# Uncharted 2: Among Thieves - The Complete 100% Walkthrough

*Every chapter. Every treasure and the Strange Relic. Every trophy, including the Platinum. Written for the Nathan Drake Collection remaster on PS4 and PS5. The old PS3 multiplayer trophies are gone for good (those servers went dark in September 2019) and the list is single-player from first cliff to final handshake.*

---

## 1. What "100%" Means in Among Thieves

Uncharted 2: Among Thieves (Naughty Dog, 2009) opens with Nathan Drake bleeding in a train car that is hanging off a Himalayan cliff, and spends twenty-six chapters explaining how he earned that view. A museum job in Istanbul with Harry Flynn and Chloe Frazer goes exactly as well as museum jobs with Harry Flynn go; the trail of Marco Polo's lost fleet leads through Borneo and a war-torn Nepalese city toward the Cintamani Stone and Shambhala itself; and the war criminal Zoran Lazarević walks the same road with an army. It is still the series' high-water mark for many people, and it is a generous, farmable, entirely missable-free Platinum.

Finishing it to 100% means clearing four ledgers:

- **The story**: all 26 chapters, once on **Crushing** (selectable from the very start in the remaster, and the difficulty trophies stack: one Crushing run pops Easy, Normal, Hard and Crushing together).
- **101 collectibles**: 100 treasures plus the **Strange Relic**. The Master Fortune Hunter trophy (silver) forgives a single miss; the NDC-exclusive **Master Thief Collection** (gold) wants all 101, so collect like the forgiveness doesn't exist.
- **53 trophies**: 45 in the base list (1 Platinum, 3 Gold, 10 Silver, 31 Bronze), all of them the Platinum's business, plus 8 **Extended Collection** extras (Brutal difficulty, the continuous speed run, and friends) that sit outside the Platinum and only matter for the full 100%.
- **The timers**: three chapters with speed-run trophies: Chapter 3 under 6:30, Chapter 5 under 7:30, Chapter 13 under 7:00. All three are done from chapter select in the remaster's Practice Speed Run mode, on any difficulty you like.

> **Tip.** Collectibles are written to your profile the instant you grab them. Die, restart the checkpoint, or quit to the menu a second later. The pickup still counts. Kill counters for the weapon and combat trophies persist through checkpoint restarts too, which is exactly what makes the farming recipes in §20 work. Only the "in a row" streak trophies reset when you die.

### Spoiler policy

The routes below necessarily reveal where the story goes. Cutscenes are summarized in a line, not retold; you'll always know *what to do next*, and the train, the truck, and the two or three moments everyone remembers stay yours to play.

---

## 2. How to Use This Guide

Collectibles are tagged inline, in route order:

| Badge | Type | Total | Counts toward |
| --- | --- | --- | --- |
| **T** | Treasure | 100 | The Fortune Hunter line (20/40/60/80/100), Master Thief Collection |
| **R** | Strange Relic | 1 | Relic Finder, Master Thief Collection |

An entry like **[T4] Silver Belt Buckle** means "the fourth treasure of the current chapter, in route order". Numbering restarts every chapter. Trophy moments appear as callouts where they live, so one pass through each chapter catches everything a first pass can catch.

Two habits worth building on day one:

- **Watch for the glint.** Treasures announce themselves with a small white sparkle. In the remaster it reads clearly even in dark interiors. If something twinkles on a ledge you can't reach, the answer is usually "shoot it."
- **Some treasures must be shot down.** A dozen-odd pickups in this game perch on masts, bells, statues, ceilings and cliff walls. Put a bullet into them and they drop to collectible ground. The guide calls these out every time; the habit of scanning high before you leave an area will serve you through all twenty-six chapters.

---

## 3. The Road to 100%

The efficient path is one long pass and two short ones:

```mermaid
flowchart TD
    P1["Playthrough 1 - Crushing<br/>Follow the chapter guides.<br/>All 101 collectibles and most combat trophies"] --> SR["Practice Speed Runs - Easy<br/>Ch 3 under 6:30 · Ch 5 under 7:30<br/>Ch 13 under 7:00"]
    SR --> FARM["Chapter-select cleanup<br/>Weapon select plus tweaks<br/>finish every kill counter"]
    FARM --> PLAT(["PLATINUM<br/>the 45-trophy base list"])
    PLAT --> EC["Extended Collection - optional<br/>Continuous speed run as Doughnut Drake<br/>then Brutal, last of all"]
```

Figure: The road to the Platinum, with the optional Extended Collection lap after it.

**Why this order?**

1. **Crushing first, with the guide open.** Among Thieves has the gentlest Crushing in the trilogy, the remaster serves it from the first boot, and the difficulty trophies stack, so the long collectible pass and the hard-mode clear can be the same playthrough. Nothing is missable, so if you'd rather split it (collect on Easy now, sprint Crushing clean later), the chapters below read exactly the same. The one thing you should *not* do is collect on Explorer; see §4.
2. **The three timers, from chapter select.** Practice Speed Run mode puts a clock on screen, ignores cutscene time, and, the detail that makes it painless, **rewinds the clock when you restart a checkpoint**. Easy difficulty, sprint past whatever can be sprinted past, and none of the three limits is tight.
3. **Cleanup with the toys.** Finishing the story unlocks **weapon select** and the tweak menu in Bonuses. From there, every remaining counter is a recipe: load the right checkpoint, spawn the right gun, kill, restart, repeat. §20 is the cookbook.
4. **The Extended Collection lap, if you want the full 53.** One continuous speed run (under 3:30:00, wearing the Doughnut Drake skin) and one Brutal playthrough, taken only after Crushing has taught you every fight. Both live outside the Platinum; guilt-free skipping is allowed.

### Where the game takes you

```mermaid
timeline
    title The shape of the campaign
    section Istanbul
        Ch 1 - A Rock and a Hard Place : The train, the cliff, the blood in the snow
        Ch 2 - Breaking and Entering : The museum heist with Flynn and Chloe
    section Borneo
        Ch 3 - Borneo : Lazarević's dig from the outside
        Ch 4 - The Dig : The camp, the Phurba, the trail to Nepal
    section Nepal
        Ch 5 to Ch 7 : A city at war - rooftops, hotel, temple
        Ch 8 to Ch 11 : The City's Secret and the Path of Light
    section The Train
        Ch 12 to Ch 15 : Yard, boarding, tunnel, wreck
    section The Himalaya
        Ch 16 to Ch 18 : The village, the mountain, the Ice Cave
        Ch 19 to Ch 21 : Siege, tank, convoy
    section Shambhala
        Ch 22 to Ch 23 : The monastery and the tower
        Ch 24 to Ch 26 : The ritual road, paradise broken, the Tree of Life
```

Figure: Six acts, one road north. The dense treasure chapters are 2, 17, 18, 22, 23 and 25.

---

## 4. Mechanics Worth Knowing Before You Start

- **Treasures bank instantly and accumulate forever.** Chapter select shows a per-chapter found counter; pause > Bonuses > Treasures lists every piece you own across all playthroughs and difficulties. There is no missable collectible in the game: only one per-run curiosity in Chapter 25 (a treasure a cutscene locks out *for that run*; the guide flags it).
- **Counters persist; streaks don't.** Weapon kills, headshots, melee totals: all cumulative, all survive checkpoint restarts and deaths, which is why deliberate farming works. Streak trophies (Survivor's 75 straight, Headshot Expert's 5, Bare-knuckle Expert's 10, Steel Fist Expert's 10) break when you die; build them on Easy where nothing argues back.
- **Difficulty.** Very Easy through Crushing are open from the start; a Crushing finish stacks all four Charted! trophies. **Brutal** unlocks per game by beating Crushing and lives in the Extended Collection: enemies hit for roughly quadruple, pickups hold two or three bullets, and your pride holds even less. (Historical footnote: an infinite-ammo tweak used to carry into Brutal on unpatched v1.00 discs; patch 1.02 closed it. On a current install, plan to earn it.)
- **Never hunt or farm on Explorer.** The remaster's easiest mode switches off treasure spawns and stat tracking across the collection. Very Easy is the floor for anything that counts.
- **Speed Run mode** comes in two flavors: **Practice** (single chapter, from chapter select; this is where the three timer trophies live) and **Continuous** (whole game on one clock, for the Extended Collection's sub-3:30 run). Cutscenes don't add time, pausing doesn't add time, and a checkpoint restart rolls the clock back to what it read at that checkpoint.
- **Golden guns are their own guns.** The unlockable Golden 92FS is a lovely thing that contributes *nothing* to the 92FS kill trophy. Farm weapon counters with the standard-issue version.

> **Warning.** The one real trap in the remaster is save management: when you start a fresh run (a new difficulty, a speed run, Brutal), start it in a **new save slot**. Overwriting your completed save disables chapter select on that file until you've rolled credits again, a genuinely miserable way to lose an afternoon. Your unlocks and treasure totals live in the profile, not the slot, so nothing else is at risk.

