# Uncharted 3: Drake's Deception - The Complete 100% Walkthrough

*Every chapter. Every treasure and the Strange Relic. Every trophy, including the Platinum. Written for the PS4 Nathan Drake Collection remaster, the version where 100% is actually possible. The original PS3 release ties its Platinum to multiplayer servers that went dark in 2019; the remaster is single-player only, and this guide is built for it.*

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## 1. What "100%" Means in Drake's Deception

Uncharted 3: Drake's Deception (Naughty Dog, 2011) is the series' character study: the game that asks why Nathan Drake does any of this. It opens with a staged bar deal in London, detours twenty years into Nate's past in Cartagena, and then chases Francis Drake's secret errand for Queen Elizabeth across a burning French chateau, a crusader citadel in Syria, the rooftops of Yemen, a pirate graveyard of rusting ships, a sinking cruise liner, a cargo plane that comes apart around you, and the Rub' al Khali desert, all the way to Ubar, the Atlantis of the Sands. Standing in the way: Katherine Marlowe, her order of very polite thugs, and the smiling, teleporting menace of Mr. Talbot.

Finishing it to 100% means clearing four ledgers:

- **The story**: Chapters 1 through 22, once on Crushing (the difficulty trophies stack, so one Crushing run pops Easy, Normal and Hard with it).
- **101 collectibles**: 100 treasures plus the Strange Relic in Chapter 4. Master Fortune Hunter (Silver) forgives one miss; the NDC-exclusive Master Thief Collection (Gold) wants all 101.
- **59 trophies**: 51 in the main list (the Platinum path), plus 8 free "Extended Collection" extras that live in a separate DLC list and are *not* required for the Platinum. Nothing is permanently missable.
- **The clocks**: three Practice Speed Run trophies: Chapter 7 under 9:30 (**Outrun the Flames**, a Gold), Chapter 16 under 12:00 (**Catch that Plane!**), and Chapter 20 under 15:00 (**My Horse is Faster**).

> **Tip.** Treasures are written to your profile the instant Drake's hand closes on them. Die, restart the checkpoint, or quit to the menu one second later; the pickup still counts. Totals accumulate across chapters, difficulties and playthroughs, and the chapter-select screen keeps a per-chapter found counter, so you can audit your save at any time.

### Spoiler policy

The routes below necessarily reveal where the story goes. Cutscenes get a line of setup, not a retelling; you'll always know *what to do next*, and the game's best reveals (there are several) stay yours to watch.

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## 2. How to Use This Guide

Collectibles are tagged inline, in route order:

| Badge | Type | Total | Counts toward |
| --- | --- | --- | --- |
| **T** | Treasure | 100 | First Treasure, Apprentice → Master Fortune Hunter, Master Thief Collection |
| **R** | Strange Relic | 1 | Relic Finder, Master Thief Collection |

An entry like **[T4] Louis XVI Louis D'or Coin** means "the fourth treasure of the current chapter, in route order." Numbering restarts every chapter, matching the in-game per-chapter tracker.

Two habits worth forming on day one:

1. **Look up, then shoot.** Drake's Deception hides more treasures on ceilings, curtain rods, statues and wall perches than any other game in the series. If this guide says *shoot it down*, put a bullet on the glint first, then collect it where it lands. Sidearm ammo spent on treasure is never wasted.
2. **Trust the glint, and the journal.** Treasures sparkle faintly even in dark rooms, and every genuine puzzle auto-bookmarks a hint sketch in Drake's journal. If you're stuck, the journal is the intended way out; this guide quotes its answers anyway.

Trophy moments appear as callouts exactly where they happen, so one pass through each chapter catches everything a first run can catch.

## 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 plus most combat trophies"] --> CK["Chapter-select audit<br/>Fill any treasure gaps the tracker shows"]
    CK --> FARM["Checkpoint farming<br/>Finish the weapon and skill counters<br/>on Very Easy with tweaks"]
    FARM --> SPEED["Three Practice Speed Runs<br/>Ch 7 under 9:30 - Ch 16 under 12:00 - Ch 20 under 15:00"]
    SPEED --> PLAT(["PLATINUM"])
    PLAT -.-> EC["Extended Collection extras<br/>Brutal run - continuous speed run under 4:15<br/>as Doughnut Drake - three menu pops"]
```

Figure: The route to the Platinum, with the optional Extended Collection dangling off the end.

**Why this order?**

1. **First playthrough on Crushing.** Heresy in most series, orthodoxy here: UC3's Crushing is the gentlest of the PS3 trilogy's, it's selectable from the very first boot in the Nathan Drake Collection, and the difficulty trophies stack: one Crushing credits-roll pops **Charted!** Easy through Crushing in a single salvo. Collect everything as you go; a slower, careful pace suits Crushing anyway. (If you'd rather split it, a relaxed collectible run first and Crushing second, that works too; it just costs a second full playthrough.)
2. **Audit, then farm.** Chapter select shows treasures found per chapter; sweep any shortfall. Then drop the difficulty to Very Easy and run the farming recipes in §18; every kill counter persists through checkpoint restarts, which turns each weapon trophy into minutes.
3. **The clocks come last.** Speed Run mode (a Nathan Drake Collection addition) puts a live timer on any chapter via chapter select. By now you know Chapter 7, 16 and 20 cold, and all three limits are generous.
4. **The Extended Collection is dessert**, not dinner: a separate free DLC list that the Platinum ignores. Its centerpiece is **Charted! - Brutal**, a full run on the remaster-only difficulty that unlocks once you've beaten Crushing. Take it on only after the Platinum is banked.

### Where the game takes you

