Banner by Ryukori

If you have any questions or comments, please visit the discussion thread 
Overview:
  • Estimated trophy difficulty: 6/10 (Platinum Difficulty Rating)
  • Total trophies: 56 (52, 0, 3, 1)
  • Offline trophies: 54
  • Online trophies: 2
  • Approximate amount of time to platinum: 76+ Hours (Estimated Time to Platinum)
  • Minimum number of playthroughs: 3+
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: Yes
Introduction:
Just to clear some information out of the way first. This is not a game you can just jump into and get the Platinum Trophy in one playthrough. Technically the minimum amount is 1 but the Trophy for playing through on Nightmare is hard, even with a proper build. Some people view the difficulty levels 'Recruit, 'Veteran' and 'Nightmare' as 'Easy', 'Normal' and 'Hard'. The difficulties are actually more like 'Normal', 'Hard' and 'Very Hard', so multiple playthroughs may be required to get specific cards which will help immensely for the nightmare playthrough. Bare in mind aswell that one of the trophies require achieving almost 54,000 kills, and the average kill count across an entire act is around ~2,000 roughly.

This Guide is assuming the player is playing in Offline mode (added in December 2021) as tactics differ with more players, although a lot of trophies may be quicker to boost with other players. To play in offline mode select the option on the Title screen when booting up.

If it's your first time playing, you may get a prompt to play "Training". DO NOT PRESS YES TO THIS, as Trophy progress does not get tracked in training even though it's exactly the same as playing normal Campaign.

This Guide is going to be written in a few steps. The first step will be to play on Recruit with some notes on where certain trophies can be obtained as some are Level specific.

The next step will assume you have played Veteran or multiple playthroughs of each Recruit and/or Veteran difficulty and have collected nessasary cards, and have obtained adequate knowledge of the maps/mechanics of the game.

Useful links:
For more information on where to obtain specific Cards using Supply Points, check out the Forum Post containing a link to the B4B Card Compendium and check the Supply Line Tab.

For ZWAT Outfit progress, use the B4B Tricky website, which can be used to track Nightmare progress as there are reports that sometimes levels haven't been tracked. This appears to happen pretty rarely though so shouldn't be an issue.

Walkthrough:

This walkthrough will be written in chapters as follows:
Walkthrough Intro
Step 1 - Act 1 Recruit
Step 2 - Post Act 1 Clean Up
Step 3 - Act 2 Recruit
Step 4 - Act 3 Recruit
Step 5 - Act 4 Recruit
Step 6 - Acts 1-4 Veteran
Step 7 - Act 1 Nightmare
Step 8 - Act 2 Nightmare
Step 9 - Act 3 Nightmare
Step 10 - Act 4 Nightmare
Step 11 - Finding some friends. (ONLINE ONLY)
Step 12 - Cleaning up by Boosting Kills (Good Riddance!)
Step 13 - DLC Trophies

Walkthrough intro:
Feel free to have a look around Fort Hope instead and head to the gun range to mess around with some of the weapons in the game which are displayed here. When ready to start either talk to Phillips in the tented area next to the gate, or easily press tp.png instead to bring up the menu. Every NPC Shop/Interaction can just be found in this menu.

I would strongly not recommend going into Nightmare OR Veteran on the first playthrough. The best thing to do is play through recruit casually to learn the basics, how hordes work etc. Pay attention to Corruption cards which are picked by the Game when loading into levels as these may change certain things in the level for you to be aware of.

Walkthrough Step 1: Act 1 Recruit.
Assuming this is your first playthrough I recommend just playing through casually. Learn the basics, level design and how in game mechanics work.

There are Trophies you should unlock by casually playing through and reacting to certain situations such as healing a teammate or reviving them. There are also trophies tied to specific levels.

As you progress through the game you should eventually unlock the following trophies:

When you start an Act you can't change Character (Or Deck) unless you start a new Act/Run. So I recommend playing as each cleaner with each new run or act to obtain the Grateful Eight trophy_bronze.png Trophy. Also, lookout for Card shrines as you play, the yellow folders will give you a free Basic card and the white ones will give you a random card (Temporary for the Act) for 500 copper each. You will need to find and get 10 cards additionally in your deck to obtain the Stacked Deck trophy_bronze.png Trophy. By the time you finish Act 1, you should be well on your way to obtain the Smörgåsbord trophy_bronze.png  Trophy, If not, you should obtain it by the time you complete Act 4. Same goes for the Unnatural Selection trophy_bronze.png Trophy added in the Tunnels of Terror DLC Update which is for Killing the 3 Warped Ridden variants. These appear in the Campaign as other Mutations do so you will most likely get this Trophy aswell whilst playing through.


Playing through the Campaign, here are some levels to note:
Act 1, Mission 1 (The Devil's Return), Map 1 - Resurgence
When starting this level, you will obtain the first trophy Welcome to the Apocalypse trophy_bronze.png for simply opening the saferoom door. At the end of the building where you had to lower the bridge to travel into, there will be a ladder which can be used to climb down to obtain the Nemesis trophy_bronze.png Trophy.

* If you manage to reach the end saferoom without any casulties, you should also obtain the Cleanup Crew trophy_bronze.png Trophy.

Find some Pain Meds, Bandages or a Medkit and heal a teammate (if they show Red Health) and you can also get the Hippocrates Would be Proud trophy_bronze.png Trophy.

You can also obtain the Share the Load trophy_bronze.png Trophy by dropping some ammo from your inventory by pressing tp.png.
Finishing the level without triggering alarms or birds/snitchers will also net you the Dead Quiet trophy_bronze.png Trophy.

Act 1, Mission 1 (The Devil's Return), Map 4 - The Crossing
This level has an infinite horde from the moment you shoot the explosive canister to blow up the wall. Bring some Pipebombs for situations where you get surrounded. On the way to the Ferry, you can find the first Secret of the game to get the Port Man Toe? trophy_bronze.png Trophy, which requires you to approach and interact with the golden skull using square.png. Check the guide in the introduction for these exact locations. After planting the bomb and getting back to the Convoy and lasting the time limit, you will earn the Paid The Toll trophy_bronze.png Trophy.


Act 1, Mission 2 (Search and Rescue), Map 1 - Clean Sweep
The below trophies arent specific to this mission but have opportunities to be earned on this level.
After clearing the initial horde which spawns whilst defending the surviviors on the Gas Station roof, a Breaker will break down the Garage door. If you stand some distance and shoot at it, it will perform a leaping attack in your direction which can cover some considerable distance. If you are standing next to an object such as a car or Explosive barrel and move out of the way when it leaps it should damage itself and let you obtain the Jugger-not trophy_bronze.png  Trophy. Later in the level you need to rescue 4 Survivor's from the wall as they are trapped in cocoons. Doing this should let you obtain the Don't Ask... trophy_bronze.png Trophy. Be wary as the Bots may try to rush in and do this before you have a chance too.

Act 1, Mission 2 (Search and Resuce), Map 2 - Book Worms
This map has the second secret to find so be on the lookout to obtain the Bell Hop trophy_bronze.png Trophy.


Act 1, Mission 2 (Seach and Rescue), Map 3 - Bar Room Blitz
On this level, you can earn the trophy Jukebox Hero trophy_bronze.png by defending the Jukebox and not letting it break at all. Doing this is no easy task though. As per the Guide for that trophy, utilising upgraded Razorwire will help considerably. Completing this level will also net the This Round's On Me trophy_bronze.png Trophy.


Act 1, Mission 3 (The Dark Before the Dawn), Map 1 - Special Delivery
The next collectible is near the end of the level, so be on the lookout for it to get the Pallet Cleanser trophy_bronze.png Trophy.
Note the Snitches Get Stitches trophy_bronze.png Trophy is impossible to get during Mission 3 (The Dark Before the Dawn) because the 2 levels in this section always contain the Corruption Card 'The Dark' which makes Snitchers scream even when killed. This Corruption can also appear as a random corruption card on other missions, but is always guaranteed on these levels.

Act 1, Mission 3 (The Dark Before the Dawn), Map 2 - The Diner
The end of this level features a non stop horde where you need to defend for several minutes. With Bots, this level should be a cakewalk. Just defend from the back left area by the Blue Tank. Finishing this level will get you the Breakfast Can Wait trophy_bronze.png Trophy.

Note the Snitches Get Stitches trophy_bronze.png Trophy is impossible to get during Mission 3 (The Dark Before the Dawn) because the 2 levels in this section always contain the Corruption Card 'The Dark' which makes Snitchers scream even when killed. This Corruption can also appear as a random corruption card on other missions, but is always guaranteed on these levels.


Act 1, Mission 4 (Blue Dog Hollow), Map 2 - Hell's Bells
Another level, another secret. This Golden Skull is a bit hidden as this level has perenant mist effects obscuring vision. The Skull is found after the rocky area around where the forced Hag spawn is.


Act 1, Mission 4 (Blue Dog Hollow), Map 4 - The Sound of Thunder
This level is the Act 1 Finale. Spend all of your copper on team upgrades, equipment or by healing yourself with the First Aid Cabinet if required. You won't need the Copper after this point. You will have an easier time this level if you move 4 Shells nearby the Howitzer so you don't have to run and find them as the level progresses. After shooting the first round the horde will start and is infinite until the end of the level. Having Use speed in your deck will help considerably in this level, especially on nightmare later. After firing a shot, you need to unload the empty shell before attempting to put another one inside to shoot. After the second shot, an Ogre will spawn in the mineshaft you are trying to close. It will stay in place and roar for around 10 seconds. If you manage to shoot another shot in this time, it will kill the Ogre instantly netting you the Brute Force trophy_bronze.png Trophy. If the shot misses, the Ogre you can hold off shooting the next one until if walks in front of the Gun. This is more risky but possible. You may need to bait the Ogre slightly into the path though. Do not try to load the gun whilst the Ogre is in the area though as it priorotizes attacking the person loading the gun. This will knock that player and stop whatver action they are taking. You will need to defeat the Ogre in this case and continue the shooting the gun. After the remaining shots have been fired, congratulations. You will have completed the level earning you the Enemy Of Mine trophy_bronze.png Trophy as well as Act 1 Recruit trophy_bronze.png for completing the Act.

Walkthrough Step 2: Post Act 1 Clean Up.
Should the situation had arisen you may have also obtained the following trophies during Act 1:

After you return to Fort Hope, go over to the Girl in Fort Hope by the Bench. Her name is Chenda and she is in charge of Supply Point spending. These are currency you achieve by completing levels (Alternatively you can scroll over to the Supply lines page by pressing tp.png and then l1.png/r1.png without needing to interact with Chenda).
Pick a Supply Line and spent some points to unlock the Expanding the Arsenal trophy_bronze.png Trophy. You may have already done this if you paused playing through Act 1 at any point.

