South Park Stick of Truth All Friends: The Exhausting Quest to Be Popular in a 2D Town

South Park Stick of Truth All Friends: The Exhausting Quest to Be Popular in a 2D Town

You’re standing in the middle of a snowy street, dressed like a budget wizard, and some kid in a green hat is telling you that you need more Facebook friends. It’s the ultimate middle school nightmare. But in the world of South Park: The Stick of Truth, collecting every single soul in town isn't just about vanity—it's how you unlock the perks that actually make you powerful. If you’re trying to track down South Park Stick of Truth all friends, you aren't just playing a game; you’re basically conducting a census of the weirdest town in America.

It's easy to miss people. Really easy.

I remember my first playthrough. I thought I was doing great until I realized I’d completely ignored the guy inside the post office or forgot to talk to a specific crab person hiding in the sewers. Missing one person can ruin a "Friends" achievement run. It’s annoying, sure, but that’s the charm of Obsidian Entertainment’s design. They rewarded the players who poked their noses into every single trash can and vent.

Why Bother With Everyone?

Most people play the main story and call it a day. That’s fine, I guess. But if you want to reach the level cap and feel like a god-king of the playground, you need those friend perks. Every time you hit a certain milestone of friends, you get to choose a permanent upgrade. We're talking more damage, better healing, or the ability to start a fight with a massive advantage.

The game treats the friend count as your literal experience bar for passive skills. It’s a clever way to force you to engage with the world. You can’t just grind wolves in a forest; you have to go talk to Mr. Slave and help him find his lost... well, you know.

The Missable Ones are the Killers

There are 120 friends in total. Some are handed to you on a silver platter. Cartman? He’s basically your tutorial. Stan and Kyle? You’ll get them eventually. But then there are the ones that vanish if you don't grab them at the exact right moment during a quest.

Take Clyde, for example. If you don't talk to him right at the beginning before he gets "banished" from space and time, you’ve already failed the 100% run within the first five minutes. It’s brutal. Or the Bishop of Banff in Canada. You have a very specific window to deal with him, and if you choose the wrong dialogue or action during the quest "O Canada," he won't be your friend. Ever.

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The Main Hubs: Where to Look First

Start with the school. You'll spend a lot of time there, usually fighting ginger kids or Nazi zombies. Most of the kids are tied to side quests. To get Lemmiwinks, you have to find him in the fifth-grade classroom before the late-game missions lock the school down. Bill and Fosse? You need to save them during the hallway brawl.

Then there’s the residential area. Every house is a goldmine. You should be breaking into every bedroom. Seriously. Walk into Kevin Stoley’s house. If you talk to him, he’ll want you to find his Star Wars... I mean, "Star Trek" memorabilia. Dougie is just standing outside Butters’ house. Most of these are simple "press A to talk" interactions, but they add up.

The Hidden and the Bizarre

Don't ignore the animals. The "South Park Stick of Truth all friends" list includes non-humans too. The Woodland Critters are arguably the most famous (and terrifying) ones. You have to find them in the Lost Forest by following a very specific path: Right, Up, Right, Down, Right. If you go the wrong way, you just end up back at the start or dead. Once you find them, you have to "accept" their lord and savior. It’s dark. It’s classic South Park.

The Underpants Gnomes are another weird group. You only get access to them after the quest where you shrink down to their size. Once you’ve beaten them in a boss fight (which takes place in a very uncomfortable location), they become your friends.

Don't Forget the Sewers

The sewers are a labyrinth. It’s gross down there, but it’s packed with friends. You have the entire Broflovski family of Mr. Hankey, including his wife Autumn and their kids. You have to do a series of fetch quests involving charcoal and other "poop" related items.

Then there’s the Crab Person. Deep in the sewers, behind a rock you need the Nagasaki magic to break, hides a lone Crab Person. He doesn't say much, but he counts toward your total. Honestly, the sewer section is where most players lose their patience and miss out on the achievement.

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The Politics of Friendship

Getting the girls to be your friends is a whole separate ordeal. The quest "Recruit the Girls" is a massive chunk of the middle game. You have to navigate the complex social hierarchy of the South Park elementary girls, which involves a lot of fake "paper" quests and a trip to the abortion clinic. Once you finish the "Unplanned Parenthood" mission, you’ll suddenly see your friend count jump by about a dozen as the whole clique adds you on Facebook.

