Control Trophy Roadmap
- Estimated trophy difficulty: 4/10 (1/10 if you use God mode)
- Approximate amount of time to platinum: 25 hours
- Offline Trophies: 47 (1
, 3
, 9
, 34
)
- Online Trophies: 0
- Number of missable trophies: 0
- Glitched trophies: 0
- Does difficulty affect trophies?: No difficulty options available. Difficulty is the same for everyone.
- Minimum Playthroughs: 1
Introduction
Welcome to the Control Trophy Guide! Control is an action-adventure game set in the dystopian and supernatural Federal Bureau of Control, a clandestine government agency whose goal is to contain, study and control objects and phenomena which defy scientific law. In the FBC, found within the skyscraper nicknamed the Oldest House, the world constantly shifts into new realms and realities. In the game, you play as Jesse Faden, a civilian who arrives at the FBC in the hope to find her brother Dylan who had been kidnapped by supernatural forces during their childhood. Soon after arriving at FBC, Jesse becomes the new Director and learns that the building has been infested by a hostile force called the Hiss. With an ever-shifting Service Weapon and supernatural powers, Jesse decides to take on the role of leader in her attempt to cleanse the Oldest House of the Hiss corruption and learn more about the disappearance of her brother. Will Jesse succeed in her quest and restoring order?
The FBC is split into 4 main sectors, Executive, Maintenance, Research, and Containment. Each sectors has different areas, most of which you will visit as you play through the story. All areas of the game are always accessible, even after the story, which means that none of the trophies or Collectibles are missable. If some areas are inaccessible during your Main Story run, it’s because you need to play through Side Missions. To get the Platinum, in addition to having to defog all of the areas from each sector, you need to upgrade any Weapon Form to level 3, play all 10 Story Missions and all 18 Side Missions (28 in total), unlock all Ability Upgrades, obtain all Supernatural Abilities, cleanse 25 of the 29 available Control Points, collect only 120 Collectibles (the game features more than 250), kill Hiss-corrupted enemies using the different Abilities, complete 25 Board Countermeasures and 5 Bureau Alerts.
Step 1: Play through the Story, Unlock all Supernatural Abilities, Get all Collectibles, Start Working on Board Countermeasures
For your first step, your goal is to play through and enjoy the story. Soon after the beginning of the story, you will unlock the Service Weapon, a gun which shifts into different weapon forms. This is your secondary way to attack enemies together with your Supernatural Abilities. The Service Weapon can be upgraded by collecting materials enemies drop or from green-looking metal crates found in the various areas you visit. Not only are the materials important to upgrade any Service Weapon Form to Level 3, but also to create Mods and accept more Board Countermeasures (Challenges).
The story features a total of 10 Main Story Missions, each of which awards you with a trophy. During some of them you will automatically unlock some Collectibles and Supernatural Abilities. However, some of the latter are unlocked by playing Side Missions. Check the related trophy descriptions to find out which missions unlock which Supernatural Abilities. Ideally, you want to play all Side Missions that award you Supernatural Abilities as well in this step. These are “A Good Defense”, “A Merry Chase”, and “A Captive Audience”. The more Supernatural Abilities you unlock, the more Board Countermeasures (Challenges) you’ll be able to accept. Additionally, combat will get a lot easier, and more areas, including most Hidden Locations, will become reachable. When you complete a mission, you will receive Ability Points which can be spent to upgrade the Supernatural Abilities you obtain along the way. As you unlock more and more Upgrades, you will unlock all 3 Personal Mod Slots.
As for Collectibles, the game sports more than 250, but luckily only 120 are required for the Platinum. The strands are: Research & Records, Case Files, Correspondence, Multimedia, and Hotline. You won’t need a collectible guide for this one, because the game handholds you through the majority of them. In fact, a large part of the required 120 Collectibles is given to you as you play through and finish Main Story and Side Missions. The others can be found by simply exploring the various areas you go through and they’re usually found in offices and Shelters. Some Collectibles cannot be collected unless you have Clearance Level 6 or specific Supernatural Abilities. Play through the story first to get to the highest Clearance Level possible and obtain all Supernatural Abilities. When you get close to a Collectible, a white dot appears on the screen. If you die, you don’t need to collect them again. What’s very important to note is that some Collectibles unlock some Side Missions and these are mandatory for the Platinum. Refer to the description of FBC Crisis Solution Task Force and
Bureau Archivist to find out where these specific Collectibles are and the Side Missions they unlock.
During the story you will also cleanse most Control Points, the rest are cleansed while playing through Side Missions. Control Points are where most of the magic happens as they serve as Fast Travel points to the different areas of FBC. Here you can also upgrade Jesse’s Supernatural Abilities and Service Weapon and accept Board Countermeasures, in-game challenges that ask you to kill enemies in a certain way and in a certain location. Check the related trophy descriptions on how to upgrade your Supernatural Abilities and Service Weapon and how to go about Board Countermeasures in a time-efficient way. A quick note about Board Countermeasures: ideally, you want to start working on these as soon as possible. While enemies respawn in this game even after the story, they do in much fewer numbers as opposed to when you visit an area for the first time. Even though some enemy types do not easily respawn, there’s luckily a way to choose which Board Countermeasure to work on, so it boils down to choosing the easiest and fastest ones. More on this in the related trophy description.
Step 2: Finish Remaining Side Missions, Get all Kill-Specific Trophies with Bureau Alerts and Remaining Board Countermeasures, and Cleanse Remaining Control Points
Now it’s time to mop up all remaining Side Missions, especially the ones tied to the Altered Items or any collectible-related ones that don’t award you with Supernatural Abilities.
Secondly, it is smart to get whatever you’ve got left for the kill-specific trophies now that you have unlocked most Supernatural Abilities and combine this with all 5 Bureau Alerts and potentially remaining Board Countermeasures.
