Uncharted · Volume 1 of 5Uncharted: Drake's Fortune - The Complete 100% Walkthrough
Every chapter. Every treasure and the Strange Relic. Every trophy, including the Platinum, and the eight Extended Collection extras that sit beyond it. Written for Uncharted: The Nathan Drake Collection on PS4/PS5; where the 2007 PS3 original differs, the difference is noted.
1. What "100%" Means in Drake's Fortune
Uncharted: Drake's Fortune (Naughty Dog, 2007; remastered in The Nathan Drake Collection, 2015) is where it all starts: Nathan Drake raises his ancestor's coffin off the Panama coast, finds a diary instead of a body, and follows Sir Francis Drake's four-hundred-year-old trail to El Dorado. A lost island, a Spanish fortress, a drowned city, and a treasure that should have stayed lost. Victor Sullivan supplies the plane and the cigars; Elena Fisher supplies the camera and, repeatedly, the rescue.
Finishing the game to 100% means clearing four ledgers:
- The story: Chapters 1 through 22, once on Crushing. It's selectable from the very first boot in the remaster, and the difficulty trophies stack: one Crushing run pops Easy, Normal, Hard and Crushing together.
- 61 collectibles: 60 Treasures plus the Strange Relic. The treasures feed the six Fortune Hunter milestones; all 61 together earn the gold Master Thief Collection.
- 54 trophies: the Platinum and its 45 supporting trophies, plus 8 Extended Collection extras (Brutal difficulty, two speed-run stunts and a few novelties) that live on the same disc but are not required for the Platinum.
- The timers: three chapter clocks in the main list: the Fortress in under 10:00, the jet-ski run upriver in under 5:00, and the Treasure Vault in under 7:00.
Tip. Collectibles and kill counters are written to your profile the instant they happen. Grab a treasure and die two seconds later; it's still yours. The only genuine losses in this game are streaks: the "in a row" trophies reset on death and on checkpoint restart in the remaster. Everything else survives anything.
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 reveals stay yours to watch.
2. How to Use This Guide
Collectibles are tagged inline, in route order, with a badge per type:
| Badge | Type | Total | Counts toward |
|---|---|---|---|
| T | Treasure | 60 | First Treasure, the Fortune Hunter line (10/20/30/40/50/60), Master Thief Collection |
| R | Strange Relic | 1 | Relic Finder, Master Thief Collection |
An entry like T3 Decorated Gold Ring means "the third treasure of the current chapter, in route order"; numbering restarts every chapter. Trophy moments appear as callouts exactly where they're easiest to earn, so one pass through each chapter catches everything a first run can catch.
Treasures announce themselves with a small white glint: a slow, regular sparkle, usually in a corner, behind a wall, or exactly where the camera doesn't want to look. The rule that finds most of them: whenever a chapter funnels you forward, turn around; whenever there's a fight, sweep the arena edges before you leave. The pause menu's treasure list and the chapter-select counter tell you at any moment what your save owns.
One warning before anything else, because it costs people hours: never hunt treasures or farm trophies on Explorer difficulty. The remaster's easiest mode disables treasures, trophies and stat tracking entirely. Easy is the floor for anything that counts.
3. The Road to 100%
The efficient path is one real playthrough, one cleanup lap, and three stopwatch runs:
flowchart TD
P1["Playthrough 1 - Crushing<br/>Follow the chapter guides.<br/>All 61 collectibles, most kill counters"] --> AUD["Chapter-select audit<br/>Fill any treasure gaps the tracker shows"]
AUD --> FARM["Easy cleanup via chapter select<br/>Weapon Select reward plus checkpoint loops<br/>for the armory, streaks and melee school"]
FARM --> TIME["The three chapter timers<br/>Ch 5 under 10:00 - Ch 12 under 5:00 - Ch 16 under 7:00"]
TIME --> PLAT(["PLATINUM"])
PLAT --> EC["Extended Collection, optional<br/>Doughnut Drake speed run under 2:30:00<br/>then Brutal, unlocked by your Crushing clear"]
The road to the Platinum, with the optional Extended Collection lap beyond it.
Why this order?
- Crushing first. It's available from the start, it stacks all four Charted! trophies, and Drake's Fortune is short enough (6–8 hours knowing the way) that one careful run is cheaper than two comfortable ones. The chapter guides assume this run; every fight note doubles as Crushing advice. If you'd rather learn the game gently, a Normal-first route works too (nothing is missable, ever); it just adds a playthrough.
- Collect everything as you go. Treasures save instantly and the tracker shows per-chapter counts, so an audit afterwards is minutes, not hours.
- Cleanup on Easy, with Weapon Select. Finishing the story unlocks the Weapon Select reward in the Bonuses menu: spawn any gun at any checkpoint, and the twelve weapon trophies become a checklist instead of a scavenger hunt. Kill counters persist through checkpoint restarts, which is the whole farming engine.
- Timers last. By now you know Chapter 5, 12 and 16 cold. On Easy via chapter select, all three clocks are generous.
- The Extended Collection is a second, optional list: its eight trophies (including the Brutal gold) don't touch the Platinum. Do them if you want the true 100%: the two speed-run trophies combine into one sub-2:30 Easy run as Doughnut Drake, and Brutal, unlocked by beating Crushing, is the trilogy's sternest test, saved sensibly for last.
Where the game takes you
timeline
title The shape of the campaign
section The coast and the jungle - Ch 1 to 4
Ch 1 - Ambushed : The coffin, the pirates, the rescue
Ch 2 - The Search for El Dorado : Upriver to an empty pedestal
Ch 3 - A Surprising Find : A U-boat in the jungle
Ch 4 - Plane-wrecked : Parachutes, ruins and traps
section The fortress and the drowned city - Ch 5 to 11
Ch 5 and 6 - The Fortress : Walls, watchtowers and the Strange Relic
Ch 7 and 8 - The flooded streets : Jet-ski into the harbor town
Ch 9 to 11 - Tower and customs house : Fire, files and a narrow escape
section Upriver to the vault - Ch 12 to 17
Ch 12 - Heading Upriver : The five-minute gauntlet
Ch 13 to 15 - The monastery : Statues, bells and medallions
Ch 16 and 17 - The vault : Numerals, gold and very bad news
section The bunker and the finale - Ch 18 to 22
Ch 18 and 19 - The bunker : What the Germans found
Ch 20 to 22 - The reckoning : Race, catacombs, showdown
Four acts, one island. The dense treasure chapters are 4, 13, 14 and 15; more than half the list lives in them.
4. Mechanics Worth Knowing Before You Start
- Everything cumulative survives everything. Treasures bank the instant you touch them; kill and weapon counters tick up across chapter select, difficulty changes, deaths and checkpoint restarts. Deliberately restarting a checkpoint after a multi-kill is the sanctioned farming technique, not an exploit.
- Streaks are the exception. Survivor (75 kills in a row), Headshot Expert (5 in a row), Brutal Expert and Steel Fist Expert (5 in a row each) all reset on death and, in the remaster, on checkpoint restart too. The old PS3 trick of restarting before you die is gone; streaks want one clean, live sitting.
