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Figment ~ Trophy Guide and Roadmap


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Overview

  • Estimated trophy difficulty: 3/10
  • Offline trophies: 24 (8Posted Image, 8Posted Image, 7Posted Image, 1Posted Image)
  • Online trophies: 0
  • Approximate amount of time to platinum: 4-8 Hours
  • Minimum number of playthroughs: 1 + Clean-up
  • Number of missable trophies: 2, Posted Image Blademaster and Posted Image Deadly Spin
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No difficulty settings
  • Do trophies stack?: Yes, 2 stacks: JP and NA/EU (shared)
  • Do cheat codes disable trophies?: No cheat codes
  • Additional peripherals required?: No
Introduction:

 

As a child, your inner courage is what propels you to take risks, go on adventures, and face your fears. But as you grow older, the moments that require that courage become few and far between as we settle into our adult roles with work and family life. But what happens when a traumatic accident leaves the brain in shambles, unable to cope with the new distresses brought on by the harrowing incident? It’ll be up to your mind’s inner courage to persevere through the dark and unknown to restore the brain to its original state. You play as Dusty, the old and once forgotten creature of courage who is summoned from what he thought was his retirement. While hesitant at first, he soon realizes that only he will be able to defeat the invading Nightmares and restore lost memories to the conscious mind. Follow him along his adventure to fix the broken brain so that he, his friends, and the body they reside in, may thrive once again.

 

Walkthrough:

 

Step 1: Play through the game while collecting the memories, knocking on all the doors, and keeping an eye out for the 2 and 3 enemies required for Blademaster and Deadly spin, respectively

 

While I highly recommended you play through the game blind at least once, it is possible to get all the trophies in one run. To do so, you want to put a focus on collecting all 16 memories and knocking on all 30 doors. More importantly, though, you want to make sure you kill 2 enemies at the same time for Deadly spin and hit 3 enemies at the same time for Blademaster, as those are the only two missable trophies in the game. As long as you get those two, you can clean up the rest later.

 

If you’re going for everything in one go, the order in which you’ll find all the memories is listed under Now it all Makes Sense! and the doors are listed under Noisy Neighbor, Seeking Inspiration, and Checking the Gears. You’ll find a few suitable locations in Clockwork Town to earn the two missable trophies listed above (see Blademaster for more info). If you get stuck or would prefer to follow an actual walkthrough to get through the game, a link to a complete video walkthrough has been provided under Coming Back to the Surface. Whether you go for all the collectibles this step or not, you will earn the following trophies once you complete the game (in the order they should unlock):

 

Posted Image Back into Shape
Posted Image Getting Back into the Game
Posted Image Exterminator
Posted Image Not Skipping Leg Day
Posted Image Creative Cleaning
Posted Image Nostalgia
Posted Image Blademaster
Posted Image Deadly spin
Posted Image Bug Squasher
Posted Image Figment of Steel
Posted Image Loosening the Gears
Posted Image Lovecraftian Shenanigans
Posted Image Overcoming Fear
Posted Image Coming Back to the Surface

 

Step 2: Clean-up

 

As long as you earned Blademaster and Deadly Spin in step 1, you’ll be good to clean up the Memory and Door related trophies after you have completed the story and get your Platinum. The only area you won’t be able to fully traverse back to is The Pathway, but there is only one Memory you need to collect in that area (no doors) and is found near the beginning, before the level blocks you from progressing further. All 16 Memories are listed under Now it all Makes Sense! and if you’re missing any doors from any area, they are all listed under their respective trophies. You can do these in any order, so once you’ve cleaned everything up, you will have earned the following trophies:

 

Posted Image Noisy Neighbor
Posted Image I Remember That…
Posted Image Seeking Inspiration
Posted Image Checking the Gears
Posted Image Distant Memories
Posted Image Time for Tea
Posted Image Turning on the Light
Posted Image Waterboy
Posted Image Now it all Makes Sense!



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Trophy Guide
 
 
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Platinum platinum.png
Platinum trophy

You’ve returned courage to the conscious mind! For your fortitude, you have been awarded this Platinum trophy. Ooh, shiny!

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Back into Shape trophy_bronze.png
Earn first bonus health point

Story Related. Cannot be Missed. 

