Overview:
  • Estimated trophy difficulty: 2/10 (personal estimate)
  • Offline trophies: 25 (5, 13, 6, 1)
  • Online trophies: 0
  • Approximate amount of time to platinum: 2-4 hours (personal estimate)
  • Minimum number of playthroughs: 1
  • Number of missable trophies: Most of them
  • Glitched trophies: 0
  • Does difficulty affect trophies?: N/A
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A


Introduction

Dead Synchronicity is a PS4 port of a Kickstarted episodic point and click adventure game originally released for PC in 2015. You play as Michael, an amnesiac who wakes up in a post-apocalyptic world with no memory of who he is, how he got there, or what happened to the world around him. All he knows is there's a mysterious voice urging him to remember things, and he keeps having strange flashbacks.

This game is bleak. If you're looking for a happy ending, or even a humorous game, this is not for you. If you're looking for an ending at all, in fact, this still might not be the game for you either - while Dead Synchronicity is episodic it has yet to be finished, and the game ends on a pretty big cliffhanger just when things start to really get interesting. Hopefully the game's silver and gold trophies will ease the pain a bit.

You can't die in this game – surprisingly – or put yourself in an unwinnable state, so feel free to explore and talk to people at your leisure. However, if you just want to get through the game quickly, I have written a trophy walkthrough HERE.

Note that there is no chapter select so if you've missed something, you'll either need to reload a manual save or start the game over and play through until you can unlock the trophy you've missed.


Walkthrough

Step 1: Play through Act I

Act I takes place entirely in the camp and will give you a good feel of the mechanics of the game, and the type of adventure game logic that Dead Synchronicity uses. It only has one time-sensitive trophy, Soylent Green, which must be completed before you use the respective inventory item. Fahrenheit 451, while missable, can be obtained in other acts as well, so if you miss your chance you'll still have more later in the game.

By the end of this step, you will have earned:

Fahrenheit 451
Soylent Green
Logan's Run


Step 2: Play through Act II

Act II is the longest act in the game, and most of the trophies are time-sensitive – meaning they're tied to specific inventory items that will be used up before the end of the act. If you're not using my trophy walkthrough, I suggest making use of multiple save slots just in case you miss something.

By the end of this step, you will have earned:

Hellraiser
Island of the Damned/Who Can Kill a Child?
Westworld
God Told Me To
The Island of Dr Moreau
Jacob's Ladder
The Andromeda Strain
Invasion of the Body Snatchers
Altered States
The Driller Killer
The Dead Zone


Step 3: Play through Act III

Act III is much shorter than the previous act, but half of the trophies earned in it are time-sensitive: Piranha, A Bucket of Blood, and Rosemary's Baby. See those trophies (or my walkthrough) for more information.

By the end of this step, you will have earned:

Deep Red
The Nightmare Before Christmas
Piranha
A Bucket of Blood
Rosemary's Baby
House


Step 4: Play through Act IV

Act IV is the shortest act of the game. Only one of the trophies – The Thing – is time-sensitive. See that trophy for more information.

By the end of this step, you will have earned:

Stalker
Peeping Tom
The Thing
La Jetee


And finally...Tomorrow Comes Today! Congratulations!

[PST Would Like To Thank themindisacity For This Roadmap]

Dead Synchronicity: Tomorrow Comes Today Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

25 trophies ( 13  5  )

  • Tomorrow Comes Today

    Congratulations on your new platinum trophy! Now go watch one of the movies the trophy list is referencing.

  • You know how it is: "Burn 'em to ashes, then burn the ashes."

    During Act I you'll find a notebook in Rod's trailer. Just outside of Rod's trailer is an oil drum with a fire in it. Simply use the notebook with the fire to unlock this trophy (don't worry, you won't actually burn it). If you miss your opportunity here, you can use the oil drum fire in Act II in the city, or the bonfire in Act III.

  • Happy Birthday! You are 30 today.

    Story related and cannot be missed. You will unlock this trophy at the end of Act I.

  • If there's a hell in this world, it's down there.

    In Act II, once you've entered the hospital and are standing on the catwalk, look at the scene below you. You will have a short cutscene and the trophy will unlock.

  • Nails, nails, and more nails...

    In Act II, you will receive some rusty nails from the tree stump outside of the park. Once they're in your inventory, go back to the church and try to use them in the large stone cross to unlock this trophy. You must do this before building the cradle in Act III.

  • Welcome to the sparkling, wild West.

    In Act II, you will get some rope from the park. Once it's in your inventory, go back to the crossroads in the camp and go east to Rose's area. Use the rope on the generator behind the two thugs playing cards to unlock this trophy. You must do this before using the rope on the dead tree.
     

  • You should follow His signs, God is much smarter than you.

    In Act II, once you have the crowbar, you'll be able to pry the subway sign off of the wall next to the church. Once you've done so, enter the church and try to give the broken sign to Reverend Blake to unlock this trophy. You must do this before giving the carved stone to Reverend Blake.

