The Walking Dead: The Final Season · Guides
The Walking Dead: The Final Season 100% guide
Published by Chubuggles
Chronological Xbox route through all four episodes, every collectible, every missable, and the choice branches needed for 1,000G.
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- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 9-11 hours
Difficulty
3/10, as the guide’s author rates it
Your Progress
48 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Completion Plan
▶Achievements, Saves, and Missables
This guide covers the Xbox One achievement list, which is the same list when you play on Xbox Series X|S. The full list is 48 achievements worth 1,000G: 13 in Episode 1, 13 in Episode 2, 13 in Episode 3, and 9 in Episode 4. The Windows 10 version and The Telltale Definitive Series have separate lists and are not covered here.
As of 2026-10-04, there are no CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED achievements. All 48 are single-player and can be earned offline. There are no online, co-op, difficulty, New Game+, or multiplayer requirements.
The practical minimum is one full story playthrough plus a few short save-copy branches. To copy a save, quit to the main menu and go to Settings, then Save Files. Highlight your active save (it has a green edge), press X to copy it, move to an empty slot and press A to paste, then press A on whichever slot you want the game to load. There are only four slots, so this route reuses them: whenever the guide asks for a copy and no empty slot remains, paste over an older branch or backup whose achievement you have already earned. Never overwrite your main slot. The pause menu cannot copy or switch slots, and the game keeps autosaving to whichever slot is active. Achievements remain unlocked on your Xbox profile even after you return to another slot.
Most of the list is missable. There is no act or scene select and no rewind. The only replay option is restarting an episode from its very beginning, so the save copies in this route are essential rather than just faster.
There are 19 collectibles: 6 in Episode 1, 3 in Episode 2, 6 in Episode 3, and 4 in Episode 4. Each one can only be picked up during its own scene, and each episode then has a short window in Clementine's bedroom to place that episode's set. Collectibles and placements stay with the save slot that picked them up, so finish each episode on the slot that collected everything. Holding the interaction-highlight trigger shows every interactable marker in a scene, including collectibles, and Extras on the main menu lists what you have found. The Collectibles section at the end of this guide lists all 19; that checklist is your own tracking, and the game and your achievements are what confirm progress.
▶Episode 1: Done Running
▶Act One — Arrival at Ericson
▶Collectibles · 4 4 collectibles
Deer Skull — Act One, before entering the house: past the tire swing, in the dead end behind the house, on top of the barrels.
Missable
Plastic Flowers — Act One, Ericson main hall: on the desk behind the right side of the big staircase, before following the music to AJ.
Missable
Real Flowers — Act One courtyard after the woods defense: stone bench against the wall at the far end, past the couches and cooking group.
Missable
AJ's Drawing — Act One bedroom: AJ hands it over after Violet asks for the coloring box. Choose "You can keep it if you like" to be safe.
After the opening walker, and before entering the house, walk past the tire swing as far as you can, then turn right into a small dead end behind the house. The Deer Skull sits on top of the barrels there. Entering the house closes this area, so this is the only chance.
Once you reach Ericson, check the desk behind the right side of the big staircase for the Plastic Flowers (some guides call them Fake Flowers) before following the music to AJ.
▶Tickle Monster
When you find AJ after following the music, choose "Tickle him" during the conversation. The achievement unlocks immediately after the tickle.
▶Nothing Wasted
During the walker-defense sequence in the woods, kill the four walkers using the four hanging log traps. Do not kill any of these walkers normally.
Each trap only works when a walker is inside its marked area. Stun walkers as needed, move them beneath a trap, wait for the trap's circle to turn red with the walker inside, and cut the rope. The requirement is a trap kill from each of the four traps. More walkers arrive than there are traps, and killing the others normally does not void the achievement, but don't waste a walker that is standing in an unused trap's circle. If a trap is cut without killing anything, let a walker bite Clementine or quit to the main menu to restart the checkpoint.