You should think about making a better deck using Cards you start obtaining from the Supply lines. Check out the B4B Card Compendium linked in the Introduction for details on what Cards to and where to obtain them.
Afterwards, load up any map in Act 1 Recruit as you are now able to play from any point to unlock some of the above trophies if you were not able to achieve them. Remember to pick a different Cleaner each attempt to help get the Grateful Eight trophy_bronze.png Trophy faster. You can boot up a Veteran game on the first level of Act 1 and use Friendly fire damage to down one of the bots to revive them and obtain the No Time for a Nap trophy_bronze.png Trophy. More Snitchers spawn on higher difficulties but can appear speridically throughout any act (Except for Act 4). Use a shotgun and Sniper and keep shooting until they are dead before they scream to obtain Snitches Get Stitches trophy_bronze.png. Note the Corruption card 'The Dark' will make this trophy impossible to obtain on the level it's played. Play a level which has some endless horde events such as 'The Crossing' and purposely get incapacitated in a group to try and obtain the Down, But Not Out trophy_bronze.png. The bots may impede this one, but you will eventually get it. Try and be around a corner from the bots so they have a harder time killing ridden you are targetting before reacting to revive you. If you are really struggling, this could be done with help from a partner during the online trophy section later. On the same level, if you play as Holly, Heng, Evangelo, or Sharice, or you have the Combat Knife card equipped, you can easily kill 50+ Ridden with melee on the level before completing it to obtain the Brought a Knife to a Gunfight trophy_bronze.png Trophy. If you were not able to find enough cards by the end of the First Act to obtain Stacked Deck trophy_bronze.png. Simply load up the finale level of Act 1 'The Sound of Thunder' on Recruit. Choose a Deck and you should be given enough 'Catch up draws' to be given enough cards to reach the 25 limit required for the Trophy. On the same level, complete it as fast as you can without attacking any ridden (Use fire crackers to lure them away) and obtain the Apocalypse Pacifist trophy_bronze.png. This trophy is not voided if Bots kill Ridden so just hide behind them if you need to.


Walkthrough Step 3: Act 2 Recruit.
Remember to pick a different cleaner to help towards the Grateful Eight trophy_bronze.png Trophy.

Whilst playing through the campaign, here are some levels to note:

Act 2, Mission 1 (The Armory), Map 1 - A Call to Arms
When approaching the Residential area after the Carpark be on the lookout for the Secret/Golden Skull on this level.


Act 2, Mission 1 (The Armory), Map 2 - The Handyman
On this level, you will have constant hordes with a timer which seem to increase Tallboy Family spawns as the Act progresses (although isnt stated). On this level, you are required to destroy 3 nests by killing off the smaller branched nodes coming from them. After the third is destroyed, you will obtain an item called 'Bob's Arm', although this is actually both a key item and a weapon. Simply Kill 10+ ridden (Sometimes the game won't register all the kills or the bots will kill steal so just keep killing) to obtain the Trophy A Humerus Weapon trophy_bronze.png. Use Bob's Arm afterwards to open the saferoom door in the Police Station via the fingerprint scanner to finish the level and net the Bob's Your Uncle trophy_bronze.png.


Act 2, Mission 2 (Plan B), Map 2 - Hinterland
This level has a secret to find. It's underneath the waterfall near the beginning after dropping into a dried up stream. Make a U Turn after dropping off the ledge underneath the bridge to find it and obtain Dangerous To Go Alone trophy_bronze.png.


Act 2, Mission 2 (Plan B), Map 5 - The Broken Bird
You will obtain the Down The Drain trophy_bronze.png Trophy after completing the level. The level is complete after attaching the third crate onto the helicopter. After the second crate is attached, a breaker will spawn, although this does not need to be defeated and can be avoided if required. This breaker also does not have the ability to create a swarm.


Act 2, Mission 3 (Job 10:22), Map 3 - Grave Danger

The objective this level is to defeat the 5 marked snitchers and defeat 2 breakers at the same time to finish the level. Before starting, though move over to the Mausoleum/Crypts area to find the Golden Skull/Secret for the Cryptozoologist trophy_bronze.png Trophy. Complete the level by defeating snitchers 1 at a time and defending against the caused hordes each time. I recommend defending from inside the chuch in the centre. After the last snitcher has been defeated, you need to defeat two breakers which spawn. Try to get back to the church before one attaches so that the swarm circle doesnt lure you into a bad area to defend. Finish the level to obtain the Of Biblical Proportions trophy_bronze.png and Act 2 Recruit trophy_bronze.png Trophies.


Walkthrough Step 4: Act 3 Recruit.

Remember to pick a different cleaner to help towards the Grateful Eight trophy_bronze.png Trophy.

Act 3 is a step up in difficulty from the other 2 acts, even on Recruit so make sure you update your deck before proceeding.

Whilst playing through the campaign, here are some levels to note:

Act 3, Mission 1 (Dr Rogers' Neighborhood), Map 4 - Garden Party
This map has a secret near the end of the level in the hedge maze which will let you obtain this Trophy.


Act 3, Mission 1 (Dr Rogers' Neighborhood), Map 5 - T-5
This Trophy is unlocked after placing the last of Rogers' research into the back of the vehicle.


Act 3, Mission 2 (Remnants), Map 2 - Making the Grade
This map has a secret which can be found on the roof of the school which will let you obtain this Trophy.


Act 3, Mission 2 (Remnants), Map 3 - The Road to Hell

This level does not have a trophy attached to it but keep this level in mind for later as it has a good spot to obtain alot of kills to boost the Good Riddence! trophy_bronze.png Trophy.


Act 3, Mission 2 (Remnants), Map 4 - The Body Dump
After killing whatever ogre is left on the map after destroying all of the nodes this will unlock the above 2 trophies for completing the Act.


Walkthrough Step 5: Act 4 Recruit.

This Act is just a single level which is basically a multi stage bossfight. Check the Nightmare Guide for Act 4 for more details for this level. 
During the "chase" section of this level, be on the lookout for the secret to obtain the Mind Your Step trophy_bronze.png Trophy.
Completing the level will net you the Act 4 Recruit trophy_gold.png Trophy' 


Walkthrough Step 6: Act's 1-4 Veteran.

Now you have gone through the game on Recruit, you should go through again on Veteran, trying out different cleaners to help obtain the Grateful Eight trophy_bronze.png Trophy. Veteran Difficulty is a step up though and care should be taken whilst going through levels. For example, sleepers will now call hordes if they successfully grab a player. Enemies deal more damage, you deal less and obtain less rewards from level transitions. Corruption cards will be more aggressive, and you are more likely to find snitchers. Only certain levels have checkpoints to restart from if you run out of continues aswell.

Spend your supply points to obtain more cards and update your deck. All Trophies in this game have their own accomplishment which awards you with a boost to supply points when you achieve them, so you should have gotten a nice number of supply points to spend by this point.

If you haven't already, obtain 500 kills with each weapon type as the accomplishment for this is obtaining a card to put into your deck which gives you more ammo and damage for that weapon type.

Play through Veteran and learn the levels more, and learn how to deal with hordes and mutations.

Play through the campaign to obtain the following trophies:

Walkthrough Step 7: Act 1 Nightmare.

Welcome to Nightmare. I hope you are ready. To be fair, it's nowhere near as bad as it used to be on release, but it's still a challenge. By this point, it's to be assumed that you know the mechanics of this game pretty well and where to go on the maps. There are more changes like Veteran such as even fewer items spawning, and ridden dealing even more damage. You also only get 1 extra life. There are even fewer checkpoints in Nightmare (2 for the whole act).
What the game doesn't tell you however is there are some hidden changes to some levels.

For Example:
The horde which spawns at the end of Pain Train IS INFINITE until the end of the level.
The horde which spawns after releasing the Bus from the Main node in Bad Seeds also IS INFINITE until the end of the level.

Generally speaking, how you proceed through levels will largely depend on the corruption cards given and how you yourself play the game. The main things to note will be to be aware of the hazards each levels provide and prepare for them such as carrying enough pipebombs for infinite horde sections, and taking flashbangs or molotovs do deal with Bosses. Remember bot teammates have infinite items and you can change which items they have by tactically dying and taking over them to grab additional items. A good idea will be to purchase a Medkit and Defibrillator from the starting shop and take them to the end of the level. Before finishing, drop these items and force kill yourself somehow. Pick a bot a take over control as them and pick these items up and end the level. The bots will use these items very infrequently and sometimes won't even know how to use the Defib at all, but they seem to 'learn' as the acts progress. The bots all have different loadouts, and Sharice and Walker are the only 2 which have Medkits by default. You can also change thier weapons this way too, Bots perform best with Automatic weapons such as LMGs and AR's.

Before you start I recommend having a few cards in your deck:
  • Multitool (this is for the Howitzer at the end of the Act)
  • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For Team upgrades, card shrines & to find random Utility items which are usually expensive in the shop).
  • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
  • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% overheal which converts the % portion of health which wouldn't usually heal more than your full health cap and give you it as temporary health instead, It's useful for general healing, and builds which recover temporary health.)
The other 9 cards are your choice to build into whatever weapon type you have chosen to go with.

Play cautiously and remember to ping first aid cabinets you come across to keep the bots healthy.

With the above info and below tips you will hopefully complete nightmare and obtain the following Trophies:
*High chance to obtain this Trophy

Some tips for some levels:

Tunnel of Blood.

The ogre encounter is technically optional. When it first spawns, you can choose to run through the tunnel to the middle room (recomended to use a pipe bomb due to the horde it calls). This will make the ogre stop pursuit and go away. It will appear later in the level as normal though. On the second encounter, it will spawn just as you leave the room into the second part of the tunnel. As soon as you see the subtitles for the ogre appear, run back to the Toolkit room area and defend against the horde from there. Afterwards, you can safely attack the ogre from the room before the second part of the tunnel. Just don't go too close to the door because it will grab you and deal a large amount of damage. After losing 50+% of its health, it will retreat.

Pain Train.
When you start the machine to pour the grain at the end of the level, this horde is infinite until the end of the level. I strongly recommend having 1 or 2 Pipebombs for this section. If you have the Toolkit room in this area unlocked, defend in there until the subtitles state the machine has stopped. If the toolkit room was not in this location, you can defend from on top of the trains instead although this is better done with players as the bots will not follow you onto the trains, or defend from inside the room underneath the controls. As soon as the machine stops and you can jump over the train via the grain just run straight to the safe room. Use pipebombs if you get hit by ridden as they will slow you down and get you swarmed. The bots may or may not make it but it's fine as long as you get to the end.
Alternatively if you have the Tunnels of Terror Expansion, you may be lucky and have a Hive Entrance appear before this meaning you can skip this tough cresendo entirely.

The Crossing.
When playing offline, you only need to plant one bomb. Take some pipebombs to use if surrounded.

A Clean Sweep / Special Delivery.
The gate is a good place to defend as ridden don't tend to spawn behind the player here. Try and wait for the breaker to attack at the gate so that the swarm cloud doesn't bring you out into the open on A Clean Sweep.

The breaker which spawns on Clean Sweep will most likely be a monstrous one. Breaking its armor plating on all of its weakspots (easier done with grenades) and defeating it should let you obtain the Breakfest trophy_bronze.png Trophy.

Bar Room Blitz.
I do not recommend trying to get the  Jukebox Hero trophy_bronze.png trophy on Nightmare. Instead, I find the best place to defend is actually outside the front of the bar by the fence. The infected will break the jukebox but inbetween the times to repair it, the horde will stop giving you a chance to resupply and heal if required. The Toolkit room in the bar always has a First Aid Cabinet so get the Bots to use this inbetween hordes if they need to.