- The brutal combo is square, triangle, square, timed to Drake's swings. It kills any regular pirate flat and feeds three trophies. The steel fist is its cousin: two or three pistol rounds to soften, then a single punch to finish.
- Difficulty stacks, top down. Crushing is selectable from the first boot and its completion awards Easy, Normal and Hard as well. Beating Crushing also unlocks Brutal, a remaster-only difficulty whose gold trophy sits in the Extended Collection, outside the Platinum.
- Hangman aiming: while hanging from a ledge with one hand, Drake can aim with the other. Two trophies (gun kills and grenade kills from a hang) use it; so does survival on Crushing, since hanging enemies-side-under-cover is a legitimate firing position.
- Weapon Select appears in the Bonuses/Rewards menu once the credits roll. It spawns any weapon at any checkpoint: the key that turns the twelve weapon-kill trophies into a checklist.
Warning. Explorer mode, the remaster's added super-easy difficulty, switches off treasures, trophies and statistics. It exists for sightseeing only. If a treasure refuses to spawn or a counter refuses to move, check your difficulty before you check your sanity: anything that counts happens on Easy or above.
5. The Master Checklist
Per-chapter treasure counts, with the running total your Fortune Hunter milestones follow. Five chapters carry nothing; enjoy them at full speed.
| Chapter | Treasures | Running total |
|---|---|---|
| 1 - Ambushed | – | 0 |
| 2 - The Search for El Dorado | 6 | 6 |
| 3 - A Surprising Find | 2 | 8 |
| 4 - Plane-wrecked | 10 | 18 |
| 5 - The Fortress | 3 + Relic | 21 |
| 6 - Unlocking the Past | 4 | 25 |
| 7 - Out of the Frying Pan | – | 25 |
| 8 - The Drowned City | 2 | 27 |
| 9 - To the Tower | 2 | 29 |
| 10 - The Customs House | 1 | 30 |
| 11 - Trapped | 3 | 33 |
| 12 - Heading Upriver | – | 33 |
| 13 - Sanctuary? | 7 | 40 |
| 14 - Going Underground | 6 | 46 |
| 15 - On the Trail of the Treasure | 6 | 52 |
| 16 - The Treasure Vault | 3 | 55 |
| 17 - The Heart of the Vault | – | 55 |
| 18 - The Bunker | 1 | 56 |
| 19 - Unwelcome Guests | 1 | 57 |
| 20 - Race to the Rescue | 1 | 58 |
| 21 - Gold and Bones | 2 | 60 |
| 22 - Showdown | – | 60 |
The Strange Relic (Chapter 5) is tracked separately; it isn't one of the 60, and only Relic Finder and Master Thief Collection care about it. Milestone arithmetic: the 10th treasure falls mid-Chapter 4, the 20th in Chapter 5, the 30th at Chapter 10, the 40th at Chapter 13's end, the 50th inside Chapter 15, and the 60th in Chapter 21.
6. The Trophy List - All 54
The main list, 46 trophies including the Platinum, is everything the Platinum needs. The eight Extended Collection trophies below it are on-disc extras with their own table. Nothing anywhere is missable; "Where / how" names the most practical spot, not the only one.
Platinum & Gold
| Trophy | Tier | Requirement | Where / how |
|---|---|---|---|
| Platinum | Platinum | Earn every main-list trophy | - |
| Master Thief Collection | Gold | Find all 60 treasures and the Strange Relic | Chapter guides; remaster-only trophy |
| A Speedy Reunion | Gold | Finish Chapter 16 in under 7:00 | Easy via chapter select; route in §14 |
| Charted! - Crushing | Gold | Finish the game on Crushing | Playthrough 1; stacks Easy/Normal/Hard |
Silver
| Trophy | Tier | Requirement | Where / how |
|---|---|---|---|
| Brutal Expert | Silver | 5 brutal-combo kills in a row | Ch 1 boat waves on Easy; §7 |
| Master Ninja | Silver | 50 melee kills from behind | Ch 11 fifteen-second loop; §12 |
| 250 Headshots | Silver | 250 headshot kills, cumulative | Arrives across the run + farming |
| Headshot Expert | Silver | 5 headshot kills in a row | Easy + pistol on Ch 4's openers |
| Dyno-Might Master | Silver | A triple explosion kill, 5 times | Ch 4 M79 perch, checkpoint ×5; §8 |
| Survivor | Silver | 75 kills in a row without dying | Easy, Ch 5 straight into Ch 6; §18 |
| These Walls Can't Stop Me | Silver | Finish Chapter 5 in under 10:00 | Easy via chapter select; §9 |
| Charted! - Hard | Silver | Finish on Hard | Stacks from Crushing |
Bronze - progression and collection
| Trophy | Requirement | Where |
|---|---|---|
| First Treasure | Find 1 treasure | Ch 2, first stream |
| Novice → Master Fortune Hunter | 10 / 20 / 30 / 40 / 50 / 60 treasures | Automatic with the chapter guides |
| Relic Finder | Find the Strange Relic | Ch 5, §9 |
| Charted! - Easy / - Normal | Finish on those difficulties | Stack from Crushing |
| Shoot Some B-Roll For Elena | Enter Photo Mode once | Pause menu, any time; do it now |
| Up a Short Creek Without a Paddle | Finish Chapter 12 in under 5:00 | Easy via chapter select; §12 |
Bronze - combat school
| Trophy | Requirement | Where |
|---|---|---|
| Brutal Brawler / Brutal Slugger | 5 / 20 brutal-combo kills (square, triangle, square) | Ch 1 boat, Easy |
| Steel Fist | 5 kills: soften with gunfire, finish with one punch | Anywhere; Ch 1 |
| Steel Fist Expert | 5 steel-fist kills in a row | Ch 1 boat, Easy, one clean wave |
| Run-and-Gunner | 20 hip-fire kills (never aiming) | Comes naturally on Easy |
| Hangman | 10 gun kills while hanging from a ledge | Ch 4 M79 arena ledge |
| Grenade Hangman | 10 grenade kills while hanging | Same ledge, Mk-NDI into the spawn |
| 20 Headshots / 100 Headshots | Cumulative headshot kills | Automatic on the way to 250 |
| Triple Dyno-Might! | 3 kills with one explosion | Ch 4 M79 perch |
Bronze - the armory
Twelve weapons, twelve counters, all cumulative. Full farming table in §18.