As you play through new missions, you’ll defog new areas with remaining Control Points.
Step 3: Kill 1,000 Enemies, Collect 100,000 Source, All Hidden Locations and Ability Upgrades Clean-Up
For your third step, you might have to kill some more enemies to get to 1,000 and collect some more Source. A good way to do both of these in one go is to revisit enemy-ridden areas, aka areas you’ve previously visited during your story run in which enemies spawned on a regular basis.
Finally, for your very last step, you need to visit most Hidden Locations to collect additional Ability Points to upgrade all of the Supernatural Abilities to 100%.
Helpful Tips, Tricks and Guides:
Control Trophy Guide
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Director of the FBC Unlock all other trophies |
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Earn all other trophies in Control to unlock Platinum! | ||
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Astral Construction Construct a Weapon Form or Mod |
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You will most likely unlock this trophy naturally as you play through the story. In order to construct a Weapon Form or Mod, you need to access the Astral Constructs menu available from any of the Control Points you cleanse. Here you can choose to create a new Service Weapon Form or a Mod. In order to do either, you need a sufficient amount of Source and the right materials, such as Ritual Impulse, Astral Blips, Corrupted Samples, Hidden Trends, House Memory, Entropic Echos, Undefined Readings etc.
Source is given to you as soon as you kill an enemy and by deconstructing unused Mods. Materials are found in metal crates spread throughout the areas of the game (usually in offices and Mold areas) or dropped by enemies once defeated. For the Mods, it doesn’t matter if it’s a Weapon or a Personal Mod. Construct one of either one and the trophy will unlock. Please note that some Mods are only available for specific Service Weapon Forms. |
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Non-Standard Issue Upgrade any Weapon Form to Level 3 |
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As you play through the story, you will encounter lots of enemies. Each kill awards you Source, one of the in-game currency strands. Source is used to construct new weapons, construct new Mods, and especially upgrade your Service Weapon Forms. However, to perform all of these actions, Source is not enough. To upgrade any of your Service Weapon Forms you also need materials found in metal crates (usually found in offices or Mold areas) or dropped by enemies, such as Ritual Impulse, Astral Blips, Corrupted Samples, Hidden Trends, House Memory, Entropic Echos, Undefined Readings etc. You can upgrade any Weapon Form to Level 3 by accessing the Astral Constructs menu from any of the Control Points you cleanse. Access the Weapon Forms menu and choose which Service Weapon Form you want to bring to level three first (the Shatter and the Charge are a good option since they are the most powerful Forms in the game). Odds are you will naturally unlock this trophy near the end of the game. | ||
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Career Development Unlock all 3 Personal Mod slots |
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This trophy will unlock naturally on your way to 100% all Ability Upgrades. As you unlock new Ability Upgrades, the bar below the branches will gradually fill up, allowing you to unlock all 3 Personal Mod Slots for your Service Weapon. For the first tier you need 1 Ability unlocked, for the second tier you need 5, and for the third tier you need 25. | ||
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The Importance of Synergy Complete 5 Side Missions |
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See trophy “FBC Crisis Solution Task Force” | ||
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Inter-Departmental Cooperation Complete 10 Side Missions |
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See trophy “FBC Crisis Solution Task Force” | ||
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FBC Crisis Solution Task Force Complete 15 Side Missions |
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To be able to get this trophy, you only need to complete 15 out of the 18 available Side Missions. However, in order to get the Platinum, you need to play through all of them. Doing so will award you sufficient Ability Points for ![]() All Side Mission Locations:
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Paranatural Collection Collect more than 100,000 Source |
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Whenever you kill an enemy or deconstruct Mods, you’re awarded points. These points are called Source. Source is one of your currency strands in the game and is used to construct new weapons, upgrade existing weapons, as well as construct new Mods. It is advisable to save your Source to construct new Service Weapon Forms. Constructing Mods is a bit of waste since you can get most of these by simply playing through missions and destroying metal crates in Shelters. Collecting 100,000 Source will pose no challenge and you will probably unlock this halfway through the story. If you haven’t by then, use the same strategy from the trophy description below or simply deconstruct Mods you don’t need from the ![]() |
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Interdimensional Defender Killed 1000 Hiss |
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Over the course of your playthrough, you’ll come across lots of enemies. These enemies are called the Hiss. You shouldn’t have to worry at all about this trophy as it will probably unlock naturally without too much effort while playing through the story. I personally unlocked it before the end of the story. However, if you haven’t by the end of it, some good ways to get more kills are to accept and complete Bureau Alerts (5 of them are needed for ![]() ![]() |
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Parautilitarian Unlock 1 Ability Tree Upgrade |
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See trophy “Master Parautilitarian” | ||
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Expert Parautilitarian Unlock 50% of the Ability Upgrades |
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See trophy “Expert Parautilitarian” | ||
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Master Parautilitarian Unlock 100% of the Ability Upgrades |
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Ability Upgrades make Jesse’s Supernatural Abilities more powerful and deadlier. In order to upgrade them, you need Ability Points which are awarded to you in two ways: upon playing through and completing Main Story or Side Missions and discovering Hidden Locations. To upgrade your Abilities you need to interact with any of the Control Points and then choose Abilities. Choose to prioritize Launch and Energy. When combined, Energy and Launch are very deadly. In order to reach 100%, you need to unlock all Ability Upgrades for all the different Ability branches, which means that you need to do every Main Story and Side Mission and discover most Hidden Locations.
Check the Control All Hidden Locations Guide to find out where to gather additional Ability Points to reach 100% faster. |
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Choose to be Chosen Obtain the Service Weapon |
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Automatic story-related unlock.