  • The pig is a dog for the rat.

    In Act II, once you've inspired Reverend Blake, he'll leave behind his cross-shaped stick. Ultimately, you'll need to make a slingshot out of it. Before you do, however, go back to the camp and use the stick on the two standing guards at the gate.

  • Calm down, death is just a change of skin.

    In Act II, you'll find a black body bag in the hospital. Once you've finished up your business at the hospital, go back to the park and use the bag on one of the suicide victims in the background and the trophy will pop. You must do this before using the black bag in Act IV.

  • As devastated as the wreckage of your memory.

    Story related and cannot be missed. Will unlock upon completion of Act II.

  • Say it loud: I'm ill and proud!

    In Act II, you will sneak into a hospital. In a utility corridor, you'll find a metal closet with some forms on the door. Look at the forms and flip through all the pages (which are all high tier Kickstarter backers) for the trophy to unlock.

  • Enjoy our games, our lemonade and our awesome piñata.

    In Act II, you'll find a crowbar in the park. Once you've picked it up, use the crowbar on the suicide victims in the background to unlock this trophy. You monster.

  • Or "How to Win Making Only Three Holes."

    Late in Act II, you'll get a hand drill from Rose's room. Take it to the area outside of Hunter's bar, and drill the oil drums in the following order: back right (“drums”), left (“more drums”), then back left (“line of drums”). The game will automatically progress once you've used the hand drill on the line of drums (as they're the only ones you actually need to drill), so make sure they're your last set!

  • A year, already? Time to hang the lights again!

    In Act II, you'll get some burnt out Christmas lights from Rose's room. You need to use them on the suicide victims in the park. You can either go back to the park as soon as you get them, or just wait until you revisit the park area in Act III or IV.

  • A good model knows how to stand still until the sound of the flash.

    In Act III, you'll be able to access Michael's apartment, where you'll find a camera. You'll also come into possession of Michael's broken tooth. In Act IV, you'll find film for the camera. Once you have these three items, you'll have a functioning camera. Go to the park area and take a picture of the suicide victims to unlock this trophy.

  • Only red and yellow... everywhere you look.

    In Act III, you will enter an abandoned bookstore. There are two shelves behind Michael. The left-most shelf has a stack of books (“heaped books”). Try to pick them up to get this trophy.

  • Look at him sleeping. Isn't he cute?

    In Act II, you'll receive some rusty nails (see Hellraiser), a broken subway sign (see God Told Me To), and a wooden crate from the hospital. The bookstore in Act III will yield some wooden planks, and Hunter's bar has some electrical tape. Late in Act III, you'll put out a fire and get a burnt doll. At this point, you'll want to build a cradle out of the wooden crate, wooden planks, and broken sign. Use the burnt doll with the cradle to unlock the trophy. You must do this before giving either the doll or the cradle to Rose.

  • A nice souvenir. I visited the New World and I brought you this.

    In Act III, you'll find a bucket on the rooftop of the bookstore. When you exit the bookstore after your initial trip to the rooftop, Michael will be beaten up. After the cutscene, use the bucket with the bloodstains on the street to unlock this trophy. You must do this before filling the bucket with water.

  • Come in, no need to knock!

    Story related and cannot be missed. Will unlock upon completion of Act III.

  • Where do good fish go when they die?

    In Act III, you will need to pick up a rotten fish from the fountain just outside the park with a tin can. Ultimately, you will need to use this to scare some guards away from the bookstore, but before you do that, go back to the dead tree outside of the camp and use the fish in the water to unlock this trophy.

  • No doubt about it: you lost your mind. Take good note of it.

    Throughout Act II, Michael will have several visions – all story related. The final one will be when he is with the corpse in the water near the end of the act. Once he has that vision (it's in two parts), go into your inventory, select the notebook, and flip through the pages until you see the videos of these flashbacks. Play all three again and the trophy will unlock.

  • Let's try the Electric Kool-Aid Alien Blood Test!

    Near the end of Act IV, you will come into possession of a generator (the same one from Westworld). Before delivering it to Chris, take it to Rod's trailer. Look in the window and use it on the remains on the bed and the trophy will pop.

  • Past, present and future. Shaken... and well stirred.

    Story related and cannot be missed. You will unlock this upon completion of Act IV.

  • Because our lives are like a train heading nowhere...

    In Act IV, you will find yourself in the sewers underneath the hospital. There is a big, obvious ventilation grate. Look at it to unlock this trophy.

  • 100% organic and gluten-free. Ready to bake.

    In Act I, you will be able to trade a pack of cigarettes and a bottle of whiskey with the bartender to get a food package. Ultimately, you'll need to give this to Misha. Before you do so, take the food package to Rod's trailer, then use it in the oven. The trophy will unlock soon after.

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