| Trophy | Weapon | Kills | Natural home |
|---|---|---|---|
| 50 Kills: PM - 9mm | Starter pistol | 50 | Everywhere from Ch 1 |
| 50 Kills: 92FS - 9mm | Merc pistol | 50 | Ch 13 onward |
| 50 Kills: Micro - 9mm | Machine pistol | 50 | Pirates, Ch 5–8 |
| 20 Kills: Wes - 44 | Revolver | 20 | Pickups Ch 5–11 |
| 20 Kills: Desert - 5 | Laser-sight pistol | 20 | Mercs, Ch 13 onward |
| 30 Kills: MP40 | WW2 SMG | 30 | Ch 18–19 only |
| 50 Kills: AK-47 | Rifle | 50 | Ch 3 onward |
| 50 Kills: M4 | Rifle | 50 | Ch 11, then Ch 13 onward |
| 30 Kills: Dragon Sniper | Sniper | 30 | Ch 11 / 13 / 15 / 19–20 |
| 50 Kills: Moss - 12 | Shotgun | 50 | Pirates, Ch 4–11 |
| 30 Kills: M79 | Grenade launcher | 30 | Scarce; Ch 4 loop |
| 30 Kills: Mk-NDI | Grenades | 30 | Ch 4 onward |
Extended Collection - beyond the Platinum
| Trophy | Tier | Requirement | Notes |
|---|---|---|---|
| Charted! - Brutal | Gold | Finish on Brutal without lowering it | Unlocked by beating Crushing; §19 |
| Supernatural Born Killers | Bronze | 5 descendants killed with a sniper rifle | Ch 19; Dragon Snipers lie around the brawl |
| Cosplay | Bronze | Kill an enemy in any non-Drake costume | Unlock a skin, chapter select, one kill |
| YOLO Fortunately | Bronze | Finish Chapter 22 without dying, Normal or above | Short chapter, chapter select |
| The Fat and the Furious | Bronze | Finish a continuous speed run as Doughnut Drake | Combine with Need for Speed |
| Need for Speed | Bronze | Continuous speed run under 2:30:00 | One unbroken run; chapter bests don't sum |
| Cheater Cheater | Bronze | Activate a tweak | Rewards menu, two clicks |
| Follow the Leader | Bronze | Compare statistics with a friend online | The list's only network trophy; needs one PSN friend who owns the game |
PS3 differences, in one breath: the original's patched-in list has 48 trophies with every-5-treasures milestones, Survivor at only 50, softer melee/headshot tiers, a SAS - 12 shotgun trophy the remaster dropped, and none of the remaster's photo mode, chapter timers, speed runs, Brutal or Master Thief Collection. Trophy hunters on PS3 also keep the restart-before-dying streak trick the PS4 version removed. This guide follows the remaster throughout.
7. Chapters 1–2 - Ambushed & The Search for El Dorado
Chapter 1 - Ambushed
Off the coast of Panama, Nate and Elena winch Sir Francis Drake's coffin out of the sea, and the coffin turns out to be the least interesting thing on it. What matters mechanically: the pirates who crash the party arrive in boardable waves, the fight is a shooting-and-brawling tutorial, and this quiet little chapter is the best melee classroom in the game.
- Play the opening as it comes: pistol work from the boat rail, then boarders in twos and threes. The game freezes time to teach the brutal combo (square, triangle, square), and that first scripted combo cannot be failed.
- Waves keep boarding until the story decides otherwise, which is exactly what a combo student wants. Fists first, pistol as garnish.
- When the fuel catches and the situation becomes a Sully problem, ride the cutscene out. Chapter over.
Trophy - Brutal Brawler / Brutal Slugger. Five and twenty brutal-combo kills, cumulative. Start the habit here: square, triangle, square, no pre-damage (a softened enemy can die early and spoil the combo). On Easy the boarders queue up politely.
Trophy - Brutal Expert. Five brutal combos in a row: no deaths, no checkpoint restarts, no stray-bullet kills in between. One clean wave on Easy does it.
Trophy - Steel Fist / Steel Fist Expert. Five kills (then five in a row) where gunfire softens and a single punch finishes. Two or three PM - 9mm rounds to the body, close, one punch. The Expert streak obeys streak rules; keep it deliberate.
If any of the melee set refuses to land on your Crushing run (combos are riskier there), return via chapter select on Easy during cleanup; ten minutes settles all five.
Chapter 2 - The Search for El Dorado
Four hundred years late, Nate and Sully take a boat upriver into the green. The chapter alternates light climbing with the game's first real firefights, and hides six treasures; the first arrives, fittingly, within a minute of stepping ashore.
- T1 Silver Mosaic Inca Earring. In the opening stream, a large boulder blocks the left-hand bank. Wade behind it. First Treasure pops here: 1 of 60.
- Follow the river path to the clearing with three carved pillars. T2 Jeweled Silver Monkey: from the first pillar, head left; the glint hides behind a tree.
- Pirates announce themselves as you near the temple. Cover is generous; learn the rhythm now (Crushing note: the PM - 9mm headshot is already your economy weapon).
- Inside the temple, the room stacked with powder kegs: T3 Decorated Gold Ring waits in the bottom-left corner, behind a pillar at the pit's edge. Kegs and curiosity don't mix; grab it before the shooting starts.
- The floor gives way to an underground pool. Swim to the edge and, as you climb out, check the nook on the right: T4 Silver Llama.
- In the chamber of empty niches, climb to the top of the stairs: T5 Golden Inca Cup sits by a skeleton, tucked behind a large jar.
- The heart of the temple holds no golden man, just a statue-shaped hole and cart tracks. Mystery accepted, head back outside.
- Outside, four climbable pillars stand in a row. Scale the last of them: T6 Silver Turtle on its top. Then follow the trail the thieves left, toward the coast and Chapter 3.
Tip. This chapter teaches the guide's core habit: fights happen in arenas, and treasures live on arena edges and vertical afterthoughts. Sweep after every last shot; the tracker (6 for this chapter) is your audit before the boat.
8. Chapters 3–4 - A Surprising Find & Plane-wrecked
Chapter 3 - A Surprising Find
The cart tracks end at something impossible: a German U-boat wedged in a jungle river. Two treasures ride its hull, both catchable on the climb. Miss them and it's a full chapter replay, so take them in order.
- Work along the rapids toward the wreck. The climb up uses a chain of hanging vines.
- T1 Gold Tairona Pendant. At the third vine, the yellow one with red leaves, don't swing onward. Climb up the vine instead and mount the ledge beside it; the pendant sits there.
- Continue to the deck, but before dropping inside, walk out along the bow. T2 Gold and Turquoise Inca Earring waits at its very tip, over the waterfall.
- Inside: a map of an island four hundred miles off course, a torn page of Drake's diary, and a crew that never left. Take the prize and climb out; the reception committee on the shore (one Gabriel Roman, one Atoq Navarro, several guns) writes the rest of the chapter for you.
Chapter 4 - Plane-wrecked
Sully's debt just shot down your plane. Nate parachutes into the island's jungle alone, and the walk toward the wreck is the densest treasure chapter of the game's first half (ten pickups), plus the single best explosive-trophy arena in the trilogy. Route order below matches the path.
- T1 Silver Inca Figurine. You land hanging from a tree. Cut down, then check directly behind the landing spot, at the parachute tree's base.
- Head downstream to the area with the small waterfall: T2 Silver Fish Charm hides in the dead-end alcove on the left.
- Two log bridges cross the ravines ahead. Before the first one, drop onto the lower shelf on the right: T3 Gold Frog.
- At the pillar climb toward the locked-gate plateau, jump across to the adjacent plateau instead and take T4 Intricate Gold Ring from the corner. Then resume the intended climb.
- Pirates hold the ruins ahead: the chapter's first real fight. Afterwards, climb the half-standing wall at the rear of the ruins and jump to the stone walkway behind it: T5 Patterned Silver Ring.
- In the clearing past the fight, a large white tree stands on the left, opposite the tunnel exit. Behind it: T6 Golden Jaguar.
- The path crosses a pit spanned by a slanted pillar and a fallen tree. Climb down first: T7 Silver Inca Vessel sits at the pit's bottom, right side.