The Diner.
When looking towards the diner, the area to the left of it behind the blue tank is a good place to defend as the Ridden can only attack you from one angle. Use the razorwire around the area in front of the blue tanker to help slow the ridden down. The bots will do the majority of the work on this section. When playing offline, you only need to defend for around 4 or 5 mins.

Bad Seeds.
When you destroy the final big node to release the bus, the horde becomes infinite. Save some pipebombs for this section and run straight to the saferoom. Don't bother with exploring the little house across the bus bridge so you can keep the horde behind you.

Hells Bells.
Killing the hag isnt required, you only need to wound her enough for her to flee as she won't return again this level. There's 3 possible Toolkit room locations on this level, 2 of which are near the area she spawns. If you have this room open I recommend waiting in one of these rooms until she arrives and defending from there to save yourself getting surrounded from the ridden horde that spawns when shes alerted.

When you get to the church, again save a pipebomb. As soon as you open the door and enter the room, throw a pipebomb outside one of the open windows to keep the ridden away and place 1 wooden board over each window before fully boarding a window up. This will keep ridden outside for longer whilst you deal with the windows.

Abandoned.
After the nest/node house, you need to activate a tow truck to lift a car out of the way. When you do this, a horde is called which is infinite until you enter the house up the hill. Afterwards, you will start to climb up a big hill where you find various mine shafts which ridden exit from. From this point, you will have constant barrages of ridden attacking you until the end of the level. The game prompts you to close these via explosives, however doing so may make more spawn from mineshafts ahead of you instead. You should save some pipebombs for this climb and just run to the end of the level as fast as you can.

The Sound of Thunder.
On this level, stock up on pipebombs. Before you start firing the howitzer, move some rounds from the truck furthest from the gun, and move them to the stairs behind the gun. You can move 4 this way and load a 5th round into the howitzer itself. This way, you can load the gun, fire, unload and quickly grab another round to repeat the process before you get overwhelmed. Throw a pipebomb if ridden start to get too close and continue to interact with the howitzer whilst the ridden are busy. Whilst playing on offline mode, you only need to fire the howitzer around 4-6 times.

Walkthrough Step 8: Act 2 Nightmare.
This act does not really have anything Nightmare specific except for on the handyman level. This Act is probably the second easiest after Act 4. Nontheless, their are still some pretty tough parts.

Before you start I recommend having a few cards in your deck:
  • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For team upgrades, card shrines & to find random utility items which are usually expensive in the shop).
  • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
  • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as temporary health instead. It's useful for general healing, and builds which recover temporary health.)
  • Hyper Focused for extra weakspot damage. (You will be fighting several ogres, and breakers throughout this campaign)
  • Build the rest of your deck how you wish but remember that the last 3 levels of this act are basically a boss rush.
With the above info and below tips you will hopefully complete nightmare and obtain the following Trophy:
Some tips for some levels:
A Call to Arms.

On this level, you can get a Toolkit room in the parking garage. If this appears here, you are able to skip the nest/node section of the level completely.

The Handyman.
One of the hardest levels of this Act. Try and have several fall back points for the constant hordes you will be facing. 
The final big node you destroy will always have Bob's Arm; therefore it is best to leave the one in the police station until last since the door to use the Arm on the end the level is here too. In Nightmare, this level adds Monstrous Mutation corruption cards secretly for every giant node you destroy. For this reason, you should destroy all of the little nodes around the map first and then destroy the big ones in quick succession to end the level without too many Monstrous Mutations spawning.

Pipe Cleaners.
On this leve,l I recommend having 2 pipebombs. The first for the horde which appears near the beginning when you open the door to the sewers. This door closes, and if you dont proceed through before it closes, you have to try again. A pipebomb will help you get through before the door closes.

At the end of the level, you will need to open another door with a control console. This horde is infinite until the end of the level though. You should defend in the upper area where the console is until you see the door is open enough for you to proceed through. When this is the case, use the pipebomb and climb to the end of the level.

Trailer Trashed.
After untethering the boat and crossing the broken bridge, you will enter the Trailer park. When you approach the area, a timer will appear on the top left. This is for a Mutation horde card which gets added to the corruption cards list without notice. These can be stinger / tallboy or reeker hordes so be prepared.

The Broken Bird.
After attaching the first crate, I prefer to defend from the Toolkit room on the boat until the helicopter returns for the second crate which should be marked on your hud by this point. After attaching the second crate, a breaker will spawn, however this breaker will not call a swarm circle, nor is it required to be defeated to finish the level. Either use pipebombs and keep evading until the final crate can be attached or defend from the Toolkit room again until ready.

Heralds of the Worm Part 1.
This is the hardest level in my opinoin followed closely by Part 2. On this level, you will an absurdly high amount of mutations spawning when the ogre spawns until it dies. For this reason you should take out the ogre as fast as possible. There will be a minigun set up outside of the gate, and a toolkit crate to the left with another portable minigun. You should get this minigun and position it at the gate and use this to kill the ogre fast. After the ogre is dead, an onslaught corruption card gets added. This is more managable and you should only have to deal with around 1 or 2 hordes before reaching the end of the level.

Heralds of the Worm Part 2.
On this level, you need to defeat an ogre and a breaker. The ogre will spawn as you approach the open gate on the otherside of the building in the middle, and the breaker will spawn when the ogre gets to half health.

The problem with this is that you could find yourself fighting both aswell as a horde if the ogre isnt killed fast enough.
When you leave the safe room, there's a truck which may have a minigun on the top. If it is not here, it will be in the adjacent corner down the road on that truck instead. You should defend one of these two corners depending on where the minigun is. Take some time to buy extra supplies if required to help take them down by dropping them off the railing from the safe room and ferry them to whichever corner you are defending.

Grave Danger
This level is a simple 3 step process.

Make base at the central church by placing as much razorwire outside the front entrance as you can.

Kill each snitch one by one and defend against the resulting hordes inbetween inside the church.

Kill the last snitch and get to the church as fast as possible so that you can fight the breakers here and the swarm circle doesnt force you out of the church. There are 2 breakers to fight though so bring some explosives and maybe a pipebomb to lure the horde away if they start to become troublesome.


Walkthrough Step 9: Act 3 Nightmare.
This Act is by far the hardest, containing multiple back to back tough levels with only 1 checkpoint for the whole Act on Nightmare. The hardest level out of all of them is the level T-5 which is what we should prepare for the most.

Before you start, I recommend having a few cards in your deck:
  • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For team upgrades, card shrines & to find random utility items which are usually expensive in the shop).
  • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
  • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% Overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as Temporary health instead. It's useful for general healing, and builds which recover temporary health.)
  • Utility Belt (For extra razorwire carrying capacity for T-5)
  • Build the rest of your deck how you wish but remember that the last 3 levels of this act are basically a boss rush.
With the above info and below tips, you will hopefully complete nightmare and obtain the following Trophy:
Some tips for some levels:
Farther Afield.
Using the Toolkit isnt nessasary on the harvester but it if it used, try to stay near the harvester as it crosses the field as ridden will be drawn to it. Mutations will still target the player but if they are in front of it, they should be killed by the harvester.

Blazing Trails.
As soon as you enter the large open nature trail area, a horde timer will appear. The Charred Ridden Corruption card will also appear if not already in effect. When approaching the car park area after passing under a bridge near the end of the level, the timer will dissapear again.

Cabins by the Lake.
At the beginning of the level, there is a lake to cross. You need cross using the motorised barge otherwise it will be tough to do so. Using the Toolkit makes it move a bit faster. Regardless with how you cross the Lake, a horde will attack and will be infinite until you reach a cabin on the opposite side of the lake. Be on the lookout for stingers and retches as these will target the player whilst ridden target the barge. If the barge takes enough damage it will break and you will have to cross the rest of the lake by foot.

At the end of the level, you need to find and place a battery in a gate. Doing so will cause a special reeker horde which will spawn many reeker type enemies very frequently. I actually find it easier to purposely startle birds or shoot an alarmed door after placing the battery in as the horde caused by that temporarily overides the reeker horde timer and the ridden can be easily dealt with by using a pipebomb. Dodging reekers and retches is alot more awkward especially when climbing the hill to get to the end safe room.

T-5.
This level is by far the hardest one. Even though you only need to find and retrieve 6 boxes of research on offine mode, it is still a tough level. Hopefully by this point, you would have upgraded your quick items at least once. From the shop, buy some pipebombs and razor wire. I would also suggest buying some surplus amounts of both and ferrying them to the mansion.

When Dr. Rogers opens the door, have a quick look in the left or right rooms of the ground floor and grab some research. The ground and basement levels are pretty tough to retrieve the supplies from so getting a box now will help a lot. Take this upstairs and then go back down to start placing razorwire before too many ridden get inside.
Place razorwire on the staircase, position them around the corners for max effectiveness. Place any spare razorwire in the hallway upstairs. The point where we want to holdout is at the end of the upstairs hallway at the intersectiom between the front facing room, bedroom and hallway junction. The majority of ridden should die by the razorwire on the stairs leaving stragglers to appear from the hallway leading to the rear of the house and mutations, which will eventually get up the stairs. Mostly Tallboy enemies will cause a problem. Move the research you placed upstairs onto the outside roof terrace area.

Every so often go onto the roof terrace accessible from the corner room next to you and try to take out the ogre. The bots should help take out anything that exits onto the roof to get you.

After the ogre has been defeated, defend that section of hallway for some time until eventually the research locations appear on the hud. At this point, you should get the research boxes from the top floor first and place them onto the roof terrace, then the basement ones by heading down the rear staircase. After dropping each research box, defend for a small while in the hallway area where you defended earlier. This should give the bots time to heal you or give you ammo if needed. After you have got all of the research boxes on the roof, try to drop them off the edge into the front courtyard. When you have moved 5 down grab the 6th and jump into the rear of the truck and place the box on the area required. Use a pipebomb if any and quickly place the other research boxes onto the truck. The bots should give adequate coverage for you to do this without a pipebomb. Depending on the mutations that appear on the map you may have a harder timer doing this. Retches, stingers and bruisers can make things more difficult if they spawn near by. The bonus of being Holly in this act means that any ridden that die by the razorwire will give you health, and the overheal effect from the well rested cards should keep you topped up on temporary health aswell.

A Friend in Need.
Inside the funeral home, there is an alarmed door which cannot be disarmed. Opening this door will start an horde which doesn't stop until you turn off both of the furnaces. This requires you to find a keycard which usually spawns on a slouched corpse, but can also appear inside the morgue body storage units. 

Making the Grade.
Inside the gymnasium, there is a generator which needs to be started to move the bleachers. After a horde which can be defended at the toolkit room a few rooms before easily, the generator will break down. At this point, you need to find a battery in one of the side rooms to repair the generator. Doing so will call another horde and an ogre. However, this horde is infinite until the ogre is defeated, so do not run back to the toolkit room. Use the side rooms for cover and try to take out the ogre or wait until the bleachers are fully extended to exit onto the roof. If you defeat the ogre, you can progress through the level normally. If you decide to escape, you may need to use a pipebomb to safely get to the end of the level before the horde and ogre catch up to you.