```mermaid
timeline
    title The shape of the deception
    section London
        Ch 1-2 : The pub job and young Nate in Cartagena
        Ch 3-5 : The lodge break-in, the chase underground, the buried library
    section France and Syria
        Ch 6-7 : The chateau and the crypts below it
        Ch 8-9 : The citadel and the way out of Syria
    section Yemen
        Ch 10-11 : The old city and the vaults beneath the well
    section The Sea
        Ch 12-13 : The pirate graveyard and the storm
        Ch 14-15 : The cruise ship, upright and otherwise
        Ch 16-17 : The airfield and the cargo plane
    section The Empty Quarter
        Ch 18-20 : The dunes, the Settlement, the caravan
        Ch 21-22 : Ubar - the Atlantis of the Sands
```

Figure: Six acts. Chapter 11 alone holds nine treasures and three puzzles; Chapter 17 holds nothing but the best set piece Naughty Dog ever shipped.

## 4. Mechanics Worth Knowing Before You Start

- **Treasures bank instantly.** The moment you grab one it's on your profile; reloads, deaths and rage-quits can't take it back. The same is true of every cumulative counter in the Statistics menu.
- **Counters survive checkpoint restarts; streaks don't care about them either way.** Weapon kills, headshots, melee tallies: all of it keeps counting through restarts, which is the engine behind every farm in §18. The one true streak, **Survivor** (75 kills without dying), breaks *only on death*, so a calm Very Easy stretch late in cleanup handles it.
- **Crushing is open from the first boot** in the Nathan Drake Collection (the PS3 original made you earn it), and difficulty trophies stack downward: a Crushing finish awards Easy, Normal and Hard too.
- **Brutal exists, and it's polite enough to wait.** Beating Crushing unlocks Brutal, the remaster-only difficulty above it. Its Gold lives in the Extended Collection list, outside the Platinum. Two to three bullets end you there; see §19.
- **Never hunt or farm on Explorer.** The Nathan Drake Collection's easiest mode switches off treasure spawns, trophies and stat tracking across the collection. For painless farming, **Very Easy** is the floor; everything still counts there.
- **Tweaks are trophy-safe.** Finish the game on Hard or above and the Bonuses menu starts unlocking tweaks (slow-mo, one-shot kills, infinite ammo). Unlike most games, using them does *not* disable trophies; they're the intended cleanup tools. They can't be active in Speed Run mode, but everywhere else, cheat with a clear conscience.
- **Save discipline.** One warning with teeth: when you start a fresh run (Brutal, a speed run, anything), start it in a **new save slot**. Overwriting your completed save can lock you out of chapter select until you finish the game again on that file.

> **Warning.** That last point is the only way to genuinely hurt yourself in this game. New run, new slot, every time.

- **Melee has a language now.** Square attacks, Triangle counters, and crowds that genuinely mob you. Two chapters are built entirely around it (1 and 12), and several trophies speak it: alternating kills for **Combat Leapfrog**, shield-vaults for **Riot Rocker**, a flawless counter duel for **Brute Beater**.
- **Grenades come back.** Hold the prompt as an enemy grenade lands and Drake throws it back: ten returns is **Throwback**, a double-kill return is **Throwback Master**. Chapter 19's opening wall is a grenade monsoon built for both.
- **The journal solves every puzzle.** Each real puzzle bookmarks a sketch; some (Chapter 6's floor, Chapter 11's entrance) expect you to hold the page up against the room. This guide spells out every answer regardless.

---

## 5. The Master Checklist

Per-chapter treasure counts. Only Chapter 17 comes up empty; it's busy crashing a plane.

| Chapter | Treasures | Chapter | Treasures |
| --- | ---: | --- | ---: |
| 1 - Another Round | 2 | 12 - Abducted | 7 |
| 2 - Greatness from Small Beginnings | 7 | 13 - Rough Seas | 3 |
| 3 - Second-Story Work | 3 | 14 - Cruisin' for a Bruisin' | 9 |
| 4 - Run to Ground | 6 + Relic | 15 - Sink or Swim | 1 |
| 5 - London Underground | 4 | 16 - One Shot at This | 3 |
| 6 - The Chateau | 9 | 17 - Stowaway | 0 |
| 7 - Stay in the Light | 1 | 18 - The Rub' al Khali | 1 |
| 8 - The Citadel | 7 | 19 - The Settlement | 8 |
| 9 - The Middle Way | 3 | 20 - Caravan | 3 |
| 10 - Historical Research | 7 | 21 - The Atlantis of the Sands | 5 |
| 11 - As Above, So Below | 9 | 22 - The Dreamers of the Day | 2 |
| | | **Total** | **100 + 1** |

> **Warning.** Chapter 20's three treasures are a bookkeeping prank: the game logs them under *Caravan*, but they physically sit in the fortress rooms at the very start of the *Chapter 21* map. Replaying Chapter 20 for them is a fifteen-minute horse ride to nowhere. Chapter-select **Chapter 21**, turn around, and all three are yours in ninety seconds. Full details in §16.

---

## 6. The Trophy List - All 59

Fifty-one in the main list (the Platinum path), eight in the free Extended Collection DLC list. Everything is obtainable via chapter select after the fact; "Where" names the most practical spot, not the only one.

### Platinum & Gold

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| Platinum | Platinum | Earn every other main-list trophy | - |
| Charted! - Crushing | Gold | Finish the game on Crushing | Playthrough 1; stacks Easy/Normal/Hard |
| Master Thief Collection | Gold | All 100 treasures + the Strange Relic | Chapter guides |
| Outrun the Flames | Gold | Finish Chapter 7 in under 9:30 | Practice Speed Run; see §10 |

### Silver

| Trophy | Tier | Requirement | Where / how |
| --- | --- | --- | --- |
| Charted! - Hard | Silver | Finish on Hard | Stacks with Crushing |
| Master Fortune Hunter | Silver | Find 100 treasures | One miss among the 101 is forgiven |
| Dyno-Might Master | Silver | 4 kills with a single explosion | Ch 16 truck ambush; see §15 |
| Survivor | Silver | 75 kills in a row without dying | Very Easy stretch in cleanup; only death resets it |
| Catch that Plane! | Silver | Finish Chapter 16 in under 12:00 | Practice Speed Run; see §15 |

Note the requirement on Dyno-Might Master: **four** with one blast in this game (the wiki's "5" is wrong; every trophy-guide source agrees on 4).

### Bronze - story, collectibles & feats

| Trophy | Requirement | Where |
| --- | --- | --- |
| Charted! - Easy / Normal | Finish on Easy / Normal | Stack with Crushing |
| First Treasure | Find 1 treasure | Ch 1 slot machine |
| Apprentice Fortune Hunter | 20 treasures | Automatic |
| Skilled Fortune Hunter | 40 treasures | The 40th on this route is Ch 8's Byzantine Reliquary Cross |
| Adept Fortune Hunter | 60 treasures | Automatic |
| Expert Fortune Hunter | 80 treasures | Automatic |
| Relic Finder | Find the Strange Relic | Ch 4 - up the pipe, not down |
| He's Gonna Need a Sturgeon | Hit 3 enemies with fish | Ch 10 market brawl |
| Marco Solo | Play in the swimming pool | Ch 14 pool deck |
| Photobomb | Enter Photo Mode | Pause menu, any time |
| My Horse is Faster | Finish Chapter 20 in under 15:00 | Practice Speed Run; mostly on rails |

### Bronze - combat counters

All cumulative unless marked "in a row"; all farmable via checkpoint restarts (§18).

| Trophy | Requirement | Best farm |
| --- | --- | --- |
| 20 Headshots / 100 Headshots | 20 / 100 headshot kills | Natural, then Ch 8–9 G-MAL |
| Headshot Expert | 5 headshots in a row | Ch 8/9 scoped G-MAL |
| Bare-knuckle Brawler / Slugger | 20 / 50 hand-to-hand defeats | Ch 12 opening brawl |
| Master Ninja | 50 stealth-attack defeats | Ch 6 well-guard loop |
| Combat Leapfrog | 10 in a row alternating melee and gunfire | End-of-Ch 6 waves |
| Side Arm Master | 30 consecutive side-arm kills | Very Easy; long-gun kills break it |
| Reload Master | 50 kills in a row without auto-reloading | Reload manually, always |
| Blindfire Marksman | 20 blind-fire kills from cover | Shotgun, Ch 11/19 |
| Run-and-Gunner | 20 hip-fire kills | Very Easy, close range |
| Hangman | 20 aimed kills while hanging | Ch 12 hull climbs |
| Grenade Hangman | 10 grenade kills while hanging | Same fights, lob into clusters |
| Throwback | 10 thrown-back grenade kills | Ch 19 opening wall |
| Throwback Master | One throwback that kills 2 | Same wall, grouped attackers |
| Riot Rocker | Vault a riot shield and defeat the carrier, 5 times | Ch 15's opening shielder |
| Brute Beater | Counter every hit of one Brute, take none | Ch 8's doorway Brute |
| Land Shark | 20 kills while swimming | Ch 12 flooded turret arena |

### Bronze - the armory (30 kills each)

Mag 5 · Arm Micro · Tau Sniper · KAL-7 · M9 · G-MAL · SAS-12 · Dragon Sniper · T-Bolt Sniper · RPG-7 · PAK-80 · Mk-NDI grenades. Farm recipes for all twelve in §18.

### The Extended Collection (free DLC list - not needed for the Platinum)

| Trophy | Tier | Requirement | Note |
| --- | --- | --- | --- |
| Charted! - Brutal | Gold | Finish on Brutal without lowering it | Unlocks after beating Crushing; see §19 |
| Supernatural Born Killers | Bronze | Snipe 5 Djinn | Ch 21 arenas, Tau/T-Bolt at hand |
| Cosplay | Bronze | Kill an enemy in any non-Drake skin | One kill, chapter select |
| YOLO Deceptively | Bronze | Beat the final chapter deathless, Normal+ | Ch 22 on Normal, careful duel |
| The Fat and the Furious Yemen Drifter | Bronze | Finish a continuous speed run as Doughnut Drake | Combine with the timed run |
| Leader of the Pack | Bronze | Compare statistics with friends | Statistics menu; needs PSN friends |
| Neediest for Speediest | Bronze | Continuous speed run under 4:15:00 | Very Easy; one unbroken run |
| Cheaters Gonna Cheat | Bronze | Activate a tweak | Menu pop after unlocking any tweak |

### If you're on PS3 instead

The 2011 list is a different animal: it keeps seven trophies the remaster cut (Expert Ninja's 5-chain, Rolling Ammo Master, Pro-pain, Drop the Bomb Hotshot, Quick Study in the Cartagena museum, Ride the Crocodile in the secret library, and Truck Brawler on Chapter 20's convoy), grades several things higher, and, fatally, its Platinum requires two multiplayer trophies plus five DLC map-pack lists of pure multiplayer. Those servers went offline on September 3, 2019, which is why this guide assumes the Nathan Drake Collection: its list is entirely single-player, and every trophy in it is earnable today.