The M79 arena
Past Sully's crashed plane (empty; hold that thought), pirates blast open a doorway and pour through, led eventually by a red-shirted, yellow-hatted pirate carrying an M79 grenade launcher. Kill the two unaware scouts, then him; a checkpoint lands right here, which makes this spot the explosive-trophy factory the whole trophy list quietly revolves around.
Trophy - Triple Dyno-Might! / Dyno-Might Master. Take the dead pirate's M79 up to his perch and put a grenade into the group that spawns ahead; three or more die to one shot. That's Triple Dyno-Might!; restart the checkpoint and repeat five times for the Master. The M79 refills from his corpse every restart.
Trophy - Hangman / Grenade Hangman. Same arena: hang from the ledge near the M79 pickup, enemies-side, and work the spawned group: ten gun kills from the hang, ten grenade kills from the hang. Counters persist through restarts; farm at leisure.
Trophy - 30 Kills: M79. Thirty launcher kills, and this loop is where most of them come from; the M79 barely exists elsewhere. Bank kills every time you're here.
- T8 Golden Toothpick. Through the doorway the pirates blasted open, in the grass.
- Before the corridor of wooden spike traps, walk the far-right cliff-edge corner: T9 Silver Bird Vessel.
- Thread the traps (walk, watch, don't sprint), and on exiting turn around: T10 Silver Inca Earring on the grassy ledge overlooking the corridor you survived.
Tip. On Easy with the PM - 9mm, this chapter's spread-out openers are also the classic Headshot Expert run: five headshot kills straight, no other kills in between. And if you're chasing Steel Fist Expert outside Chapter 1, the spaced arrivals here are forgiving.
The chapter closes at the fortress approach: Elena's parachute in the trees, the fortress on the ridge, and nowhere to go but up.
9. Chapters 5–6 - The Fortress & Unlocking the Past
Chapter 5 - The Fortress
The Spanish built this fortress to keep people out; the remaster hides its most famous easter egg on top of it. Chapter 5 opens with a courtyard fight, then walks the walls; grab the Relic first and everything else falls along the route. This is also a timed-trophy chapter, but never on the same visit as the collectibles: the clock run comes later, on Easy, empty-handed.
- Fight through the first courtyard inside the walls. When it's quiet, take the stairs up onto the perimeter wall.
- R1 Strange Relic. On the wall, head left toward the ruined, roofless room ahead. Jump the gap onto its roof and walk to the far corner: an odd, egg-shaped thing that veteran Naughty Dog fans will recognize as a Precursor Orb from Jak and Daxter. Relic Finder pops, and Master Thief Collection just became possible.
- Continue the wall walk. Before dropping into the next courtyard, climb the rubble into the fifth watchtower: T1 Silver Jaguar.
- Between the first and second plazas runs a broad archway. One side is barred by a grate; climb the rubble side and grab T2 Gold Mosaic Inca Earring beneath the arch.
- The route drops into an underground waterway guarded by the game's first mounted machine-gun runs. Between the two cover rooms before the second turret, hop over the low steps: T3 Golden Spoon in the left corner. (Crushing note: turrets shred; advance only while the gun re-aims, room to room, and clear flankers before the sprint.)
- Topside again, the chapter ends with Elena's camera and a plan that immediately goes wrong, as plans here do.
Trophy - These Walls Can't Stop Me. Chapter 5 in under 10:00. Do it via chapter select on Easy during cleanup: sprint the courtyards, fight only what blocks doors, take the turret runs on the first attempt. Knowing the wall route (you just learned it) leaves minutes to spare.
Chapter 6 - Unlocking the Past
Deeper into the fortress, where a locked double-emblem door briefly pretends to be a puzzle. Four treasures salt the battlements and courtyards; the fights get denser, and the Wes - 44 starts appearing in pirate hands; begin its 20-kill counter whenever one drops.
- Clear the first firefight, take the stairs up, and check behind the second white tree on the battlement edge: T1 Silver Inca Mask.
- The two-keys door: Drake's journal sketches a two-key emblem. Both keys sit atop the climbable stone pillars in the first courtyard: climb each, grab the rope (triangle), and drop to pull it. Two keys, one door, zero mystery once the journal's open.
- Through the door, in the main courtyard, look left of the large gate: T2 Spanish Silver Coin on the tree-overgrown broken stairs.
- After the upstairs fight, drop down the broken staircase into the crate room: T3 Silver Tairona Pendant in the lower-right corner, wedged between wall and stairs.
- The last battle plays out on walkways above a courtyard. When it's done, jump left onto the rubble platform with the two small trees: T4 Gold Llama.
- The chapter ends with the harbor town in view and a vehicle-shaped distraction courtesy of Elena. Checkpoint audit: 4/4 here, 25 treasures overall.
Tip. Chapter 6's dense mid-range fights are natural feeding grounds for the Moss - 12 (pirates drop it constantly from here through Ch 11) and continued AK-47 progress. Kill with what the dead donate; the armory trophies mostly farm themselves until Chapter 13 changes the loadout.
10. Chapters 7–8 - Out of the Frying Pan & The Drowned City
Chapter 7 - Out of the Frying Pan
A jet-ski, a flooded canyon of streets, and everyone on the island shooting at the water. No treasures. This one is pure survival, so here is the survival:
- Creep, don't cruise. The jet-ski's throttle is not your friend; pirates and explosive barrels are pre-placed around every bend. Nose forward until the next set of enemies opens fire, then stop.
- Shoot from a stand-still. Release the throttle, aim, and clear every barrel you can see before it's near you; a hit anywhere close is a checkpoint restart on higher difficulties.
- Elena rides shotgun with a grenade launcher; when the game hands her a firing angle, let her use it; your job is positioning.
- On Crushing, this chapter and its upriver sibling (Ch 12) are two of the run's honest villains. Patience is the entire strategy: no barrel unexploded, no corner taken blind.
Chapter 8 - The Drowned City
The jet-ski docks in the harbor town's flooded outskirts: half-sunken houses, waist-deep streets, and the route to the customs house. Two quick treasures, both indoors.
- T1 Decorated Silver Ring. From the chapter's start, enter the first doorway and check the right corner. Ten seconds in, done.
- Work through the flooded blocks. The fights here love verticality: pirates on balconies, you in the water. Take stairs wherever they exist; fighting from street level is volunteering.
- After the second jet-ski stretch, the route lands at a ruined house defended by a wave that includes an M79 pirate. Kill the wave (launcher man first, always), then search the house's dark back room: T2 Silver Frog.
- Push on toward the plaza; the tower and Chapter 9 rise ahead.
Tip. The Micro - 9mm is everywhere in these town chapters; its 50-kill counter should be well along by now. If a Wes - 44 drops, swap for it and spend every round; its 20 kills are best paid in installments through Ch 11, because it vanishes with the pirates afterward.
11. Chapters 9–10 - To the Tower & The Customs House
Chapter 9 - To the Tower
Across the town's plazas to the bell tower, then down a zip-line to the customs house where the island's paperwork, and its secrets, wait. Two treasures bracket the chapter.