When you complete (some) puzzles and defeat enemies, you’ll collect Endorphins (little white orbs). When the meter to the the left of your green health bar gets full, you’ll gain one health point. During the introduction (Outer Cerebrum), you’ll automatically pick up enough Endorphins to fill the meter and earn you the additional health point. 

This trophy will unlock before trophy_gold.png Getting back into the game (before you finish the Intro).


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Not Skipping Leg Day trophy_bronze.png
Earn second bonus health point

As with the first bonus health point, you’ll collect Endorphins as you play through the game. When the meter to the left of your Health Bar gets full, you’ll gain another point. Just make sure you’re picking up all the orbs that drop and you’ll get this trophy about halfway through Freedom Isles. 


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Figment of Steel trophy_silver.png
Earn third bonus health point

When you earn your second bonus health point, fill the bar to the left of the Health Bar one more time to earn your third bonus health point. As long as you pick up all the Endorphins that drop, you’ll get this about halfway through Clockwork Town. There will be plenty of enemies to earn even a fourth bonus health point so you shouldn’t have too much trouble collecting enough Endorphins for this. 


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Blademaster trophy_bronze.png
Hit 3 enemies at once with heavy attack

Missable.

This is one of the only two missable trophies in the game. If you do not get this before you complete the game, you’ll need to start a new one to earn it. Luckily, though, you can easily get this trophy in Clockwork Town, more specifically Planning Plateau. After giving the Train of Thought the first kick, you’ll cross two pipes then go down a small wooden ramp. You’ll end up in a small area with a lift and a wheel to pick up (the ramp you came down will collapse to the ground). When you enter the area, 2 small spiders and 1 large spider will spawn. 
 

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Start winding up your heavy attack immediately (hold down square18x18.png) and when they appear, release the attack. The area will be small enough so you hit all three, unlocking the trophy.

There will be a few more locations along the way that you will be able to get this (especially in Clockwork Town as you’ll always being going up against multiple spiders at a time), but this is by far one of the easier locations to earn it. If you don’t get it here, another good spot is in the area with the two Lightbulb Houses you need for Memory XV and Turning on the Light.


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Deadly spin trophy_bronze.png
Kill 2 enemies at once with a heavy attack

Missable.

This is the other missable trophy in the game. If you do not get this before you complete the story, you’ll need to start a new one to earn it. Luckily, though, you can easily get this trophy in Clockwork Town, more specifically Planning Plateau, in the same location as trophy_bronze.png Blademaster. After giving the Train of Thought the first kick, you’ll cross two pipes and be in a small area with a lift and a wheel to pick up. When you enter the area, 2 small spiders and 1 large spider will spawn. Start winding up your heavy attack immediately (hold down square18x18.png) and when they appear, release the attack. The area will be small enough so you hit all three. Wind up another heavy attack and make sure to release it before the two smaller spiders get back up. They should be close enough to where you can hit both, killing them at the same time to unlock the trophy. 

There will be a few more locations along the way (especially in Clockwork Town) that you will be able to get this, but this is by far one of the easier locations to earn it. If you don’t get it here, another good spot is in the area with the two Lightbulb Houses you need for Memory XV and Turning on the Light.


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Exterminator trophy_bronze.png
Remove all Plague Rats from Freedom Isles

This will come naturally as you go for Platinum as you’ll need to visit every Island for Seeking Inspiration as well as to progress through the story. Make sure you kill every Plague Rat you come across except for the Yellow-ish Plague Rat that appears in Bright Planes (the one in the area with the Flute) as well as the Yellow-ish one that appears in the Overpass of Originality (when you have to turn on the green windmill so you can get the Blue Battery for Memory V). These two can’t be killed, but all the other Rats can. When the trophy unlocks depends on what route you take through each area, but as soon as you have killed the last one, the trophy will unlock.


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Bug Squasher trophy_bronze.png
Remove all Spiders from Clockwork Town

This will also come naturally as you go for Platinum as you’ll also need to visit every Island here for Checking the Gears as well as to complete the main story path. All of the Spiders can be killed in Clockwork Town. They will 99.99% of the time block your path going forward so you’ll need to kill them just to move forward in the story. When the trophy unlocks depends on what route you take through each Island, but as soon as you have killed the last Spider (the Nightmare and any minions she herself spawns don’t count for this), the trophy will unlock.