---

## 5. The Master Checklist

Per-chapter treasure counts. Four chapters are empty; enjoy them for what they are.

| Chapter | Title | Treasures |
| :-: | --- | ---: |
| 1 | A Rock and a Hard Place | 5 |
| 2 | Breaking and Entering | 10 |
| 3 | Borneo | 4 |
| 4 | The Dig | 3 |
| 5 | Urban Warfare | Strange Relic |
| 6 | Desperate Times | 6 |
| 7 | They're Coming With Us | 4 |
| 8 | The City's Secret | 2 |
| 9 | Path of Light | 3 |
| 10 | Only One Way Out | – |
| 11 | Keep Moving | – |
| 12 | A Train to Catch | 5 |
| 13 | Locomotion | 3 |
| 14 | Tunnel Vision | 2 |
| 15 | Train-wrecked | 3 |
| 16 | Where Am I? | 3 |
| 17 | Mountaineering | 6 |
| 18 | Heart of Ice | 6 |
| 19 | Siege | 3 |
| 20 | Cat and Mouse | 4 |
| 21 | Convoy | – |
| 22 | The Monastery | 8 |
| 23 | Reunion | 9 |
| 24 | The Road to Shambhala | 3 |
| 25 | Broken Paradise | 8 |
| 26 | Tree of Life | – |
| | **Total** | **100 + 1** |

> **Tip.** Chapter 10 retraces Chapter 8–9 ground, so it offers a live second chance at three of their treasures (the Bronze Ganesh Statue, Bronze Varaha Statue and Bronze Altar Spoon) if your Chapter 8–9 sweep came up short. The Silver Shiva Amulet is *not* among the reruns; chapter select covers that one.

---

## 6. The Trophy List - All 53

45 base trophies feed the Platinum; the 8 Extended Collection extras are a separate, optional lap. Everything is obtainable solo, offline, at your leisure.

### Platinum & Gold

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| Platinum | Platinum | Every other base-list trophy | – |
| Charted! - Crushing | Gold | Finish the game on Crushing | Playthrough 1; stacks Easy/Normal/Hard |
| Master Thief Collection | Gold | All 100 treasures plus the Strange Relic | Chapter guides |
| Quick Jaunt Through a Warzone | Gold | Finish Chapter 5 in under 7:30 | Practice Speed Run; see §9 |

### Silver

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| Charted! - Hard | Silver | Finish on Hard | Stacks with Crushing |
| Master Fortune Hunter | Silver | Find 100 treasures | One of the 101 may slip; don't let it |
| 250 Headshots | Silver | 250 headshot kills, cumulative | Crushing habit + Ch 4 farm |
| Headshot Expert | Silver | 5 headshot kills in a row | Ch 3 opening on Easy |
| Bare-knuckle Expert | Silver | 10 hand-to-hand kills in a row | Ch 2 museum |
| Dyno-Might Master | Silver | 5 kills with one explosion | Ch 12 opening; see §13 |
| Steel Fist Master | Silver | 20 kills: soften with gunfire, finish with one punch | Ch 4 farm |
| Master Ninja | Silver | 50 stealth kills from behind | Ch 3 loop; see §8 |
| Survivor | Silver | 75 kills in a row without dying | Easy stretch Ch 4→5, or the Ch 25 room |
| Staying Dry | Silver | Finish Chapter 3 in under 6:30 | Practice Speed Run; see §8 |

### Bronze - story, treasures, one-offs

| Trophy | Requirement | Where |
| --- | --- | --- |
| Charted! - Easy | Finish on Easy | Stacks |
| Charted! - Normal | Finish on Normal | Stacks |
| First Treasure | Find 1 treasure | Ch 1 |
| Novice Fortune Hunter | 20 treasures | Automatic |
| Intermediate Fortune Hunter | 40 treasures | Automatic |
| Proficient Fortune Hunter | 60 treasures | Automatic |
| Expert Fortune Hunter | 80 treasures | Automatic |
| Relic Finder | Find the Strange Relic | Ch 5 sewer; see §9 |
| New Paparazzi in Town | Open Photo Mode once | Pause menu, any time |
| Bullet Train From Hell | Finish Chapter 13 in under 7:00 | Practice Speed Run; see §13 |

### Bronze - combat counters

All cumulative; all farmable via chapter select and checkpoint restarts.

| Trophy | Requirement | Best farm |
| --- | --- | --- |
| 20 Headshots | 20 headshot kills | Natural |
| 100 Headshots | 100 headshot kills | Natural on the Crushing run |
| Bare-knuckle Brawler | 20 melee kills | Ch 2 nearly does it alone |
| Bare-knuckle Slugger | 50 melee kills | Cumulative across the run |
| Steel Fist Expert | 10 shoot-then-punch kills in a row | Ch 4 farm on Easy |
| Hangman | 20 gun kills while hanging | Ch 4: hang off the cargo container |
| Grenade Hangman | 10 grenade kills while hanging | Same spot, lob into the rush |
| Run-and-Gunner | 20 hip-fire kills without aiming | Comes naturally |
| 30 Kills: Mk-NDI | 30 grenade kills | Ch 4: unlimited tutorial grenades |
| 30 Kills: Desert - 5 | 30 kills | Weapon select + Ch 4 |
| 30 Kills: Wes - 44 | 30 kills | On the table at the Ch 4 farm |
| 30 Kills: Moss - 12 | 30 kills | Ch 5 mid-chapter; see §9 |
| 30 Kills: RPG - 7 | 30 kills | Ch 6 start, or Ch 12 Dyno-Might practice |
| 50 Kills: Dragon Sniper | 50 kills | Ch 12 finale: ammo for days |
| 20 Kills: Pistole | 20 kills | Same Ch 12 finale |
| 50 Kills: 92FS - 9mm | 50 kills | Everywhere early; golden version doesn't count |
| 50 Kills: Micro - 9mm | 50 kills | Abundant through the first half |
| 50 Kills: M4 | 50 kills | Ch 13 crates checkpoint; see §13 |
| 50 Kills: SAS - 12 | 50 kills | Common through the last third |
| 50 Kills: M32 - Hammer | 50 kills | Ch 15 start; see §14 |
| 50 Kills: FAL | 50 kills | Ubiquitous; Ch 5 has an ammo room |

### The Extended Collection - 8 extras, outside the Platinum

| Trophy | Tier | Requirement | Notes |
| --- | --- | --- | --- |
| Charted! - Brutal | Gold | Finish on Brutal without lowering it | Unlocks after beating Crushing; see §21 |
| Supernatural Born Killers | Bronze | 5 guardian kills with a sniper rifle | Ch 25 on Very Easy + weapon select |
| Cosplay | Bronze | Kill one enemy in a non-Drake skin | Skins unlock from treasure totals |
| YOLO Among Thieves | Bronze | Beat Chapter 26 without dying, Normal or above | Careful final duel |
| Too Fat Too Furious | Bronze | Finish a Continuous Speed Run as Doughnut Drake | Skin turns itself off on every reload; re-enable |
| Take Me to Your Leader | Bronze | Compare statistics with a friend | Bonuses > Statistics; needs a PSN friend with the game |
| Needer for Speeder | Bronze | Continuous Speed Run under 3:30:00 | One unbroken run; chapter-select bests don't sum |
| Cheat Hard to Cheat Harder | Bronze | Activate a tweak | Chapter select; tweaks are locked on first clears and speed runs |

**On PS3.** The 2009 original carried 48 base trophies including two multiplayer ones (Thrillseeker and Buddy System) plus 23 more across two multiplayer DLC packs. Naughty Dog switched those servers off on September 3, 2019, which makes the PS3 Platinum and 100% permanently unobtainable. The remaster is the version this guide is written for: single-player only, no online requirement anywhere in the base list. Along the way the NDC also cut the PS3's GAU-19, Crossbow, .45 Defender, P08, AK-47, MP40 and tranquilizer-gun kill trophies, trimmed FAL/M4/SAS-12 from 70 kills to 50, grew Triple Dyno-Might (3 kills) into Dyno-Might Master (5), and added Master Thief Collection, Photo Mode and the three chapter timers.

---

## 7. Chapter 1 - A Rock and a Hard Place

*Collectibles: 5 treasures.*

The coldest cold open in the medium: Nate wakes bloody in a train car that is hanging vertically off a cliff, and the whole chapter is the climb out, intercut with the flashback that starts explaining why. It's a traversal tutorial wearing its best suit, and it hides five treasures in places that teach you, on minute one, that this game rewards looking backward as often as forward.

1. Climb out of the dangling car; the game steers you; when furniture falls, move, and when the seats give way, jump. You'll top out onto the snow and the first flashback plays.
2. **[T1] Wrathful Deity Statue.** Back in the snow after that flashback, don't walk toward the wreck yet: between the lone tree and the cliff edge on Nate's right, half-buried, first treasure of a hundred. **First Treasure** pops here.
3. Work along the wreckage. **[T2] Saraswati Statue.** Just after you squeeze through the gap between two train cars, a corpse slumps with a 92FS you'll be very glad to take; the treasure is behind him.
4. **[T3] Tibetan Snuff Bottle.** When a locked wagon door stops you, shoot the lock and climb out. Then look up. A body dangles overhead; shoot it down and the snuff bottle drops with it. (Lesson learned: in this game, corpses and ceilings are shelving.)
5. **[T4] Bhutanese Lime Box.** After climbing the stacked crates into a carriage, don't press forward yet; hop back out onto the big metal shipping container you just used and check the hidden gap behind it.
6. The second flashback plays. **[T5] Ghau Amulet Thogchag.** Back on the mountain, jump across to the next carriage and climb inside. Then turn around. It sits on the ledge behind you, the first of many treasures placed precisely where a player in a hurry will never look.
7. Climb the last stretch (the cliff wall, the swaying girder, the leap) and let the chapter hand you to the story. The tracker should read 5/5.