- The plaza battle before the tower is a long one: multiple waves, generous cover, pirates with shotguns pressing the flanks. Fight it patiently, then walk the left wall of the plaza before entering the tower: T1 Golden Fish Charm.
- Climb the tower. The view is the point: the customs house, the harbor, the whole drowned town. The zip-line is the exit.
- Ride down. In the room where you land, check the corner opposite the staircase (the floor by the door Elena will use): T2 Jeweled Golden Brooch.
Chapter 10 - The Customs House
One building, one shootout, one very consequential filing cabinet. The customs house's main hall is a two-story arena and the chapter's single treasure sits above it.
- The main-hall shootout arrives immediately: pirates on both floors, more through every door. Clear it from the entrance side first, then sweep upstairs.
- T1 Silver Belt Buckle. Take the right-most staircase to the top; the buckle waits in the top corner.
- The archive scene that follows hands Nate exactly the coordinates he wanted and exactly the company he didn't. What the eavesdropping reveals about an old friend, the game should tell you, not this guide.
- The exit is improvised and on fire. When the building starts coming down, run where the game points and take the dive. Elena's timing, as ever, is impeccable.
Tip. A Dragon Sniper hides behind a staircase in the next chapter, and mercs from Chapter 13 onward carry the 92FS, Desert - 5 and M4, the armory's second shift. If your pirate-era counters (Micro, Moss - 12, Wes - 44) are short, chapter select back later; their suppliers stop showing up for work after Chapter 11.
12. Chapters 11–12 - Trapped & Heading Upriver
Chapter 11 - Trapped
Nate and Elena, reunited and hunted, thread the town's back half, and this unassuming escape chapter hosts the fastest melee farm in the game plus a hidden sniper rifle that opens the Dragon's 30-kill account.
- After rejoining Elena, the route hits a split staircase. Take the dead-end right-hand path first: T1 Spanish Gold Coin in the corner past the doorway. Then the intended side.
- A Dragon Sniper leans behind one of these staircases, the first freely-grabbable one in the game. Take it, spend it on the fights ahead, and the 30-kill counter is open.
- Cross the rope bridge (the cutscene here matters for farming; see below). On the far side, near the opposite staircase, part-hidden by plants on the floor: T2 Silver Spanish Chalice.
- The escape ends through a small cave. Behind the stacked crates at the back: T3 Gold Coatimundi.
Trophy - Master Ninja. Fifty melee kills from behind, and this chapter's checkpoint after the rope-bridge cutscene is the assembly line: hop out the window, up the stairs, and a pirate stands with his back permanently turned. One silent kill, restart checkpoint, repeat: about fifteen seconds a lap. The counter persists through restarts (it's a counter, not a streak), so fifty laps is a podcast, not a project.
Chapter 12 - Heading Upriver
Jet-ski, the sequel: upstream this time, against the current and everyone's better judgment. No treasures; one clock.
- Same doctrine as Chapter 7: stop, shoot, then move. Going upstream means the current drags you back into cleared zones. Use that; drifting backward out of danger is free.
- Barrels first, snipers second, everything else third. The wooden barriers across the river open to gunfire or explosions.
- On Crushing, treat every bend as a gate: nothing survives around the corner before you commit the throttle.
Trophy - Up a Short Creek Without a Paddle. Chapter 12 in under 5:00, best done on Easy via chapter select during cleanup. The trick is pre-emptive shooting: put rounds into kegs and barriers while approaching at full throttle, and only stop where the script demands a fight. It's tight but honest; two attempts is the usual price.
13. Chapters 13–14 - Sanctuary? & Going Underground
Chapter 13 - Sanctuary?
The river delivers Nate to a mountain monastery that has clearly been expecting somebody for centuries. Chapter 13 is the game's biggest treasure haul, its first real puzzle, and the changing of the enemy guard: Navarro's mercenaries take over from the pirates, bringing 92FS pistols, M4s and Dragon Snipers to feed the second half of your armory.
- T1 Golden Turtle. At the jet-ski landing, a waterwheel turns by the bridge. The treasure hides behind the wheel; swim to it, or jump down from the bridge.
- Climb toward the monastery. Past the grim scene at the spike trap, a collapsed staircase leans over the path: T2 Silver Inca Cup on the debris beneath it.
- Elena needs powder kegs detonated to open the way. Before you blow them, check the small room to the right of the kegs: T3 Jeweled Silver Cross.
- Through the winched gate, vault the railing immediately on the right: T4 Silver Toothpick in the corner.
- The route opens into the plaza facing the cathedral, and a serious firefight. When it's yours, follow the street right: T5 Gold Spanish Chalice in front of the rubble.
Trophy - 30 Kills: Dragon Sniper. A Dragon Sniper waits at the winched gate here, with two enemy snipers on the roofline and a plaza of ground troops to spend it on. This fight and Chapter 15's cemetery are the counter's two natural feeding grounds.
- At the far left of the same plaza, a dead-end tunnel hides T6 Silver Coatimundi.
- Inside the monastery library, the game's first set-piece puzzle:
The statue compass. Four rotatable statues of the evangelists stand over a compass rose inlaid in the floor, and Drake's journal names each saint's direction. Turn Matthew (the angel) to North, Luke to South, John (the eagle) to East, and Mark to West; the bookcase grinds aside, opening the hidden library. (Editions of the reference sketch disagree about which carved beast is Luke's and which is Mark's; your journal page settles it: match the names, not the animals.)
The inverted torches. Inside the hidden library, the diary's hint about an upside-down torch lighting the way to the dead is literal: grab the two unlit wall torches and flip them upside-down in their sconces. The passage to the catacombs opens.
- Before descending, sweep the room: T7 Golden Cup and Cover on the wall opposite the entrance, right of the big painting. Tracker check: 7/7, and the 40-treasure milestone lands here for route-followers.
Chapter 14 - Going Underground
Beneath the monastery: crypts, a chapel with two very significant bells, and a conversation worth eavesdropping on. Six treasures in the dark; the glint does most of the work if you walk slowly.
- T1 Golden Inca Vessel. From the start, descend the stairs and turn right on entering the room.
- The second room hides a waterfall. Shimmy across the ledge, then drop into the water instead of taking the stairs: T2 Golden Skull below.
- In the chapel, check the back-left corner, behind the trapdoor you climbed out of: T3 Silver Snuff Box.
The two bells. The chapel's puzzle: two large bells hang on opposite sides, and the diary wants them resounding in perfect harmony. Make both ring at once: ring one by hand (triangle) and immediately shoot the other, or simply shoot both in quick succession. A secret door at the far left opens on the harmony.
- Leaving the church, take the ladder down and circle the large sarcophagus: T4 Silver Spanish Goblet behind it.
- The eavesdropping scene (Navarro, Roman, and the question of what El Dorado actually is) ends with a gap to cross outside. Cross it, then drop off the ledge: T5 Silver Ingot.
- Last one: in the nook left of the doorway leading to the end-of-chapter winch gate, T6 Gold and Ruby Inca Mask. Crank the gate; daylight and Chapter 15 beyond.
14. Chapters 15–16 - On the Trail of the Treasure & The Treasure Vault
Chapter 15 - On the Trail of the Treasure
Monastery grounds, cathedral, cemetery: the trail tightens. Six treasures, one medallion puzzle, and a cemetery that doubles as a sniper's classroom.
