There are 43 Trophies that can be earned in this title.
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• Estimated difficulty: 7/10 Please use the Platinum Difficulty Ranking • Offline: 37 ( 26 , 7, 3, 1) • Online: 6 (5, 1) • Approximate amount of time to platinum: 15-25 hours+ See Below • Minimum number of playthroughs needed: 1(2 recommended minimum) • Number of missable trophies: *Curiosity Killed the Cat See Below • Glitched trophies: *Criminal Damages , *Swiss Army Bryce See Respective Trophy’s for more info • Do cheat codes disable trophies?: There are no cheats in NeverDead • Does difficulty affect trophies?: Yes, there are 3 trophies affected by Difficulty.
1. Ever Dead 2. Rarely Dead 3. Never Dead
Notes on Time to Platinum : The Time to Platinum is really dependant on the reliability of your Co-op partners and the efficiency of completing challenges in your sessions.
Notes on Curiosity Killed the Cat : Arcadia’s apartment is only available to visit at the interludes Between Chapter 4 and 5, Chapter 5 and 6, and Chapter 6 and 7. You must collect all the EXP collectibles in one story playthrough. In some cases though, you are able to use Chapter Selection to go back to the Chapter before you would visit Arcadia’s apartment and reattempt to collect all the EXP shards. This method does not always work though so be aware of trying to find all the EXP collectibles on your first try.
500 years ago, Demon Hunter Bryce Boltzmann faced the Demon King Astaroth with his wife and Medium Cypher. In that battle, Astaroth killed Cypher and implanted the Evil Eye in Bryce, making him immortal. This left Bryce stranded with no Medium, no way to kill demons, and no way to die.
Today, Bryce continues his struggle with his partner Arcadia as part of the demon hunting organization known as NADA. As events which put the entire human race on the line are set in motion, Bryce finds himself once again facing demons in order to save the world. This time however, one thing is different. This time, he is one of the Never Dead.
Step 1: The Single Player Campaign
Starting on Hardcore is a good way to knock out almost all of the trophies in a single run, but if you are not yet used to the game, it can be far more annoying than helpful. The best method is to start the game on Easy, and run through the game focusing on learning all the various Boss fights and difficult sections for later runs on higher Difficulties. While going through your first playthrough try and find all the collectibles you can, referring to the Guide below, for The Great Collector and also keep your eyes out for the Basketball nets, again referring to the Guide below if you need, for the Funky Dunker trophy.
Curiosity Killed The Cat is the only missable Trophy in NeverDead, and even it can be remedied with Chapter Select. A chunk of the trophies are directly story related and will be earned on your first playthrough. As you go through your first play through, you are also going to want to try to get these trophies as they’re tied to a specific level or section of a specific level. Please see the trophy guide below for information and tips on these trophies.
1. Explosive Personality 2. Antiquarian 3. Mind the gap 4. Let There be Light 5. Don't Stop, Look or Listen 6. Evacuation Plan 7. Out of the Frying Pan 8. Boulder Dodge 9. Curiosity Killed the Cat
1. Collect as many of the Red EXP Shards as you can as they do add up.
2. Try to buy the EXP, EXP+ and EXP++ Abilities as soon as you can as they really help. They also stack.
3. When starting a New Campaign, you are refunded your Career Total as well as all the EXP you spend on Abilities. I.e. If you have a Career Total of 3 million EXP and spend 2.5 million on Abilities, when you start a New Campaign, you will be refunded 5.5 million, which will turn in to your new Career Total.
Step 2: The Online Multiplayer
Best tip for these trophies is to go to the Boosting Thread and contact some of the people there to see if they are up for Co-op as otherwise there is basically no one online most of the time. The 5 Bronze Trophies are quite easy to get with Boosting. The Completist will take quite a while even with Boosting though as you must beat all Challenges on Normal and Hard. Almost all the challenges are better done with just 2 people, except for the Search and Rescue Missions and possibly the Hardcore Arena and Arena Onslaught Challenges. Refer to the Guide below for more specific info about each of the Challenges.
1. The Abilities you have purchased in the Campaign carry over to the Multiplayer, so be aware that if you restart your Campaign and lose all your abilities, the Multiplayer may become harder.
2. Healing Bullets, Healing Bullets+ or Healing Bullets ++ and Heavy Limbs are some of the best Abilities to have for the Multiplayer. Healing Bullets will let you heal your Allies and Civilians in Search and Rescue, which is very good as Civilians die very easily. Heavy Limbs will let your limbs land closer to you, which is good as you won’t use up your regenerations very quickly at all.
3. In the Challenges where you have limited Regenerations, the 10 down in the corner is shared between the 2-4 players so be aware of that. Always try to get your limbs before regenerating. Also, if you have microphones, communicate if you are going to use a Regeneration.
Step 3: Clean Up
Big Spender is the most likely candidate for the Clean Up phase. Antiquarian might also be a bit of a troublesome trophy.
For Big Spender , if you do complete runs of the story, getting all the EXP you can and spending all you can on Abilities for maximum refund the next time, it should take approximately 3-4 complete story runs to get the 13 Million EXP necessary for buying all the Abilities.
For Antiquarian , refer below for specific tips.
[PS3T Would Like to Thank Jasano5674 for this Roadmap]
Story Related, cannot be missed. See the Spoiler Tag below for more information.
You will earn this Trophy after you defeat Sangria in the Prologue. This fight is not hard, as there are no health bars and you have Two Bowguns with infinite ammo. In addition to those two advantages, you get one more. Once you’ve got a few shots in on Sangria, the game will go into slow motion, allowing you to shoot him even more.