> **Tip.** Nothing in this chapter can hurt you except gravity and impatience, which makes it the perfect place to calibrate the remaster's climbing feel and, if you're opening on Crushing as recommended, to enjoy the one chapter where Crushing means nothing at all.

---

## 8. Chapters 2–3 - The Heist and Borneo

### Chapter 2 - Breaking and Entering

*Collectibles: 10 treasures.*

Months earlier: Flynn and Chloe pitch Nate the Istanbul museum job: lift a Mongol oil lamp from a palace museum, quietly. This is the game's densest treasure chapter outside the endgame, and by design it's a **melee and stealth chapter**: your gun is a tranquilizer toy and your fists are the plan. Three trophies want exactly that.

> **Trophy - Bare-knuckle Expert.** Ten hand-to-hand kills *in a row*. This chapter, with more than ten guards and no lethal firearms to tempt you, is where it lives. Stealth takedowns count toward the chain; getting knocked out or shooting someone with the tranq mid-chain doesn't break your melee count, but dying does. Play the whole museum with your hands and **Bare-knuckle Brawler** (20 total) will bank alongside the streak, with **Bare-knuckle Slugger** (50 total) well begun.

1. Swim the harbor, climb the sea wall with Flynn, and drop into the maintenance tunnels.
2. **[T1] Byzantine Gold Coin.** In the basement room after the sewer stretch, on a crate in the corner by the ladder. Sweep before you climb.
3. **[T2] Glass Evil Eye.** Same room, up high: from the passage that runs near the ceiling, turn and jump to the platform *behind* you. The game's favorite trick, twice in one room.
4. Work up into the museum proper. **[T3] Ottoman Ring.** In the room with the alarm junction box, a suit of armor stands in the corner right of the exit door; the ring is on it. Rude to take; take it.
5. **[T4] Silver Amulet Box.** In the courtyard where you and Flynn split, face the climbable gate: the stone planter in the lower-left corner holds the box.
6. **[T5] Silver Belt Buckle.** Next courtyard, the fountain with the guard leaning on its rim. Deal with him (quietly; the chain, remember), hop into the water, and grab it behind where he stood.
7. **[T6] Ivory Chess Knight.** The tranquilizer-gun room has rafters; climb up and walk the smaller row of beams to its end; the knight sits on a windowsill.
8. **[T7] Ottoman Bracelet.** At Flynn's second grapple point, swing toward the vent but *don't* enter it: climb down, shimmy around the corner, and hang your way into the protruding sewer outlet. The bracelet hides inside it, the chapter's most missed pickup.
9. **[T8] Antique Pocket Watch.** Past the balcony guard (the one the game makes you tranq), get onto the rooftop behind him and study the tower wall behind the hanging banner: the watch is mounted there. Shoot it down, collect.
10. The lamp, the resin, the map of the lost fleet, and Flynn's smile as he pockets the evidence and leaves you holding the alarm. When control returns, **run**.
11. **[T9] Antique Pipe.** Ten seconds into the escape, sprint to the alcove left of the metal gate: it's tucked under the stone lion head. Guards are converging; grab it moving.
12. **[T10] Jeweled Bracelet.** In the final sewer chamber, all pipes and bad light: the bracelet is behind a large pipe directly opposite the exit tunnel. Then take the exit and let the Turkish prison cutscene do its worst.

### Chapter 3 - Borneo

*Collectibles: 4 treasures.*

Three months of prison later, Chloe's rescue plan and Sully's plane put Nate on Lazarević's doorstep in Borneo, a jungle full of mercenaries who don't know you're there yet. That anonymity is worth two silvers.

> **Trophy - Master Ninja.** Fifty stealth kills from behind, and this chapter has the fastest loop in the game: the very first patroller ahead of your starting position dies to one quiet takedown; then **restart the checkpoint** and he's back, memory wiped, spine unguarded. Fifteen seconds a rep. Bank as many as your podcast lasts; the counter persists.

Play the opening honestly at least once, though, because it's also the streak farm:

> **Trophy - Headshot Expert.** Five headshot kills in a row. On Easy, the spread-out early patrols fall to slow, deliberate pistol headshots: five before anyone panics. The chain survives stealth kills mixed in but *not* a checkpoint restart mid-streak, so once you start, finish.

1. Set the first explosive charge with Chloe. **[T1] Yuan Dynasty Coin.** From the charge, head left and up the slanted log; the coin hides in the tree branch ahead: shoot it out, then pick it up.
2. **[T2] Yuan Dynasty Jade Animal.** Right of the first two-soldier patrol, another leaning log goes up; the treasure sits on an old barrel at the top.
3. **[T3] Jade Pei Pendant.** After the third group and the boulder push, ignore the wooden climbing wall for a moment: climb right instead, and follow the shallow stream to the driftwood at its end.
4. The lagoon brawl teaches the melee counters. Let it, since every kill feeds the Bare-knuckle line. **[T4] Amber Jade Chimera.** Afterwards, skip Sully's rope: take the cliffside path instead, climb the white stones, swing *backwards* to the fallen ship's mast, and cross to the ledge by the shipwreck. Treasure, and a view.
5. The chapter ends at the dig's edge with a plan and three signal flares.

> **Trophy - Staying Dry.** Chapter 3 under 6:30 is one of the three timer trophies. Don't attempt it now. Later, from chapter select in Practice Speed Run on Easy, this chapter is mostly sprintable: the charges and the boulder are the only mandatory stops, most fights can be run through, and checkpoint restarts rewind the clock if a brawl goes long.

---

## 9. Chapters 4–5 - The Dig and Urban Warfare

### Chapter 4 - The Dig

*Collectibles: 3 treasures.*

The camp raid that ends Borneo and, quietly, the most important chapter in your trophy career. Midway through, the game teaches grenades by handing you **an unlimited supply** and a wave of enemies to practice on. That checkpoint is the universal farm this guide will send you back to a half-dozen times.

1. Fight (or ghost) into the camp. The treasures here are all of the shoot-it-down school:
2. **[T1] Mongol Paiza Passport.** Near the tip of the camp's central wooden mast. Stand near the cabin for the cleanest angle, shoot it loose, collect where it lands.
3. Push to the grenade tutorial: the game pauses the war, gives you bottomless Mk-NDIs, and spawns a rush of mercenaries below.

> **Trophy - the Chapter 4 farm.** This one checkpoint feeds six counters, now or in cleanup. **30 Kills: Mk-NDI.** The grenades are free; lob until it pops. **Hangman** and **Grenade Hangman.** Hang off the *back* of the large cargo container and shoot or bomb the wave from the hang; both counters tick fast. **Steel Fist Master / Steel Fist Expert.** One pistol round to soften, one punch to finish; the enemies arrive spread out enough to chain ten on Easy. **30 Kills: Wes - 44.** The revolver waits on the table behind your start position. **250 Headshots.** Whatever's left of it after the campaign, this checkpoint on Easy is the metronome. Kill, restart checkpoint, kill again: every total persists.

4. After the fight, the crew ruins. **[T2] Jade Belt Slide.** Before grabbing the resin: face the fallen statue head, look up and left, and shoot the treasure off the second statue's arm.
5. The Phurba, the map, and the truth about the fleet play out in the chamber. **[T3] Yuan Dynasty Helmet.** Same room, after the cutscene: back to the entrance, look high on the right-hand wall. Shoot, drop, collect. Then go be betrayed on schedule.

### Chapter 5 - Urban Warfare

*Collectibles: the Strange Relic.*

Nepal, and a city Lazarević is shelling into rubble around you. Chloe's rooftop route to the temple district is the series learning how to stage a war zone. Hidden under it, literally, is the game's only relic.

1. Cross the opening rooftops with Chloe. When the **attack helicopter** thunders overhead, the route sends you down: off the roof, down the lamppost, onto the rusted awning while a pair of soldiers trot past below. Stop. This is the landmark.
2. **[R1] Strange Relic.** Look across the intersection: two rickshaws are parked at a dead end in front of a cyan garage shutter, and between them yawns an **open manhole**. Drop in, climb down the ladder, and in the corner of the little sewer chamber sits the orb, a Precursor Orb on loan from Naughty Dog's Jak & Daxter days. **Relic Finder** pops as you pocket it; Master Thief Collection remembers you were here.
3. Climb back to daylight and fight through the district. Mid-chapter, after a wave clears near the gutted building, learn one more farm landmark:

> **Trophy - 30 Kills: Moss - 12 and 50 Kills: FAL.** The room stacked with FAL ammunition sits on the main route here, and the Moss-12 shotgun waits up the ruined building's **rear ladder**. Grab it, spend it into the next waves, and restart the checkpoint when it runs dry; the turret truck's arrival is your signal to move on.

4. The chapter crescendos through the collapsing hotel approach and ends with the temple in sight.

> **Trophy - Quick Jaunt Through a Warzone.** Chapter 5 under 7:30 is the *gold* timer, and it's more generous than it sounds: in Practice Speed Run on Easy, rush every arena, kill only what blocks doors, and let checkpoint restarts erase any fight that bogs down. Combat-dense, yes, but the clock forgives aggression and punishes cover-camping.