Back at the school courtyard, pick up the Real Flowers before progressing the social scene. From your starting spot facing the flag, go right between the couch group and the cooking group, under the overhang, to the stone bench against the wall at the far end.
▶Social Butterfly
During the courtyard dinner/social sequence, speak to everyone before advancing:
- Mitch and Willy on the couches
- Louis and Omar cooking
- Ruby at the fire
- Violet and Tenn by the graves
- Aasim on the steps writing
Talking to Marlon advances the scene, so leave him for last. The achievement unlocks after every required person has been spoken to.
Later, in the bedroom, AJ finds a coloring box and Violet comes to ask for it. Choose "You can keep it if you like". AJ then hands Clementine AJ's Drawing, the fourth Episode 1 collectible. The drawing is reported to arrive whichever answer you give, but keeping the box is the safe choice and costs nothing.
▶End of the Road
Continue the story to the end of Act One. This unlocks automatically when Act One is completed.
▶Act Two — Fishing Route First
▶Collectibles · 2 2 collectibles
Cat Skull — Act Two: above the fishing shack fireplace on the fishing path, or in the grass near Aasim on the hunting path.
Missable
Tenn's Drawing — Act Two courtyard dinner after the train-station trip: answer "Sure, draw me in".
Missable
Shortly after Act Two begins, Rosie confronts Clementine upstairs.
▶Good Girl
Good Girl15G
When Marlon holds out his hand and offers to help Clementine handle Rosie, choose "I trust you", then pet Rosie and tell her to sit. The achievement unlocks once Clementine successfully interacts with her.
When Marlon asks where to go, choose to fish with Violet and Brody. The Cat Skull has a different spot on each path, and the fishing path holds Lost Love and Upstream, so use it on your main slot.
At the fishing shack, turn around as soon as you regain control and pick up the Cat Skull from above the brick fireplace before leaving the building.
▶Lost Love
Lost Love15G
Inside the fishing shack, speak with AJ near the bed and inspect the heart graffiti he points out. The achievement unlocks from discovering the graffiti.
▶Upstream
Upstream15G
Pick up the spear from behind the table in the shack. During the fishing sequence, spear all 3 fish across 3 rounds without missing. Aim until the reticle turns red before each throw, and expect the later rounds to be faster. If you miss, quit to the main menu and reload; the game restarts you at the beginning of the fishing sequence.
Later, after the train-station sequence and the return to Ericson, Tenn draws at the courtyard dinner table. When he asks whether you want to be in the drawing, answer "Sure, draw me in" so he gives you Tenn's Drawing, the final Episode 1 collectible. Refusing (and having AJ scribbled out) makes Tenn scrap the drawing.
▶Scavenger
Scavenger30G
Scavenger unlocks when Tenn's Drawing is collected, provided you already have the Deer Skull, Plastic Flowers, Real Flowers, AJ's Drawing, and Cat Skull. It pops before Act Two ends.
▶Fitting In
Fitting In15G
Continue to the end of Act Two. This unlocks automatically when Act Two is completed.
▶Act Three — Place Everything Before Sleeping
At the start of Act Three, Clementine is back in the bedroom with the Episode 1 collectibles available to place. AJ's Drawing is already hung on the wall.
▶To Make It Look Nice
Place every Episode 1 collectible on its marked spot before blowing out the candle and going to sleep: the Deer Skull above the door, the Plastic Flowers on the shelf above the desk, the Real Flowers by the candle, the Cat Skull on the shelf, and Tenn's Drawing next to AJ's. Blowing out the candle ends the placement window. The achievement unlocks when the final collectible is placed.
▶Protector
Protector40G
Continue through the remainder of the episode. Protector unlocks automatically at the end of Act Three.
▶Episode 1 Branch Cleanup — Hunting
Load the copied save from the start of Act Two and choose to hunt with Louis and Aasim instead of fishing. This path has its own Cat Skull in the grass near Aasim, but you already have Scavenger from the main slot, so you can ignore it.
When you reach the hunting area, make another copied save before choosing whether to help Louis or Aasim. The two hunting achievements require opposite activities.