Shortly after meeting Ahti the janitor and getting on the elevator, you’ll reach Executive. At some point, you’ll hear a gunshot and your task is to investigate the noise coming from the Director’s Office. Enter the office and interact with the Service Weapon lying on the ground. This is the first one of the many Objects of Power you’ll come across, a shapeshifting gun that will transform into many different weapons over the course of your journey through the FBC. After picking the Service Weapon, the game takes you to the Astral Plane, an otherworldly area serving as training grounds for your newly acquired weapon or Supernatural Abilities. Simply complete the platforming challenge to collect the Service Weapon and unlock this trophy. |
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Paranatural Powerhouse Obtain the Launch Ability |
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Automatic story-related unlock. At some point during the mission, Jesse will interact with the Hotline, an Object of Power in the guise of an old telephone, to understand the messages from the dead Director trying to communicate with her. On her way to the Hotline, Jesse will come across an Object of Power in Pneumatics. Here a Floppy Disk will start throwing things at Jesse. Try to get to the Floppy Disk unscathed and when you are close to it hit |
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Insular Telekinesis Obtain the Shield Ability |
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In the Maintenance sector there’s an area called Central Maintenance which is accessible from the NSC Power Plant area. To the left of Central Maintenance is the Field Training. The room is blocked by some Hiss Nodes. Destroy the Nodes in the area to clear the way. Awaiting you here is a timed challenge. Your goal is to go through the final garage door in less than 45 seconds. To move forward as quickly as possible you have to shoot at paper targets and move objects with your Launch Ability to open doors or create pathways. If you fail, simply go back to the entrance of the area and press the button to try again. If you succeed to go through the garage doors before the time is up, you will find a new Object of Power, a Safe. Cleanse the Safe to enter the Astral Plane for the tutorial on how to use the Shield Ability. Complete the tutorial to unlock the trophy. |
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Shifting Positions Obtain the Evade Ability |
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At some point during the story you will need to visit Ahti the Janitor in his office in Maintenance, near Ventilation. Basically opposite the Janitor’s Office is a corridor leading to a room in the distance, the Break Room. Jesse will feel the presence of an Object of Power on her way to Ahti’s Office. Make a slight detour towards this room. The room floor will shatter causing you to fall into the Astral Plane. Make your way through until you reach a Merry-Go-Round Horse. Cleanse it to obtain the Evade Ability, the power to rapidly dash short distances and evade enemies’ attacks. Once you’ve cleansed the Object of Power and have completed the tutorial, the trophy will unlock. |
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Psychic Occupation Obtain the Compel Ability |
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At some point during the story you will need to find your way to the Parapsychology department of Research. In the Hypnosis Lab there’s a new Object of Power, an X-Ray Light Box. To access the room where the Light Box is, you need to unlock the door. In one of the rooms here is a puzzle. The solution is below. Cleanse the Object of Power to enter the Astral Plane, then go through the Seize tutorial by seizing enemies so they can shoot at the gold enemy. This will unlock the trophy. Now you can seize enemies using |
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Rising Thought Obtain the Levitate Ability |
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Automatic story-related unlock. This Ability is unlocked during the Main Story Mission called “My Brother’s Keeper”. At some point during the story, Jesse will be told that her brother Dylan has been kept in a special containment room in the Panopticon in the Containment sector. Go to the Panopticon and speak with Frederic Langston. Before accessing Dylan’s containment room, Langston asks Jesse if she can subdue a new Object of Power, a Benicoff TV. Go to the 4th floor and access the area where the TV is. Follow the TV and be ready to take on Salvador and some minions. Once you’ve defeated them, approach the TV to bind it and enter the Astral Plane. Levitate to each platform until you reach a Control Point and unlock the trophy. Binding the TV gives Jesse the Levitate Ability, which, in turn, allows her to reach Dylan’s containment room. The Levitate ability is of extreme importance in this game as it allows you to get to previously unreachable areas as well as to gather all Hidden Location Ability Points. |
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Ritualistic Thinking Cleanse 5 Control Points |
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See trophy “Discerning the Pattern” | ||
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Ritual Intuition Cleanse 10 Control Points |
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See trophy “Discerning the Pattern” | ||
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Discerning the Pattern Cleanse 25 Control Points |
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As you play through the story, you will come across Control Points. Control Points allow you to perform different actions, such as fast travelling to other previously unlocked Control Points, construct new Weapon Forms or Mods, manage your Board Countermeasures, and upgrade Jesse’s Supernatural Abilities. There’s a total of 29 Control Points in the game and you will come across most of them as you play through the story. By the end of the story, you will probably have already unlocked all 25 Control Points. If not, you can start taking on Side Missions to get the rest. | ||
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Strange Collection Collect 40 Collectibles |
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See trophy “Bureau Archivist” | ||
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Record Keeper Collect 80 Collectibles |
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See trophy “Bureau Archivist” | ||
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Bureau Archivist Collect 120 Collectibles |
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In Control there are more than 250 Collectibles, but for the Platinum you only need 120. While this may seem like a daunting task to undertake, fear not. The game handholds you through all of them and the collectible-related trophies will be among the first you’ll unlock. Most Collectibles are given to you automatically as you play through Main Story and Side Missions and as you defog the maps. You may even possibly unlock the number of Collectibles required by just playing normally. However, should you be short of just a few, finding additional ones is very easy: just explore the areas you visit a bit. Whenever you get close to one you can see a white dot appearing on your screen. To collect it, simply approach it and hold ![]()
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Altered Manifestations May Occur Defeat esseJ |