---

## 10. Chapters 6–7 - Desperate Times and the Temple

### Chapter 6 - Desperate Times

*Collectibles: 6 treasures.*

Nate and Chloe cross a contested quarter to reach Elena (yes, that Elena) and her cameraman Jeff. The chapter opens with the best RPG lesson in the game and scatters six treasures through hotel floors and rooftops.

> **Trophy - 30 Kills: RPG - 7.** The opening ambush: soldiers arrive by truck, one of them shouldering an RPG. Take him down fast, take the launcher, and feed it back to its former owners. In cleanup, this checkpoint (or Chapter 12's opening) is the launcher farm: fire, restart, repeat.

1. **[T1] Silver Dress Clasp.** In the opening temple square, once the fight settles: the clasp is mounted on the temple facade's emblem. Shoot it down, collect it off the stones.
2. **[T2] Brass Bird Lamp.** Beside the truck stands a utility pole plastered with signs. Climb it. The birdhouse at the top holds the lamp, and no, you can't shoot this one down; the game wants the climb.
3. Into the hotel. **[T3] Copper Rice Measure.** On the roof strip between the first and second floors: walk it to the far end *before* heading inside and up; once you take the elevator shaft, this ledge is history.
4. **[T4] Yuan Dynasty Urn.** In the broken stairwell while you're separated from Chloe, leap into the small elevator shaft and climb over its railing. The urn shares the shaft with a lot of dust.
5. **[T5] Enameled Snuff Bottle.** The balcony with the fallen concrete pillar (the one overlooking the kitchen and its generator): hop the left railing, follow the roofline to the dead end, and open the suitcase's ambitions; the bottle sits beside it.
6. **[T6] Incense Burner.** After you lower the first rooftop bridge, cross it and climb the small water-tank shack on the far side; the burner keeps the AC unit company.
7. The chapter ends on a rooftop with a camera, a war, and a plan nobody likes.

### Chapter 7 - They're Coming With Us

*Collectibles: 4 treasures.*

The party of four moves through plazas and flooded streets, and the game starts asking real questions about your cover discipline. Four treasures, one of them underwater, one of them up a bell.

1. **[T1] Worn Pendant.** First plaza: through the broken wall into the house on the right; the pendant sits on a cardboard box like it was left for you.
2. **[T2] Nine Jewel Ring.** After the plaza fight, look at the fountain's crowning bell. Shoot it; the ring drops out into the water. Wade in and take it.
3. **[T3] Ankhora Water Vessel.** At the flooded street, swim left from your side past the sunken green car; the vessel rests on rubble in the far corner. Easy to miss with tracers overhead.
4. **[T4] Silver Shiva Amulet.** In the temple courtyard that closes the chapter, check the blue cart in front of the steps *before* the story sweeps you indoors. This is the one Chapter 10 will not offer again.
5. Jeff takes a bullet; decisions get made; Flynn gets to be Flynn. The temple doors close the chapter.

> **Tip.** From here through Chapter 11 the fights tighten and the armor thickens. If you're on Crushing, re-learn the rhythm now: cover is where grenades land, so fight moving: sideways, always sideways.

---

## 11. Chapters 8–9 - The City's Secret and the Path of Light

### Chapter 8 - The City's Secret

*Collectibles: 2 treasures.*

Beneath the temple: the chamber of the many-armed statue, the game's first real puzzle, and a spike ceiling with opinions. Two treasures bookend it.

1. **[T1] Bronze Altar Spoon.** From the chapter start, go right through the doorway and climb the wall at the passage's end; the spoon waits by a gate. Grab it before the puzzle absorbs you.

### The statue puzzle

The prompt opens Nate's journal, which sketches the four arms' correct poses: your job is to make the statue match the drawing.

- The **trident arm** is already correct. Leave it its dignity.
- Climb the broken pillar to the upper walkway and **flip the dorje** the right way up.
- Swing across on the door bars and set the **severed-heads arm** to match the sketch.
- Climb the **phurba-dagger arm** itself and jump onto it: your weight is the last input.

The "stone" splits open. Climb the chest that rises and **seat the Phurba in the triangular keyhole**; the pool drains and the way down opens.

2. Down in the dark: **[T2] Bronze Varaha Statue.** In the spike-trap room, it's directly ahead of you the moment you regain control; take it *before* the ceiling starts negotiating.

> **Tip.** The spike ceiling is a shooting puzzle, not a timing one: spin around and unload into the **teeth of the two big stone gears** behind you until the mechanism strips and stalls. An MP40 lies conveniently where you fell, and a grenade also convinces the gears. Then breathe.

### Chapter 9 - Path of Light

*Collectibles: 3 treasures.*

One grand chamber, one grand puzzle: mirrors, a beam of light, and three colossal faces whose third eyes want illumination. The journal stays in your pocket for this one; the room explains itself if you follow the light.

- Aim the **first mirror** (center of the chamber) so its beam lands in the far face's **third eye**; seat the Phurba in that face's lock, climb the great blade that lowers, and jump onto the face; fresh platforms swing out.
- Descend to the **second mirror** (Elena handles her own). Its beam must bounce **via the hanging green lantern** into the second face. Insert, climb blade two.
- Blade three snaps as you cross. Plan B: **shoot the third eye on the big statue's forehead**, land on the second lantern, and walk the last mirror's beam into it. Turn lock three.
- Then descend the statue's throat and crank the mechanism at the bottom: the Himalayas in relief, and a very specific mountain with a very specific shadow.

The treasures, in route order:

1. **[T1] Copper Lakhe Mask.** After you climb down from the first big face, follow the upper walkway to its very end instead of dropping; the mask is your reward for pedantry.
2. **[T2] Carved Jade Figurine.** Any time you like: shoot the glint off the high right-hand wall of the chamber. The figurine lands on the third face's walkway; collect it when the route takes you there.
3. **[T3] Bronze Ganesh Statue.** In the final map room: from the ladder, turn left; it hides behind the third pillar. (Chapter 10 offers a rerun if you rush past.)

---

## 12. Chapters 10–11 - Only One Way Out and Keep Moving

### Chapter 10 - Only One Way Out

*Collectibles: none new, but three second chances.*

The way out of the temple district is back through it, at war. No fresh treasures hide here, but the route re-crosses Chapter 8–9 ground, and three pickups get an encore if you missed them: the **Bronze Altar Spoon**, the **Bronze Varaha Statue** and the **Bronze Ganesh Statue** all reappear along the retreat. (The Silver Shiva Amulet does not; chapter select is its only mercy.) Otherwise: fight well, mind the armored shotgunners, and enjoy one of the game's best sustained running battles.

### Chapter 11 - Keep Moving

*Collectibles: none.*

Short, loud, and honest about it: a gauntlet from cover to cover with Elena that ends with one way left to follow the Phurba: Lazarević's train. On Crushing, the mid-street waves are a checkpoint graveyard: hug the buildings, clear the elevated shooters first, and never fight two directions at once.

---

## 13. Chapters 12–13 - Boarding the Train

The train arc is four chapters long and plays as one held breath. Here's its anatomy before you board:

```mermaid
flowchart LR
    A["Ch 12 - the yard<br/>streets, warehouse, zipline"] --> B["The boarding<br/>a running leap in the rain"]
    B --> C["Ch 13 - car by car<br/>roofs, cabins, the Hind"]
    C --> D["Ch 14 - the tunnel<br/>and the snow beyond"]
    D --> E["Ch 15 - the wreck<br/>a cliff-top battlefield"]
```

Figure: The anatomy of the train. Chapters 12 and 13 carry the farms; 14 and 15 carry the weather.

### Chapter 12 - A Train to Catch

*Collectibles: 5 treasures.*

Through the night streets to the rail yard, then along a moving train's worth of warehouses. Two of the game's best farming checkpoints bracket this chapter: one at its first minute, one at its last.

> **Trophy - Dyno-Might Master.** From your starting ledge, five soldiers idle in the yard below, close enough to share a rumor. In cleanup (weapon select unlocked), spawn the **RPG-7**, open the chapter, and put one rocket in the middle of the conversation: five kills, one explosion, one silver. They don't always cluster identically; restart until the blast catches all five. Every attempt also feeds **30 Kills: RPG - 7**.

1. **[T1] Nepali Bronze Lion.** In the starting streets, check the dark alley on the right, near the armored soldier rooting through the shelves. Quietly is nicer.
2. **[T2] Yuan Dynasty Lotus Jar.** At the top of the fire escape the route makes you climb; it's waiting on the landing.
3. **[T3] Cham Lion Mask.** After Elena drops the wooden bridge for you, look right of the door that had been blocking her side.
4. Into the rail yard proper. **[T4] Jeweled Statue Crown.** After the zipline, between a dark-green railcar and the warehouse wall.
5. **[T5] Three-Stone Coral Ring.** Inside the warehouse: monkey-bar left along the red wall bars and swing onto the AC unit; the ring shares it with the dust.
6. The chapter ends in a wrecked-car graveyard against waves of mercenaries, and the game hands you the tools of a different trophy pair:

> **Trophy - 50 Kills: Dragon Sniper and 20 Kills: Pistole.** The final fight is a sniper gallery: Dragon Sniper ammo everywhere, sightlines to match, and a Pistole for whatever survives to close range. Farm it now or later: work the waves, and restart the checkpoint **before the two armored heavies** end the party if you're still counting.