▶Where’s the Candy?
Choose to help Louis with the trapped walker. Take the bat and land 3 swings on the hanging walker, pressing only when the crosshair is red. A miss fails the attempt, so reload the hunting-area copy and try again. The achievement unlocks after the third successful swing.
Reload the hunting-area copy and choose to help Aasim instead.
▶Rabbit Season
Shoot the rabbits with Aasim's bow without missing. The first group spawns two rabbits, but you only need to hit one. After a short cutscene another rabbit appears and must also be hit. Wait for each rabbit to stop before releasing the arrow. A miss fails the attempt; reload the hunting-area copy and retry. The achievement unlocks after the second successful hit.
Once both hunting achievements are unlocked, Episode 1 is complete. Return to your finished main-story save and continue to Episode 2. Both Episode 1 branch copies (the Act Two copy and the hunting-area copy) are now expendable, so overwrite them for later backups.
▶Episode 2: Suffer the Children
▶Act One — Return to Ericson
Play through Act One normally. There are no Episode 2 collectibles in this act and no missable achievement action that needs to interrupt the story.
▶We’re Staying
This unlocks automatically when Act One is completed.
▶Act Two — Greenhouse Sweep
▶Collectibles · 3 3 collectibles
Wild Boar Skull — Outside the greenhouse: directly behind you at the start of "Find a Way In", by the tall grass left of Ruby.
Missable
Mysterious Mushroom — First greenhouse room: flowerbed behind Ruby in front of the cabinet. Collect it, then eat a second one for Edible.
Missable
Venus Flytrap — Laboratory: left corner of the first flowerbed, before taking the igniters and propane.
Missable
All three Episode 2 collectibles are in or around the greenhouse, and Botanist is tied to thoroughly inspecting the same area. Do not rush the scene.
Before climbing into the greenhouse, pick up the Wild Boar Skull directly behind you at the start of "Find a Way In", by the tall grass left of Ruby. Inspect the foggy greenhouse window by Mitch and the ladder above it. Speak with Ruby and Mitch while you are outside.
Inside the first greenhouse room, inspect the knife on the ledge as you enter and deal with the walkers. Pick up the Mysterious Mushroom from the flowerbed behind Ruby, in front of the cabinet. Then interact with the mushrooms again and choose to eat one; you eat a different mushroom from the one you collected, so you keep the collectible. Before opening the path into the laboratory, sweep every interaction marker in the room. Inspect the shears on the table right of the white door, the pry bar left of the door, the planter bed and trowel, the shovel, the lawn mower, and the cabinet (open it with the pry bar), and speak with Ruby and Mitch. The red door hidden behind a shelf leads on to the laboratory, and you cannot return to this room afterward.
▶Edible
Edible15G
After collecting the Mysterious Mushroom, interact with the mushrooms again and eat one. The achievement unlocks immediately.
Once the first room is exhausted, enter the laboratory. Pick up the Venus Flytrap from the left corner of the first flowerbed, a few steps in, before touching anything else. Then inspect the blue beaker, the flask, the chalkboard, and the test tubes on the shelf, and speak with Ruby and Mitch if dialogue is available.
▶Gatherer
Gatherer30G
Gatherer unlocks on the Venus Flytrap pickup, after the Wild Boar Skull and Mysterious Mushroom.
▶Botanist
Botanist15G
Required: interact with everything in and outside the greenhouse. Before taking the igniters and propane tank that end the greenhouse scene, verify that you have interacted with every available marker in all three greenhouse sections (outside, first room, laboratory) and spoken with both companions at every available opportunity. Hold the interaction-highlight button in each section to confirm no marker is left.
Because of the failure reports, the safest route is to leave the igniters and propane until absolutely everything else has been exhausted. If Botanist does not unlock after a full sweep, reloading the greenhouse backup and repeating the sweep is worth attempting.
Continue the story after Botanist unlocks. The greenhouse backup is now expendable and can be reused for the Be Prepared or relationship copies.
