Control Resonant Trophy Roadmap
- Estimated trophy difficulty: 4/10 (without Assist Mode), 3/10 (with Assist Mode = Godmode)
- Approximate amount of time to platinum: 40-50 hours (without Assist Mode), 30-40 hours (with Assist Mode)
- Offline Trophies: 50 (1
, 1
, 16
, 32
) - Online Trophies: 0
- Number of missable trophies: 1 semi-missable
Be What You Want to Be (game keeps permanent save after each main quest so you can still get it via save reload) - Glitched trophies: 0
- Does difficulty affect trophies?: No, can do everything with Assist Mode enabled (godmode, 1-hit kills, infinite health etc)
- Hardest Trophy:
Graffiti Artist (defeating all Resonants and finishing story) - Minimum Playthroughs: 1
- PS4/PS5 Autopop, Save Transfer, Crossbuy: No, game doesn’t have a PS4 version
- Free-Roam / Level Select after Story?: Yes on both, there is free-roam after the story, can clean up everything after. The game also keeps a permanent save after each main quest which acts as a sort of “mission select”.
- New Game+ Mode?: Yes, but not needed for trophies
- Supports Manual Saves?: No, only Autosaves, but there are 5 “profile save slots” and you can duplicate your profile save in the title screen which works like a manual backup save. The game automatically keeps a permanent save after every main quest.
- Release Date: September 22, 2026 (Deluxe Edition) / September 24, 2026 (Standard Edition)
Introduction
Welcome to the Control: Resonant Trophy Guide! This is Remedy’s second instalment in the Control franchise, and this time the narrative spotlight shifts to Dylan, Jesse’s brother from the first game, who takes over as protagonist in a story set against the backdrop of a paranormal Manhattan. The game introduces a fresh set of traversal abilities alongside a formidable new arsenal of weapons, representing a substantial leap forward from the combat system of the original. To reach Platinum, you’ll need to complete the story, take down every Resonant Boss, work through a fair number of collectible-related side quests, and unlock a range of combat-related trophies. Nothing is missable, and everything can be mopped up at your own pace – either during your playthrough or in free-roam after the story.
Step 1: Play through the Story [20-30 Hours]
Focus on finishing the main story, this will gain you access to all regions and traversal abilities, which will allow you to reach all collectibles and side quests. Feel free to work on any side content along the way, or clean it up after the story.
Some quests can be tricky or lack objective markers, if you get stuck refer to the Control Resonant Walkthrough.
The story has 3 main questlines:
- Contain the Crisis – this is the primary “story”. To advance these quests you will often have to do the Jesse quests and defeat Resonants.
- Search for Jesse – these quests unlock new traversal abilities (walking up walls, using grappling points), which is mandatory to advance other main quests.
- Defeating Resonants – these are the main bosses, one per Zone (except Evacuation Zone). Each gives a trophy and some of them are required to advance the story. You will need to defeat all of them to repair the Mural in the Gap.
Things to look out for:
Be What You Want to Be – this is semi-missable, has to be done during Side Quest: The Party Won’t Stop (starts in West Incursion Zone). During this quest you will sing karaoke and have to pick the correct choices to save everyone. If you’ve missed this, the game keeps a permanent save after each main quest so you can simply reload the nearest save and redo it.- Open all Chests/Containers you find. They give materials. Especially for
Personal Development you need 12 Health Upgrades, and for
Astral you need 12 Power Upgrades. There are more than needed, if you just grab what’s on the main path during quests you will get enough and don’t have to clean it up later. The Health Upgrades look like a “clown box” and the Power Upgrades look like a “Metal Box”.

Gameplay Tips:
- Assist Mode: after starting the playthrough you can go to Settings > Options > Assist Mode and enable Immortality, One-Hit Kills etc. This trivializes the combat and is only recommended if you struggle playing the game normally. It’s a godmode cheat and doesn’t disable any trophies. Because you kill all enemies in 1 hit it would speed up the platinum, comes down to personal preference if you want to use this or not.
