Hell is Us includes 26 Good Deeds that are required to be completed for the trophies/achievements Good Samaritan and Man of the People.
Good Deeds are interactions involving people in the game world, generally requiring finding and bringing someone an item, or doing something that they ask of you. A handful of these are MISSABLE and is the highest priority thing to keep track of, and some of the missable ones award Relics which makes the Antiquarian trophy/achievement missable. They become missable through story progress, typically because the person involved dies or disappears if the Good Deed was not completed.
If you want to complete all Good Deeds as you progress you can follow the Hell is Us Collectible Walkthrough and you’ll get all trophies in 1 playthrough. It includes all trophies, collectibles, missables, and explains how to advance the story objectives.
Players who prefer to search by themself can follow the Missables Guide which lists only the strictly missable collectibles, then check this guide after if you need help with solutions for any of the remaining Good Deeds.
Good Deeds
Good Deeds are listed in the same order that they appear in the Exploration – Good Deeds menu. They appear in the menu generally in the order they appear as you progress through the game’s locations. Missable Good Deeds will be noted and state the point they need to be completed prior to.
Rewards from Good Deeds are obtained by speaking with Gildas Brom located in at the Watcher’s Nest in Vyssa Hills after you complete the story objectives there.
Good Deed #1: The Golden Watch
Start Location: Senedra Forest
After progressing through the ruins you enter a trench area. Continue through the trench area and on the left you can find an interact point that gives Letter – Sabinian Front and a Gold Watch, starting this good deed.
Go back to the house where Ernest Caddel was located and trade him the Gold Watch, completing this good deed.
Good Deed #2: Forlorn Fate MISSABLE
Start Location: Talju
Must be completed by the End of Act 2 (placing all Keystones in the Lymbic Forge)
In Talju go to the west side of town to the Vanderlyn Trust building (3 on the map Juven gives you) and go around the back, through the unlockable gate and up the stairs inside. Kill the three Hollows, then in the room at the end of the hallway you can pick up the Symbol – Flame off the ground along with Map – Senedra Mountains which starts this good deed.
Go back to Senedra Forest and follow the path north around the ruins, then into the trench area. On the east side near a Rage enemy is a stairway leading down. Go inside where you can find a doorway with a spot beside it where you can place the Symbol – Flame.
Go inside and you can find two people. Trade the woman Map – Senedra Forest to complete the good deed.
Good Deed #3: Land of Milk and Honey MISSABLE
Start Location: Acasa Marshes
Must be completed by the End of Act 1 (placing the first Keystone in the Lymbic Forge)
Go out the southwest side of town to find a house with white graffiti on the side. Go into the underground area through the opening on the side of the house. After dropping down the first ladder go left at the split and drop down again to find a lady with a baby. Pick up the Baby Bottles – Empty from the spot near the entrance to the room she is in to start the good deed.
Travel back to Senedra Forest. Go back to Ernest Caddel at his house and trade him the Baby Bottles – Empty to receive Baby Bottles – Filled. Take these back to the woman in Acasa Marshes to complete this good deed.
Good Deed #4: Love Thy Neighbour MISSABLE
Start Location: Acasa Marshes
Must be completed by the End of Act 1 (placing the first Keystone in the Lymbic Forge)
Go east of town toward the Timeloop and then go north where there is a tree with a bunch of bodies hanging from it. On the ground you can pick up the Bloodied Plushie, starting this good deed.
Go back to the house on the southwest side of town where the woman related to Land of Milk and Honey is located and in the house trade the drunk man the Bloodied Plush to receive the Classroom Picture.
Now go to the house with the orange door to the right of Abbot Jaffer and speak with the woman inside, trading her the Classroom Picture to complete the good deed.
Good Deed #5: Asunder MISSABLE
Start Location: Acasa Marshes
Must be completed by the End of Act 1 (placing the first Keystone in the Lymbic Forge)
From the town entrance near Vaas go down the road to the right and then turn left at the white ON truck to walk behind the house. On the back porch you can interact with it to obtain Letter – Worried Wife.
Go back to the entrance to Acasa Marshes and trade this to the man who was sitting on the ground by the excavator to complete the good deed.