▶Old Ghost
Old Ghost15G
This unlocks automatically when Act Two is completed.
▶Act Three — Final Preparations
At the beginning of the act, place the three Episode 2 collectibles in Clementine's room before advancing.
▶Personal Touch
Place the Wild Boar Skull and Mysterious Mushroom on the shelf and the Venus Flytrap on the dresser before blowing out the candle; blowing it out ends the placement window. The achievement unlocks when all three have been placed.
Later, Clementine is sent into the courtyard to inspect Ericson's defenses. This is an important missable window. Do not talk to Violet to progress until the area is completely finished.
▶Be Prepared
Be Prepared15G
Sweep the entire courtyard before speaking to Violet. Use the game's interaction-highlighting function and clear every environmental marker first, before talking to anyone; talking to people mid-sweep is reported to be glitchy.
Make sure you inspect the central graffiti, flagpole, mounted walker heads, wooden barricade, flipped table, gate walls, barbed wire above the gate, pile of heads, burned-building rubble, and every available grave. Once every object is done, check in with the other defenders. Keep Violet for last because speaking with her ends the preparation window.
▶Great Girl
Great Girl15G
After the object sweep, find Rosie near the graves where Marlon was buried and choose "Pet her". The achievement unlocks after the interaction.
▶Sureshot
Sureshot15G
Talk to Louis during the preparation sequence and use Marlon's bow for target practice. Hit the stationary target with all five shots without missing. Every arrow simply needs to hit the target.
Later, after the card game with Violet's group, the game asks whom to follow. Either Violet or Louis works for both relationship achievements, and the card-game answers do not matter.
▶Bonded
Bonded15G
Play the friendship branch first, on the copied save. With Violet, choose "You're a great friend" in the serious talk in the bell tower. With Louis, at the piano, hand Louis the knife and then say "I'm glad we're friends". The achievement unlocks when the scene resolves platonically.
Once Bonded unlocks, quit to the main menu and load your main slot.
▶Moving Fast
Moving Fast15G
On your main slot, take the romantic branch. With Violet, choose "I have feelings for you", then "Kiss her". With Louis, carve a heart around it, say "I LIKE like you", then "Kiss him". The achievement unlocks when the relationship turns romantic.
Continue the story on your main slot toward the attack on Ericson. With both Bonded and Moving Fast unlocked, the relationship copy is now expendable and can be reused for Deadeye and the Episode 4 branch.
▶Deadeye
Deadeye15G
During the two walker-defense waves late in Act Three, every walker you kill must die from a bow headshot. Missed arrows are fine. A walker that dies from a body shot, or one that reaches Clementine and forces a melee or quick-time kill, fails the attempt. If that happens, let Clementine die or quit to the main menu and reload before the waves end, then retry. Take your time lining up each shot and keep your distance from walkers that get close.
▶Defender
Defender40G
Finish the episode. Defender unlocks automatically when Act Three is completed.
▶Episode 3: Broken Toys
▶Act One — Abel, Raider Recon, and James
▶Collectibles · 6 6 collectibles
School Pennant — Basement: on the wall to the left as you enter, before Abel's interrogation.
Missable
Sketch Toy — Basement: storage shelf after the duct tape and before Rosie, before Abel's interrogation.
Missable
Horseshoe — Raider recon: on the path behind you near a fallen tree, before talking to any companion.
Missable
Rabbit's Foot — Raider recon: on the ground next to Willy, before talking to any companion.
Missable
Beet Nick — James's barn: on the ground by the hay bales left of the entrance, before talking to James.
Missable
Wind Chimes — James's barn: outer right wall, right of AJ and the salt lick, before talking to James.
Missable
All six Episode 3 collectibles are in this act. As soon as you gain control in the basement, collect the School Pennant (a red Ericson Academy pennant, sometimes listed as Ericson's Pennant) from the wall to the left, then the Sketch Toy from the storage shelf in the next section, after the duct tape and before Rosie. Both are gone once Abel's interrogation starts.