The Road to Hell.
Make sure you buy some pipebombs for the end section. When you get to the middle of the level, you drop into an area and the game will add a random mutation horde corruption card on a timer. This dissapears when you find the 3 chemicals and exit through the gate. The chemical positions are different each time, but one is always in the first dark tent area, another in the side tented section inbetween the mobile buildings and starting tented area and inside one of the 3 mobile buildings.

At the final area, after passing through the first gate, you will want to use a pipebomb when approaching the corner leading to the second gate. After passing through the second gate, if you have any more pipebombs, use one to safely reach the third gate. You should be able to get to the saferoom with little problem from here.

The Body Dump.
On this level, buy as many pipebombs as you can hold. Also, get some healing items and stun guns.

When you drop down into the body dump area, an ogre will spawn. Approach a T-5 Container and open it and use one of the T-5 Grenades on the ogre. This will lower its defenses allowing you to easily kill it. Remember to pick up your pipebombs again afterwards. At this point, you need to find and destroy each main nest. There are 3 and to destroy them you need to destroy 3 nodes connected to them. It's best to run through this area as fast as you can and throwing a pipebomb if you start to get swarmed. Another ogre will spawn as you are doing this, but you should just ignore it for now. After destroying all 3 nests, you should find another T-5 container and use the T-5 grenades on the ogre to finish it off and finish the level.

Remember that T-5 grenades work on other mutations too, and will insta-kill ridden with no consequence to yourself.

If you run out of pipebombs, load up on these grenades from a container and throw one at your feet if you get swarmed.

Congratulations, this is the hardest part of the walkthrough completed.


Walkthrough Step 10: Act 4 Nightmare.
This Act can be annoying but shouldn't take you more than a few tries to complete.

Before you start I recommend having a few cards in your deck:
  • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
  • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% Overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as temporary health instead, Its useful for general healing, and builds which recover temporary health.)
  • Hyper-focused, and Reckless Strategy (The only way to deal damage to the abomination is by shooting weakpoints so boost that damage!)
  • Take Double Grenade Pouch, and Shoulder Bag (For extra support and offensive slots)
  • Build the rest of your deck how you wish based on your preferred gun type, make sure to include some reload speed cards. (Sorry melee is pretty useless on this level)
With the above info and below guide you will hopefully complete nightmare and obtain the following Trophy:

This Act is basically a multiple step bossfight against "The Abomination".

Step 1 is fighting 4 Giant Tentacles, with intermittent hordes.

Step 2 is fighting defeating the 2 weakpoints in the abominations mouth whilst avoiding the tentacles and intermittent hordes.

Step 3 is chasing and defeating 4 weakpoints on the abominations body with a strict time limit.

Offline Mode Strategy:
Make a deck with multiple Weakspot Cards, Reload Speed, and other damage cards based on your weapon of choice. Take some cards to give yourself extra support and offensive items.

Take Medical Professional aswell if the first two steps of this level are a struggle for you.

When loading into the game, pick up your preferred weapon off the ground and spend some time swapping out attachments to your preference. You should have 10,000+ Copper to spend in the shop, so buy some team upgrades. Do not buy Quick Slot / Quick Item Upgrades as Quick Items are next to useless on this level.

Buy up to 5 Med Kits, and Pipe Bombs, and drop the ones which you cannot carry off where you drop onto the dumpster.

Step 1 - The Tentacles:
After dropping down, the event will begin with 4 tentacles emerging from the ground and a horde spawning. Clear the horde before engaging any tentacle. Approach a tentacle until it reacts to your presence and bait out its slam attack by moving backwards to avoid it. This will then give you around 5 seconds to attack its weakspot in its open mouth. The tentacles cannot be damaged outside of hitting this spot. Do this several times until the tentacle is defeated. This will call another forced horde so retreat to a corner and defend against the horde again. Do this for each tentacle until all 4 are defeated. Use pipebombs during this section is required, but save at least 1 for the end section. Heal any damage using the spare Med kits if any and try to save at least 1 for the next 2 steps.

Step 2 - The Head
Drop into one of the holes left behind by the tentacles to start Step 2 of the fight. Be careful when entering this part as sometimes some lingering ridden and mutations might be idle and waiting to rush you as soon as you enter. Hopefully the bots will appear and help fight these off pretty quickly. Do not get too close to the head otherwise it will do a lunging bite attack which deals alot of damage any may interupt oppurtunities to attack. The head cannot be damaged outside of hitting the weakspots in its mouth. Upon first entering the room, the head will be roaring intermittently giving you the oppurtunity to shoot at it. After receiving some damage, it will close its mouth and start the next stage of its attack, which is to summon 2 tentacles above it which will spray acid centrally in the arena proportionally to its location. Afterwards, they will violently slam down which can deal some moderate damage. You can position yourself inbetween the tentacles with some good spacial awareness and avoid damage. After the tentacles slam, the head will open its mouth and roar giving you the oppurtunity to damage the weakspots. After sustaining enough damage, the mouth will close and a horde will be called. The head will then repeat this pattern but with 4 tentacles. Repeat this method over and over until the heads health bar is empty. Get ready though, by refilling ammo and healing up if needed because Step 3 is starting and this part is on a strict time limit.

Step 3 - The Chase
On this part, the abomination will decide you are too badass and will start to flee towards Fort Hope and not actively engage you outside of collateral damage. You will also notice a timer has started. This is relative to the amount of time it takes the Abomination to reach Fort Hope which is an instant Game Over if it does. During this phase, you will need to shoot up to 4 weakspots on its body. Each weakspot is linked to its central health bar but weakspots can be "killed" too. Some are harder to hit than others so should be tackled in a certain order. You will be attacked by intermittent hordes during this sections. When you do, throw a pipebomb and you should be focusing on shooting the weakspots. Also do not get too close to the abomination as it will 'Crush' you. Even if it doesn't look like you are within crushing range, this is usually an instant kill.

When Step 3 begins, the abomination will slowly turn about face, showing off its first weakspot on its right side of its body. Focus your firepower on this point as like the other phases. It will not take any damage outside of shooting its weakspot. After you have defeated this weakspot, you will want to make your way to its other side by carefully going around its back/tail. The second and third weakspot are on its lower left side and on its back. If you are able to defeat one of these in the first room as well, you are doing well. If any mutations start to get close, prioritise killing them and use another pipebomb if you have any for the common ridden if they swarm you.

The second room should give you the oppurtunity to defeat the back weakspot easily.

The final weakspot is the hardest one to get, as its underneath it near the tail. Due to the 'Crushing' nature of the abomination, its hard to find space to stand and shoot this part. The third and final room has a small channel which you can most effectively shoot this part. There are some areas in the second room which you may have a chance to do so aswell.

If you deal enough damage, such as attacking its weakspot with the damage boost from Avenge the Fallen if triggered you may not be required to attack all 4 weakspots.


Walkthrough Step 11: Finding some friends. (ONLINE ONLY)
This stage you need to find someone else with the game, using the forum or the official games discords LFG channels you shouldnt have too much trouble finding someone. In this step you will get the following trophies:

Simply go into online mode and using the social menu (press triangle.png whilst in the tp.png Menu) get someone to join your lobby. This will let you obtain the Squad Up trophy_bronze.png Trophy. When the player is in the lobby, host a private swarm game by ticking the private lobby box in the swarm menu. Simply win the game of swarm by having your friend let you defeat them quick whilst they are playing as a survivor, and surviving longer than them when you play as a survivor to get the Swarmed trophy_bronze.png Trophy.

Walkthrough Step 12: Cleaning Up by Boosting kills.
Unless you had to play alot of levels many times the odds are the only Trophy you will need to get now is

You can also make the Kills method somewhat AFK achievable too using razorwire, and playing as Holly.
 
Create a deck with the following cards:
  • Glass Cannon
  • Confident Killer
  • Over-Protective
  • Belt Clip
  • Utility Belt
  • Tool Belts
  • Double Grenade Pouch
  • Grenade Pouch
  • Mugger
  • Pinata
  • Magicians Apprentice
  • Adrenaline Fueled
  • Well Rested
  • Fit as a Fiddle
  • Spiky Bits
Play as Holly as she gains health per kill. The above deck is so you can obtain razorwire via melee kills, and boost the damage they do. Anything that dies by Holly's razorwire is her kill and thus she will obtain health for it which will keep you healthy.
 
Play from the first level of remnants and rush through to the checkpoint level buying Quick Item upgrades. You want to have at least green tier razorwire. Better Tiers will work better of course.
 
Get to the end sections of checkpoint where the saferoom is with the infinite horde and place razorwire on both the left and right where the ridden jump over the fence. Place as much razorwire around the area going towards the saferoom door as you can. Loot more via mugger and pinata and place them too, then run to the end of the saferoom and you should be able to go AFK in safety, make sure to move around every small while as the game may kick you for inactivity even on Offline mode. The bots should kill any mutations that come through. DO NOT CLOSE THE SAFEROOM DOOR as this ends the level. If any mutation or ridden does get some hits on you, the razorwire kills will heal Holly back up in no time.

I recommend playing through the game to try and unlock accomplishments and obtain the ZWAT outfits by playing through all acts on nightmare as each character. You will net kills this way too but at least you have other thingst to aim towards.

Either way congratulations, you will earn the Good Riddence! trophy_bronze.png Trophy eventually and thus also obtain the All Cleaned Up trophy_platinum.png Platinum Trophy.

Walkthrough Step 13: DLC Trophies
If you have the DLCs installed, you may have obtained these trophies as you progressed through the rest of this walkthrough. The warped ridden can spawn in any map of the campaign and not just inside ridden hives.

There are 7 hives in total and its random which one you will find. Each type has a secret to find, and skull totems can be found in each one. Simply find the secrets, kill the new ridden types (there are 3), grab a totem and kill 10 enemies with it and hold onto it until you reach the end of the hive. Inside the hives, you can find warped chests, sometimes these can contain a legendary weapon. There are multiple weapons that can be legendary. Get a kill with one and this should round up the Tunnels of Terror trophies.

Back 4 Blood Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

81 trophies ( 77  )

  • Earn all other Trophies in Back 4 Blood.

    Congratulations! You have successfully completed Nightmare Difficulty and killed 54k ridden on this journey!

    Go and get the Zwat outfits now!
  • Good luck out there, you're gunna need it.

    This Trophy will be obtained as soon as you open and exit the starting safe room door on the Act 1 Level 'Resurgence'.
  • Complete The Devil's Return

    This Trophy will unlock when you complete the level "The Crossing" on Act 1.
  • Complete Search & Rescue

    This Trophy will unlock when you complete the level "Bar Room Blitz" on Act 1.
  • Complete The Dark Before the Dawn

    This Trophy will unlock when you complete the level "The Diner" on Act 1.
  • Complete Blue Dog Hollow

    This Trophy will unlock when you complete the level "The Sound of Thunder" on Act 1.
  • Complete all Act 1 maps on Recruit difficulty or higher

    See the Trophy for Act 1 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however I would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all Act 1 maps on Veteran difficulty or higher

    See the Trophy for Act 1 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however i would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all Act 1 maps on Nightmare difficulty

    There are some differences between Veteran and Nightmare Difficulty to note:
    1) Corruption card base challenges are harder to complete.
    2) You only get 1 Extra Life (Bots have 2)
    3) You heal less Trauma, and obtain less ammo in each Safe Room.
    4) Sleepers will call a horde if they successfully grab a player.
    5) Ridden and mutations have more health and deal more damage.
    6) Fewer items spawn around the map.