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In Research there’s an area called Ritual Division. Next to Ritual Division is a room called Synchronicity Lab. Inside the lab is an underground room Mirror Testing (Clearance Level 6 required). Enter the lab where you’ll find a containment room with an Altered Item inside, a Mirror. To open and enter the Mirror, interact with the monitors on the control panel. They reveal the position the sealed doors on the two sides of the containment room need to be in. Once you’ve memorized or taken a picture of their positions, interact with the buttons next to the sealed doors found on top of the right and left stairs. Once you’ve unlocked the sealed door that gives you access to the containment room, interact with the mirror to enter a reality where everything is reflected. Then, go back to the Synchronicity Lab and interact with the windows on both floors to encounter a hostile, Hiss-corrupted version of Jesse, esseJ. Defeat esseJ to unlock the trophy, then cleanse the Mirror. |
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Aggressive Growth Defeat Mold-1 |
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Research’s main lobby area is Central Research. One of the corners of the ground floor is littered with blue-colored Mold. Near it is a big hole in the ground. Note that you can only go through this hole only after unlocking the Levitate Ability. If you simply jump in it without having Levitate unlocked first, you’ll die. Once you’ve unlocked Levitate, come back here and go through the hole. Continue on, making sure you don’t get hit by Mold hosts’ squirts as they deal lots of damage. Open the door to get to a new area with a yellow lab structure on the left side. Enter the lab (Clearance Level 4 required) and speak with Dr. Underhill. She is going to give you some Side Missions. One of them is called Old Growth and in its second half you are tasked to levitate deeper into the Active Threshold, an underground area that is apparently the victim of a serious Mold infestation. Dr. Underhill gives Jesse a pill that immunizes her to certain Mold effects. Enter the Active Threshold and levitate through the pink-colored hole in the ground. Make your way through the Mold tunnels, making sure not to get hit by the Mold hosts. You’re going to need all of your health later on. In the deepest parts of the Threshold is Mold-1, the reason for the Mold infestation. Use a combination of your Levitate, Evade, and Launch Abilities to get rid of the creature. Once you’ve gotten rid of it, the trophy will pop. |
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Head of Communications Defeat Mr. Tommasi |
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After obtaining the Launch Ability, you take on the Hiss-corrupted Head of Communications, Alberto Tommasi. During the story you don’t get to defeat him, but you will get your chance during this Side Mission. Go to Executive and enter the Board Room to speak with Emily Pope. She tells you that Mr. Tommasi has been sighted in the Containment sector. Proceed to the Sterling AWE Area which is now open. As soon as you enter the new area, the fight will start. Tommasi is an elevated enemy type, he is very powerful and will easily evade your Launch attacks. Use your Service Weapon Forms to weaken him and then attack him with Launch. Take cover often to avoid being damaged and don’t forget to eliminate enemy waves. Once Tommasi has been defeated, the trophy will unlock. |
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Living Archetypes Defeat the Anchor |
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After completing the Side Mission called “A Matter of Time”, go back to the Sealed Threshold Entrance and then enter the Shelter. Continue on using Levitate until you can see a new Altered Item, an Anchor. Time for some new cleansing. To kill the Anchor you need to hit it while its “mouth” is open and is about to throw clocks at you. Make sure not to get hit by the clocks as they deal lots of damage. A good way to defeat it is to use Levitate to position yourself at angle that is accurate enough to still be able to hit the “mouth” with Launch and your most powerful Service Weapon Forms, such as Pierce and Charge, but without getting damaged. As you deal it damage, new Hiss-corrupted enemies will spawn. Eliminate them while still being careful about not being hit by clocks. Once the Anchor has been defeated, the trophy will pop. |
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Astral Phenomena Defeat Former |
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On the fourth floor of the Panopticon in the Containment sector is an agent called Phillip who has been left to stare at an Altered Item, a Refrigerator. He can’t stare much longer and if he blinks the Refrigerator will deviate. After finding Dylan’s cell, go back to Phillip. He will ask you to go back to the Panopticon Supervisor, Frederick Langston, so that he could open the door to the cell for Jesse. After speaking with Langston, levitate back up to Phillip’s cell. However, you won’t reach Phillip in time as he literally gets sucked into the Astral Plane by the Refrigerator. Jesse decides to enter the Refrigerator herself, only to meet a strange one-eyed creature called the Former. Defeating the Former can be tricky. To make things easier, you need to keep levitating at all times. Some of the Former’s attacks will shatter the floor, making it easier for you to misstep and fall to your death. While levitating, use Launch to throw its orbs back at it or concrete. Its life goes down quickly, so this shouldn’t take too long if you’re careful about where to step. Once Former has been defeated, the trophy will unlock. |
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Welcome to the Oldest House Complete Mission 1 |
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Automatic story-related trophy, cannot be missed. | ||
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Unknown Caller Complete Mission 2 |
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Automatic story-related trophy, cannot be missed. | ||
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Directorial Override Complete Mission 3 |
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Automatic story-related trophy, cannot be missed. | ||
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Old Boys’ Club Complete Mission 4 |
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Automatic story-related trophy, cannot be missed. | ||
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Threshold Complete Mission 5 |
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Automatic story-related trophy, cannot be missed. | ||
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My Brother’s Keeper Complete Mission 6 |
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Automatic story-related trophy, cannot be missed. | ||
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The Face of the Enemy Complete Mission 7 |
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Automatic story-related trophy, cannot be missed. | ||
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Finnish Tango Complete Mission 8 |
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Automatic story-related trophy, cannot be missed. | ||
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Polaris Complete Mission 9 |
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Automatic story-related trophy, cannot be missed. | ||
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Take Control Complete Mission 10 |
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Automatic story-related trophy, cannot be missed. | ||
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Cognitive Intruder Compel 10 enemies with the Seize Ability |
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After acquiring the Seize Ability, you can hold ![]() |
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Unstable Matter Kill 50 enemies with the Launch Ability |
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After acquiring the Launch Ability, kill 50 enemies with it. Killing 50 enemies will come very quickly as this will likely be your most used Ability. In fact, you will kill more than 50 enemies with this Ability. | ||