- T1 Gold Inca Figurine. From the start, in the grass right of the staircase.
- After the first fight, walk the second-floor corridor to its far doorway; T2 Golden Bird Vessel in the left corner just before it.
- Re-entering the cathedral, duck into the small back-right room before the platforming begins: T3 Golden Spanish Goblet.
- The climb passes a pair of secret windows. At the first one, follow the passage to its end on the right: T4 Jeweled Golden Cross.
- Out into the cemetery. Follow the right wall down the small stairs; behind the second mausoleum: T5 Silver Skull. (The 50-treasure milestone falls in this chapter for route-followers.)
- T6 Golden Inca Mask. Behind a gravestone between the building Navarro's men hold and the larger mausoleum to its left.
Trophy - 30 Kills: Dragon Sniper / Headshot Expert. The cemetery opens undetected, with a sniper at hand: the game's most civilized firing range. Five clean headshots in a row for the Expert streak (Easy recommended; no restarts mid-streak), and as many Dragon rounds as the fight will feed you.
The medallion puzzle. Inside the mausoleum, carved symbol medallions rotate, and the diary sketches their correct faces. Only three are wrong: turn the shell twice, the arrows twice, and the snake until it faces left. The floor opens onto the vault passage; down, then, to the money.
Chapter 16 - The Treasure Vault
The vault is a maze that comes pre-solved, if you know which numbers to trust. Roman-numeral plates signpost every junction, and the corner of Drake's map (hold the view prompt) names the route: II, then V, then VII. Everything else is scenery, treasure, or a hole.
flowchart LR
IN["Vault entrance"] --> A["Plate II<br/>down into the chamber"]
A --> B["Plate V<br/>the gear lever and the chain"]
B --> C["Plate II<br/>past the swinging lanterns"]
C --> D["Plate VII<br/>across the gaps"]
D --> E["Plate V<br/>up the black chain"]
E --> OUT["The gold - and company"]
The map-corner route. Chase II, V and VII in that rhythm; the other numerals decorate dead ends, which is exactly where the treasures live.
- T1 Silver Cup and Cover. Off-route by design: from the entrance follow the plates marked V, then IV up the stairs, then I to a dead end; the cup waits there. Backtrack and resume the true line.
- T2 Jeweled Silver Brooch. Near the IV plate, by the second swinging lantern: from the top of the stairs, jump to the small drawbridge on pillar III.
- T3 Gold Snuff Box. At the maze's end, between the two spiral staircases, drop onto the lone platform right of the I/VII plates.
- The vault floor itself: gold, bones, and a fight when the company arrives. Win it, and the chapter hands the story its cruelest turn yet.
Trophy - A Speedy Reunion. The gold clock: Chapter 16 in under 7:00. Run it on Easy via chapter select once the route above is in your hands: II, V, VII at a sprint, no treasures, and hard aggression in the end fight (it gates the timer more than the maze does). The 7:00 limit is generous for anyone holding this page.
15. Chapters 17–18 - The Heart of the Vault & The Bunker
Chapter 17 - The Heart of the Vault
What the Spaniards found, what the Germans found, and why nobody left with it. No treasures (the vault's heart keeps a different kind of inventory), and the game quietly changes genre for a few chapters. The descendants introduced here are fast, close-range, and immune to intimidation.
- The corridors are dark and the encounter design wants you panicking. Don't. Descendants charge in straight lines: back-pedal, shotgun or pistol to the head, and never let two angles open at once.
- Doorways are your friend; they queue the chargers into single file.
- On Crushing this stretch is about ammunition discipline: the Moss - 12 turns the chapter trivial while its shells last, so spend the PM - 9mm on singles and save shells for pairs.
Tip. Chasing Survivor the honest way? The descendant waves that open this chapter chain naturally with clean play, but the classic route remains Easy Chapter 5 played straight into Chapter 6 (see §18). Wherever you attempt it: 75 in a row, no deaths, no checkpoint restarts.
Chapter 18 - The Bunker
A German U-boat base under the island, a generator that needs restarting, and film reels nobody should have watched. One treasure, one new gun with an expiring lease.
- Work through the bunker halls. After the first descendant encounter, turn right at the junction and follow the hall to its end: T1 Gold Monkey Figurine in the rubble on the left.
- The MP40 lies around these halls and the next chapter's brawl, and only here. Its 30-kill trophy has exactly this two-chapter window; pick one up now and make it your primary until the counter's done (or return on Easy later; chapter select solves everything).
- The generator room, the projector room, the truth in grainy film, and an exit that goes immediately, comprehensively wrong. The chapter ends with Nate walking into company he can't shoot his way out of.
Tip. Descendants and mercenaries are about to start solving each other. Chapter 19's three-way brawl is farm-grade chaos: stay out of the middle, count your MP40 kills, and remember the Extended Collection's Supernatural Born Killers wants five descendants sniped; Dragon Snipers lie around the brawl for exactly that purpose.
16. Chapters 19–20 - Unwelcome Guests & Race to the Rescue
Chapter 19 - Unwelcome Guests
Roman's mercenaries have discovered what lives under the island, and the island is winning. Chapter 19 is one long three-way brawl through the bunker complex (you, the mercs, the descendants) with a single treasure parked in the loudest room.
- Let the factions fight. Every merc a descendant kills is ammunition you didn't spend; enter arenas late and finish whoever's left standing.
- T1 Golden Seadragon Pendant. In the largest bunker chamber, mid-brawl territory: on the double-stacked crates against the left wall. Grab it between waves; it saves instantly, even if you die a second later.
- MP40s everywhere: close that counter now if Chapter 18 didn't.
Trophy - Survivor (the farm option). Late in this chapter, after pulling the two switches, don't enter the green-lit door: three mercenaries respawn endlessly at the same spot. On Easy in cleanup, with tweaks legal and one-shot settings on, this room manufactures a 75-streak in place. No deaths, no checkpoint restarts, and the door stays shut until the counter's done. (The Extended Collection's Supernatural Born Killers also lives here: five sniped descendants, rifles provided by the scenery.)
Chapter 20 - Race to the Rescue
Sully, a jeep, a mounted gun, and a convoy problem. One treasure, ten seconds in; then it's all throttle.
- T1 Gold Ingot. After climbing the ladder at the start, turn around: at the jungle edge behind you, between a boulder and a plant. The game's easiest-missed treasure purely because the objective marker points the other way.
- The ride: Nate on the turret, Sully on the pedals. Lead your targets, prioritize RPGs and vehicles, and hose everything else. The gun doesn't overheat as fast as you fear.
- The race ends where these races always end: one bridge too far behind the man you're chasing.
17. Chapters 21–22 - Gold and Bones & Showdown
Chapter 21 - Gold and Bones
Catacombs under the coast, the last two treasures of the game, and a business meeting that goes about as well as business meetings on cursed islands go.
- T1 Golden Skull Rosary. In the catacomb room lined with sarcophagi: right side, beside the sarcophagus near the skeletons.
- Drop to the room directly below: T2 Sapphire and Silver Mask behind the central pillar. That's 60 of 60: Master Fortune Hunter, and with the Chapter 5 relic banked, Master Thief Collection rings up alongside it.