Good Deed #6: Performance of a Lifetime MISSABLE
Start Location: Acasa Marshes
Must be completed by the End of Act 1 (placing the first Keystone in the Lymbic Forge)
In Jova go behind the house with the white graffiti on it west of the entrance to town and up the hill to the right. In the fenced area on the left you can see a piano where you can pick up Sheet Music – Our Pride, starting this good deed. Trade this to the man playing the violin near the entrance to the town.
In Vyssa Hills go toward the tree with the statue, then southeast up the small hill where there is a body by the suitcase where you can pick up Sheet Music – Losilus Dreaming. Take this second sheet music back to the man in Jova to complete the Good Deed.
Good Deed #7: Waylaid MISSABLE
Start Location: Talju or Lethe – Ministry of Cultural Primacy
Must be completed by the End of Act 2 (placing all Keystones in the Lymbic Forge)
In Talju, you first need to obtain the keys for the Pharmacy building. Go to the southwest corner of town where the playground is. Turn around from the swings and go up the stairs toward the big tree. On a body on the railing you can pick up Keys – Pharmacy.
After completing the story events and the survivors leave, you can now access the back door to the Pharmacy where you can open the door with the Key – Pharmacy. Go into the side room with the bed to pick up Pill Bottle – Metformin which starts this good deed.
If you are entering this are for the first time don’t leave until you complete Good Deed #22: Incognito.
In Lethe – Ministry of Cultural Primacy, in the parking area walk toward the south where there is a ramp leading down. On a body you can pick up Keycard – Ministry.
Follow the main path upstairs and at the split in the path after the room with the hanging man go left toward the painting of the king. Turn left and go into the room with the man at the desk. On the right is a door where you can use the Keycard – Ministry to open the door, then open the one leading into the hallway where you can pick up Satellite Radio.
Return to Acasa Marshes and to the southwest side of the area outside Jova where there is the big stone pillar where you opened a Lymbic Door earlier. Speak to the two ON Soldiers, then trade the one on the left the Pill Bottle – Metaformin, and the one on the right the Satellite Radio to complete the good deed.
Good Deed #8: Victor’s Vigil
Start Location: Acasa Marshes
After entering Vitalis’ house during the story, inside the house turn to the right and look on the balcony where you can pick up Keys – Car to start this good deed.
Go back out the east side of town toward the tree with the hanging bodies, then north to the ruins where there is a car sitting in the water. Interact with it and use the Keys – Car to open to trunk to receive Recording – Vitalis’ Departure, Necklace, Lymbic Twin Axes, Glyph: Chromatic Shielding, and Limbic Imbuing.
Go back to Victor at the forge and you can give him the Necklace to complete the good deed.
Good Deed #9: Where the Heart Is
Start Location: Acasa Marshes
After you have completed the story events in Vyssa Hills in Act 1, return to Acasa Marshes and go back to the tunnel where you rescued Victor.
At the back you can now find an interact point, giving you the Photograph – Girl starting this good deed.
Return to Jova and go to the ON Outpost where Zao Ru is now sitting at the table. Trade her the photograph to complete the good deed.
Good Deed #10: Heart of Gold MISSABLE
Start Location: Vyssa Hills
NOTE: This is marked as missable as if you complete it prior to Good Deed #11 it renders that one missable, so do not give Atticus the Keys until you complete that Good Deed.
Close Timeloop – Vyssa Hills then pick up the item that appears on the ground after the Timeloop disappears to receive Keys – ON Vehicle starting this good deed.
Once you have entered Act 2 and finished Good Deeds #11 and #12 go back to the APC in Vyssa Hills and this time climb up the ladder to the west to reach Atticus in the same spot as you met him before. Trade him the Keys – ON Vehicle to complete the good deed.
Good Deed #11: On Death’s Door
Start Location: Vyssa Hills
Must be completed by the End of Act 1 (placing the first Keystone in the Lymbic Forge) and before completing Good Deed #10.
From Vitalis’ grave go left up the small hill (far north of the area if you are coming from the APC) and look on the opposite side of the pile of rocks to find a pickup for Pill Bottle – Atenolol, starting this good deed.
Go toward the Timeloop location and then go down the path to the northwest. Climb the ladder to reach a camp area. Go to the woman on the left and trade her the Pill Bottle – Atenolol to complete this good deed.