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Volatile Debris Kill 10 enemies with the Shield Burst Ability |
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Now, before telling you what you need to do for this trophy, we should mention that there’s no Shield Burst Ability. The actual name of the Ability is Shield Barrage. After acquiring the Shield Ability (natural story progression), you need to have enough Ability Points to upgrade it to Shield Barrage. After upgrading to Shield Barrage, simply hold ![]() |
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Proper Handling Procedures Use Launch to throw a grenade or rocket |
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To be able to throw a grenade or rocket back to an enemy, you first need to unlock the Launch Ability (natural story progression) and then upgrade it to the Launch Explosives Ability. After doing so, don’t even worry about this trophy as it will most likely happen naturally while fighting lots of enemies. | ||
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War Games Complete 5 Board Countermeasures |
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See trophy “Astral Tactician” | ||
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Astral Tactician Complete 25 Board Countermeasures |
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Board Countermeasures are in-game challenges that require you to kill a series of enemies in a given location and in a specific way. To get this trophy you need to complete 25 of them. It is advisable to start working on these as soon as they become available in game (beginning of Mission 3 “Directorial Override”). In fact, during the story enemies spawn more often and in greater numbers, making this a lot easier to do. If you leave this to the endgame, it can feel a bit grindy. If by the end of the story, you haven’t completed all 25 of them, you can still go back to previously visited areas where lots of enemies would spawn during the story to get to the total 25 Board Countermeasures required. There’s a very quick and easy way to get to 25: while you can only choose to work on three Board Countermeasures at a time, you don’t need to necessarily do what’s being shown to you. Let’s make an example: sometimes you may notice that a Board Countermeasure requires you to kill a set number of Snipers using a specific Service Weapon Form. Snipers aren’t exactly abundant in this game. So, a good way to ignore this challenge and choose a faster and easier one is to accept it and then discard it. By doing so, the game will present you new Board Countermeasures, hopefully some easier and faster ones or easy ones you’ve already completed (they still count). By using this method you can focus on those that just require you to get a specific number of kills of any enemy without worrying about enemy type requirements. Don’t forget to collect the reward when you’ve completed a Board Countermeasure. | ||
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First On the Scene Complete 1 Bureau Alert |
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See trophy “Crisis Management” | ||
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Crisis Management Complete 5 Bureau Alerts |
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As you play through the story, you will be notified by random alerts. These alerts never stop and you can decide to take on these at any point during your playthrough. These alerts ask you to go to a certain location and free it of enemy types. For each alert, you have 20 minutes to go to the location and kill the enemies. Some alerts want you to get rid of Hiss Nodes, red pixelated jigsaw-looking cubes attached on walls, others to protect non Hiss-corrupted guards, others to simply kill really powerful enemies. Make sure you don’t die as you take care of the alerts. Dying while completing a Bureau Alert will automatically result in a fail. Complete 5 Bureau Alerts to unlock the trophy.
Some users have reported not seeing any more Bureau Alerts after Mission 3. Should that happen to you, reload Mission 3 from the main menu after beating the story (doing so earlier will overwrite your current save) and accept the Bureau Alerts spawning during this part of the story. |
Special Thanks / Credits
Massive thanks to the following people for sending tips:
Mr_PaNtsONh3aD = Info on hidden locations / ability points
Tidux = Info on hidden locations / ability points
Sobky says
Didnt go through the whole guide, but why it is 4 rated difficulty, something hard in specific?
FranciRoosters says
Mostly because of some annoying enemies/bosses and the slight grindiness of Board Countermeasures.
PhantomFear94 says
I was wondering that too. I personally find that PP guide writers waver on the side of caution with game difficulty recently, which I’d rather than underestimate it for readers.
FranciRoosters says
Yeah, we tend to rate games’ difficulty in a way that takes into account all kinds of different players and their skill.
PhantomFear94 says
After just under a week with the game, 4/10 is accurate – if you catch me in the right mood, I’d even say 5/10. Some of the side missions and bosses are surprisingly difficult.
Hawk199 says
Would rate it a 3….so 4 seems fair
Boss fight just takes a few practices…the most annoying was the flying one.
Jeremy Millar says
Can I play through the whole game or up to the final boss then clean up? or is it a complete as you go kind of thing?
FranciRoosters says
If you want to save time on the Platinum, play through the whole game first and then work on the clean-up. By doing so you’ll have all the Abilities which will allow you take on more Board Countermeasures, more Side Missions, and unlock more Hidden Locations. If you want to play up to the boss and clean up first, that’s good too.
Laxus says
Is it okay if I keep completing the same board countermeasures? Like use launch ability 10 times. I’ve done this challenge 4 times already. Does it count as 4 challenges or one?
FranciRoosters says
That’s fine. Every Board Countermeasure you take counts as a new one, even if you’ve done it multiple times. Seeing the same ones never really happened to me, but it’ll work for sure.
Ferdunor says
Can you go through the remaining trophies once you finish the story or do you have to start a new game? Just to be sure I can go through the game without worrying to much. Thanks in advance, you are my go to place for guides. Keep up the awesome work you do.
FranciRoosters says
You can do everything after the story. Nothing is missable.
Andrew Ryan says
You’re incorrect about the “Clear The Clog” sidequest availability. I already completed it and I just hit Chapter 4.
FranciRoosters says
Can I ask you when you have accepted this quest and all the other “What a Mess” quests?
Andrew Ryan says
I accepted it sometime around chapter 3 and I’ve been going back to visit the janitor around and after every mission since (I just hit 5). None of the other “What A Mess” quests are available yet, but I definitely completed Clog and throwing the trash in the furnace.
Jaleh Moftathim says
I believe the Non-Standard issue trophy is glitched for me. I could only level up twice and now it says No Weapon Forms available. So i dont have to option to upgrade or anything to actually unlock the trophy. Is there a way to fix this other than playing thru the entire game again,.
FranciRoosters says
Have you tried playing through more of the story?
HellOfaHunter says
the same for me and there is resources being on the floor and cannot loot them
and if i open box then an important resource pop-out i cannot take it and if i restart or die the box already opened and the item lost forever
Jaleh Moftathim says
Im at the end game, so it there isnt anything remaining for me to do. Is there something special that needs to be done to prompt for an upgrade?