- Ahead: the sarcophagus everyone came for, opened by the one man who really shouldn't have. Renegotiation follows. Keep moving through the fights the new management provokes; the exit leads to the dock, the ship, and the end of the island's patience.
Chapter 22 - Showdown
Navarro, El Dorado, one tanker deck. No collectibles, just the finale, which plays in three movements:
flowchart LR
A["The deck waves<br/>mercs between you and Elena"] --> B["The running duel<br/>Navarro, cover to cover"]
B --> C["The brawl<br/>watch his rhythm, answer the prompts"]
C --> D["The anchor<br/>one good kick - credits"]
The anatomy of the finale. The trophies land at the credits: every Charted! tier your run earned, stacked.
- The deck waves. Fight forward through Navarro's remaining payroll. Cover is crates and it explodes more often than crates should; keep moving laterally and take guns off the dead.
- The duel. Navarro fights like a boss and cheats like one. Break line of sight, punish his repositioning, and never trade shots standing still.
- The brawl and the anchor. Fists, prompts, and finally physics. When the moment with the anchor winch arrives, you'll know exactly what to do; Drake usually does.
Stay through the ending: what's sailed away, what's salvaged, and who's smirking about it. If this was your Crushing run, Charted! - Crushing lands over the credits with Easy, Normal and Hard in its wake, and the Platinum now waits on nothing but cleanup and clocks.
Trophy - YOLO Fortunately (Extended Collection). Chapter 22 without dying, Normal or above. Do it via chapter select after the Platinum: on Normal, with the finale's rhythm memorized, it's a ten-minute victory lap. Deaths reload more than checkpoints here; restart the chapter if you're clipped.
18. Cleanup - Farming Recipes and the Armory
Everything below assumes the story is done (which unlocks Weapon Select in the Bonuses menu), the difficulty is Easy (never Explorer) and chapter select is open. Counters persist through checkpoint restarts; streaks don't. That one sentence is the whole science.
The countable-trophy recipes
| Trophy | Recipe |
|---|---|
| Survivor (75-kill streak, no deaths, no restarts) | Play Chapter 5 straight into Chapter 6 on Easy; 75 falls early in Ch 6 with ordinary care. Farm alternative: Ch 19's two-switch room (don't enter the green-lit door; three mercs respawn forever; tweaks legal). |
| Headshot Expert (5-streak) | Ch 4 openers or Ch 15 cemetery, Easy, pistol or Dragon. No restarts mid-streak. |
| 250 Headshots | Loop Ch 4's opening or the Ch 13/15 sniper spots; the Crushing run typically delivers most of it free. |
| Dyno-Might Master | Ch 4 M79 perch: one grenade into the spawned cluster, restart checkpoint, ×5. |
| Hangman / Grenade Hangman | Same arena, hanging from the M79-side ledge: 10 gun kills, 10 grenade kills. |
| Master Ninja (50 from behind) | Ch 11 post-bridge checkpoint: window, stairs, back-turned pirate, restart. Fifteen seconds a lap. |
| Brutal set + Steel Fist set | Ch 1 boat on Easy. Combos: square, triangle, square. Steel fist: 2–3 rounds, one punch. The two Expert streaks want one clean wave each. |
| Triple Dyno-Might! | Falls during Dyno-Might Master's first successful lap. |
| Run-and-Gunner | 20 hip-fire kills; if it hasn't popped by now, spray any Easy plaza for five minutes. |
The armory, weapon by weapon
Weapon Select turns all of this into "spawn gun, shoot people, restart checkpoint." Best single stage: any dense Easy encounter you like; the Ch 13 plaza and Ch 4 arena are favorites. If you'd rather farm organically:
| Weapon | Kills | Organic supply |
|---|---|---|
| PM - 9mm | 50 | Ch 1 onward; done long ago |
| AK-47 | 50 | Ch 3 onward; near-automatic |
| Moss - 12 | 50 | Pirates, Ch 4–11 |
| Mk-NDI | 30 | Ch 4 onward; the Ch 4 hangman ledge pays double |
| Micro - 9mm | 50 | Pirates, Ch 5–8 |
| Wes - 44 | 20 | Pickups Ch 5–11; spend every found cylinder |
| M79 | 30 | Ch 4 perch loop, almost exclusively |
| Dragon Sniper | 30 | Ch 11 stash, Ch 13 gate, Ch 15 cemetery, Ch 19–20 |
| M4 | 50 | First in Ch 11; mercs Ch 13 onward |
| 92FS - 9mm | 50 | Mercs, Ch 13 onward |
| Desert - 5 | 20 | Mercs, Ch 13 onward |
| MP40 | 30 | Ch 18–19 only: the list's one geographic hostage |
The trophy map at a glance
mindmap
root((54 trophies))
Story
One stacked Crushing run
Three chapter clocks
Collect everything
Fortune Hunter line to 60
Relic Finder
Master Thief Collection
Farmable counters
The twelve-gun armory
Headshots to 250
Melee school on the Ch 1 boat
Master Ninja loop in Ch 11
Explosives at the Ch 4 perch
Streaks - one clean sitting
Survivor 75
Headshot Expert 5
Brutal Expert and Steel Fist Expert
Extended Collection
Brutal difficulty
Doughnut Drake speed run
Novelties and one online handshake
Four trophy families and an optional fifth. Only the streaks care how you die; only the story family cares what difficulty you're on.
19. Crushing & Brutal
Crushing - the Platinum's one demand
Drake's Fortune on Crushing is the trilogy's most old-fashioned test: fewer tools than the sequels, longer sightlines, and enemies who shoot straight. The global rules:
- The headshot is the economy. Ammo runs thin; the PM - 9mm and 92FS to the head are your budget. Save shotgun shells for descendants and M79 rounds for clusters.
- Cover is a subscription, not a home. Grenades arrive wherever you settle. Fight lateral: swap cover after every two or three kills, and use hanging positions where ledges allow.
- Let the game's own artillery work. Explosive barrels and kegs are pre-sighted on enemy paths for a reason. Shoot them late, when groups bunch.
- The turret sections are choreography. Advance only while the gun traverses away; clear flankers before every sprint. Chapter 5's waterway and Chapter 6's walls are rehearsed, not improvised.
- Melee on Crushing is a luxury. One combo mistimed is a death; shoot people.
The five checkpoints that end runs:
- Ch 5–6, the turret runs: patience, and the wall-walk routes this guide already taught you.
- Ch 7 and Ch 12, the jet-ski chapters: creep, stop, shoot every barrel preemptively; upstream, let the current pull you back out of trouble.
- Ch 13's cathedral plaza: the mercs arrive with better guns than you. Open with the winch-gate Dragon Sniper and never fight the plaza floor-level.
- Ch 17's dark corridors: descendants two at a time, doorways as chokepoints, shells counted like currency.
- Ch 22's deck: exploding cover. Keep moving; Navarro punishes tenants.
Brutal - the Extended Collection's gold
Unlocked by beating Crushing; not required for the Platinum. Brutal roughly quadruples incoming damage and starves the floor of ammunition: two hits kill, pickups shrink, and tweaks are locked off. It is Crushing with the safety margin removed rather than a new game: same routes, same chokepoints, less forgiveness.