- Enable “Automatic Rush” in Gameplay Options, this makes you sprint automatically when pressing
once instead of holding it. This makes traversal more enjoyable. - For Starting Weapon the “Glaive” is recommended, you’ll often deal with groups of enemies and it can hit multiple in one swing. For Secondary Weapon the “Crush” deals lots of damage against stronger enemies.
- The “Gap” is the hub area where you level up, you can hold
to enter and exit the Gap whenever you want to change weapons/active abilities or buy new talents and artifacts.
Step 2: Side Quests, Collectibles, FBC Tasks, Cleanup [20 Hours]
This step is about mopping up whatever side content you skipped during the story. Completing Side Quests in particular is essential, since it unlocks new Artifacts and makes them available for purchase. You don’t need the documents/audio recordings that are listed under Archive menu > Collectibles (except Dylan’s Drawings).
Trophy-related Side Quests:
- Pope’s Research Balloons: Side Quest – Pope’s Research (
Budding Analyst) - Major Mold Incidents: Side Quest – New Growth (
Budding Mycologist) - Dogs: Side Quest – Notes: Every Dog Has Her Day (
Dog’s Best Friend) - Thresholds (Underground Labs): Side Quest – Unsupervised Science (
Threshold Researcher) - Altered Items: 5 Side Quests – Panopticon Service Request, The Party Won’t Stop, The Complete Set, A New Directive, Freeze Frame (together these unlock
Panopticon Intern)
Five of these – Pope’s Research, Freeze Frame, The Complete Set, Notes: Every Dog Has Her Day, and Unsupervised Science – require you to track down collectibles scattered across Manhattan.
Freeze Frame: find Instant Photos by containing rogue cameras. Once you’ve contained a camera, pick up the photo it drops – it points you to the Zone and location of the next one.
The Complete Set: contain rogue speakers and a subwoofer. These are marked on the map.
Notes: Every Dog Has Her Day: find a dog in each Zone and return the blue plush dragon toy always lying near it. The first dog is in western Downtown, in Gravity Town. Once you’ve found the rest, the last one is waiting in the Gap.
Unsupervised Science: locate every Testing Facility and complete the experiments inside. These sit underground – usually in the sewers – and are marked on the map, though their entrances tend to be near construction sites or wherever the map say “Testing Facility Reade.”
Dylan’s Drawings and Secret Hideouts:
- Sketchbook / Dylan’s Drawings (
Work-Life Balance) - Secret Hideouts (
Backroom Espionage)
Both get marked on the map with a “?” icon but only when you get close enough. Secret Hideouts go a step further – each is a self-contained puzzle that, once solved, unlocks an underground room with a power or health upgrade waiting inside.
FBC Tasks:
Next, clear out any remaining FBC Tasks – short, self-contained jobs picked up from noticeboards in each FBC safe zone. The first one is found by talking to an NPC outside the Field Office in Central Zone, refer to
Diligent Consultant.
Each noticeboard holds up to 6 tasks, you only need any 20 total (there are more than needed). You’ll find FBC noticeboards in the following spots:
The Field Office in Central, directly across from the VerConn building.
Inside the Oldest House in Downtown, near the ‘Outside the Oldest House’ fast travel point.
The Park, inside the small rooftop building housing the FBC base.
The Unknown, near the Oldest House Rooftop fast travel point.
Underpass, after the cable car.
Combat Trophies – Intense Precision and Psychic Domination:
Two combat trophies you may not have picked up by the end of the story are
Intense Precision and
Psychic Domination.
For
Intense Precision, you need to keep Dominance active for a full 60 seconds. To trigger it, stagger an enemy, then press
to close the distance for the finisher — from there, you must sustain Dominance for at least a minute. If you’re struggling, switch on One-Hit Falters in Assist Mode, then simply hit an enemy, press
, and repeat until the trophy pops.
For
Psychic Domination, use Command on a Breaker enemy. Command is an ability you get for defeating the Resonant Boss in the the Unknown zone. Breakers are oversized Hiss enemies built out of smaller Hiss – the Hiss Transporter, essentially a rogue bus, is a good example. You’ll run into these regularly in Central, including during “Hold the Line” World Events. Once you spot one, hit it with Command and the trophy is yours.
