Collectibles & Achievements

KF2 Collectibles: Per-Map Video Index and Counts

This page is a condensed index of a long Steam video series that covers the collectibles on every Killing Floor 2 map released up to mid-2019. The original author chose video over screenshots because it is easier to follow a route than to compare still pictures. Below you will find the collectible type for each map, how many were found, and the place where the route begins. For answers to general questions about collectibles see the collectibles FAQ.

Every map achievement needs ten collectibles, so any number above ten is a safety margin for items you miss.

Event and holdout-style maps

On holdout maps each stage has its own trader pod, and the videos restart from that pod at the beginning of every stage.

MapCollectibleFoundNotes
Santa's WorkshopSnow globes24Fixed path: outside the workshop 3, fix the sleigh 4, outside again 8, giant snow globe 6, boss arena 3
Krampus LairSnowglobes19Start 5, courtyard with the wood chipper 3, first basement level with bridges 6, bottom basement 3, boss stage 2. Ten are reachable before the fourth holdout room
Power CoreBatteries20Eight sectors plus three further rooms, about two per room found
NightmareClown masks18Furnace room, spider room, oversized shack with the giant clown, circus room, World War II flashback; three in the boss room still missing
DescentHans dolls32Lava room, zed growth room, catwalk, library, mortuary, experiment room, cages, acid room, water boiler room, boss room; one library item still unfound
DieSectorD.A.R. bobbleheads11Wave one 3, wave two 5, wave five 3

Standard maps

MapCollectibleFoundRoute starts at
Steam FortressSteam batteries-Video only
SpillwayDosh necklace-Video only
Shopping SpreeDosh necklace10The front door of the mall
Monster BallSkulls10+Spawn point just outside the party mansion (readers later reported at least 14 skulls)
LockdownBatteries10Junction linking the engineering, cryo-sleep and plant rooms
AirshipSteam cells12The grand entryway of the airship quarters
Tragic KingdomPukey the Clown dolls12The carousel
NukedNukes12Outside the building by the tall statue of a man on a horse
Zed LandingVolleyballs11The beach spawn
Infernal RealmEyeballs16Next to the tiny gate Easter egg
Hostile GroundsDosh bling10Corner subway entrance along the long road
Containment StationDosh bling11The room with the contained Husk
PrisonBars of soap10Outdoor courtyard; the map is easy to get lost in
FarmhouseDolls and puppets10Inside the barn
Black ForestAlien eggs12Next to the crashed train carts
Evacuation PointDosh bling15Manor entryway in front of the angel statue
CatacombsDosh bling12Entrance to the tomb
Volter ManorDosh bling15Manor entryway in front of the angel statue
OutpostDosh bling14Entrance to the facility
Burning ParisDosh bling12Top open courtyard with gazebos and the subway entrance
Biotics LabDosh bling10Entrance to the lab

Tips from the series

  • Pick the video for your map and follow it from the stated start point; each clip shows every item the author found, not only the ten needed.
  • On maps with a fixed order such as Santa's Workshop, watch the area time stamps and clear room by room.
  • Do not worry if a clip skips an item. Several maps have extras that the author never located, so community comments are a good place to compare numbers.

Version history of the original series

The series grew over time: the first release in March 2018 covered DieSector, Power Core, Krampus Lair, Nightmare, Tragic Kingdom, Nuked, Descent, Zed Landing, Infernal Realm, Hostile Grounds, Prison, Farmhouse, Black Forest and Outpost. Burning Paris, Containment Station and Catacombs followed, then Evacuation Point and Volter Manor, Airship and Lockdown in May 2018, Monster Ball in September 2018, and Spillway and Steam Fortress in June 2019.

FAQ

How many collectibles do I need for a map achievement?
Ten per map. The source guide notes that the earliest version of the achievements required every item, but a later update lowered the requirement to ten.
Which maps hide more than ten collectibles?
In the source counts, Descent has 32, Power Core 20, Krampus Lair 19, Nightmare 18, Infernal Realm 16, Volter Manor and Evacuation Point 15, and Outpost 14. Most others have 10 to 12.
Why do routes start at a trader pod or spawn point?
Holdout-style maps move you from stage to stage, so every stage has its own trader pod. Starting each route there, or at a player spawn, makes the walkthrough easy to follow.