Sangria will occasionally jump up to the pillars and leap between them. Just keep shooting at Sangria, dodge him when he charges or dives at you and you will beat him.
Depending on what Difficulty you’re playing on, the fight may be longer or shorter.
Story Related, cannot be missed. Refer to Spoiler Tag for more info.
You will get this Trophy after you defeat the Sword Pig, which is the boss of Chapter 1, The Asylum. The fight has 2 parts, but the first part is effectively no different from the 1st Part.
The Sword Pig has 8 legs, which can be taken out in order to temporarily halt the Sword Pig, but the Rear End of the Sword Pig is its weak point. The best way to take care of the Sword Pig is to use the Butterfly Blade, which you can equip by pressing to switch over from your Guns. You lock on to enemies with and swing the sword with the .This fight can go either very quickly or very slowly, depending on how much you hit the Sword Pig with your swings and how often you hit the Rear End with them.
The Sword Pig has 3 basic attacks, depending on which end of the Sword Pig you are standing. The first attack the Sword Pig can do is to turn very quickly towards you, which will most likely send you flying or dismember you, and in some cases, both. This attack happens most often when you are in front of the word Pig and very close to it. The second attack the Sword Pig can use is to Charge at you with its Nose in order to dismember you. If you timely dodge this attack, the Sword Pig may get stuck in one of the walls, giving you ample opportunity to attack it. This attack happens most often when you are in front of the Sword Pig and far away from it. The third attack the Sword Pig can use is to use its rear legs to kick you, which will also send you flying or dismember you. This attack happens most often when you are behind the Sword Pig and very close to it.
After you have taken the Sword Pig down to around Half Health, a cutscene will happen in which the Sword Pig will charge at you and push you into a new room. Once you regain control, continue attacking the Sword Pig until its health is gone and another cutscene, in which another member of NADA is introduced, starts and the trophy pops.
Story related, cannot be missed. Refer to Spoiler Tag below for tips.
Quad Jaws is the boss of Chapter 2, The Asylum. The boss fight is in 2 separate parts. Quad Jaws is a 3 Headed monster in the first part of the battle, and a Giant Flying Insect in the second part.
Tips for Part 1:
In Part 1 of the fight, you will need to cut off all 3 of Quad Jaws visible heads with the Butterfly Blade. Quad Jaws will move slowly towards you wherever you are in the area, and has 2 types of attacks as well as a dangerous rear end. The 2 attacks that Quad Jaws can do in this form are very similar to one another. The first is a slow solitary lunge of one of its heads towards you. The second attack is a rapid japing of all Quad Jaws available heads towards you. The first attack has a long range, and the second has a shorter range. Each of these attacks can knock you down and possibly dismember you or send you flying across the room. The danger of Quad Jaws rear end is that it expels a green gas that reverses all current control schemes i.e. You go when you try to go .
Part 1 Strategy:
The first of Quad Jaws two attacks has a long range, but if you are in a corner when Quad Jaws does it, his head can get stuck in the walls and leave the vulnerable parts of his necks open to you for slashing. The other heads will also not attack while one head is stuck in the wall. Immediately run forward if you are able to doge the attack and beginning slashing Quad Jaws neck as fast as you can. After a little slashing, you will get a short unskippable cutscene in which Quad Jaws will shake off the now dismembered head and you will then have to repeat this method two more times before Part 2 starts.
Part 2 Tips:
For this part of the Fight, Quad Jaws will morph into a Giant Flying Insect. During this part of the Fight, Quad Jaws has 2 attack-like motions. The first is when Quad Jaws opens his mouth and begins to suck in everything around him. Occasionally, the attack will suck you in and you will be knocked over and possibly partially dismembered. In other cases, this attack may occasionally pull Debris in that can knock you over or partially/completely dismember you. The second is after you have shot Quad Jaws up a bit and he moves toward you and does a partial loop, which can knock you over, partially or completely dismember you, or worst of all, it can put you directly into the Control Scheme reversing gas.
Part 2 Strategy:
Pull off either your left or your right arm and aim it at Quad Jaws mouth, waiting for him to open it and suck everything in. Once he does that, let your arm fly and if it goes into Quad Jaws mouth, hold the respective firing button to make the gun you have equipped with that arm fire. Once you begin firing the gun on the inside, Quad Jaws will reveal his weak spot. Shoot that area until Quad Jaws expels your other arm. Quickly regenerate or collect your arm and repeat the aforementioned strategy until a cutscene happens where Quad Jaws will crash to the ground and die. The Trophy will pop after that. The best guns for this part are, for the arm you throw into Quad Jaws, the Handgun, and for the gun you shoot his weak spot with, either the recently collected Assault Rifle or the SMG when or if the Assault Rifle ammo runs out.
Story related, cannot be missed. Spoiler Tag has general tips for Chapter 3 in it.
Chapter 3 is the Police Station stage. There is no boss fight at the end of this stage, however there are a couple of difficult parts.
The first difficult part is at about the midway point. At this point, you are forced to fight a new kind of enemy; The Panda. There are 2 parts to the Panda fight.