Then run, jump, and catch that train.

### Chapter 13 - Locomotion

*Collectibles: 3 treasures.*

Car by car toward Chloe, with the jungle sliding past and a Hind gunship checking your paperwork. The three treasures all hide on or in specific cars; miss one and it's gone at speed.

1. **[T1] Miniature Bronze Stupa.** The very first carriage, the one Nate clings to at the start. Get inside and check the floor at its back end before moving forward.
2. **[T2] Yama and Buffalo Statue.** The carriage with the locked door: climb to its roof and walk to the rear end, between the two metal fixtures.
3. **[T3] Newari Bronze Figures.** The car just before the tank flatbed, the stretch where a signal bar sweeps two soldiers off the roof. Climb along its *side*, drop in, and check the rear end.
4. The Hind, the flatbed guns, the ladder fights: keep moving forward; the train supplies weapons faster than you can lose them.

> **Trophy - 50 Kills: M4.** Cleanup recipe: the Chapter 13 checkpoint by the **two blue-tarp crates**. The soldier leaning nearby dies quietly and drops an M4; clear the car, restart, repeat until fifty.

Speed is this chapter's other currency:

> **Trophy - Bullet Train From Hell.** Chapter 13 under 7:00, via Practice Speed Run on Easy. The route is the roofs: most interior fights are optional if you stay high and keep sprinting, and the mandatory stops are brief. A clean run has minutes to spare; a firefight-happy one doesn't.

---

## 14. Chapters 14–15 - Tunnel Vision and the Wreck

### Chapter 14 - Tunnel Vision

*Collectibles: 2 treasures.*

The train climbs into the mountains, the lights go out, and the fights move indoors. Two treasures, both in the enterable cars; sweep them before the story reaches the flatcar with the Hind's full attention.

1. **[T1] Gilded Bodhisattva Statue.** The first enterable car after the two coal wagons: it's at the front end of the interior. In the dark it's mostly glint; trust the sparkle.
2. **[T2] Tibetan Saddle Ring.** Inside the locked carriage (the one you eventually climb out of): before you take the exit, check left of the sealed end door.
3. Snow, tunnel, muzzle-flash. Then Chloe, Flynn, and a conversation that goes wrong in every direction at once. The chapter hands its ending to the next one's title.

### Chapter 15 - Train-wrecked

*Collectibles: 3 treasures.*

The morning after the crash: a cliff-top battlefield strewn with dead train, and one long, brutal wave fight across it. All three treasures live inside the battle space, so collect between waves, or clear first and sweep after, which on Crushing is the only sane order.

> **Trophy - 50 Kills: M32 - Hammer.** Cleanup recipe, right at the start: stealth the patroller wandering near your position, then climb the train car on the left; the M32 grenade launcher waits on top, with good cover around it. Spend it into the arriving squads, restart the checkpoint, repeat. The fastest launcher farm in the game.

1. **[T1] Tibetan Prayer Wheel.** Left flank of the arena, behind a few isolated crates amid the wreckage.
2. **[T2] Tibetan Silver Vase.** The suspended train car hanging over the drop: stand between the car and the cliff wall, shoot the vase off the beam jutting from it, and collect from the crate below where it lands.
3. **[T3] Tibetan Knife.** Far right of the arena, near the cliff edge; mind the sightlines on the way.
4. Survive the last wave and stagger toward the smoke on the horizon. The chapter ends the Nepal act; what walks out of the snow next is the game's most famous cut.

> **Tip.** Crushing note for this arena: the wreckage funnels enemies into two lanes. Hold neither. Rotate the arena's rim counterclockwise, taking each squad from its flank, and save the M32 for the pair of armored shotgunners who arrive late and rude.

---

## 15. Chapters 16–17 - The Village and the Mountain

### Chapter 16 - Where Am I?

*Collectibles: 3 treasures.*

Rescue, recovery, and the series' gentlest chapter: a Tibetan village, a walk behind your rescuer Tenzin, and not a single trigger pulled. Three treasures hide in plain daylight. Since your legs are the only mechanic, this is pure sightseeing with homework.

1. **[T1] Ram's Head Thogchag.** Leaving Tenzin's house, go right, past the yak with the philosophical expression, and check in front of the tree.
2. **[T2] Bronze Buddha Statue.** Near the kids playing ball: climb the blue ladder, round the low wall into the grass, and find it by the red corner door.
3. **[T3] Singing Bowl.** Left of Schäfer's house, between the large tree and the low wall. Then go have the conversation the whole village has been waiting for.

### Chapter 17 - Mountaineering

*Collectibles: 6 treasures.*

Nate and Tenzin climb into the mountain to find what became of Schäfer's expedition, an ice-and-rock traversal masterpiece with six treasures tucked into its seams, several of them demanding you refuse the obvious route.

1. **[T1] Tibetan Ritual Blade.** On the floor of the starting pit: turn away from Tenzin; the blade is on the ledge behind you. (The Chapter 1 lesson, at altitude.)
2. **[T2] Clay Deity Head.** At the second rope swing, don't just cross: rotate your swing about 45 degrees right and commit to a big arc; the far-wall ledge catches you, deity head waiting.
3. **[T3] Bronze Chenrezig Statue.** After Tenzin boosts you up the broken ladder and you traverse the ice wall, skip the hoist rope for a moment and slip around the **left** side to a small hidden ledge.
4. **[T4] Skull Cap Drum.** After the falling icicles make their point, follow the meltwater stream to its end, then hug the right edge into a concealed nook.
5. **[T5] Silver Needle Case.** At the next broken-ladder pit, check the left side of your ledge *before* dropping down; down is a one-way argument.
6. **[T6] Bronze Stupa Ornament.** Just before the blockage you clear by shooting the crate: past the P08-9mm pickup, a short side path dead-ends at a lone platform with the ornament.
7. Then the cave, the things in the cave, and a fighting retreat that rewrites what this game is allowed to be. Shotguns help. Doors help more.

> **Tip.** The cave's residents die to the same bullets as everyone else; they're just rude about the approach. Back up in straight lines, aim at the glow, and let Tenzin's spear cover your reloads.

---

## 16. Chapters 18–19 - Heart of Ice and the Siege

### Chapter 18 - Heart of Ice

*Collectibles: 6 treasures.*

The Ice Cave: gears the size of houses, a mountain's clockwork, and six treasures that all require riding the machinery somewhere the machinery doesn't intend. This is the chapter to slow down in: every treasure here is a route-refusal puzzle.

1. **[T1] Mandala Thogchag.** On the third rotating cylinder, hug the base of the third-tallest plank with your back to Tenzin, and snag the treasure as the rotation carries you underneath it. Sounds absurd; works every time.
2. **[T2] Dipa Oil Lamp.** First gear room: from the hanging rope, swing **right** and grab the lamp off the broken wall's edge instead of dropping to the snowy platform below.
3. **[T3] Tibetan Flint Lighter.** Directly after: hang off the *bottom* of the first horizontal gear and let it carry you under the stone platform; the lighter waits in the dark on the far side.
4. **[T4] Bronze Dorje.** Second gear room: ride the huge vertical gear **all the way up** instead of transferring off at the obvious point, then follow the wooden beams right.
5. **[T5] Tibetan Ceremonial Axe.** At that area's end, after the pole swing onto the ledge: go right and look for the hidden statue: the axe is in its **eye socket**. Shoot it out, collect below.
6. **[T6] Trigram Thogchag.** Near the chapter's end, from the stone pillars before the giant statue: look straight up and shoot the treasure off the statue's tip. It falls; you pocket a piece of the mountain's crown.
7. The chamber beyond settles the Schäfer story and hands Nate a decision. The way out is a door into cold sunlight and a village that isn't as you left it.

### Chapter 19 - Siege

*Collectibles: 3 treasures.*

Lazarević found the village. The chapter is one rolling counterattack through burning lanes and rooftops, with three treasures hidden in the middle of it, because this game respects your multitasking.

1. **[T1] Amber Skull Bead.** On the roof opposite the mounted gun position (the roof carrying an RPG-7 pickup): the bead hides in the back corner among hay and sacks.
2. **[T2] Antique Ghau.** Second area: from the roof with the big blue trapdoor, drop down on the left beside the tree; the ghau sits at the tree's left.
3. **[T3] Bell Thogchag.** Further downhill: the small stone hut with the faded blue-and-red wooden front. Inside, in the corner, ringed by war.
4. Fight to the far end of the village. The chapter closes with armor on the road and Tenzin's people behind you; the next two chapters are the bill.

> **Tip.** On Crushing, Siege's long middle stretch punishes static defense: the RPG roof ([T1]'s roof) is the anchor: take it early, spend its launcher on the heavy squads, and fall back along the rooftops rather than the lanes.

---

## 17. Chapters 20–21 - The Tank and the Convoy

### Chapter 20 - Cat and Mouse

*Collectibles: 4 treasures.*

A T-55 hunts you through the village while you scramble for the one weapon that matters. The four treasures are all placed along the escape route; grabbing them with a tank breathing down the alley is the game's cheekiest bit of level design.

