Six categories, seven achievements
Six categories, seven achievements. Pickups save instantly, progress survives a new game, and chapter select names the exact item you are missing.
The New Order has six collectible categories and seven achievements tied to completing them. Nothing is missable in the way that forces a restart, and the game is unusually forgiving about how you track it.

The six categories
| Category | What it is | Achievement tied to it |
|---|---|---|
| Gold items | Valuable objects hidden across chapters | All that Glitters, Heart of Gold |
| Enigma codes | 72 red booklets, four puzzles | Secrets Revealed (four parts) |
| Letters | Written documents with story background | The Lives of Others |
| Concept art | Unlockable art pages | Part of the Secrets Revealed set |
| Character bios | Profiles unlocked by meeting people | Part of the Secrets Revealed set |
| Upgrades | Health or armour capacity increases | Not achievement-gated |
The seven achievements are All that Glitters, Heart of Gold, The Lives of Others, and Secrets Revealed I through IV.
The rules that make this easy
Three mechanics do most of the work for you, and knowing them turns a stressful hunt into a checklist.
Pickups save instantly. You do not need to reach a checkpoint. Grabbing a collectible and then dying still counts.
Progress survives a new game. Start a fresh campaign and your collectible count carries over. You cannot lose ground by replaying.
Chapter select tracks per level. Open it and you see exactly how many items you have per chapter, with individual names, so you know which specific thing you are missing rather than which category.
Where to hunt first
Stealth-killing a commander marks nearby collectibles on your map with a question mark. That is the single highest-value habit in the game, and it is why the stealth tree matters more than it looks.
| Action | Effect on collecting |
|---|---|
| Stealth kill a commander | Marks nearby collectibles on the map |
| Unlock Scout II | Puts commanders on the map before you find them |
| Unlock Eagle Eye (Old Blood) | Marks collectibles in the world directly |
Some collectibles sit in areas with no commander, and a few are rewards for small side tasks rather than lying on a shelf. Those are the ones chapter select will show as missing while your map shows nothing.
Chapter counts for enigma fragments
Fragments are the most numerous category, so they are the best progress indicator. Chapters 5, 7, 9 and 15 have none at all.
| Chapter | Fragments | Chapter | Fragments |
|---|---|---|---|
| 1 | 7 | 9 | 0 |
| 2 | 1 | 10 | 8 |
| 3 | 7 | 11 | 5 |
| 4 | 6 | 12 | 8 |
| 5 | 0 | 13 | 6 |
| 6 | 8 | 14 | 5 |
| 7 | 0 | 15 | 0 |
| 8 | 8 | 16 | 3 |
Total: 72.
Does the timeline branch matter
No. Collectibles are placed identically on both the Fergus and Wyatt timelines, and chapter select works from either. If you are hunting a specific item and cannot remember which branch your save is on, it does not change the answer.
What does change is access. A handful of optional rooms sit behind hotwire panels or locked doors, and which one you can open depends on the prologue choice. The Fergus or Wyatt page covers which is which.
The order to do it in
- Play the campaign normally and let the natural counters fill.
- Get Scout II early, ideally in the prologue.
- After the credits, open chapter select and note which chapters are short.
- Replay only those chapters. Item names in the menu tell you exactly what is missing.
- Solve the four enigma codes last, once all 72 fragments are in.
The enigma code page has the four solutions, and the perk guide covers the stealth perks that make hunting faster.