Artifacts and Aberrant Strength:
By the time you’ve worked through all of the above, you should have more than enough materials to craft your remaining Artifacts up to 30, and to reach Aberrant Strength 100 – which comes from acquiring new Primary and Secondary Weapon Forms skills.
Control Resonant Trophy Guide
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Interdimensional Protector Earn all other trophies. |
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| Earn all other trophies in Control Resonant to unlock Platinum (no DLC required). | ||
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Graffiti Artist Complete the Mural in the Gap. |
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For this you must defeat all 6 Resonants and also defeat the Hedron at the end of the story. If you’ve already killed all Resonants before reaching the ending, then this trophy will unlock together with Repeating, Refracting upon finishing the story. If not, you can still kill the Resonants after the story and the trophy will unlock when you defeat the last one. |
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Repeating, Refracting Kill the Hedron. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Defeat the Hedron – Main Quest: Fight the Core. | ||
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Stop it at the Source Sever all the Hedron Links. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Defeat the Hedron – Main Quest: Sever the Hedron Links. It’s the main quest in the final area called “The Unknown”. To navigate through this area you must also do Side Quest: Pope’s Research by destroying Pope’s Research Balloons and placing their two antennas in the red circles near the balloon, this creates Gravity Wells to travel through the final region. | ||
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The First Link Sever the first Pattern Link. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Protect the Dimension – Main Quest: The Hedron Link. | ||
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Sibling Reunion Complete all Fault Rituals. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Contain the Crisis – Main Quest: The House in Distress. | ||
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Enemy of My Enemy Help with the CFD. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Contain the Crisis – Main Quest: Enemy of My Enemy. | ||
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Rescue Mission Rescue Arish. |
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| Automatic story-related trophy, cannot be missed. Unlocks after Main Story: Contain the Crisis – Main Quest: Evacuation Procedures. | ||
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Honorable Discharge Kill the Resonant in the Unknown. |
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| Unlocks after Main Mission: The Unknown Resonant. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss). This is an optional Resonant not needed for story progress.
“Unknown” is the last zone you reach in the story. After Main Quest: The Hedron Link, you automatically get the Side Quest: Pope’s Research. You have to do this side quest first – in the Unknown Zone you will find research balloons, interact with them and they will drop crates with antennas inside. Place the antennas in the red circles nead the balloon (in correct order). Then a “Gravity Well” appears that transports you to the next island. After you reach the southern-most island with the “Evac Building” text on the map, use the Gravity Well there to reach the northern-most island with the “Field Office” text on map. You will automatically start the quest “The Unknown Resonant” when you go there. Defeat the enemies inside the building there to rescue 4 soldiers. They will open the door forward. Then you see 4 sheds, you must hit the glowing one that’s out of sync, 4 times in a row to break the pattern and open the door forward. Then you must turn on the power to the next door. Follow the path left of the locked door to find the power, carry it to the next cube, and from there to the door (you must be very quick for this). In the next building go upstairs, then go over the rooftops to the right and you’ll reach a plaza with enemies. Defeat them and enter the elevator in the next building to reach the Resonant. |
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Astral Reconfiguration Kill the Resonant in the Underpass. |
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| Unlocks after Main Mission: The Underpass Resonant. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss).
To reach this Resonant you must go to the “The Spire” in the Underpass zone (zoom in on the map to see the white text over this area). You reach the Underpass automatically from story progress. Use the |
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Insidious Growth Kill the Resonant in the Park. |
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| Unlocks after Main Mission: The Park Resonant. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss). This is an optional Resonant not needed for story progress.
