The Last of Us 2 Collectibles Guide Chapter 4: Seattle Day 3

This The Last of Us 2 Collectibles Guide for Chapter 4: Seattle Day 3 has all the locations for all 16 artifacts, 12 trading cards, 5 journal entry, 4 workbenches, and 3 safes.

Seattle Day 3 Collectibles

  • Road to the Aquarium Collectibles: 3 Artifacts, 4 Trading Cards, 1 Journal Entry, and 2 Workbenches.
  • The Flooded City Collectibles: 6 Artifacts, 2 Trading Cards, 1 Journal Entry, 2 Workbenches, 1 Safe
  • Infiltration Collectibles: 1 Journal Entry

Road to the Aquarium Collectibles

Trading Card – Esquire

When you wake up at the start of this chapter, you’ll be in a dressing room at the back of the theater. Head out towards the front of the stage until you reach a room before the giant red curtains but do not go through the curtains, and look to the left to find a trading card on a desk with a microphone.

Trading Card – Tormenta

After breaking the glass to enter the convention center building with Jesse, continue ahead. You’ll pass a kitchen and bathroom before reaching an open door, with the entrance partially blocked. Crawl underneath the mess to reach a back office. On the computer desk, you’ll find a trading card.

Workbench Location – Computer Filled Office

In the same office, listed above, you’ll find a workbench.

Artifact – Garage Note

Once you drop down into the long flooded street with Jesse, swim through the first large pool and climb up and move backwards towards a darkened parking garage inhabited by two Stalkers and a Clicker. Once they have been dealt with, move up and around until you find an upper level where a body is lying – but be ready for an ambush by a few more infected – and then loot the body for a note, as well as ammo, a machete, and other supplies.

Trading Card – Tanager

In the decrepit bookstore, crouch underneath the slab of concrete held up by bookshelves (on the ground floor). While you’re under there, look at the shelves. One of the bottom ones has a trading card on it.

Journal – Mushrooms

Go to the children’s section of the library with the Alice in Wonderland mural. Approach the fake trees, covered in mushrooms for another entry.

Artifact – Bookstore Note

Turn so that your back is to the Alice in Wonderland mural. Directly ahead of you is a table covered in books. On that table, you’ll find a stray page from a children’s book.

Artifact – Textile Note

After fighting alongside Jesse, against WLF members and their dogs, you’ll have some time to explore the construction heavy area of decrepit stores. Go to the construction area with the scaffold and blue tarps. It’s where the sniper was standing. Jump over the Warren Properties construction signs to enter the building; it’s a Boba shop. Go up the stairs, in the back, to reach a textile shop (full of yarn and other materials). Loot the area for supplies and approach the windows to pick up another note to Jules hanging on the brick wall.

Workbench – Near Mannequins

After getting through the scuffle with WLF members by the rundown stores and construction, look to your left to find a damaged building with a store called Norkirk Cosmetics. Enter, and then climb up some concrete slabs to find some mannequins creepily placed around. Take a left keeping the ruined building on your left to swim into a pool and under a large truck. On the other side, you’ll find another muddy slope to enter the building, where more mannequins are placed around. Keep moving past them and up the concrete slabs to a second floor, then check an adjoining room by the windows to find a workbench.

Trading Card – Tatuaje

After Jesse suggests the two of you steal a boat you’ll continue into a decrepit building. After crawling under some debris, look to the left and pick up the card on the shelf before lifting the debris, with Jesse’s help, to move through the next door.

The Flooded City Collectibles

Trading Card – Seff-L’Ho’Phaq

As soon as you are able to exit the boat when you reach a gate, get off and turn back around to locate an open door along the water, and enter the office. Look at the end of the room for a desk with a computer, and open a nearby drawer to find the trading card.

Journal Entry –  Ferris Wheel

After you get out of the boat to find a way to open the gate, head left through a storage area and up some stairs to a second floor hallway. Through a nearby window you can see the ferris wheel in the distance – stand in front of it to sketch it out.

Artifact – Stash Note

Just to the left of the window looking out at the ferris wheel, you can find a dead body against a corner of the hallway you’ve entered, and next to him lies a note with a clue to a nearby safe combination.

Safe Location – Warehouse

With the Stash Note in hand that you claimed in the hallway, run down to the opposite end of the hallway where debris blocks your path – but you can move a pallet on wheels to the side to crawl through to the far end. Drop through a window to find yourself next to the boat behind a cage where the safe is, and use the combination 70, 12, 64 to open it and find ammo, supplies, scrap, and supplements.

Workbench – Next to Sleep Warehouse

Continue your boat ride down more slopes until Ellie needs to restart the boat, and you’ll find yourself in front of a big building called Seattle Sleep Warehouse. Take a left before entering the building to find a patch of land in front of another building with a faded sign reading “Manufacturing Production Dis-” above a torn blue awning and some blue barrels. Enter the smaller warehouse to find a workbench you can use in this area – and be sure to check the flooded section of the room for spare scrap before making your upgrades.

Artifact – Shambler Note

In the river on the other side of the Seattle Sleep Warehouse and just past where the previous workbench was located, look for a flooded entrance to the Carthy Hotel on the right, and move in to find a corpse with a few supplies and a note about Shamblers.

Artifact – Encampment Note

In the next large open water area, you can’t miss a boat full of WLF Soldiers taking on Seraphites holed up in a broken building lit by orange lights. Let the Seraphites engage while you sneak in from the side and then mop up the remaining Seraphites. Head to the second floor and look for an enclosed room with glass windows, and you’ll find a note posted on the wall for Jules.

Artifact – Sniper’s Note

Outside the Seraphim Camp, look in the middle of the lake for a monorail that has crashed down and created a slope you can move up to get on the raised monorail line. Move through the cars until you reach a locked door, and grab a nearby rope. Drop down with the rope on the right side, and use it to swing to a nearby platform where you can then enter the next car. Here you’ll find a dead WLF Soldier holding assorted ammo and supplements, and a note has been left on the seat across from the body.

Artifact – Arcade Flyer

After clearing out the camp of Seraphites, take your boat under their building and keep moving until you break through the windows of a flooded bar and arcade with a fence blocking your progression. Leave the boat, and search the tables above the water to find a flyer on one of the tables.

Workbench Location – 2nd Floor Arcade

While you’re in W&B Arcade, head upstairs via the stairs to search the upper floor where the arcade section is, and near the back wall you can find workbench near a dead Seraphite on the balcony.

Trading Card – Khazakh Bright

In the W&B Arcade’s second floor, move along the balcony from the workbench to find a side room where a birthday party was held, as well as a locked door. You can try moving a nearby palette towards the door, but the floor will give way, locking you into a fight with a Bloater. After you defeat the infected, look near the front windows for a shutter you can pull up to reveal a prize booth, and hop over to find a Trading Card behind the display cases.

Artifact – Arcade Note

After you unlock the prize booth, head through the rooms beyond to move up to the second floor of the arcade area, and look for a sign at the back wall for a “PC Cafe”. Turn around once inside to find yet another note for Jules near the circular doorway.