    Welcome to Nightmare. I hope you are ready. To be fair, it's nowhere near as bad as it used to be on release, but it's still a challenge. By this point, it's to be assumed that you know the mechanics of this game pretty well and where to go on the maps. There are more changes like Veteran such as even fewer items spawning, and ridden dealing even more damage. You also only get 1 Extra life. There are even fewer checkpoints in Nightmare (2 for the whole act).
    What the game doesn't tell you however is there are some hidden changes to some levels.

    For Example:
    The horde which spawns at the end of Pain Train IS INFINITE until the end of the level.
    The horde which spawns after releasing the bus from the main node in Bad Seeds also IS INFINITE until the end of the level.

    Generally speaking, how you proceed through levels will largely depend on the corruption cards given and how you yourself play the game. The main things to note will be to be aware of the hazards each levels provide and prepare for them such as carrying enough pipebombs for infinite horde sections, and taking flashbangs or molotovs do deal with bosses. Remember bot teammates have infinite items and you can change which items they have by tactically dying and taking over them to grab additional items. A good idea will be to purchase a Medkit and Defibrillator from the starting shop and take them to the end of the level. Before finishing, drop these items and force kill yourself somehow. Pick a bot a take over control as them and pick these items up and end the level. The bots will use these items very infrequently and sometimes won't even know how to use the defib at all, but they seem to 'learn' as the acts progress. The bots all have different loadouts, and Sharice and Walker are the only 2 which have Medkits by default. You can also change thier weapons this way too. Bots perform best with Automatic weapons such as LMGs and AR's.

    Before you start I recommend having a few cards in your deck:
    • Multitool (this is for the Howitzer at the end of the Act)
    • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For Team upgrades, card shrines & to find random Utility items which are usually expensive in the shop).
    • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
    • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% Overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as Temporary health instead, Its useful for general healing, and builds which recover temporary health.)
    The other 9 cards are your choice to build into whatever weapon type you have chosen to go with.

    Play cautiously and remember to ping First Aid Cabinets you come across to keep the bots healthy.

    With the above info and below tips you will hopefully complete nightmare and obtain the following Trophy:*High Chance to obtain this Trophy

    Some tips for some levels:
    Tunnel of Blood.

    The ogre encounter is technically optional. When it first spawns, you can choose to run through the tunnel to the middle room (recomended to use a pipe bomb due to the horde it calls). This will make the ogre stop pursuit and go away, it will appear later in the level as normal though. On the second encounter, it will spawn just as you leave the room into the second part of the tunnel. As soon as you see the subtitles for the ogre appear, run back to the Toolkit room area and defend against the horde from there. Afterwards you can safely attack the ogre from the room before the second part of the tunnel. Just don't go too close to the door because it will grab you and deal a large amount of damage. After losing 50+% of its health it will retreat.

    Pain Train.
    When you start the machine to pour the grain at the end of the level, this horde is infinite until the end of the level. I strongly recommend having 1 or 2 pipebombs for this section. If you have the Toolkit room in this area unlocked, defend in there until the subtitles state the machine has stopped. If the toolkit room was not in this location, you can defend from on top of the trains instead although this is better done with players as the bots will not follow you onto the trains, or defend from inside the room underneath the controls. As soon as the machine stops and you can jump over the train via the grain, just run straight to the safe room. Use pipebombs if you get hit by ridden as they will slow you down and get you swarmed. The bots may or may not make it but it's fine as long as you get to the end.
    Alternatively if you have the Tunnels of Terror Expansion, you may be lucky and have a hive entrance appear before this meaning you can skip this tough cresendo entirely.

    The Crossing.
    When playing offline, you only need to plant one bomb. Take some pipebombs to use if surrounded.

    A Clean Sweep / Special Delivery.
    The gate is a good place to defend as ridden don't tend to spawn behind the player here. Try and wait for the breaker to attack at the gate so that the swarm cloud doesn't bring you out into the open on a clean sweep.

    The breaker which spawns on clean wweep will most likely be a monstrous one. Breaking its Aarmor plating on all of its weakspots (easier done with grenades) and defeating it should let you obtain the Breakfest trophy_bronze.png Trophy.

    Bar Room Blitz.
    I do not recommend trying to get the Jukebox Hero trophy_bronze.png trophy on Nightmare. Instead, I find the best place to defend is actually outside the front of the Bar by the Fence. The infected will break the jukebox but inbetween the times to repair it the horde will stop giving you a chance to resupply and heal if required. The Toolkit room in the bar always has a First Aid Cabinet so get the bots to use this inbetween hordes if they need to.

    The Diner.
    When looking towards the diner, the area to the left of it behind the blue tank is a good place to defend as the Ridden can only attack you from one angle. Use the razorwire around the area in front of the blue tanker to help slow the ridden down. The bots will do the majority of the work on this section. When playing offline, you only need to defend for around 4 or 5 mins.

    Bad Seeds.
    When you destroy the final big node to release the bus, the horde becomes infinite. Save some pipebombs for this section and run straight to the saferoom. Don't bother with exploring the little house across the bus bridge so you can keep the horde behind you.

    Hells Bells.
    Killing the hag isnt required, you only need to wound her enough for her to flee as she won't return again this level. There's 3 possible Toolkit room locations on this level, 2 of which are near the area she spawns. If you have this room open, I recommend waiting in one of these rooms until she arrives and defending from there to save yourself getting surrounded from the ridden horde that spawns when shes alerted.

    When you get to the church, again save a pipebomb. As soon as you open the door and enter the room throw a pipebomb outside one of the open windows to keep the ridden away and place 1 wooden board over each window before fully boarding a window up. This will keep ridden outside for longer whilst you deal with the windows.

    Abandoned.
    After the nest/node house you need to activate a tow truck to lift a car out of the way. When you do this, a horde is called which is infinite until you enter the house up the hill. Afterwards, you will start to climb up a big hill where you find various mine shafts which ridden exit from. From this point, you will have constant barrages of ridden attacking you until the end of the level. The game prompts you to close these via explosives, however doing so may make more spawn from mineshafts ahead of you instead. You should save some pipebombs for this climb and just run to the end of the level as fast as you can.

    The Sound of Thunder.
    On this level, stock up on pipebombs. Before you start firing the howitzer, move some rounds from the truck furthest from the gun, and move them to the stairs behind the gun. You can move 4 this way and load a 5th round into the howitzer itself. This way you can load the gun, fire, unload and quickly grab another round to repeat the process before you get overwhelmed. Throw a pipebomb if ridden start to get too close and continue to interact with the howitzer whilst the ridden are busy. Whilst playing on offline mode, you only need to fire the howitzer around 4-6 times.
  • Complete The Armory

    This Trophy will unlock when you complete the level "The Handyman" on Act 2.
     
  • Complete Plan B

    This Trophy will unlock when you complete the level "The Broken Bird" on Act 2.
  • Complete Job 10:22

    This Trophy will unlock when you complete the level "Grave Danger" on Act 2.
  • Complete all Act 2 maps on Recruit difficulty or higher

    See the Trophy for Act 2 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however I would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all Act 2 maps on Veteran difficulty or higher

    See the Trophy for Act 2 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however I would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all Act 2 maps on Nightmare difficulty

    There are some differences between Veteran and Nightmare Difficulty to note:
    1) Corruption card base challenges are harder to complete.
    2) You only get 1 extra life (bots have 2).
    3) You heal less trauma, and obtain less ammo in each safe room.
    4) Sleepers will call a horde if they successfully grab a player.
    5) Ridden and mutations have more health and deal more damage.
    6) Less items spawn around the map.

    This act does not really have anything Nightmare specific except for on the Handyman level. This act is probably the second easiest after Act 4. Nontheless there are still some pretty tough parts.

    Before you start I recommend having a few cards in your deck:
    • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For Team upgrades, card shrines & to find random Utility items which are usually expensive in the shop).
    • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
    • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as temporary health instead, Its useful for general healing, and builds which recover temporary health.)
    • Hyper Focused for extra weakspot damage. (You will be fighting several ogres, and breakers throughout this campaign)
    • Build the rest of your deck how you wish but remember that the last 3 levels of this act are basically a boss rush.
    With the above info and below tips you will hopefully complete nightmare and obtain the following Trophy:Some tips for some levels:

    A Call to Arms.

    On this level you can get a Toolkit room in the parking garage. If this appears here, you are able to skip the nest/node section of the level completely.

    The Handyman.
    One of the hardest levels of this Act. Try and have several fall back point for the constant hordes you will be facing. 
    The final big node you destroy will always have Bob's Arm; therefore it is best to leave the one in the police station until last since the door to use the Arm on the end the level is here too. In Nightmare, this level adds Monstrous Mutation corruption cards secretly for every giant node you destroy. For this reason, you should destroy all of the little nodes around the map first and then destroy the big ones in quick succession to end the level without too many monstrous mutations spawning.

    Pipe Cleaners.
    On this level, I recommend having 2 pipebombs. The first for the horde which appears near the beginning when you open the door to the sewers. This door closes, and if you don't proceed through before it closes, you have to try again. A pipebomb will help you get through before the door closes.

    At the end of the level, you will need to open another door with a control console. This horde is infinite until the end of the level though. You should defend in the upper area where the console is until you see the door is open enough for you to proceed through. When this is the case, use the pipebomb and climb to the end of the level.

    Trailer Trashed.
    After untethering the boat and crossing the broken bridge, you will enter the trailer park. When you approach, the area a timer will appear on the top left. This is for a mutation horde card which gets added to the corruption cards list without notice. These can be stinger / tallboy or reeker hordes so be prepared.

    The Broken Bird.
    After attaching the first crate, I prefer to defend from the toolkit room on the boat until the helicopter returns for the second crate which should be marked on your hud by this point. After attaching the second crate, a breaker will spawn, however this break will not call a swarm circle, nor is it required to be defeated to finish the level. Either use pipebombs and keep evading until the final crate can be attached or defend from the Toolkit room again until ready.

    Heralds of the Worm Part 1.
    This is the hardest level in my opinoin followed closely by Part 2. On this level, you will an absurdly high amount of mutations spawning when the ogre spawns until it dies. For this reason, you should take out the ogre as fast as possible. There will be a minigun set up outside of the gate, and a toolkit crate to the left with another portable minigun. You should get this minigun and position it at the gate and use this to kill the ogre fast. After the ogre is dead, an onslaught corruption card gets added. This is more managable and you should only have to deal with around 1 or 2 hordes before reaching the end of the level.

    Heralds of the Worm Part 2.
    On this level, you need to defeat an ogre and a breaker. The ogre will spawn as you approach the open gate on the otherside of the building in the middle, and the breaker will spawn when the ogre gets to half health.