“The Park” is an entirely optional area that you don’t visit during the story. In the north-east corner of Central you will find “The Park Checkpoint” (zoom in on map to see it). Go through there to reach the Park. You can go there any time after reaching Central zone. In “The Park”, drop down the big hole in the middle where on the map it shows the white text “New Mold strains?”. There you will find a mold you can eat. Eat it to start the Resonant quest, then 3 more molds get marked. You must now eat the next 3 molds: Mold 1 (Pizzeria) requires you to go through the Sewers in the north-west corner of The Park. Defeat the enemies in the objective area to open the door to the Pizzeria. The mold is sometimes a bit buggy and doesn’t have the interact prompt, in this case attack the windows of the Pizzeria from outside and the yellow fog in the Pizzeria should go away so you can interact with the mold. Mold 2 (Minimart) is in the south-west corner of The Park, this is the easiest to reach. Just defeat the enemies to open the door to the Minimart. Mold 3 (Gym) is in the north-west corner of The Park. Again defeat the enemies to open the door. Once you’ve eaten all 3 Molds you must return to the spot where the quest started, where you ate the first mold in the hold in the middle of The Park. The Mold Door here will now open and leads to the Resonant. |
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Thermal Termination Kill the Resonant in Central. |
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Automatic story-related trophy, cannot be missed, unlocks after Main Mission: The Central Resonant. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss). You are required to defeat this Resonant to advance the “Contain the Crisis” Main Story. To reach this Resonant you must go to the “Patterned Factory” in Central zone (zoom in on the map to see the white text over this area). Use the |
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Curtain Fall Kill the Resonant in the West Incursion Zone. |
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| Automatic story-related trophy, cannot be missed, unlocks after Main Mission: The West Incursion Zone Resonant. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss). You are required to defeat this Resonant to advance the “Contain the Crisis” Main Story.
To reach this Resonant you must first have done the Jesse quest “The Incursion Fault” which will automatically get marked in your quest log when entering The West Incursion Zone for the first time (the region in the top left of the world map). This quest gives you the Gravity Shift ability, then you can cross the gap to the theater where the Resonant is. On the left side of the long gap you can then use Gravity Shift and jump over to the side of a building and follow the path to the theater. |
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Artistic Liberation Kill the Resonant in Downtown. |
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| Automatic story-related trophy, cannot be missed. This will be the 1st Resonant you defeat, during Main Mission: Orientation. The trophy unlocks after leaving “The Gap” (not immediately when defeating the boss). | ||
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Astral Potency Reach Aberrant Strength 100. |
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| Aberrant Strength is determined by what Primary and Secondary Weapon upgrades you unlock. Unlocking weapon upgrades requires materials, which are guaranteed drops when defeating enemies, bosses or completing main and side content. The more weapon upgrades you unlock, the higher your Aberrant Strength goes. The best way to go about this trophy is to first focus on your preferred Primary and Secondary Weapon of choice. By the time you’ve maxed both out, you’ll be at around Aberrant Strength 50.
As you reach the endgame, you should have enough materials to craft new skills, thus reaching Aberrant Strength 100. Focus on crafting upgrades that increase Strength by +3 or +5 first, then +1. If you’re missing materials, you can always buy some at the Vendor, provided that you have the required Vendor level (from leveling up the regions by doing quests and the activities |
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Versatile Expert Unlock 30 Talents. |
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| To unlock Talents, you must first warp to the Gap. Once you’re in the Gap, interact with the floating rock between the base of the monolith and the stele. Here you can buy Talents. Unlocking Talents requires materials. You will unlock this trophy naturally while working on everything else. | ||
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Personal Development Obtain 4 Health Upgrades. |
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| Health Upgrades are found inside special containers, usually at the end of Secret Hideout puzzles, and as a reward for the puzzles of the Unsupervised Science side quest. Every time you open a special container, you get 1/3 of an upgrade. This means that you need a total of 12 different upgrade pieces to unlock this trophy (open any 12 of the health upgrade containers). There are more containers than needed for this. | ||
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Zone Warden Unlock 40 Zone Upgrades. |
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| In Control: Resonant, you don’t level up your character, and instead you level up the different Zones of Manhattan. There are 7 Zones (Downtown, Central, Evacuation Zone, West Incursion Zone, The Park, Underpass, Unknown). Each time a Zone reaches a new level you unlock an Upgrade. You can level up Zones by completing main and side content, World Events and defeating enemies. You will almost certainly unlock this trophy naturally on your way to the Platinum.