Infiltration Collectibles

Journal Entry – Owen Moore Firefly Pendant

After seeing the surgical table (recently used) enter the kitchen/breakroom area with sleeping bags on the floor. Interact with the duffle bag on the left to examine a pendant and sketch it in your journal.

 

The Witcher 3 Is Free on PC If You Own It on PS4 or Xbox One

Here’s some good news for anyone with a gaming PC. You can get The Witcher 3: Wild hunt for free on GOG, as long as you already own it on PS4 or Xbox One (or other PC storefronts). And if you don’t don’t have a copy, you can get a console version right now on sale for cheap. The promotion runs through June 23, so claim your free copy soon.

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To get your free Witcher 3, download and open GOG Galaxy 2.0, click the promotion’s banner on the Witcher 3 page, and connect to the platform you own Witcher 3 on. The version you’ll get is the same one you already own on the other platform, either standard edition or Game of the Year.

The Witcher 3 Deals

App users: Don’t see the deals below? Click here.

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The GOG copy of the game also includes some digital extras. You’ll get an extended game soundtrack with four bonus tracks, The Witcher official paper toys, and The Witcher: House of Glass digital comic book.

Unfortunately the deal doesn’t work with the Switch version of the game since you can’t connect your Nintendo account to GOG. But you might want to pick up the Switch version anyway, since it supports cross-save with PC and is also on sale right now.

If you have trouble accessing your free copy or want more details, check the the promotion’s FAQ on GOG.

While we’re on the subject of free PC games, you can also pick up the Eye of the Beholder trilogy for free on GOG. And while you’re at it, you might as well check out our running list of free PC games and streaming service trials. Because why pay money for something when you can get it for free?

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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The Last of Us 2 Collectibles Guide Chapter 3: Seattle Day 2

This The Last of Us 2 Collectibles Guide for Chapter 3: Seattle Day 2 has all the locations for all 16 artifacts, 12 trading cards, 5 journal entry, 4 workbenches, and 3 safes.

Seattle Day 2 Collectibles

  • Hillcrest Collectibles: 10 Artifacts, 5 Trading Cards, 1 Journal Entry, 2 Workbenches, and 1 Safe
  • Finding Strings Collectibles: 1 Artifact, 1 Trading Card, and 1 Journal Entry
  • The Seraphites Collectibles: 7 Artifacts, 6 Trading Cards, 3 Journal Entries, 2 Workbenches, and 2 Safes.
  • St. Mary’s Hospital: 0 collectibles.

Hillcrest Collectibles

Trading Card – Wachumero

As soon as you leave the theater and end up outside Hillcrest, turn around to look back at a sinkhole with a muddy truck stuck in the ditch. Break the rear window and reach in to find a trading card.

Artifact – Join the WLF

Go through the window of the Majestic laundromat. In the back office, you’ll find another artifact: a Join the WLF note.

Artifact – Boris’ Daughter’s Drawing and Workbench Location

Head inside the Rosemont store and crawl through the hole in the back to circumvent the locked door and reach the basement which includes a workbench and other loot. There’s also an artifact called Boris’ Daughter’s Drawing.

Journal Entry – Fuck the WLF Graffiti

After jumping over the truck and watching the WLF Soldiers drive off, examine the Fuck the WLF graffiti on the WLF banner in front of you to get a new journal entry.

Artifact – Yolanda’s Note

Enter the used and rare books store next to the Ruston Coffee shop, and pick up the artifact behind the register – Yolanda’s note.

Artifact – Need a Plan Note

From the Ruston Coffee shop and the book store, head left down the road to a sinkhole, and look up to the right to climb up in front of a shop called Caroline Paper Co.. Break the windows and climb through to find a note on a table in the middle of the shop.

Trading Card – Shair the Sorcerer

Also inside Caroline Paper Co., head to the very back of the shop where several small cardboard boxes have been stacked and look inside the tops of them for the card to appear – it’s easily missed in the dark as the icon won’t appear unless you are looking down into the box.

Workbench Location – Bicycle Shop

After climbing up the moving dumpster, you’ll get to a hole in a brick wall you can use to enter a bicycle shop’s workshop. There’s a workbench here. Be sure to loot this room as well.

Trading Card – Naledi the Youthful

Inside the bicycle shop’s workshop, look around to the back of the room with a door leading to an office, and a corkboard. Below the board is a bicycle stashed in the corner, and a trading card has been placed in the spokes of the back wheel.

Artifact – Condolence Note

Walk around the bicycle shop’s workshop area towards the back, and enter the office connected to it. There, you’ll find an artifact: Condolence Note.

Precision Training Manual

Exit the bicycle shop and head through to the liquor store nearby and pick up the Precision Training Manual behind the cash register (on the floor). This manual can also be found after clearing out the basement below the liquor store of Shamblers, and crawling through a hole to come up into a children’s bookstore where the manual may be found by the remains of a mutated body.

Artifact – Note in Hillcrest Tattoo Parlor

Head into Velvet Tattoo parlor and loot the place for supplies (including supplements). In the back (office area), there’s an artifact on the table.

Artifact – Turn in Boris

Look for a pet store and dog grooming salon at the end of the street, where a Shambler and Runner are staggering about. The door to the grooming salon is locked, but you can smash the windows to hop over (kill the infected first or they’ll be alerted to this). Once inside, look to the sinks on the right to find a note.

Artifact – Dale’s Combo

The pet store and grooming salon has a broken wall leading into a bar with a billiards hall where the Shambler and Runner are likely to wander. After killing them, head into the back kitchen and look on the left wall as you enter to find several papers – and a note you can grab. The note includes a safe combo, which you can access behind the row of buildings on the opposite side of the street from the bar.

Safe – Auto Repair Shop and Gun Holster Location

From the main street, jump over the fences or walls in between the hair salon and tattoo parlor (you can also cut through the back of Shear Lux) to find a sealed garage with a dumpster in front of the door. Move the dumpster to access the door to the Auto Repair Shop. Behind it is a bunch of runners so have a molotov cocktail ready, then get some distance and shoot. Another option is to line that area with some trap mines, and let them come to you.

Inside is a safe with a Gun Holster (if you didn’t find both in Downtown Seattle), plus lots of ammo, scrap, and explosives. Use the Dale’s Combo note from the bar across the street, and enter the code 30, 82, 65. Be sure to check the back room for more supplements and other loot.

Trading Card – Brainstorm

Once you get to the top of the hill and see the smoke from the mysterious explosion, evade the Runners and hop over a fence into a backyard with a small hot tub and child’s playhouse. Go to the opposite side of the children’s playhouse for the trading card – Brainstorm.

Artifact – Boris’ Confession

As you enter the first home in Hillcrest proper, look on the living room table near the fireplace for a note from Boris.

Artifact – Rosemont’s Flyer

In the same house, move towards the kitchen area and dining table. On the left , there’s a small table with an artifact on it: Rosemont’s Flyer.

Trading Card – Reverb

At the battle of Hillcrest where you must take on several WLF Soldiers and attack dogs, you can find a trading card hidden in one of the many houses on the block. After the enemies are dealt with, run up the first street to the very end of the block to a house on the right with an adjoining garage (look for the house number 1214 above the front door). Go through the front door, up the stairs, and turn around and go up the hall to a bedroom with a window overlooking the front yard. Go prone and wiggle under the bed to find a trading card tucked away here.

