Where to Find All Memories in A Plague Tale: Requiem

We tell you how to find every memory in the game and get the achievement “Immortal Memories”

Memories are another type of collectible in A Plague Tale: Requiem. In total, 21 memories can be found in the game. Once you find them, you will receive the Immortal Memories achievement. Memories are conversations triggered by interacting with certain objects, completing mini-games, or visiting optional locations.

None of the memories can be missed irrevocably. You can still collect Lost Memories using the Chapter Select section after beating the story or in New Game+. You can also always check the number of collected memories in the “Code” or using the collection counter in the “Chapter Select” section. All have unique names.

Chapter 2. Aliens

Memory #1: Best Player

  • Goal: go to the house.

At the beginning of the chapter, go forward, move further along the path until Amicia points to a house with a weather vane. Enter the large tent in the market square. A woman in a blue dress will stop you and offer you a hairdresser. After talking with her, go to the right side, talk to the florist. After Hugo finishes the conversation, move to the left side, turn right and find a person offering to play a mini-game. Complete it by throwing the pots at the cubes that make up the towers. The man will say that you became the best player of the day, and you will receive a memory.

Memory #2: Rest in Peace

  • Purpose: follow the symbols of the Order.

After meeting with the first archer in the game, you will be prompted to open the skills menu. Soon you will find yourself in a basement with a lot of flies and corpses, and Luka will assume that this is a hospital. Climb up the right stairs to find a dying woman and interact with her to get a flashback.

Chapter 3

Memory #3: Grave

  • Objective: Get to the herbalist’s forest.

After leaving the city, you find yourself on a small wooden platform. There is a workbench, and to the right is a walled garden. Shoot the sling at the garden gate on the right side. Enter the garden and interact with the grave to get a Memory.

Memory #4: Our home

  • Goal: escape from the fort.

Inside the warehouse, when you return the sling, climb back up the stairs and look to the left. Shoot the wooden hatch, go to the other side and examine the map.

Chapter 4

Memory #5: Silk Treasure

  • Goal: get to the ship of the Order.

Once you get to the harbor/docks, you will only go in one direction. Follow forward, make your way between the boxes, climb the stairs and continue moving. Don’t touch the interactive hatch, but go to the end of the path instead. There is a hole in the wall – make your way through it. Find the crate and climb the wall ahead to get to the balcony. There will be silk. Interact with him. If you encounter an enemy, then you have gone too far, in which case you need to reboot.

Memory #6: A Grain of Sand

  • Goal: get to the ship of the Order.

After leaving the workshop, continue along the story path until you find a coffin covered by a crack. Don’t rush through it. Instead, look at the fallen structure opposite, and notice the chain, which can be destroyed with a sling shot. After destroying the chain, you will open the passage to the memory. There is a castle at the end of the pier that you need to interact with.

Chapter 5. After us

Flashback #7: Deer Roar

  • Goal: find a way to get to the boat.

After leaving the boat, move the only route to the mountains and forest. Once at the fork, turn right. Keep going until you hear a deer roar. Luca and Amicia will discuss this and you will get a flashback. You don’t need to interact with anything. It is enough to go along this additional path. If you get to a tree branch in front of a crevice that you can interact with, then you’ve gone too far. And in this case, you need to go back and go to the side path.

Memory No. 8: Gu-u-u-u-o-o-oh!

  • Goal: cross the construction site.

When crossing the rat-infested area, after reuniting with Luka, do not rush to go to the braziers (where you need to set fire to the stick). Instead, if you look back and up, you will see a ladder held by a chain. Destroy it, and then go upstairs. Go to the wicker fence and together with Luka you can call out to Hugo.

Chapter 6

Memory #9: Imagine you are flying!

  • Goal: ask for directions to the coast.

When you get to the camp, where a woman will meet you, go on the left side. Between the tents there is a side path that leads to the swings. Interact with the swing. Hugo will shake Amicia for a while, after which you will receive a memory.

Memory #10: What color do you want?

  • Goal: find a way out of the building.

In the room where you get the new ability, set the fires on fire by shooting Ignifer and throw the pot to jump off the ledge. Pick up the torch to get past the rats. There is a workbench in the next room: go up the ladder next to it, duck down and make your way through the hole in the wall. Jump into the small room. Hugo will offer to change the bandage. Interact with the boy to get a new memory.

Chapter 7. Criminals

Flashback #11: Survivor.

  • Objective: Find the smuggler’s hideout.