---

## 7. Chapters 1–2 - The Pub and the Past

*Collectibles: 2 treasures (Ch 1) · 7 treasures (Ch 2).*

### Chapter 1 - Another Round

A back-room deal in a London pub: Nate and Sully, the ring, and a buyer named Talbot whose money is counterfeit and whose patience is theatrical. It ends the only way it can: with every chair in the building airborne. This chapter is a masterclass the game will quiz you on later: Square to swing, Triangle to counter, grabs, slams, and crowd management against Cutter's entire payroll.

1. Play the deal out, then fight. The brawl is scripted-generous: counters are near-automatic, and the game feeds you props (bottles, pool cues, a well-placed dartboard). Let it teach you; **Bare-knuckle Brawler and Slugger** (20 and 50 hand-to-hand defeats) start counting here.
2. **[T1] Antique Boxing Medallion.** After the main barroom brawl ends and the fight moves on, check the **corner slot machine; the treasure sits in its coin tray**. If you don't see it, nudge up against the machine; the glint is shy in the pub lighting.
3. The fight spills into the back rooms. After the **restroom fistfight**, don't chase the story out the door: **[T2] Brass Vesta Case** waits **on the shelves behind the bar counter**. Sweep it before the chapter's last stretch.
4. The alley, the reveal, and the worst thing Talbot could possibly do with a gun. Roll credits on the cold open.

> **Tip.** Nothing in Chapter 1 is missable and the whole thing takes fifteen minutes. It's also the fastest melee refresher in the game when Combat Leapfrog practice beckons later.

### Chapter 2 - Greatness from Small Beginnings

Cartagena, twenty years earlier. A small Nate, a crowded museum, and the first meeting with both Victor Sullivan and Katherine Marlowe: the day the ring changed pockets and a partnership began. No combat: this is a pickpocket-and-parkour chapter, and its seven treasures make it the densest collectible stop until France.

1. **[T1] Emerald and Diamond Ring.** In the museum's first gallery, walk the cannon row: the treasure hides **inside the third cannon's barrel**. Peek into each muzzle and the prompt appears.
2. **[T2] Antique Coin Purse.** Through the **arched doorway to the right of the museum stairs**, on the floor **behind a large vase**. Grab it before following the story out.
3. Out on the streets, tailing Sully. **[T3] Antique Colombian Soup Ladle.** Just past the **first blue car**, tucked in a **doorway beneath an overhang** on the street's edge.
4. **[T4] Pottery Chimu Vessel.** At the **first blue merchant stand** past the sandbagged blue truck: the vessel sits **among the glass jars** on the stall.
5. **[T5] Ancient Chupicuaro Figure.** Before the market archway, take the **short staircase up the left side street**; the figure waits at the top.
6. The rooftop chase begins in earnest. When the **drainpipe snaps** and drops Nate onto a balcony, walk to the **balcony's far end**: **[T6] Shamanistic Jaguar Head** rests against the potted plant.
7. **[T7] Antique Colombian Table Knife.** The showpiece: on the rooftops, climb to the **Hotel Arrecife sign** and check the letter **"O"**; the knife is wedged inside it. Climb the sign's top edge to reach in.
8. The chapter closes with Marlowe, a blade, and Sully deciding, on the spot and forever, whose side he's on. Watch it; it's the whole game in one scene.

> **Checkpoint audit: 2 T (Ch 1) · 7 T (Ch 2).** Nine treasures down, and the game hasn't fired a bullet at you yet. It's saving them.

---

## 8. Chapters 3–4 - Break-in and Breakdown

*Collectibles: 3 treasures (Ch 3) · 6 treasures + the Strange Relic (Ch 4).*

### Chapter 3 - Second-Story Work

Back in the present, the crew (Nate, Sully, Chloe and Cutter) goes in through the roof of a very private London institution to find out what Marlowe's order wants with Francis Drake. It's a quiet, nautical-themed burglary with three treasures, all within a minute of each other.

1. Drop through the entry window and pause: **[T2] Silver Chimu Pendant** is held by the **deep-sea diving suit immediately to the left of the window**. (Yes, out of order; take it the moment you're inside so it can't be forgotten.)
2. **[T1] Dog-shaped Incan Whistle.** Back outside the museum window there's an **L-shaped porch below**: descend the **corner drainpipe** and check **beyond the porch railing**. Climb back up when it's yours.
3. Work through the exhibit rooms. In the ship room, **[T3] Seventeenth Century Coin** is **wedged between the ship's engine controls and the wall**, in the corner by the door; hug the machinery and the prompt appears.
4. Crack the case the story points you at, listen to what Marlowe's people are actually doing downstairs, and be somewhere else when the lights come up. The chapter hands off at a sprint.

### Chapter 4 - Run to Ground

The sprint continues: Talbot's men run Nate and Cutter to ground through warehouses and into the flooded bones of London's underground works. Six treasures, one legendary easter egg, and the game's first real gunfights.

1. Cutter squeezes through a narrow passage early on; before following the objective onward, **hop the pipe into the right-hand alley**: **[T1] Diamond-Studded Horse Brooch** sits at its end.
2. At the **green-door hideout**, enter through the **third-story window** and descend the interior pipes to the ground floor. **[T2] Coral Cameo Brooch** hides **between the barrels** on the way down, and **[T3] Victorian Locket and Chain** sits **atop the box stack near the roll-up-door wall** on the ground floor. Sweep both before the story moves.
3. The first gunfight arrives in a generator room. When it's done, check **behind the generator, in the shadow**: **[T4] Silver Roses Bracelet**. UC3's habit of hiding treasure inside the arena you just fought across starts here; make post-fight sweeps a reflex.

> **Trophy - Relic Finder.** The route eventually drops you into a flooded chamber that feeds into a **huge rusted vertical pipe**, and every instinct says climb down. Don't. Not yet. Climb **up** the pipe's interior wall instead, toward the **metal grate near the top**: in the grate's bottom-right corner sits **[R1] the Strange Relic**, the series' traditional Precursor Orb cameo from Jak and Daxter. Grab it, pop the trophy, then climb down like you were told. This is collectible 1-of-1 for the relic and the single most missed pickup in the game.

4. Deeper in, a **chain-link-covered recess** in the wall just **below the entry platform of the deep shaft** holds **[T5] Fierce Lion Bangle**; look for the mesh, not the glint.
5. On the climb out, Sully asks for a boost. Before giving it, look **above that spot, on the wall pipes**: **[T6] Pearl Diamond and Ruby Brooch** hangs there for anyone paranoid enough to check ceilings. (You are now that person.)
6. The chapter ends with introductions: the polite kind, with tasers. London has one more secret below.

> **Checkpoint audit: 3 T · 6 T + R1.** If the relic is aboard, the hardest single miss in UC3 is already behind you.

---

## 9. Chapters 5–6 - Libraries, Lies and the Chateau

*Collectibles: 4 treasures (Ch 5) · 9 treasures (Ch 6).*

### Chapter 5 - London Underground

Beneath the city: the order's buried library, a shrine to Sir Francis Drake's *other* voyage, and the depot of a disused Tube line. Four treasures, one stag's head, and the first proper look at what Marlowe keeps in her files.

1. In the great library, the story wants you climbing toward the mounted **stag's head of the Golden Hind** above the shelves (the journal sketches it). On the wall route up, **jump toward the wall from the column** rather than hugging the shelving; the ledge line past that jump holds **[T1] Victorian Copper Penny**.
2. Interact with the stag head for the map reveal, then go back downstairs *after* the room's gunfight and climb to the **upper gallery**: **[T2] Victorian Gold Sovereign** hides **under the drawing table** up there. Fights in this room love to make you forget it.
3. In the Tube depot, the **large station clock** on the wall wears **[T3] Silver Hunter Pocketwatch**. Shoot it down, then **climb the train parked beneath** to collect where it falls.
4. **[T4] Art Nouveau Flask.** Past the stairs at the **second depot**, walk the tracks **in front of the parked train**; the flask lies between the rails.
5. The chapter closes with Marlowe reading Nate better than he reads himself, and a name on a folder that will matter later. Next stop: France, and the first half of the amulet.

### Chapter 6 - The Chateau

The Eastern French forest, a chateau the 1800s gave up on, and Sully at his Sully-est. Nine treasures (the game's densest chapter) plus two genuine puzzles, a grenade tutorial that doubles as a farm, and a fight that ends in fire.

1. At the start, follow the **brook downstream to the right**: a **small cave** hides **[T1] Antique Wax Seal Stamp**.
2. Climbing toward the ravine, find the **piper statue**; on the **cliff edge above it**, behind the **waist-high wall**, sits **[T2] Gold Inlay Cameo Bangle**.
3. On the tower climb, when the route has you shimmying right past a **hole in the tower wall**, keep going past it and **climb the bricks to a higher opening**: inside is **[T3] Diamond and Pearl Bracelet**.
4. Inside the chateau's entry hall, before exiting through the window, take **[T4] Louis XVI Louis D'or Coin** from the **grand staircase landing behind you**.

The **knight-statue puzzle** guards the fireplace passage. Four armored statues, one journal spread: **turn the shield-bearer and the axe-bearer to face each other, point the morning-star knight toward the shield-bearer, and leave the swordsman as he stands**, and the hearth swings open. Before working the crank, duck into the **small side room by the puzzle**: **[T5] Emerald Cameo Brooch** must be **shot off the end of the curtain rod**, then pocketed.

5. Beyond the fireplace, drop into the cave and **hug the right wall**: **[T6] Art Nouveau Belt Buckle** hides **behind three stalagmites**.
6. The chapter's midpoint teaches grenades against waves of Talbot's men in the central courtyard, and the game, generously, keeps a **grenade crate that refills** nearby.

