Hell is Us has a number of missable interactions that need to be completed at certain times in the story in able to complete all trophies/achievements in a single playthrough. Missables occur when you progress the story, so you are able to obtain these missables as long as you complete the specified interactions before specified story points.
Trophies related to missable trophies are:
Man of the People – Accomplish all Good Deeds
Antiquarian – Acquire all Relics
Lend an Ear – Converse with all NPCs
Ever After – Ensure that all possible NPCs end up at Lake Cynon
The main missable interaction is Good Deeds, as a number of them need to be completed before specific story points. Missing some Good Deeds is also what results in Relics and the two NPCs at Lake Cynon being missed.
There are a handful of NPCs that can be missed for Lend an Ear, but for this missable guide all NPCs will be listed at the first point you should interact with them for ease of progression.
Good Deeds are numbered with the slot that they appear in the Exploration – Good Deeds menu. The menu lists them in generally the order they can be started as you progress through the story.
To get absolutely everything in a single playthrough, the easiest option is to follow our Collectible Walkthrough, which includes all missables so you won’t have to remember them. The missables guide below is for players who don’t want to follow a full walkthrough.
Missable Guide
Act 1
The following need to be completed during Act 1, and should be done in the specified order. Act 1 is finished when you place the first Keystone in the Lymbic Forge in Lake Cynon. For simplicity don’t travel to Lake Cynon when required by the story until you have completed everything in this section.
Senedra Forest
NPC #1: Ernest Caddel – Located in the house you reach at the start of the game in the basement, must be interacted with to progress.
NPC #2: OMSIF 0451 (Wounded Soldier) – Located near the APC after Caddell’s house, must be interacted with to progress.
Acasa Marshes
NPC #3: Captain Vaas – Located on the platform at the entrance to the town of Jova. Can be missed if you ignore him as he dies once you progress the story to Act 2.
NPC #4: Abbot Jaffer – In Jova on the road between where Captain Vaas is located and the Blacksmith shop. Moves to Lake Cynon after the events in Pathem Abbey in Act 2.
NPC #5: Rebecca – Located in the roof of the house with the treehouse in the yard near Captain Vaas. Moves to Lake Cynon after the events in Pathem Abbey in Act 2.
Good Deed #3: Land of Milk And Honey – Speak with the woman in the underground of the house on the west side of Jova. Take the Baby Bottles – Empty to Ernest Caddell in Senedra Forest and bring the milk back to her.
Good Deed #4: Love Thy Neighbour – Speak with the woman in the house near Abbot Jaffer. Pick up the Bloodied Plushie from the tree with the hanging bodies east of Jova, then trade it to the man in the house above the woman related to Land of Milk and Honey. Trade the picture you receive to the woman in house near Abbot Jaffer to complete the Good Deed.
Good Deed #5: Asunder – Find the Letter – Worried Wife in Jova behind the house with the drunk soldier, take it to the man by the excavator at the entrance to the area.
Good Deed #6: Performance of a Lifetime – Speak to the man playing the violin on the truck near Captain Vaas. Bring him the sheet music located in this area.
NPC #6: Victor Gaz – Located at the Blacksmith shop after you rescue him from the tunnel, must be interacted with to progress the story.
Vyssa Hills
In this area DO NOT give Atticus the Keys – ON Vehicle until point where you complete Good Deed #10 in Act 2.
NPC #7: Vitalis (Unknown Man) – In the northeast of the area, required to progress the story.
Good Deed #11: On Death’s Door – Find the Pill Bottle – Atenolol in this area and give it to the woman at the camp on the north of the area.
NPC #8: Tania Alver – Located in the west of the area, required to progress the story.
NPC #9: Atticus – Located along the paths between Tania’s location and the Vigil Hideout. DO NOT give him the Keys – ON Vehicle you can find after closing the Timeloop.
NPC #10: Gildas Brom – In the Vigil Hideout after you complete the story portion there.
Good Deed #6: Performance of a Lifetime – Find the sheet music located in this area and take it to the man playing the violin in Acasa Marshes – Jova.
Once you have completed these specified Good Deeds and talked to these people you can proceed to Lake Cynon and complete Act 1.