Each zone has 15 levels x 7 Zones = 105 Zone Upgrades. You only need 40/105. The events get marked on the map with a white arrow icon |
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Astral Obtain 4 Power Upgrades. |
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| Power Upgrades are found inside special containers, usually at the end of Secret Hideout puzzles, and as a reward for the puzzles of the Unsupervised Science side quest. Every time you open a special container, you get 1/3 of an upgrade. This means that you need a total of 12 different upgrade pieces to unlock this trophy (open any 12 of the power upgrade containers). There are more containers than needed for this. | ||
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Combat Rediness Equip a Combat Ability in every slot. |
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| Control: Resonant features 6 ability slots. You will unlock the first 5 ability slots naturally as you defeat each Resonant Boss. At some point during the story, you will unlock a material that will allow you to equip any of the previously Resonant Boss abilities. | ||
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Paranatural Artisan Craft 30 Artifacts. |
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| Artifacts are mainly unlocked by playing through main and side quests or bought at Vendors, provided you’ve reached the required Vendor level for each Zone (from leveling up the regions by doing quests and the activities |
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Diligent Consultant Complete 20 FBC Tasks. |
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| First, interact with the NPC in Central > Field Office. Just outside the Field Office entrance, where the “O” of “Office” is on the map. He isn’t marked, but when approaching he will say “hey, got a minute?” and has a red interact prompt on him (if he’s not there or you can’t talk to him, advance the story further). He will introduce you to FBC Tasks.
Afterward you can find one Noticeboard in each FBC Safe Zone, specifically in the Watchtower in Downtown, inside the Oldest House in Downtown, at the FBC Base on the rooftop in the Park, near the Oldest House fast travel point in the Unknown, and past the cablecar in the Underpass. FBC Tasks are short mini quests that can be started by interacting with these noticeboards. FBC Tasks include reaching a specific scouting location, defeating enemies, escorting FBC agents back to the nearest base or safe location and many more. There are 6 tasks per board, you only need any 20 (there are more than needed). More tasks unlock as you advance the story. You can still clean these up after the story. |
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Form Over Function Obtain 12 outfit items. |
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| Outfits are obtained by completing main and side content, from defeating all Resonants, and from beating the SHÜM arcade minigames. While working on other content towards platinum you should get 12 Outfits naturally. | ||
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Panopticon Intern Contain Altered Items and help Langston. |
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To unlock this trophy, you need to complete the following side quests:
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Be What You Want to Be Save everyone during karaoke. |
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| SEMI-MISSABLE
This trophy takes place during Side Quest “The Party Won’t Stop”. It starts automatically when going to the south-west corner in region “West Incursion Zone”. You will hear some music coming from an apartment building, going close to the quest will automatically add it to your quest log. Approach from the higher street directly east of the quest marker and jump over to the roof. On the roof of the building you can enter through the door. Then inside the building you find people dancing at a party. Interact with the karaoke machine at the party. You must select the 9 correct lyrics. If you make a wrong choice, someone will drop dead, thus voiding the trophy. If you make a mistake, pause the game > go to Settings > Load Game > reload last save. Correct Choices:
The reason this is only “semi” missable is that the game keeps permanent saves after each main quest. So if you’ve missed it, you can always go to Settings > Load Game > reload one of the early game saves (e.g. after “Power Lines” / “Into the Sinkhole”) and head straight to the quest marker again, thus can still do it without starting a new game. |
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Threshold Researcher Deal with all the Thresholds in Manhattan. |
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| This trophy requires you to complete all the underground puzzles as part of the side quest called “Unsupervised Science”. This side quest spans all over Manhattan and requires you to access underground laboratories and complete their puzzles. Entrances to these puzzles are often through sewers or where the map says “Testing Facility Reade”. Once you’ve completed them all, you can unlock the threshold door, interact with the bodies at the end of the hallways and unlock this trophy. | ||
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Budding Analyst Help Pope finish her research. |
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| This unlocks from completing Side Quest: Pope’s Research. This starts immediately after Main Quest “The Hedron Link” (just after reaching the final region called “Unknown”).