▶Best Girl
Best Girl15G
Pet Rosie in the basement before beginning Abel's interrogation. The achievement unlocks immediately after petting her.
▶As A Mouse
As A Mouse15G
This achievement has a setup in Act One and the actual trigger in Act Three. During Abel's interrogation, get him to reveal the Raider password Rockingham. The decisive step is [Make him sweat]: his fear of turning is what makes him give up the password.
This is one confirmed working sequence:
- Let AJ wake Abel.
- Let Abel drink.
- Tell him, “They’ve abandoned you.”
- Tell him, “Fuck your war.”
- Let him smoke.
- Say, “I hope so.”
- Let him sweat.
- Say, “You’ll know soon enough.”
Do not forget the word Rockingham. The achievement itself will not unlock yet.
When the group scouts the Raider boat, turn around as soon as you gain control and collect the Horseshoe from the path behind you near a fallen tree, then the Rabbit's Foot from the ground next to Willy. Pick up both before talking to any companion, because the binocular conversations can end the scene.
▶All-seeing
All-seeing15G
During the Spy on Raiders objective, inspect every point of interest through the binoculars for all three companions.
AJ has two points, Violet or Louis has five, and Willy has three. The safest method is to remain in binocular view until the game automatically exits that person's view, which indicates every required point has been tagged.
Continue until you meet James and reach the walker sequence where he asks Clementine not to kill them.
▶Mercy
Mercy15G
Kill no walkers during James's test. Stun walkers or keep moving until the sequence ends, but do not perform a lethal attack. The common failure point is the walker that walks up while you push the cart: do not press the kill prompt on it. The achievement unlocks after the non-lethal sequence is completed.
At James's barn, do not speak to James immediately. First collect the Beet Nick toy from the ground by the hay bales, left of the entrance and left of James, and the Wind Chimes on the outer right wall of the barn, right of AJ and the salt lick (you can hear them). These are the final two Episode 3 collectibles.
▶Hunter
Hunter30G
Hunter unlocks on whichever barn collectible you pick up last, provided you already have the School Pennant, Sketch Toy, Horseshoe, and Rabbit's Foot.
▶Did you lick it?
While AJ is beside the salt lick at James's barn, speak to him about it. Any dialogue option works once you interact with the salt lick.
▶Whispers
Whispers15G
Continue to the end of Act One. Whispers unlocks automatically when the act is completed.
▶Act Two — Party and Boat Approach
At the start of Act Two, Clementine is back in the bedroom after a short talk with Ruby. Place every Episode 3 collectible before picking up the coffee heater or talking to AJ; either one ends the placement window.
▶Feels Like Mine
Place all six on their marked spots: the School Pennant on the wall by Clementine's bunk, the Sketch Toy on the shelf nearest the door, the Horseshoe on the door, the Rabbit's Foot on AJ's top bunk, the Beet Nick on AJ's desk, and the Wind Chimes on the ceiling fan. The achievement unlocks after the final item is placed.
▶Nightlight
Nightlight15G
Continue through the party sequence. Nightlight unlocks automatically at the end of the party, after Louis's or Violet's song.
Later, during the approach to the Raider boat, Clementine slips past a spotlight and is then attacked by walkers just before entering.
▶Personal Space
Kill every approaching walker with the bow before any of them reaches Clementine. Aim for heads, and missing an arrow is fine. The critical condition is that every walker dies from the bow and no knife or hand-to-hand quick-time kill occurs.
If one gets close enough to force melee, let Clementine die or restart the checkpoint and repeat the sequence.
▶Shoreline
Shoreline15G
Continue through the rest of Act Two. Shoreline unlocks automatically when the act is completed.
▶Act Three — Infiltration and Escape
Early in Act Three, a Raider guard demands a code while Clementine is sneaking through the boat.
▶As A Mouse
As A Mouse15G
When challenged by the guard, answer with the password Rockingham obtained from Abel in Act One. The achievement unlocks when you choose the Rockingham option.
Soon afterward, Clementine is confined in a cell.