It's a satirical take on social media, obviously. The game treats the "Friend" notification as a dopamine hit. Every time that little icon pops up in the corner, you feel a bit more validated as the "New Kid."

The Late-Game Checklist

As you approach the end, specifically when you're invading the fortress or heading to the final boss, you need to double-check your list.

  • Mr. Tweek and Mr. Cup: Visit the Tweek Bros. Coffee shop. Buy a specific item. Talk to them.
  • The Goth Kids: You have to do their dance mini-game perfectly.
  • Big Gay Al: He’ll call you on your phone if you’ve been doing things right.
  • Chinpokomon: While not "friends" in the Facebook sense, collecting these 30 toys is often confused with the friend quest. You need to keep an eye out for them in the same locations.

The most common mistake is thinking you can go back and get everyone after the story ends. You can't. The game doesn't have a "free roam" that allows you to re-enter the school or certain government buildings once they've been destroyed or locked off. If you missed the Sergeant at the police station during the zombie outbreak, you’re out of luck.

Breaking Down the Perks

So, you’ve got 50 friends. What now? You should be looking at the "Socialite" and "Maverick" perks. I always suggest picking up the perks that increase your "PP" (Power Points) generation. The more you can spam your special abilities, the easier the game becomes. If you’re playing on the Hardcore difficulty, these perks aren't just bonuses—they’re requirements for survival.

Another great one is the perk that gives you an attack boost whenever you heal a teammate. Since Butters is likely your primary buddy for half the game, and he heals a lot, this creates a loop where you’re constantly buffed.

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Real Talk: The "Out of Reach" Friends

There are a few characters that people think are friends but aren't. Scott Tenorman? He shows up, but he’s not adding you on Facebook. Most of the celebrity parodies like Tom Cruise or Kanye West aren't going to be your friend either. They’re there for the jokes. Stick to the townies and the kids.

Also, keep in mind that the game was censored in certain regions (like Europe and Australia) back when it was released. If you're playing an older version in those areas, some of the scenes involving the girls' quest or the "probing" might be replaced with a picture of a crying koala. Don't worry, it doesn't actually affect your ability to get the friends; you just miss out on the "gameplay" of those specific segments.

Essential Steps for 100% Completion

If you're serious about getting the "More Popular than John Lennon" achievement, follow this flow:

  1. Talk to everyone immediately. Before leaving the KKK (Kupa Keep Kingdom) or the Elves' forest, talk to every named NPC standing around.
  2. Check the Post Office. There is a list of "lost" items and people there.
  3. Buy the Friend Maps. Some vendors sell items that mark collectibles on your map. Use them.
  4. Save often. Create a new save slot before every major story mission (The School, The Taco Bell site, The finale). If you realize you missed someone, you can go back without losing 20 hours of progress.
  5. Explore Canada fully. When you go "8-bit" and head north, talk to everyone in every town (Ottawa, Winnipeg, etc.). Don't just rush the main quest.

Final Advice for the New Kid

The quest for South Park Stick of Truth all friends is really just a love letter to the show’s history. It’s about seeing Mr. Garrison in his "normal" life or finding ManBearPig’s lair. Take your time. Don't treat it like a chore list. If you rush, you'll miss the dialogue, and the dialogue is the best part of the game.

To make sure you don't miss the most easily skipped characters:

  • Make sure you talk to Clyde inside Cartman's garage before talking to Cartman himself at the very start.
  • Find Lemmiwinks in the Grade 5 classroom during the "Attack the School" quest before the fight moves to the basement.
  • Help Stan's sister, Shelley, by completing her task before the final assault on the dark tower.
  • Visit the City Wok owner and complete his "City Medallion" quest early to get him on your side.

Once you have the majority of the town on your side, the final battles become a breeze. You’ll have so many passive buffs that you’ll basically be an invincible force of nature in a cape. Now, get out there and start clicking "Accept" on those friend requests.


Next Steps for Completion:

  • Open your in-game map and check the "Collectibles" tab to see your current friend count.
  • Travel to the sewers and check if you have the "Nagasaki" fart move unlocked; if so, go find the Crab Person immediately.
  • Head to the Post Office to check your mail; sometimes friend requests are "pending" until you read certain letters.