Warning: We've ensured that our walkthrough contains minimal spoilers so you can still enjoy the game even if you need help finding collectibles. However, if you want to know nothing about the game before playing, you should stop reading now. You can always consult this walkthrough when you play the game a second time and want to find everything.
Our full, spoiler-free walkthrough for The Last of Us Part 2 continues with, well, Part 2, covering Seattle Day 1. We'll help you find every collectible, story item, weapon, and upgrade--without spoiling the story or any encounters. Find everything you need to know below, covering Seattle Day 1. It's a large area containing several different buildings that can be fully explored, and it can be a bit of a pain to find everything if you don't have a plan going in. Of course, that's where we come in.
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Now Playing: The Last Of Us Part 2 - 7 Tips To Keep You Alive
There's tons of more coverage of The Last of Us Part 2 for your enjoyment now that the game is out. For more parts of the walkthrough, be sure to check the list below. We'll be publishing more parts throughout the next 12 hours, so we recommend bookmarking our The Last of Us Part II guide roundup, which we'll keep updated with the latest walkthroughs and guides as they get posted. Be mindful of the spoiler block text in the list below, as the names for Parts 6 through 9 can be considered spoilers for early players.
Part 1: JacksonPart 3: Seattle Day 1 - Capitol HillPart 4: Seattle Day 2Part 5: Seattle Day 3Part 6: The Park, Seattle Day 1 Part 7: Seattle Day 2 Part 8: Seattle Day 3 Part 9: Santa Barbara
Once you hit the highway, look for a portable building on the left side of the road. Check the bulletin board inside for a The Starfire Kids Trading Card.
Look in the file cabinet in the back of the building for the Map of Seattle artifact.
At the Seattle Quarantine Zone gate, look in the FEDRA building on the left for the Refugee Note artifact. The table in the second FEDRA building has the Infected Infographic artifact.
Approach the Trespassers Will Be Killed On Sight sign to activate a new Journal Entry.
Once you're over the wall into the QZ, walk along it until you go inside. Look to the left for a ladder. Climb up and check the table to find the Chessmaster Trading Card.
On the crate to the right is the Isaac's Orders artifact.
Once you drop down out of the lookout tower, use a brick to break the window of the FEDRA building ahead. Check the drawer next to the computer to grab the Checkpoint Gate Codes artifact.
Plug in the cord to open the gate, but pick it up again when you're done and throw it over the top of the FEDRA trailer next to the generator. You can then use it as a rope to climb up onto the roof of the building, where you'll find the Oozer Trading Card and the Rooftop Note artifact.
After you open the small gate and talk to Dina at the large one, break the window in the back of the second FEDRA building. Climb the ladder up to the lookout tower to find some supplements and other gear.
To power the main gate, throw the cable over the fence and enter the password 0512.
At the next gate (Downtown Checkpoint/Fuck FEDRA), look to the left in the guard booth for a drawer that holds the FEDRA Census Document artifact.
Some items in downtown are dynamic; if you take a different path than we did through the area, you might find some of them in different places than we did. The major locations will stay the same on the map, and while you might locate different objects at some of them, you should still find something at each spot we've marked.
Inside you'll find the Pump Action Shotgun weapon on a body. To the right of the body is the Bank Robber Letter artifact. Check the corner for a safety deposit box that holds the Antique Ring artifact, which will unlock the So Great And Small Trophy.
On the bridge that leads to the music shop from the workbench, look in the guard tower for the Street Drawing artifact. You'll also trigger a Journal Entry right afterward if you stay in the lookout tower for a second.
Climb back up the wall and head to the left. A walkway will take you to an open window where you can enter a Music Shop. Look for a guitar case in the back room to trigger a cutscene. Downstairs, look in a drawer behind the clerk's counter for the Das Wort Trading Card.
Head into the bathroom and look on the baby changing table for the key to Barko's at 900 Marion and 6th.
Inside, you can scavenge quite a bit from the lower floor. Use the rolling crate from near the gas tank to reach the upper floor, boosting yourself up by the exit gate. Continually talk to Dina in the offices to access a Journal Entry. After swinging on the cable, open the rabbi's office before you leave and check the desk drawer to find the Rabbi Saunders' Letter artifact.
When you go down the stairs, check the FEDRA bodies for the Plea to a Friend Letter artifact. Break the nearby window and jump through to find a body with a machete in it and Lt. Torres' Final Memorandum artifact. The file cabinet holds the List of Known WLF Agitators artifact.
Check under the desk beneath the window for a safe. The code is 86-07-22.
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