Panda Fight Tips:
The Panda is a large enemy. The Panda has lots of large yellow weak points all over its head and a large club-like arm. The Panda has 2 basic attacks depending how far away or close to it you are. The first attack is where the Panda drops his club arm onto the ground and charges at you. This attack happens most often if you are far away from the Panda. If hit, this move will either partially dismember you or send you flying. Dodge Rolling out of the way is the best method for dealing with that attack. The second attack the Panda can do is to simply swing its club-like arm at you, which will partially or completely dismember you or knock you over or send you flying depending how close you are to a wall. The way to injure the Panda is to shoot all the yellow spots on its head until they are all gone, and the Panda falls over, revealing a yellow weak spot. Once you have damaged the Panda enough in its chest weak spot, a certain amount of the damage you have done to the Panda will be locked in. After doing this anywhere from 3-6 times, the Panda will be dead. If you have the proper weapons and are quite good at dodging, the Panda will go down quite easy. The best weapons for this part are the Assault Rifle and The Shotgun. The Shotgun can take out quite a lot of the yellow weak spots with each shot, even if you aren’t fully aiming carefully with it. The Assault Rifle can quickly take out the other yellow spots that you miss with the Shotgun blasts as well as quickly and effectively damaging the Panda’s chest weak spot when it falls over.
Panda Fight Strategy:
Both parts are basically the same, with only a couple differences. In the first part, all you need to do is shoot the Yellow Weak points on the Panda’s head until he temporarily falls over, revealing a weak point in his chest. Once you have damaged the chest weak point enough, a certain amount of the damage you have done to the Panda will be locked in. Once the Panda has been reduced to about half health, a cutscene will ensue in which the Panda crashes to the area below. This is when the Second part of the Panda fight begins.
In the second part of the Panda fight, there are 2 ways to finish the Panda. The first is to repeat the strategy you used in the first half until the Panda’s health is gone. The other way to finish the Panda, is to lure him onto the Train tracks and damage him enough so that he falls over. Eventually, a train will come by and immediately kill the Panda.
Another semi-difficult part of Chapter 3 is in what will be referred to as the Gas Room. Once Bryce enters this room via the air duct, he will need to shoot all the Gas lines in the room in order to fill it with Gas so that it will explode and kill all the enemies in the room. Simply make sure to shoot everywhere, or take out your Butterfly Blade and decimate the walls, while trying not to get target locked on to an enemy instead of the walls.
The last truly difficult part of this stage will occur when Bryce and Arcadia enter a hallway that is basically comprised of a Train Track on each side, with little to no safe zone in between the tracks. This part is difficult due to a few reasons. This first is that the trains will constantly completely dismember you in addition to sending you flying while you are trying to kill the multitude of enemies in this section. The second reason is that the Trains will also consistently put Arcadia into a near-death state unless you are surprisingly lucky and she is able to avoid them by finding the safe zone between the tracks. The third reason this part is difficult is because of the enemies. They will be constantly attacking you just as you finish recuperating from getting hit by the train or while you attempt to heal Arcadia. Once you have killed enough enemies and start to head down the unblocked side of the hallway, you will hear a Train blare its horn and it will derail on its way towards you. You are able to outrun this train or you can simply regenerate once it stops.
This chapter will end when you get to the end of some scaffolding where Nikki is hiding inside a train. A cutscene will start, and Bryce will jump into the train in an attempt to rescue Nikki. The trophy should pop right around this time.
Story related, cannot be missed. Spoiler Tag has info for Chapter 4.
Chapter 4 is the Sewers. In this stage, there are a couple challenging parts.
The first challenging part is lighting the Barrels. See Let There be Light for more info on that section.
The second challenge comes in the form of the Hippo fight.
Hippo Tips and Strategy:
The Hippo is a large enemy with large yellow bulbs on its stomach and that spawns smaller enemies while it is guarding. The Hippo has no real attacks, but it can be a long fight. The Hippo has a large electrical shield around it when it is guarding. If you get too near the shield, it will electrify you and send you flying. Also, while the Hippo has his shield up, he will constantly spawn and send out little Yellow Flying enemies that explode when they die. The best weapons for this fight are the Shotgun and the Assault Rifle. The Shotgun can easily take out at least one of the bulbs or easily destroy the Yellow Flyers although it is recommended that you conserve the ammo for the Hippo itself. The Assault Rifle can work well in combination with the Shotgun to damage the Hippo even more when its shield is down or it can be used to defeat the Flyers before they reach you.
The best strategy for this part is to open up one of the walls in the room beforehand so that you can hide in there while the Hippo’s shield are up and only have to worry about shooting the enemies that come through the wall. Once the Hippos shields go down, dash out and damage it as much as you can before it brings its shields back up. Rinse and Repeat until the Hippo is dead. All outstanding Yellow Flyers will also die when the Hippo dies.
The next part after the Hippo is a puzzle involving the pipes that lead to Arcadia and Nikki. First, you need to willingly behead yourself and throw your head into the hole expelling water in the ground ahead of you. Once you are up to the Platform with the Switches, regenerate your body and take out your Butterfly Blade to hit the switches.
I will number the Switches from right (closest to the water jet) to left (closest to the wooden door) and refer to them as A, B, C, and D.
1. Hit Switch B
2. The hit switch A
3. Then hit switch D
4. Finally, hit switch B again
Launch your head into the water jet and roll the way of the pipes and that section will be done.
The last section is not a boss fight. It is just a lot of weaker enemies. Take out the Wombs first, and deal with the enemies in any order after the Wombs. The last enemy left will always be a Birdy. Once you take out all the other enemies and damage the Birdy slightly, a cutscene will start where the Birdy will fly into a Toaster causing the Water Tower to fall and the Trophy to pop.
Story related, cannot be missed. Spoiler Tag has Tips.
Sangria is the boss fight at the End of Chapter 5, the Church.
