Achievement
Extra! Extra!
Current verified sources still line up on the same outcome: collect the full newspaper set and you unlock Extra! Extra!.
Collectibles / Newspapers
This version is built as a true 38-item newspaper checklist. It keeps the count, the achievement, and the Paperboy rule visible up front, then turns the rest of the page into one clean route you can actually use during a run.
Achievement
Current verified sources still line up on the same outcome: collect the full newspaper set and you unlock Extra! Extra!.
Total Count
The strongest public collectible routes converge on 38 newspapers, which is why this page is now organized as a numbered ledger instead of a loose prose summary.
Recovery Rule
Missed newspapers can later show up through the shop / Paperboy flow, especially for earlier chapters.
Late-Game Note
Late public guides agree more strongly on room landmarks than on back-half chapter naming, so the checklist below favors exact location beats over fake certainty.
How To Use It
Every entry below is grouped by mission and written as a quick room-level instruction. The useful pattern to watch is not just mission order. It is the kind of object you should be scanning for: lockers, kitchen counters, chairs, benches, desks, and Paperboy returns.
If you are also protecting a platinum run, pair this checklist with the Platinum Guide. Newspapers are forgiving, but they are still easier to finish cleanly in-mission than to reconstruct late.
Late-Game Reality
That is the reason this page now leans hard on room objects and traversal beats. Late guides may phrase the back-half chapters differently, but they still point you toward the same desks, counters, benches, and end-of-run cleanup pockets.
38-Item Checklist
Office purchases are marked clearly, and the final entries keep their wording honest where late-game source naming drifts.
Early Run
After showing your ID to the MPD Lieutenant, go through the door and check the locker on the right.
Once you reach Betty Deux-Fiddle's apartment, move past her and grab the paper from the kitchen counter.
After the brief interaction outside, head in and look immediately to your right for the paper on the table.
The paper is on the chair directly beside the Old Rat Stuntman who gives you the double jump.
After pinning your clues back at the P.I. Office, buy this paper from the Paperboy outside.
From the room with the giant octopus tank, reach the opened side room with the clue on the wall; the paper sits further in on the left.
After defeating the first boss in the area, enter the room by the stairs and check the desk on the right.
After the broken-pathway climb and elevator ride, the paper is in a trash can to the right.
Mid Run
After going back down the stairs from the train area, double jump over the brick wall on the right and find the paper in the trash ahead.
After taking the trampoline across to the other apartment building, go through the window and look left for the chair pickup.
After the first train, grab the Ticket Booth Key, unlock the door on the right, and follow the path to the lit room with the paper on the table.
In the room with the broken floor, jump up the boxes to the higher level, pass the wooden fence, and check the boxes there.
After climbing the small ladder deeper into the sewers, enter the second room and grab the paper from the box immediately on your left.
After tailpicking into the bar, go behind the counter to collect the paper.
Head outside, go up the stairs into the next room, and check the last stall in the first bathroom on the left.
At the start of the mission, the paper is on one of the picnic tables by the stairs.
After unlocking the gate with the Tower Key, look to your left for the paper on a box.
Once you reach the shelter, turn right and pick up the paper from the table.
Mid-Late Run
At the start of the level, go up the stairs, enter the room on the right, and check the chair near the bed.
After defeating the boss and heading back outside, turn left immediately and follow the balcony to the bench at the end.
In Newthicket, tailpick the door directly next to the Old Shrew Lady and collect the paper inside.
After unlocking the door with the VIP Pass, do not pick up the value yet; use the trampoline, land on the pipe above the door, and jump across to the chair pickup.
After clearing the fighting ring, go upstairs and look to the left for the paper on a chair.
From the Ticket Chopper that requires 4 tickets, enter the door immediately to the left and collect the paper from the stool.
From Francesco The Elefanto, jump up to the platform directly above him and pick up the paper from the crate.
After opening the door with the 4 Secret Tickets, jump up the crates to the left and climb onto the small building for the paper on the picnic table.
Once you reach the wooden platforms in the swamp, the paper is pinned to the wall inside the shack.
Go back into the main hall, enter the office route, move through the hole in the wall on the left, and jump over the desk to reach the paper.
After returning to the P.I. Office and pinning clues, buy this paper from the Paperboy by the office.
Endgame
These final entries are the point where public route naming starts to drift a little. The item landmarks themselves still overlap strongly, so the wording below stays anchored to the actual rooms and objects.
After unlocking the door with the Bookkeeper's Key, collect the paper from the chair where the Bookkeeper was sitting.
After reaching the bar in the hell section, the paper is sitting directly on the counter.
Before going up from the wall-run fan section, look down behind the fan; the paper is resting on a plank floating in the water.
At the port, look down toward the lower dock area, blow open the X-marked wall, take the warp pipe, and collect the paper from the crate inside.
After learning the climbing ability, follow the main path until you reach the typewriter; the paper is directly beside it.
After the courtyard fight and gate opening, go up the stairs and collect the paper from the bench on the left.
When you reach the room where the tape must be played, the paper is on the desk.
In the room with the locked mechanical door, go down the stairs and break the box by the chairs at the end of the room to reveal the paper underneath.
After working through the hallway blocked by crates in the final push, go up the small flight of stairs and check the floor to your right. Community late-game routes describe this same closing stretch as the final pre-elevator cleanup zone.
Cleanup Logic
The safest confirmed rule is still narrow: missed newspapers can later show up in the shop / Paperboy loop. That makes newspapers more forgiving than some other collectible types, but it is still better to think of the Paperboy as insurance rather than as your main route plan.
By the time you are deep into the late-game funnel, vendor-driven cleanup is a worse habit. That is exactly why the checklist marks office returns clearly and keeps the rest as in-mission location notes.
Checklist Mindset
Newspapers are one of the rare collectible sets where a clear checklist really does lower the stress of a run. If you keep this page open and move top to bottom, the whole category starts feeling much cleaner.
FAQ
The strongest current public route sources agree on 38 newspapers.
Collecting all newspapers unlocks Extra! Extra!.
Yes. Earlier misses can later appear through the shop and Paperboy flow, although relying on that backup gets less comfortable in the late game.
Version Note
This page was updated on April 28, 2026 using the official Steam achievement page, an official developer reply about shop recovery, and two launch-window collectible route guides published in April 2026.
The main thing most likely to need future revision is the late-game chapter naming layer. The room landmarks and collectible total are currently more stable than the way some public guides label the final run of missions.