immediately in the starting area; stay near Sam and let him talk.
2. **[JE1]** waits at the **stone marker** at the end of the first street; sketching it fires **[C2]** on the spot. A two-for-one.
3. The shop with **birdcages and baby toys** on its upper floor keeps its valuables downstairs: **[T2] Mughal Vase** in the ground-floor storage room.
4. At the old **jail**, creep through the **hole in the leftmost cell's bars** and work along to the **second cell from the left**: **[T3] Ancient Stone Pot**.
5. The **forge** is a triple stop: **[C3]** fires when you interact with the **sword** inside; **[JN1]** lies on the **top floor, right side**; and the **stables** next door hold **[JE2]** at the horse skeleton.
6. Through the hideout and up the ladder, take the **right fork**: at the tunnel's back, by broken beams, **[T4] Painted Copper Bottle**.
7. The **grand staircase room**: up the right-hand flight, on a desk behind a bust, **[T5] Stout Vase**.
8. In the old **pub**, go upstairs and **sit in the chair**. Nate makes himself comfortable, and Sam obliges with **[C4]**. Dropping down into the next building afterwards, the **table** in front of you carries **[JN2]**.
9. After the swing from the **tall watchtower**, round the corner of the wrecked building where you land: **[T6] Slipjoint Claspknife**.
10. The route swings you into the **grand building**: from the entry, take the **wooden ledge to the left** into an overgrown room. **[T7] Large Bronze Boar** waits on the table.
11. In the **plaza**, the broken chairs to the **right of the doors** hide **[T8] Mughal Serving Vase**.
12. On the main path, the **Avery statue** poses for **[JE3]**; walk **behind** it for the prompt. Nearby, the punishment device steals the scene: when **Sam puts his head in the brace**, the game hands you **[JE4]** and **[C5]** together, automatically. Let the whole bit play.
13. **[C6]**, the last conversation, waits in the **villa courtyard with the revolutionary barricades**: let Sam wander to the barricades and inspect them, then take the prompt. Six of six; if the tracker disagrees, the forge sword and the pub chair are the usual culprits.
14. One fight stands between you and the Treasury: cliffside, then a **cellar** drop. In that cellar, walk to the **ruined side of the room** but don't leap to the next building. Look **left and climb the wall** instead: **[T9] Mughal Jade Bottle** finishes the chapter's nine.

The Treasury door is the finish line for **Peaceful Resolution**. The trophy pops as the stretch closes, assuming the last two chapters' body count still reads zero. Then step inside, because the vault has something to tell you about where four hundred million dollars *isn't*.

> **Checkpoint audit: 9 T · 4 JE · 2 JN · 6 C, one Silver for good manners, and, if you're keeping series score, 19 of the game's 36 conversations are now behind you.**

## 17. Chapters 15–16 - The Treasury and the Truth

*Collectibles: Ch 15 - 1 treasure · 1 journal entry · 3 journal notes · 2 conversations. Ch 16 - 3 treasures · 3 conversations.*

### Chapter 15 - The Thieves of Libertalia

The Treasury: the building every skeleton on this island died pointing at, and the game's most concentrated little collectible room. Almost everything here lives in the **first hall**, so sweep before you solve.

1. **[JE1]**: crossing the first room, the toppled **statue head** on the floor gets Nate sketching. Take the prompt on your way in.
2. **[C1]** waits at the **end of the starting room, left side**: a guard's skeleton, run through with spears, still on duty after two centuries. Inspect it and Sam weighs in. The research on this one is unanimous: do it **first**, before the shelf-rummaging below, so neither conversation window closes on you.
3. **[JN1] [JN2] [JN3]**: three separate papers hide **randomly among the shelves, drawers and boxes** of this same hall. There's no fixed spot. Open and inspect everything that accepts a prompt until the journal has filed three new notes; it's two minutes of honest burglary.
4. Somewhere in the middle of that rummaging, Sam starts **[C2]** on his own, triggered by the shelves you're opening. Let him finish; the tracker should read 2/2 conversations before you touch the vault mechanism.
5. The chapter's lone treasure hides **under the bookcase on the left of the room**, near the door and the captain's portrait somebody has helpfully captioned **"THIEF"**: **[T1] Emerald Flask**.

What the vault actually contains (ledgers, a bank, and the reveal that Libertalia's founders robbed their own citizens) re-points the whole hunt at **New Devon**, the founders' private district. The escape that follows is scripted chaos; ride it out. The chapter's final scenes hand Nate the worst conversation of his marriage and the story its mid-point twist. No pickups are involved; just don't skip the scene if it's your first run.

### Chapter 16 - The Brothers Drake

A flashback with teenagers, a storm, and an old estate that explains everything about the Drake boys, including the name. Three treasures, three conversations, zero combat. Play it slow; it's one of the best chapters Naughty Dog ever shipped.

1. Outside, head for the **glowing, lantern-lit bushes to the right** of the starting point: behind them, by the old fountain, a bench carries **[T1] Toy Soldier**.
2. Inside the manor, after the attic drop, open the **door on the left** and inspect what's inside for **[C1]**. Young Sam has thoughts.
3. In the room with the **sarcophagus**, climb the staircase: at its top, by the boxes, **[T2] Toy Seaplane**.
4. The **main hall**'s back room is the library beat: the **book of pyrates** on the table triggers **[C2]**, and the moment it ends, stay put. **[C3]** follows directly on its heels: two conversations, one table.
5. After you and Sam **shift the bookshelf** and climb up, turn around: a jump back to the **little balcony with the barricaded stairs** claims **[T3] Pirate Snowglobe**, the chapter's last pickup, and thematically the saddest object in the game.

