The Sinking City Trophy Roadmap
- Estimated trophy difficulty: 3/10
- Approximate amount of time to platinum: 15-20 hours
- Offline Trophies: 29 (1
, 6
, 8
, 14
)
- Online Trophies: 0
- Number of missable trophies: 24 (Tempting Fate, Reanimator, Brutal Honesty, Compliments to the Chef, Use Protection, Sic Semper Tyrannis, Et Tu Brutus?, It’s a Kind of Magic, What Could Go Wrong?, Crime, No Punishment, Double Tap, The End Justifies the Means, Still Salty, Dodge This, Damage Control, I’m Out of Here, The Stars are Right, Leap of Faith, First, Do No Harm, Extra! Extra!, No Honor Among Thieves, Family Reunion, Both Worlds, All Sewn Up)
- Glitched trophies: 0
- Does difficulty affect trophies?: No, can do everything on the Newcomer difficulty
- Minimum Playthroughs: 1 + reloading a manual save made when reaching the Altar at the end of “Into the Depths” to get all endings in one playthrough.
Introduction
Welcome to The Sinking City Trophy Guide! The Sinking City is an action and investigation game set in an open world inspired by the universe of H.P. Lovecraft. In this new type of adventure, you take on the role of Charles W. Reed, an investigator in the 1920s United States. Upon your arrival in the fictional city of Oakmont, Massachusetts, you are asked to investigate a mysterious flood inundating the city, in the hopes of shedding light on the darkness that has seized the place and corrupted the minds of the inhabitants, including yours. As Charles is plagued by unnerving visions making him more and more insane, it is up to the player to put pieces of evidence together and solve each case by taking advantage of the open investigation system the game features.
Speaking of trophies, the game has many missable ones. However, thanks to the built-in manual save feature (three slots), you can unlock the Platinum in one single playthrough by making smart use of said system. Follow the guide with thoroughness to learn exactly where you need to make manual saves to unlock all of the trophies pertaining to moral choices. You will also need to make a manual save when you reach the Altar at the end of the final case called “Into the Depths” to unlock the trophies of the three different endings in one playthrough, not tied to the choices you’ve made throughout the game. To get the Platinum, you don’t need to complete all the cases the game has to offer. Follow the Roadmap to focus exactly on which ones are needed.
To begin with, let’s spend some words on the investigation system in this game: whenever you work on a case, evidence will be progressively added to your Casebook, which contains key information related to all the different types of cases the game sports. As you collect evidence, you will use the Mind Palace in the game menu to piece clues together and make inferences, something you need to go through to complete cases. For choice-related cases, you can choose how you want to end the case by selecting a pathway in the Mind Palace. What you choose in the Mind Palace doesn’t affect the choice-related trophies at all. For the trophies, what matters is what dialogue line you pick. Check the guide for details. Sometimes to move to the next part of the case, you need to collect ALL of the evidence available at a given investigation scene. When you’ve collected all of the available evidence, the investigation scene will be marked with a green lens on the map. Au contraire, a yellow lens signifies that the key evidence to continue the investigation has been collected. This means that sometimes finding all clues is not required. Sometimes you have to reconstruct how events unfolded on a given crime scene and to do so you have to use Charles’s Retrocognition skill and number the events in the right order. Check the Guide for All Retrocognition Solutions. In the Casebook evidence may have a hint icon indicating you need to do some archive research. In the archive interface, you need to select the piece of evidence you wish to investigate, then choose three search criteria for relevant information. Most of the time, archive searches lead to the location of your next investigation scene or to the street address of a suspect. Depending on the information you need, you may have to consult the archives of different locations, such as the Police Station, Oakmont Chronicles HQs, the City Hall, or the Library. Check the Guide for all Archive Searches Locations and Solutions to find out which criteria you need for the cases tied to the trophies. Once you have a location, the trick to quickly find it is to pin the location using the Casebook so that it always shows in the upper right-hand corner of your screen and then place a custom marker on the main map on the street you need to reach using
. Evidence tied to locations is indicated by a compass icon. When you get close to the investigation scene, look for doors with an H-looking symbol on it. H-looking symbols are more easily spotted by entering Mind’s Eye. Additionally, if the light above a door is on, that’s where you need to go.