FranciRoosters says
If you’ve finished the story and all you need are additional Ability Upgrades, you need to visit Hidden Locations (check the guide) and/or play through remaining Side Missions.
Lescault14 says
Same here. Completed the game, have done everything and all trophy but this one.
PhantomFear94 says
Do the different levels unlock later in the story? 2 main missions, 4 side missions remaining and I still don’t have the option to even try upgrade Shatter to Level 3.
PhantomFear94 says
Yep, officially at the end game without an option to upgrade any of my Level 2 weapons to level 3.
PhantomFear94 says
I think I’ve figured it out. See my long comment dated 6th September 2019.
PhantomFear94 says
Is there more than 5 Bureau Alerts? Someone mentioned to me that this glitched for them.
PhantomFear94 says
I just died doing an alert…is this a problem??
FranciRoosters says
Bureau Alerts never stop. There’s just a small cooldown period.
PhantomFear94 says
Thanks. My friend who completed it on Xbox with a reviewer code said that he had to replay Chapter 3 over and over for the easiest alert because they stopped spawning after he died on the first (like I did). If this happens to anyone, a workaround is apparently just replaying Chapter 3’s Bureau Alert 5 times over (the same one 5 times works, doesn’t have to be 5 separate Bureau Alerts).
FranciRoosters says
Interesting! This never happened to me but I’m glad you’ve found a solution to your issue. Seems like a nasty little bug.
JargoChan says
Thanks for the guide, got my platinum. Definitely one of the more enjoyable ones to go for.
FranciRoosters says
Thanks! Glad it helped you out and, yes, the game is pretty solid.
peace4mr says
Excellent guide as always
Fairly easy & fast platinum after all, i just had a problem with the side mission “even more mold” meaning that i completed it without tracking & didn’t receive anything.
I died a lot at the beginning but with all the abilities the game’s not hard, just a bit confusing the map
FranciRoosters says
That shouldn’t be a problem. The game sports enough Hidden Locations to end with a surplus of Ability Points.
d3mystic says
Just wanted to point out that you CAN do Side Mission: Mr. Tomassi for ‘Head of Communications’ trophy before completing the main story. You just need to finish Main Story Mission 7 – The Face of the Enemy and you can speak with Emily in Board Room after that to get the mission.
I don’t know if you need to, but I had completed all other side quests before activating this side mission. Hope it helps, especially if you’re someone like me who prefers that the last trophy (not counting the plat), whenever possible, be that of completing the final mission.
FranciRoosters says
Thank you so much for your input. I’ll update the guide.
Jason_Asylum says
In one of side mission that called old growth u must collect 5 mold samples.I cant pickup those samples.its glitch and I saw in youtube comment that it happend for some players too.please help
FranciRoosters says
Send a ticket to Remedy. There’s nothing we can do if not telling you to reload a previous save if you have one. Remember that you can skip some Side Missions as long as you collect all Hidden Locations.
Jason_Asylum says
Problem is this mission got trophy at the end I cant skip it
Jason_Asylum says
I think I fix that.go to select mission and select END GAME mission then start that side mission Old Growth.u can pick those samples up now and kill mold_1 for trophy
Andrew Ryan says
You can fight Tomassi before you finish the game. I’m in Chapter 8 doing side stuff and I just went and talked to Emily and the Tomassi fight became available.
PhantomFear94 says
I’m really struggling with the last stage of the esseJ fight…any tips from anyone with the floating section? First 2 sections are very easy, I consistently get ruined in the last section.
PhantomFear94 says
If anyone is struggling with esseJ, a real easy strategy for the final phase – just camp upstairs behind the pillars. Equip the pierce form and alternate between unloading that and launch ability. There are a ton of pretty durable pillars, and esseJ never comes up to you (she’ll always remain in the central bit). Make sure you have your shot/launch ability prepped, peak out of cover and instantly launch/shoot it, then go back into cover. The final 10% can be a bit hairy as she gets REALLY aggressive, but aside from that it makes it a doddle.
Anakin says
I’ve finished the game but there isn’t chapter select in main menu. :I
FranciRoosters says
Can I ask you what you need chapter select for? You should know that if you reload a Mission your previous save will be overwritten.
J says
I have over 60k source and I’m pretty sure altogether I should have spent 60k by now. I should have gotten the paranatural collection trophy – Does that mean I need to have 100k unspent source? Or is it accumulative?
J says
I meant I should have spent 100k by now*
FranciRoosters says
Cumulative.
robbie3008 says
Read your guide because I needed some ability points after finishing the game. Excellent work, thanks!
Just wanted to add, that your guide (also the 2 or 3 other ones I looked up) refers to a total of 28 missions (main and side).
My ingame statistics say that I have completed 29 missions. Nobody seems to add “Dr. Yoshimi Tokui’s Guided Imagery Experience” as a side Mission, although the game does so.
I’m also pretty sure I got 4 ability points for completing it, so it might be worth mentioning in a guide.
Thanks again
FranciRoosters says
Oh, wow. A missing mission? Can I ask you how you triggered it?
d3mystic says
Correct me if I’m wrong, but I think “Dr. Yoshimi Tokui’s Guided Imagery Experience” is the PS4 exclusive DLC mission that was initially known as/supposed to be called “Isolation”.
And I didn’t get any ability points for completing it. Just some stuff. Hopefully, somebody can confirm that. Ideally, you should. It is a side mission. Jesse Fckng Faden is worth at least two ability points.
robbie3008 says
In Research -> Parapsychology -> Extrasensory Lab there is a collectible document that should trigger the mission.
The document tells you to find two tapes, it also tells you where to find them.
One is in the Ritual Office and one is in Darlings HRA-Lab.