> **Trophy - 30 Kills: Mk-NDI.** That refilling crate is the grenade trophy's home address. Lob, restock, repeat; the counter persists forever, so bank as many of the 30 as this fight will give you and finish the rest in cleanup.

7. After the grenade tutorial fight, check the **lower level with the ammo crate**: **[T7] Ruby and Diamond Ring** sits in its corner.
8. When Sully suggests heading downstairs, don't: **climb the red bricks and cross the exposed beam** instead: **[T8] Silver Rococo Teapot** is the reward for insubordination.

The second puzzle is the **"Semita Solis" floor**, a hall of symbol tiles where wrong steps end badly. The journal's *path of the sun* page lists the glyph order; **cross only the sketched glyphs, in sketched order, from the entry mark to the far door**, and John Dee's hidden laboratory opens.

9. Inside that laboratory, look **up**: **[T9] Miniature Portrait Pendant** must be **shot off the ceiling**. It's the chapter's last treasure; claim it before the story lights any matches.
10. What follows: an ambush, a fire, and the first Talbot vanishing act. The chateau fight amid the flames feeds waves at you in tight rooms, which makes it *the* spot for one more trophy.

> **Trophy - Combat Leapfrog.** Ten kills in a row, strictly alternating hand-to-hand and gunfire. The end-of-chapter waves (and this courtyard on a replay) are ideal: punch one down, shoot one, repeat, and never two of a kind. Player reports agree the streak even survives quitting to the menu and continuing, but not a sloppy double-gunshot. Count out loud; it helps.

The chateau collapses behind you in cinders; France is done giving.

> **Checkpoint audit: 4 T · 9 T.** Thirteen treasures these two chapters, 29 total. The pattern is set: check ceilings, check curtain rods, disobey Sully.

---

## 10. Chapters 7–8 - Dark Crypts and the Citadel

*Collectibles: 1 treasure (Ch 7) · 7 treasures (Ch 8).*

### Chapter 7 - Stay in the Light

Under the burning chateau: crypts, a torch, and the things that live where the light doesn't reach. One treasure, one Gold-grade clock, and a chapter built to be sprinted.

1. Early in the descent, the **ceiling collapses into a slant**. The route says follow Sully down it; instead, **walk along the intact ceiling section to the right and through the doorway**: **[T1] Gold and Pearl Stickpin**, the chapter's only treasure, sits in that side room.
2. The rest is torchlight logistics: keep the flame alive, keep moving, and let Sully carry the banter. The spiders flee light and punish loitering, which is precisely the game telling you how it wants this chapter played.

> **Trophy - Outrun the Flames (Gold).** Chapter 7 in under **9:30**, via chapter select's Practice Speed Run once the Platinum push reaches §18. It's the most generous of the three clocks: the chapter is short, the fights are skippable at a sprint, and the treasure doesn't matter on a timed run. Know the route, hold forward, and the Gold is a formality.

### Chapter 8 - The Citadel

Syria, with Chloe and Cutter: a crusader fortress over a valley, the second half of the amulet, and the game's densest stack of combat firsts: the first Brute, the first proper sniper duel, and a stealth loop that will one day finish Master Ninja for you.

1. Near the start, a **fenced-off broken walkway** interrupts the wall route. **Dangle from its edge and drop to the arch molding below**: **[T1] Silver Sassanid Coin** sits on the ledge line.
2. Crossing the **lowered drawbridge**, stop: **[T2] Ancient Metal Elephant** must be **shot out of the wall directly ahead**, then collected from where it drops.
3. Past the **padlocked gate** (shoot the lock), the statue **just to the right** cradles **[T3] Crusader Coin** in its hands.
4. The fortress interior brings the tower's stealth stretch: a guard below a drop, walking his little loop.

> **Trophy - 30 Kills: Mag 5.** That stealth victim carries a **Mag 5**, the scarce laser-dot pistol. Take him quietly, take his gun, spend it, and remember this checkpoint: in cleanup you can restart it endlessly, one Mag 5 magazine at a time, until the trophy yields (§18).

5. A well-bottom gunfight follows; when it quiets, climb to the **upper-left level** and check **the floor by the shelf**: **[T4] Enamel Copper Vessel**.
6. In the open courtyard, turn around and **look back up at the tower you exited**: **[T5] Marble Double Eye Idol** glints on its ledge. Shoot it down, collect.
7. Mid-chapter, a doorway explodes and the game's first **Brute** shoulders through: a walking slab who no-sells bullets at melee range and headbutts back.

> **Trophy - Brute Beater.** Fight this first Brute *honest*: Triangle-counter **every single damaging swing** and never take a hit that connects. Dodge-counter, punish, repeat until he goes down. Take one clean hit and the trophy waits for a checkpoint restart; this doorway Brute is the easiest of the game's four or five, so bank it here.

8. On the ramparts, an RPG squad sets up across the gap and the game hands you a **Dragon Sniper** to answer with. **30 Kills: Dragon Sniper** starts here; spend every round (restart the checkpoint in cleanup to refill), and the same scoped stretch is tailor-made for **Headshot Expert** (5 headshots in a row; restart on a miss).
9. When Cutter lifts the **metal gate**, check the **windowsill on the left before the spiral staircase**: **[T6] Medieval Lead Horseman**.
10. The **Polaris puzzle** caps the chapter's brainwork: on the viewing platform, stand on the **raised tile**, open the journal's star chart, then **aim any scope at the North Star and pan straight down**: the wooden door directly beneath it is the mark, and Nate locks on when you've found it. (Earlier, the same scope marked three symbol columns; the game walks you through it.)
11. The finale goes loud: rockets, a wall breach, a hard exit. Inside the **rocket-blasted breach**, on the floor facing the entrance, sits **[T7] Byzantine Reliquary Cross**, on this route your 40th pickup, with **Skilled Fortune Hunter** attached.
12. The chapter ends on the tower's edge, with Talbot's drug in Cutter's blood and a jump nobody wants. Syria stops being fun here.

> **Checkpoint audit: 1 T · 7 T.** Thirty-seven treasures plus the relic. The Citadel also just handed you three combat trophies' opening balances (Mag 5, Dragon Sniper and the Brute), all farmable right here later.

---

## 11. Chapters 9–10 - The Way Out and the Old City

*Collectibles: 3 treasures (Ch 9) · 7 treasures (Ch 10).*

### Chapter 9 - The Middle Way

Beneath the citadel: the amulet's second half, a suspended globe, and a shooting exit from Syria. Short, dense, and home to the game's most elegant puzzle.

1. After the brawl with a very-not-himself Cutter, drop through the wall hole and check the **left side of the chamber below**, between the **carved face and the burial niches**: **[T1] King Bohemond III Coin**.
2. In the **first sluice room**, look up at the **right wall**: shoot **[T2] Antique Cuff Bracelet** loose, then **catch it while swimming in the channel beneath**. (If it vanishes, it's in the water; dive.)
3. The **globe puzzle**: you and Cutter crank two sluice gates, water flows, and a great globe rises into three brazier beams that project **sun-marked country outlines** onto it. **Rotate the globe until each projection lies over its real territory: France, Syria, and the Arabian Peninsula**, and the floor answers with a spiral stair. It's the whole plot in one mechanism, and the journal confirms each alignment.
4. Atop those newly revealed stairs, a **coffin behind Chloe and Sully** gives up **[T3] Crusader Fleur-De-Lis**; tumble it open before descending.
5. The way out is loud: waves of Marlowe's agents with **G-MALs** everywhere. This escape is the natural home of **30 Kills: G-MAL** (the ammo never runs dry) and a fine stretch for headshot counters; the G-MAL's burst rewards aim discipline.
6. The chapter ends with a leap Cutter shouldn't take and does anyway, and the crew down two members. Yemen next, and a different kind of heat.

### Chapter 10 - Historical Research

Sana'a, Yemen, with Elena: press credentials, marketplace crowds, and the trail of Ubar running through the old city's bones. Seven treasures, all street-level, plus the single silliest trophy in the trilogy.

1. During the opening stroll, the **back-left corner behind the food vendor** hides **[T1] Antique Cloak Clasp**.
2. Below the market steps, the **fountain alcove**'s rear-right corner holds **[T2] Silver Jambiya Dagger**.
3. After the local unlocks the gate, follow the street and check **beside the cactus on the left**: **[T3] Golden Yemeni Bracelet**.
4. Inside the **red-furnished hotel**, duck **behind the staircase** to the left corner by the windows: **[T4] Traditional Silver Bead**.
5. When the **fish-market gates** open, walk straight to the fence and turn right: **[T5] Amber and Silver Necklace** lies on the ground.
6. Leaving the market, at the **foot of the stairs turn right**: **[T6] Kahraman Amber Necklace** sits outside a shop, and a few steps on, **behind crates atop a climbable ledge**, waits **[T7] Unusual Red Bead Necklace**. Two pings, thirty seconds apart.

> **Trophy - He's Gonna Need a Sturgeon.** The market erupts into a fistfight partway through. Stage it **next to the fish-piled tables**: swing or counter with your back to the catch of the day and Drake grabs a **fish** as his weapon: a one-hit kill with a wet noise the sound team was far too proud of. Land **three fish hits** and the trophy flops home. Crowd thinned too soon? Restart the checkpoint and go fishing again.

7. The chapter closes in the old quarter with a spiked drink's first shiver and a well that goes far deeper than water. Keep your footing; the city is about to stop making sense.

> **Checkpoint audit: 3 T · 7 T.** Forty-seven and the relic. The next chapter is the biggest single haul in the game: nine treasures and three puzzles in one descent.

---

## 12. Chapter 11 - As Above, So Below

*Collectibles: 9 treasures.*

The vaults beneath Sana'a: three puzzle wings, a star chamber, nine treasures, and an exit Nate won't remember clearly. This is UC3's thinking chapter; budget a long session and let the journal earn its keep.