Secondly, it’s worth noting that in The Sinking City the only available currency is ammo. It is crucial to solving some cases and surviving. A little bit of ammo, as well as crafting materials, are given to you when completing cases. Lots of ammo can be found in the wild, in cabinets, trash cans, drawers, and cupboards. In fact, make it a point to thoroughly scavenge for these whenever you search for clues in an investigation scene. You will probably have little to no ammo at some point in the game. If this is the case, the best way to get ammo quickly is to scavenge Infested Areas. When you get to an Infested Area, climb atop a fence or crates to survey the area. Then, use to enter Mind’s Eye and look for fluorescent H-looking symbols. Quickly aim for those, get what you need and run for it. No need to engage monsters. After some time has passed, you can even go back to previously visited Infested Areas to farm materials.
Thirdly, as you play through the game, you will unlock Knowledge Points. Prioritize Combat Proficiency and Vigor. Since you will have to fight monsters pretty often in this game, your weapons, which will be given to you automatically as part of the story, need to be powered up. Vigor is also important because it increases your capacity for all materials and health kits. As for Mind, using Antipsychotic kits is enough to restore your mental sanity without really needing to upgrade it. Having said this, feel free to use Knowledge Points to help you through those aspects of the game which you find the most problematic.
Lastly, when you visit new areas make it a point to unlock phone booth fast travel points whenever you see one appear on the top of the screen. It will make travelling between areas in Oakmont a lot faster.
Step 1: Play through the story while making manual saves to unlock choice-related trophies until you unlock the story case “Into the Depths”
For this first step, your job is to play through the story by making smart use of the manual save feature whenever you need to make a choice that is related to trophies. Make a choice and as soon as the trophy has unlocked, hit Options and load the manual save. Then make the opposite choice to unlock the other trophy.
Below are all the main story cases you need to play through. In parenthesis are all the missable trophies related to each of these cases (in their unlock order), which is when you need to make the manual save for choice-related trophies.
- Frosty Welcome (
Tempting Fate,
Hook, Line, and Sinker)
- Lost at Sea (
Deep Breath,
The Pleasure of Finding Things Out)
- Quid Pro Quo (
Brutal Honesty,
Reanimator,
Compliments to the Chef)
- Fathers and Sons (
Sic Semper Tyrannis,
Et Tu Brutus? – Make a manual save BEFORE speaking to Brutus after collecting all the evidence)
- Nosedive (
It’s a Kind of Magic,
Not Too Deep for Me)
- Deal with the Devil (
What Could Go Wrong?)
- Self-defense: (
Crime, No Punishment,
Double Tap)
- Fleeing Phoenix (
The End Justifies the Means,
Still Salty,
Dodge This – Make a manual save BEFORE speaking to the Archeologist after collecting all the evidence)
Step 2: Wrap up remaining trophy-related side cases and miscellaneous trophies clean-up
Upon completing “Fleeing Phoenix”, the game will warn you about a point-of-no-return before starting the story case called “Into the Depths”. Trophy-related side cases must be completed now before starting “Into the Depths” or else you will need to replay the game from the start. This holds true for miscellaneous trophies as well. Trophies related to miscellaneous activities and side cases can also be unlocked during Step 1. However you decide to go about it, it’s up to you.
These are all the side cases you need to play through. In parenthesis are all the missable trophies related to each of these cases (in their unlock order), including when you need to make the manual save for choice-related trophies.
- A Delicate Matter (
No Honor Among Thieves)
- Through the Looking Glass (
Family Reunion,
Both Worlds – Make a manual save BEFORE shooting at the small mirror)
- Silence is Golden (
All Sewn Up)
These are all the trophies tied to miscellaneous activities:
First, Do No Harm
Extra! Extra!
Step 3: Make a manual save at the Altar and reload it to unlock all three endings.
When you get to the Altar surrounded by three main paths and green beacons, make a manual save and reload it every time for the remaining endings and related trophies.
This is the last main story case left. In parenthesis are all the missable trophies related to each of these cases (in their unlock order), which is when you need to make the manual save for choice-related trophies.