Finding Strings Collectibles

Journal Entry – View of Jackson

As soon as the flashback begins with Ellie and Tommy, veer off to the right to get a grand view of Jackson in the distant valley to sketch it in your journal.

Trading Card – Austringer

Ride down with Joel into the town after your target practice, and follow him towards the music shop until the path forward is blocked. When he suggests going through the hotel, head down to the small pool of water instead and look inside a white car at the edge for a book with a trading card sticking out.

Artifact – Tara’s Invitation

Once you enter the hotel with Joel, follow him until you enter the spore-filled halls and enter Room 107 (he stops to crouch down and inspect a body here). Inside the room, look on a dresser for a note.

The Seraphites Collectibles

Trading Card – Randy Styles

Soon after starting in this area and moving through the checkpoint, climb up and over the barriers into the nearby Quickmart, and look along the shelves near the front registers at the store to find a display for trading cards with one still left.

Journal Entry – Feel Her Love

From the Quickmart, head outside and round the corner, keeping to the right side of the street to enter the lobby of a building with a closed conference room. To the left of this blocked door will be a message painted in blood by the “Scars” that you can jot down.

Artifact – Last Letter to Husband

In the large office building with the journal entry writing on the wall, you can enter an elevator shaft to reach a second room, only to find a locked door to another office. In order to get around, you need to grab a nearby rope that was used for hanging, and bring it over to the window. Use a brick or bottle to break the overhanging glass so that you can throw the rope over the pole, and then climb it from below and swing through the open window into the office full of supplies and ammo. In the far side of the room by some couches and sleeping bags you can find a note.

Trading Card – Shift

In the same conference room as the previous note that you need to throw a rope out the window and swing into, look near the couches and window in the far corner to find a trading card by a sleeping bag and some playing cards.

Artifact – WLF Target List

Down the street from the Quickmart and office building is a sealed restaurant – the Kingsgate Brewing Co. – swarming with a few stationary Clickers and Runners. The only way inside is to break the glass – so set a trap with a loud noise and molotovs or trap mines to destroy them as you break a window, or wait until they calm down to take them out silently. Search the bodies of the Clickers for a note from the WLF.

Workbench – Luxury Apartments

Up the main road where the path to Highway 5 is blocked, look to the left to spot a luxury apartment building with its front door locked, and enter to the right by crawling through an open window to the basement laundry room. Head up from the lobby to the first floor and open the apartment door on your right where you’ll find a workbench next to the kitchen at the end of the hallway. Warning: You will be attacked from behind, so be ready to fend off multiple attackers!

Training Manual – Organic Chemistry (Explosives Skill Tree)

After you interact with the workbench in the luxury apartments, you’ll be ambushed by a team of humans hiding out in a locked room in the apartment. Once they are taken care of, inspect the bedroom they were hiding in to find a Training Manual on the bed.

Artifact – WLF Deserter Letter

Also located in the locked bedroom in the luxury apartments that four enemies are hiding in until you use the workshop, look in the bedroom on a table with a big TV to find a letter by the door.

Artifact – Evacuation Letter

In the luxury apartments with the workshop, there’s another apartment that has a locked front door. To get inside, break the windows looking down on the street to hop across platforms and break your way in through the windows back into the apartment. Look on the kitchen table to find a note left from a refugee.

Safe – Luxury Apartments

In the same apartment with the locked door that you found the previous note in that mentioned a safe, head into the bedroom to find a safe in the closet. The note mentioned a wedding date, and you can find a convenient calendar on the other side of the bed that circles 10/08/13 as their 30th anniversary – and 30 years ago would have been 1983, making the combination 10, 08, 83. Inside you’ll find ammo and supplements.

Trading Card – Star Sign

Also found in the luxury apartment bedroom where the safe is located, search the bedside tables to find a trading card tucked away by the bed.

Journal Entry – Hospital Sign

This journal entry is added automatically after you make your way into the garage and move a dumpster outside to help you over a low wall. Ellie will take a look at the distant hospital and jot down its sign to remember it by.

Trading Card – Arch-Enemy

Once you spot the hospital in the distance and enter the Seattle Conference Center, get down from the upper levels by jumping onto a scaffold and moving down below. The door nearest you is locked, but if you look around the corner you can find two interior windows high up that you can break by throwing something, and then climb up over into the small office. Look inside some of the drawers in the office near the weapons and ammo to find a trading card.

Journal Entry – Dead Scar

Clear the first pack of Scars in the park as you make your way to the hospital. Once you reach the other side of the park to the street filled with burning fires and dead WLF Soldiers, look to the left at the end of the street for a dead Scar holding an axe by a bus stop, and Ellie can sketch his body.

Trading Card – Doppelganger

After the Seraphite filled forest, you’ll force open some wooden doors to enter a hotel. Go upstairs and look at the floor by the small half-round table in the corner of the hall. Among the random toys, you’ll find another trading card.

Artifact – Dying Husband’s Plea

Exit the hotel, mentioned above, through the window. Move up the fire escape stairs to the next door. You’ll notice if you go through the door, down the hall, and through the door on the right you’ll see the door is locked. Stay on the fire escape and break the window to head inside.

Check the right, back corner. There’s an artifact on the floor by the dead body, near the desk and green trash can.

Trading Card – Bhat M’andarr

On your way to the hospital, you’ll have to swim. While swimming, keep an eye out for concrete stairs by the pay for parking kiosks. Go up those stairs to reach a pharmacy. Inside the pharmacy, walk to the exit ahead but turn around when you get there and look at the shelf to the right of the yellow kiosk. Look at the box of cards to pick up the next trading card.

Artifact – Pharmacy Note

In the pharmacy, jump behind the counter and there’s an artifact in the shelving. This note will give you another safe code: 38-55-23.

Safe Location – Back Room of the Pharmacy

Head back towards the staircase but look to your left for a hole in the wall that you can crawl through, giving you access to the back room. Open the safe with the code: 38-55-23. Loot the room for supplies (including supplements!).

Workbench Location – Back Room of the Pharmacy

In the same room as the safe, you’ll find a workbench.

Artifact – Hospital Supply List

After you enter the hospital and take out the big group of WLF Soldiers, you can find a door in the far corner to squeeze through and barricade the stairway with boxes. Once you reach the first floor up, look across the hall into a room full of couches and sofas and check the table behind them for a supply list note.

 

You Should Have Left’s David Koepp on What a Psychological Thriller Needs

What are the elements needed for a successful thriller? I posed that question to David Koepp — the screenwriter of such thrillers as Panic Room, Stir of Echoes, Secret Window, Bad Influence, Snake Eyes, Premium Rush, The Trigger Effect, Angels & Demons, and this week’s new VOD release You Should Have Left — to learn what he believes are the key ingredients to make such a genre movie work.

You Should Have Left reunites Koepp, who also directed from his own screenplay, with his Stir of Echoes star Kevin Bacon, who plays Theo Conroy, a former financier whose recent past has made him a pariah. Theo’s wife Susanna (played by Amanda Seyfried) is an actress decades his junior.

