πŸ—ΊοΈ

Carcosan Cartographer

Silver⏱ Biggest Grind

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)

0 runs33 runs needed
Starting from Run 1 = completes naturally alongside story
⚠️
Start immediately. Players who finish Acts 1–3 and then try to grind 33 Modifier runs from scratch add 5–8 hours of repetitive play to the Platinum. Use a Modifier from your very first run and you'll reach 33 during normal story progression.
  • 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
πŸŒ€

Nightmare Strands

Silver

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.

πŸ’‘
Use Protection Modifiers for Nightmare Gates. They're genuinely harder than standard rooms and don't reward extra loot that justifies the risk. Stack your most protective Modifiers before attempting unfamiliar Gates.
#Nightmare Gate TypeSpecial ConditionStrategy
πŸ”΄No Shield Gate
Found from Biome 2
Shield is disabled for the entire encounterPure movement and positioning. Stay lateral, never stand still. Same as Vincible trophy practice.
πŸ”΄Eclipse Gate
Found from Biome 3
Permanent Eclipse state β€” all enemies fire yellow projectilesAvoid all yellow shots entirely. Only absorb the occasional blue projectile from shielded enemies.
πŸ”΄Armour Drain Gate
Found from Biome 2
Your armor drains constantly over timeRush the objective as fast as possible. Don't engage optional enemies β€” go straight to the target.
πŸ”΄One Bullet Gate
Found from Biome 3
Instant death from any single hitPlay the doorway trick. Never enter rooms β€” lure enemies out one at a time and pick them off from range.
πŸ”΄Horde Gate
Found from Biome 4
4Γ— normal enemy countOverDrive and Power Weapon are everything. Don't engage in melee range. Clear room perimeter first.
πŸ”΄Fog Gate
Found from Biome 5
Severely limited visibility β€” thick fog fills the arenaListen for audio cues β€” enemy footsteps and charge sounds are louder to compensate. Shield constantly.
πŸ”΄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.
🌳

Shattered Glass β€” Banyan Tree Complete

Silver

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
⚠️
Complete this after all Acts. The Banyan Tree's later rooms require a fully upgraded Armor Matrix. Attempting it mid-Act 2 will likely result in repeated failures at Rooms 6–8. Come back after fully upgrading your permanent progression tree.
πŸ’€

1,995

Gold⏱ Cumulative

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 90–130 kills depending on room density
  • At that rate, 1,995 kills takes roughly 15–22 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

πŸ”΅

Absorbed

Bronze

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: 80–120 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
πŸ”Ά

Alpha Strike

Bronze

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
✨

Halcyon Days

Bronze

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 3–5 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
πŸ’ 

Collector

Bronze

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