- Into the Depths (
Damage Control,
The Stars are Right,
Leap of Fight,
I’m Out of Here – Make a manual save WHEN reaching the Altar with the surrounding green beacons)
Useful Tips, Tricks and Guides:
- The Sinking City All Retrocognition Areas Solutions
- The Sinking City All Archive Searches Locations and Solutions
The Sinking City Trophy Guide
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All Evidence Collected Complete every challenge the city of Oakmont has to offer. |
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Earn all other trophies in The Sinking City to unlock Platinum. | ||
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Tempting Fate Have your fortune read. |
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MISSABLE
As part of your very first case after arriving in Oakmont, you will be tracking down Throgmorton’s son. As a scripted part of your case, you will need to enter a bar. Here you will have to talk to the bartender and then climb the stairs. Before doing so, approach the fortune-teller sitting in one of the corners of the room. Talk to her and accept to exchange one of your rounds for some quick foretelling. Accepting will lead to an enigmatic answer, but most importantly, unlock the trophy. |
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Hook, Line, and Sinker Solve your first case in Oakmont. |
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Story-related trophy. Cannot be missed. | ||
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Deep Breath Go below the surface for the first time. |
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Story-related trophy. Cannot be missed. | ||
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The Pleasure of Finding Things Out Use the intelligence archives in your investigation. |
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Story-related trophy. Cannot be missed. Check the Guide for all Archive Searches Locations and Solutions. | ||
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Reanimator Satisfy curiosity. |
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MISSABLE
Unlocked during story case: Quid Pro Quo This trophy can be obtained during the main story case “Quid Pro Quo”. At some point during the case, you will need to survey a warehouse owned by the EOD, a seemingly non-profit organization. In the warehouse you will collect a liquid phial coming from Oakmont University. Head for the University, specifically the Faculty of Medicine and talk to the boy at the welcome office who will give you the key to access the basement populated by some monsters. Take them down and then hit the red switch on the wall three times: doing so will reanimate the seemingly dead monster in the adjacent room. The trophy will unlock immediately. It is better to let the monster kill you than waste precious ammo. |
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Brutal Honesty Betray the warehouse guard’s trust. |
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MISSABLE
Unlocked during story case: Quid Pro Quo This trophy can be obtained during the main story case “Quid Pro Quo”. Immediately after starting the mission you need to visit the Fish Market where you will make the acquaintance of Anna, a girl whose intent is to manage a non-profit organization who will help Charles in exchange of the investigation of a warehouse. When you reach the new address given to you by Anna, talk to the Innsmouther guard outside the warehouse, enter the scene, and collect your evidence to reconstruct what happened. When leaving the warehouse, talk to the guard one more time who will ask you to not report his negligence (choose “I won’t tell her”). Accept his request and go back to Anna. When she asks you about it, say that the guard was distracted to betray his trust (choose “He missed the intrusion”), thereby unlock this trophy. |
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Compliments to the Chef Help the professor with his plan. |
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MISSABLE
Unlocked during story case: Quid Pro Quo This trophy can be obtained during the main story case “Quid Pro Quo”. After finding out about the poisoned fish, you will have to track down a professor. Look for information at the City Hall to obtain his street address, then go there and look for clues. After you’re done with your investigation, Professor Cavendish will appear and ask you if you want to poison the fish for him. Accept (choose “I’m listening”) and simply complete his request (eliminating two guards) to unlock this trophy. |
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Use Protection Challenge the horror of the Redemption Church. |
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MISSABLE
This trophy is missable because the fight against the monster at the end of the story case can actually be skipped. Don’t skip it if you want this trophy. To kill the monster, simply repeatedly throw the yellow balls of goo it spits back at it. Rinse and repeat until it’s dead. Make sure to be quick about. Holding a ball of yellow goo for too long or being near one will instantly kill you when they explode. When the monster dies, the trophy will unlock. |
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Sic Semper Tyrannis Dethrone the patriarch. |
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MISSABLE
Unlocked during story case: Fathers and Sons This trophy can be obtained during the main story case “Fathers and Sons”. During this main story case your job is to track down the boss of a mafia gang to ask him to help a man flee the city. After completing a series of assignments for the man and unearthed the mystery behind some unsettling events, you will have to make a choice, i.e. either choose Graham, Brutus’s son, to be the boss of the gang or the patriarch Brutus himself to be reinstated as boss of the gang. After collecting all the necessary evidence to advance the case, you will have a chance to talk to Brutus again. BEFORE talking to him, make a manual save to be later able to unlock the other trophy tied to this case. To unlock this trophy, you need to favor Graham (choose “Graham should take over. Time to end this!”). Doing so will trigger a gunfight with Brutus and his scoundrels. Eliminating them is necessary to continue on in the case. As for the trophy, it’ll unlock as soon as you’ve made your choice. After the trophy has unlocked, reload your save to unlock the other trophy, |
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Et Tu, Brutus? Punish the upstart. |
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MISSABLE