In an attempt to repair their frayed marriage, Theo and Susanna, along with their young daughter Ella (Avery Essex), take a vacation to the Welsh countryside. The home they have rented, however, proves to have a sinister force within it that will only further expose their inner demons.

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Specifically for a psychological thriller, which is what You Should Have Left is, Koepp believes “you need a central dynamic that is fraught with suspicion and whether we are suspicious of the person who’s the lead in the story, or the two main characters are somewhat suspicious of each other or they’re suspicious of their environment.”

You Should Have Left has all three of those factors at play, the combination of which creates the necessary tension to engage viewers. “They’re in a strange place, their marriage is fraught because it shouldn’t be, he’s far too old for her. And we have questions about if each of them are being straight with us. There’s this sort of dark cloud from his past, and there may be secrets in her present,” Koepp explains. “So all that stuff adds up. That really helps out. Tension is what you want.”

Koepp believes a good thriller has two major ideas fueling its story. An “A” plot and a “B” plot, if you will. “You got to have a central dynamic that’s fraught with drama, and then you have to have the thing that happens to them,” Koepp explains.

“I’ll get an idea for a movie sometimes, and it’ll kind of go in my head for a while and I’ll think, well, that’s a good idea. I’m not really getting anywhere with it. And what I realize is it needs a second idea because the two things have to come together.”

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Koepp sums up this two-prong approach to crafting a thriller in You Should Have Left as such: “So in this case this marriage that’s got a fatal flaw to it. And then this supernatural place they go to, either because they’re drawn to it or it draws them. And those two things then go together.”

You Should Have Left premieres exclusively On Demand this Friday, June 19.

For more from our interview with David Koepp, discover James Cameron’s key contribution to 2002’s Spider-Man that Koepp scripted and Sam Raimi directed.

 

Making History In Humankind Makes 4X Approachable

The nature of 4X strategy games can often make them unwieldy and hard to understand for players who aren’t immersed in the genre. Part of that is the scope–in most 4X games (the genre name standing for explore, expand, exploit, and exterminate), you’re growing and managing a whole civilization, often throughout its entire history. That’s your mandate in Amplitude Studios’ upcoming title Humankind, too, but one of the more remarkable things about the game is how it guides you through the process of creating a civilization that’ll make its mark on history.

Humankind will remind players of other similar titles, most notably the Civilization series, in that you play humans rising from early nomadic societies to explorers of outer space. You’ll do all the usual 4X stuff–raise cities, gather resources, research new technologies, and build armies to either protect yourself from other civilizations or conquer them. But unlike other 4X games, Humankind includes a system that provides you with constant, short-term goals that keep you on track at any given moment, while also helping you get a big picture idea of how you want to build your society.

We recently got a chance to play about four hours of Humankind, starting in one of its earliest eras of history. It gave us a sense of the game’s city building, resource management, and combat, although a lot of systems–diplomacy, religion, trade–aren’t in the game yet. As any 4X game, it maintains the complexity that fans of the genre expect when it comes to planning and developing their civilizations, but Humankind also feels more approachable than most, thanks to a specific system called “Fame.”

In Humankind, your goal is less about being the last nation standing, dominating world religions, or being the richest nation ever. Instead, your goal is to become the most famous nation by achieving a series of milestone goals. Your Fame might be raised by creating wonders of the world, being the first to discover a key landmark like Mount Everest, or developing a key technology like written language. Each era has a list of goals called World Deeds that award Fame points when you’re the first to accomplish them. But in each era, you’re also working to earn Era Stars, which track your development as a society. You get stars for all kinds of things, like scientific research, military prowess, growing your population, and building cities and infrastructure. Stars also add to your Fame, and when you earn enough of them, you can advance to the next era and evolve your civilization further.

World Deeds and Era Stars combine to give you an actionable set of goals to achieve at all times. You still need a big-picture goal of where you want your civilization to wind up by the end of the game, but you can frame those plans and decisions in much smaller choices, like whether you want to increase your cities’ production of food to earn Era Stars for population, or amp up their science production to get stars for researching more technologies more quickly.

Being the first to discover natural wonders is one of the many things that can earn you Fame in Humankind.
Being the first to discover natural wonders is one of the many things that can earn you Fame in Humankind.
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For players who only dabble in 4X games or are newer to the genre, the simpler goals of the Fame system gives them a handle to grasp as they learn the ropes. And as studio head Romain de Waubert de Genlis explained, Fame is a way through which Amplitude is trying to immerse you in the experience of creating a whole civilization.

“Fame is one of the elements that, for me, would help in the immersion in the sense that we want you to feel like a historian, or a child opening a history book, and reading about these amazing histories that happened in real life a long time ago,” de Waubert de Genlis told GameSpot. “They were so amazing, they were so famous, that we still are discussing these feats today, whether they’re considered the infamous Attila, or whether they’re more famous as Attila the Great. Sometimes it depends on which side of history you are on. Sometimes some people will believe that Alexander maybe wasn’t infamous, and others believe that he was famous. So it also depends on when you look back a bit. It’s how much did you mark history, and to feel like you are writing that history, and you want to mark your path.”

The Fame system also provides players with clear, achievable, satisfyingly challenging paths to victory that don’t rely on conquering. Though lots of 4X games offer a variety of ways to play and develop a civilization or empire, many matches often seem to devolve into contests of who has the biggest army and can ravage everyone else.

The Humankind demo, on the other hand, gave a sense that there are plenty of ways to play the game that don’t rely on military might.

“For me, the way I play 4X is, I love to be able to create my empire,” de Waubert de Genlis said. “I don’t want to attack people. I just want to make a lot of science, make a lot of commerce, make friends, explore the world, and I want to be able to win like that. And that is very important in Humankind as well. That’s always been important to us, to try to find ways to make the game very challenging in all the parts, very interesting to think of strategies about economy, about science, about diplomacy, and to allow you to win that way. And for us, of course, all of that will fit back into the Fame, but it’s because you played that way.”

Evolving your civilization through the eras by choosing new cultures allows you to stack different benefits that synergize, or change your society's focuses to adapt to changing situations.
Evolving your civilization through the eras by choosing new cultures allows you to stack different benefits that synergize, or change your society’s focuses to adapt to changing situations.

Humankind supports your decisions about how you want to develop your civilization through its other major system: cultures. Each time you advance to a new era, you evolve your civilization by choosing a new historical culture, which is geared toward a specific affinity like science, agriculture, or martial strength. Cultures all have unique units and buildings, and they stack on top of one another–each time you add a culture, you keep everything you had before, as well. That allows you to create synergies between your cultures to reach your goals, or to make big shifts in your approach if the situation changes from one era to the next.

We only had access to one culture in the early going of the game, but since each one has a specific affinity, you can choose cultures that fit the playstyle and goals you’re going for. We tried two runs through the first era of the game, one focusing on science, the other on agriculture, and both were equally viable and interesting.

But although you don’t have to take a militaristic approach in Humankind, you definitely can. When we did mix it up with other civilizations, we got a glimpse of Humankind’s combat system, which has a depth similar to what’s seen in other Amplitude games, like Endless Space 2.