This fight against Sangria is very similar to the fight against him in the Prologue. Except that in this fight, the Environment is more destructible and you will need the purple circle that Nikki creates in order to injure Sangria. Sangria will occasionally leap up to the ceiling and leap from pillar to pillar. In order to injure him like this, you must shoot him from behind the magic circle. Sangria's attacks are usually in the form of charges when he is on the ground or dives when he is in the air, but most of the time, you are able to dodge them as long as you don’t lose sight of Sangria. At about half health, Sangria will leave and a few Squashes will come into the Church. Once all the Squashes are dead, Sangria will return. If you are not really fast at damaging Sangria after he leaves the Church for the first time, he will occasionally leave again once he leaps up to the pillars and more Squashes will come. By far the best way to injure Sangria is with the Butterfly Blade or its upgrade the Dragonfly Blade that you find earlier in the Stage when he is on the ground, and the SMG and Assault Rifle when he is on the ceiling.
When Sangria is on the ground, quickly equip the Butterfly or Dragonfly Blade and dash through the magic circle to power up the Blade, then slash Sangria as much as you can before he either charges at you, or leaps up to the pillars. If you can keep him in your sight, quickly dash back behind the circle and shoot him with the Assault Rifle and the SMG. If you use the Blade quickly whenever Sangria is on the ground, this fight will not last long. Once Sangria’s health is all gone, a cutscene will start. That is when the trophy will pop.
Story related, cannot be missed. Tips in the Spoiler Tag.
You will fight Sullivan right at the beginning of Chapter 6, The Agency HQ.
This is the only timed boss fight in the whole game. You have approximately 5-7 minutes to beat Sullivan before you have to retry. Sullivan himself is not hard to injure. However, in order to injure Sullivan, you have to drop his force field. This is done by finding the Giant Yellow Orbs around the room and shooting them until they explode. The room will occasionally flip and you will slide around. Try to get back on your feet as fast as possible and continue hunting for either the Yellow Orbs or Sullivan himself if you already destroyed the Orbs. Avoid the Tendrils that randomly pop up and attack you as well as these can knock you down or partially dismember you, cutting into your time to kill Sullivan. The best guns for this part are the Shotgun and the Assault Rifle. The Shotgun will take out almost the whole available section of Sullivan’s health when his force field is dropped. The Assault Rifle will take out the Yellow Orbs quickly and from far away.
This fight is in 3 parts. Each part is the same combat wise, except you must destroy more Yellow Orbs in order to drop Sullivan’s force field. For the first section, you need to find and destroy 2 yellow orbs. Once they are destroyed, quickly find and attack Sullivan until his health for that section is gone and his force field reappears. In the second part, you must find 3 Yellow Orbs to hurt Sullivan. In the third, you need to find 4 Yellow Orbs to drop Sullivan’s force field for the last time and kill him. The trophy will pop in the cutscene that follows the fight.
Story related, cannot be missed. Refer to Spoiler Tag for more info.
The Whirlwind is at the End of Chapter 7, The Destroyed Streets. If you wish to collect the nearby ammo before entering the Whirlwind, be very careful as one step the wrong way can suck you into it. Make sure to equip a couple guns, preferably the Assault Rifles or SMG’s if you lack the necessary ammo for the Assault Rifles, beforehand as you can fail within the Whirlwind if you get hit by too many Exploders. After a little while within the Whirlwind, you will get whisked away again in a cutscene which is when the trophy will pop.
Story related, cannot be missed. Refer to Spoiler Tag for more info.
Your nemesis, Alex, is the first boss of Chapter 8, the Demon’s Nest.
Alex is an immortal like Bryce, so he can heal slowly. The fight is in 3 parts, and each part itself has 3 parts to it. After Alex loses one arm and then both his arms, his attacks will slightly change. Many of Alex’s attacks deal with him dashing quickly towards you and kicking you. If you are aware of when he speeds up to attack you, you can dodge roll away from his attacks. One of Alex’s annoying attacks is when he decides to start throwing his knives at you while he is far away. If this is timed badly, it can result in you losing your arms just as you get to the point where you can cut off one of Alex’s limbs. Alex’s attacks also get gradually faster and gain greater range as the fight progresses. In the last section, he gains the ability to teleport directly to your position from near halfway across the stage. The best guns for this section are either both of the Assault Rifles, or an Assault Rifle and the Shotgun. The Assault Rifles are good because of their rapid fire rates and decent damage if you can keep Alex in your sights. The Shotgun is a good alternative too because it is strong, but it is far less accurate so make sure to aim it properly if you use it. There is also a vast supply of ammo around the edge of this stage, and it regenerates after a little time so there is no need to really worry about conserving ammo in this stage. Also, if you do happen to get dismembered, there are a few Instant Regeneration Vessels scattered around the edge of the stage, which like the ammo, also respawn after a little bit of time.
For this fight, always try to keep Alex in your sights even if you aren’t shooting him. If you lose sight of him, dodge roll almost immediately as it is very likely he has moved to attack you. If you dodge him when he teleports to attack you, and you are quick about it, you can switch to you Blade and damage him some that way. Always try to keep both your legs as sometimes Alex will fall down leaving him open and you will be unable to get to him in time because you have to hop there. Simply shoot him as fast as you can with your set of guns, run up and cut off his limbs or neck protection piece. Rinse and repeat that method until Alex falls when he has no arms and no neck protection. When you run up to cut him that time, a cutscene will happen and the trophy will pop.
Story related, cannot be missed. Refer to Spoiler Tag for tips.
Astaroth is the second boss of Chapter 8, the Demon’s Nest.
Astaroth is the final boss of the game. Just like with Sangria in the Church, you will need the Magic Circles in order to injure and defeat him. Use your guns through the circles until Astaroth collapses and you can run up and slice his arms with the Sword. Astaroth will occasionally spawn lots of other enemies on the stage. Deal with the weaker enemies as fast as you can, but be aware of where Astaroth is and what he is doing at all times. Astaroth has several attacks he can use.