The quest takes place exclusively in the “Unknown” zone. You have to find research balloons, which get marked on the map once you unfogged it. Each research balloon drops a crate with antennas inside. You must place the antennas in correct order in the red circles on the ground near the balloon. This will create “Gravity Wells” that let you travel between the islands of the “Unknown” zone. |
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Work-Life Balance Complete all instances of the Sketchbook. |
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| This requires you to complete all 11 of Dylan’s Drawings. These are marked by a secret ? icons on the map, which the map populates only when you get near them. Before completing each drawing, you must place specific items marked by a white cross on the minimap into specific positions. Only then can you make the drawing. | ||
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Dog’s Best Friend Gain a furry friend. |
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| This trophy requires you to find a lost dog in each of the Zones. Each Zone has one dog location which gets marked when going near it. In each Zone, the dog wants you to find her plush toy. The toy always looks the same, a small blue dragon which is always in the immediate vicinity of the dog. Once you’ve found the toy in all Zones, interact with the dog in The Gap to unlock the trophy. | ||
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Backroom Espionage Visit all the Secret Hideouts. |
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| This trophy requires you to find all the Secret Hideout locations and solve their puzzles. These are marked by a secret ? icons on the map, which the map populates only when you get near them. Each puzzle always has clues to help you solve it in the same room the puzzle takes place and these often take place inside cafés or art exhibition galleries. Completing the puzzle gives you access to an underground hideout which also contains a Power or Health Upgrade container. | ||
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Budding Mycologist Deal with the major Mold Incidents in Manhattan. |
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| Reward for completing Side Quest: New Growth. The quest starts in The Park (the north-east zone), on the rooftop of the FBC Base. Talk to the female guard there and she’ll tell you that Dr. Underhill has gone missing, then the quest gets added to your quest log. | ||
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Astral Adept Max-out any Aberrant Form. |
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See trophy Astral Potency. |
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Field Control Reach level 5 in every Zone. |
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See trophy Zone Warden. |
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Paranatural Craftsman Equip 3 Artifacts. |
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See trophy Paranatural Artisan. |
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Psychic Domination Command a Breaker enemy. |
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Command is an unmissable ability that is unlocked after defeating the Resonant Boss in the “Unknown” Zone (see Honorable Discharge). Once you’ve unlocked it and you have enough charges, you can press on the D-Pad to command an enemy and get it to fight for you for a limited time. Breaker enemies are oversized Hiss enemies built out of smaller Hiss. The Hiss Transporter (rogue bus), is a good example. You’ll run into these regularly in Central, including during “Hold the Line” |
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Intense Precision Keep Dominance active for 60 seconds. |
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To unlock this trophy, you must sustain Dominance for an entire minute. To trigger Dominance, stagger an enemy, then press to close the distance for the finisher – from there, you must sustain Dominance for at least a minute. Easier said than done: if you’re struggling, switch on One-Hit Falters in Assist Mode, then simply hit an enemy, press :l3:, and repeat until the trophy pops. |
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Paranatural Agility Perform 3 Perfect Dodges in less than 6 seconds. |
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| To perform a Perfect Dodge, you’ll first want to unlock the talent “Perfect Dodge” (by interacting with the small stone circle in The Gap).
Time will then briefly slow down, indicating a Perfect Dodge. Don’t stress too much about this trophy as you will unlock it naturally during one of the many combat encounters in the game. |
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Love to Deep Dive Visit the Gap 3 times in less than 5 minutes. |
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Very quick and easy trophy. Simply hold until you’re in the Gap. Repeat twice more immediately until the trophy unlocks. |
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SHÜM! Play a level in SHÜM! |
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SHÜM is an Arcade Machine game which unlocks in each Zone after reaching the required Zone Level (hold on map to see the level requirement for each zone). On the map it will be marked as a “Challenge” with a joystick symbol. Each Zone has at least one SHÜM Arcade Machine. Simply interact with it and play a level, the trophy will unlock afterward. You’ll need to set any score in the minigame, if you exit without finishing a game it won’t unlock the trophy. |
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Out of Uniform Equip an outfit item in every customization slot. |
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| Interact with any wardrobe, they get marked on the map with a “jacket” symbol (for example, in Downtown > Oldest House, Evacuation Zone > Evac Building). You will see 6 customization slots: Top Layer, Hair, Base Layer, Facial Hair, Accessories, Body and Face.