```mermaid
flowchart LR
    W["The well shaft<br/>climb down"] --> E1["Entrance hall<br/>moon-tile sketch puzzle"]
    E1 --> HUB["Turquoise-and-gold chamber<br/>the hub"]
    HUB --> WW["West wing<br/>capstan and six gears"]
    HUB --> EW["East wing<br/>staff and shadow figure"]
    WW --> STAR["Star chamber opens<br/>the celestial map"]
    EW --> STAR
    STAR --> OUT["Spiders - the smoke fight<br/>and the drugged chase"]
```

Figure: The chapter's true shape: a hub with two puzzle wings that both must fall before the star chamber opens.

### Down the well

1. From the base of the **well ladder**, don't rush inward: **climb around to the right**: **[T1] Silver and Coral Ring** waits on the **far side of the ledge**. (Missable-feeling but not missed: the exit route passes it again later.)
2. **The entrance puzzle.** Three pillars with hand-holes, a floor of marked tiles, and a journal sketch that has no anchor, until Nate translates the Enochian script on the wall and adds a **moon mark** to the page. **Stand on the moon-marked floor tile, hold the sketch up so it aligns with the room**, and the drawing labels each pillar: take the **X-marked hand-hole** yourself while Sully and Elena take the other two. The door concedes.
3. In the **turquoise-and-gold chamber** beyond, the **alcove immediately left of the entrance** holds **[T2] Silver and Leather Dagger**.

### The west wing - six gears

4. A capstan drives a rack of **six gear slots**, one gear missing, and the mechanism's logic hidden in **moiré panels** that only animate while you climb the broken balcony to retrieve the runaway gear (push it down, carry it back). The panels' rule: **every plus-marked gear must spin one way, every circle-marked gear the other.** The arrangement that satisfies it, left to right: **large circle, small plus, large circle, large plus, small circle**, then the **fixed small plus** the machine already owns. Crank the capstan and the west wing yields.
5. Before the pole shimmy near Sully in the gear room, check **behind the large stone pillar**: **[T3] Pearl and Emerald Brooch**.

### The east wing - the shadow marionette

6. In the staff room, take **[T4] Silver Box Pendant** from the **right-side floor corner** after picking up the **golden staff**, then point the staff's headlamp-bright finial **at the ceiling glint**: startled bats dump **[T5] Silver Filigree Bracelet** at your feet. Two treasures, one prop.
7. **The marionette puzzle.** A wall relief shows a warrior mid-spear-thrust, with the warrior missing. Bronze body fragments hang suspended around the room. **Carry the staff to the marked spot beneath the hanging head on the room's right**, then sight toward the relief until the floating pieces **visually assemble into the spearman**. When the silhouette locks, **plant the staff in the floor socket**. As above, so below: the east wing opens.

### The star chamber and the way out

8. The central door now opens onto the **celestial map chamber**, a planetarium of Ubar's stars. No puzzle here; light the mechanism the story indicates and watch the room do the rest.
9. Leaving the well room after the **smoke-grenade ambush** (agents pour in with SAS-12s; blindfire from cover feeds **Blindfire Marksman** nicely), take a **hard right to the wooden-door alcove**: **[T6] Amazonite and Amber Necklace**.
10. Back on the surface streets, the chapter turns dreamlike. In the plaza with the fountain: the **small café on the right** hides **[T7] Silver Capsule Pendant** on a bench (grab it **before the stairs**, which trigger the next scene), and the **little market across the fountain** holds **[T8] Amazonite and Amber Earring** past the pillars.
11. Then the drink hits, Talbot walks on water (roughly), and the chase through the drugged city begins. It's mostly scripted, but mid-chase, **after the big spiral staircase, duck through the right archway**: **[T9] Silver Yemeni Bangle** hides behind the small crates. Yes, the game hid a treasure inside a hallucination sequence. No, the tracker doesn't care how you were feeling.
12. The chapter ends in a courtyard with too many friendly faces and one needle. Sleep tight.

> **Checkpoint audit: 9 T.** Fifty-six and the relic: over halfway, with the game's puzzle centerpiece behind you.

---

## 13. Chapters 12–13 - The Pirate Graveyard

*Collectibles: 7 treasures (Ch 12) · 3 treasures (Ch 13).*

The middle act at sea is one continuous escalation, worth seeing whole before you board:

