Cronos: The New Dawn has 137 Collectible Locations spread across the game, and all of these are required to obtain the following trophies:
- 5 Fallen Travelers – The Preserver
- 7 Weapons – The Boon of the Relics
and The Praetorian
- 8 Essences – various miscellaneous trophies
- 10 Cats – The Catfinder
- 10 Comic Books – Unadulterated Joy
- 27 Travelogs – The Archivist
- 35 Valuables – 15 needed for The Contribution
, but all are recommended to accumulate Energy
- 37 Cores – 36 needed for Forged in Fire
, if you miss any you can get them again in New Game+
Travelogs look like little radar dishes with green lights on them, and these regularly appear along the story path and near upgrade stations, making them easy to locate. Cats can often be seen before you find them as they lead you towards their location, and you will hear them meowing to indicate their presence. Valuables are items that can be sold for Energy, while Cores are items that can be used to upgrade your Temporal Shell. Fallen Travelers are bodies that you can interact with to extract an Essence, which give you an upgrade but you can only hold 3 Essences at once so you will have to permanently remove currently held ones to get new ones.
Some collectibles are locked behind chained gates, which require the Bolt Cutters. These are acquired as part of the story, but it is recommended that you keep these on you at all times as chained gates are quite common. It is also recommended that you focus on upgrading your inventory space as a priority, as this will make collecting everything as you explore much easier.
Objective: Find the Predecessor
Weapon #1: Sword MK-1615
Automatically given to you during the tutorial.
Travelog #1: Heading Forward
After going downstairs to where the flashlight automatically turns on, walk into the next room to find this at the back next to the first save station. Contains the code for a door in the previous room (3-6-7).
Valuable #1: Camera (800 Energy)
After opening the door with the fuses, head outside and turn right to find an open door. The camera is on a shelf inside.
Travelog #2: The Way is Shut
Continue forward until you drop down a ledge. There will be a closed A-0 blast door with the Travelog next to it.
Travelog #3: Strategic Advice
You will go through a flower shop and find a hole in a wall. Shimmy through to find this on a chair in this room.
Cat #1: Borowka
After using a key to unlock the next door, go down the stairs and Borowka will be waiting directly in your path.
Core #1
In the room with the cat, go south to find a utility room with a save station, workstation and storage unit. There will be a dispenser you can open that contains this core.
Travelog #4: A Proficient Way
On a crate next to the stairs leading forward, through a blast door.
Core #2
Once you are outside, progress until you drop down into a cave-like area. You will get a tutorial for burning Orphans in a room with a Torch Fuel dispenser. Instead of going left here, turn right and there’ll be a hole you can crawl through. There will be a core in a dispenser in this area.
Objective: Head for the housing project in Sector D-3
Comic Book #1
After a fight with some Orphans, you will shift a Time Oddity to raise the floor and enter a library. This Comic Book will be on the desks in front of you, on the left.
Travelog #5: Across Time Itself
Behind the counter at the back of the room, on a crate.
Core #3
After dropping into the pharmacy, enter the utility room to find this in a dispenser next to the workstation.
Valuable #2: Energy Bank (1,000 Energy)
You will shift multiple Time Oddities outside and climb down to where you fight some Orphans near explosive barrels. After these, head left in the open area to find this on some packages.
Weapon #2: Hammer PROV-2030
After ascending with a Time Oddity, you will enter another utility room. This weapon will be on a desk in here.
Valuable #3: Camera (800 Energy)
After dealing with an ambush with a group of Orphans, go through the door on the left instead of the large open door. In the back room you will find a Camera on a table.
Objective: Head for the Dive Point
Comic Book #2
Progress through the area until you arrive at a Time Oddity you can use to raise a bridge back to the starting area. After dealing with the Orphans here, ignore the main building and head west to find a locker you can move. Move it and you will find this Comic Book inside on a bench.
Core #4
Enter Apartment Block 34 and there will be a utility room immediately to your right before you go up the stairs. This core will be in a dispenser.