Pitting two armies against each other isn’t just a matter of positioning them on adjoining hexes and watching them clash swords. When you attack another force or they attack you, Humankind splits into a separate combat system that’s almost like a mini-game within the game. A unit you move around the map might include several forces stacked on top of one another, and in combat, you spend time deploying them across the battlefield, which spans multiple hexes. Battles take place over three rounds of combat in a turn, but as armies grow larger and more complex, battles might span several turns, with players bringing in more units as reinforcements.

Cities can be huge and sprawling as you continue to build them out and take advantage of resources throughout your claimed territory.

How you deploy your forces means that using terrain to your advantage and navigating battlefields becomes a big part of warfare in Humankind, de Waubert de Genlis said. If a battle is taking place near a river, you might have to work to be sure your forces are positioned on the correct side or risk being separated. High ground might give your forces an advantage. You might lure enemies into traps, or win a battle with a smaller force than your enemy because you made better use of the terrain.

“I love the fact that when you trigger a battle, you can choose where the battle happens,” de Waubert de Genlis explained. “And if you’re not happy, if you feel that it’s not the right place, you can wait a bit longer to attack, very much what happened in real life, as well when the choice of the battlefield was key to victory in many, many battles.”

There’s a lot more to Humankind, with the demo only scratching the surface of many of the systems, like religion and commerce. But despite the complexity of Humankind matching other 4X games, it seems that Amplitude’s ideas for putting new twists on the genre will also create pathways for new players–like rewarding playstyles that take approaches other than achieving military might, exploring and remixing history, or telling a unique story through the pursuit of Fame.

How it will all come together over the course of many eras and cultures remains to be seen–we’ll have to wait a while too, as Amplitude is set to release the game on PC in 2021. But at least in the beginnings of human history in Humankind, things look promising.

Now Playing: In Humankind The Most Famous Civ Wins

Get AirPods When You Buy A MacBook Or iPad With Apple’s New Back-To-School Deal

Apple tends to be one of the more popular back-to-school brands whether you’re in the market for a new laptop, iPad, or even earbuds for listening to music in between classes. Both educators and students can take advantage of a pretty great back-to-school promotion at Apple right now. When you buy select MacBooks, iMacs, or iPads, you’ll get a $159 credit to use toward a new pair of AirPods, Apple’s premium Bluetooth earbuds. The promotion runs all summer long until September 29.

Apple's back to school AirPods promotion
Apple’s back to school AirPods promotion

Since the base AirPods cost $159, you’re essentially getting them for free. However, you can put that $159 credit toward the more expensive models. AirPods with Wireless Charging Case will cost you just $40, while the AirPods Pro will set you back $90, down from their high $249 price. When checking out, you’ll simply need to choose which model AirPods you want, as shown above.

This deal applies to most new Apple products with the exception of the iPhone. Naturally, the deal feels even better if you’re buying a lower-priced laptop or tablet like the MacBook Air or iPad Air.

Eligible products

6478688 – Apple Back to School Deals – Apple

If you head to an Apple store to take advantage of this deal, you’ll have to show proof of your educational status as either an teacher or student at any level. We’re not saying you should lie, but if you shop online, you don’t need to provide any proof.

More AirPod deals

The Last of Us 2 Collectibles Guide Chapter 2: Seattle Day 1

This The Last of Us 2 Collectibles Guide for Chapter 2 Seattle Day 1 has all the locations for all 45 artifacts, 24 trading cards, 24 journal entry, 4 workbench, and 1 safe.

Seattle Day 1 Collectibles

  • The Gate Collectibles: 6 Artifacts, 4 Trading Cards, 1 and Journal Entry.
  • Downtown Collectibles: 18 Artifacts, 5 Trading Cards, 2 Journal Entries, 1 Workbench, and 3 Safes.
  • Eastbrook Elementary Collectibles: 3 Artifacts and 1 Trading Card.
  • Capitol Hill Collectibles: 7 Artifacts, 6 Trading Cards, 2 Workbenches, and 1 Safe.
  • Channel 13 Collectibles: 1 Artifact and 1 Trading Card.
  • The Tunnels Collectibles: 5 Artifacts, 3 Trading Cards, 1 Journal Entry, and 1 Workbench.
  • The Theater Collectibles: 4 Artifacts, and 2 Trading Cards
  • The Birthday Gift Collectibles: 1 Artifact, 2 Trading Cards, and 2 Journal Entries.

The Gate Collectibles

Trading Card – Motivator

Soon after the chapter starts, Dina and Ellie will come across a few cars in a clearing with an overgrown bus stop. Get off your horse and inspect the side of the bus stop to find a panel where the trading card is stashed.

Trading Card – The Starfire Kids

Upon reaching the overgrown freeway, head towards Seattle and pass under a bridge, and then look on the left side of the road for a small construction site trailer. Enter inside to find a trading card on a corkboard in the first room.

Artifact – Map of Seattle

In the same construction site trailer on the left side of the freeway, look in the second room for a desk drawer by a broken window to find a map of Seattle inside the drawer.

Journal Entry – WLF Gate

When Dina and Ellie finally reach the large sealed gate into Seattle, inspect the giant message written by the WLF at the front gate to jot it down in Ellie’s journal.

Artifact – Refugee Note

At the abandoned FEDRA military checkpoint at the entrance to Seattle, look for the nearest large military trailer next to the road and head inside to find a note from a refugee left on one of the desks.

Artifact – Infected Infographic

Also at the abandoned FEDRA military checkpoint, look for the other military trailer near the back wall, and enter inside to find a note with photos of various stages of infection on a table in the trailer.

Downtown Collectibles

Downtown – Main Path

Artifact – Emergency Protocols Memo

This collectible appeared in two different locations depending on the file we played on.

At the entrance to the Ration Distribution Center (Synagogue), you can find a ladder leading up to a command post looking down on the field below. Search the lookout posts to find a note in one of the drawers.

OR:

After climbing the trolley cart to reach the upper section of the Ration Distribution Center / Synagogue you’ll be facing some tables. To the left of the little TV/monitor is an artifact in the form of an Emergency Protocols Memo.

Journal Entry – Hebrew Calendar

After using the rope to swing to the other balcony (on the 2nd floor) of the synagogue turned ration distribution center (where you found the gas can), head into the office. Interact with the calendar on the wall for a journal entry.

Artifact – Rabbi Saunder’s Letter

In the Synagogue, use the trolley to reach the second level, and swing across towards the ledge with the open window – and enter the Rabbi’s room on the side. Look behind the desk for a drawer for a letter from the Rabbi.

Artifact – Plea to a Friend

After getting through the initial floor of the courthouse, head downstairs and Interact with the decaying bodies for an artifact.

Artifact – Lt. Torres’ Final Memorandum

On the first floor of the Courthouse where the Fedra officers were executed, look to the left for a window into the Bailiff’s Office, and break it open to head inside. At the far end is another executed officer, and by taking the machete out of his chest, you’ll find a note tucked away into his shirt.

Artifact – List of Known WLF Agitators

Also in the Bailiff’s Office on the first floor lobby of the Courthouse, check the cabinets to the left of the dead officer to find a note on WLF instigators.