What the study holds, and who comes home while you're holding it, is the story's business. The chapter ends with a name chosen in the dark and two boys on a motorbike, with the present day waiting with Elena in it.

> **Checkpoint audit: Ch 15 - 1 T · 1 JE · 3 JN · 2 C (the notes are the only randomized collectibles in the game; the count is what matters). Ch 16 - 3 T · 3 C. Conversation ledger after these two: 24 of 36.**

## 18. Chapter 17 - For Better or Worse

*Collectibles: 6 treasures · 2 journal entries · 2 journal notes · 6 conversations. Elena's conversation gauntlet, plus the politest getaway trophy in the game.*

Nate and Elena, a 4x4, and a marriage doing its repair work one cliff at a time. Chapter 17 ties Chapter 14 for most conversations (all six with Elena, several chained in pairs) and carries the game's second "kill nobody" feat. The rhythm: drive, talk, climb, talk.

1. **[C1]** fires at the very start, where Nate **boosts Elena up the ladder**. **[C2]** follows shortly after as you walk uphill behind her; stay close and let her open both.
2. Right where that second exchange lands, at the corner of the path: look **left over the drop-off** and climb down. **[T1] Mughal Flared Vase** waits below. Climb back up to Elena afterwards and **[C3]** triggers, with **[C4]** chained immediately after it. Four conversations inside the first ten minutes; this chapter doesn't dawdle.
3. Deeper in, the route reaches the **elevator** the founders left behind. Before riding anything: walk past it, down to where the **bridge broke away**, and take **[T2] Mughal Hinged Box** off the crate.
4. The **water-wheel building**: climb to its second floor and step onto the balcony for **[T3] Jade Serving Bowl**. The **big elevator's water turbine** nearby is journal material: **[JE1]** at the mechanism.
5. The chapter's one serious firefight breaks out around the elevator platform. Fight it or thin it; no trophy hangs on this one. Afterwards, chase the low sun **past the wrecked car**, around the cliff line: pots and a crate hide **behind the bushes** with **[T4] Ancient Stone Bowl** among them. **[JN1]** sits in the ruins only a few steps from the treasure; grab both in one pass.
6. Before the **towering final elevator**, a small ladder on the **right** climbs to a shack built into the rocks. Pass through it and out the **back window**: **[T5] Pewter Incense Burner**.
7. The mountain trail also hides **[JN2]** on a **corpse further up the slope**, the paper trail of someone who almost made it. And once you and Elena finally ride the great elevator, **[C5]** plays mid-ascent with **[C6]** directly after it. Six of six, all Elena, all worth hearing.
8. **[T6] 18th Century Combination Lock** is the chapter's cheekiest pickup: it sits **on the spinning gear of the big elevator's water-wheel works**. Time a grab as the wheel presents it; the prompt appears when the gear face swings past.
9. **[JE2]** closes the journal work: after the jeep is lost, standing by the **river**, the **bridge** ahead gets Nate drawing one last time before the descent.

> **Trophy - Just Floor It! (and the jeep goodbye).** Late in the chapter, Nate and Elena reach a **Shoreline-held clearing with a jeep**, and the trophy wants you to leave it exactly as you found it, minus one jeep. **Kill no one in this encounter**: sprint the grass line to the vehicle, both of you pile in, and *drive* through the gate, through the gunfire, out. Run nobody over on the way (the bumper counts as a kill). If a shot slips, reload the checkpoint and try the quiet line again. The trophy pops as the encounter ends with a clean sheet.

The chapter closes at the edge of **New Devon**, the founders' private paradise, drowned on purpose, with the family business as repaired as it's going to get before the last act. Twenty-one collectibles wait in the swamp.

> **Checkpoint audit: 6 T · 2 JE · 2 JN · 6 C. Conversation ledger: 30 of 36; the last six are split between New Devon and a very good dog.**

## 19. Chapters 18–19 - New Devon and the Descent

*Collectibles: Ch 18 - 8 treasures · 2 journal entries · 6 journal notes · 5 conversations. Ch 19 - 2 treasures. The swamp pays; the traps don't.*

### Chapter 18 - New Devon

The founders' gated district, half-swallowed by the flood they set off themselves. Chapter 18 is the journal-note capital of the game (six papers, most of them inside Avery's mansion) and Elena carries five conversations through it. Water is the terrain: assume every "where is it?" answer involves swimming.

