How Navigation Assistance Works in The Last of Us Part I

The Last of Us Part I includes a group of built-in settings designed to help players navigate environments, locate objects and enemies, complete traversal sequences, and avoid inaccessible puzzles.

These features can be enabled individually or activated as part of the Vision or Motor Accessibility presets. They work together, but each one changes a different part of navigation.

Navigation Assistance

Navigation Assistance points the camera toward the route required for story progression. Pressing the assigned control faces the camera in the direction of the intended path.

The setting provides orientation rather than automatic movement. Players must still move the character, respond to environmental obstacles, and complete actions required along the route.

When Navigation Assistance and Enhanced Listen Mode are both active, the same control behaves differently during a listen-mode scan. Instead of pointing toward story progression, it can direct the player toward the most recently detected item or enemy.

Enhanced Listen Mode

Enhanced Listen Mode allows players to scan separately for items and enemies. A scan produces a positional sound at the detected target’s location.

The pitch changes according to whether the target is above or below the player. This adds elevation information rather than communicating only horizontal direction.

Scan Range can be adjusted between 10 and 30 metres. Scan Time can be set between one and five seconds, changing how quickly the scan expands to its maximum distance.

The scan does not identify every environmental detail or guarantee a safe path to the selected target. Obstacles, hazards, and changes in elevation may still affect navigation.

Traversal Assistance

Traversal Assistance simplifies several movement sequences. It can automatically climb ledges, move through narrow gaps, vault small obstacles while riding, and sprint during selected encounters.

Players can press the assigned traversal control to perform certain difficult jumps automatically. The setting does not remove all traversal or move the character through an entire area without input.

Ledge Guard

Ledge Guard prevents the player from walking off ledges that would cause death. It also provides audio and vibration feedback when the protection activates.

The setting applies to fatal ledges rather than every drop, slope, obstacle, or environmental hazard. It should not be treated as complete protection from all navigation-related damage.

Traversal Audio Cues

Traversal cues provide distinct sounds for jumpable gaps, climbable ledges, crouching areas, interactions, pickups, nearby breakable glass, and changes in movement control.

The cue used when Ledge Guard activates can also be enabled. Accessibility cue volume has a separate control, allowing these sounds to be adjusted independently from dialogue, music, and general effects.

The Audio Cue Glossary allows players to hear and learn the cues outside active gameplay. This can help distinguish their meanings before relying on them during exploration or combat.

Skipping Inaccessible Puzzles

The Skip Puzzle option adds a command to the pause menu during supported puzzles. Selecting it advances the game to the puzzle’s completed state.

Naughty Dog specifically recommends this setting for blind and low-vision players because some puzzle progression may not be fully accessible. The option applies to puzzles rather than every navigation sequence or combat encounter.

Hints and Control Options

Gameplay hints can be set to Off, Sometimes, or Frequent. When the game determines that the player has been lost in an area for a period of time, a hint can be requested through the assigned control.

Listen Mode can be changed from a sustained hold to a toggle. Ladder movement can also follow either the character’s orientation or the camera’s orientation, with the camera-relative option recommended when Navigation Assistance is being used.

Read the official Last of Us Part I accessibility feature list for the complete controls and platform-specific instructions.

Access needs and preferences vary. These settings can provide substantial navigation information, but they do not guarantee that every environment, puzzle, or route will be accessible to every player.

Last verified: August 3, 2026.