Valuable #4: Energy Bank (1,000 Energy)
After ascending the stairs a few times, shifting Time Oddities and burning Biomass, you will enter a corridor with Apartment 28 on your left. Head inside and let all the yellow bulbs explode and you will find this in the back room.
Cat #2: Mela
After getting the bolt cutters in the Hardware Store, return through the courtyard to where you first entered this area and there will be a door with a chain on it. Cut it open and you will find Mela inside. The cat will leave you a Traveler’s Seal Key, which you can use on the door in the utility room in Apartment Block 34.
Valuable #5: Camera (800 Energy)
Return towards the Apartment Block and enter the open room to the left of the entrance. Use the bolt cutters on the back door and you will find a Camera inside.
Core #5
Inside the utility room, use the Traveler’s Seal Key you got from the cat to access a small room, with a core inside a dispenser.
Travelog #6: Vulnerable to Fire
After using the bolt cutters to open the elevator, this will be sitting inside.
Objective: Find the Target: Edward Wisniewski
Travelog #7: Outpost Established
After going down the elevator, enter Apartment 5 to find a utility room. This Travelog will be opposite the workstation.
Valuable #6: Fan Heater (2,000 Energy)
Enter the basement for Apartment Block 33 and there will be chained door to the left. Open it with the bolt cutters to find this inside.
Cat #3: Karol + Core #6
After getting the key from the basement, as you leave you will spot a cat running towards the playground next to the Hardware Store. Follow it there and pet it, and it will leave you a Core.
Essence #1: Edward Wisniewski (deal more damage against burning enemies)
Automatically acquired after finding Edward.
Objective: Find the tram in station A
Travelog #8: Cure for Forgetting
After the Ascendance Sequence, head down into Station A and there will be a utility room opposite the door leading to Platform 1. As soon as you enter the utility room, this will be on your left.
Core #7
Inside a dispenser in the same room.
Objective: Power up the tram
Travelog #9: Disorders of Perception
After activating the first generator, head downstairs and this will be on a bench to the right.
Valuable #7: Energy Bank (1,000 Energy) + Comic Book #3
Just past the door leading to the room with the second generator will be a door locked with a chain. Open it with the bolt cutters and both of these will be on a table inside.
Objective: Head for the Steelworks in Sector A-11
Cat #4: Cynamon + Core #8
After powering up the tram, return to it and a door opposite the tram that was previously locked will now be open. Head inside to find a cat waiting for you, which will leave you a Core after petting it.
Travelog #10: An Inspiring Design
On the table next to the cat.
Fallen Traveler #1 + Essence #2: Lidia Marzec (energy found increased slightly)
Once you step onto the tram, approach the Fallen Traveler and there will be a cutscene about extracting essences from them. Afterwards, extract the essence. For the Togetherness trophy / achievement, you will need all 3 Marzec essences in your phylactery at once, so if you want to go for this make sure never to remove any Marzec essence until you have all 3.
Objective: Head for the Dive Point
Core #9
After riding the tram, step off and there will be a utility area nearby. The Core will be in a dispenser next to the workstation.
Valuable #8: Camera (800 Energy)
Continue until you drop down a ledge outside where Orphans will pop up out of the sand. In the back right of this area, near the archway you need to go through to progress, is a train car with a Camera inside.
Travelog #11: Seeking Solutions
After the cutscene talking about needing counter-gravity equipment, this will be on the desk right next to you, next to a fuse.
Valuable #9: Energy Bank (1,000 Energy)
After using the fuse and entering the biomass-filled corridors, you will enter a room with a biomass pillar in the middle. From here enter the small room on the right to find this on a table.
Core #10
After moving some lockers twice and entering a long locker room, ignore the room in front of you and follow the path right to find the toilets. The core is in a dispenser at the back.
Core #11
Once outside, enter the Loading Bay where you will find a big Orphan smashing its head on a dispenser. Kill it, then open the dispenser to find the Core.
Valuable #10: Fan Heater (2,000 Energy)
Directly next to this is a chained double door. Open it with the bolt cutters and this valuable will be on a table inside.