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Lovecraftian Shenanigans trophy_bronze.png
Remove all Tentacles in the Pathway

This will come naturally as you play through the last area of the game. The Tentacles are incredibly hard to miss and are all along the main path of the story. They will almost always be blocking your path forward, save for maybe 1 or 2 that are still in plain sight. Take them all down as you progress through the Pathway and the trophy will unlock before you reach the final fight with the Nightmare.

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Now it all Makes Sense! trophy_gold.png
Collect all the memories

There are 16 Memories in total to collect, but only 13 are required for this trophy (the individual memories associated with Time for Tea, Turning on the Light, and Waterboy are not required for this). You can check your progress on them by going to the very center of Cerebrum City. There is a large tree with a blue bench next to it, surrounded by 16 holes in the ground. Each time you find a memory, the pink memory orb will be in the hole it corresponds to. The order they're in is the following:
 

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You will not be able to get them all in order unless you wait until the very end of the game to get them. 

The recommended order you collect these all in is as follows:
I, IV, V, VI, VIII, VII, II, III, X, XI, XIII, XII, XV, XIV, IX, XVI

Although only 13 are required for the trophy, all 16 locations will be listed below so if you are referencing just this trophy, you won’t need to do any backtracking for the three that have their own trophy(ies). Their locations are as follows:


Memory I: Outer Cerebrum 
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Piper will make an audible cue that there is a memory, shortly after you use the Blue Battery to power the pencil bridge. Hit the button next to the pencil bridge to activate the moving platform just to below you. Go back up the bridge and grab the Blue Battery. Keep going up and hit the button until the middle bridge is active. Go down, past the house, and follow the platforms all the way until you are able to cross the moving platform. Use the Blue Battery on the empty cell to create another two bridges, allowing you to get the Memory. 

Memory II: Freedom Isles - Freedom Promenade
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You can only get this after you have defeated the Nightmare in Freedom Isles. Once you have, you will automatically traverse back to Cerebrum City. Immediately turn around and head back to Freedom Isles. From the start, go up to the third Island and knock on the door to receive the memory.

Memory III: Freedom Isles - Freedom Promenade 

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You can get this before defeating the Nightmare in Freedom Isles, but it’s highly recommended you wait until after. This Memory will unlock Time for Tea and is not required for this particular trophy. Throughout Freedom Isles, you’ll need to knock on the door of 3 Kettle Houses (all of which are required for Seeking Inspiration) to turn their kettles on. One is located in Freedom Promenade (this will be the last one you turn on and is the 3rd image), one is located in Bright Planes (1st image), and the third is in the Gardens of Creativity (2nd image). Once you have the 2nd and 3rd on, it’s recommended you defeat the Nightmare and then return to Freedom Isles. After getting Memory I, continue down the path and take the Red Battery from the first red windmill you come across. Put it in the empty cell next to the house and knock on the door to receive the memory.

Memory IV: Freedom Isles - Freedom Promenade
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After clearing the smoke from the Caterpillar, take the path up and at the top will be a large house with two doors. There will also be a handful of blacked-out windows. To get this memory, you need to get all the lights to be on at the same time (they will turn on one at a time). To get them to do so, you need to alternate knocking on the two doors. Start with the left door.

  • Left Door
    • Response is “Breh!”, knock again
    • Response is “Bruh”, leave and go knock on the right door
  • Right Door
    • Response is “Bruh”, knock again
    • Response is “Breh!”, leave and go knock on the left door

Repeat this process until all 9 lights have been turned on and the Memory will appear.

Memory V: Freedom Isles - The Bright Planes

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After you fix the Flute bridge, you’ll pick up a wheel that will enable you to turn the catapult. Turn it (so you fly to the right). When you land, cross either of the small bridges and go up the lift to a house with a Blue roof. Remember this house (it's the 2nd picture shown - you won’t be able to get the memory right away). When you complete Bright Planes, you’ll end up in the Overpass of Originality. You'll be able to see the Blue Battery you need right away (shown in the 1st picture) At the start, go left of the trumpet and keep heading left across the moving platforms. Use the acid from the Yellow Plague Rat to kill the flowers so you can restore power to the green windmill and continue down, across more platforms. When you reach the end, pick up the Blue Battery (Dusty will make an audible cue that you may have missed something). Take the lift down and head back to Bright Planes. Go all the way back to the house with the Blue roof. Put the Blue Battery in the empty cell and knock on the door to get the Memory.

