Let’s be real: hunting down Days Gone character collectibles is a massive pain if you don’t know where to look. Most players just stumble across a few laboratory notes or a dusty photograph of Sarah while they're busy running from a Horde. But if you're the type who needs that 100% completion mark, or you just actually care about why Deacon St. John is so grumpy all the time, these items are basically the pulse of the game's narrative. They aren't just shiny baubles. They are the lore.
The world of Oregon in Bend Studio’s post-apocalypse is bleak. It’s dirty. It’s full of things that want to eat your face. But tucked away in the corners of Iron Mike’s camp or the depths of a NERO research site are the tiny details that explain how society crumbled.
Honestly, some of these are tucked away so well you'd swear the developers were trolling us. You'll spend twenty minutes searching a cabin for a single piece of paper. It’s frustrating. It’s rewarding. It’s Days Gone.
Why Days Gone Character Collectibles are Different
Most games use collectibles as fluff. In Days Gone, they actually flesh out the supporting cast. Think about Boozer. Everyone loves Boozer. But do you know his whole deal? The collectibles scattered around the Lost Lake region give you a look into his headspace that the cutscenes sometimes skip over.
There are 33 of these specific "Character Collectibles" in total. That’s a lot of lore. You aren’t just looking for "Intel" or "Historical Markers" here; you’re looking for personal items that belong to Deacon, Boozer, Sarah, Rikki, Addy, and even the antagonists like Colonel Garret or Skizzo.
The Problem With Regional Lockouts
Here is something people always mess up. You can't just go back whenever you want. The game has "points of no return" that temporarily lock you out of northern or southern regions. If you're missing a note in Cascade and you’ve already headed south to Crater Lake, you’re stuck until the endgame.
It’s annoying. You’ve got to be methodical. If you see a building with a roof that hasn't collapsed yet, go inside. Chances are, there's a character beat sitting on a nightstand.
Tracking Down the Heavy Hitters
Let's talk about the specific spots where these things hide. You’ll find a huge chunk of them in the camps. Iron Mike’s camp (Lost Lake) is a goldmine. Same goes for Wizard Island.
The Lost Lake Haul
In Iron Mike's, you need to check the infirmary. Addy and Rikki have lives outside of just fixing Deacon’s bike or patching his wounds. You’ll find "Rikki’s Sketches" and "Addy’s Records" scattered around their living quarters. These items paint a picture of a couple trying to maintain a semblance of normalcy while the world outside is literally rotting.
One of the most overlooked ones is "Iron Mike’s Compass." It’s a small detail, but it speaks volumes about his character as a leader who’s trying to find a moral true north in a world that’s gone completely south.
The Cold Reality of Wizard Island
When you get down to the Militia territory in the south, the tone shifts. The Days Gone character collectibles here are colder. You’re looking for Colonel Garret’s speeches or his "Bible Studies." These aren't heartwarming. They’re the ramblings of a man who has clearly lost his grip on reality, even if he has the firepower to back up his delusions.
You’ll find these in his tent at the very top of the mountain. It’s a hike. It’s a long walk up those stairs, and honestly, the payoff is usually just realization that the Colonel is crazier than a Screamer in a phone booth.
The Tricky Ones You’re Definitely Missing
Some items only spawn after specific story beats. You can’t just speedrun the map at the start and collect everything. The game doles them out.
- Sarah’s Laboratory Notes: These are vital. You find them in the Cloverdale facility later in the game. They explain the science (or lack thereof) behind the Freaker virus.
- Jim’s Poem: Found in the infirmary area. It’s easy to walk right past it while you’re focusing on the main mission marker.
- Skizzo’s Stuff: Look, nobody likes Skizzo. He’s a rat. But his collectibles in his cabin at Lost Lake give you a glimpse into his betrayal. It makes it all the more satisfying when you finally deal with him.
Breaking Down the Narrative Impact
Why do we care? Because Deacon is a character defined by his past. The "Sarah's Wedding Photo" or the various notes he writes to himself aren't just checklist items. They represent his sanity. Every time you find one of these, you’re effectively reclaiming a piece of his humanity.
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The game doesn't explicitly reward you with a super-weapon for finding these. You get XP, sure. You get the trophy. But the real value is in the world-building. Days Gone is a slow burn. It’s a game about the "days gone" by—the life before. These collectibles are the only bridge left to that world.
Strategies for the Completionist
If you’re going for the Platinum, you need to be smart. Use the map filters. Every region tells you exactly how many collectibles are left in that specific area. If it says 4/5, don't leave. Look for the grayed-out areas on the map.
Check every house. Every single one. If the door isn't boarded up, walk in. Check the kitchens. Check the bedrooms. Characters in this game have a habit of leaving their most personal thoughts right next to a box of shotgun shells.
The Radio Free Oregon Factor
While not strictly "Character Collectibles" in the inventory sense, Mark Copeland’s broadcasts function similarly. However, the physical items—the letters and the photos—are what count toward your character total. Don't confuse the two. You want the stuff you can hold.
Practical Steps for Your Next Playthrough
To wrap this up and get you back into the Freaker-infested wild, here is the most efficient way to handle your hunt.
First, don't stress the early game. You can't get everything in the first ten hours. Focus on the story until you reach Lost Lake. That’s where the meat of the collection begins.
Second, clear the Ambush Camps. Clearing these camps reveals the map and marks nearby points of interest. While it won't put a "Character Collectible" icon exactly on the map, it clears the fog of war so you can see which buildings you haven't checked yet.
Third, check the "Collectibles" tab in your menu constantly. It’s actually well-organized. It tells you who the item is related to. If you see a gap between "Boozer Item #2" and "Boozer Item #4," you know you missed something in a location Boozer frequents.
Finally, finish the "World's End" storyline. This involves the NERO sites. While NERO intel is a separate category, the locations often overlap with character-specific items. If you're at a NERO site, look for a nearby corpse or an abandoned tent.
The hunt for every Days Gone character collectible is essentially a tour of the game's emotional core. It's a grind, but in a world this atmospheric, it's a grind worth doing. Stop running for a second, put the bike on its kickstand, and actually read the notes. It changes the way you see the characters.
Go back to the camps you’ve already cleared. Check the back rooms. Check the tents of people you’ve talked to a dozen times but never actually looked at their living space. You'll find that the most important stories in Days Gone aren't told in the cutscenes—they're written on the scraps of paper left behind in the dirt.