One checkbox per piece, grouped by type and in play order, with the exact spot. What you tick here shows as ticked in each chapter.
Missables: don’t leave without them
Crystal Fragment #3 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crimson Glass — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #4 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #5 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #6 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Ingrid's Necklace — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Torso #1 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Wooden Angel Statue — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #7 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Lady's Lipstick — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Silver Ring — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #8 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Torso #2 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #9 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crimson Skull — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Torso #3 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #10 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Azure Eye — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Crystal Fragment #11 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Angie — You never come back to the house: pick her up before you leave.
Giant Crystal Axe #1 — It only appears if you carry the Broken Slab: no slab, no giant and no axe.
Berengario's Chalice — Take the Broken Slab as soon as you are back from House Beneviento: the crypt closes later (Game8: before Moreau) and the event may not trigger if you wait.
Crystal Fragment #12 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Perfect Crystal Skull #2 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Large Crystal #4 — No way back to this cave once you move on to the tent.
Crystal Fragment #13 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Silver Angel Statue — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Vivianite #3 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Perfect Crystal Skull #3 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Crystal Fragment #15 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Crystal Fragment #16 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Crystal Fragment #17 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Crystal Fragment #18 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Large Crystal #5 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Vivianite #4 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Yellow Quartz #3 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Guglielmo's Plate — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Yellow Quartz #4 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #1 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal #6 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Mechanical Part (Cylinder) — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #2 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #3 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #4 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #5 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #6 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Yellow Quartz #5 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal Mechanical Heart #1 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Yellow Quartz #6 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #7 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal Mechanical Heart #2 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Fragment #19 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal #7 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal #8 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal #9 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Vivianite #5 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Yellow Quartz #7 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal Mechanical Heart #3 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Large Crystal Mechanical Heart #4 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Yellow Quartz #8 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Yellow Quartz #9 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #8 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Crystal Mechanical Heart #9 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Mechanical Part (Shaft) — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Perfect Crystal Mechanical Heart #1 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Perfect Crystal Mechanical Heart #2 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Bister Skull — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Cigar — This pass only: after Sturm the factory runs one way to Heisenberg.
Beneviento's Treasure — The crypt closes later (Game8: before Moreau) and the event may not trigger unless you go right after House Beneviento.
Treasure Under the Stronghold — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold.
Goat of Warding #5 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #6 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #11 — Get it before you enter the house. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #12 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #13 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #14 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #16 — Take it on the way: once you climb out through the Graveyard crypt there is no confirmed way back into the Stronghold. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #17 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #18 — Second chance: it is still there when you ride up in the vehicle after reading Chris's Computer; shoot it from the vehicle. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #19 — This pass only: after Sturm the factory runs one way to Heisenberg. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Goat of Warding #20 — Before moving on to Miranda's lab: you never come back to this chamber. Heretic progress is saved to your profile: if you miss it, you can break it on another run.
Labyrinth 1: The Castle — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Labyrinth 4: The Iron Tower — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Fish ×3 — You never come back to this cave (Chit Hot): kill them on the way.
Fish ×4 — No way back to this cave once you move on to the tent.
Poultry ×3 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Fish ×4 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Birdcage #1 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Birdcage #9 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Birdcage #10 — Until you use Heisenberg's Key on the B1 door next to the Duke's elevator: it locks you into the Sturm fight with no way back.
Outhouse #10 — Until you ride the Windmill Elevator up after Moreau: the lift never works again and the reservoir is closed.
Window #1 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #2 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #3 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #4 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #5 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #6 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #7 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #8 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #9 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #10 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #11 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #12 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #13 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #14 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #15 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #16 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #17 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Window #18 — Until you place the four masks on the Hall of the Four door: after Mutated Dimitrescu the castle closes for good.
Treasures
105/105
Reward: Sold to the Duke; 5 combine into pieces worth more (“Treasure Hunter” challenge).
One checkbox per fixed pickup on Standard; some crystals and skulls drop from enemies at random. Perfect Crystal Mechanical Heart #2 depends on the second Soldat Panzer spawning (B4 Passage or B3 Maintenance Passage, only one of the two); Evil Resource lists 106 because it counts both corridors.