One of them is where he slams his arms down onto the stage. This attack causes shockwaves that result in complete dismemberment as well as the fact that it sends you flying if you are unable to dodge it. The only ways to dodge that attack is to perfectly time a dodge roll so you miss the shockwave of his attack or to perfectly time a jump so that you get up high enough to avoid the shockwave. If you decide to try either of those methods, equip the Abilities Combat ‘n’ Roll for Combat Rolls and Increased Jump, Increased Jump+ or Increased Jump++ for jumps. It is highly recommended you use one of the Jump abilities anyway as it makes damaging Astaroth in the second part much easier. Astaroth also occasionally sweeps his arm at you if you don’t manage to sever it when you get to cut him with the Blade.
In the second part, Astaroth also gains a beam similar to the ones the Birdy’s use, but it is much stronger and can dismember you as well as send you flying. You can use that attack to your advantage though, as it also kills any other enemies in its path. In this part of the fight you will need to be really aware of what platforms the magic circles are on, as they do not appear to follow any discernible appearance pattern. Also, make sure to note the angle of the circle to Astaroth, as sometimes being on a lower platform to the circle allows you to hit him with more bullets and damage him enough so that you can run down and slash his arms off with the Blade. This is the same stage where you fought Alex, so there is still the large amount of respawning ammo around the edges and there will be even more Instant Regeneration Vessels scattered around.
When Nikki’s Magic Circles appear, switch to your Guns and shoot him no matter what angle he is to the circle you are aiming through. You will eventually damage him enough so that you can run up and slash him, which will damage Astaroth greatly. Simply attack him with whatever method is available to you until his health is gone and the second part begins.
In the second part, the magic circles will no longer appear where they used to. Astaroth will spawn enemies quite often in this part. When all the enemies are dead, Astaroth will raise a large portion of the back half of the stage in to multi layered platforms, onto which magic circles will appear. Get up to where you can damage Astaroth the most as fast as you can. If you have the Jump Abilities equipped and keep an eye out for Astaroth’s Beam Attack, then you can damage him fast enough so that he’ll fall over and you can cut him before he returns the stage to its former pattern. Try your best to damage him enough so that you can slash him with the Blade, as this fight will last severely longer otherwise. Once you have brought Astaroth’s Health down to zero in this section, you will get a short cutscene and then a very short gameplay segment. After passing the short gameplay segment, another cutscene will happen and the trophy will pop.
Hardcore difficulty is available right from the beginning so, if you feel like getting the Single Player done in one run, go directly to it. On Hardcore, you get dismembered easier than on the other difficulties, Arcadia gets injured more if she is hit, and you find less ammo then you normally do. The Blade is the preferred weapon for this difficulty, as it does a fair amount of damage and doesn’t waste ammo. The Shotgun and Assault Rifles really help with this run. Destroying the environment strategically also helps as it will kill enemies and you can just regenerate. When there are Wombs in the area, always deal with them first. When purchasing Abilities, think wisely about which ones you want, as some are not needed immediately.
There are 80 Major Collectibles in the NeverDead. There are 10 on each level except for the Prologue. If you happen to miss some, they carry over to subsequent playthroughs. That means that if you start a New Campaign, you will only have to find the ones you haven’t found yet, not the ones you already collected in your previous playthroughs.
There are basketball hoops scattered throughout the story. All you need to do is find them and put your head through them by decapitating yourself and throwing your head. You cannot get the one in The Asylum until after Chapter 2 when you learn how to decapitate yourself. The one in Chapter 7 is very close to the Whirlwind so be careful when looking for the net.
The Asylum is the first Chapter. There are lots of red explosive barrels scattered throughout the level. Wait until there are a large number of enemies near a tank and simply shoot it. There are also read pipes along the walls of some areas in the Asylum. Those are not explosive barrels. Killing enemies by shooting those will not count towards the 35 you need for this trophy. Keep shooting the Barrels until the trophy pops. If you need visual aid, See BryceBQ
This trophy can be one of the harder trophies in the game. In order to destroy as little as possible, try to mostly use the Butterfly Blade in combat. Also, if an enemy destroys an exhibit, it counts against you, so try to lure enemies into open areas so you can kill them without destroying too much. You will know if you got this trophy as it will pop when the cutscene introducing Quad Jaws starts.
You can only get this trophy in the second part of the Panda fight in Chapter 3. In order to get this, lure the Panda onto the tracks and shoot it until it falls over. Once a train comes by, it will hit the Panda and automatically kill it. There will be a cutscene when the train hits the Panda. The trophy will pop shortly after that cutscene. Refer to Out of the Frying Pan for a video guide to this trophy.
You need to lit 30 barrels for this trophy. Keep in mind there are 3 barrels that are already on fire, 1 extra barrel, and 1 that is hidden in a wall. As long as you constantly stay on fire or relight yourself frequently and fully explore each room before going on to the next, you should have no trouble getting them all.
Once you have beaten all the enemies in the first area, Sullivan will call you to let you know that you will have to walk through fire to get to the upper half of the area to get to the switch for raising the platform up.
The first room has Four Barrels that need to be lit up. Here is how you should go about getting them:
1. As soon as you are on fire and get to the first door in that hall way there will be a barrel to your right.
2. From the first barrel you will need to make a right and walk past the stairs that are on your left to get to the next barrel that is on the left hand side too.
3. From the second barrel you will need to make a left and the barrel will be at the end of that dark path to the top right.
4. Make a right from the third barrel and the last barrel will be right next to the door on the right side of the gate.
The second room has Four Barrels that need to be lit before going on. One of them is hidden inside a wall, so you will need to break the walls to get to it.