- Run it last, with every encounter memorized and the jet-ski chapters rehearsed on Easy until they're muscle memory.
- Fight even less than on Crushing: every skippable engagement is skipped, every mandatory one opens with the best gun the previous room donated.
- Deaths are lessons, not verdicts; checkpoints are unchanged from Crushing, and the game remains, chapter by chapter, short.
The speed-run pair lives in the same list but on the opposite difficulty: Need for Speed (one continuous run under 2:30:00; chapter bests don't sum) and The Fat and the Furious (a continuous run as Doughnut Drake) combine into a single Easy sprint with tweaks on and cutscenes skipped. Do the funny one and the fast one together; do Brutal alone.
20. Appendix - The Full Indexes
A. All 60 treasures and the Relic
| # | Ch | Treasure | Area cue |
|---|---|---|---|
| 1 | 2 | Silver Mosaic Inca Earring | Opening stream, behind boulder |
| 2 | 2 | Jeweled Silver Monkey | Three-pillar clearing, behind tree |
| 3 | 2 | Decorated Gold Ring | Powder-keg room, pit corner |
| 4 | 2 | Silver Llama | Underground pool, exit nook |
| 5 | 2 | Golden Inca Cup | Niche room, skeleton jar |
| 6 | 2 | Silver Turtle | Last of four pillars, top |
| 7 | 3 | Gold Tairona Pendant | Third vine, ledge |
| 8 | 3 | Gold and Turquoise Inca Earring | Submarine bow tip |
| 9 | 4 | Silver Inca Figurine | Behind landing tree |
| 10 | 4 | Silver Fish Charm | Waterfall dead-end alcove |
| 11 | 4 | Gold Frog | Before first log bridge, lower shelf |
| 12 | 4 | Intricate Gold Ring | Adjacent plateau corner |
| 13 | 4 | Patterned Silver Ring | Ruins rear, wall walkway |
| 14 | 4 | Golden Jaguar | White tree, opposite tunnel |
| 15 | 4 | Silver Inca Vessel | Pit bottom, right |
| 16 | 4 | Golden Toothpick | Blasted doorway, grass |
| 17 | 4 | Silver Bird Vessel | Cliff corner before traps |
| 18 | 4 | Silver Inca Earring | Ledge overlooking traps |
| R | 5 | Strange Relic | Perimeter wall, roofless room roof |
| 19 | 5 | Silver Jaguar | Fifth watchtower rubble |
| 20 | 5 | Gold Mosaic Inca Earring | Archway, rubble side |
| 21 | 5 | Golden Spoon | Waterway, between cover rooms |
| 22 | 6 | Silver Inca Mask | Second white tree, battlement |
| 23 | 6 | Spanish Silver Coin | Courtyard gate, broken stairs |
| 24 | 6 | Silver Tairona Pendant | Crate room, lower-right |
| 25 | 6 | Gold Llama | Rubble platform, two trees |
| 26 | 8 | Decorated Silver Ring | First doorway, right corner |
| 27 | 8 | Silver Frog | Ruined house, dark back room |
| 28 | 9 | Golden Fish Charm | Plaza left wall |
| 29 | 9 | Jeweled Golden Brooch | Customs-house corner, zip-line landing |
| 30 | 10 | Silver Belt Buckle | Right-most staircase, top corner |
| 31 | 11 | Spanish Gold Coin | Dead-end right path |
| 32 | 11 | Silver Spanish Chalice | Past rope bridge, plants |
| 33 | 11 | Gold Coatimundi | Cave, behind crates |
| 34 | 13 | Golden Turtle | Behind waterwheel |
| 35 | 13 | Silver Inca Cup | Collapsed-staircase debris |
| 36 | 13 | Jeweled Silver Cross | Room right of kegs |
| 37 | 13 | Silver Toothpick | Past winched gate, railing |
| 38 | 13 | Gold Spanish Chalice | Plaza street right |
| 39 | 13 | Silver Coatimundi | Plaza far-left tunnel |
| 40 | 13 | Golden Cup and Cover | Secret library wall |
| 41 | 14 | Golden Inca Vessel | First room, right |
| 42 | 14 | Golden Skull | Waterfall drop |
| 43 | 14 | Silver Snuff Box | Chapel, behind trapdoor |
| 44 | 14 | Silver Spanish Goblet | Behind sarcophagus |
| 45 | 14 | Silver Ingot | Gap crossing, ledge drop |
| 46 | 14 | Gold and Ruby Inca Mask | Nook by winch gate |
| 47 | 15 | Gold Inca Figurine | Start, grass right |
| 48 | 15 | Golden Bird Vessel | Second-floor corridor |
| 49 | 15 | Golden Spanish Goblet | Cathedral back-right room |
| 50 | 15 | Jeweled Golden Cross | First secret window passage |
| 51 | 15 | Silver Skull | Second mausoleum, cemetery |
| 52 | 15 | Golden Inca Mask | Gravestone by mausoleum |
| 53 | 16 | Silver Cup and Cover | Plates V–IV–I dead end |
| 54 | 16 | Jeweled Silver Brooch | Pillar III drawbridge |
| 55 | 16 | Gold Snuff Box | Platform by I/VII plates |
| 56 | 18 | Gold Monkey Figurine | Junction hall, rubble |
| 57 | 19 | Golden Seadragon Pendant | Brawl chamber, stacked crates |
| 58 | 20 | Gold Ingot | Behind start, jungle edge |
| 59 | 21 | Golden Skull Rosary | Sarcophagus room |
| 60 | 21 | Sapphire and Silver Mask | Room below, central pillar |
B. The armory checklist
PM - 9mm (50) · 92FS - 9mm (50) · Micro - 9mm (50) · Wes - 44 (20) · Desert - 5 (20) · MP40 (30, Ch 18–19) · AK-47 (50) · M4 (50) · Dragon Sniper (30) · Moss - 12 (50) · M79 (30) · Mk-NDI (30)
C. Extended Collection checklist
Charted! - Brutal (gold) · Supernatural Born Killers (Ch 19 snipers) · Cosplay (any skin, one kill) · YOLO Fortunately (Ch 22 deathless, Normal+) · The Fat and the Furious + Need for Speed (one continuous Easy speed run, Doughnut Drake, under 2:30:00) · Cheater Cheater (activate a tweak) · Follow the Leader (compare stats with a friend online)
21. Accuracy & Sources
This walkthrough was written fresh for this document. Chapter ordering, treasure names and locations, trophy names, grades and requirements, difficulty behavior and farming routes were cross-checked against the game's own trackers and the references maintained by the Uncharted Wiki (Fandom), PowerPyx, Push Square, PlayStationTrophies, PSNProfiles, PlayStation LifeStyle, Gamepressure, GameFAQs and the speedrun.com community (all consulted August 2026). Where sources disagreed (Brutal's unlock condition, Survivor's count on PS3 versus PS4), the version supported by multiple independent references is the one printed here. If a future patch moves anything, the in-game chapter-select tracker and pause-menu treasure list remain the final word on your save.
Uncharted: Drake's Fortune © Sony Interactive Entertainment / Naughty Dog. This is an unofficial fan-made guide.