Memory VI: Freedom Isles - Gardens of Creativity 
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You only need 2 Seeds to actually complete this section, but you’ll need all 3 for the Memory (one is North of the green windmill, one is up a lift to the left of the Tentacle, and one is on the first little island as you progress towards the poison). You will also need the Green Battery you used to power the Windmill and the Water Wheel. On the same Island you pick up the poison is a pile of dirt (on the left side). Plant the 3rd and final seed here to grow a leaf. Cross the leaf and place the Green Battery in the empty cell to reach the Memory.

Memory VII: Freedom Isles - Symphonic Lobe

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When you have to turn the mirrors to free the instrument, you’ll have to go up and around a large gap while 6 plants shoot at you. When you reach the other side, there will be one lone mirror (shown in image 1). The correct direction to face the mirror to free the instrument is the right, but instead, turn the mirror so the orbs fly to the left. Let 1-2 orbs fly left just to be safe, then turn the mirror so they fly right. Head back up and around, then make your way to the instruments. Exhaust any dialogue and go left past the tree, up a small ramp. There is a Windmill with a wheel just to the right of it (the 2nd image shown - the wheel was previously covered with flowers but the orbs flying left cleared it). Turn the wheel to clear the smoke and grab the Memory. 

Memory VIII: Freedom Isles - Overpass of Originality

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You'll need two Green Batteries for this one. The first you can pick up off the green windmill in Freedom Promenade (img 1) and the second you can pick up after defeating the Tentacle in the Gardens of Creativity (the one used to power the green windmill and adjacent pipe - shown in img 2). When you have both, head right of the Trumpet bridge in the Overpass of Originality and use the windmills to clear the right most path. Go in this new area and place the batteries on the empty cells. A bridge will lower. Cross it to pick up the Memory.

 

Memory IX: Clockwork Town - Clockwork Junction
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It’s recommended you wait until after you defeat the Nightmare in Clockwork Town before getting this, as you’ll have picked up the Orange Battery required for Memory X (which can be used here as well) and you won’t have to backtrack too far to get this one. When you’ve returned to Cerebrum City, turn around and head back to Clockwork Town. At the first fork, go left and up the pipe. At the top, you’ll see an empty cell next to a pipe house. Place the Orange Battery and knock on the door to get the Memory.

Memory X: Clockwork Town - Enigma Hill

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You’ll need a Blue and Yellow battery for this one. The Blue Battery can be picked up in Clockwork Junction after you have straightened out the pipes (show in img 1 - it’s the one the raised the gears, which you no longer need). The Yellow Battery can be picked up in Enigma Hill (Shown in img 2). Head right, across all the clocks and you’ll come to a pipe. At the end of the pipe are cells for the batteries (Img 3). Place each of them and a pathway will appear (Note you will lose your Blue Battery here). Go across and pick up the Memory. Be sure to pick the Yellow Battery back up once you’re done!

Memory XI: Clockwork Town - Planning Plateau
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When you need to get the gears spinning on the large gear house (to lower the Heavy Thought onto the Train of Thought), don’t leave just yet. On each of the 4 buttons is a light bulb. You need to hit the buttons so all 4 buttons are lit up at the same time. Number the buttons from left to right, 1-2-3-4. Hit them in the following order: 4 - 2 - 3 - 1.

Memory XII: Clockwork Town - Composition Road
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After you have rebuilt the bridge via playing the Organ, you’ll give the Train of Thought a kick forward. Before following him, head down the pipe to the right. Get all the purple squares to light up to make a platform at the end appear, allowing you to pick up the Memory.

Memory XIII: Clockwork Town - Composition Road

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When you lower the scale in Clockwork Junction, follow the Train of Thought into Composition Road but beforeyou enter, make a note of the rock on the left with the red drawing on it (Img 1). On the face of the rock are some piano keys. Remember their pattern (Down - Up - Up - Down - Up - Up - Down). In Composition Road is a large organ. Spin the wheel on top of it so the red drawing is showing (Img 2). Step on only the piano keys that were down on the face of the rock you saw earlier (only step on the 1st, 4th, and 7th keys). Doing so will reveal the Memory.