1. Once you get the encounter by the fire from the pipe, make a right and the barrel will be on your right hand side.
2. Next you will need to break the wall that is in front of you (unless it’s already broken.) Once you are inside the wall, the barrel will be on your right hand side.
3. From the previous barrel make a left and the next barrel will be on the right hand side.
4. The last barrel is on the right, just before a set of stairs.
The third room has Five Barrels in it.
1. The first barrel will be at the top of the stairs on the left.
2. The second barrel will be on the opposite side of the gate to the left.
3. From the second barrel you will need to make a left and the barrel will be on your right hand side.
4. From the third barrel you will make a right, then a left and the barrel will be on the right hand side, next to a fan.
5. First, go back to the third barrel. Then you will make a left and walk past an Instant Regeneration Vessel. From that Vessel, you will need to make a right, and the barrel will be on your left hand side.
The rest of the barrels are in the second section of the chapter. That section is where you will have to meet up with Nikki and Arcadia.
The first room of this section has Five Barrels. Two barrels should be lit on fire already. One is on the right hand side of where you fell in. The other one is on the left hand side, opposite of where the green sewer water is coming from.
1. Light yourself on fire with the first barrel and head straight to the area between the 2 sets of stairs. There is a barrel at the back of that space.
2. Now you will need to walk up the stairs on the right. Once you reach the top of the stairs, make another right and head up those stairs. The barrel will be on the right side.
3. Once you have lit the previous barrel, turn around and go back down those stairs and walk straight across the platform. Turn left and go up those stairs. Walk to the end of that platform and the barrel will be on the left.
The lower area of the Second Room has Eight Barrels.
1. Once you get past the door and the green sewer water, the first barrel will be on the right of that door.
2. From the last barrel, you will make a left turn and then a right turn. The barrel will be on your left hand side right before the green sewer water.
3. From that previous barrel, there will be five more in this room. There are 3 on each side, including the one you just lit on fire, making a total of 6. Each of them is behind a jet of green sewer water. Cut the chain to each jet with your Blade then proceed to light the barrels on fire.
The upper half of that last area has Five Barrels. One is already on lit on fire.
1. Once you get to the stairs, there will be one on the right hand side.
2. From the first barrel on the stairs, you will need to make a left and then another left to get higher up the stairs. There will be sewer water coming from the pipes up here. After the second pipe you walk past, the barrel will be to your right.
3. From the last barrel, you will make a left and the next barrel will be in the middle of that platform.
4. From the barrel that is in the middle of the platform, you will need to make a left and you will see the last barrel you need to light on your right hand side.
5. There is one behind where Nikki and Arcadia are held. This is the barrel that is already on fire.
At the beginning of Chapter 5, the Church, when you are about Halfway across the bridge you start on, a Panda will come by and knock you down to a lower level of the bridge. On you start walking toward the parked Taxi on that bridge, a few Puppies and other Taxis will begin to show up. The Taxis are quite easy to avoid. All 3 lanes will have a Taxi in them at different times, but the Taxis are not really fast or very close together. This gives you ample time to learn their patterns and slip between them. Once you have made it a certain way down the bridge, a train will derail onto it. This will prevent any other Taxis from coming through. Enter the train from your side, and exit on the other and the trophy should pop if you were not hit. If you were, simply restart the chapter. This section is right at the beginning so it will not take very long to reattempt it. If you need video assistance, there is a guide to this trophy by RoosterTeeth. Thanks to Ray and Mike.
This section will occur in Chapter 6, the Agency HQ. A little while after your fight with Sullivan, after Arcadia opens a door to a balcony for you, you will enter an unskippable cutscene where you fall to the lower level of the area you were in. In this area, there are several enemies in addition to a few civilians. It is recommended that you take care of the Inflator and Wombs first as they pose the biggest threat to you and the civilians. There are also a few Birdies and a few Machine Gun Spoons in this section. If a civilian happens to get hurt enough to go into a dying state, quickly run over and heal them. Healing Bullets, Healing Bullets+ or Healing Bullets++ can be useful abilities in this section. Once all the enemies in this section are dead, an evacuation chopper will appear in a cutscene. In order to get this trophy, all the civilians must be alive when the chopper comes. The trophy will pop when the cutscene shows the civilians entering the chopper.
This trophy will come in the cutscene immediately after the cutscene where you can earn Evacuation Plan. The chopper will take off without Bryce and Arcadia, only to get immediately shot down by a Birdy. Regardless of whether or not you rescued every civilian in the previous section, this trophy will pop.
This trophy can only be earned near the beginning of Chapter 7, The Destroyed Streets. After dealing with a large amount of Puppies, Exploding Puppies, Squashes, and one Flamer Puppy, two Panda Bears will enter the area. In order to get this trophy, you must lure one or both of the Pandas successfully into the lava that is behind where they initially entered. This can be done by shooting the Pandas until they notice you and charge at you. You can Dodge Roll out of the way of the charge, or fall into the lava with the Panda. Another method of having the Panda fall in the lava is to shoot it enough so that it falls over near enough to the ledge that it simply slides off the edge and into the lava. Below is a video by RoosterTeeth to help you if you need it. This video also shows how to get the Mind the Gap trophy. Thanks to Ray and Mike.