Courthouse Safe

The last of three safes in Downtown can be found in Bailiff’s Office on the first floor lobby of the courthouse. Enter via the windows and look on the whiteboard above a dead officer to find the code for the safe – located below the desk you hopped over to get in. The code is 86, 07, 22 – and contains various scrap and supplements.

Artifact – WLF Recruiter Journal

This artifact can be found after getting the gasoline and opening up the gate to the Serevena Hotel. Once inside, defeat the infected and then move up to the second floor, entering the suite straight from the stairs. Open a drawer in the second room under a TV to find the note.

Trading Card – Know It All

Also located in the Serevena Hotel, enter room 216 – the same room with the WLF Recruiter Journal note, and look in the drawer between the two beds to find a trading card.

 Downtown – Optional Exploration

Artifact – FEDRA Census Document

You can find this right as you finish The Gate mission and Downtown begins. After you reach East Gate 2 (aka the Fuck FEDRA Gate), you’ll be tasked with finding gasoline for a nearby generator. Nearby on the left is a small gatehouse, and you can search inside for a note in a drawer.

Artifact – Cache Hunter Note

Located across the river from where you first enter the large downtown field, look for a small isolated ruined building floor just outside the Westlake Bank building off to the left, and you’ll find a skeleton with a bag that holds a note regarding the nearby bank.

Artifact – Bank Heist Plans

This document can be found at the Westlake Bank, which is located on the left side of the large open field (the southwest building on the downtown map). Once you enter the ruins and drop down into the bank entrance. Defeat the lurking infected and then enter the safety deposit box room, where you’ll find a dead  body and a bag that holds the note.

Weapon / Safe – Pump Shotgun

Also located at the bank, use the note from the dead body with the bank heist plans to open the nearby vault, using the code 60, 23, 06, and enter to find another dead body holding a shotgun.

Artifact – Bank Robber Letter

Located in the bank vault – which can be opened using the note outside the vault (60, 23, 06), look on the large main table inside the vault to find a note left by the trapped robber.

Artifact – Antique Ring

This artifact doubles as a trophy, and can be found in the bank’s vault. Enter the vault using the note found outside (the code is 60, 23, 06), and once inside, look in the back right corner behind a table full of money to find an open deposit box that has a small ring inside.

Artifact – Letter From Isaac

Further west up the hill past the bank, move down a slope from a collapsed building to find a small plaza with a tank that Dina points out. In the rubble in a corner behind the tank you can find a skeleton holding a bag that contains a note.

Trading Card – Doctor Uckmann

Just to the east of the domed synagogue, you can find a skeletal corner of a building with a few walls and stairway still standing. Climb up the stairs, and break open the windows to move along the outer platforms of the building, allowing you to run and jump to cross the gap to continue climbing to the third floor of the building’s remains. At the top you’ll find WLF inscribed on the wall, along with many supplies – including scrap, supplements, and a trading card in a drawer.

Artifact – Informant Letter

Along the freeway-turned-river, you can find a caravan of FEDRA trucks that were ambushed by WLF. In the middle of the river is a truck you can open to find several skeletons of officers, and will also hold items like scrap and a letter.

Trading Card – Das Wort

Located inside the music shop near the Synagogue, look behind the main front counter when you enter the shop for a drawer next to the cash register where this trading card is hiding.

Workbench Location – Tent Near Music Shop

There are plenty of supplies and a workbench off to the side, in an elevated grass area near the music shop, and north of the domed synagogue. You can reach the spot by exiting the music shop on the second floor and crossing the outpost bridge, or squeezing through a nearby gate.

Artifact – Street Drawing

Head to the left of the tent (across from the music store) and open the drawer in the small outpost bridge over the street for a sketch.

Journal – Street View

After picking up the sketch, look out at the view to add a sketch of Shimmer as a journal entry.

Artifact – WLF Safe House Supply Note

At the corner of 5th and Spring St, north of the Courthouse, you can find a small place called Ruston Coffee that has breakable windows. Enter through the windows after breaking them out to find several supplies, including scrap, ammo, and a supply note.

Trading Card – Big Blue

Also located inside Ruston Coffee, check in the drawers below the coffee machine in the back of the front room to find a trading card.

Artifact – WLF Community Supply Chest Note

Just to the south of the Courthouse, and a bit east of Gate West 2, look for some stairs across from a US Flag between 5th and 6th avenue leading up to a building, and along the walkway you’ll find some containers and a bag with a note inside.

Artifact – Join WLF Note

This piece of literature is located inside Barkos Pet Shop (which has been converted into a WLF safehouse). To enter, you’ll need to find a key, which is located in the bathroom at Ruston Coffee (at the corner of 5th and Spring). The key has the address of the shop (in a back alley at 6th an Marion), and inside you can find a printer with stacks of propaganda you can check out – as well as plenty of supplies and a stun bomb.

Upgrade – Long Gun Holster

Also located inside Barkos Pet Shop is a gun holster – but you’ll need to claim the key from Ruston Coffee’s bathroom.

Trading Card / Safe – Flo

Locate the Gate West 2 below the Courthouse at Madison and 5th, and squeeze through the open gate to find a safe with the note “use Gate Code” consult your notes to find the list of codes and enter 04, 51. The safe will contain a ton of scrap, supplements, ammo, health, and a trading card.

Eastbrook Elementary Collectibles

Artifact – Leah’s Photograph and Artifact – Leah’s Note

During the opening scene, you automatically pick up 2 Artifacts: Leah’s Photograph and Leah’s note.

Artifact – Isaac’s Mandate

After making your way to the roof, head through the door leading to a supplies-filled hallway. Check out the shelves on your left and down the right hall full of useful items and supplements. Pick up the artifact on the blue table: Isaac’s Mandate.

Trading Card – Cardio

After back up arrives at the elementary school, it’s time to leave. Do a running jump to the apartment across from the rooftop. Open the nightstand drawer by the bed, in the leafy bedroom, for another trading card. Be sure to grab the scraps in the adjacent closet too!

Capitol Hill Collectibles

Artifact – Chevy’s Apology

Head to the pool in the apartment complex area, just below the school you left. Look for a streak of blood on the ground outside the pool and follow it to apartment #6. Go upstairs and check the bedroom down the hall. On the bed, you’ll find a note. Keep in mind there are two bedrooms upstairs.

Short Gun Holster Location

In the same room, you’ll find a short gun holster on the desk.

Trading Card – Kinnard, E.SQ

Enter Apartment #3 (in the area near the pool). On the left of the sofa is a side table with a trading card inside – Kinnard, E.SQ

Trading Card – Rockefeller

Located at the Capitol Inn Motel, Room 3 is locked from the outside, but you can head into the alley on the left to find an open window into the motel room, and if you look near the door, the trading card has fallen out of a tipped over trash can

Artifact – Raul’s Olive Branch

Next to the Capitol Inn Motel, you can find a large green moveable dumpster to the right. Move it around the curb and place it in front of a balcony of a nearby apartment to climb up and search the interior. Inside the apartment, you can find useful items (including supplements in the bathroom and scrap in the laundry room) and an artifact in the drawer to the left of the fridge called Raul’s Olive Branch. .