    The problem with this is that you could find yourself fighting both aswell as a horde if the ogre isnt killed fast enough.
    When you leave the safe room, there's a truck which may have a minigun on the top. If it is not here, it will be in the adjacent corner down the road on that truck instead. You should defend one of these two corners depending on where the minigun is. Take some time to buy extra supplies if required to help take them down by dropping them off the railing from the safe room and ferry them to whichever corner you are defending.

    Grave Danger
    This level is a simple 3 step process.

    Make base at the central church by placing as much razorwire outside the front entrance as you can.

    Kill each snitch one by one and defend against the resulting hordes inbetween inside the church.

    Kill the last snitch and get to the church as fast as possible so that you can fight the breakers here and the swarm circle doesnt force you out of the church. There are 2 breakers to fight though so bring some explosives and maybe a pipebomb to lure the horde away if they start to become troublesome.
  • Complete Dr. Rogers' Neighborhood

    This Trophy will unlock when you complete the level "T-5" on Act 3.
  • Complete Remnants

    This Trophy will unlock when you complete the level "The Body Dump" on Act 3.
  • Complete all Act 3 maps on Recruit difficulty or higher

    See the Trophy for Act 3 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however I would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all Act 3 maps on Veteran difficulty or higher

    See the Trophy for Act 3 Cleaner trophy_bronze.png for an offline strategy/tips.

    Completing Nightmare will also unlock this trophy, however I would strongly recommend playing through the game on each difficulty to unlock more cards, and learn the maps to develop your own strategy on how to tackle certain situations.
  • Complete all act 3 maps on Nightmare difficulty

    There are some differences between Veteran and Nightmare Difficulty to note:
    1) Corruption card base challenges are harder to complete.
    2) You only get 1 extra life (bots have 2)
    3) You heal less trauma, and obtain less ammo in each safe room.
    4) Sleepers will call a horde if they successfully grab a player.
    5) Ridden and mutations have more health and deal more damage.
    6) Fewer items spawn around the map.

    This Act is by far the hardest, containing multiple back to back tough levels with only 1 checkpoint for the whole Act on Nightmare. The hardest level out of all of them is the level T-5 which is what we should prepare for the most.

    Before you start I recommend having a few cards in your deck:
    • 1-3 Scavenger/Copper cards such as Utility Scavenger, Copper Scavenger and Money Grubbers. (For Team upgrades, card shrines & to find random utility items which are usually expensive in the shop).
    • Medical Professional (To give you or the bots an extra life if you/they get incapacitated).
    • Well Rested (The bots all have this in their decks, having it in yours will give the team 80% overheal which converts the % portion of health which wouldnt usually heal more than your full health cap and give you it as temporary health instead, Its useful for general healing, and builds which recover temporary health.)
    • Utility Belt (For extra razorwire carrying capacity for T-5)
    • Build the rest of your deck how you wish but remember that the last 3 levels of this act are basically a boss rush.
    With the above info and below tips you will hopefully complete nightmare and obtain the following Trophy:Some tips for some levels:
    Farther Afield.
    Using the Toolkit isnt nessasary on the harvester but it if it used, try to stay near the harvester as it crosses the field as ridden will be drawn to it. Mutations will still target the player but if they are in front of it, they should be killed by the harvester.

    Blazing Trails.
    As soon as you enter the large open nature trail area, a Horde timer will appear. The Charred Ridden Corruption card will also appear if not already in effect. When approaching the car park area after passing under a bridge near the end of the level, the timer will dissapear again.

    Cabins by the Lake.
    At the beginning of the level, there is a lake to cross. You need cross using the motorised barge otherwise it will be tough to do so. Using the Toolkit makes it move a bit faster. Regardless with how you cross the lake, a horde will attack and will be infinite until you reach a cabin on the opposite side of the lake. Be on the lookout for stingers and retches as these will target the player whilst ridden target the barge. If the barge takes enough damage, it will break and you will have to cross the rest of the lake by foot.

    At the end of the level, you need to find and place a battery in a gate. Doing so will cause a special reeker horde which will spawn many reeker type enemies very frequently. I actually find it easier to purposely startle birds or shoot an alarmed door after placing the battery in as the horde caused by that temporarily overides the reeker horde timer and the ridden can be easily dealt with by using a pipebomb. Dodging reekers and retches is alot more awkward especially when climbing the hill to get to the end safe room.

    T-5.
    This level is by far the hardest one. Even though you only need to find and retrieve 6 boxes of research on offine mode, it is still a tough level. Hopefully by this point you would have upgraded your quick items at least once. From the shop buy some pipebombs and razor wire, I would also suggest buying some surplus amounts of both and ferrying them to the mansion.

    When Dr. Rogers opens the door, have a quick look in the left or right rooms of the ground floor and grab some research. The ground and basement levels are pretty tough to retrieve the supplies from so getting a box now will help a lot. Take this upstairs and then go back down to start placing razorwire before too many ridden get inside.
    Place razorwire on the staircase, position them around the corners for max effectiveness. Place any spare razorwire in the hallway upstairs. The point where we want to holdout is at the end of the upstairs hallway at the intersectiom between the front facing room, bedroom and hallway junction. The majority of ridden should die by the razorwire on the stairs leaving stragglers to appear from the hallway leading to the rear of the house and mutations which will eventually get up the stairs. Mostly tallboy enemies will cause a problem. Move the research you palced upstairs onto the outside roof terrace area.

    Every so often go onto the roof terrace accessible from the corner room next to you and try to take out the ogre. The bots should help take out anything that exits onto the roof to get you.

    After the ogre has been defeated, defend that section of hallway for some time until eventually the research locations appear on the hud. At this point, you should get the research boxes from the top floor first and place them onto the roof terrace, then the basement ones by heading down the rear staircase. After dropping each research box defend for a small while in the hallway area where you defended earlier. This should give the bots time to heal you or give you ammo if needed. After you have got all of the research boxes on the roof try to drop them off the edge into the front courtyard. When you have moved 5 down grab the 6th and jump into the rear of the truck and place the box on the area required. Use a pipebomb if any and quickly place the other research boxes onto the truck. The bots should give adequate coverage for you to do this without a pipebomb. Depending on the mutations that appear on the map, you may have a harder time doing this. Retches, stingers and bruisers can make things more difficult if they spawn near by. The bonus of being Holly in this act means that any ridden that die by the razorwire will give you health, and the overheal effect from the well rested cards should keep you topped up on temporary health aswell.

    A Friend in Need.
    Inside the funeral home, there is an alarmed door which cannot be disarmed. Opening this door will start an horde which doesnt stop until you turn off both of the furnaces. This requires you to find a keycard which usually spawns on a slouched corpse, but can also appear inside the morgue body storage units. 

    Making the Grade.
    Inside the gymnasium, there is a generator which needs to be started to move the bleachers. After a horde which can be defended at the toolkit room a few rooms before easily the generator will break down. At this point you need to find a battery in one of the side rooms to repair the generator, doing so will call another horde and an ogre. However, this horde is infinite until the ogre is defeated, so do not run back to the toolkit room. Use the side rooms for cover and try to take out the ogre or wait until the bleachers are fully extended to exit onto the roof. If you defeat the ogre you can progress through the level normally. If you decide to escape, you may need to use a pipebomb to safely get to the end of the level before the horde and ogre catch up to you.

    The Road to Hell.
    Make sure you buy some pipebombs for the end section. When you get to the middle of the level you drop into an area and the game will add a random mutation horde corruption card on a timer. This dissapears when you find the 3 chemicals and exit through the gate. The chemical positions are different each time but one is always in the first dark tent area, another in the side tented section inbetween the mobile buildings and starting Tented area and inside one of the 3 mobile buildings.

    At the final area, after passing through the first gate you will want to use a pipebomb when approaching the corner leading to the second gate. After passing through the second gate, if you have any more pipebombs, use one to safely reach the third gate. You should be able to get to the saferoom with little problem from here.

    The Body Dump.
    On this level buy as many pipebombs as you can hold. Also get some healing items and stun guns.

    When you drop down into the body dump area, an ogre will spawn. Approach a T-5 Container and open it and use one of the T-5 Grenades on the ogre. This will lower its defenses allowing you to easily kill it. Remember to pick up your pipebombs again afterwards. At this point you need to find and destroy each main nest. There are 3 and to destory them you need to destory 3 nodes connected to them. It's best to run through this area as fast as you can and throwing a pipebomb if you start to get swarmed. Another ogre will spawn as you are doing this, but you should just ignore it for now. After destroying all 3 nests you should find another T-5 container and use the T-5 grenades on the ogre to finish it off and finish the level.

    Remember that T-5 grenades work on other mutations too, and will insta-kill ridden with no consequence to yourself. If you run out of pipebombs, load up on these grenades from a container and throw one at your feet if you get swarmed.
  • Complete Act 4 on Recruit difficulty or higher

    This Act is basically a multiple step bossfight against "The Abomination".

    See the Trophy for Act 4 Cleaner trophy_gold.png for an offline strategy. 
  • Complete Act 4 on Veteran difficulty or higher

    This Act is basically a multiple step bossfight against "The Abomination".

    See the Trophy for Act 4 Cleaner trophy_gold.png for an offline strategy. 
  • Complete Act 4 on Nightmare difficulty

    This Act is basically a multiple step bossfight against "The Abomination".

    Step 1 is fighting 4 giant tentacles, with intermittent hordes.

    Step 2 is fighting defeating the 2 weakpoints in the abomination's mouth whilst avoiding the tentacles and intermittent hordes.
    Step 3 is chasing and defeating 4 weakpoints on the Abomination's body with a strict time limit.

    Offline Mode Strategy:
    Make a deck with multiple Weakspot Cards, Reload Speed, and other damage cards based on your weapon of choice. Take some cards to give yourself extra support and offensive items.

    Take Medical Professional as well if the first two steps of this level are a struggle for you.

    When loading into the game pick up your preferred weapon off the ground and spend some time swapping out attachments to your preference. You should have 10,000+ Copper to spend in the shop, so buy some team upgrades. Do not buy Quick Slot / Quick Item Upgrades as Quick Items are next to useless on this level.

    Buy up to 5 Med Kits, and Pipe Bombs, and drop the ones which you cannot carry off where you drop onto the dumpster.

    Step 1 - The Tentacles:
    After dropping down, the event will begin with 4 tentacles emerging from the ground and a horde spawning. Clear the horde before engaging any tentacle. Approach a tentacle until it reacts to your presence and bait out its slam attack by moving backwards to avoid it. This will then give you around 5 seconds to attack its weakspot in its open mouth. The tentacles cannot be damaged outside of hitting this spot. Do this several times until the tentacle is defeated. This will call another forced horde so retreat to a corner and defend against the horde again, do this for each tentacle until all 4 are defeated. Use pipebombs during this section is required, but save at least 1 for the end section. Heal any damage using the spare Med kits if any and try to save at least 1 for the next 2 steps.