1. **[C1]** opens the chapter: in the starting area, inspect the **wooden grave cross on the left**. A few steps on, the **back-left corner of the gate area** hides **[T1] Mughal Stout Vase**.
2. The gate itself is a climbing toy: from the **first hanging cage**, leap ahead to the beam, then break **far right to the pillar**. Beneath the cage in front of you sits **[T2] Small Mughal Dagger**. At the **end of the starting area**, before committing onward, walk to the **ruins** and let Elena inspect them: **[C2]**.
3. Dive into the flooded avenue. The **mostly sunken house** on the left flank hides **[T3] Mughal Candle Holder**. Hug the house's left side, wade toward the tree in the back corner, and pull it off the stone arch set into the wall.
4. Across the river by the **waterfall**, the clearing with the **hanged woman's skeleton** (New Devon's decorators never miss) holds **[T4] Mughal Circular Box**. You'll pass through legitimately while fetching the **rolling crate** the route needs, so sweep it then.
5. After you and Elena **slide down the collapsing house** into the water: swim toward the next house's open window, but **pass the window** and follow the exterior wall to its inner corner, then dive straight down. **[T5] Mughal Headdress** rests on the bottom.
6. Inside the house you eventually enter (right as its neighbor collapses): a bedroom on the lower floor has **[JN1] on the bed**. Exit the bedroom, turn **right down the short hallway**, and check **behind the couch**: **[T6] Spanish Brass Chalice**. The **skeleton hanging from the small roof** nearby carries **[JN2]**, and reading it arms **[C3]** with Elena right after.
7. One room beyond the chalice, a **table** holds **[JN3]**. Then comes the rooftop that gives way: you and Elena slide into the river, and if you **stand still a beat** on surfacing, **[C4]** plays while the adrenaline settles.
8. The approach to **Avery's mansion**: past the entrance, through the **kitchen and the cannon line**, a pillar ledge carries **[T7] Mughal Painted Elephant**. At the mansion door itself, wait for **[C5]** (Nate's word of the day is *ostentatious*) before heading in.
9. Inside the mansion, the **dining room** is a paperwork feast: **[JN4]** on the table where the **dead pirates still sit**, **[JN5]** in the **fireplace just outside** the room, and, once the scene there plays, **[JN6]** handed over by **Elena herself**, the game's one unmissable note. **[JE2]** triggers at the **center of the dining table** after you've collected its paper.
10. Avery's **office** finishes the chapter's list: **[JE1]** at the **vase by the second-floor windows** (after the swim-in window entrance), and up the **spiral staircase**, on the small desk, **[T8] Mughal Dinnerware**.

The mansion's last discovery, where the founders actually went and what Avery did about it, opens the floor. Literally. Down you go.

### Chapter 19 - Avery's Descent

*Two treasures, zero conversations, and every trap Avery could afford.* The descent is a gauntlet: powder-rigged mummies that detonate at a spark, floor plates keyed to cross-shaped switches, swinging blades, and a finale of green flame. The journal sketches each mechanism as you meet it. Hold it up whenever a room stops making sense, and treat every corpse holding a candle as a landmine with a backstory.

1. After the slide dumps you into the first **exploding-mummy trap**, don't rush the exit: enter the **cave left of the mummy**, then drop to the **bottom of the pit**. At the base of the steps: **[T1] Ancient Stone Vessel**.
2. The trap rooms escalate: plates, pendulums, and one chamber that wants both Drakes working levers in rhythm. Take them at reading pace; almost every death here is impatience. At the carved **mermaids with the skull decorations**, take the **left path**, then hook **right into the little cove**: on a barrel, **[T2] Mughal Decorative Cudgel**.
3. The last stretch trades puzzles for spectacle. What waits at the bottom (the dock, the ship, and the two people standing between the Drakes and it) belongs to the story. Walk in with a full journal; there's nothing left to pick up on the way down.

> **Checkpoint audit: Ch 18 - 8 T · 2 JE · 6 JN · 5 C (35 of 36 conversations done; the last belongs to the Epilogue). Ch 19 - 2 T. All 25 journal entries are now yours (Lost Art of Journaling pops in the mansion) while the note ledger stands at 21 of 23: the last two papers wait in Chapters 20 and 21.**

## 20. Chapters 20–22 & Epilogue - A Thief's End

*Collectibles: Ch 20 - 5 treasures · 1 journal note. Ch 21 - 4 treasures (one is Strange Relic 3 of 3) · 1 journal note. Ch 22 - 1 treasure. Epilogue - 1 conversation. Plus the duel of the whole series.*

```mermaid
flowchart LR
    A["Ch 20 - No Escape<br/>the town, the wagon,<br/>the Ship Graveyard gauntlet"] --> B["Ch 21 - Brother's Keeper<br/>cliffs and caves to Avery's ship<br/>Strange Fruit on the way"]
    B --> C["Ch 22 - A Thief's End<br/>the burning ship<br/>and the sword duel"]
    C --> D["Epilogue<br/>years later - one beach,<br/>one dog, one last conversation"]
    D --> E(["Credits<br/>and, if the ledger is clean,<br/>a very full trophy feed"])
```

Figure: The last act in four moves. The Ship Graveyard in Chapter 20 doubles as the game's best kill-farm later; remember it for Section 22's cleanup.

### Chapter 20 - No Escape

Everything has gone wrong, and the way out is through the old pirate town and a graveyard of beached ships crawling with everything Shoreline has left, including the **DShK-carrying armored heavies** you'll be revisiting for two trophies in cleanup.

1. Before the first big grapple over to the ships: climb to the **jump-off ledge**, then turn **back toward the sun and the open ocean**. Jump to the **pockmarked rock** behind you, climb up, and take **[T1] Jade Flower Pendant** from the top. The game is betting you never look backwards here; take its money.
2. In the little town, the **blue building** hides **[T2] Stoneware Bearded Jug** under its staircase, and the **building on the right side** of the street holds **[JN1]**, the 22nd of the game's 23 notes.
3. Before you push the **wagon** where the route wants it: wade through the **river** and slip **under the house by the broken bridge**. Leap up through the floor hole: **[T3] Stout Jade Vase** on the table.
4. After Sam does what Sam does and runs ahead, the **overgrown courtyard** carries the last two: **[T4] Painted Spouted Vase** on the second floor of the run-down building with the **stone archways**, and **[T5] Mughal Perfume Bottle** in the **first building on the left**, entered through the hole in its wall.
5. Then the **Ship Graveyard**: wave after wave among the hulls, armor walking the sand, and cover that splinters. On Crushing this is the chapter that collects the most retries. Fight it from the elevated wrecks, feed the heavies grenades before they set their feet, and keep moving between hulls. When it breaks, the story sprints for the finale and doesn't stop.