Valuable #11: Camera (800 Energy)
After entering Hall B with the code (3-6-4), you will enter an area with a bunch of unaggressive Orphans. To your right as you enter this area will be a small room you can enter with a Camera next to a big Orphan. Picking it up will make the Orphans in the area aggressive.
Valuable #12: Fan Heater (2,000 Energy)
Sitting next to a praying Orphan at the far end is a Fan Heater. As both of these valuables will make all Orphans in the area aggressive, it is recommended that you first collect all regular items first, then quickly grab both valuables before running up the stairs. The Orphans will not follow up you, allowing you to avoid a massive firefight.
Travelog #12: Harnessing Chaos
Enter the Main Control Room and this will be around the corner, near your objective.
Core #12
In one of the dispensers in the same room.
Valuable #13: Energy Bank (1,000 Energy)
After shifting the Time Oddity in the Storeroom, turn around and there will be a gap in a wall you can squeeze through after smashing some boards. The Energy Bank will be out here on the balcony.
Valuable #14: Camera (800 Energy)
After getting the code for the Isolation Zone, turn around and shift the Time Oddity to allow you into the area to the right. Crawl under the broken wall to find a Camera in front of you.
Comic Book #4
Sitting on the bench in front of some lockers in the same room.
Core #13
On your way to the Isolation Zone, use your key to unlock the Warehouse, where you will find this in the back room.
Valuable #15: Energy Bank (1,000 Energy)
After entering the Isolation Zone (7-2-9), head right and there will be an area with two Time Oddities that spawn flammable barrels. At the back of this area will be a bunch of supplies, including an Energy Bank. When you approach these supplies, a few waves of the headless Orphans will spawn.
Core #14
You will climb a ladder and drop into another area. Turn right and enter the door to find a chained up breakroom. Cut the chain with the bolt cutters and you will find a Core inside a dispenser.
Weapon #3: Dagger PS-3713 + Travelog #13: Changing Priority
After going down some stairs to a utility room, these will both be on a desk.
Cat #5: Merlin + Core #15
After getting the Gravity Boots, you will head outside and launch across some pads, then have two options to take. Take the northern path and shift the Time Oddity until you are back on the ground, where you will see a cat run into a building. Follow it and pet it for a Core as a reward.
Objective: Find the foreman’s office
Valuable #16: Fan Heater (2,000 Energy)
After fighting an ambush and going up some stairs, you will be in a hallway with the manager offices. Go left onto the balcony to find this in the corner.
Essence #3: Artur Baryka (handguns deal additional damage on headshots) OR Gabriel Baryka (shotguns deal additional damage when hitting multiple enemies)
When you find Artur and Gabriel in the foreman’s office, after all the conversations you will have to quickly pick between two options. The first option will extract Artur, while the second will extract Gabriel. If you let it time out, you will be forced to extract Gabriel. For the Orthodox trophy / achievement, you must choose Artur over Gabriel, but this is only relevant if you are not collecting essences from the Fallen Travelers.
Objective: Launch the Ascendance Sequence
Travelog #14: A Voice From Beyond
After returning to the Terminal, enter the room on the side with the Christmas tree and cats you’ve found. This will be on the desk.
Comic Book #5
When you head to the restaurant to find the switchgear, you will need to shift a Time Oddity three times to access the other side of the room. After the third shift, you will be able to reach a chained door. Open it with the bolt cutters and this comic will be on a table inside.
Valuable #17: Game Console (1,400 Energy)
After the ambush on the bottom floor of the restaurant, go through the door and there will be some biomass blocking the left door. Burn it with either a Torch or Pyre, then you will find this in a sink inside.
Cat #6: Balbina + Core #16
After activating the switchgear, turn around and go back through the room you came from. In the hallway there is a door that was previously locked (you might have heard a cat meowing when passing through before), which you will now be able to enter. The cat will be waiting inside, with a Core as a reward for petting it.
Objective: Head to the hospital in Sector A-0
Weapon #4: Javelin LK-102
Once you go through the now unlocked door to Sector A-0, you will immediately enter a utility area with this weapon sitting opposite the workbench.