Trap Mine Recipe Location

In the same apartment, go to the bedroom and find a Trap Mine to unlock the Trap Mine Recipe.

Workbench Location

You can find a workbench in the Gas Station off to the far left. Loot the area for other supplies as well.

The next set of collectibles (including a training manual) is in the bookstore! Watch out for clicker and runner behind the door.

Trading Card – Doctor Stem

In the bookstore, open the door leading into a small hallway (and the bathrooms). Turn left and approach the record player between two comfy chairs.

Training Manual Stealth

In the other room in the bookstore (the coffee house section), check the table with the type writer on it for another training manual to unlock a new skill line.

Artifact – Rebecca’s Tip Off

In the same room as the training manual, approach the sink by the coffee machines. There, you’ll find another artifact in the form of a note.

Trading Card – Sergeant Frost

Visit the Olive Street Market grocery store. You can begin your attack from above, using molotov cocktails and far off shots to take out most of the infected. Once inside, check the lockers in the back. There, you’ll find a trading card. Be sure to loot the store for supplies including some supplements by the checkout registers.

Trading Card – Candelabra

Check the convenience store where the first infected is killed from a tripwire, and before tripwire that separates you from a batch of Runners. In the back, under the society of champions poster (advertising the trading cards), you’ll find your next card.

Return to the main path. Let the runners spot you because at least one of them will set off the tripwire ahead.

Artifact – Tower Doodles

After first encountering the tripwire, which gets triggered by a Runner. Move forward and take the opening on the right, labeled as restricted access (military personnel only). Take the ladder to check out the lookout post for a drawing made by a bored WLF member. Be sure to pick up scraps and other items while you’re up there.

Artifact – Raul’s Account

After you enter the broken spot of land leading past a river, move up the path until you spot a mural that depicts “Feel her love” and then turn around to see a truck with its back open – and inside you’ll find supplies and a note.

Trading Card – Blizzarebra

Enter the thrift store and walk forward a bit. On your left you’ll see bookshelves. On the children’s bookshelf (back left by the white lamp), you’ll find another trading card.

Artifact – Thrift Store Reminder

While still in the thrift store, go through the door ahead. You’ll be in a room of vending machines. Turn to the right and you’ll see an artifact pinned to the corkboard. It gives you a partial code for the safe.

Safe – Thrift Store

The safe is located in the backroom of the thrift store. Part of the code is written in the Artifact – Thrift Store Reminder collectible. To get the entire code read the graffiti on the left of the bathroom sink (room closest to the vending machine). Safe Combination 55-01-33

Artifact – Frank’s Refusal

Take the hallway to the left of the trophy case (in the martial arts dojo) and you’ll see a corkboard with an artifact on it. (Fran’s Refusal).

Workbench Location – Gym

In the back of the decrepit building with the martial arts dojo (in the area covered in tripwire), you can find a room with a workbench.

Channel 13 Collectibles

Trading Card – Kimimela

After seeing the handiwork of a mysterious rival group, head up the stairs from the main news desk recording area, go up the stairs and out onto the balcony. Sidle across the windows to re-enter the facility until you find a dead body holding a shotgun. Continue straight past the body that was holding the shotgun and pick up the trading card on the desk ahead. Once you’ve picked it up, continue through the doors and up the stairs.

Artifact – Dad’s Pep Talk

When you get to the top of the stairs from the dead body with the shotgun, check out the office on the far left. It has an artifact on the long sofa with a sleeping bag called Dad’s Pep Talk

The Tunnels Collectibles

Artifact – Subway Note

After escaping from the red room full of WLF Soldiers and Clickers and move into the next train car, go all the way to the dead end and look to the left to find a note left for Jules taped next to the window.

Trading Card – The Imp

In the long train car tunnel between the two red rooms, look for a destroyed train car at the far end of the tunnel, and then search along the bottom of the car to find a trading card among the debris.

Workbench Location

After defeating the WLF members and clickers in the glowing red tunnel, you’ll continue by moving through a few train cars. Next, climb the ladder and there’s a workbench in the room to the right with some loot as well. Note: this is right before using the rope to swing to the ladder across from you.

Journal Entry – Dead Shambler Body

After killing your first Shamblers, Interact with the dead shambler body to get another journal entry.

Trading Card – Dr. Daniela Star

After you kill your first Shamblers and head through a temporarily lifted gate, head down the tunnel, and look to your right for a storage room, connected to a lounge. Part of the storage area is locked, but you can crawl under some office desks on the right side of the room to find a small hole in the storage cage letting you enter inside. Next to the storage door that you can unlock from the inside is a desk, and there’s a trading card on that desk.

Artifact – Whittled Statue

As you move from the large storage room to the lounge through the nearby door, look to the nearby corner of the room opposite some vending machines to find a microwave next to a door, and this whittled statue artifact will be located right next to the microwave.

Artifact – Locker Room Note

Next to the large storage room after you encounter your first Shamblers is a connected lounge. When you arrive in the room with vending machines walk past the coffee machine to the break area (two tables and some chairs). There’s an artifact note on the table with hints for the code to the locker room.

Artifact – Soda Can Note

After you find the torn note in the break room, look to the left for a vending machine with a single can of soda. Break the glass of the vending machine on the left to get the soda can with a partial code 1-5-2-?-? For the locked door in the room. Guess the last two digits (it’s narrowed down for you) and loot the locker room for supplements and crafting materials. The correct code is 15243.

Trading Card – Bastet

Once you are in the subway station full of crashed train cars, move through the first car until you come to an area where you need to climb up on a red soda machine to get higher. Just to the left of this overturned soda machine, go prone and crawl left through the mud into train car – you should see a health kit on the other side. Once you can stand, look inside the car to find ammo and a trading card in an old suitcase.

Artifact – Subway Station Note

After leaving the tunnels and entering the subway station full of crashed train cars, make your way through until you climb up an overturned red soda machine onto the overturned train cars, and enter a car higher in the air. Look to the right as you enter for another note to “Jules” taped to the window on a closed door.

The Theater Collectibles

Artifact – Program for Cassandra

After leaving Dina, head to the far end of the main floor lobby and look past some bathrooms and a mannequin. Check out the crate to the left of the mannequin for an artifact in the form of a program.

Trading Card – Mortem

Next to the bathrooms on the main floor lobby is an empty concession stand area. Hop over the counter and start breaking the large class cabinets against the back wall, and look at the bottom of the one on the right to find a trading card tucked along the bottom.

Artifact – Lone FEDRA Solider Journal #1

Go upstairs from the main lobby, and head out onto a balcony overlooking the lobby below. To the left near the balcony is a makeshift tent and table with an artifact: Lone FEDRA Soldier Journal #1.

Trading Card – Beyond

2nd floor: Walk past the movie posters and right, to the end of the hall. Check the sofa, overturned sofa, and stack of boxes and you’ll see a trading card underneath.

Artifact – Lone FEDRA Soldier Journal #2

After turning on the generator, go to the projector room. Approach the table and pick up the document on top of the radio.

Artifact – The Sick Habit Flyer / Set List

In the main theater, walk to the right of the stage. Pick up the artifact on the supply trunks: The Sick Habit Flyer / Set List.