Memory XIV: Clockwork Town - Geometry Square 

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You’ll need to Metal Discs to reach this memory. You can/should have picked them up on your previous travels, but just in case you missed them… One is located in Enigma Hill (Img 1 - pick it up after you kick the Train of Thought towards Planning Plateau) and the other is in Clockwork Junction (Img 2 - pick it up after you have return with the Heavy Thought). When you have them both, head on to Geometry Square and you’ll need to find 3 gears to progress through the story. On the left side is one of the gears next to the two lightbulb houses required for Memory XV (and the Turning on the Light trophy). Just to the left of the houses is a lift without a plate (Img 3). Place one of the Metal Plates down and take the lift up. Place another Metal Plate down at the next lift and take that up as well. Follow the path around and you’ll reach the Memory. (Don’t worry about picking up the plates again, you don’t need them. A pathway will appear for you to take down instead)

Memory XV: Clockwork Town - Geometry Square, directly next Memory XIV
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This Memory is not required for this trophy, but is instead needed for the Turning on the Light trophy, and is the hardest to get, but not too difficult. The object of this puzzle is to get all 5 small lights on top of the houses turned on at the same time by alternating knocking on the two doors. This is the only pattern I could find (hopefully it helps). Start with the left door (Note: you want to pay attention to what the lights do, not so much what the responses from the persons inside are):

  • Left Door
    • If no lights turn on (big or small), knock again (a small light on the left house will turn on. When it does, go knock on the right door).
    • If the large light on the left house turns on, go knock on the right door (a small light on the left house will light up. Knock on the right door again when it does).
  • Right Door
    • If no lights turn on, go knock on the left door (a small light on the right house will light up - when it does, knock on the left house again).

Basically… Whenever a small light turns on, you always want to knock on the opposite door next. 
Whenever one of the two large lights turn on, you always want to knock on the opposite door next. It may take a few, but as soon as all 5 Lights are lit, the Memory will appear. 

Memory XVI: The Pathway
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This is the only Memory found in The Pathway and is not needed for this trophy (it will unlock Waterboy). Near the beginning, you’ll come across a disheveled house with a large nail piercing the side of it. Piper will make an audible comment about the house and her and Dusty will share a small conversation regarding the previous tenant. Just to the right of the house is a dry plant. The ice cubes you picked up during the introduction have now turned to water in your inventory. Use the water on the plant to make it grow and it will release the last Memory.

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Distant Memories trophy_silver.png
Collect half the memories

See trophy_gold.png Now it all makes sense!


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Time for Tea trophy_silver.png
Collect the Kettle Brothers' memory

This is Memory III. 

In Freedom Isles, there will be three “Kettle” Houses that you need to knock on the door to in order to turn the Kettles on. 

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One is located in Freedom Promenade (this will be the last one you turn on, Img 3 above), one is located in Bright Planes (Img 1), and the third is located in the Gardens of Creativity (Img 2). All three are required for Seeking Inspiration. The second and third houses both look the same - a tall dark blue Kettle. When you knock on their doors, a little puffs of steam will appear from the spout. 

For the third house, wait until after you defeat the Nightmare in Freedom Isles since it’s location is at the very beginning of Freedom Promenade (the starting area of Freedom Isles). From Cerebrum City, head back to Freedom Isles. Follow the path until you reach the red lighthouse. Take the Red Battery from here and head down the small red bridge to reach the house (it’ll have a red kettle-roof). Place the battery in the empty cell and knock on the door to receive the Memory. 


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Turning on the Light trophy_silver.png
Collect the light bulb houses' memory

This is Memory XV and is located in Geometry Square in Clockwork Town. 

When you need to find the 3 gears to progress through the story, you’ll find one of them on the left side behind two houses with a bunch of light bulbs on them. 
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To get the Memory, you need to alternate knocking on the two doors until all the lights on top of the houses are all lit up. Start with the left door (Note: you want to pay attention to what the lights do, not so much what the responses from the person(s) inside are):

  • Left Door
    • If no lights turn on (big or small), knock again (a small light on the left house will turn on. When it does, go knock on the right door).
    • If the large light on the left house turns on, go knock on the right door (a small light on the left house will light up. Knock on the right door again when it does).
  • Right Door
    • If no lights turn on, go knock on the left door (a small light on the right house will light up - when it does, knock on the left house again).