```mermaid
flowchart LR
    A["Ch 12 Abducted<br/>the hulk - brawl and turrets<br/>7 treasures"] --> B["Ch 13 Rough Seas<br/>storm boarding<br/>3 treasures"]
    B --> C["Ch 14 the Seaward upright<br/>9 treasures - sweep them ALL"]
    C --> D["Ch 15 Sink or Swim<br/>the ship capsizes<br/>1 hidden cabin treasure"]
    D --> E["Ch 16 the airfield<br/>3 treasures and the convoy"]
    E --> F["Ch 17 Stowaway<br/>the cargo plane<br/>nothing to collect - everything to survive"]
```

Figure: The sea arc. Chapter 14 is the collection deadline; nothing aboard the Seaward can be grabbed once she rolls.

### Chapter 12 - Abducted

Nate wakes on a rusting hulk in a lagoon of shipwrecks, property of the pirate Rameses. The chapter opens with the game's biggest fistfight, floods a turret arena for the series' only swimming-combat trophy, and hides seven treasures in the wreckage.

1. The opening **mass brawl** on the shipping-container deck is a gift: no guns, endless partners, and every one of them feeding **Bare-knuckle Brawler / Slugger**. When it's won, climb the containers: the **far corner of the second tier** holds **[T1] Seahorse Vesta Case**.
2. Inside, past your conspicuously empty holsters, the **right-hand corridor** ends at a **small closet**: **[T2] Silver Figa Amulet**.
3. The **first turret fight** floods the compartment. Swim through the **far-right wall hole**, climb, and hop the platforms to the **exposed spot** where **[T3] Antique Silver Parrot** perches.

> **Trophy - Land Shark.** Twenty kills **while swimming**. This flooded turret arena, and the bigger one later in the chapter, is where the tally lives: stay treading water, pistol the boarders, pop the **propane tanks on the gangways** for group credit, and restart the checkpoint to reset the supply. Four or five per loop makes short work of it in cleanup.

4. Crossing via the **yellow crane** into the second wrecked ship, hop the **I-beams inside**: **[T4] Turquoise and Pearl Bracelet** waits mid-frame.
5. At the **swing rope**, steady it, then **climb to the rope's top** instead of wall-running: **[T5] Unusual Blue Stone Ring** sits on the floor to the left of the anchor point.
6. Where Nate stops to admire **"Rameses' ship"**, walk to the platform's **far edge, dangle, and climb down**: **[T6] Gold Scarab Brooch** hides on the underledge. The hull-climb firefights all around here are also the game's best **Hangman / Grenade Hangman** real estate: hang below the fray, aim up, and the tallies climb with you.
7. Before the zipline out of the **control room**, sweep its **back-right corner**: **[T7] Gold Axumite Coin**.
8. The chapter ends with a proposition from Rameses and a course set for a ship too big to be this quiet. Storm first.

### Chapter 13 - Rough Seas

A hurricane, a rubber boat, and a boarding action across half-sunk barges toward the cruise liner *Seaward*. Three treasures, all early; bank them before the weather peaks.

1. From the start, steer for the **right-hand pontoon** onto the first barge: **[T1] Antique Silver Box** sits on a **blue barrel** in its corner.
2. Facing the **pirates' boat** from the crane barge, the **open container to the crane's left** holds **[T2] Silver Tribal Bangle**.
3. At the **winch**, look right: a **floating platform** carries **[T3] Ancient Gold and Coral Bracelet**. Swim over and take it **before** cranking the winch; the sequence moves on without asking twice.
4. Then it's pirate-clearing in twelve-meter swells until the *Seaward* fills the sky. The KAL-7 becomes the chapter's litter; **30 Kills: KAL-7** feeds itself through here and Chapter 12 without your help.

> **Checkpoint audit: 7 T · 3 T.** Sixty-six and the relic. The next nine treasures are aboard a ship that will not stay level.

---

## 14. Chapters 14–15 - The Ship, Upright and Otherwise

*Collectibles: 9 treasures (Ch 14) · 1 treasure (Ch 15).*

### Chapter 14 - Cruisin' for a Bruisin'

The *Seaward*: a hijacked cruise liner crewed by Rameses' pirates, toured deck by deck while it's still pointing the right way up. Nine treasures; grab them all now, because the ship has other plans for Chapter 15.

1. Boarding, sprint **toward the camera** when the game reverses the angle: a **small ground alcove on Nate's left** hides **[T1] Unusual Mask Brooch**.
2. Rather than climbing straight to the upper deck, loop around the **stern's far side** to the dead end: **[T2] Rose Cut Diamond Pendant**.
3. In the container-deck firefight, walk the **top of the central yellow container** and drop into the **nook it forms**: **[T3] Emerald and Pearl Necklace**. Post-fight sweeps, always.
4. On the **swimming-pool deck**, the **far-left corner** holds **[T4] Antique Minerva Pendant**.

> **Trophy - Marco Solo.** Same deck, zero effort: **hop into the pool and paddle around** for a few seconds. The trophy checks bathing, not style. (The pool sits mid-firefight on some routes; clear the deck first; drowning in a lido on Crushing is a story you don't want.)

5. Exiting the **ballroom fight**, turn **immediately right** down the brown corridor to its end: **[T5] Ruby and Pearl Pendant**.
6. On the **waterside walkway**, near the **guard facing away** (a free stealth kill for the Master Ninja ledger), the dead end just past him holds **[T6] Georgian English Compass**.
7. **Two rooms inward** from that walkway, duck **behind the bar**: **[T7] Ruby and Diamond Bracelet**.
8. Before entering the **red corridor**, loop **behind the metal stairs**: **[T8] Amethyst Cufflink** hides beneath them.
9. In the **cargo hold**, left of the drop-down, squeeze **between the crates and the back wall**: **[T9] Golden Amethyst Ring**, the chapter's last, and the last treasure this ship will surrender at this angle.
10. Then: Rameses, a hostage that isn't one, a bullet into ballast, and the Atlantic invited aboard. Riot-shield pirates appear through here too; remember the vault-over move; you'll need five of them for **Riot Rocker**, and Chapter 15's opener is the cleanest.

### Chapter 15 - Sink or Swim

The *Seaward*, now a vertical maze filling with ocean. One treasure, one trophy setup, and the series' most committed physics flex.

> **Trophy - Riot Rocker.** A **riot-shield pirate** confronts you almost immediately. Sprint at him, **vault clean over the shield**, and finish him from behind; that's one of the five vaults the trophy wants. Farming note with teeth: reloading the same checkpoint for repeat vaults is unreliable for this trophy: if it's not counting, **re-enter the chapter fresh** instead. Shielders also patrol Chapters 9, 14 and 19 if you'd rather collect the five across the campaign.

1. The one treasure hides in the **vertical corridor climb**: partway up, a **white door swings open** in the wall. **Climb through it, then up through the ceiling door** into the capsized cabin: **[T1] Silver Rococo Napkin Ring** is in that room's **bathroom**. Miss the white door and the chapter has nothing else to give.
2. The rest is escape: water chasing you through a ballroom turned kaleidoscope, grips that used to be floors, and a swim out through the glass. Breathe when Nate does.

> **Checkpoint audit: 9 T · 1 T.** Seventy-six and the relic. Elena's about to see the state of you.

---

## 15. Chapters 16–17 - The Airfield and the Cargo Plane

*Collectibles: 3 treasures (Ch 16) · none (Ch 17).*

### Chapter 16 - One Shot at This

Yemen again, Elena again, and one chance to make Marlowe's convoy to the airfield. Three treasures, the game's best explosion, and the second speed-run clock.

1. In the **first building's storeroom**, climb the **tallest crate stack**: **[T1] Mosaic Birds Pendant** sits on top.
2. The first firefight's **exit room, the one without the car**, hides **[T2] Song Bird Brooch** on the boxes at the **back-right**.

> **Trophy - Dyno-Might Master (Silver).** Mid-chapter, after shooting the locks off the garage-style doors, a **truck ambush** unloads a knot of Marlowe's men from its tailgate. **Roll or lob a grenade at the rear door as they pour out**; four kills in one blast is the requirement (four, not five). Setup help: a **propane tank** pre-placed at the tailgate widens the fireball. They bunch identically on every checkpoint restart; two or three attempts is the norm.

3. Past the **second truck gate**, slide through the **long window slot**; beyond it, **left of the white car**, sits **[T3] Enamel Bird Ring**, the chapter's last.
4. The convoy run to the airfield closes the chapter on wheels and rooftops. Get aboard; the plane won't wait.

> **Trophy - Catch that Plane! (Silver).** Chapter 16 in under **12:00** via Practice Speed Run. On Very Easy the fights thin to formalities: sprint the streets, skip every optional exchange, and take the convoy cleanly. The limit is generous enough to survive one bad wave.

### Chapter 17 - Stowaway

Zero treasures, zero puzzles, one cargo plane over the Rub' al Khali, and the reason this game appears in every "best set piece" conversation since 2011. Nate stows away in the landing gear, fights through the hold, and then the hull opens the conversation with physics.

1. Climb from the gear bay, work the cargo hold quietly while it lasts, and win the brawl the hold's heavyweight insists on.
2. When the ramp blows: grab, climb, and shoot as the plane sheds cargo and crew in the decompression. The game auto-aims your panic more than it admits; keep moving toward the fuselage.
3. There is nothing to collect in this chapter. There is only the fall, the parachute, and the sand. Let it happen.

> **Tip.** On Crushing, the hold fight is the chapter's only real wall; fight from the crates at the rear, and mind the shotgunner the game hides behind the netting. After that, the set piece flies itself.

Sand below, wreckage behind, and a canteen with a hole in the plot.

> **Checkpoint audit: 3 T · 0 T.** Seventy-nine and the relic. What's left is desert, and everything under it.

---

## 16. Chapters 18–20 - The Empty Quarter

*Collectibles: 1 treasure (Ch 18) · 8 treasures (Ch 19) · 3 treasures (Ch 20, collected via Chapter 21; see below).*

### Chapter 18 - The Rub' al Khali

Sand, thirst, and a horizon that lies. The walking-the-desert chapter is deliberately empty, except for one treasure at its one landmark.

1. When Nate finds the **well** and the bucket scene plays, circle to the well's **far side**: a **clay pot** leans against it. **Break it** (a kick or a bullet) and take **[T1] Calcite Statue of Female Figure** from the shards, *before* wandering onward. The desert does not offer second landmarks.
