Complete 33 successful runs with at least one Carcosan Modifier active. This is the single largest time investment for the Platinum β but only if you leave it late. If you activate a Modifier from your very first run, this completes itself naturally alongside everything else.
Estimated Natural Progress (if started from Run 1)
- Open the Carcosan Modifiers menu from The Passage terminal before every run
- Add at least one Protection Modifier (easiest to maintain β they make the game easier)
- A "successful run" means completing at least one biome on that run β dying before clearing a biome doesn't count
- You can stack up to 3 Modifiers per run β stacking doesn't speed up the counter, but it makes the run easier
- Recommended Protection Modifiers: Reduced Incoming Damage, Extended Second Chance Window, and Faster Active Reload Window
- Trial Modifiers (harder options) also count β but there's no reason to use them for this trophy
- The counter is tracked in the Passage terminal's Statistics menu β check it any time
Enter and complete the main objective of all 7 Nightmare Gates at least once. Nightmare Gates are special challenge portals β glowing red doors found in biomes β that lead to harder versions of standard rooms with extra constraints and amplified enemy difficulty.
| # | Nightmare Gate Type | Special Condition | Strategy |
|---|---|---|---|
| π΄ | No Shield Gate Found from Biome 2 | Shield is disabled for the entire encounter | Pure movement and positioning. Stay lateral, never stand still. Same as Vincible trophy practice. |
| π΄ | Eclipse Gate Found from Biome 3 | Permanent Eclipse state β all enemies fire yellow projectiles | Avoid all yellow shots entirely. Only absorb the occasional blue projectile from shielded enemies. |
| π΄ | Armour Drain Gate Found from Biome 2 | Your armor drains constantly over time | Rush the objective as fast as possible. Don't engage optional enemies β go straight to the target. |
| π΄ | One Bullet Gate Found from Biome 3 | Instant death from any single hit | Play the doorway trick. Never enter rooms β lure enemies out one at a time and pick them off from range. |
| π΄ | Horde Gate Found from Biome 4 | 4Γ normal enemy count | OverDrive and Power Weapon are everything. Don't engage in melee range. Clear room perimeter first. |
| π΄ | Fog Gate Found from Biome 5 | Severely limited visibility β thick fog fills the arena | Listen for audio cues β enemy footsteps and charge sounds are louder to compensate. Shield constantly. |
| π΄ | Mirror Gate Found from Biome 6 | Your controls are horizontally mirrored (left is right, right is left) | Take your time adjusting. Move slowly for the first 30 seconds until your brain recalibrates. Hardest Gate. |
Complete every encounter inside the Banyan Tree. The Banyan Tree is a secret dungeon separate from the main biome progression β a self-contained 8-room challenge dungeon that opens after a story threshold in Act 2. It contains the most mechanically demanding standard encounters in the game, though no Overlord boss.
- The Banyan Tree is accessed via a special silver-gold portal that appears in biomes after the Act 2 midpoint
- It has 8 rooms in total β each must be completed in a single Banyan Tree visit (the dungeon resets if you leave)
- You don't have to complete all 8 rooms in one visit β progress is tracked across multiple visits
- Rooms 6, 7, and 8 combine mechanics from multiple Nightmare Gate types simultaneously
- Use your highest Armor Matrix build β bring every Protection Modifier available
- Room 8 (the final encounter) is a combination horde + Eclipse + no-Shield room β the hardest non-boss encounter in Saros
- The trophy pops immediately after clearing Room 8 while still inside the Banyan Tree
Dispatch 1,995 regular hostiles across all your runs. The number is a reference to 1995 β Housemarque's founding year. This is fully cumulative across every run and completes naturally if you're pursuing the rest of the Platinum. You don't need to do anything special β simply keep playing.
- Check your kill count in The Passage terminal's Statistics menu at any time
- Average kill count per full Act 1 run: approximately 90β130 kills depending on room density
- At that rate, 1,995 kills takes roughly 15β22 full biome-run cycles β well within normal Platinum progression
- If you're near the end of the Platinum and this hasn't popped, run Biome 4 (Blighted Marsh) repeatedly β Legion's horde generates the highest kills per run of any biome
- Note: Overlord boss kills do not count toward the 1,995 β only standard hostile kills
All Remaining Milestone Trophies
Absorb 2,021 projectiles total with the Shield across all runs. Another year-reference (Housemarque joined PlayStation in 2021). Completes naturally if you use the Shield consistently throughout your runs β don't neglect it for combat purposes. Average Shield use per run: 80β120 projectiles.
- Always absorb enemy fire rather than just dodging β it builds this counter and charges your Power Weapon
- If nearing the Platinum without this trophy, run Biome 4 again β Legion's horde provides continuous projectile opportunities
- Shield absorb during the Rhabdom boss fight is particularly efficient β it fires dense volleys in short bursts
Encounter and defeat 10 Alpha hostiles β named elite enemies that appear as distinct, larger variants with a gold-orange name tag above them. Alphas have unique attack patterns compared to standard enemies and drop enhanced loot.
- Alphas appear randomly in biome rooms β they cannot be predicted or forced to spawn
- Eclipse runs increase Alpha spawn frequency significantly β always run with the Eclipse active for Alpha hunting
- Biome 5 (Desecrated Fortress) and Biome 6 (Acolyte's Haven) have the highest baseline Alpha spawn rates
- The gold-orange name tag floats above the Alpha for 2 seconds on room entry β identify and prioritise them immediately
- 10 Alphas across all runs is very achievable naturally β you'll likely hit this during Act 2 progress
Collect a total of 70 Halcyon β the inter-run currency used to purchase permanent upgrades in the Armor Matrix at The Passage. Halcyon persists between runs and accumulates from enemy drops, room clears, and bonus objectives.
- Halcyon drops from every enemy killed, with higher amounts from Alphas and Overlords
- This is cumulative total collected β spending it doesn't reduce the counter
- 70 Halcyon total is roughly 3β5 full run cycles β you'll unlock this very early in the game
- Focus on spending Halcyon as you collect it in the Armor Matrix β there's no benefit to hoarding it
Collect 20 Integrity Augments across all your runs. Integrity Augments are passive upgrade items found in biome rooms β glowing blue cubes that grant permanent per-run bonuses when picked up (e.g. +10% armor, faster reload).
- Integrity Augments appear in every biome as optional room pickups β they're never locked or missable
- Always pick up every Integrity Augment you encounter β they improve your current run and count toward the trophy
- 20 total across all runs is very achievable β expect to hit this naturally during Act 2
- Augments appear as distinct glowing blue cubes, usually in the centre of cleared rooms or on pedestals