### Chapter 21 - Brother's Keeper

One brother on the rocks, one on the clock. The route is cliffs, caves and rope, with the final relic hiding a swing off the main line.

1. At **Sam's first footprints**, the route wants a grapple-swing to a small cave mouth. Hook the pole, but **turn around instead**: swing high back toward the ledge **beside the footprints** and climb to the upper shelf. **[T1] Mughal Enamel Bird**.
2. In the cave with the **impossibly blue stream**, two low ledges break the water. On the **farther** one, by the turtle, the crates hold **[T2] Stone Vase**.
3. **[T3] Strange Fruit, relic three of three.** The moment **Avery's ship** first fills the view while you're hanging on the rope: look just **right of the ship**. A small cave mouth interrupts the cliff, marked by a **pale ledge line**. Swing gently over, land inside, and **Relic Finder** finally pays out alongside the pickup. The series' longest-running easter egg goes out on a piece of fruit. Of course it does.
4. Past the **sliding section**, in the waterfall cave: a second small cave sits just **right of the falls**. In its corner, **[T4] Rajasthan Box**. And near the **old campsite**, the corpse by the tent holds **[JN1]**, the final journal note. **Lost History** pops here if your ledger was clean.
5. The chapter's last stretch is story and spectacle. Climb, swim, and let it happen.

### Chapter 22 - A Thief's End

1. One treasure stands between you and a finale with nothing left to collect: at the start, **under the dock area**, before you strike out for Avery's ship, search the rocks by the waterline for **[T1] Mughal Egg Pendant**. If your count was perfect, **Treasure Master** sings at 109/109 right here.
2. Then the ship, the fire, and **the sword duel**.

> **Trophy - Swordmaster (Silver).** Beat Rafe's duel **without taking a single slash or stab**. Chip damage from clashes is fine; connected hits are not. The duel is a parry-timing exam: hold your ground, **parry on the flash of his committed swings**, punish with short combos, and give ground on the multi-hit flurries instead of trading. His pattern escalates in three stages but never stops telegraphing. Most players earn this via **encounter select** afterwards on Explorer, where his damage windows are friendliest; one clean run is all it takes. Practice runs cost nothing: a hit taken just means reload and go again.

What's left after the sparks (the vault, the water, the arithmetic of who owes whom) is the ending the series spent nine years earning. Watch all of it.

### Epilogue

Years later. A beach house, a teenager with familiar instincts, and the gentlest playable scene Naughty Dog ever made. One collectible remains in the entire game:

- **[C1]** On the beach, find the **dog** and talk to her **twice in a row**. The second chat is the one that counts. **Gift of Gab** pops on a golden retriever's second opinion, which is the most Uncharted 4 sentence in this guide.

Poke through the house (the shelves are a museum of everything you just played), let the conversation on the sand play out, and roll credits with the tracker reading 193/193.

> **Checkpoint audit: the full game. 109 T · 25 JE · 23 JN · 36 C. Treasure Master, Relic Finder, Lost Art of Journaling, Lost History and Gift of Gab should all be behind you, along with Charted! - Crushing if this was the recommended first run. What's left is farming, a speedrun, and, on PS4, an hour of multiplayer. The Platinum is now arithmetic.**

## 21. The Multiplayer Hour (PS4 Only)

Five bronzes, one evening, and, on PS4, a hard dependency for **One Last Time**. The Legacy of Thieves Collection shipped without multiplayer and without these trophies; if that's your platform, skip straight to Section 22 with a clear conscience. On PS4, do this **before** the long single-player haul, not after: the servers were alive and populated as of August 2026, but they are the one item on this list you don't control.

| Trophy | What it actually takes |
| --- | --- |
| Continue the Adventure | Enter multiplayer for the first time and finish the two-minute intro tutorial. |
| Get in the Game | Complete 5 matches: any playlist, wins not required. Stay to each match's end screen. |
| Friends Forever! | Spawn 10 sidekicks. Sidekicks are AI teammates bought mid-match with earned cash from the loadout wheel. Buy one early every match and this finishes alongside Get in the Game. |
| Medic! | Revive 10 downed allies. Play the objective modes where teammates cluster, sprint to every downed icon, and hold the revive. Two or three sociable matches. |
| Trials by Fire | Complete all 15 Trials on Moderate difficulty. Trials is the co-op-versus-AI ladder, and it's fully soloable. Moderate is forgiving; budget one to two hours and treat it as target practice with mods. |

> **Tip.** Everything here is cumulative and nothing cares about skill. If the lobbies are thin, off-peak co-op playlists still pop, and Trials needs no other humans at all. The whole section is deliberately the least demanding evening of the 100%: bank it and never think about it again.

> **Warning.** Sony retires servers with a few months' notice at best. If you're reading this with a PS4 copy and unpopped multiplayer bronzes, this section outranks everything else in the guide.

## 22. Cleanup - Farming Recipes and the Armory

Everything below assumes one story completion (which opens the Bonuses menu: weapon select, infinite ammo, one-hit kills, slow motion, all trophy-legal) and uses **encounter select**, which drops you into any cleared fight with your chosen difficulty and mods. Counters persist through checkpoint restarts and through quitting the encounter; the game banks progress the instant it happens.