This trophy deals with one of the initial areas of Chapter 8, the Demon’s Nest. Once you are inside the building after the Hippo fight section, enemies will spawn with some boulders rolling down the area every so often. Once an area has been cleared of enemies, the boulders will stop spawning as well. There are 4 areas that have boulders in them. Each section has a different pattern to where and when the boulders will spawn. Hide to the sides and learn the pattern of the boulders so you can avoid them. After the first 2 areas with boulders, both of which stop spawning them when cleared of enemies, you will need to climb a flight of stairs. Once you get to a certain section of the stairs, a boulder will come rolling down. Simply hide in one of the alcoves to the side to avoid it. There will be another boulder shortly after the first, and then no more after that boulder. After the stairs will be the last section with boulders. Simply clear out the enemies to stop the boulders once again. Once you enter the elevator to get to the next area of the Demon’s Nest, if you weren’t hit by a boulder, the trophy will pop. If you need visual aid, See You and whose army?
This trophy can only be obtained by following the story. Bryce will visit Arcadia’s apartment 3 times during the course of the story. You will visit once each in the interlude between Chapter 4 and 5, between Chapter 5 and 6, and between Chapter 6 and 7. In order to make sure you do not miss this trophy, make sure to explore every inch of Arcadia’s apartment every time you are there. Some of the EXP collectibles will spawn only on certain visits, while some will spawn on every visit. Here is a list of all the areas you must explore in the apartment:
1. The Refrigerator
2. The Washing Machine
3. The Toilet
4. The Sink
5. The Shower
6. The Dresser
7. The Bed
8. The Armchair
9. Behind the Mirror next to the Dresser (Shoot the mirror down and throw Bryce’s Head)
10. Under the Bed with Bryce’s Head
11. Behind the Couch where Arcadia and Nikki (Throw Bryce’s Head)
12. Throw Bryce’s Head in between Nikki and Arcadia on the Couch
13. The Vent above the fireplace (Shoot the mirror blocking it and throw Bryce’s Head)
14. The Vent near the Bed that leads to the Vent beside the Washing Machine (Shoot the Vent and thro Bryce’s Head in)
15. The Door
This trophy can be obtained on any level that has an electrical box or a destroyed light that can electrify Bryce. Once Bryce is electrified, go stand by enemies and let the electricity catch onto them. Electricity does not do much damage, so attempting to get the trophy this way will take a while. You can weaken enemies beforehand and then electrify them. The trophy will pop as long as electricity is what kills the enemy.
Buying the Electro Bullets ability greatly helps in getting this trophy. With Electro Bullets, you will fire electrified bullets whenever Bryce is electrified. As you only stay electrified for a short time, shoot with your strongest weapons against the weakest enemies if you want to get the trophy with this method. If you need a visual aid, See Hop, Skip and Jump
This trophy can be obtained on any level. The red pipes that run along the walls expel fire when shot, and if an enemy dies by that method, the trophy will pop. Lighting Bryce on fire and standing next to an enemy until they catch on fire also works. As long as it is fire and not your weapon that kills the enemy, the trophy will pop. Killing an enemy with the red explosive tanks will not count as killing an enemy with fire.
Buying the Fire Bullets ability can also help with this trophy. Fire Bullets allow you to shoot flaming bullets when Bryce is on fire. Bryce will only stay on fire for a short time, so shoot with your strongest weapon against the weakest enemies if you obtain the trophy this way.
Here is a video guide if you need it by RoosterTeeth. Thanks to Ray and Mike.
This trophy is occasionally glitched. It can sometimes be earned in Chapter 7 by using the Grenade Launcher against an enemy, before the Dragonfly Blade is found and the Assault Bowguns are unlocked.
Otherwise, this trophy can be earned offline or online. In offline mode, you must unlock the weapons by finding them in the Campaign. In online mode, all the weapons are available at all times. For all weapons that have 2 you can find, you only need to use one of them for it to count towards this trophy. The weapons Bryce must use for this trophy are:
1. The Pistols - Equipped and used in Chapter 1
2. The Butterfly Blade - Equipped and used in Chapter 1
3. The SMG’s - First one found in Chapter 1, Second one found in Chapter 4
4. The Assault Rifles - First one found in Chapter 2, Second one found in Chapter 6
5. The Shotgun - Found in Chapter 3
6. The Firefly Blade - Found in Chapter 5
7. The Grenade Launchers - First one found in Chapter 7, Second one found in Chapter 8
8. The Dragonfly Blade - Found in Chapter 8
9. The Assault Bowguns - Equipped and used in Prologue, Unlocked for rest of campaign after finishing Chapter 8
Criminal Damages seems to be occasionally glitched. There are some tips that can be followed that may allow it to be unlocked if it is for some reason not unlocking naturally. The Ability Never Dismember appears to interfere with this trophy, so if you have it equipped, unequip it and reattempt a stage or a playthrough. It is also recommended that you proceed to the next stage after finishing one, so that the amount of damage you’ve done is saved permanently to your total amount of damage done. The $1,000,000 of damage also seems to need to be accumulated in one playthrough. Simply replaying chapters does sometimes add to the total amount of damage, but it also seems that more often than not it does not add to the total.
The Museum and Police Station Chapters are the most destructive in the game, so take your time especially on them. As long as you carefully take your time looking for and destroying everything destructible in the game, this trophy should unlock near Chapter 6, the Agency HQ, or Chapter 7, the Destroyed Streets. The Abilities Demolition Bullets and Debris Damage, Debris Damage+, or Debris Damage++ help add more to the total damage you can cause to the environment with your Guns and your Blade, so buy and equip them as soon as you can.
This trophy requires you to hop towards a dismembered limb, then combat roll over it, and finally jump, all without breaking.
The best time to get this trophy is in the Asylum Chapter immediately after Bryce loses his leg for the first time. Turn towards your leg, hop towards it with the , Combat Roll over it with To reattach it to your torso, and as soon as you finish rolling, press to jump. Once you have done all that, the trophy should pop.