Unlocked during story case: Fathers and Sons This trophy can be obtained during the main story case “Fathers and Sons”. During this main story case your job is to track down the boss of a mafia gang to ask him to help a man flee the city. After completing a series of assignments for the man and unearthed the mystery behind some unsettling events, you will have to make a choice, i.e. either choose Graham, Brutus’s son, to be the boss of the gang or the patriarch Brutus himself to be reinstated as boss of the gang. After collecting all the necessary evidence to advance the case, you will have a chance to talk to Brutus again. BEFORE talking to him, make a manual save to be later able to unlock the other trophy tied to this case. To unlock this trophy, you need to favor Brutus (choose “It was Graham”). The trophy will unlock as soon as you’ve made your choice. After the trophy has unlocked, reload your save to unlock the other trophy, |
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It’s a Kind of Magic Ask the Imperial Wizard to show you a magic trick. |
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MISSABLE
Unlocked during story case: Nosedive This trophy can be obtained during the main story case “Nosedive”. During this main story case you will have to track down an Innsmouther called Blackwood, in conflict with some sort of a Ku Klux Klan. As you track him down, you will get to the Orion Club, invaded by some monsters. Kill them all to find out that on the top floor of the building is a person known as the Imperial Wizard, who seems to be leading the cult. After entering the room, you will be able to peacefully interact with him to find more about Blackwood’s plans. After exhausting all dialogue strings, this part of the investigation will end. Make a manual save just to be safe, then talk to the man one more time and ask them about their real identity as the Imperial Wizard. Ask them to perform some magic (choose “Show me a magic trick”), then insist until you’ve exhausted all options to make them hostile and attack you, thereby unlocking the trophy. Making the manual save here is not strictly necessary, although useful since you’ll be attacked by four armed men and risking to die. |
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Not Too Deep for Me Study all the frescoes in the Temple of Dagon. |
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Story-related trophy. Cannot be missed. | ||
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What Could Go Wrong? Have a ritual conducted on you. |
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MISSABLE
Unlocked during story case: Deal with the Devil This trophy can be obtained during the main story case “Deal with the Devil”. During this main story case, you will have to track down a member of the Blackwood family who possesses the Seal. Upon arriving at the canning factory, search for clues and you’ll soon find a man who offers you to act as a guinea-pig for a ritual. Accept the ritual to unlock this trophy. |
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Crime, No Punishment Kill the old lady. |
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MISSABLE
Unlocked during story case: Self-defense This trophy can be obtained during the main story case “Self-defense”. During this main story case, you will have to track down a political candidate who has accused of a crime you haven’t committed. You will have to search for his address at the City Hall archives. When you talk to him, be accommodating: if you do, he will not testify against you in exchange for a small favour, which is poisoning his old mother. Head for the old lady’s street address and pour the poison the political candidate gave you in the bottle of Chianti which can be found in the cellars of the house. Go back upstairs and serve the wine. Make sure to select “To your health” (although it will probably be irrelevant what you choose) to make her drink and die, thereby obtaining this trophy. It should be noted that warning that her son was going to poison her will obviously void this trophy. |
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Double Tap Finally commit the crime you were accused of. |
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MISSABLE
Unlocked during story case: Self-defense This trophy can be obtained during the main story case “Self-defense”. During this main story case, you will be accused of the homicide of Van der Berg and your job is to vindicate yourself from such charge. Advance the plot, making sure you unlock the trophy above ( |
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The End Justifies the Means Kill the priestess. |
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MISSABLE
Unlocked during story case: Fleeing Phoenix This trophy can be obtained during the main story case “Fleeing Phoenix”. During this main story case, you will have to track down a Maya priestess called Usha on behalf of an archaeologist, responsible for the control of external worlds. After advancing the case and collecting the necessary proof, you need to make your choice, i.e. either killing the priestess of the archeologist. BEFORE speaking with the archeologist and tell him what your decision is, make a manual save to unlock both trophies in one playthrough. In order to unlock a later trophy called |
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Still Salty Kill the archeologist. |
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MISSABLE
Unlocked during story case: Fleeing Phoenix This trophy can be obtained during the main story case “Fleeing Phoenix”. During this main story case, you will have to track down a Maya priestess called Usha on behalf of an archaeologist, responsible for the control of external worlds. After advancing the case and collecting the necessary proof, you need to make your choice, i.e. either killing the priestess of the archeologist. For this trophy, side with the priestess and kill the archeologist (choose “I choose her”). Alternatively, you can ignore making a manual save and still be able to get this trophy and the one that requires you to kill Usha in one go. After killing the archeologist, head down to the caves and kill Usha after speaking to her. |
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Dodge This Defeat a little girl without playing fair. |
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MISSABLE
Unlocked during story case: Fleeing Phoenix This trophy can be obtained during the main story case “Fleeing Phoenix”. During this main story case, you will have to track down a Maya priestess called Usha on behalf of an archaeologist, the former being responsible for the control of external worlds. After advancing the case and collecting the necessary proof, you need to make your choice, i.e. either killing the priestess of the archeologist. For this trophy, side with the priestess and kill the archeologist (choose “I choose her”). After killing the archeologist, a man will telephone you to tell you how to track down Usha. After exhausting all the dialogue options with her, use your shovel or a weapon to kill her from behind, thereby unlocking this trophy. |