▶Tally
Tally15G
Before working on the escape, inspect the tally marks scratched into the cell wall. They are usually described as next to the cell door; if you don't see them there, check the back wall by the cupboard. The achievement unlocks from examining them.
▶Leader
Leader40G
Finish Episode 3. Leader unlocks automatically when Act Three is completed.
▶Episode 4: Take Us Back
▶Act One — Escape and Cave
▶Collectibles · 3 3 collectibles
Skin Mask — James's mask. Automatic early in Act One if Lilly was spared; otherwise win the cave argument with "The way you think is dangerous" or "It's a childish fantasy".
Missable
Calypso Cauliflower — Act One cave: next to AJ and the dead walker by the rocks, before crossing the stream.
Missable
Crystal — Act One cave: by the crossing log on Tenn's side, before crossing the stream.
Missable
Episode 4 has four collectibles. The Skin Mask (James's mask) depends on your Episode 3 ending, while the other three have fixed locations.
If you spared Lilly at the end of Episode 3, she kills James, and AJ picks up the Skin Mask automatically early in Episode 4, after the fight with the Delta soldier carrying Marlon's bow. If James survived, you will secure the mask in the cave later in this act.
Once the group reaches the cave and you gain free movement while making a torch, collect both cave items before crossing the stream; the earlier part of the cave cannot be revisited. The Calypso Cauliflower toy is next to AJ and the dead walker, by the rocks. The Crystal is a twinkling item by the log used to cross the stream, on the side where Tenn stands.
If James is alive, an argument breaks out after you cross the stream. When his philosophy is challenged, choose "The way you think is dangerous" or "It's a childish fantasy". Either makes James leave, and AJ then finds the mask in the cave whichever answer you later give AJ. Do not choose "You can't force it on people", which loses the mask for good. If you do lose it, Survivor still unlocks without it, but keep the mask whenever you can.
On your main save, tell AJ that you trust him to make the hard call. Continue through the end of Act One and into the bridge sequence in Act Two.
▶Red Water
Red Water15G
Red Water unlocks automatically when Act One is completed.
▶Act Two — Bridge Choice Branch
Continue through the bridge action and the climb immediately afterward.
▶Goodbye
Goodbye15G
If you told AJ you trust him to make the hard decisions, Goodbye unlocks after the bridge sequence and subsequent climb in Act Two.
Once it unlocks, return to the main menu and load the copied save from the cave. Make the opposite choice and tell AJ he is not ready to make those decisions. Replay through the bridge sequence.
▶You And Me
You And Me15G
If you told AJ he is not ready to make the hard decisions, You And Me unlocks after the same bridge sequence and climb.
After both choice achievements are unlocked, return to the save you want to use for the rest of the story and continue. Collectibles are tracked per save, so finish the season on a slot that holds the Calypso Cauliflower, the Crystal, and the Skin Mask.
▶Final Lesson
Final Lesson15G
Finish Act Two. Final Lesson unlocks automatically at the end of the act.
▶Act Three — Ranch Flashback and Final Room
▶Collectibles · 1 1 collectible
Skull Fragment — Act Three fishing shack: beside the stove near the entrance, before putting the spear away.
Missable
Continue through the flashback sequence and the return to AJ.
▶Promise
Promise15G
Promise is story-related and unlocks automatically during the McCarroll Ranch flashback sequence.
Later, AJ fishes and enters the nearby shack to put away the spear. As soon as you enter, turn right and take the Skull Fragment from the gap beside the free-standing stove near the entrance, before putting the spear away.
▶Survivor
Survivor30G
Survivor unlocks on the Skull Fragment pickup, the last Episode 4 collectible. It is reported to unlock even if the Skin Mask was lost, but the safe route collects all four.
Continue the story until AJ recovers Clementine's hat.
▶Lost and Found
This is story-related and unlocks automatically when AJ finds Clementine's hat.
At the very end of the episode, after returning to the bedroom, stop before placing Clementine's hat. That action ends the episode.