After leaving the rat-infested cave, you will find yourself on another beach, and on the left side there will be a workbench. Go past the workbench and climb the rock on the left side. It leads to the shipwreck located above the workbench. Examine them to get a memory.

Flashback #12: First people.

  • Purpose: to get to Sofia boat.

After encountering the enemies on the beach, you need to move the coffin to the side in order to squeeze through the hole and get into the next area. Before the next battle on the beach, go to the left side and climb the ledges leading to the cave. Find a torch on the right side of the cave, then go deeper and look for a rock painting on the wall. Examine it to get a memory.

Chapter 8

Flashback #13: Silent Lucinda.

  • Objective: Look around for information about the island.

After leaving the ship shortly after the start of the chapter, you will find yourself in the market square. Go to the second alley/archway on the right side. Go through the archway to find goats in the alley. Interact with them to get a memory.

Flashback #14: Crown Flower

  • Objective: Look around for information about the island.

From the previous flashback, head towards the exit from the market (as you should in the story), then at the first opportunity, go down the stairs to the left (instead of going forward). you will find a small market stall with a vendor offering to play a pot game. You must throw all four pots over the hanging “crowns” and hit the colored tarp behind each of them (from left to right): yellow, purple and green, orange, brown. If you hit the wall behind the crowns instead of the colored tarpaulin, you may not get the “Perfect Throw” achievement. After completing the mini-game, you will receive another memory.

Chapter 9

Flashback #15: Another thousand years.

  • Objective: Follow the bird statues.

When you leave the castle and meet with Sophia, the story will need to follow along the bird statues After finding the first statue (related to the story), take the path to the right side and move to the end (do not follow the path down; you need a path leading to the houses) . Follow the path without turning left and go to the backyard of the house. This path leads to the river at the edge of the map. Look for a tree at the very end of the river. Interact with him to get a memory.

Memory #16: Good squeal.

  • Objective: Follow the bird statues.

In the place where you enter a large open location where you can move freely, go to the far left corner and look for a ruined tower. This is the only tower that is easy enough to find. To enter the tower, shoot the door lock through the window, then climb to the top and press the indicated key/button to count the memory.

Flashback #17: Tramontane.

  • Goal: find a way to bypass the post.

As soon as you leave the large open area with the previous collectible, you will find yourself on the way to the mountains. After a short walk, you will reach a passage blocked by goats. You need to turn left, climb a small mountain and follow the path until you come across a ruined building with a goat hiding inside. There is grass behind the building that needs to be burned. Having done this, ask Hugo to crawl inside and open the door. There will be a tool box inside the building. Also interact with the goat to free it and get a memory.

Chapter 10

Flashback #18: A rag doll.

  • Goal: get to the fort.

After you open the door by hitting it with a chandelier, a cut-scene will start, after which Hugo will run across the field. Talk to him and enter the ruins nearby. Immediately after entering, go to the left side and use the hook to break through the wall. Climb the wall, immediately turn right to find a tree. Interact with him to get a memory.

Chapter 11

Memory #19: Ombrage Castle.

  • Objective: Explore the dungeon.

After blowing up the wall with the explosive minecart, you will find yourself in a large open room with burning carts that you can move around. Go to the cart on the right, push it towards the bridge. When you get to the big rock, push the cart to the right until it stops. You will see a chest. Use Sophia’s prism (aim at the brazier, press ALT and LMB), jump to the ledge on the left side of the chest and find another memory on the table. Throw the pot of Ignifer to go back.

Flashback #20: His toys…

  • Purpose: open the gate

After crossing the bridge in the large open room where the carts were being pushed, a cutscene will play. After the cutscene, you will find yourself in front of a large closed gate. Turn around and look on the left side for a small door with a red flag, which will be closed. Have Hugo crawl through the small hole next to the door and open it. The memory should be looked for on the table of the same room.

Chapter 13. Void

Memory #21: Mess.

  • Goal: find a way to the surface.

Shortly after the start of the chapter, you will be stuck in a room. Amicia will ask Luka to look after Hugo while she looks for a way forward. On the right side there is a hole through which you need to shoot from the sling into the lock on the door. Go through the door. Behind it will be a cart that you need to pull towards you. Go back to the door and enter the corridor that the cart was blocking. Jump over the fence, immediately turn right and find another cart that you can pull towards you. Behind her there will be a small hole through which you can climb further. On the table is the last memory. If you have collected all the memories, at this point you will receive the achievement “Immortal Memories”.