Act 2
Some missables in Act 2 need to be completed within specific areas before leaving or progressing. The remainder need to be completed before you collected/place the remaining Keystones, so for simplicity if you want to be sure you don’t miss anything ignore the locations Plains of Mist and Auriga Museum until you complete the other missable Good Deeds.
Acasa Marshes
Complete this Good Deed immediately in Act 2 before doing anything else. To have the dog show up in Lake Cynon for Ever After this needs to be done before dealing with anything related to Pathem Abbey which causes Abbot Jaffer and Rebecca to move there.
Good Deed #12: Man’s Best Friend – In Jova you can now release the dog that a soldier was sitting by in town, then take the collar to the man at the camp in Vyssa Hills.
Vyssa Hills
Good Deed #10: Heart of Gold – Now that both Good Deed #11 and #12 are completed you can complete this Good Deed without penality.
Talju
NPC #11: Boro Juven – Located in the garage near the APC before progressing into the town. Can be missed if you ignored him and didn’t complete A Light in the Dark as he dies without being given a flare.
Good Deed #13 – 16: A Light in the Dark – These four Good Deeds are counted separately but have the same objective. Pick up the flares in front of the Town Hall and give them to the four people around the town. This must be done BEFORE progressing the story in this area where you kill the Hollow in the parking lot of the Town Hall which causes all of the survivors to leave. Give all four out before giving the radio to Lukhan to be safe.
NPC #12: Caspian Fran – Located in the town hall, required to progress the story.
Good Deed #2: Forlorn Fate – Pick up the Symbol – Flame and Map – Senedra Mountain in the Vanderlyn Trust building.
NPC #13: Lukhan Fran – Located at the back of the school, required to progress the story.
Good Deed #7: Waylaid – Open the Pharmacy and pick up Pill Bottle – Metaformin.
Senedra Forest
Good Deed #2: Forlorn Fate – Open the door in the trench area with the Symbol – Flame and trade the Map – Senedra Mountain to the woman to complete the Good Deed.
Marastan
NPC #14: Talis – Located on a balcony in the upper town area.
NPC #15: Father Bramante – Located in the fenced area in front of the statue, near the radio tower.
Lethe – National Library
NPC #16: Iblis – On the upper floor of the library, required to progress the story.
Lethe – Ministry of Cultural Primacy
Once you enter this area DO NOT LEAVE until you complete Good Deed #22. If you leave before it is completed it will immediately fail because the ON Soldier is killed. Also make sure to speak to Maeve Tristana before defeating the ranged Hollow in the hallway or it doesn’t seem to add her to the People menu and makes her missable even though she can be spoken to in two other locations.
Good Deed #7: Waylaid – Find the Satellite Radio in this location.
NPC #17: Maeve Tristana – The distressed woman locked in a room who asks you to defeat the Hollow blocking her path (left at the portrait of the king, enemy is to the right). Make sure to speak with her BEFORE defeating the ranged enemy. Moves to the office with the hanging man after the Hollow is defeated, then down to the parking garage with the ON soldiers.
Good Deed #22: Incognito – Find the Woman’s Clothing using the Keycard obtained in the parking garage on the door on the top floor, take it to the ON Soldier on the top floor to complete this Good Deed.
Acasa Marshes
Good Deed #7: Waylaid – Go southwest of town to the stone pillar where you can find two ON Soldiers in a room underneath. Trade the Pill Bottle – Metformin and Satellite Radio to complete the Good Deed.
After this you have completed all missable Good Deeds, and only have the NPCs located in Auriga Museum.
Auriga Museum
When you reach the switch on B1 with the PURPLE and YELLOW options DO NOT change it to YELLOW before clearing the enemies in the room opposite the Timeloop (where Ballam Lamech is located) or he is killed by the Hollows.
NPC #18: Dr. Marga Hamil – On level B3 in the laboratory, required to progress the story.
NPC #19: Seo Kagin – On level B1 in the training area, required to progress the story.
NPC #20: Dr. Ballam Lamech – On level B1 in the large room opposite the Timeloop. He starts in the locked observation room and you MUST kill the Hollows in the room opposite the Timeloop or he is killed when you open the YELLOW doors.