Basically… Whenever a small light turns on, you want to knock on the opposite door next. 
Whenever one of the two large lights turn on, you want to knock on the opposite door next. It may take a few to find the pattern, but as soon as all the Lights are lit, the Memory will appear, unlocking the trophy.


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I Remember That.... trophy_silver.png
Collect one memory

See trophy_gold.png Now it all makes sense!


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Waterboy trophy_gold.png
Collect the memory in the Pathway

This is Memory XVI. 

There is only one Memory in the Pathway and will appear early on in the level. As you’re going through, you’ll come to a disheveled house with a large nail piercing through it. 
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Piper will make a comment about the house and she and Dusty will share a small dialogue regarding it. Just to the right of the house is a plant (a dry plant). The ice cubes you picked up during the Introduction of the game have now turned to water. Use the water on the plant to make it grow, releasing the Memory. Pick up the Memory to unlock the trophy.


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Nostalgia trophy_bronze.png
Go back to Freedom Isles and Clockwork Town after defeating their nightmares

The description for this trophy is misleading as you only need to go back to Freedom Isles after you defeat its Nightmare, which you’ll need to do anyways to collect Memories II and III. When the Nightmare has been defeated, you’ll automatically traverse back to Cerebrum City. Just turn around and head back to Freedom Isles to unlock the trophy.


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Noisy Neighbor trophy_silver.png
Knock on all doors in Outer Cerebrum and Cerebrum City

There are 14 Doors you can knock on in Outer Cerebrum and Cerebrum City. Two are located in Outer Cerebrum and the other 12 are all in the central area of Cerebrum City. Their locations and a snippet of the dialogue that plays when you knock on them are listed below (in the order they appear in):

Outer Cerebrum:

  • After picking up the wooden sword and defeating the first two enemies, the house that Nightmare Creature jumps on the roof of... “I can feel it in my skull…
  • The house the Endurance Neuron plant is sitting on top of… “No answer.

Cerebrum City:
In the central area, starting on the floor level, left to right:

  • House of Reason… “We have to be reasonable here…
  • House of Nerves… “My nerves! Nightmares…
  • House of Party… “Forget the nightmares, dude…
  • House of Optimism… “Laughter is always the best…
  • House of Anger… “These nightmares make me so…
  • House of Compassion… “I feel so bad for every one…
  • House of Pride… “I’m not lowering myself to do…

The second floor, going right to left:

  • House of Nostalgia… “When the mind was young…
  • House of Destruction… “We should just burn…
  • House of Apathy… “Whatever…
  • How of Stress… “Hurry! Do something now!...
  • House of Order… “The mind is broken…

There is a chance the trophy will unlock after you have only knocked on 13 doors and not all 14, but all 14 are listed just in case it doesn’t. You don’t have to sit through the dialogue with each door, but they’re all super short so it won’t add too much time to your playtime if you choose to do so. Knock on all the doors and the trophy will unlock.

 

 

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Checking the Gears trophy_silver.png
Knock on all doors in Clockwork Town

There are 15 Doors you can knock on in Clockwork Town. There a re 4 in Clockwork Junction, 1 in Enigma Hill, 2 in Planning Plateau, 4 in Composition Road, 3 in Geometry Square, and 1 in the Clock Tower. The door locations are all listed below (with a snippet of their dialogue) in the order they appear:

Clockwork Junction:

  • When the path splits, take the left pipe up to where the Blue Battery is... "Oh my, white gooey stuff everywhere...This house is also the location for Memory IX
  • Just to the left of the first two pendulums you run into... "No answer!..."
  • The building just behind where you find the Train of Thought... "Welcome to the Clockwork Junction..."
  • After you give the Train of Thought a kick, you'll follow it into Enigma Hill, but will need to go up a lift to do so. Just at the top of the lift is the house... "These days, the problems here in Clockwork..."

Enigma Hill

  • When you place the Enigma Box to raise the gear, walk across it and there will be a short cutscene. The house just to the right (you'll have to fight a bunch of Spiders here)... "Hey... why is 1/5 so stressed..."