Good Deed #12: Man’s Best Friend
Start Location: Acasa Marshes
After Act 2 of the story starts some of the soldiers have left Jova, so you can now deal with the dog that you might have spotted earlier on the west side of town, northwest of the house Rebecca was in. Interact with it to free it and receive the Dog Collar, starting this good deed.
Travel to Vyssa Hills and from where you enter with the APC follow the path north all the way to the camp with the refugees you interacted with the first time you were in the area. Speak with the man on the right and trade him the Dog Collar to complete this good deed.
Good Deed #13 – 16: A Light in the Dark MISSABLE
Start Location: Talju
Must be completed before defeating the Hollow in the parking lot as required to progress the story.
This good deed is in 4 parts, and is what you need to finish in this area before continuing the story events. Go back to the APC and then make your way to the Town Hall (labelled 1 on the map). Out front by the door you can pick up 4 x Signal Flare. You are going to be giving these to people around the town to rescue them.
Go opposite the door to the town hall and continue walking east around the two houses where there is a ramp in front of the second one that allows you to reach a ladder (and a gate you can open back to the street). In the hallway of the house you can find a woman, trade her one of the Signal Flares.
Go back to the garage near the NPC where Boro Juven is located and trade him one of the Signal Flares.
Continue west to Vanderlyn Trust building (3 on the map Juven gives you) and go around the back, through the unlockable gate and up the stairs inside. Kill the three Hollows, then open the door and trade the woman a Signal Flare.
Keep going west to the edge of the map where there is a barn (visible at the top of the map) and climb the ladder to the upper floor. You can find a man sitting on the window, trade him a Signal Flare. This is the final person required for the good deeds, but they aren’t considered complete until you finish the story events here when the survivors leave on the truck.
Good Deed #17: Insult to Injury
Start Location: Marastan
From the APC and follow the road leading southwest until you reach a barn on the left where you can hear crying inside. Go behind the barn and follow the path to the right where you can pick up Key – Antenna off a body that starts this good deed.
Follow the story path into the cave leading to the statue, and follow it on the left to a point where you can drop down toward the radio tower. Interact with the box at the bottom and use Key – Antenna to open it, then interact again to turn it off, completing this good deed.
Good Deed #18: Power to the People
Start Location: Marastan
In the upper town area with the church southwest past it into the village area, then to the house with an open door on the south side. Go inside where you can find a man, then pick these up 3 x Fuse to start this good deed.
Go behind the house northwest of where you picked up the fuses where you can find a fuse box on the back wall. Open it and insert one of the Fuses.
Directly north of the building where Talis is located is another house with a fuse box, insert another Fuse.
Go north to the road, then west to the house at the end with an open door. Drop into the basement then go around the back of the house to find the final fuse box, inserting the final Fuse to complete the good deed.
Good Deed #19: The Depths of Hell
Start Location: Marastan
After placing at least one Fuse for Good Deed Power to the People, enter the house the Fuse was used on and interact with the radio in the house to learn about the woman in the barn.
In the area below the statue where Father Bramante is located go southwest down the small hill to the dock where you can pick up a Gas Canister, starting this good deed.
Go back to the APC from the nearby save point and then go to the blue house across the river to the right where there is now a man sitting at the dock. Trade him the Gas Canister to complete the good deed.
Good Deed #20: Samo’s Keys
Start Location: Marastan
From the APC go west up the hill to the next level of the area, then south down the road to reach Samo’s General Store. Go behind the counter to pick up Keys – Samo’s Spare which starts this good deed.
Go back out of the store and west on the lower level of the road to the end where you can reach Grisibel’s Auto Repair. Go around the back and climb the ladder to reach the roof where there are two people. Trade the man Key’s – Samo’s Spare to complete the good deed.
Good Deed #21: A Way Out
Start Location: Lethe – National Library
Once you progress the story and open the Restoration Office, pick up all three items in the room to receive Note – Favors Owed which starts the Good Deed.
If you are entering this are for the first time don’t leave until you complete Good Deed #22: Incognito.
In Lethe – Ministry of Cultural Primacy follow the main path until you drop down to the lower level then enter the room with all of the offices. On the right of the room you can find “Office 109”. Enter and interact with the safe, entering code 2703 to receive Official Hadean Stamp.
Continue to the back of the room where you can find “Office 112” on the right. Enter and pick up ID Cards – Blank.