### The recipes

| Trophy | Recipe |
| --- | --- |
| Ludonarrative Dissonance (1,000 kills, Gold) | Two playthroughs leave you around 600–700. Encounter-select **Ch 20's Ship Graveyard** on Explorer with one-hit kills: clear the waves, restart checkpoint, repeat. The counter lives in the stats screen; check Bonuses → Statistics between loops. |
| Unstoppable! (100-kill streak) | During the cheat speedrun it happens by itself. Standalone: same Ch 20 loop, one-hit kills, don't die. "Dying in combat" is the only reset. |
| Defeat 10 in 60 - China Lake GL | Weapon-select the **China Lake**, infinite ammo on, Ship Graveyard again: lob into the spawn waves; ten inside a minute is two good volleys. |
| Boom County (4 with one explosion) | Same setup: wait for a wave to bunch at a chokepoint (the hull gaps funnel beautifully) and land one grenade in the middle. |
| Hitting a Brick Wall (5 armored, melee only) | Ch 20's **DShK heavies**, Explorer: fists only. Dodge the shove, keep swinging, never touch a gun during each takedown. On Explorer their armor is mostly theater; the one-hit-kill modifier speeds it further and stays legal, since a punch is still melee. Five heavies, done. |
| Rushing Roulette (pistol → machine gun → grenade, 15 s) | Stage it anywhere dense (Ch 13 jungle bowl works): pre-wound nobody, just line up three targets close together, kill in order with a stopwatch mentality. Slow motion mode stretches the window if your hands disagree. |
| Run the Table (stealth → melee → headshot → explosive, 15 s) | Encounter with grass and a cluster: open with a grass takedown as the timer starter, punch the investigator, headshot the third, grenade the group. Ch 13's jungle or Ch 14's cliffside both stage it well; slow-mo mod again is legal and shameless. |
| Hangman's Bullet (20 rope headshots) | Any fight with a swing point: Ch 10's tower approaches, Ch 12's ruins. Auto-aim + swing + fire; the 20 accumulate across your whole career, so most players only owe a handful by cleanup. |
| Cliffhanger (20 ledge pulls) | Hang below a patrolled edge and yank walkers over (square prompt as they step close). Ch 13/14 cliff fights; farm one edge with checkpoint restarts. |
| I Thought I Heard Something (30 vertical stealth takedowns) | Takedowns from a ledge below, over a wall edge, or dropping from above. Ch 13's ruin bowl and Ch 14's outskirts are built for it; chain with the ordinary stealth counters. |
| Butterfingers (10 dropped grenades) | Shoot the grenade in an enemy's hand mid-throw. The arm-back pose is your cue; auto-aim helps center mass, then nudge up. Crushing runs feed this naturally (they throw constantly); farming it, pick any encounter with grenadiers and reload liberally. |
| Wingman (10 buddy combos) | Any companion fight: when Sam/Sully/Elena grapples someone, run in and finish together. Ch 17's elevator fight with Elena loops fast via checkpoint. |
| Leapfrog (10 alternating gun/melee) | One encounter, strict alternation: shoot one, punch one, repeat five times over. Explorer + a dense wave = ninety seconds. |
| Head of the Class! / You Have a Head… (20/50 headshots) | If somehow outstanding after two playthroughs, auto-aim + pistol in any encounter. |
| Stealth counters (5/30 takedowns) | Ch 7 or Ch 8's stealth-friendly fields; grass, patience, thirty neck-chops. |
| Glamour Shot | Photo Mode, Sully on screen, capture. Ch 6 gala for style points. |

### The armory - I Accidentally All the Guns

Thirty weapons want a kill each. After the story, **weapon select** in Bonuses serves up 21 of them directly. Cycle through encounter select, one kill per gun, swapping via the menu between checkpoints:

*Aegis 9mm · Fossa R-81 · Raffica · Pistole · Barok .44 · Flintlock · Para .45 · AK-47 · XCR · FAL · ARX-160 · HS39 · Mettler M-30 · Copperhead SR7 · MP34a · Mazur LDR · M14 Custom · Spezzotti 12 Gauge · Condor · China Lake GL · RPG*

The remainder are battlefield-only. Most arrive in your hands unavoidably across two playthroughs (grenades and the story pieces credit themselves, the attic **toy gun** and the duel's **sword** included), but the one that skips polite players is the **DShK heavy machine gun**: pry it from the armored heavies in **Ch 20's Ship Graveyard** and score a kill before dropping it. If the trophy stays quiet after a weapon-select sweep, the DShK is almost always the hole.

### The trophy map at a glance

```mermaid
mindmap
  root((56 trophies))
    Story and difficulty
      Crushing clear - stacks all five
      Speedrun under 6 hours
    Collect everything
      Treasure Master - 109
      Relic Finder - the three relics
      Journals - 25 entries and 23 notes
      Gift of Gab - 36 conversations
    One-off feats
      Ch 4 - attic and Crash
      Ch 8 - cemetery ghost
      Ch 9 - ten-move trial
      Ch 10-12 - cairns, lemur, tower, dolphins
      Ch 13-14 - the pacifist walk
      Ch 17 - the polite getaway
      Ch 22 - the perfect duel
    Farmable counters
      Kill set - Ship Graveyard loop
      Skill set - staged in encounter select
      The armory - 30 weapons
    Multiplayer - PS4 only
      Five bronzes while servers live
```

Figure: Five families. Only the last one has a deadline you don't set.

## 23. Crushing & the Six-Hour Speedrun

The two runs that bookend your 100%. One is played honest; the other is played in god mode with the developers' written blessing.