Planning Plateau

  • After you push the Train of Thought the first time, on the next platform he stops on is the house... "The equation train drives again..."
  • The big gear house with the record... *The dialogue here will vary depending on when you knock on the door, just make sure you knock on the door before you collect Memory XI*

Composition Road

  • On the side of the large organ house... "Let me tell you this..."
  • On the small ledge with the bottle opener... "[incomprehensible gibberish]..."
  • The house just below where you clear the steam to find the piano solution on the green rock (after the two pendulums)... "Nobody seems to be at home..."
  • The house releasing the steam that's covering the piano solution on the rock with the green symbol... "Steam-Boy Bennet..."

Geometry Square

  • At the first split, go left and then up the left pipe. The small house on the next ledge... "Tread carefully my friend..."
  • Instead of going up the left pipe, go up the right ramp. At the top of the ramp are two houses... "Ja!", "Nah-ah", "Nah...", or "JaehThis is also the location of Memory XV

The Clock Tower

  • Immediately to your left when you enter the area... "Ze spider have taken over ze clock tower..."


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Seeking Inspiration trophy_silver.png
Knock on all doors in Freedom Isles

There are 15 Doors you can knock on in Freedom Isles. 5 in Freedom Promenade, 4 in the Bright Planes, 3 in the Gardens of Creativity, and 1 in the Symphonic Lobe. As with Noisy Neighbor, there is a chance the trophy will unlock after you have only knocked on 12 doors. Just in case though, all 13 doors are listed below (with a snippet of their dialogue) in the order they appear:

Freedom Promenade

  • Just to the left of where you enter the area… “I guess no one lives in there…
  • On the island where you first run into the Nightmare… “Go away! I’m not coming out…” This house is also the location of Memory II
  • After fighting your first plague rat, follow the path down. The Kettle house next to the red battery… “Me and my brothers are the…” This house is also the location of Memory III
  • After attaching the wheel to the green windmill, clear the path of the caterpillar. A house with two doors is at the top… “breh” or “bruh” for both doors… This house is also the location of Memory IV

The Bright Planes

  • The second Island, after taking the first moving platform (where the Nightmare was during the cutscene)... “Go away. Nobody's home…
  • At the top of the Marble pathway, where you need to rebuild the bridge. There is a Kettle house… “Oi mate. I’ll put the kettle on!”... This house is needed for Memory III
  • Same area, but an Apple house… “No answer…
  • After repairing the bridge, knock on the shell house… “Hey yo. Thanks for fixing the bridge…
  • After turning the catapult, cross the small river and go up the lift to a house with a blue battery socket on its left… “There’s no power for my electric drum kit…” This house is also the location of one of Memory V

Gardens of Creativity

  • One the island you start on (Apple house)... “Yeah, I heard you the first…
  • Upper right pathway on the Island (from where you encounter the Tentacle)... “I hear someone knocking…
  • On the Island where you pick-up the Poison… “Plenty o’ Pots, dudes!...

Symphonic Lobe

  • On the Island just past the bird and the worm (another Apple house)... “I thought about painting some flowers today…

Overpass of Originality

  • On the Island after you complete the Trumpet Bridge… “Fabulous!


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Loosening the Gears trophy_gold.pngtrophy_hidden7.png
Defeat the Nightmare in Clockwork Town

The Nightmare in Clockwork Town is a large, not-so-friendly Spider. You’ll have two main encounters with her; Once in Enigma Hills after you complete the large Gear House puzzle, and then at the very end of the Clockwork Town section, atop The Clock Tower. 

The first time, she will spawn little spiders that you’ll need to fend off as quickly as possible. After about 3-4 little Spiders, the Nightmare herself will fall down onto the platform, but will be on her back. Hit her a few times until she gets back up. This will repeat until she has just under ¼ of health left.

When you fight her again, you will on top of a platform with 4 main gears (1 large middle gear and 3 smaller gears surrounding it. When the fight starts, the 3 smaller gears will rise up. You’ll need to fight of a few small spiders before the Nightmare jumps up into the air. When she does, stand close to one of the small gears. Where she lands is where her shadow will appear so you want the shadow to be on one of the small gears. When the shadow appears, roll out of the way and she’ll come crashing down, lowering the gear she hits. Repeat this process until all 3 small gears have been lowered. Once they have been, a bridge to the right will appear. Cross the bridge and hit the Pendulum into the Nightmare. 

The trophy will unlock after the small cutscene.