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Damage Control Prevent the last self-immolation. |
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MISSABLE
Unlocked during story case: Into the Depths This trophy can be obtained during the main story case “Into the Depths”. During this main story case, you will have to visit the church in the heart of Advent, central Oakmont. Here you will have to find some clues to know where the remaining parts of the Seal are. Once inside the church, go upstairs to meet with a woman who is ready to share some valuable information with you. To unlock this trophy you need to dissuade the woman from setting herself on fire. Exhaust all dialogues until Charles will be able to ask her “You want to burn yourself?”. You will then have different options. Choose “You will die in agony” to desist her from her purpose, thereby unlocking the trophy. |
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I’m Out of Here Leave the city and the world to their fate. |
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MISSABLE
Unlocked during story case: Into the Depths See trophy “Leap of Faith”. |
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The Stars are Right End the Cycle. |
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MISSABLE
Unlocked during story case: Into the Depths See trophy “Leap of Faith”. |
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Leap of Faith Restart the Cycle. |
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MISSABLE
Unlocked during story case: Into the Depths The Sinking City has three different endings. The endings are, fortunately, not tied with the choices you’ve made during the story. After reaching the Temple of Cthygonnar, you can take three different paths and walk through three different blue Investigation Areas for three different choices. Before making a choice, make a manual save in order to unclog all endings in the span of minutes and avoid replaying the story from scratch. After unlocking an ending-related trophy, reload your manual save and go for the left trophies.
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First, Do No Harm Agree to the experimental treatment. |
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MISSABLE
This trophy is not tied to a specific case and can be unlocked at any time before reaching the point-of-no-return. This trophy can be unlocked after completing the first main story case “Frosty Welcome”. After having socialized with Robert Throgmorton, you’re free to roam around the city. Head to the Hospital in Coverside and talk to Dr. Grant at the front desk. He will ask you how you feel. Say “Not too well”. At this point you are given the option to agree to an experimental treatment. Agree to it, thereby unlocking the trophy. Unlocking the trophy will lose you part of your mental sanity, which can be easily restored with a Mental Sanity Kit. |
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Extra! Extra! Give an interview to the local newspaper. |
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MISSABLE
After completing the first main story case “Frosty Welcome”, you will need to head for an office to find some clues that can be confirmed through a search in the archives of the local editorial office, the Oakmont Chronicle. Upon reaching the offices, talk to the lady at the counter who will recognize you and ask you to give her a brief interview. Accept and answer her two questions to unlock this trophy. |
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No Honor Among Thieves Take Sidney’s stash. You monster. |
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MISSABLE
Unlocked during side case: A Delicate Matter This trophy can be obtained during the side case “A Delicate Matter”. This side case will unlock as you play through the story, after completing your first immersion and then talking to Robert Throgmorton. He will ask you to investigate the house of an art dealer. After visiting his apartment, you will have to track down a thief by using the police archives. Once you know where to go next, head for the apartment, enter but don’t go upstairs yet. Instead, inspect the dining room for materials. The stash is found on the lower part of a stand. Take it to unlock this trophy. |
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Family Reunion Uphold your agreement with Robert. |
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MISSABLE
Unlocked during side case: Through the Looking Glass This trophy can be obtained during the side case “Through the Looking Glass”. This side case will unlock after completing “A Delicate Matter”. After tracking down a woman who escaped from the asylum, you will find yourself inside a house where you will need to use your investigational skills to find two secret passages (one on the ground floor, the other in the basement). Make a manual save BEFORE shooting at the small mirror to be able to unlock both this trophy and |
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Both Worlds Humor a grieving mother. |
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MISSABLE
Unlocked during side case: Through the Looking Glass This trophy can be obtained during the side case “Through the Looking Glass”. This side case will unlock after completing “A Delicate Matter”. After tracking down a woman who escaped from the asylum, you will find yourself inside a house where you will need to use your investigational skills to find two secret passages (one on the ground floor, the other in the basement). Make a manual save BEFORE shooting at the small mirror to be able to unlock both this trophy and |
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All Sewn Up Banish Granny Weaver. |
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MISSABLE
Unlocked during side case: Silence is Golden After studying the frescoes in the Temple of Dagon and deciding how to deal with the Professor, you will awake in a hospital bed. By your side is Mr. Van Der Berg. In your inventory is a letter by Joy, the library girl working in Advent. This letter is tied to the side case called “Silence is Golden”. Use the clues to figure out where Granny Weaver lives: invoke her using the clues and eliminate her to unlock this trophy. |
Chris Radford says
Use Protection must be missable because i have completed the game and i haven’t got the trophy. I’m going to restart a new game anyway as there are a few trophies i have missed (i completed the game before your trophy guide was released).