### Crushing: Charted! - Crushing (Silver, stacks everything below it)

Uncharted 4's Crushing is the most negotiable in the series: checkpoints are humane, grass is everywhere, companions draw real aggro, and at least a third of the encounters can be fully or partially stealthed. The rules that keep a run moving:

- **Stealth is difficulty reduction.** Every camp you ghost is a fight that never happened. Mark everyone (L3) before you commit to anything; the awareness meters tell you when a plan has died before the bullets do.
- **Never hold a position.** Crushing AI swarms and grenades campers. Fight laterally along cover lines, re-enter grass to cool off, and treat "lost them" as a weapon.
- **Heavies get grenades, not courage.** The armored shotgunners and DShK men in the back half kill faster than anything else in the game. Open on them with explosives while their squad still screens them.
- **The worst rooms.** Budget patience for: the Chapter 8 cave fight after the crypt, Chapter 11's chase (mercifully checkpointed), the Chapter 13 and 14 jungle bowls if you fight them (ghost them; Peaceful Resolution agrees), Chapter 17's elevator defense, Chapter 18's mansion approach, and above all **Chapter 20's Ship Graveyard**, the run's true boss. The Chapter 22 duel is pattern knowledge, not difficulty: dodge distance, punish the whiff.
- **The trophy audits chapters, not sessions.** Every chapter needs a Crushing clear. The tracker in chapter select shows each chapter's completed difficulty, so any chapter you fumbled on a lower setting can be replayed individually later. No single continuous run is required.

### The Speedrun: Charted! - Speedrun (Silver) + Sharpshooter + Unstoppable!

Under six hours of counted time, and the game hands you every tool:

1. **Start a fresh run on Explorer** with the bonuses menu open for business: infinite ammo, one-hit kills, and (from the options, any time) **auto-aim**. None of it disables trophies.
2. **The clock counts gameplay and unskipped cutscenes; it ignores loading and pause.** So: skip every cutscene the instant the option appears, pause freely, and never rewatch anything. Chapter transitions are free; dawdling in menus is not. Quit to the menu if you need a real break; the save's timer holds.
3. **Route = the story, minus everything.** No treasures, no conversations, no detours; you own them all already. One-hit kills turn every mandatory fight into a corridor, and scripted sequences run at fixed length, which is where your six-hour budget actually goes. A focused run lands between four and five hours with enormous slack. Check Bonuses → Statistics mid-run to watch the total.
4. **Sharpshooter rides along free.** With auto-aim on, your accuracy sits comfortably above the 70% line without a thought; just don't spray into walls for fun. The trophy checks the save's accuracy figure at the finish, and the stats screen shows it live whenever paranoia strikes.
5. **Unstoppable! rides along too.** One hundred kills without dying in combat, and you are functionally invincible everywhere it matters; it usually pops before Madagascar. Fall damage and scripted deaths reset nothing that matters. Just don't get cocky around cliffs.

One evening, four trophies (Speedrun, Sharpshooter, Unstoppable!, and usually the last of the kill-counter bronzes) and the Platinum screen is one farming session away.

> **Tip.** If you played pass one on Moderate instead of Crushing, this is also your Crushing solution: the same cheat loadout is legal on Crushing. Run the chapters on Crushing with one-hit kills and the "hardest difficulty" Silver becomes a violent sightseeing tour. The developers left the door open on purpose; walk through it.

## 24. Appendix - The Full Indexes

Print-friendly checklists. Tick as you go; the chapter-select tracker is the authority on your save.

### A. All 109 treasures

The three relics are marked ®.