NPC #21: Dr. Mabden – On level B4 in the Timeloop room, talked to through the intercom.
After this point you have completed all missable interactions, and everything else can be completed whenever you want now or after finishing the story.

Cellardoor81 says
Ever After didn’t pop for me and I noticed, that the dog not arrived at the lake. I did the good deed #12 Man’s best friend in Act 2.
The Dog should sit next to Rebecca at the lake! Any help?
Gage says
The dog should show up there if you complete Good Deed #12 before dealing with the events at Pathem Abbey when Jaffer and Rebbeca leave for there. The Walkthrough and missable guide currently have you do that before progressing that far, but I’ll clarify that you need to have the dog show up at the lake for Ever After.
Hindsight says
maeve tristana is not appearing for me. I killed the enemy first before realising and she is not in either location. If that locks me out, that js very stupid…it is not like she died or I progressed the story. Any idea?
Hindsight says
Ok, I progressed a little and came back after getting my second key. She was in the parking lot at the start of the area.
Dreamstate says
“DO NOT give Atticus the Keys – ON Vehicle until specified in Act 2”
I don’t see anywhere it’s specified to use it? Later you state to not give them, unless I’m missing something.
Gage says
Clarified that a bit, giving him the keys is Good Deed #10
Rob says
Why can’t I give Atticus keys in act 1? What does this block me from doing? I’ve accidentally given him keys in act 1 ????
Gage says
If you completed Good Deed #11 first then you should be fine, giving him the Keys causes people to disappear from the camp which locks you out of #11 if it wasn’t completed first.
Pete says
Guessing you have to start the game again if you fail any deeds correct?
Lord Baldemort says
I went to Lethe, but it automatically took me to the ministry. I can’t find the library anywhere. What am I missing?
Gage says
They’re two separate locations on the map, right beside each other.
Luphian says
Just for clarification for people doing this trophy hunt:
Relic progression and Good Deed completion “carries” over to seperate playthroughs.
I played through the entire game as blind as possible, and didn’t look up anything until I made sure I completed my own playthrough.
That resulted in missing out on a few mysteries and research items (which I could backtrack and complete after the story) – but more importantly, I missed out on using a single flare for the Good Deed “A Light In The Dark (4)”. I had completed everything else. So I was missing 1 relic and 1 Good Deed in that playthrough.
I started my second playthrough on a seperate save (as new game+ isn’t a thing), and as soon as I completed that specific Good Deed, the trophy for completing all Good Deeds popped.
I then got curious and decided to go straight to Gilas Brom to receive the Good Deed reward, which ended up giving me the last trophy I needed for obtaining all relics – although I do not have all the relics in that specific playthrough.
So TLDR:
Progression carries over to seperate saves, apparently.
dellv305 says
Thank you SO much, this is awesome to know. I missed one good deed on my playthrough, and that’s all I needed for the platinum. Now I know I can just start a new playthrough and beeline that good deed. Really appreciate the info.
Andre says
“Once you enter this area DO NOT LEAVE until you complete Good Deed #22. If you leave before it is completed it will immediately fail because the ON Soldier is killed.”
This might be true if you find her and leave. I didn’t talk with her, just left and came back. Then I found her, gave her the clothes, and the good deed was done. So as long as you don’t talk with her, it might work for you.
Andre says
Also, talk with Dr Mabden throught the intercom, don’t just activate the fight or you’ll miss the talk with the NPC. Just happened to me.
lassandradixon says
I played the game, didn’t get Lend an ear. Got everything else though. I have started a new playthrough. What are the absolute essentials to progress the story and focus on this trophy only? I have skipped some sections of the missables guide that are glyph related and some mysteries because I’m assuming some are completely irrelevant to NPCs. Do I need to go for research items for some reason or mysteries?
Chekoté says
I just completed everything up to Auriga Museum, it I don’t have the item to get in there yet, That section doesn’t explain what conditions will cause me to miss these NPC’s, so I’m scared I’ll stumble upon the trigger while looking for the item. Any advice?
Thanks for writing this guide BTW. It’s super helpful. I have no idea how someone was expected to do this via normal gameplay.