Valuable #18: Fan Heater (2,000 Energy)
After going across all the gravity jumps and arriving at the entrance of an apartment building, before entering head right towards an underground area with a few cars to find this sitting on a shelf in the back.
Travelog #15: Seaming Reality
After killing the big Orphan and climbing up to the utility room at the entrance of the building, this will be on a table.
Core #17
In a dispenser in the same room.
Comic Book #6
Climb the ladder and stand on the ramp leading to the apartments. Look left and you will see a door with wooden boards across it. Shoot the boards to destroy them, then go back down the ramp and enter Apartment 28. The comic book is on the dresser right next to the door. There is also a chained room with supplies in here.
Valuable #19: Game Console (1,400 Energy)
Go back up the ramp into the apartments with the wall Orphans. Head out onto the balcony as you walk through to find this.
Core #18
After climbing a gravity wall, break the boards off a door and enter Apartment 36. The core is found on the coffee table.
Valuable #20: Military Radio (3,500 Energy)
After using two electrical fuses to open a door, walk to a ledge and gravity jump to a pad below you. Now turn around and gravity jump into the area below where you were standing before. There will be a valuable near where you go to the next gravity jump.
Cat #7: Gus + Core #19
Shortly after the previous gravity jumps, you will ascend the wall of a building. As you enter, look up to the left to spot another gravity jump behind some planks. Shoot the planks and jump over, then follow it into a room to find Gus. You will get a Core as a reward.
Fallen Traveler #2 + Essence #4: Antoni Surma (melee attack and stomp have vastly increased damage)
After crossing some gravity jumps, you will arrive at the Sculptor’s house. Go upstairs to find a basement key, then go down into the basement to find the Fallen Traveler. As this is the fourth essence, you will need to permanently erase one of your essences to take it.
Core #20
Once you reach the next building, drop off the ledge as you enter and immediately turn around to spot a hole in a wall. Crawl through and move the metal object to be able to shift the Time Oddity. Go through the now broken wall to find the Core.
Valuable #21: Energy Bank (1,000 Energy)
After shimmying between two bookcases, ignore the gravity wall in front and go through the door to the left. You will be able to see into the room you came from a shoot an explosive barrel blocking a door. With that door now opened, go in to grab the valuable.
Core #21
Once you arrive at the next utility room, turn around to find this in a dispenser by the door.
Travelog #16: Endless Toil
In the same room, opposite the workbench.
Objective: Find the Target: Dr. Dawid Zybert
Core #22
Inside the Chapel with the utility stations, right next to the save station.
Objective: Prepare the toxin
Valuable #22: Fan Heater (2,000 Energy)
After the ambush in the morgue, the room opposite the morgue will now be open. Head inside to find this on a shelf.
Valuable #23: Game Console (1,400 Energy)
Once you enter the Operation Block with the master keycard, head down to the end of the corridor and enter the Doctor’s Office on the left to find this on a counter.
Cat #8: Bebola + Core #23
As you walk through the operating rooms, the cat will be sitting next to an operating table. It will reward you with a Core.
Comic Book #7
In Diagnostics where the main objective is located, use the master keycard to open the side door where you will find the comic book inside.
Weapon #5: Mace JER-5120
Inside the Chapel back room. In order to get inside, you will need to find the Chalice in the Director’s Office (code to the door is 9509) in Administration, as well as the Vasculum in the Operation Block next to Cat #7. Place both of them on the altar to receive the back room key.
Core #24
Once you enter Infectious Diseases, take a right and there will be a chained door. Open it with the bolt cutters and climb through the broken window inside to find this.
Valuable #24: Military Radio (3,500 Energy)
Inside the rooms you have to go through to unlock the blocked door on a cabinet next to a bed.
Objective: Find Weronika
Essence #5: Dawid Zybert (fabrication recipes require less metal scrap resources)
Automatically acquired after finding Weronika. You will need to permanently erase one of your essences to take it.
Objective: Launch the Ascendance Sequence
Travelog #17: Tempus Fugit
Once you are back at the Terminal, head into Kokosanka Milk Bar to find it on a table with some mannequins.