| # | Ch | Treasure | Area cue |
| :-: | :-: | --- | --- |
| 1 | 2 | Panamanian Cat Pendant | Bottom of the well, side tunnel |
| 2 | 2 | Navaja Folding Knife | Red-tower jump, shimmy up, drop in |
| 3 | 3 | Antique Padlock | Swim right, under log archway |
| 4 | 3 | Chiriqui Shark Trinket | Underwater rock arches |
| 5 | 3 | Antique Pocketwatch | Seagrass to rock wall, small ledge |
| 6 | 3 | Antique Arcade Token | Boat deck shelf by the crane |
| 7 | 6 | Mughal Water Container | Far-left cliff at grapple point |
| 8 | 6 | Nephrite Brass Cup | Orange building, lemon-tree window |
| 9 | 6 | Viking Cloak Clasp | First room behind entry window, table |
| 10 | 6 | Mother of Pearl Horn | Balcony right of the crowd |
| 11 | 6 | Persian Bronze Bowl | Cellar storeroom, blue-tarp boxes |
| 12 | 6 | Brass Barber's Bowl | Down the stairs, turn around |
| 13 | 6 | Syrian Vase | Courtyard drop, far-right ladder balcony |
| 14 | 6 | Persian Candlestick | Red-door room at Sam's ladder |
| 15 | 6 | Mughal Dagger | Pipe traverse after the fall, hang left |
| 16 | 8 | Redware and Silver Jug Flask | Start, inlet on the left |
| 17 | 8 | Bronze Boar | Start, right-hand cave by the cliff |
| 18 | 8 | Carved Wood Kashkul | First ruins, right wall, tarp crate |
| 19 | 8 | Carved Nut Bottle | Blast the crates blocking the cave |
| 20 | 8 | Traveling Inkwell with Seal | Slide section, lowest back ruins |
| 21 | 8 | Carved Ivory Vanitas | Wall-climb left of graveyard door |
| 22 | 8 | Scottish Ha'penny | Catacombs, left statue room |
| 23 | 8 | Slipjoint Clasp Knife | Soldier cliffside, dark tunnel |
| 24 | 8 | Pewter Singing Bird Box | Same cliffside, small cave |
| 25 | 8 | Tortoise Shell Snuff Box | Hang down to broken-bridge platform |
| 26 | 8 | Persian Tailoring Scissors | Under stairs past sunken ship beams |
| 27 | 9 | Lantern Mounted Flintlock | Cave under the entrance statues |
| 28 | 9 | Strange Pendant ® | Grapple down to skeleton ledge |
| 29 | 9 | Amatory Box | Behind pillar after the gorge swing |
| 30 | 9 | Pewter Box | Catacomb room, fallen statue ledge |
| 31 | 9 | Memento Mori Skull Watch | Climb down at the broken bridge |
| 32 | 9 | Scottish Tipstaff | Behind basket at the swing crate |
| 33 | 10 | Sawasa Ware Tobacco Box | First ruins, outer wall far from stairs |
| 34 | 10 | Eroded Flintlock Pistol | Cave behind first waterfall |
| 35 | 10 | Mughal Ivory Powder Flask | Tower one, second floor |
| 36 | 10 | Parchment Scroll | Canyon-overlook ruins |
| 37 | 10 | Ancient Fertility Idol | U-turn hill, behind rock formation |
| 38 | 10 | Pocket Celestial Map | Ruins after tower two, big rock |
| 39 | 10 | English Ale Bottle | Red building - blow the roof from the truck |
| 40 | 10 | Pewter Letter Cylinder | Dry well by the cliff |
| 41 | 10 | Mughal Box | Back hill barrel, volcano flats left |
| 42 | 10 | English Musket Bandolier | Ruins below the sentry tower |
| 43 | 10 | Antique Tea Tin | Blast the rock room below the volcano |
| 44 | 10 | Scottish Two-Pence Coin | Signal tower top |
| 45 | 10 | Scottish Snuff Mull | Tower three courtyard, right of cellar |
| 46 | 10 | Brass and Ivory Tankard | Staircase room, boxes left |
| 47 | 10 | Muff Pistol | Smash crates after Sam's gate |
| 48 | 11 | Earthenware Mug | Double back left, alleyway end |
| 49 | 11 | "Antique" Compass | Haggle with the market vendor |
| 50 | 11 | Nephrite and Jade Bowl | Tower side room, statue base |
| 51 | 11 | Ivory Handle Dagger | West balcony above the bell |
| 52 | 11 | Brass Globe Hand Warmer | Fallen-bell rubble |
| 53 | 12 | Combination Lock Tobacco Box | Shadowed beach, broken barrels |
| 54 | 12 | Brass Pocket Sundial | Sunken ship, first room dive |
| 55 | 12 | Silver and Wood Tankard | Under rock between two palms |
| 56 | 12 | Persian Silver Pen Box | Ocean-side beach cave |
| 57 | 12 | Panamanian Pendant | Islet's back beach, cross the rocks |
| 58 | 12 | Persian Leather Notebook Case | Ledge between arches - jump from boat roof |
| 59 | 12 | Deccani Bronze Spouted Bowl | Right of the blocked courtyard door |
| 60 | 12 | Mughal Elephant Carving | Roof right after Sam wanders, small cave |
| 61 | 12 | Ottoman Helmet | Crate in the tower base |
| 62 | 12 | Deccani Bronze Vase | Ledge left, above the mudslide |
| 63 | 12 | Strange Relic ® | Post-slide gap, grapple to the dry well |
| 64 | 12 | Hamsa Mythical Goose | Cistern, swing to spear statue's base |
| 65 | 12 | Pique Tortoise Shell Box | Cistern provisions room swim |
| 66 | 13 | Persian Ring | Two-waterfall wall ledges |
| 67 | 13 | Wood Tankard | Waterfall cave, left path pots |
| 68 | 13 | Spy Glass | Cave river crates, left |
| 69 | 13 | Dress Dirk | Grove left of the skeleton |
| 70 | 13 | Frechen Bearded Bottle | Crawl under the crushed house |
| 71 | 14 | Carved Horn Bird Sculpture | Opening platform - grab before dropping |
| 72 | 14 | Mughal Vase | Birdcage shop, ground storage |
| 73 | 14 | Ancient Stone Pot | Jail, second cell from left |
| 74 | 14 | Painted Copper Bottle | Right fork tunnel past hideout ladder |
| 75 | 14 | Stout Vase | Grand stairs, desk behind bust |
| 76 | 14 | Slipjoint Claspknife | Corner past the watchtower swing |
| 77 | 14 | Large Bronze Boar | Overgrown room, wooden ledge left |
| 78 | 14 | Mughal Serving Vase | Broken chairs right of plaza doors |
| 79 | 14 | Mughal Jade Bottle | Cellar - climb the left wall |
| 80 | 15 | Emerald Flask | Under bookcase by the "THIEF" portrait |
| 81 | 16 | Toy Soldier | Bench behind the lit bushes |
| 82 | 16 | Toy Seaplane | Sarcophagus-room stair top |
| 83 | 16 | Pirate Snowglobe | Balcony jump after the bookshelf |
| 84 | 17 | Mughal Flared Vase | Drop-off left at Elena's corner |
| 85 | 17 | Mughal Hinged Box | Broken-bridge crate past elevator |
| 86 | 17 | Jade Serving Bowl | Water-wheel building balcony |
| 87 | 17 | Ancient Stone Bowl | Cliff bushes past the car |
| 88 | 17 | Pewter Incense Burner | Shack ladder, out the back window |
| 89 | 17 | 18th Century Combination Lock | On the big elevator's spinning gear |
| 90 | 18 | Mughal Stout Vase | Gate area, back-left corner |
| 91 | 18 | Small Mughal Dagger | Far-right pillar off the cage beam |
| 92 | 18 | Mughal Candle Holder | Sunken house, arch by the corner tree |
| 93 | 18 | Mughal Circular Box | Waterfall clearing, hanged skeleton |
| 94 | 18 | Mughal Headdress | Dive at the house's outer corner |
| 95 | 18 | Spanish Brass Chalice | Behind the couch down the hallway |
| 96 | 18 | Mughal Painted Elephant | Pillar ledge past kitchen and cannons |
| 97 | 18 | Mughal Dinnerware | Avery's office, spiral-stair desk |
| 98 | 19 | Ancient Stone Vessel | Mummy-trap pit, base of steps |
| 99 | 19 | Mughal Decorative Cudgel | Mermaid carvings, left path cove |
| 100 | 20 | Jade Flower Pendant | Look back at the grapple ledge, holed rock |
| 101 | 20 | Stoneware Bearded Jug | Blue building, under the stairs |
| 102 | 20 | Stout Jade Vase | Under the broken-bridge house, floor hole |
| 103 | 20 | Painted Spouted Vase | Arch building second floor, courtyard |
| 104 | 20 | Mughal Perfume Bottle | First building left, wall hole |
| 105 | 21 | Mughal Enamel Bird | Swing back high at Sam's footprints |
| 106 | 21 | Stone Vase | Blue-stream cave, turtle ledge crates |
| 107 | 21 | Strange Fruit ® | Cave right of Avery's ship on the rope |
| 108 | 21 | Rajasthan Box | Cave right of the waterfall after the slide |
| 109 | 22 | Mughal Egg Pendant | Under the dock at the start |