Take the two tapes back to the Extrasensory Lab, you have to finish a short gameplay for wach tape (no fighting, quiete relaxing, lol) and that’s it.
I say the collectible document SHOULD trigger the mission, because i found and played the tapes first, completing the mission, and found the document afterwards.
robbie3008 says
Ah ok, I didn’t know that. As I said, it showed up in my “completed missions”-list, so I was confused.
Sorry for the excitement the. 🙂
d3mystic says
@robbie3008 No, it’s great that you pointed it out. And I think the mission does give you ability points. My game is acting a bit weird, it seems. I checked today and I somehow now have 8 ability points, but the day I got the platinum, I did not have that many points.
TJ says
I just completed this extra DLC. I can confirm that it counts as a side quest as I got my 5th side quest trophy (complete with subtitle text “I’m Jess fuckin’ Faden” – love it) and I did not get any ability points for completing it.
Ynnmth says
Hi!
Thanks for the guided way you provided on the secret places; I did find a bunch of them before coming here but I realized that after finishing the game I had 9 Ability Points that I can’t use since I’m fully upgraded.
I guess you don’t really have to find every secret places but a few that manage to get you all the abilities.
Have a nice day ✌?
PhantomFear94 says
Apologies for another comment around the Weapon Forms, but some clarity would be appreciated.
I’ve read through 2 roadmaps and I’m struggling to understand the Level 3 weapon forms. Are they soft-locked behind story progression? I understand how to upgrade them (through Astral Constructs), but I only have 2 main missions and 3 non-boss related side missions left, and I don’t have an option to upgrade my Pierce to Level 3. I upgraded my pierce to Level 2 around Mission 5.
All my other weapons are Level 1 as aside from Shatter and Pierce I consider the weapon secondary to abilities, so I’d rather upgrade Pierce if possible. Hoping its not a bug. I’ve been checking for the last 4 missions and no new forms have been added to my astral construct menu…
PhantomFear94 says
Have done some more research this morning, and it would appear that Pierce is bugged for a few people and also can’t upgrade it to Level 3.
My advice would be to upgrade Grip or Spin, haven’t seen any problems with these two. Really hoping I don’t need to start a new playthrough to get this sorted, don’t have much content left…
bit.ly/2kfMg8I
Lewis says
I can’t upgrade any gun to lvl 3 any idea when earliest point in game you can upgrade grip to lvl 3 is I deleted my save and got to mission 7 but couldn’t even get grip to lvl 2 so guessing that’s bugged as well
Lewis says
Also what’s the earliest you can get grip to lvl 2 I keep deleting saves and starting new saves but can only construct never upgrade
PhantomFear94 says
I have finished all main missions and all side missions, have 3 weapons at Level 2, and no options to unlock anything further. I literally have no idea what to do now, and it appears a lot of people are having the same issue.
Also, could someone help me with where “Alpha” and “Delta” are? A materials guide refers to them and I have no idea where they are…
Lewis says
I have charge pierce and grip lvl 2 in my first play through with every trophy and side mission and secret area done with no option to upgrade any to lvl 3 with subsequent play throughs I have 0 options to upgrade only construct so I just give up now waiting till it gets patched hopefully not too long
PhantomFear94 says
Yep same, no one seems to know why atm. I’m tearing my hair out.
Dani says
After the main story where do u find Marshall in maintenance.
Lewis says
I believe Marshall moves to the first control point you unlock sane area Emily is in I’m unsure
PhantomFear94 says
So, finally getting some consistent advice regarding the Weapon Forms – Level 3. I’ll report back if it works.
Get everything else done, then delete all your save data (I know, the pain). On PS I imagine you have the option of making a USB backup, I don’t have that luxury on Xbox unfortunately.
The Recommendation from 3 PSNprofiles players that worked for them is to start a new playthrough, get to the end of Mission 6 (My Brother’s Keeper), complete the 3 ability-based side missions (A Merry Chase, A Good Defense, A Captive Audience), the first “What a Mess” side mission (Burn the Trash – this step probably doesn’t matter but its noted and very brief), and then finally complete the side mission “Fridge Duty” once all the above is complete. After this, you SHOULD get the schematics you need, if not earlier. Only queries I’m trying to figure out is what they constructed/upgraded and when. Will test and report back.
PhantomFear94 says
Oh, and another note – I tried going back to mop up through chapter select to get weapon forms done earlier in the game, as it puts you back at the start of each chapter “as you were”. (similar to a Plague Tale) However, I encountered ANOTHER bug where you couldn’t pick up certain material types, and again I’ve seen a few people affected by this. Very good game but it is a technical minefield.
Dani says
Thanks for responding.
PhantomFear94 says
To anyone who had “Non-Standard Issue” glitch, I think I’ve figured the bug out with A LOT of help from bboysunny93 (PSNProfiles), cirifionas (PSNProfiles), Mystica_Link (PSNProfiles), Valkirie22 (PSNProfiles), xI KaZaR Ix (TrueAchievements) and baazfury (TrueAchievements). Would appreciate as many people as possible verifying this works for them, too. (Admins/PP/FranciRoosters, feel free to delete other comments I made around this trophy/achievement if it makes the comments tidier, was just trying to figure stuff out).
During my original run, I completed all main missions, all side missions, all upgrades, and every other achievement. I never got the opportunity to complete any Level 3 weapon forms. This was because, in essense, the bug originates from the timing you receive the material “untapped potential” (a side-boss related material reward).
You must upgrade at least one weapon form to Level 2 before doing a side mission (or Mission 9: Polaris) rewarding Untapped Potential, or you’ll be locked out of Level 3 upgrades (missions you earn Untapped Potential are as follows Fridge Duty, The Enemy Within, Old Growth, Self-Reflection, Mr. Tommasi). If you are still on Level 1 for all Weapon forms but earn untapped potential, you will get locked out of receiving Level 3 upgrades, as this is the material which triggers Level 3 schematics. For some reason, it doesn’t bank until after you’ve done Level 2, it has to be done when Level 3 is the “next” upgrade you need for those weapons (hope that makes sens).