▶Home At Last
Home At Last30G
Before placing the hat, place all four Episode 4 collectibles around the room: the Skin Mask on the coat rack, the Skull Fragment on the shelf with the other skulls, the Crystal on the desk, and the Calypso Cauliflower on AJ's bunk. Home At Last sometimes unlocks early, after the first placement; place all four anyway rather than treating an early unlock as proof you are done.
▶Savior
Savior100G
Once Home At Last has unlocked and all four collectibles are placed, place Clementine's hat and finish the final scene. Savior unlocks automatically when Act Three and the season are completed.
▶Collectibles
Reference
▶Episode 1 Collectibles
6 in the game
Scavenger unlocks on the sixth pickup, and To Make It Look Nice unlocks when all six are placed at the start of Act Three, before you blow out the candle. Each item has a single pickup window; missing one means reloading a copied slot or restarting the episode.
Deer Skull — Act One, before entering the house: past the tire swing, in the dead end behind the house, on top of the barrels.
MissableView in guide
Plastic Flowers — Act One, Ericson main hall: on the desk behind the right side of the big staircase, before following the music to AJ.
MissableView in guide
Real Flowers — Act One courtyard after the woods defense: stone bench against the wall at the far end, past the couches and cooking group.
MissableView in guide
AJ's Drawing — Act One bedroom: AJ hands it over after Violet asks for the coloring box. Choose "You can keep it if you like" to be safe.
Cat Skull — Act Two: above the fishing shack fireplace on the fishing path, or in the grass near Aasim on the hunting path.
MissableView in guide
Tenn's Drawing — Act Two courtyard dinner after the train-station trip: answer "Sure, draw me in".
MissableView in guide
▶Episode 2 Collectibles
3 in the game
All three are in the Act Two greenhouse scene. Gatherer unlocks on the third pickup, and Personal Touch unlocks when all three are placed at the start of Act Three, before you blow out the candle.
Wild Boar Skull — Outside the greenhouse: directly behind you at the start of "Find a Way In", by the tall grass left of Ruby.
MissableView in guide
Mysterious Mushroom — First greenhouse room: flowerbed behind Ruby in front of the cabinet. Collect it, then eat a second one for Edible.
MissableView in guide
Venus Flytrap — Laboratory: left corner of the first flowerbed, before taking the igniters and propane.
MissableView in guide
▶Episode 3 Collectibles
6 in the game
All six are in Act One. Hunter unlocks on the sixth pickup, and Feels Like Mine unlocks when all six are placed at the start of Act Two, before you pick up the coffee heater or talk to AJ.
School Pennant — Basement: on the wall to the left as you enter, before Abel's interrogation.
MissableView in guide
Sketch Toy — Basement: storage shelf after the duct tape and before Rosie, before Abel's interrogation.
MissableView in guide
Horseshoe — Raider recon: on the path behind you near a fallen tree, before talking to any companion.
MissableView in guide
Rabbit's Foot — Raider recon: on the ground next to Willy, before talking to any companion.
MissableView in guide
Beet Nick — James's barn: on the ground by the hay bales left of the entrance, before talking to James.
MissableView in guide
Wind Chimes — James's barn: outer right wall, right of AJ and the salt lick, before talking to James.
MissableView in guide
▶Episode 4 Collectibles
4 in the game
Survivor unlocks on the Skull Fragment pickup and is reported to unlock without the Skin Mask. Home At Last unlocks when the set is placed in the final bedroom before Clementine's hat, and it can pop early.
Skin Mask — James's mask. Automatic early in Act One if Lilly was spared; otherwise win the cave argument with "The way you think is dangerous" or "It's a childish fantasy".
MissableView in guide
Calypso Cauliflower — Act One cave: next to AJ and the dead walker by the rocks, before crossing the stream.
MissableView in guide
Crystal — Act One cave: by the crossing log on Tenn's side, before crossing the stream.
MissableView in guide
Skull Fragment — Act Three fishing shack: beside the stove near the entrance, before putting the spear away.
MissableView in guide