Equip one in each slot. You will unlock them from main and side quests and buying them from vendors (after leveling up the zones sufficiently). You should get one of each automatically from main quests, except accessory, which you can buy from the vendor in Downtown, he sells a pair of glasses. You will unlock plenty customization items from the other side quests you have to do for trophies. |
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Up to the Task Complete a World Feat. |
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| World Feats are the side activities marked on the map by white icons, such as “Hiss Hive”, “Hold the Line”, “Suspended Extermination”. Complete any one of these. You will get this automatically while playing through the story as some world feats are needed to advance main quests. | ||
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FBC Recruit Complete an FBC Task. |
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See trophy Diligent Consultant. |
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Core Competency Obtain a Health Upgrade or Power Upgrade. |
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See trophies Personal Development and Astral. |
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Field Work Reach level 3 in any Zone. |
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| Automatic story-related trophy, cannot be missed. You will automatically unlock this during Main Quest: Evacuation Procedures, if you haven’t it unlocked it from open world exploration before then.
Each map zone has 15 levels, which you can see by pressing |
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Finalization Protocol Unlock a Combo Finisher. |
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First, you will need to reach at least Aberrant Strength Level 15, see Astral Potency.
Then you can interact with the big metal pillar in The Gap (hold |
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Paranatural Apprentice Craft an Artifact. |
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In the Gap interact with the small well and craft one Artifact, this costs materials you find in crates and as drops from stronger enemies. Also see trophy Paranatural Artisan. |
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Promising Recruit Unlock a Talent. |
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In the Gap interact with the small stone circle and buy one Talent (Perks). Also see trophy Versatile Expert. |
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Astral Construction Purchase an Aberrant Upgrade. |
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In the Gap interact with the big metal pillar and buy one upgrade for your Primary Form or Secondary Form. Also see trophy Astral Potency. |
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Parautilitarian Obtain your first Combat Ability. |
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| Automatic story-related trophy, this will unlock after Main Mission: Orientation, when the story makes you choose your first Combat Ability. | ||
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Assigned to Accept Obtain Aberrant. |
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| Automatic story-related trophy, this will be your first trophy at the very start of the game, after choosing your starting class. | ||

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prompt on The Spire from afar, can be done when standing north-east from the fast travel door (see map below), this will add the quest to the quest log. Then climb up the Spire using Gravity Shift ability. After some climbing you will eventually reach a locked door leading to the boss. You must collect the 3 keys from the floating islands around this area to open the doors to the boss. One is left of the door, one to the right, and one opposite the door in the direction where you climbed up.











































on the D-Pad to command an enemy and get it to fight for you for a limited time. Breaker enemies are oversized Hiss enemies built out of smaller Hiss. The Hiss Transporter (rogue bus), is a good example. You’ll run into these regularly in Central, including during “Hold the Line” 




on map to see the level requirement for each zone). On the map it will be marked as a “Challenge” with a joystick symbol. Each Zone has at least one SHÜM Arcade Machine. Simply interact with it and play a level, the trophy will unlock afterward. You’ll need to set any score in the minigame, if you exit without finishing a game it won’t unlock the trophy.










PowerPyx says
Collectibles and Side Quests will be linked shortly with their own pages, should be done with those by regular launch Sep 24th (if you’re starting story now in Early Access, they will be done by the time you reach the post-story cleanup). Too many games overlapping right now.
Other than that the trophy info is all done, have fun 🙂
Pretty unique game.