Don’t do any of these side missions for now until you’ve at least 1 (I had 3) Level 2 weapons! Once you earn Untapped Potential going in with weapon forms at Level 2, it’ll unlock the schematic for those weapons. Just did it now, worked first time. Various people have advised to do the Grip schematic, which is probably the easiest to upgrade. Pierce is bugged for everyone and can’t be upgraded beyond Level 1.
What you need to do:
– Complete Main Mission 1 – 6
– Complete A Good Defense, A Captive Audience, and a Merry Chase side missions (all are quick and easy). I also did Burn the Trash, but that shouldn’t matter.
– Have at least 1 Weapon Form at Level 2. I recommend Grip or Shatter
– Finally, complete Fridge Duty. DO NOT DO THIS BEFORE THE OTHER STEPS.
(p.s. astral constructs become available as and when you find all materials for that upgrade/construct for the first time).
Joshua says
Tomassi trophy is a missable,if’s you turn the turn table before going to tomassi door it locks
Joshua says
No sorry is not,i went to the board and speak whit pope she gives you the mission ??♂️??♂️??♂️?my bad truly.??
Alex says
For some reason I got Master Parautilitarian before I even finished seize and levitate. Did this happen to anyone else?
Loozak says
Yes because is bugged, you can put ability points, quit the game again put the points and quit. When you doing still the same ability are still counting to the thorphy
Selurpo says
Hey Loozak, thanks for pointing this out. Master Parautilitarian was the last one I needed. It glitched out for me after I’d completed the ability chart and didn’t unlock, and I was able to unlock it by reloading “Endgame” in Mission Select a couple times and randomly distributing points. Fixed a bug with another bug. Cool.
In case anyone else runs into this issue, I’d recommend backing up save-00 in the cloud or USB so your data doesn’t get overwritten when you reload from Mission Select. Then you can load it back onto the console after the trophy pops.
CravenZ says
All ability points selected; 28 completed quests but missing the two associated trophies.
Any tips?
Zangrax says
Just a tip I’ve encountered by sony’s famous Error. Let’s say its bad luck and good luck togheter.
I’ve had an error when I turned in my Board Countermeasures. At the moment I turned in my 3 completed countermeasurements, without leaving the mission menu, I’ve had an error, which closed my game.
When I logged back in and turned them in again, the trophy put that I’ve completed 5 Board Countermeasures. I thought well, … let’s try something out then. I did the same thing before I’ve had the error: Turn in my missions, close the game app after a minute (when the autosave logo stops spinning) and log back in. I’ve repeated these steps untill I’ve counted atleast 25 turn ins and the trophy popped that I’ve completed 25 Board Countermeasures.
Again, I’ve encountered this by mistake. Its a good way to save you from grinding later if you’ve completed the game and still have some to Board Countermeasures to do.
I don’t know if it will still work. I’ve tried this yesterday (15/01/2020), feel free to try it aswell and let me know if it still works, maybe this can be pinned in the guide aswell if it works for others.
JoHa says
I has the same problem as many in the comment section: there weren‘t any bureau alerts at some point.
My progression stopper was the dlc: the one with the jukebox and the tokens. I played the first part of the mission, takes like 5-10 minutes and is really easy and restarted my game. As soon as I logged back in, the first alert showed up. Try to finish that kinda introductory quest and see if the alerts return. Good luck.
Great guide, thank you.
Mat says
Master Parautilitatian trophy description has been changed in a recent patch; you no longer have to just upgrade all your abilities, you have to spend 100 ability points.
This trophy is a funny one, some claim to have gotten the trophy and their abilities aren’t even full, and some claim they earn 99 ability points even having done all main and side missions as well as all hidden locations. They literally had to do missions in The Foundation to get more points.
Not sure what’s going on here, but it’s my last trophy and I’m pulling my hair out with the on hidden locations (pillar jump in Executive Affairs). I also didn’t back my save before doing mission select for bureau alerts now I have to do Take Control mission again ?
This game is gonna be the end of me.
Mat says
Ok so I got exactly 100 points by doing every main and side mission and hidden location (roulette puzzle counts as hidden location) and got my plat. I also stacked vending machines for the hidden location jump in Executive Affairs.
I think all of the above I mentioned about weirdness with ability points has been patched.
Happy days!
Mat says
Forgot to say, thanks for the guide!
Axel says
First of all, thanks for the awesome guide!
I have a question:
Does any of the assisted mode options disable the trophies? Because there are 1-2 stress-reducing options…
Thanks in advance!
Marcee says
No, It doesn’t.
Axel says
Thanks for the response!
I too can confirm it doesn‘t affect any trophies. For anyone who‘s struggleing with one or another. But it makes the game way to easy. So playing without assisted mode is highly recommended.
AxM says
The description of Master Parautilitatian and Expert Parautilitatian has been changed to spent 100 ability points and 50 ability points.
Thanks for the guide.
Joe says
Does anyone know if I can avoid doing every side mission (in original game) and finding the hidden locations and instead just play through the DLC and use the ability points earned there for the final utilitarian trophy. It’s the last one I have in the Ultimate Edition play through.
Mentor says
I want do the same. Whar did you do?
Mike says
June 2021- does anyone know if any of the glitches trophies are still happening in the new PS5 version?
Batfan12 says
This Game is a literal 1 out 10. You can get the platinum with God mode activated.
MIKO_DUDE says
How do you activate “God Mode”?
Thanks
FranciRoosters says
In the Options menu
Jon says
Hello,
To complete the expeditions, do your weapon mods need to be maxed out? Do you need weapon mds to complete the expeditions? Can you complete them with basic amno? Please send me an email.
Thanks,
Jon