1. **[T1] Yak Horn Carving.** After the first escape from the tank and the stair climb: on the floor, right of the wall you hang from while returning fire.
2. **[T2] Bronze Tsongkhapa Statue.** On the cliffside dirt path after the tank remodels a wall: a small alcove halfway along, on the left.
3. **[T3] Tibetan Trumpet.** After the tank rams the fence above your ledge shimmy: around the next corner, drop to the slightly lower rooftop; the trumpet's there.
4. **[T4] Gilt Tara Statue.** The house with the second RPG-7: get on its roof, jump to the adjacent one, and drop through the square opening into a tiny planted nook. Grab it, then get back to the war.
5. The RPGs end the conversation with the tank. The village mourns; Tenzin says what needs saying without a word you understand; and the road to the monastery opens.

### Chapter 21 - Convoy

*Collectibles: none.*

Nate on a horse, a mountain road, and Lazarević's convoy between him and Chloe. It's the series doing a cavalry charge: jeeps to leap between, a truck-bed brawl or three, and nothing to collect except momentum. Ride, board, clear, re-mount; the game checkpoints generously between vehicles.

> **Tip.** On Crushing the convoy is about target order: shooters on the *rear* vehicles first (they track you between jumps), drivers never (the vehicle you're standing on is load-bearing). The horse, wisely, takes care of itself.

---

## 18. Chapters 22–23 - The Monastery and the Tower

### Chapter 22 - The Monastery

*Collectibles: 8 treasures.*

The monastery assault is the game's longest sustained battle (courtyards, twin towers, a bridge that stops being a bridge), and its eight treasures are hidden with real malice: under bridges, on beam tips over chasms, behind climbing routes nobody sane would try mid-firefight. Clear each area, then collect; the list below runs in route order.

1. **[T1] Tibetan Silver Earring.** At the very start, by the parked trucks: shoot the earring off the top of the shut gate, then pick it up.
2. **[T2] Ritual Crown.** In the first grounds, follow the right-hand edge to a tower and peer into the chasm: a red beam juts from the rock with the crown at its tip. Climb down to the beam, walk it, breathe later.
3. **[T3] Silver Official Seal.** From the wooden bridge, climb down its left side and shimmy the outer wall around the corner: the seal sits on one of the red handholds. (It can also be reached from the minigun emplacement's side, if the fight left you over there.)
4. **[T4] Silver Offering Pot.** Right after a cutscene mid-assault: jump the broken stone bridge, drop down its right side, and follow the red beam to a tiny alcove.
5. **[T5] Tibetan Turquoise Ring.** At the first tower's gate: from atop the gate go left around the corner onto the overhang, drop to the small ledge, and shoot the ring off the overhang's *underside*. Collect where it falls.
6. **[T6] Carved Wooden Ghurra.** Under the long bridge linking the two towers: at the second tower, where bridge meets wall on the right side, drop and climb down to the base of the support beam.
7. **[T7] Bronze Tiger Bell.** Second tower, lowest level: jump the walkway gap by the rope bridge (leap **extremely late**, the gap eats optimists), then descend two ladders. Facing the last ladder, look up-right and shoot the bell down.
8. **[T8] Antique Bronze Lion.** In the final room: up the second staircase on the left, onto the platform above the inner doorway. Shoot the lion off the barred window across the hall, then jump over to the sill and collect.

> **Tip.** The twin GAU-19 miniguns are this chapter's Crushing wall. Neither needs to be fought fairly: both nests are flankable through the side chapels, and both gunners die to one grenade they never see. The chapter's other lesson: the courtyard reinforcement waves stop when you push, not when you camp.

### Chapter 23 - Reunion

*Collectibles: 9 treasures.*

Into the monastery's heart: the puzzle tower, the plaza, and a chapter that alternates cathedral hush with gunfire. Nine treasures, the game's biggest single-chapter haul, plus the trilogy's best puzzle.

1. **[T1] Tibetan Ritual Vase.** In the opening room, the rope swing arcs you toward a pillar; the vase is *on* the pillar. Grab it mid-swing; two passes is normal.
2. **[T2] Tibetan Conch Horn.** The tree-on-a-pillar courtyard: take the stairs opposite the tree, double back left, and jump onto the roof across the staircase. It waits in the wall corner.
3. **[T3] Bronze Oil Lamp.** After the two-minigun fight: climb the ladder and the corner platform, stand by the red pillar, and shoot the lamp off the ceiling beside the broken floor. Collect below.
4. **[T4] Ancient Sword Guard.** Next dark room: an obvious glint on the ceiling. Shoot it; the guard drops into the rubble.
5. **[T5] Tibetan Coral Earring.** Back outside, after watching a squad trot past below: shimmy the corner, drop from the balcony to the broken roof; the earring hangs under the balcony's left side.
6. **[T6] Tibetan Square Ghau.** Same area, higher: at the brick handholds, drop off the roof edge to their right and hang; the statue to your right holds the ghau.

### The tower puzzle

The chamber Chloe's captors could never open. Two stages, both journal-driven, both fixed:

```mermaid
flowchart TB
    S1["Cone - fire"] --> G["Garuda, the bird-man"]
    S2["Hemisphere - air"] --> TI["Tiger"]
    S3["Sphere - water"] --> DR["Dragon"]
    S4["Cube - earth"] --> LI["Lion"]
    G --> D1["Dial to the 5th character"]
    TI --> D2["Dial to the 2nd character"]
    DR --> D3["Dial to the 1st character"]
    LI --> D4["Dial to the 3rd character"]
    D1 --> P["Pedestal rises -<br/>Phurba opens the window"]
    D2 --> P
    D3 --> P
    D4 --> P
```

Figure: The Chapter 23 tower puzzle at a glance: shapes first, script second.

- **Stage one: the shapes.** Four loose stone shapes, four beast statues, four floor switches. Place the **cone** (fire) before the **Garuda**, the **hemisphere** (air) before the **tiger**, the **sphere** (water) before the **dragon**, and the **cube** (earth) before the **lion**.
- **Stage two: the script.** Each statue reveals a character dial. Using the journal's colored lettering as the index: set the **bird to the 5th character, the tiger to the 2nd, the dragon to the 1st, and the lion to the 3rd**. (The blue 4th and black 6th characters are decoys.) The pedestal rises: seat the Phurba, and the high window shows you the plaza and the path.

7. **[T7] Carved Bone Ornament.** After the first zipline that follows the puzzle: jump the stair gap, then turn around and shoot the ornament off the ceiling behind you. Jump back for it: thirty seconds, well spent.
8. **[T8] Tibetan Hair Ornament.** In the area where Elena rejoins: the tall central statue wears it on the turret-facing side. Shoot it off, climb the statue's rear handholds, and swing over the top to collect.
9. **[T9] Tibetan Mala Beads.** The walled yard reached by zipline and ladder: the beads lie in the corner opposite the ladder. Grab them along the wall early, or after the wave that ambushes the yard: your call and your nerves.
10. Then the plaza: the Phurba raises a **four-armed capstan**: push it around with Elena until the channels flood and the hidden staircase surrenders. The chapter ends looking down the throat of the valley.

---

## 19. Chapters 24–26 - Shambhala

### Chapter 24 - The Road to Shambhala

*Collectibles: 3 treasures.*

The ritual chapter: two fixed puzzles, one unwilling partnership, and the door the whole game has been walking toward.

1. **[T1] Bronze Garuda.** The moment the chapter starts, look up and to the right: a glint high on the wall. Shoot it down before anything else happens to you.
2. **The phurba chamber.** Four ornamental phurbas hang on the walls, two of them pointing up. **Rotate them until all four point down**; the replica Cintamani Stone rises. Touching it triggers the ritual the story requires of you: resin into the bowl, Flynn's lighter to light it, the true Phurba into the wall lock. The mountain answers.
3. **[T2] Toad Censer.** After the long cutscene, on the cliffside path: make the first gap jump, then turn left; the censer sits on the slope beside you.
4. **The cylinder rooms**, with Flynn as your reluctant lab partner. The giant cylinders must match the two symbol pages at the back of Nate's journal: on the **right-hand side, rotate only the middle cylinder**; on the **left, rotate the second and third**. Then crank the wheel that rises from the floor; the cavern bridge swings back into place for Lazarević's column.
5. The three-guardian ambush follows, and all you hold is Flynn's pistol. Backpedal, aim at the glow, and don't be proud about the checkpoint.
6. **[T3] Eight Emblems Pendant.** Just before the huge final staircase: on the platform at its left. Take it, take the stairs, and take in the view; the game has been saving it.

### Chapter 25 - Broken Paradise

*Collectibles: 8 treasures.*

Shambhala: blue, overgrown, and already at war. Its guardians dislike Lazarević's men exactly as much as they dislike you, and eight treasures hide in the crossfire.