Objective: Find the tram in station B
Valuable #25: Fan Heater (2,000 Energy)
After using the Conductor to power the door to station B, go down the stairs and look left to see a big Orphan sitting behind a barred gate. Shoot it and it will ram open the gate. After killing it, go inside the gate and this will be behind a crate.
Objective: Power up the tram
Comic Book #8
After activating the first generator, return to the room where you started connecting the power from and the gate there will now be unlocked. As soon as you enter, turn left and the comic book will be on a shelf next to a chained gate.
Core #25
Open the chained gate with the bolt cutters and you will find a Core inside a dispenser.
Valuable #26: Game Console (1,400 Energy)
As you return back towards the tram, you will notice a damaged roller door that is raising and closing. Go through the open door next to it and through the broken wall to find this on a shelf next to the damaged roller door.
Core #26
After entering Station B Main Hall and killing a few Orphans, go through the door and there will be a dispenser on the left.
Travelog #18: Extraction Successful (?)
Immediately on your right will be a utility area, with a travelog directly opposite the workstation.
Valuable #27: Fan Heater (2,000 Energy)
Opposite the door to Power 1 will be a chained door to the Shopping Center. Open it with the bolt cutters, then go into the left corner to find this.
Valuable #28: Energy Slate (3,000 Energy)
Now take the right path and go through the door. There will be a milk bar here with a big Orphan inside. In a display case in the back of this room is this valuable.
Travelog #19: Playing by Yourself
In the electronics store that the spiky Orphan smashes out of, this is sitting on a box on the left.
Cat #9: India
After activating the power in the electronics store, you will be able to access the kiosk. Head through the hole in the back of this room to find the cat you would’ve been able to see from the utility area. Petting it will give you the Toy Store Key, which will be needed shortly.
Travelog #20: The Way Out
On the desk directly behind the cat.
Weapon #6: Arbalest MT-1020
Before going to the second generator, quickly backtrack to the previous room where the toy store is located. Open it with the key and the Arbalest will be directly in front of you. This is a very powerful weapon but use it sparingly as unlike other weapons, you cannot craft or buy ammo for it.
Fallen Traveler #3 + Essence #6: Marcel Marzec (movement speed while aiming increased slightly)
Sitting right next to the Arbalest. You will need to permanently erase one of your essences to take it. For the Togetherness trophy / achievement, you will need all 3 Marzec essences in your phylactery at once, so if you want to go for this make sure never to remove any Marzec essence until you have all 3.
Core #27
After defeating the boss and bringing power to the area, climb the ladder that leads back towards the second generator. Instead of going through the door, shimmy between some pipes near it to find this in a dispenser.
Objective: Find the abbey
Travelog #21: A Presence Concealed
After riding the tram, there will be a utility room right next to you with this opposite the save station.
Core #28
In a dispenser in the same spot.
Comic Book #9
After doing a gravity jump, before continuing there is a low window you can crawl through on your right. As you enter, turn around to spot the comic book on a table to the right.
Valuable #29: Energy Slate (3,000 Energy)
After getting back to street level and entering another building, there will be some boards you can break on the right and a metal object you can move on the left. Move the metal object and go into the back room to find this on a table.
Core #29
After shifting some Time Oddities you will need to connect the power for a door to open. To the right of this door is a chained door that you can open with your bolt cutters, with a dispenser inside.
Valuable #30: Military Radio (3,500 Energy)
As soon as you go through the door you unlocked by turning on the power, turn right and there will be two cars. On the hood of the car in the back will be this valuable.
Objective: Head for the Dive Point
Core #30
Once in the Abbey courtyard, go left and enter the Religious Goods store. Move the metal object and shimmy through the wall, then unlock the door on your right. You can now connect the power from the utility room through to this room and unlock the doors here. Once you unlock it, go inside the room to find the Core in a dispenser. You will also find the Cemetery Key here.
Cat #10: Freya
Once you enter the cemetery, you will spot a cat run into the mausoleum. Use your bolt cutters to open the gate, the crawl through the space on the right to find the cat. You will be rewarded with a key to unlock Father Wojciech’s Office.