2. Everything else is dunes, mirages, and one of gaming's great quiet hours. Walk toward the storm; the game will tell you when it's done with you.

### Chapter 19 - The Settlement

A ghost town that turns out to be neither. Eight treasures, an armory's worth of farm spots, and the grenade monsoon that pays for two trophies.

1. Approaching the town's **main gate**, the **sand-and-rubble pile to its left** glints: **[T1] Ancient Alabaster Ibex**.

> **Trophy - Throwback and Throwback Master.** The opening firefight pins you at a **low wall that enemies shower with grenades** on cue; the game teaching the throw-back mechanic by monsoon. **Hold the prompt, return ten** for Throwback, and time one return **into a grouped pair** for Throwback Master (Chapter 22's bridge waves are the fallback for the double). Both are farmable here forever via checkpoint restart.

2. You'll crash through a ceiling into a room mid-chapter; the floor **to the right on entry** holds **[T2] Coin of the Qataban Kingdom**.
3. After climbing **back out of the well**, the **second room's left wall** hides **[T3] Antique Silver Linked Bracelet**.
4. A gunman shoots the pillar out from under you; in the **pit beneath his platform** lies **[T4] Antique Agate Wedding Ring**. Kill him; he's the sniper whose perch matters next.
5. Upstairs, where that sniper stood, check **behind the pillar in the far front-left corner**: **[T5] Silver and Cornelian Necklace**. His dropped **T-Bolt Sniper** starts the **30 Kills: T-Bolt** ledger; spend it.
6. The courtyard battle brings **riot-shield squads** (Riot Rocker candidates), a **turret truck**; in the **small tunnel beneath that truck** sits the **PAK-80** heavy machine gun for its own 30-kill trophy. The settlement's rank-and-file all carry **M9s**; that counter runs itself here.
7. Near the courtyard's end, a **small alcove on the left** past the shield squad holds **[T6] Ancient Sabaean Bust**.
8. After the squeeze-through, **vault the railing and go right**, against the route, to the **back corner of the patio**: **[T7] Ancient Kingdom of Sheba Coin**.
9. Facing the **wooden gate the RPG must open**, sweep the courtyard's **furthest right corner**: **[T8] Antique Bedouin Bracelet**. Then blow the gate (the first of two RPG doors; the second you'll fire from horseback), meet the ambush, and let the chapter introduce Salim the way it wants to.

### Chapter 20 - Caravan

Horseback, Salim's raiders, and Marlowe's convoy at dawn: a rescue at full gallop. The chapter *logs* three treasures, but here's the catch worth repeating from §5:

> **Warning.** Chapter 20's three treasures physically sit in the **fortress interior at the start of the Chapter 21 map**. On a fresh run you simply collect them the moment Chapter 21 opens (below). For cleanup, chapter-select **21**, not 20; the tracker still credits them to Caravan.

Collected at Chapter 21's opening:

1. **[T1] Carved Sabaean Face.** Turn **around** at the start: it tops a **sand pile in the room behind you**.
2. **[T2] Bronze Sabaean Bull Sculpture.** Climb the **wall ladder right of the sealed door** partway, then **jump right to the small landing**.
3. **[T3] The Royal Game of Ur.** In the **chandelier room**, it rides the **chandelier nearest the ladder**; leap to it, loot it, swing off.

The ride itself: truck-hopping at speed, mounted gunplay, and Sully back where he belongs. Nothing here is missable and everything here is replayable, which matters, because:

> **Trophy - My Horse is Faster.** Chapter 20 in under **15:00** via Practice Speed Run, the gentlest of the three clocks. The chapter is largely on rails; ride hard, board trucks without sightseeing, and the Bronze arrives with minutes to spare.

The convoy burns, Sully rides pillion, and the desert finally shows its hand.

> **Checkpoint audit: 1 T · 8 T · 3 T.** Ninety-one and the relic. Ubar is next, and it isn't empty either.

---

## 17. Chapters 21–22 - The Atlantis of the Sands

*Collectibles: 5 treasures (Ch 21) · 2 treasures (Ch 22).*

### Chapter 21 - The Atlantis of the Sands

Ubar, Iram of the Pillars: golden, intact, and wrong in ways the water explains. Five treasures (after Caravan's three at the start; see §16), the Djinn, and the hallucination the whole game has been building toward.

1. At the **first overlook of the City of Brass**, take the **left staircase down**; **[T1] Bronze Man of Nashqum** waits at its end.
2. The **right-hand staircase that wraps a tower** has a **broken left rail**; slip through the gap into the tower: **[T2] Sabaean Alabaster Stele**.
3. From the **fountain**, drop ahead, then go **right and upstairs** into the building: **[T3] Akkadian Statue Head** sits against the **triple-face carved wall**.
4. Then the water, the drink you *watch Nate take*, and the **Djinn**: Marlowe's agents on fire, as far as your dosed eyes can tell. The arenas that follow are seeded with **Tau Snipers** (their 30-kill counter lives here) and, at the finale's far left, an **RPG-7 with three rockets**; fire them, restart the checkpoint, repeat later for **30 Kills: RPG-7**. The Extended Collection's **Supernatural Born Killers** (snipe 5 Djinn) belongs to these rooms too.
5. **The reflection-pool puzzle.** Locked in a chamber with an empty pool: **pull the far lever**, then watch your **ghostly reflection** in the water that isn't there: **turn the wheel above where it stops on the pool's left, cross and turn the opposite wheel where it stops again, then interact at the pool's center** and mash free of what grabs you. The door apologizes and opens.
6. After the **elevator's second, distorted ride**, circle **behind the elevator at the base of its steps**: **[T4] Sabaean Moon Symbol**.
7. Past the pool sequence, in the **hallway after**, keep left **past the second statue**: **[T5] Statue of Gudea** marks the next room's entrance, the chapter's last pickup before the ritual, the spire, and the city remembering how to fall.

### Chapter 22 - The Dreamers of the Day

The collapse of Ubar, at street level. Two treasures inside the first minutes; bank them fast, because the floor is on a timer even when the game pretends otherwise.

1. At the start, **turn around**: **[T1] Golden Cup from Ur** sits **directly under the stairs behind you**.
2. After the **elevator descent**, check **right of the stairs by the locked door**: **[T2] Golden Hittite Goddess**, treasure 100 of 100. If your ledger was clean, **Master Fortune Hunter** and **Master Thief Collection** land here, mid-apocalypse, which is very much this series' sense of timing.
3. What remains: the twin gate cranks with Elena (sorry, with *Salim and Sully*), the quicksand that settles Marlowe's account, and Talbot declining to accept the ending. The duel is prompt-driven: **counter, punish, and keep your thumbs honest** through the false finish. On Normal-or-higher without dying, the Extended Collection's **YOLO Deceptively** rides along.
4. Then the horses, the sunset, and the ring where it belongs. Stay through the credits; you earned the quiet.

> **Checkpoint audit: 5 T · 2 T. Ledger closed at 100 + 1.** All that's left of the Platinum now is arithmetic: the farms of §18 and three clocks you already know how to beat.

---

## 18. Cleanup - Farming Recipes and the Armory

Everything below assumes the story is done once (tweaks unlocked via a Hard-or-better finish are trophy-safe), the difficulty is dropped to **Very Easy** (never Explorer; tracking dies there), and one rule is tattooed somewhere visible: **cumulative counters survive checkpoint restarts.** Kill, restart, kill again; the Statistics menu keeps score.

### The countable-trophy recipes

| Trophy | Recipe |
| --- | --- |
| Master Ninja (50 stealth) | Ch 6: the lone guard facing away at the top of the well: one-button kill, restart checkpoint, ~15 seconds a loop. Ch 8's patrol chain (3–4 per loop) if you want variety |
| Bare-knuckle Brawler / Slugger | Ch 12 opening brawl; Ch 10's market fistfight for a change of scenery |
| Combat Leapfrog | End-of-Ch 6 waves: punch-kill, gun-kill, alternate to ten; the streak reportedly survives quit-and-continue, never a doubled kill |
| Side Arm Master (30 straight) | Any Very Easy stretch with pistols only; a single long-gun kill resets it |
| Reload Master (50 straight) | Run it alongside anything: reload manually before every dry mag |
| Blindfire Marksman | SAS-12 blindfire from cover: Ch 11 smoke fight, Ch 19 rushers |
| Run-and-Gunner | Very Easy, hip-fire at hugging distance, any dense fight |
| Hangman / Grenade Hangman | Ch 12 hull-climb fights (or Ch 8 walls): hang low, aim or lob up, checkpoint-farm |
| Throwback / Throwback Master | Ch 19's opening low wall: grenades rain on schedule; return them, pair one for the double (Ch 22 bridge as fallback) |
| Riot Rocker | Ch 15's opening shielder: vault and finish; if repeats stop counting on checkpoint reloads, re-enter the chapter fresh |
| Brute Beater | Ch 8's doorway Brute, counters only, zero hits taken |
| Land Shark | Ch 12 flooded turret arena: tread water, shoot boarders and gangway propane, restart |
| Dyno-Might Master (4, one blast) | Ch 16 truck ambush: grenade the tailgate cluster, propane garnish optional |
| Headshot set (20 / 100 / 5-in-a-row) | Ch 8–9 scoped G-MAL; restart on a broken streak for Headshot Expert |
| Survivor (75, no deaths) | A calm Very Easy stretch: Ch 8 through 14 back-to-back clears it; only dying resets |
| He's Gonna Need a Sturgeon | Ch 10 market brawl, back to the fish tables, three wet hits |

### The armory - twelve 30-kill trophies

| Weapon | Where the ammo lives |
| --- | --- |
| G-MAL | Ch 9's escape hands you one with endless refills; also all over Ch 21–22 |
| KAL-7 | Ch 12–13: every pirate's pocket |
| M9 | Ch 19's standard issue; common across Yemen |
| Mag 5 | Ch 8: the tower stealth victim carries one; take, spend, restart |
| Arm Micro | Ch 6 grounds battles (the post-pistol sidearm of the chateau) |
| Tau Sniper | Ch 21: pre-placed around every Djinn arena |
| Dragon Sniper | Ch 8 ramparts (issued against the RPG squad); checkpoint refills |
| T-Bolt Sniper | Ch 19: the stair-top sniper's drop; Ch 22's bridge marksmen |
| RPG-7 | Ch 21 finale, far left: launcher + three rockets, restart, repeat; Ch 19's courtyard also litters them |
| PAK-80 | Ch 19: in the tunnel beneath the turret truck |
| SAS-12 | Ch 11's smoke fight drops; Ch 19 rushers |
| Mk-NDI | Ch 6's refilling grenade crate in the central courtyard |

### The trophy map at a glance