1. **[T1] Phurba Thogchag.** After the first guardian fight: four monster statues loom over the climbing wall: shoot the treasure off the **second statue from the left**, above where you climb up.
2. **[T2] Clay Yamantaka Head.** Right after your first resin detonation: top of the stairs, on the roots at the path's end.
3. **[T3] Gold-Leaf Statue Head.** In the next large arena, *before* the enemies commit: hug the right edge to the plateau's corner; the head lies in the grass.
4. **[T4] Fibula Thogchag.** The rainstorm street: after jumping past the resin clump on the right-hand route, look up and left; it glints on a roof edge. Shoot, collect.
5. **[T5] Unusual Bronze Mask.** After the cart-push with Elena: climb the wall, go right over the railing to the corner platform; the mask sits midway along the log spanning the gap.
6. **[T6] Mani Jewel Thogchag.** The huge underground chamber where guardians and soldiers audition for each other: after the battle, shoot the glint off the statue spanning the central brazier.
7. **[T7] Wooden Vajrapani Mask.** After leaving that chamber: slight left, up the big staircase: the mask crowns the statue above it, before the clockwise spiral stairs.

Now the one the tracker weeps over. Read before you climb:

> **Warning.** **[T8] Bronze Statue Head** sits near the top of the winding stairs: cross the floor crack, turn **left**, and dig it out from behind the debris. Grab it **before** you climb onward; the cutscene at the top locks the area for the rest of the run. It's the game's only lockout: chapter select can always fix it later, but your Crushing run deserves better than a return trip.

8. With [T8] pocketed, climb on. The chapter ends with the Tree in sight and every faction out of patience.

> **Trophy - Survivor, the deliberate way.** If 75 straight kills didn't happen naturally, the round chamber in this chapter is the classic farm: camp the entry platform, and guardians pour from the left doorway indefinitely. On Very Easy with the infinite-ammo tweak (cleanup only; tweaks lock on first clears), the streak builds itself; just don't die, and remember checkpoint restarts are safe for the *counter* trophies but this one only fears death.
>
> **Trophy - Supernatural Born Killers** (Extended Collection). Five guardian kills with a sniper rifle: same chamber, Very Easy, Dragon Sniper from weapon select. Restart the checkpoint until five heads have agreed.

### Chapter 26 - Tree of Life

*Collectibles: none.*

The Tree, the sap, and Lazarević with nothing left to prove to anyone but you. The duel has one rule: **you can't outshoot him, so detonate the glowing blue resin sacs** around the arena as he closes: stagger him, sprint, bait him toward the next sac, repeat. Between detonations he shrugs off gunfire like weather; after each one, distance is medicine. The arena refills your dodge lanes generously, and the checkpoints are kind.

> **Trophy - YOLO Among Thieves** (Extended Collection). Beat this chapter without dying, on Normal or above. Do it as its own visit on Normal: by then you'll know his rhythm; the popular insurance policy is patience at the arena's edge, where his charge telegraphs longest.

Then the epilogue: a village, a ledger balanced, and two people negotiating a maybe. The **Platinum** won't pop yet, but everything the credits owe you, §20 collects.

---

## 20. Cleanup - Farming Recipes and the Armory

Everything below assumes the story is done once, which unlocks **weapon select** and the tweak menu under Bonuses. Chapter select remembers your best per-chapter treasure counts; kill counters carry across everything; checkpoint restarts are free money.

### The recipes

| Goal | Recipe |
| --- | --- |
| Mk-NDI 30 · Hangman · Grenade Hangman · Steel Fist set · Wes-44 30 · headshot totals | **Ch 4, grenade-tutorial checkpoint** (Easy): bottomless grenades, a rush of victims, the Wes-44 on the table behind you, and a cargo container to hang from. Kill, restart, repeat: the one checkpoint that feeds six counters |
| Desert-5 30 · any scarce gun | Weapon select the gun, load the Ch 4 farm, spend, restart |
| Dyno-Might Master + RPG-7 30 | **Ch 12 opening**: RPG from weapon select, one rocket into the five-man conversation below your ledge; restart until all five share the blast |
| Dragon Sniper 50 · Pistole 20 | **Ch 12 finale** (wrecked cars): sniper ammo everywhere, Pistole for the brave; restart before the two heavies |
| M4 50 | **Ch 13**, blue-tarp-crates checkpoint: stealth the leaning soldier for his M4, clear, restart |
| M32-Hammer 50 | **Ch 15 start**: quiet takedown, Hammer atop the left train car, spend and restart |
| Moss-12 30 · FAL 50 | **Ch 5 mid-chapter**: FAL ammo room on the route, Moss-12 up the gutted building's rear ladder |
| RPG-7 30 (alternative) | **Ch 6 opening** truck ambush: take the launcher from its owner |
| 92FS 50 · Micro 50 · SAS-12 50 | Natural play: first half, first half, last third. Golden 92FS kills do not count |
| Master Ninja 50 | **Ch 3**: takedown the first patroller, restart checkpoint: a kill every fifteen seconds |
| Bare-knuckle set | **Ch 2** museum, the melee-only chapter |
| Headshot Expert · Survivor | Streaks, not counters: Ch 3 opening on Easy for the five headshots; a clean Easy stretch (Ch 4 into Ch 5) or the Ch 25 round chamber for the 75 |
| 250 Headshots remainder | Ch 4 farm on Easy, pistol only, metronome pace |

### The armory checklist

Thirteen weapon counters, one line each: **Mk-NDI** (Ch 4 farm) · **Wes-44** (Ch 4 table) · **Desert-5** (weapon select) · **Moss-12** (Ch 5 ladder) · **RPG-7** (Ch 6 / Ch 12) · **Dragon Sniper** (Ch 12 finale) · **Pistole** (Ch 12 finale) · **92FS** (early game, standard finish) · **Micro-9mm** (first half) · **M4** (Ch 13 crates) · **SAS-12** (last third) · **M32-Hammer** (Ch 15 start) · **FAL** (everywhere, Ch 5 ammo room). If a counter refuses to pop, check Bonuses > Statistics: the game has been keeping honest books the whole time.

### The trophy map at a glance

```mermaid
mindmap
  root((53 trophies))
    Story
      One Crushing run - four Charted at once
      Three chapter timers
    Collect everything
      Fortune Hunter line to 100
      Relic Finder - Ch 5 sewer
      Master Thief Collection - all 101
    Farmable counters
      The Dig checkpoint - six trophies
      The weapon thirteen
      Melee and stealth sets
    Extended Collection
      Brutal - after Crushing
      Continuous speed run - Doughnut Drake
      Menu one-offs
```

Figure: Four trophy families. Only the first cares what difficulty says on the box.

---

## 21. Crushing & Brutal

### Crushing - Charted! for the last time

If you took this guide's advice, Crushing *was* your collectible run and this section is a victory lap. If you saved it for last, the good news: Among Thieves is the trilogy's fairest Crushing: generous checkpoints, honest sightlines, and an AI that respects flanking.

**Global rules**

- **Aggression is armor.** Crushing punishes camping with grenades that land exactly where you're comfortable. Fight laterally, push when a wave thins, and treat every fight as a rotation, not a siege.
- **Headshots are the economy.** Ammo scarcity is the real difficulty; the 92FS with patience outperforms a rifle with nerves.
- **Stealth deletes encounters.** Chapter 2 is free; Chapter 3's camps can be halved before they notice; even the monastery forgives a quiet start.
- **Explosives are for armor.** Save launchers and grenades for the shotgun heavies and GAU-19 gunners; everything else dies to discipline.

**The five checkpoints that end runs**

1. **Ch 5, the turret truck**: never fight it; the route always offers a flank or an exit. Move when it reloads.
2. **Ch 11, the street waves**: elevated shooters first, then the ground; the moment you're shot from two heights, restart standing somewhere smarter.
3. **Ch 15, the wreck field**: rotate the rim, feed the M32 to the late heavies, and don't let the arena's center flatter you.
4. **Ch 22, the twin GAU-19s**: flank through the side chapels; one unseen grenade each. Fought fairly, they win.
5. **Ch 26, Lazarević**: resin sacs, distance, patience. Greed is the only thing in the arena that can kill you.

### Brutal - the Extended Collection's long dare

Beating Crushing unlocks **Brutal**: quadruple incoming damage, two-or-three-bullet pickups, enemies who flushed your cover the moment you chose it. It's outside the Platinum; take it only if you want the full 53, and take it *last*, when every encounter is muscle memory.

- **Ammo is the boss.** Loot everything, swap constantly, and treat melee as a reload strategy.
- **The Golden 92FS and Golden AK** (unlockable skins-with-benefits) refill by re-equipping, the legitimate crutch that makes Brutal humane. Use them without shame.
- **Stealth even harder** than on Crushing: every skipped fight is four skipped deaths.
- Pair it with nothing. Brutal is a single-tasking difficulty.

---

## 22. Appendix - The Full Indexes

Print-friendly checklists. The in-game tracker (chapter select, and pause > Bonuses > Treasures) is the authority on your save.