Weapon #7: Lance REV-1411
Before heading deeper into the cemetery, return back to the courtyard and use the key you just got to open Father Wojciech’s Office, which is next to the Religious Goods store. Inside will be a key to the Belltower. Head up the Belltower (next to the utility room), and you will find this weapon.
Valuable #31: Military Radio (3,500 Energy)
Once you enter the catacombs, you will move a metal object to further access the tunnels. Immediately past it, turn left to spot a boarded-up door. Shoot the boards, then continue around the corner to find a door covered in biomass. Burn the biomass with a Torch or Pyre, then enter the two doors to find this on a crate in the corner.
Core #31
Further in the catacombs you will connect power to a door and then have to survive an ambush. Once done, go through the door you opened to find a utility room. This will be in a dispenser next to the storage box.
Travelog #22: End of the World Society
In the same room, on a crate.
Core #32
Once you have the Lever, go back down to where you grabbed the Child key item and open the northern portcullis with it. The Core is in the back of this biomass-filled area.
Valuable #32: Energy Slate (3,000 Energy)
Continue through the southern portcullis until you find another portcullis that can be opened. Ignore it and go into the room next to it, where you will find some biomass you can burn. Go through it to find this on a coffin.
Valuable #33: Camera (800 Energy)
After going through the last portcullis, you will arrive at a split path. Go right and follow it to find a Camera on a barrel.
Core #33
When you arrive in the room where you can grab the Trident key item, there is a chained gate to the left of it. Open it with your bolt cutters to find this in a dispenser.
Travelog #23: Position Secured
After getting the Trident, head up and this will be next to a ladder you can climb up.
Core #34
Once you use the Electrical Fuse to access the rear courtyard, head towards the back where the gravity jump is located. Ignore it for now and continue north around the corner to find this in a dispenser.
Valuable #34: Fan Heater (2,000 Energy)
After crossing the gravity jumps, you’ll be back in a building. Pass through the room with the sculpture in the middle, then turn right to find this on the ground.
Fallen Traveler #4 + Essence #7: Krzysztof Marzec (carbines deal additional damage while not moving)
After ducking under a fallen piece of wood, enter the room on the left and this traveler will be in a pile of biomass. If you have this essence in your phylactery at the same time as both Lidia Marzec and Marcel Marzec, you will get the Togetherness trophy / achievement.
In order to open the church door, place the golden items in the following locations, starting from the door leading outwards:
- Left: Shield, Child, Cauldron
- Right: Sword, Sickle, Trident
Objective: Find the Warden
Travelog #24: A Gift
Once you are back at the Terminal, head towards the Warden’s room behind the Terminal. Ignore the door that opens when you approach it and go left. This will be on a table.
Travelog #25: From Afar
After dealing with the onslaught of Orphans as you try to enter the Police Station, head inside and enter the reception on the left to find this on a desk.
Core #35
Take the right path and ignore the hole in the wall. Instead, turn around and there will be a door with a chain on it. Cut it open and the Core will be on the table inside.
Comic Book #10
On the chair in the same room.
Fallen Traveler #5 + Essence #8: Daniel Lazarski (chance to deal multiplied damage)
After unlocking the cells, enter the cell to the right as you leave the room and this traveler will be on the bed.
Travelog #26: Trial After Trial
After fighting two minibosses, you will open a door and need to connect some electricity with your Conductor. Sitting in the biomass directly next to it is this Travelog.
Objective: Find the Pathfinder
Core #36
As soon as you wake up in the new area, this will be in a dispenser in front of you.
Travelog #27: Correcting Mistakes
In the same area, next to the save station.
Valuable #35: Military Radio (3,500 Energy)
After doing some gravity jumps, you’ll land in a building with a room to the left and a corridor in front. Enter the corridor and turn right to enter a room with this on a desk.
Core #37
Once you land in the clocktower, this will be in a dispenser to your right.
This completes all of the Collectibles in Cronos: The New Dawn.