FranciRoosters says
I think that’s an unfortunate glitch. The trophy is unmissable.
Chris Radford says
No. It’s missable.
You don’t even have to fight it. I just ran away and left it.
FranciRoosters says
Really? Thanks! I never realised while playing the game. I’ll edit the guide.
Jake says
Do you know Mind Palace affect any trophies? can I choose whatever I want for Mind Palace because if not affect trophies?
FranciRoosters says
Mind Palace doesn’t affect any trophies. For choice-related cases it just gives you an overview of your inferences, so you can make your moral choice. What counts for the trophies are the choices themselves, most of which require you to reload a manual save.
Elemen7s says
In the trophy “Dodge This”, I can confirm that kill Usha with a gun works to, I made this.
FranciRoosters says
Thank you.
Jarrod says
Dodge This and The End Justifies the Means can both be unlocked simultaneously. Don’t know if this is specified in the guide, but in the Fleeing Phoenix case, you can kill Joseph first (getting the Stay Salty trophy), and then go through the underwater cave and meet Usha, and once all dialogue options with her have been exhausted (without choosing the option that would make her hostile to you), the case will end and she will standing with her back to you. You can then kill her from behind and unlock both Dodge This and The Ends Justifies the Means. You never actually have to fight her at all, nor do you have to reload any previous saves and go through that annoying underwater cave more than once.
FranciRoosters says
Thank you. You actually got both trophies this way? Can you confirm 100%?
cvgamefreak says
I can Confirm this Theory works.
surtur101 says
I also got all these trophies with this method
Brandon Freddie says
sweet
Jarrod says
I can confirm it 100%. I got the platinum. Both trophies popped when I killed Usha from behind at the end of the case. I was surprised but also quite happy. It certainly made things easier cause the combat in this game sucks and I figure fighting Usha causes a lot of wasted ammo. And trying to find time to use a first aid kit.
Lorenzo says
I can confirm what Jarrod Said. I unlocked Both trophies after i Killed Usha.
Nicolai Hansen says
Don’t you get a trophy for the case Lost at Sea?
Nicolai Hansen says
Never mind. I found out.
Atilla says
Dlc Worshippers of the Necronomicon have trophies?
FranciRoosters says
No.
Siri says
Playing this for the first time on PS5, and there’s no manual save option anywhere in the menu that I can find. I may just be missing something, but if that’s the case and they removed the option, the guide may need to be amended to say it’s for PS4 only / much longer difficulty for the multiple replays needed
Dennis says
yeah i am having same issue, Dont know why in ps5 version take it away, if anyone knows work around let me know,,,cuz with no NG+ this be very LONG DIFFUCLT game to plat like 5 or 6 playthrus
Wolfarr says
If you’re on PS5 you can upload a save to the cloud (this disables automatic uploads) then download your cloud save as a manual save workaround. The downloaded save will overwrite your current save.
Destacus says
For the ps5 version of the game, like an above commenter pointed out, you will have to use the cloud save workaround as manual saves are not a feature in the PlayStation 5 version of this game. Another difference on the ps5 is that that the side-quest “Silence is Golden” is DLC and not included in the main game, therefore the trophy “All Sewn Up” is not part of the game either, dropping the total number of trophies to 28.