A Plague Tale Requiem has two varieties of collectibles scattered across several chapters: memories, and flowers and feathers that Hugo collects. Items are located on the flower beds, in the grass, buildings, near the rocks, various attractions. Hugo's collection consists of 12 items, and there are 21 memories in the game.
The first memory and collectible in the game can be found while walking through the large city market. After walking past the flower shop, turn right to find a man in a kiosk with a game you can play. Play it and hit as many dice as possible to get a memory.
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A little later in this chapter, you will pass the archer and enter the basement. Here you can find some dead bodies and flies. Go up the right stairs to find a dying woman who will give you a memory.
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Once Amicia and Lucas escape the rats underground, you will find yourself outside the city. Walk through the small garden until Lucas sits down by the plant. Interact with him to get the first flower for Hugo's collection.
When you reach a small area of woods with the first workbench, you will find a small fenced garden opposite the workbench. Destroy the chain on the back of the gate and then interact with the grave to get a memory.
A little later in this level, you will find an herbalist's hut in a rat-infested village. Before entering it, look at a large tree with several flower pots hanging from it??. Shoot them down with your sling and you can take the flower.
The final collectible of this chapter can be found the moment you enter the ballista warehouse with Lucas. After you retrieve the sling, go up the stairs in the far corner of the warehouse and shoot the chain to lower the platform. Cross the platform and interact with the map to unlock the memory.
Once you get to the beach with Lucas, run along the big ships. At the end of the path, there will be a flower on the ground.
Soon you will squeeze between the boxes and go up the stairs. Pbefore interacting with the hatch, go forward and crouch under the gap in the wall. Move the box to go up to the platform above. Here you can find a memory.
Once you learn how to use the pitcher, keep moving forward until you see a small gap on your left hand that you can squeeze through. Before climbing into it, look to the right side to find a chain that can be destroyed. Shoot her and go to the end of the path to start a conversation about the memory.
After you exit the boat, go up the path until it splits. At the fork, go right and keep walking until you hear a deer roar. This is a memory. You don't need to interact with anything.
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A little later in the same chapter, you will try to reunite with Lucas by lighting fires. Before moving forward, look back and up to find a ladder with a chain that can be broken. Climb up there with Lucas and call out to Hugo to get a flashback.
Once you get to the bridge, you will eventually cross over to the opposite side from where your mother, Hugo, and Lucas are. Once under the bridge, look up to find a chain that can be broken by lowering the wooden plank. Climb up on the cart and follow the cliff until you reach the flower.
At the beginning of the chapter, you and Hugo will walk across a large field, and the boys will challenge you. Approach the tree in the middle of the field to find feathers on the ground. Interact with Hugo to get the feather.
When you arrive at the camp, you will be met by a woman. Look to the left to find a small side path between two tents. She leads to the swings. Interact with the swing and Hugo will push Amicia and you will get a flashback.
After you and Hugo overcome a large group of rats and use the boy's ability to control rodents, you will need to go through the door. Behind it will be a workbench. Climb up the stairs and go into the locked room. At the bottom there will be a fabric that you can interact with to get a new memory.
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After the chapter begins, Hugo will rush towards the seagulls and you will see a small hut on the left. Inside, you can jump through the left window and go up the path to find a feather on the ground.
As soon as you exit the rat-infested cave with Arno, go downstairs and find a workbench on the left. Immediately after this workbench, you can climb the rocks leading to the memory.
Behind the next enemy group, among the wreckage of ships, you need to get through a small gap. Before moving on to the next battle, turn left and climb up the ledges leading to a small cave. Take the torch from the wall and go to the very end to find a rock painting (flashback).
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After getting off the boat with Arno, you will eventually reach the market. Climb up and go left to find a small garden and a woman. Pass by it and follow the small path leading to a tree with feathers on the ground to get a feather for Hugo.
Keep to the left side of the market and go down to find a small path with a stall. Play the game successfully to get the memory.
While looking for information about the island, from the last collectible, go back and move forward to the opposite sidemarket. Under the archway you can find a pen with goats. Interact with them to get a memory.
Leaving the castle courtyard, you will meet Sophia and walk along the bird statues. Having found the first one, follow to the very end and turn right into the backyard of the house. You will find a tree that is a memory.
Much later in the same chapter, you will come across a large tower located behind a stone footbridge. Break the chain by looking out the window to open the door and then go upstairs. Look at the scenery to get a memory.
On the way to the ruins, you will meet a farmer who is looking for a goat. On the left hand there is a small ruined building. Burn the grass and then ask Hugo to sneak in through the gap and open the door. You will find this man's goat and get a memory.
After you pass the second segment in the ruins, where stealth is needed, you will find yourself in a tower. Climb to the top of this tower and then take the side path along the cliff. Don't jump down from the top of the tower. The feather lies on the ground on this very path.
After you deal with the first enemy of the chapter, you will stumble upon an old temple. Sophia will interact with the wheel while you aim the crossbow at the chandelier. Break the door, and then go forward along the paved path. To your left, about halfway up, look for a small grassy path. Hereb will be a pen.
A little later, after another cut-scene, Hugo will run away. After catching up with him, turn left and use the crossbow to open the passage. Climb up and immediately turn right to find a memory.
After blowing up the first gate with Greek fire, look to the right to find another barrel of fire behind the wall. Explode it with a shot to find another feather.
Eventually, you will reach a large open room with a brazier and rats surrounding it. Use the cart on the right and pushtake it to the bridge. When you get to the rock on the right side, push the cart even further. On the platform below you can find a chest and a memory. Use the Sophia Prism to drop down and pick up the item while avoiding the rats.
After passing the large bridge mentioned above, you will find yourself in another large room. Once you watch the cutscene, turn left to find a small door along the wall. Have Hugo crawl inside through the small hole next to the door and take the memory.
At the beginning of the chapter, when you go through the first room and get to the workbench, you will find yourself in another spacious room. Entering there, find a hole in the metal bars through which you can shoot. Destroy the lock and move the nearest cart through this door. Get out and go where only hthen the cart was removed. Go through the corridor and move the next cart. Behind, look for a small hole through which you can climb. Here you will find a memory.
Much later in the same chapter, you need to get to the port. On the way to the port, look for a cart that you can push. Instead of pushing it forward, move the cart back to where you came from and to the left. You can go upstairs and pick up the feather.
At the very beginning of the chapter, follow the linear path until Lucas stops to look at the flowers. Interact with them to pick up the carnation, which is the last collectible in the game.
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