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Creative Cleaning trophy_gold.pngtrophy_hidden7.png
Defeat the Nightmare in Freedom Isles

The Nightmare in Freedom Isles is the coughing fiend you meet shortly after entering the area. You’ll encounter him twice as you progress through the Isles. 

First encounter: Before you head to Bright Planes, the Nightmare will be atop a small cliff and you’ll be down on the ground level below. He’ll toss jars of gooey acid at you, which you’ll need to avoid. Every 3-4 jars, he’ll throw one that doesn't explode right away and will sit on the ground for a few seconds before it does. When it lands, you need to run up and hit it back at him. You need to hit enough jars back at him until he gets to just about ¼ health. He’ll then run away and you can continue on through Freedom Isles.

The second (and last) time you encounter him will be in Fulfillment Slope. He will be on top of a ledge again with you on the ground level. On each side of the ledge are gas clouds with a couple of flowers. He’ll once again be throwing bottles of goo down at you, which will explode on impact. On the left side is a red windmill and on the right is a blue windmill. You need to use batteries to power these up to remove the gas. The Blue Battery is located on the far right side of the stage (use the jar he throws to remove the flowers). Bring this battery all the way to the left and power up the Catapult. Don’t spin it just yet - instead, use it to fly up to the left ledge. Pick up the wheel and slide down the snake. Pick up the red battery and slide down the next snake. Pick the Blue Battery back up.

Place the Red Battery in the empty cell next to the red windmill and place the Blue Battery in the empty cell next to the blue windmill. The gas should all be gone now. Now, you need to position yourself so the jars he throws hits the flowers on both sides of the ledge he's standing on. They will wither. Once they have, pick the Blue Battery back up.

As with the previous encounter, after every 3-4 jars he tosses, he’ll throw one that does not explode on impact. With the flowers dead, you need to hit one of these jars back at him. When you do hit him, he will take a step back.

Head back to the catapult on the left side and use the Blue Battery to power it up. Turn the catapult with the wheel and fly up to the right ledge this time. Pick up the wheel and slide down one snake. Place the wheel on the stand and spin it twice - once to fill up the hat with water, and once to drop the water onto the Nightmare, defeating him.


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Coming Back to the Surface trophy_gold.pngtrophy_hidden7.png
Complete the game

Story Related. Cannot be Missed. 

Shortly after you defeat the Nightmare in the Pathway, you’ll have to give the mind a little bit of a wake-up call to get it going again. As soon as you do, the trophy will unlock and the credits will roll.

If you get stuck anywhere and need some extra help, a complete video walkthrough of the game can be found here: 




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Getting Back into the Game trophy_gold.pngtrophy_hidden7.png
Complete the intro

Story Related. Cannot be Missed. 

The intro is the short sequence in the Outer Cerebrum. You’ll learn how to use Batteries, find your Sword, learn how to use your Sword, and begin your chase of the Nightmare. Once you reach the end, the trophy will unlock.

There is one Memory located in this section (Memory I), but if you miss it, you can go back at any time to get it. The Blademaster and Deadly Spin trophies will not unlock during this section, just in case you happen to meet the requirements for those. 


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Overcoming Fear trophy_gold.pngtrophy_hidden7.png
Defeat the Nightmare in the Pathway

The Nightmare in the Pathway is the first Nightmare you meet at the beginning of the game. Unlike the previous Nightmares, you'll only have 1 main encounter with this one. Make your way through the Pathway and when you'll find the Nightmare in The Summit. 

The final fight area will be made up of a blue hexagon tiled floor. To start, random hexagons will disappear and the Nightmare will toss orbs into the air. When they land, they'll fire 6 shots out from the center. He'll throw 4 orbs before the next phase.

Once he's thrown all 4, the missing hexagons will reappear and the Nightmare himself will jump down. When he lands, he will also fire 6 shots from his center. He'll jump 3 times and then jump to the center. The spots that he landed on (save for the center) will turn into spirals that will pull you in if you get too close to them. When he lands in the center, he will spin in a whirlwind attack that you'll need to dodge. After a few seconds (and if you don't get hit), he'll stop and be dizzy. You can attack him here. 

This whole process will repeat until he has but a sliver of health left. A short interactive scene will play out and the trophy will unlock.

Thank you for the detailed guide :)