### A. All 100 treasures + the relic

| # | Ch | Treasure | Area cue |
| :-: | :-: | --- | --- |
| 1 | 1 | Wrathful Deity Statue | Lone tree, cliff edge, post-flashback |
| 2 | 1 | Saraswati Statue | Behind 92FS corpse, car squeeze |
| 3 | 1 | Tibetan Snuff Bottle | Shoot hanging corpse |
| 4 | 1 | Bhutanese Lime Box | Gap behind metal container |
| 5 | 1 | Ghau Amulet Thogchag | Ledge behind you, next carriage |
| 6 | 2 | Byzantine Gold Coin | Basement crate by ladder |
| 7 | 2 | Glass Evil Eye | Ceiling passage, platform behind |
| 8 | 2 | Ottoman Ring | Armor suit, junction-box room |
| 9 | 2 | Silver Amulet Box | Courtyard planter, lower-left |
| 10 | 2 | Silver Belt Buckle | Fountain, behind leaning guard |
| 11 | 2 | Ivory Chess Knight | Rafter beams, windowsill |
| 12 | 2 | Ottoman Bracelet | Sewer outlet past second grapple |
| 13 | 2 | Antique Pocket Watch | Tower wall behind banner - shoot |
| 14 | 2 | Antique Pipe | Alcove left of gate, escape |
| 15 | 2 | Jeweled Bracelet | Final sewer, behind big pipe |
| 16 | 3 | Yuan Dynasty Coin | Tree branch up slanted log - shoot |
| 17 | 3 | Yuan Dynasty Jade Animal | Barrel up leaning log |
| 18 | 3 | Jade Pei Pendant | Stream driftwood, right of wall |
| 19 | 3 | Amber Jade Chimera | Shipwreck ledge via backwards swing |
| 20 | 4 | Mongol Paiza Passport | Camp mast tip - shoot |
| 21 | 4 | Jade Belt Slide | Second statue's arm - shoot |
| 22 | 4 | Yuan Dynasty Helmet | High right wall, Phurba chamber |
| R | 5 | Strange Relic | Manhole between two rickshaws |
| 23 | 6 | Silver Dress Clasp | Temple facade emblem - shoot |
| 24 | 6 | Brass Bird Lamp | Birdhouse atop sign pole |
| 25 | 6 | Copper Rice Measure | Hotel roof strip, far end |
| 26 | 6 | Yuan Dynasty Urn | Small elevator shaft |
| 27 | 6 | Enameled Snuff Bottle | Roofline dead end, left of balcony |
| 28 | 6 | Incense Burner | Water-tank shack, past first bridge |
| 29 | 7 | Worn Pendant | House through broken wall |
| 30 | 7 | Nine Jewel Ring | Shoot fountain bell |
| 31 | 7 | Ankhora Water Vessel | Flooded street, far corner swim |
| 32 | 7 | Silver Shiva Amulet | Blue cart, temple courtyard |
| 33 | 8 | Bronze Altar Spoon | Right doorway, wall climb, by gate |
| 34 | 8 | Bronze Varaha Statue | Spike-trap room, dead ahead |
| 35 | 9 | Copper Lakhe Mask | Upper walkway end, first face |
| 36 | 9 | Carved Jade Figurine | High right wall - shoot; third-face walkway |
| 37 | 9 | Bronze Ganesh Statue | Map room, behind third pillar |
| 38 | 12 | Nepali Bronze Lion | Dark alley, right, near armored soldier |
| 39 | 12 | Yuan Dynasty Lotus Jar | Top of fire escape |
| 40 | 12 | Cham Lion Mask | Right of Elena's bridge door |
| 41 | 12 | Jeweled Statue Crown | Green railcar and warehouse gap |
| 42 | 12 | Three-Stone Coral Ring | Warehouse monkey bars, AC unit |
| 43 | 13 | Miniature Bronze Stupa | First carriage, back floor |
| 44 | 13 | Yama and Buffalo Statue | Locked-door car roof, rear |
| 45 | 13 | Newari Bronze Figures | Car before tank flatbed, side entry |
| 46 | 14 | Gilded Bodhisattva Statue | Car after coal wagons, front end |
| 47 | 14 | Tibetan Saddle Ring | Locked carriage, left of sealed door |
| 48 | 15 | Tibetan Prayer Wheel | Left flank crates |
| 49 | 15 | Tibetan Silver Vase | Suspended car beam - shoot |
| 50 | 15 | Tibetan Knife | Far right, cliff edge |
| 51 | 16 | Ram's Head Thogchag | Right past the yak, by tree |
| 52 | 16 | Bronze Buddha Statue | Blue ladder, red corner door |
| 53 | 16 | Singing Bowl | Left of Schäfer's house |
| 54 | 17 | Tibetan Ritual Blade | Pit floor, ledge behind you |
| 55 | 17 | Clay Deity Head | Big right-angled rope swing |
| 56 | 17 | Bronze Chenrezig Statue | Left of hoist rope, ice wall |
| 57 | 17 | Skull Cap Drum | Stream end, right-edge nook |
| 58 | 17 | Silver Needle Case | Ledge left, before pit drop |
| 59 | 17 | Bronze Stupa Ornament | Lone platform past P08 |
| 60 | 18 | Mandala Thogchag | Third cylinder, under-pass grab |
| 61 | 18 | Dipa Oil Lamp | Rope swing right, broken wall |
| 62 | 18 | Tibetan Flint Lighter | Ride gear bottom under platform |
| 63 | 18 | Bronze Dorje | Ride vertical gear to top |
| 64 | 18 | Tibetan Ceremonial Axe | Statue eye socket - shoot |
| 65 | 18 | Trigram Thogchag | Giant statue tip - shoot |
| 66 | 19 | Amber Skull Bead | RPG roof, back corner |
| 67 | 19 | Antique Ghau | Drop left of blue trapdoor roof |
| 68 | 19 | Bell Thogchag | Blue-and-red stone hut |
| 69 | 20 | Yak Horn Carving | Right of hang-and-shoot wall |
| 70 | 20 | Bronze Tsongkhapa Statue | Cliffside path alcove |
| 71 | 20 | Tibetan Trumpet | Lower roof past rammed fence |
| 72 | 20 | Gilt Tara Statue | Roof hole nook, second RPG house |
| 73 | 22 | Tibetan Silver Earring | Shut gate top - shoot |
| 74 | 22 | Ritual Crown | Chasm beam tip |
| 75 | 22 | Silver Official Seal | Outer wall red handhold |
| 76 | 22 | Silver Offering Pot | Broken bridge, red beam alcove |
| 77 | 22 | Tibetan Turquoise Ring | Overhang underside - shoot |
| 78 | 22 | Carved Wooden Ghurra | Under long bridge, beam base |
| 79 | 22 | Bronze Tiger Bell | Late-jump gap, two ladders down |
| 80 | 22 | Antique Bronze Lion | Barred window - shoot, jump to sill |
| 81 | 23 | Tibetan Ritual Vase | Mid-swing pillar grab |
| 82 | 23 | Tibetan Conch Horn | Roof across staircase |
| 83 | 23 | Bronze Oil Lamp | Ceiling by broken floor - shoot |
| 84 | 23 | Ancient Sword Guard | Dark room ceiling - shoot |
| 85 | 23 | Tibetan Coral Earring | Under balcony left side |
| 86 | 23 | Tibetan Square Ghau | Hang right of brick handholds |
| 87 | 23 | Carved Bone Ornament | Ceiling past stair gap - shoot |
| 88 | 23 | Tibetan Hair Ornament | Central statue crown - shoot |
| 89 | 23 | Tibetan Mala Beads | Walled yard, corner opposite ladder |
| 90 | 24 | Bronze Garuda | High wall at start - shoot |
| 91 | 24 | Toad Censer | Slope left after first gap |
| 92 | 24 | Eight Emblems Pendant | Platform left of final stairs |
| 93 | 25 | Phurba Thogchag | Second monster statue - shoot |
| 94 | 25 | Clay Yamantaka Head | Roots atop stairs, post-resin |
| 95 | 25 | Gold-Leaf Statue Head | Arena right-edge plateau |
| 96 | 25 | Fibula Thogchag | Roof edge in the rain - shoot |
| 97 | 25 | Unusual Bronze Mask | Log over gap, corner platform |
| 98 | 25 | Mani Jewel Thogchag | Brazier statue - shoot |
| 99 | 25 | Wooden Vajrapani Mask | Statue above big staircase |
| 100 | 25 | Bronze Statue Head | Winding stairs, before cutscene |

### B. The weapon counters

Mk-NDI 30 · Wes-44 30 · Desert-5 30 · Moss-12 30 · RPG-7 30 · Dragon Sniper 50 · Pistole 20 · 92FS 50 · Micro-9mm 50 · M4 50 · SAS-12 50 · M32-Hammer 50 · FAL 50. Recipes in §20.

### C. The Extended Collection checklist

Brutal clear · continuous speed run under 3:30:00 · that same run (or another) as Doughnut Drake · 5 sniper-killed guardians · one costumed kill · Chapter 26 deathless on Normal+ · one tweak activated · one statistics comparison with a friend.

---

## 23. Accuracy & Sources

This walkthrough was written fresh for this document. Chapter structure, treasure names and order, trophy names, grades and requirements, puzzle solutions and the remaster's mechanics were cross-checked against the game's own trackers and the references maintained by the Uncharted Wiki, IGN's guide, PSNProfiles (base and Extended Collection guides), PlayStationTrophies, PowerPyx, and Naughty Dog's own server-shutdown notice (all consulted August 2026). Where sources disagreed (a chapter timer here, a treasure's chapter there), the in-game trophy text and tracker were treated as final, and so should yours: chapter select's counter is the last word on your save.

*Uncharted 2: Among Thieves © Sony Interactive Entertainment / Naughty Dog. This is an unofficial fan-made guide.*