Return to Lethe – National Library and into the basement where the group of people were hiding. Speak to the old lady near the office and trade her the ID Cards – Blank and Official Hadean Stamp to complete the good deed.
Good Deed #22: Incognito MISSABLE
Start Location: Lethe – Ministry of Cultural Primacy
Once you enter Lethe – Ministry of Cultural Primacy you must complete this Good Deed before leaving the area.
In the parking area walk toward the south where there is a ramp leading down. On a body you can pick up Keycard – Ministry.
Follow the main path upstairs and at the split in the path after the room with the hanging man go left toward the painting of the king. Turn left and go into the room with the man at the desk. On the right is a door where you can use the Keycard – Ministry to open the door, then pick up Woman’s Clothing which starts this Good Deed.
Go back and follow the hallway past the “Secretary” room to reach a spot with a save point. Go right where the man in standing by the door and right again into the “Lounge” room. Speak with the ON Soldier inside and then trade her the Woman’s Clothing to complete this Good Deed.
Good Deed #23: Mementos
Start Location: Auriga Museum
After completing the events in the Training Room as required by the story, go through the vault door in the southwest corner of the room where you can go through a door in the back to find some cells. In Cells 002 and 004 you can pick up Cigarette Case and Ring – Hand-Made which start this good deed.
Go to Marastan, and up the road to the house at the boat dock. Enter the house and trade Elzina Tibor the Cigarette Case. Must have completed Good Deed #19: The Depths of Hell for the women to be present inside the house.
Go to Senedra Forest and to Ernest Caddell’s house. The people who left with Atticus will now be there with him in the basement (if you failed to complete Good Deed #11: On Death’s Door Dag will still be at the camp in Senedra Forest). Trade Dag Samson the Ring – Hand-Made to complete the good deed.
Good Deed #24: Separated
Start Location: Jeljin
In the area go toward the church and out the back to defeat the Timeloop Guardian, then go to the right where you can climb up some scaffolding to the roof. Drop off the other side, then down to the road where you can pick up Keys – Crane.
Go southwest to the dig site and follow the underground path all the way through it. Go through the gate to be back outside. Defeat the group of enemies attached to the green Haze to start this good deed, then go speak with the woman standing in the building you just came out of and she says she’ll go meet her brother.
Go northeast through the gate toward the building with lights pointed at it. Defeat the enemy attached to the yellow Haze to receive a second message about starting this good deed (they’re counted together).
Go over and interact with the crane controls, using Keys – Crane to unlock it.
Interact with it to drop the platform the crane is holding, then you can climb up the scaffolding near the ranged enemy and reach the upper area.
Kill the enemy up top and then open the gate. Walk back around to the crane and interact with it again to raise the platform. Go back through the gate and you can now reach the ranged enemy up top. Defeating it completes this Good Deed.
Good Deed #25: Never Worn
Start Location: Jeljin
Go southwest from the APC to the dig site and down the ladders to the lower levels. When it splits in the cave on the left you can speak to a man who is trapped by rubble. On the right drop down to where the enemies are, then underneath the stairs is a pipe you can walk through. Climb up the ladder to find the location of the Timeloop, then nearby is a backpack where you can pick up Key – Archeology Camp which starts this good deed.
From the APC go southwest toward the dig site and in the smaller tent you can find a locker. Use the Key – Archeology Camp to open the locker and receive Shoes – Red and Letter – Daughter’s Hope.
Go to Acasa Marshes and in Jova go to the house near where Rebecca was located with the white graffiti on the wall. On the upper floor interact with the elephant plush and place the Shoes – Red to complete the good deed.
Good Deed #26: Family Feud
Start Location: Marastan
In the upper town area by the church go west of the church where there is a ladder at the back of one of the houses leading onto the garage. Walk across it and go in the door on the balcony, then you can go into the upstairs room to pick up an Urn and Letter – Getting Out which starts this good deed.
Go to Jeljin and from the APC go south toward the stone ruins where you can find a man with a lantern. Speak to him and then trade him the Urn. After speaking with him pick up the item to his left to receive the Urn again, along with Key – Columbarium.
From the APC go southwest toward the dig site. Just by the broken fence you walk through you can go into the small building, and use the Key – Columbarium to open it and place the Urn inside, completing this good deed.
For all other Collectible Types refer to Hell Is Us Collectible Guide.