    Step 2 - The Head
    Drop into one of the holes left behind by the tentacles to start Step 2 of the fight. Be careful when entering this part as sometimes some lingering ridden and mutations might be idle and waiting to rush you as soon as you enter. Hopefully the bots will appear and help fight these off pretty quickly. Do not get too close to the head otherwise it will do a lunging bite attack which deals alot of damage any may interupt oppurtunities to attack. The head cannot be damaged outside of hitting the weakspots in its mouth. Upon first entering the room, the head will be roaring intermittently giving you the opportunity to shoot at it. After receiving some damage, it will close its mouth and start the next stage of its attack, which is to summon 2 tentacles above it which will spray acid centrally in the arena proportionally to its location. Afterwards, they will violently slam down which can deal some moderate damage. You can position yourself inbetween the tentacles with some good spacial awareness and avoid damage. After the tentacles slam, the head will open its mouth and roar giving you the oppurtunity to damage the weakspots. After sustaining enough damage, the mouth will close and a horde will be called. The head will then repeat this pattern but with 4 tentacles. Repeat this method over and over until the heads health bar is empty. Get ready though, by refilling ammo and healing up if needed because Step 3 is starting and this part is on a strict time limit.

    Step 3 - The Chase
    On this part the Abomination will decide you are too badass and will start to flee towards Fort Hope and not actively engage you outside of collateral damage. You will also notice a timer has started. This is relative to the amount of time it takes the Abomination to reach Fort Hope which is an instant Game Over if it does. During this phase, you will need to shoot up to 4 weakspots on its body. Each weakspot is linked to its central health bar but weakspots can be "killed" too. Some are harder to hit than others so should be tackled in a certain order. You will be attacked by intermittent hordes during this sections. When you do throw a pipebomb and you should be focusing on shooting the weakspots. Also do not get too close to the Abomination as it will 'Crush' you, even if it doesnt look like you are within crushing range, this is usually an instant kill.

    When Step 3 begins, the Abomination will slowly turn about face, showing off its first weakspot on its right side of its body. Focus your firepower on this point as like the other phases. It will not take any damage outside of shooting its weakspot. After you have defeated this weakspot, you will want to make your way to its other side by carefully going around its back/tail. The second and third weakspot are on its lower left side and on its back. If you are able to defeat one of these in the first room as well, you are doing well. If any mutations start to get close, prioritise killing them and use another pipebomb if you have any for the common ridden if they swarm you.

    The second room should give you the oppurtunity to defeat the back weakspot easily.

    The final weakspot is the hardest one to get, as its underneath it near the tail. Due to the 'Crushing' nature of the Abomination, its hard to find space to stand and shoot this part. The third and final room has a small channel which you can most effectively shoot this part. There are some areas in the second room which you may have a chance to do so aswell.

    If you deal enough damage, such as attacking its weakspot with the damage boost from Avenge the Fallen if triggered, you may not be required to attack all 4 weakspots.
  • Kill a Snitch without it alerting the horde.

    As long as the Corruption card "The Dark" isnt in play snitches can be easily killed using a high powered gun with a stumble part.

    'The Dark' will make snitches call hordes when killed so it's impossible to achieve it when this corruption card is in play. This card usually always occurs during Act 1's "Special Delivery" and "The Diner" so avoid trying to obtain this on these levels.
  • Kill 53,600 Ridden over your career.

    This will most likely be the last Trophy you will obtain, a Single Run through an act is likely to net you around 1-2k Kills.

    There is an easy way to boost kills however.

    Equip a build with the following cards:
    Pyro, Double Grenade Pouch, Grenade Pouch, Demolitions Expert, Improvised Explosives, Grenade Training, Pinata, Highwayman, Ammo Stash, Mag Carrier, Breakout, Fire in the Hole!, Magicians Apprentice, Glass Cannon, Confident Killer.

    Play offline on the level 'The Road to Hell' on Act 3 on Recruit or Veteran as Hoffman and get to the end of the level where you need to run through the checkpoints to the saferoom. Reach the saferoom but do not close the door, instead wait at the end and continue killing the infinite horde. Use molotovs freely as Pinata and Hoffman's personal skill should continue to spawn more molotovs. Fire in the Hole! and Pyro will keep your health topped off with temporary health so if any ridden or mutations slip through, you should have enough health to deal with them. Use your secondary pistol or a Tec9 if you find one for more chances to spawn molotovs via the Highwayman card. If ridden drop razorwire, place it freely around the area to assist with kills and defense. Depending on the types of mutations which spawn, Breakout should be played incase crushers, stalkers or hockers break through.

    Note - Bot teammates are really good at kill stealing, so it may be worth playing on veteran to dispatch 1 or 2 of them. I recommend keeping at least 1 around for emergency situations or for primary weapon ammo and healing.
  • Kill a Monstrous Breaker after removing all of its armor.

    The best way to achieve this if by using an explosive build and playing Nightmare Difficulty. Using upgraded grenades in conjunction with cards such as Improvised Exploves, Demolitions Expert and Bomb Squad should easily blast away the breaker's armour without too much accuracy being required as well as dealing enough damage to kill it before it becomes a problem. Breakers will roar after doing their initial attack which causes the swarm circle to appear and also calls a horde. Using a flash grenade immeidately after its initial attack (Either jump if there's some distance between the cleaners and breaker or ground pound if too close) will stun it and delay it from roaring for a short while which lets you focus on the breaker instead of the barrage of ridden which comes as a result of its roar.
  • Make a Breaker hurt itself.

    There are 4 levels with forced Breaker spawns.

    'A Clean Sweep' in Act 1.
    'The Broken Bird', 'Heralds of the Worm Part 2' and 'Grave Danger' in Act 2;

    The easiest method is in 'A Clean Sweep'.

    At the start of the level, after clearing the ridden attacking the garage door, a forced horde will spawn and attack the group. After clearing this horde, a breaker will spawn and break down the garage door and start to march towards the cleaner group. There are plenty of objects in this area, when shooting at the breaker from a distance, it will jump towards the player, move out of its jump path next to an object such as a car and the breaker should 'damage' itself and earn you the Trophy. Its ground pound which it uses at close range also can explode propane tanks, gas tanks and explosive barrels in close proximity which should also count.
  • Kill an Ogre with the howitzer.

    This needs to be done on the Act 1 Finale 'The Sound of Thunder'.

    After loading and shooting the howitzer twice, an ogre will spawn in the mines which the howitzer is aiming at. If your characters use speed is high enough, you will be able to load and shoot the howitzer before it moves out of the way which should kill the ogre instantly. If this misses, you can still hit the Ogre by luring it in front of the howitzer before firing the next shot, albeit this is more tricky to do since the ogre's aggro is focused on the player interacting with the howitzer and its attacks can interupt loading the shell into it.
  • Revive a fallen teammate.

    When a teammates health drops to 0, they will lose a life (the little Plus symbol on the Hud) and will be incapacitated on the floor. Their health bar will turn to a bleed out bar and they will lose the ability to walk and use their primary weapon. When this happens hold square.png to revive them or press dpad_left.png if you have a defibrillator to instantly revive them.
  • Heal a teammate.

    When a teammate has taken damage and shows red on their health bar, press dpad_right.png to select your healing item and hold l2.png to use the item on the teammate.

    The Characters Doc, and Mom start with a bandage and pain meds respectively. Doc also has the ability to heal each teammate once per level by holding square.png on a damaged teammate.
  • Drop some ammo for a teammate.

    Whilst in game, press tp.png to Bring up your full inventory. Scroll down to any of the 4 ammo types and press r2.png to drop it to obtain the Trophy. You can pick the ammo back up as the Trophy only unlocks for dropping the ammo.
  • Rescue a teammate from a cocoon.

    When a cleaner dies, as you progress through the level they will respawn in the form of being stuck to a wall in a cocoon. Approach and hold square.png to rescue them and obtain the Trophy.
  • Complete a mission without any players being incapacitated or killed.

    The easiest way to do this one is to play the first level of Act 1 on Recruit Difficulty. The game will choose very little Corruption Cards against you and there is not much danger of death. Keep your team healed with support items if required and finish the level. 
  • Spend your first Supply Point.

    After completing a level you will earn Supply Points.

    Return to Fort Hope and talk to Chenda, the lady on the bench or Press tp.png and press l1.png/r1.png to reach the Supply Lines tab where the Supply Points are used as currency to buy Cosmetics & Cards.
  • Complete a mission with each of the original Cleaners.

    Just play a single level and quit the run. Abandon the saved run and make a new one and select a different cleaner and repeat.

    Joining a game through Quickplay and selecting a bot mid way through a level will also count towards whichever bot character you took over.
  • Form a party in Fort Hope.

    This Trophy cannot be obtained offline.

    When you are in Fort Hope on Online mode, you can press tp.png, and then press triangle.png to open the Social menu to invite a friend. The trophy will be obtained when they join.

    If you do not know anyone who plays the game, you can use the Co-Op Partners thread.

    Alternatively, after finishing an Act on a public server, you can form a party on the results screen.
  • Complete a map without any players on the team killing a single Ridden.

    The easiest and fastest way to obtain this is by playing the Act 1 Finale "The Sound of Thunder" on Recruit Difficulty with a Full Use Speed Deck on Offline mode. Add some extra offensive slots and carry only firecrackers as these do not damage ridden. The kills made by bots are not counted. 
  • Complete a map without ever triggering a horde from Reekers, Birds, Snitches, or alarms.

    Reekers are less likely to spawn if they do not have a corruption card played.

    If you have the Card added in the Tunnels of Terror DLC "Stealthy Passage" equipped in the deck, you can safely disarm Car Alarms, Birds, and Alarmed Doors.

    As long as the Corruption Card "The Dark" isnt played, snitches can be dispatched without them calling a horde.

    The easiest and fastest way to obtain this is by playing the Act 1 Finale "The Sound of Thunder" on Recruit Difficulty, with a Full Use Speed Deck on Offline mode.
  • Play 25 cards in a single match.

    On every map, around 3 Card Shrines can be found and at least 1 Free Card Shrine. The simplest way to obtain this Trophy is to play through Act 1 with a deck containing all Copper Cards (There are 7 in Total).

    As of the June (V 1.000.008) Update, you now start the Act with your full deck of 15 Cards, so only 10 Cards need to be found and added to the deck in game. Using a Copper Deck will give you enough Copper to afford Cards when found. The DLC Character Heng can also see the outlines of Card Shrines through walls which will make them easier to find.

    Alternatively after completing Acts 1 and 2 in Recruit, you can start a run from any level in these Acts. Playing the Final level in these acts will grant you enough "catch up draws" (Free basic card draws) to reach the 25 Card limit required.
  • Defend the jukebox in Bar Room Blitz without it breaking.

