Sifu The Club Collectibles: Tracking Down Every Board Entry and Secret

Sifu The Club Collectibles: Tracking Down Every Board Entry and Secret

Look, Sifu is a brutal game. We all know that. But while you're busy worrying about your structure bar and trying not to turn 70 years old before you hit the third stage, there’s a whole other layer to the game that most people breeze past in a panic. I’m talking about the Detective Board. If you’re trying to 100% this thing or just want to understand why Sean is so obsessed with fire, you need to hunt down all the Sifu The Club collectibles.

It’s not just about the trophy. Honestly, the Detective Board is the only way the story actually makes sense. Sloclap didn’t put much dialogue in the game, so the lore is buried in these scraps of paper, keycards, and random photos. The Club is arguably the biggest spike in difficulty for new players, and it’s also where the collectible hunt gets a bit tricky because some items are locked behind later levels. You literally cannot finish the Club’s board on your first visit.

The First Run: What You Can Actually Find

When you first walk into The Club, you’re probably just trying to survive the dance floor. Don't stress too much yet. You’ll find the Finding Sean photo automatically. It’s basically handed to you. As you move through the lockers and into the main bar area, keep your eyes peeled.

The Code Bong (yes, that’s what it’s called) is one of the first things you’ll grab. You get it after beating the two tough enemies right before the burning room. It’s essential. Without it, you aren't getting into the private areas later.

Then there’s the Access Card. You’ll fight a mini-boss—a woman with a kick-heavy style. Beat her, and the card is yours. This opens the door to the right of the entrance in future runs, allowing you to skip a massive chunk of the level. Short-cuts are life in Sifu. If you aren't using them, you're just making yourself old for no reason.

Most players miss the Propeller Code. This isn't even in The Club. This is where the game gets "Metroidvania" on you. You have to go to The Museum (Level 3), find a specific enemy, and get the code there to unlock a door back in The Club. It’s annoying. It's confusing. But it’s how the game forces you to replay levels with new knowledge.

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Why the Detective Board Matters for Gameplay

You might think these are just fluff. They aren't. Some of these collectibles actually unlock shortcuts that save you years of life. In a game where aging is the primary mechanic, a shortcut is worth its weight in gold.

  • The Club Map is found on a table near the beginning. Grab it.
  • Sean's Values are found in the burning alleyway. It’s a series of three wall markings. Look up. People always forget to look up.
  • The Fire Key is the big one. You won't get this until much later.

The Fire Key is tucked away in a chest in the room where you fight the two disciples right before Sean. But wait—you can't open that chest until you get the key from the The Tower (Level 4). See the pattern? Sifu wants you to bounce back and forth like a ping-pong ball.

Breaking Down the Hard-to-Find Items

Let’s talk about the Three Trials. These are the "tests" Sean puts his students through. You'll find the Fire Chest during the trials, but again, it stays locked until you've progressed deep into the game.

Inside that chest is the Fire Testament. This is huge for the lore. It explains the "Burn" philosophy that Sean follows. It’s edgy, sure, but it adds flavor to the boss fight. When you're dodging his staff, it’s cool to know he’s not just a guy with a stick—he’s a cult leader with a very specific, very violent vision.

Then there is the Tech Guy. You’ll find a computer in the sound booth area. You can't do much with it initially. You need to talk to the guy, beat his guards, and eventually, you'll get the Hacker's Keycard. This guy is a bit of a nerd, honestly. He’s tucked away in the back of the tech room, surrounded by monitors.

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The Interaction Between Levels

One of the most complex parts of the Sifu The Club collectibles hunt is the cross-level progression. This is what trips people up. You’ll be staring at a blank spot on your board in Level 2, wondering what you missed.

The reality? You didn't miss it. You just haven't been to Level 4 yet.

Once you get the Artist's Keycard from the Museum or the Club Map details from elsewhere, things start to click. The game is a giant puzzle. The Club is the center of that puzzle because it connects the early-game street brawls to the high-society corporate hits of the later stages.

Expert Tips for Completionists

If you’re going for the "Detective" trophy, you need every single scrap.

  1. Check the walls. Sloclap loves putting "collectibles" in plain sight as graffiti or posters.
  2. Interact with everyone. Even if they don't seem like a boss, some NPCs have dialogue triggers that add entries to your board.
  3. Revisit after every boss. Killing a boss often changes the state of the world or gives you an item that unlocks a previously closed door in an earlier level.

The Sean's Father photo is another one that people lose their minds over. It’s in the early part of the level, but you have to be looking for it. It’s not going to glow or float in the air like a power-up in an arcade game. Sifu is more subtle than that.

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I've seen people spend hours running through the dance floor over and over. Stop. If you’ve cleared the room and didn't find a prompt to "Investigate," move on. You likely need an item from a future stage.

The game keeps track of your board across all saves, so you don't need to find everything in one perfect run. That would be impossible anyway. You can start the Club at age 20, grab one note, die, and that note stays on your board forever. Use that to your advantage.

Taking the Next Step in Your Sifu Run

To actually finish the board for The Club, you need to stop focusing on just the enemies and start looking at the environment as a narrative tool. The developers put these items in places that tell a story about the fall of the martial arts schools and the rise of the new bosses.

Your Action Plan:

  • First, reach The Tower. Do not obsess over the Club board until you have reached at least the fourth level. You need the items from the later stages to unlock the chests in the earlier ones.
  • Beat the Tech Guy. Make sure you actually talk to/fight the guy in the sound booth. Most people just run past him to get to the next fight.
  • Examine the Fire Chest. Once you have the key from the later levels, go back to the trials. The Fire Testament is the "final" piece for many players.
  • Check your board menu. If there is a "dotted line" connecting two items, it means you're missing the link between them. Usually, this is a conversation or a specific environmental interaction.

Get these done, and you'll not only have a completed board, but you'll also have a much easier time navigating the shortcuts. This makes your "under age 25" run significantly more doable because you can bypass some of the deadliest encounters in the game. Happy hunting. Don't let Sean break your spirit. Or your legs.