Here is a video guide if you need it by RoosterTeeth. Thanks to Ray and Mike.
This trophy requires you to shoot and kill 50 enemies with your equipped guns when your arms are unattached from your torso. A good way to go about getting this trophy is to completely dismember yourself and go collect just your arms as a head. With this method, your head will attract enemies and you will be able to control your shooting slightly more than if you just fired your guns as your arms aren’t attached to anything. The recommended guns for this trophy are the SMG’s, Assault Rifles, or the Assault Bowguns, because of their high rate of fire, ammo capacity, and high damage. Some recommended abilities for this trophy are Heavy Limbs, so you can collect your arms easily, Desperate, if you want to make your shots more powerful as just a head, Fragile, if you are having trouble completely dismembering yourself, Gun Impact, so you can hit enemies easier, Gun Power, so your shots are stronger if you don’t have or haven’t equipped Desperate, or Power Roll, to move around and shoot easier as a head. A good area for attempting this trophy is the courtyard of the Asylum chapter. This area has several Wombs that consistently spawn Puppies. It is also recommended that you go for this trophy on Easy difficulty so that the enemies are easier to kill and so that you don’t have to worry about Arcadia as much. Below is a video guide by RoosterTeeth if you need visual aid. Thanks to Ray and Mike.
In order to make your limbs explode, you need to purchase the Ability Explosive Limbs. The best enemies to do this trophy with are the Puppies, as they naturally chase your arms when you detach them. Once 5 or more Puppies have gathered around your detached arm, simply press or , depending on the arm you detached, to detonate it and kill the Puppies. If you need visual aid, See Don't Stop, Look or Listen
There are a total of 70 Abilities for purchase in the game. Not all of the Abilities are available for purchase until after you clear the Campaign. Once you have beaten the game and have about 13 Million EXP, you will be able to earn this trophy. The last Ability, Never Dismember, is not unlocked for purchase until you buy all the other abilities and costs 10 Million EXP. Starting a New Campaign will refund your Career Total as well as all the EXP you spent on Abilities in that playthrough, so it is a fairly quick way to earn a large amount of EXP. If you don’t wish to sacrifice all your current weapons and Abilities starting a New Game however, replaying the fight against the 2 Panda Bears in Chapter 7 can net you a large amount of EXP in a short amount of time. Rinse and Repeat that part of the Chapter until you have your desired amount of EXP earned if you prefer this method to starting a New Campaign.
An Arena Onslaught Challenge is where you are confined to a specific area of a specific chapter in the game with 2 or more players. The goal in these challenges is to get to and complete all the enemy waves. The number of waves varies by stage and by difficulty. You are also on a timer in Challenges. Make sure to look for and collect the stronger Weapons like the Dragonfly Blade, the Assault Rifle and the Shotgun as they make these Challenges much easier. In these challenges, all characters are also limited to a shared 10 Regenerations. Always try to find your limbs before resorting to Regeneration.
If you have completed the entire single player or just part of it, remember to equip any abilities you’ve bought. The best Abilities for Arena Onslaught are Gun Power++, Blade Power++, and Heavy Limbs. Gun Power++ and Blade Power++ make all your Gun shots and Blade attacks very strong and Heavy Limbs lets your limbs land closer to you so you can more easily collect them.
Onslaught Challenges are very similar to Arena Onslaught Challenges, except that you are not limited to a specific area of a specific stage and need to move around to find and complete all the enemy waves.
Use the same tips and strategies that are listed under Onslaughter
Search and Rescue Challenges are where you and 2 or more other players must find and rescue anywhere from 5 to 8 civilians. You must rescue every single civilian. If a single civilian dies, you can still go and rescue the others, but the Challenge will not count as completed and the trophy will not pop.
Healing Bullets, Healing Bullets+, or Healing Bullets++ are a must for these Challenges. It is highly recommended that you have the full 4 players for these Challenges, as 2 can go to rescue the civilian and 2 can scout ahead and deal with enemies. Be very aware of Exploding Puppies, as these are the enemies that will be the biggest annoyance in these Challenges. If a Puppy explodes anywhere near a civilian, the civilian will instantly die. Always try and have 1 player go to try and find the Womb(s) while the others keep the enemies away from the civilian or rescue is very unlikely. This is one of the types of Challenges where a Microphone really helps with communication.
Fragile Alliance Challenges are Challenges where you must race other players to capture checkpoints in a specific stage. The number of checkpoints you need to capture is always 20 or 22. This trophy is very misleading. For example, if you have captured 16 checkpoints by the end and you opponent has captured only 14, you will be awarded with the completion for the Challenge, but you will not get the trophy. To get the trophy, you must capture all the checkpoints in that Challenge.
The best way to do these Challenges is to just boost with other players and rotate who captures the checkpoints. This is one of the types of Challenges where a Microphone really helps with communication. This is one of types of challenges that can be done with just 2 people instead of 3 or 4.
An Egg Hunt Challenge is where players must collect Gold Eggs within a specific stage. In order to win the Challenge, you must collect 10 eggs. Each player can carry 3 Gold Eggs at a time, but if a player is dismembered they will drop all the eggs they are carrying.
Just like the Fragile Alliance Challenges, these are best done by rotating who will win the Challenges. This is the other type of Challenges where a Microphone really helps with communication. This is the other type of Challenges that can be done with just 2 people instead of 3 or 4.
To unlock all 6 Prestige Badges, you must complete all of the 13 Challenges on Normal and Hardcore difficulty.
If you need tips on a specific type of Challenge, refer to the respective trophies above. Boosting with other players is by far the fastest and most reliable way to finish Challenges and unlock the Prestige Badges.