### B. Journal entries (25) & journal notes (23)

| Ch | Entries - trigger | Notes - where |
| :-: | --- | --- |
| 8 | dug-up grave (1) · center crucifix (2) | first catacomb room floor (1) |
| 9 | caged skeleton (3) · post-trial switch (4) | skeleton past broken bridge (2) |
| 10 | tower-one sigil (5) · TNT-door sigil (6) · tower view on the drive (7) · drawbridge building floor (8) | beside waterfall-cave treasure (3) · dry-well skeleton (4) |
| 12 | beach grave cross (9) · shipwreck mast (10) · posted skeleton (11) · statue spear (12) · map table (13) · Avery statue (14) | cave by the grave cross (5) · shipwreck-island crates (6) |
| 13 | rockslide wall warning (15) · hanging skeleton (16) | road left after flooded cave (7) · skeleton over the road (8) |
| 14 | street-end marker (17) · stables horse (18) · behind Avery statue (19) · head-brace scene (20) | forge top floor (9) · table after the drop-in (10) |
| 15 | fallen statue head (21) | three, randomized in the start-hall shelves (11–13) |
| 17 | elevator turbine (22) · river bridge (23) | ruins near the cliff treasure (14) · corpse up the mountain (15) |
| 18 | office window vase (24) · dining table center (25) | bedroom bed (16) · hanging skeleton (17) · table past the chalice (18) · dead pirates' table (19) · fireplace (20) · from Elena, unmissable (21) |
| 20 | – | right-side building in town (22) |
| 21 | – | campsite corpse (23) |

### C. Optional conversations (36)

| Ch | Count | The moments |
| :-: | :-: | --- |
| 3 | 2 | container worker · mid-deck worker |
| 6 | 3 | citrus grove · after the rope swing · Sam on the balcony |
| 8 | 2 | the three crucifixes · after the light puzzle |
| 9 | 1 | the cliff view, left path |
| 10 | 2 | Sam under the beacon · Sully under the beacon |
| 11 | 1 | lemur delivered to Sully |
| 12 | 2 | cliff after the bridge fell · the map-room rummage |
| 14 | 6 | arrival · forge sword · pub chair · with entry 17 · head-brace scene · barricades |
| 15 | 2 | speared guard first · the shelf rummage |
| 16 | 3 | attic-drop door · pyrate book · its immediate follow-up |
| 17 | 6 | ladder boost · uphill · back to Elena · its follow-up · elevator ride · its follow-up |
| 18 | 5 | grave cross · Elena at the ruins · after note 17 · after the river slide · mansion door |
| Epi | 1 | the dog, twice |

### D. The armory (30)

Weapon-select after the credits covers 21: Aegis 9mm · Fossa R-81 · Raffica · Pistole · Barok .44 · Flintlock · Para .45 · AK-47 · XCR · FAL · ARX-160 · HS39 · Mettler M-30 · Copperhead SR7 · MP34a · Mazur LDR · M14 Custom · Spezzotti 12 Gauge · Condor · China Lake GL · RPG. The rest are field pickups and story pieces: grenades and C4 as they come, the **toy gun** (Ch 4) and **sword** (Ch 22) credit themselves, and the classic straggler is the **DShK** off Chapter 20's armored heavies.

## 25. Accuracy & Sources

This walkthrough was written fresh for this document. Chapter structure, all 193 collectible names, locations and per-chapter counts, the 56-trophy list with grades, puzzle behavior (including the randomized Chapter 9 trial), and the cheats-don't-disable-trophies and difficulty-stacking rules were cross-checked against the game's own tracker categories and the collectible/trophy references maintained by the Uncharted Wiki (Fandom), PowerPyx, PlayStationTrophies, PSNProfiles, gamepressure, TheGamer, Push Square, Gameranx, Twinfinite, Neoseeker and GamerGuides (all consulted August 2026). Multiplayer server status reflects August 2026; if you're reading this later, check before banking on Section 21's timetable. Whatever a future patch moves, the in-game chapter-select tracker remains the final word on your save.

*Uncharted 4: A Thief's End © Sony Interactive Entertainment / Naughty Dog. This is an unofficial fan-made guide.*