The Birthday Gift Collectibles

Journal Entry – Entrance

Interact with the museum sign to get another journal entry.

Trading Card – The Nighthawk

In the second dinosaur exhibit area, move past the brachiosaurus and triceratops towards the dimetrodon in the corner, and look for an alcove leading to some restrooms. The trading card can be found on the bench outside.

Journal Entry – Bench Upstairs

Upon reaching the lunar exhibit, move through the hall to the two half-circle benches to sketch the area.

Trading Card – Saura

Leave the lunar exhibit by the way of a nearby door and cross the water to the bear statue. Have Joel boost you through the window, and then continue forward to the moose surrounded by wolves – look under a bench on the right for a trading card.

Artifact – Suicide Note

Move through the darkened animal exhibit and pass the ominous messages on the wall until you reach a broken down section, and spot a body holding a suicide note.

 

The Last of Us 2 New Game Plus Guide

This The Last of Us 2 New Game Plus Guide explains everything you need to know about what you unlock after beating The Last of Us 2.

What Is New Game Plus Mode in The Last of Us Part 2?

New Game Plus Mode in The Last of Us Part 2 allows you to play the game again, maintaining all your upgrades and weapons from your first playthrough. You will need to play at least some of New Game Plus to fully upgrade your character if you want to get the platinum, i.e all 26 trophies.

No new gameplay elements, skills, weapons, or enemies are introduced in this mode.

The Last of Us 2 Collectibles Guide Chapter 1: Jackson

This The Last of Us 2 Collectibles Guide for Chapter 1 Jackson has all the locations for all 9 artifacts, 4 trading cards, 4 journal entry, 1 workbench, and 1 safe.

Jackson Collectibles

  • Prologue Collectibles: 0
  • Waking Up Collectibles: 1 Artifact, 2 Trading Cards
  • The Overlook Collectibles: 1 artifact
  • Patrol Collectibles: 6 Artifacts, 2 Trading Cards, 1 Journal Entry, 1 Workbench, 1 Safe
  • The Horde Collectibles: 0
  • The Chalet Collectibles: 0
  • Packing Up Collectibles: 1 Artifact, 2 Journal Entries

Waking Up Collectibles

Trading Card – Seismicayla

Once you first reach the main street after exiting the greenhouses with Jesse, hang a quick left when you reach the intersection to go around the Main Street Gallery, and look for a Help Wanted bulletin along the wall where the trading card has been pinned to.

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Artifact – Volunteer Request

Head down the entirety of main street until Jesse peels off to the left side at the Tipsy Bison, and instead look on the opposite side of the street for a blacksmith shop to find a note at the very end of the wooden sidewalk, on a crate next to a red ladder.

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Trading Card Location – The Keene Twins

After talking to Maria, venture further into the Tipsy Bison Bar. There’s a trading card on the barrel to the left of the Dart Board.

tlou 2 Jackson - Waking Up Trading Cards The Keene Twins Location tlou 2 Jackson - Waking Up Trading Cards The Keene Twins

The Overlook Collectibles

Artifact – Note from a Father

As soon as you exit crawling under the ruined home, immediately turn the corner around the house to find an open window leading into a bedroom with a health pack in a suitcase. Cross into the hall and then look for a small home office with an open window, and the note will be on the table by the window.

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Patrol Collectibles

Journal Entry – Tree

Upon reaching the radio tower, follow Dina until you both look out at the majestic view in front of you. When she goes to leave, exit the cinematic view, but then turn and look for a spot on the balcony to interact to add a journal entry.

Trading Card – Tessracter

After riding with Dina to the abandoned town, where she suggests you look for some supplies, head forward (past the trailer). Ahead and to your right you’ll see a large hole on the second floor of a decrepit building. Climb up the car to get to the roof and enter the building. Dina will follow and find/hand you the Tessracter trading card.

Artifact – A Note to Santa

Also located right where Dina suggests you look for supplies as you begin riding into town, look left for a blown out building, and climb up on the right side to jump into a second floor bedroom. Search the drawers near the bed to find ammo, and a note from a child.

Artifact – Super Market Apology

After getting dragged out from under the truck, you’ll see a ramp leading to an open door on the right-hand side. Enter and go into the back of the truck. Squeeze through the space between the boxes and pick up the Supermarket Apology.

Safe Location – Grocery Store Office

Once you’re in the spore infected area of the grocery store head right and then open the door slightly on the right. This back office has a safe inside. The combination can be deduced using the next collectible.

Artifact – Good Boy Combo

On the right of the safe is a table with a note on it with a hint about the correct combo: “Combo is the dat4e my good boy got Employee of the Month.” Ask yourself, who’s a good boy? Be sure to look at what’s in the room. Below is the solution.

The dog in the picture near the note is a good boy. Exit the room and look at the employee of the month board for the dog’s photograph. The date/year was JUL 2013 so the code is 07-20-13.

Artifact – Eugene’s Firefly Pendant

After breaking the glass to enter the library copy center, continue towards the next door. On the right is a corkboard with a firefly pendant hanging from it.

Journal Entry – Giraffe

In the library, head to the children’s library room. When you enter, look at the shelf on the right for a giraffe plushie. Interact with it for a quick sketch.

Trading Card – Laurent Foucault CEO Spark

On the left of the entrance of the children’s library is a small storage room, with dozens of books scattered throughout. On the right is a trading card resting on the table.

Artifact – Photo of Eugene and Tommy

Continue forward in the children’s library and go to the right of the TV, PS3, and dart board to find a cluttered table. On that table is a photo of Eugene and Tommy.

Artifact – Eugene’s Ultimatum

This same area (the back of the children’s library) will have a bed with a nightstand on the left of it. Open the nightstand drawer to get a note.

Workbench Location – Library Near the Generator

After powering the generator you’ll be able to use the workbench located directly across from it.

Packing Up Collectibles

Journal Entry – The Owl

Interact with the owl mug in the kitchen and you’ll sketch it.

Journal Entry – The Guitar

Upstairs, in Joel’s workshop, interact with the guitar to do a quick sketch.

Artifact – Joel’s Watch

This is required to progress the story but it’s located upstairs, in the shoebox on Joel’s bed.

The Latest Apple Watch Is at Its Lowest Price, Ever

Everyone I know who has an Apple Watch loves it. I really regret not buying one for myself when the Series 3 was on sale, but now I’m being tempted by this deal on the Apple Watch Series 5, which is the most recent revision of the Apple Watch. It’s also on sale just in time for Father’s Day, although you’ll be cutting it close unless you opt for next-day shipping.

In case you’d rather go with a more traditional timepiece, the non-smart, but still impressive, Citizen Blue Angels watch is also massively discounted.

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Both watches make a fine addition to anyone’s wrist, not just the wrists of fathers, so if you’re looking for a new timepiece for yourself, either one is a great choice.

If you’re buying a watch as Father’s Day gift but can’t decide which one to get for your dad, take a look at his bookshelf. Does it have a lot of books by Stephen Coonts and Tom Clancy? If so, get him that Citizen watch. It will bring a tear of joy to his dad-eye.

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Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. Find him on Twitter @sethmacy