```mermaid
mindmap
  root((59 trophies))
    Story
      Charted - Easy to Crushing stacked
      Three chapter clocks
    Collect everything
      Master Fortune Hunter - 100
      Master Thief Collection - 101
      Relic Finder - Ch 4 pipe
    One-off feats
      Sturgeon - Ch 10 fish
      Marco Solo - Ch 14 pool
      Brute Beater - Ch 8
      Dyno-Might - Ch 16 truck
      Photobomb - menu
    Farmable counters
      Armory dozen - 30 kills each
      Stealth and melee set
      Hangman and Throwback set
      Survivor 75
    Extended Collection
      Brutal run
      Continuous speed run 4-15
      Doughnut Drake
      Menu pops
```

Figure: Four trophy families plus the optional fifth. Only the first cares what difficulty you're on.

---

## 19. Crushing & Brutal

### Crushing - the Gold that stacks

If you took §3's advice, Crushing *was* your collectible run and this section already lives in your muscle memory. If you saved it for last, the good news: UC3's Crushing is the friendliest in the old trilogy: generous cover, generous checkpoints, and a melee system that works even when ammo doesn't.

**Global rules**

- **Aim small.** Ammo scarcity is the real difficulty. Headshots with the G-MAL/M9 double your effective supply; the pistol you ignore on Normal is a primary here.
- **Blindfire the rushers, counter the brawlers.** Crushing AI loves the sprint-and-flank; a shotgun blast from cover or a clean Triangle-counter costs less than turning a firefight into a chase.
- **Grenades are answers, not decorations**: yours for bunched spawns, theirs for free kills via throwback (you did learn the Ch 19 wall).
- **Let the set pieces carry you.** Chapters 7, 17, 18 and 20 are barely harder on Crushing. The game's spine is scripted spectacle; the walls are the arenas below.

**The five checkpoints that kill runs**

1. **Ch 8, the citadel waves**: the courtyard plus Brute. Thin the riflemen from the high wall before the Brute closes; counters beat bullets on him anyway.
2. **Ch 11, the smoke fight**: SAS-12 agents in a closed room. Hold the alcove by the wooden door, blindfire the smoke, and never fight in the open middle.
3. **Ch 14, the ballroom**: layered balconies, shielders, shotgunners. Clear high before low; the bar (T7's bar) is the only cover that doesn't get flanked.
4. **Ch 19, the courtyard**: turret truck, shield squad, grenade rain. PAK-80 from the tunnel solves most of it; the RPG solves the rest.
5. **Ch 21, the Djinn arenas**: speed is armor: they close fast and burn hard, so snipe the far ones (Tau) and shotgun the near ones, always from a corner that only opens one way.

Roll credits and four Charted! trophies land at once, with the Platinum right behind them if the ledgers of §18 are closed.

### Brutal - the Extended Collection's dare

Unlocked by beating Crushing; required only for the DLC-list Gold, **Charted! - Brutal**. What changes: your health roughly halves, enemy damage roughly quadruples (two to three hits end you) and pickups run near-empty. What doesn't change: enemy counts, spawns, and scripts, which by now you know cold.

- **Play it like a stealth game that occasionally fails.** Every fight you can open with takedowns is two fewer bullets you needed.
- **Melee is your armor.** Hands don't use ammo, and a grabbed human shield absorbs exactly the volley that would have killed you.
- **Bank checkpoints deliberately**: advance to trigger one, die knowing where the next is, and treat each arena as its own little contract.
- **No difficulty-dropping mid-run**: the trophy demands a start-to-finish Brutal file. New save slot. Obviously.

Two focused evenings for a player with a fresh Crushing clear. The 100% (both lists) ends here, or at the sub-4:15 continuous speed run, waddling past the finish line as Doughnut Drake, if you're collecting *everything*.

---

## 20. Appendix - The Full Indexes

Print-friendly checklists. The in-game chapter-select tracker is the authority on your save's counts.

### A. All 100 treasures + the Strange Relic

| # | Ch | Treasure | Area cue |
| :-: | :-: | --- | --- |
| 1 | 1 | Antique Boxing Medallion | Slot machine coin tray |
| 2 | 1 | Brass Vesta Case | Shelves behind the bar |
| 3 | 2 | Emerald and Diamond Ring | Third cannon's barrel |
| 4 | 2 | Antique Coin Purse | Arched doorway, behind vase |
| 5 | 2 | Antique Colombian Soup Ladle | Doorway past first blue car |
| 6 | 2 | Pottery Chimu Vessel | Blue stand, glass jars |
| 7 | 2 | Ancient Chupicuaro Figure | Left side-street stairs |
| 8 | 2 | Shamanistic Jaguar Head | Balcony end, potted plant |
| 9 | 2 | Antique Colombian Table Knife | Hotel sign, inside the O |
| 10 | 3 | Dog-shaped Incan Whistle | L-porch below window, via pipe |
| 11 | 3 | Silver Chimu Pendant | Diving suit by entry window |
| 12 | 3 | Seventeenth Century Coin | Ship engine controls, corner |
| 13 | 4 | Diamond-Studded Horse Brooch | Right alley past pipe |
| 14 | 4 | Coral Cameo Brooch | Hideout, between barrels |
| 15 | 4 | Victorian Locket and Chain | Hideout box stack |
| 16 | 4 | Silver Roses Bracelet | Behind generator, shadow |
| - | 4 | **Strange Relic** | **Up the big pipe, grate corner** |
| 17 | 4 | Fierce Lion Bangle | Mesh recess below shaft entry |
| 18 | 4 | Pearl Diamond and Ruby Brooch | Wall pipes above Sully boost |
| 19 | 5 | Victorian Copper Penny | Library wall route, column jump |
| 20 | 5 | Victorian Gold Sovereign | Upper gallery, under table |
| 21 | 5 | Silver Hunter Pocketwatch | Shot off station clock |
| 22 | 5 | Art Nouveau Flask | Tracks before second train |
| 23 | 6 | Antique Wax Seal Stamp | Brook cave, downstream right |
| 24 | 6 | Gold Inlay Cameo Bangle | Cliff wall above piper statue |
| 25 | 6 | Diamond and Pearl Bracelet | Tower bricks, high opening |
| 26 | 6 | Louis XVI Louis D'or Coin | Staircase landing behind you |
| 27 | 6 | Emerald Cameo Brooch | Shot off curtain rod |
| 28 | 6 | Art Nouveau Belt Buckle | Cave, three stalagmites |
| 29 | 6 | Ruby and Diamond Ring | Ammo-crate lower level |
| 30 | 6 | Silver Rococo Teapot | Red bricks + beam, ignore Sully |
| 31 | 6 | Miniature Portrait Pendant | Shot off laboratory ceiling |
| 32 | 7 | Gold and Pearl Stickpin | Intact ceiling walk, right door |
| 33 | 8 | Silver Sassanid Coin | Arch molding below walkway |
| 34 | 8 | Ancient Metal Elephant | Shot from wall past drawbridge |
| 35 | 8 | Crusader Coin | Statue's hands by gate |
| 36 | 8 | Enamel Copper Vessel | Upper-left after well fight |
| 37 | 8 | Marble Double Eye Idol | Shot off exit-tower ledge |
| 38 | 8 | Medieval Lead Horseman | Windowsill before spiral stair |
| 39 | 8 | Byzantine Reliquary Cross | Rocket-breach floor |
| 40 | 9 | King Bohemond III Coin | Carved face + burial niches |
| 41 | 9 | Antique Cuff Bracelet | Shot in sluice, caught swimming |
| 42 | 9 | Crusader Fleur-De-Lis | Coffin atop spiral stairs |
| 43 | 10 | Antique Cloak Clasp | Behind food vendor |
| 44 | 10 | Silver Jambiya Dagger | Fountain alcove corner |
| 45 | 10 | Golden Yemeni Bracelet | Cactus past unlocked gate |
| 46 | 10 | Traditional Silver Bead | Hotel, behind staircase |
| 47 | 10 | Amber and Silver Necklace | Fish market fence, right |
| 48 | 10 | Kahraman Amber Necklace | Shop at stairs' foot |
| 49 | 10 | Unusual Red Bead Necklace | Crates on climbable ledge |
| 50 | 11 | Silver and Coral Ring | Well-ledge far side |
| 51 | 11 | Silver and Leather Dagger | Hub chamber, left alcove |
| 52 | 11 | Pearl and Emerald Brooch | Gear room, stone pillar |
| 53 | 11 | Silver Box Pendant | Staff room floor corner |
| 54 | 11 | Silver Filigree Bracelet | Staff at ceiling; bats drop it |
| 55 | 11 | Amazonite and Amber Necklace | Wooden-door alcove after smoke fight |
| 56 | 11 | Silver Capsule Pendant | Café bench before stairs |
| 57 | 11 | Amazonite and Amber Earring | Market past fountain pillars |
| 58 | 11 | Silver Yemeni Bangle | Chase: right archway crates |
| 59 | 12 | Seahorse Vesta Case | Container second tier |
| 60 | 12 | Silver Figa Amulet | Right-corridor closet |
| 61 | 12 | Antique Silver Parrot | Flooded arena platforms |
| 62 | 12 | Turquoise and Pearl Bracelet | I-beams, second wreck |
| 63 | 12 | Unusual Blue Stone Ring | Top of the swing rope |
| 64 | 12 | Gold Scarab Brooch | Underledge at Rameses' ship |
| 65 | 12 | Gold Axumite Coin | Control room corner |
| 66 | 13 | Antique Silver Box | First barge, blue barrel |
| 67 | 13 | Silver Tribal Bangle | Open container by crane |
| 68 | 13 | Ancient Gold and Coral Bracelet | Floating platform at winch |
| 69 | 14 | Unusual Mask Brooch | Stern alcove at boarding |
| 70 | 14 | Rose Cut Diamond Pendant | Stern far-side dead end |
| 71 | 14 | Emerald and Pearl Necklace | Yellow container nook |
| 72 | 14 | Antique Minerva Pendant | Pool deck far-left |
| 73 | 14 | Ruby and Pearl Pendant | Brown corridor after ballroom |
| 74 | 14 | Georgian English Compass | Waterside walkway dead end |
| 75 | 14 | Ruby and Diamond Bracelet | Behind the bar |
| 76 | 14 | Amethyst Cufflink | Under metal stairs |
| 77 | 14 | Golden Amethyst Ring | Cargo hold, crates + wall |
| 78 | 15 | Silver Rococo Napkin Ring | White door, cabin bathroom |
| 79 | 16 | Mosaic Birds Pendant | Storeroom crate stack |
| 80 | 16 | Song Bird Brooch | Carless exit room boxes |
| 81 | 16 | Enamel Bird Ring | Past white car after window slot |
| 82 | 18 | Calcite Statue of Female Figure | Broken pot at the well |
| 83 | 19 | Ancient Alabaster Ibex | Rubble left of main gate |
| 84 | 19 | Coin of the Qataban Kingdom | Ceiling-crash room, right |
| 85 | 19 | Antique Silver Linked Bracelet | Second room after well |
| 86 | 19 | Antique Agate Wedding Ring | Pit under sniper platform |
| 87 | 19 | Silver and Cornelian Necklace | Sniper floor, front-left pillar |
| 88 | 19 | Ancient Sabaean Bust | Left alcove, courtyard end |
| 89 | 19 | Ancient Kingdom of Sheba Coin | Patio back corner, off-route |
| 90 | 19 | Antique Bedouin Bracelet | Right corner facing RPG gate |
| 91 | 20 | Carved Sabaean Face | Ch 21 start, room behind |
| 92 | 20 | Bronze Sabaean Bull Sculpture | Ch 21 ladder, jump right |
| 93 | 20 | The Royal Game of Ur | Ch 21 chandelier |
| 94 | 21 | Bronze Man of Nashqum | Left stairs at overlook |
| 95 | 21 | Sabaean Alabaster Stele | Tower stair, broken rail |
| 96 | 21 | Akkadian Statue Head | Triple-face wall room |
| 97 | 21 | Sabaean Moon Symbol | Behind second elevator |
| 98 | 21 | Statue of Gudea | Hallway after pool puzzle |
| 99 | 22 | Golden Cup from Ur | Under the start stairs |
| 100 | 22 | Golden Hittite Goddess | Locked door after elevator |

### B. The armory checklist (30 kills each)

Mag 5 - Arm Micro - Tau Sniper - KAL-7 - M9 - G-MAL - SAS-12 - Dragon Sniper - T-Bolt Sniper - RPG-7 - PAK-80 - Mk-NDI. Recipes in §18; every counter persists across restarts, sessions and difficulties.

### C. Extended Collection checklist

Charted! - Brutal (the run) · Supernatural Born Killers (Ch 21 snipes) · Cosplay (one skinned kill) · YOLO Deceptively (Ch 22 deathless, Normal+) · The Fat and the Furious Yemen Drifter (Doughnut continuous run) · Neediest for Speediest (continuous under 4:15:00) · Leader of the Pack (compare stats) · Cheaters Gonna Cheat (activate a tweak).

---

## 21. Accuracy & Sources

This walkthrough was written fresh for this document. Chapter facts, all 101 collectible names and placements, trophy requirements and farm spots were cross-checked against the game's own tracker categories and the references maintained by PowerPyx, the Uncharted Wiki (Fandom), Gamepressure, PlayStationTrophies, PSNProfiles, TrueTrophies, GamerGuides, Neoseeker and StrategyWiki, plus Naughty Dog's 2019 server-shutdown notice for the PS3 caveats (all consulted August 2026). Where sources disagreed (one wiki's "5 kills" on Dyno-Might Master), the majority and the in-game text won (it's 4). If a future patch moves anything, the chapter-select tracker on your save remains the final word.

*Uncharted 3: Drake's Deception © Sony Interactive Entertainment / Naughty Dog. This is an unofficial fan-made guide.*