    This video will show you a method to obtain the Jukebox hero Trophy. This method is razorwire based and requires some setup time, but it's worth it to get the trophy. First of all make a deck which consists of extra quick item capacity, glass cannon, a shotgun damage card and some accessory damage cards. I also equipped magicians apprentice and Pinata into the deck, but these aren't nessasary. Choose either Walker for the extra damage or Karlee for her extra quick slot and ability to see Mutations through walls. Start up the bar room blitz level on recruit (Offline) and choose the ammo cards for more damage. Check the shop. If the Quick Item upgrade isnt available then quit and restart the level until it is. Even though this trophy can be achieved without razorwire, it gives alot of room for error and more time to focus on the more dangerous mutations. Buy several stacks of razorwire and ferry them to the bar area. Pick up a shotgun on the way too. Place the razorwire around entrance and the area immedately by the jukebox. Place them around corners to get full effect from the wire. Place it in the directions ridden are likely to find the quickest path to the jukebox. Place some at entrances and windows. The damage boost from Walker, Confident Killer and Glass Cannon should make the wire deal considerable damage to the ridden. When starting the Jukebox, position yourself near but not too near the Jukebox. The best place is by the bar inbetween the 3 entryways. This way, any infected or mutations that come in through these ways are likely to target you and not the Jukebox immediately. Tallboys bruisers and exploders are the biggest concern as they deal considerable damage to the jukebox if they get close. These are the main priority. Luckily the bots are really good and should help clear more of the Infected that straggle through. The shotguns have decent stumble so if a tallboy or bruiser do get close you should be able to stun and kill them before they get aby attacks off. After the third bus is loaded and the Humvee is ready to enter, the trophy should trigger. Congratulations!

  • Safely descend the ladder in the construction zone in Resurgence.

    On the first level, there is a ladder after the bridge horde section. Press square.png whilst looking at the top of the ladder to grab onto it and then descend to the bottom of the ladder to obtain this Trophy.
  • Win a game in Swarm Mode.

    This trophy cannot be obtained Offline.

    You can however get this trophy by playing a private 1v1 session with a friend. 

    If you do not know anyone who plays the game you can use the Co-Op Partners thread.
  • Complete a level while getting at least 50 kills with melee weapons.

    The following Melee Weapons can be used to obtain this trophy:

    Baseball bat, machete, fire axe, hatchet, Bob's Arm and the combat knife*.

    *Via Deck Card or carrying Certain containers

    All kills must be within the same level. The best level to obtain this is in Act 3's 'The Road to Hell' as this level has an endless horde a the end which can be used to gain kills until the Trophy unlocks.
  • Kill at least one of each non-boss Mutation.

    Land the killing blow on each of the 10 Mutations. These can spawn on any level but are more likely to spawn consistently if they have corruption cards played.

    The mutations are the following:
    The Tallboy Family:
    Tallboy, Bruiser, Crusher

    The Stinger Family:
    Stinger, Hocker, Stalker

    The Reeker Family:
    Reeker, Retch, Exploder

    Other:
    The Snitch
  • Kill 15 enemies while downed.

    When your health drops to 0, you will become incapacitated and will only be able to use the weapon in your secondary slot. Kill 15 ridden before you are revived. The easiest time to do this is during a horde as there will be many ridden to kill.
  • Kill 10 Ridden with Bob's Arm.

    On the Level "The Handyman", three nests neat to be destroyed to locate the key item 'Bob's Arm'. Whilst held, this functions as a melee weapon like the baseball bat. Simply kill 10 ridden with it before finishing the level as this weapon doesn't carry over to the next level.
  • Find the secret in The Devil's Return.

    The Golden Skull is located on the level 'The Crossing'.

    Whilst running along the broken highway, after passing the lorry, stick to the right of the road. When approaching the boat, look off the ledge to see a barge underneath. The Skull is located on this barge.

    Visual Guide - Port Man Toe?
    (00:01 in Below Video)
  • Find the secret in Search & Rescue.

    The Golden Skull is located on the level 'Book Worms'.
    The Skull can be found underneath the reception desk on the ground floor building where the survivors need to be rescued.

    Visual Guide - Bell Hop 
    (00:47 in Below Video)
  • Find the secret in The Dark Before the Dawn.

    The Golden Skull is located on the level 'Special Delivery'.
    The Skull can be found on top of the scaffolding nearest the end safe room.

    Visual Guide - Pallet Cleanser 
    (01:12 in Below Video)
  • Find the secret in Blue Dog Hollow.

    The Golden Skull is located on the level 'Hells Bells'.
    After passing by the cliff side with the rocks in the middle splitting the path. It will be in the large forest area in the centre on some rocks. The same area where the Hag attacks the party.

    Visual Guide - Easily Mist 
    (01:40 in Below Video)
  • Find the secret in The Armory.

    The Golden Skull is located on the level 'A Call to Arms'.
    After the parking garage area, drop into the streets and walk around to the back of the second house. The Skull is in a chicken coop.

    Visual Guide - Cooped Up 
    (02:37 in Below Video)
  • Find the secret in Plan B.

    The Golden Skull is located on the level 'Hinterland'.
    After dropping off the ledge into the river near the start. Go backwards towards the waterfall. The Skull is behind the waterfall.

    Visual Guide - Dangerous to go Alone 
    (03:14 in Below Video)
  • Find the secret in Job 10:22.

    The Golden Skull is located on the level 'Grave Danger'.
    Check inside one of the mausoleums in the cemetary to the right of the church. The Skull will be on the inside corner and not viewable from outside.

    Visual Guide - Cryptzoologist 
    (04:01 in Below Video)
  • Find the secret in Dr. Rogers' Neighborhood.

    The Golden Skull is located on the level 'Garden Party'.
    After navigating through the hedge maze. Instead of turning right to go up the stairs towards the safe room, proceed forward back into the hedge maze around 2 corners to find the Skull inside a pot at head height.

    Visual Guide - Night of the Living Hedge 
    (04:34 in Below Video)
  • Find the secret in Remnants.

    The Golden Skull is located on the level 'Making the Grade'.
    After using the generator to move the bleachers, there is a tent hidden opposite the building on the roof tops next to the windows looking into the piano room. The Skull is inside the tent.

    Visual Guide - Extra Credit 
    (04:53 in Below Video)
  • Find the secret in The Abomination.

    The Golden Skull can be found by navigating a tendril in the second large open cavern during the final chase section with the timer.

    Visual Guide - Mind your Step 
    (05:25 in Below Video)

     

DLC: Tunnels of Terror

12 trophies

  • Complete All Ridden Hives.

    There are 7 hives in total. 

    6 of which are random and there is no way to influence which hive appears when entering.
    These hives are:
    Sunken Passage
    300 Below
    Brood Lair
    The Cut
    Blood Stream
    Caustic Cesspool

    Within these hives, a possible hive entrance can also spawn randomly which leads to the 7th (inner) hive called the Nursery.

    To complete a hive, the cleaner team must reach an exit. Some hives contain multiple emergency exits.
  • Get a kill with a Legendary Weapon.

    Within ridden hives, there are randomly generated warped chests which can be found. These are white in colour with some symbols on them and debuff the team when opened. The contents of these chests are random and can contain legendary weapons, usually further into an Act.

    There are 7 legendary weapons:
    The Tenderizer - A hammer which deals slight area of effect explosive damage.
    The Pestilence - An assault rifle which deals stacking damage over time to the enemy.
    The Zapper - An SMG which slows the targets down.
    The Witness - An M1A which highlights mutations when shot which causes them to take 20% more damage.
    The Damnation - An AA12 which deals fire damage and grants the weilder immunity to fire damage.
    The Nemesis - An RPK which causes passive infected to become alert to the weilder (although alerted ridden do not prioritise attacking the weilder).
    The Embezzler - A Desert Eagle which uses rifle bullets which grants 3 copper per ridden kill (10 for mutations and bosses) up to 1000 Copper per level.

    Note: As of the June 2022 update, blue tier named weapons of the same names can also be found in warped chests. These may not count towards the trophy though unless they are the orange legendary tier.

    Alternatively, a burn card called "Legendary Weapon" can be unlocked through collecting Skull Totems and spending them on "The Collectors" Supply line. Using this will grant a random legendary weapon in the safe room which can be used to unlock the trophy if a Legendary tier weapon hasnt been found.
  • Earn some Skull Totems.

    Each Hive has 3 finadable Skull Totems (Which can be combined). Depending on the levels, these can be missable as most hives contain drops which cannot be backtracked. To earn Skull Totems as currency, you need to find at least one totem and keep hold of it at a level exit (some hives contain multiple exits).
  • Kill 10 Ridden with a Skull Totem.

    Each hive has 3 findable Skull Totems (which can be combined). When these are held, they function as fire zxes and are dropped when swapping weapons. Simply attack and kill 10 Ridden with it to obtain the Trophy.
  • Kill each of the Warped Ridden.

    Land the killing blow on each of the new warped mutation variants. These can spawn on any level but are more likely to spawn consistently if they have corruption cards played.

    The mutations are:

    The Ripper (Spiked Tallboy which shares the same weak spot as the Crusher). There fire spiked balls from a medium distance.

    The Urchin (Spiked Stinger enemy which shares the same weak spot as the Stalker). These fire spiked mines at long range which deal constant damage if the cleaner is near them.

    The Shredder (Spiked Reeker enemy which shares the same weak spot as the Retch). These implode which pulls cleaners towards them. When they are killed, they stumble around and release acid all around them.
  • Find the Secret in The Nursery.

    Above the small water fall there is a Tendril which you can walk up. The Golden Skull is at the top of this.

    Visual Guide - Left Ventricle 
    (04:08 in Below Video)
  • Find the Secret in Sunken Passages.

    From the centre area take the left path through the webbing which requires crouching and proceed into the area where there are bottomless pits. When entering this area, there is a webbed room to the left with a ramp to the right hand side. From the ramp, you can jump onto a ledge above the webbing to find the Golden Skull here.

    Visual Guide - Nook, Or Cranny? 
    (00:18 in Below Video)
  • Find the Secret in The Cut.

    There is a room with a pit in the middle which circles around upwards to the last room with nodes. The Golden Skull is located off the edge of the ledge a bit upwards in this circluar room.

    Visual Guide - Unholy Grail 
    (01:21 in Below Video)
  • Find the Secret in Brood Lair.

    When traversing the tendils above the starting large area, the golden skull will be positioned on a mound which requires some jumping to reach, to the right of the central area.
    The Skull may be viewable from the starting room with the shop but will need to be navigated as described to reach.

    Visual Guide - Precarious Perch 
    (00:53 in Below Video)

     
  • Find the Secret in 300 Below.

    The Golden Skull is located on the very bottom level next to a minecart underneath the optional nest/nodes on the level above.

    Visual Guide - Backtrack 
    (02:54 in Below Video)
  • Find the Secret in Blood Stream.

    After going down the first water slide, turn left and navigate up some rocks to reach a higher area with a hole leading back down the where the first water slide ends. In the above area, look to the right to see an area above the slide with a hole in the middle. The Golden Skull will be to the left of this hole.

    Visual Guide - Round the Riverbend 
    (03:21 in Below Video)
  • Find the Secret in Caustic Cesspool.

    Half way through the level, there is an emergency exit adjacent to a water 'slide'. After going down the slide, immidately turn left and jump up two rocks. There will be some webbing; go through the multiple webs to reach the area above where the emergency exit is and look for the Golden Skull on the edge of the ledge near the webbing.

    Visual Guide - Pipe Dream 
    (02:03 in Below Video)

DLC: Children of the Worm

13 trophies

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Author

  • Spikeyroxas

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