Overview:

  • Estimated trophy difficulty: 2.5/10 (personal estimate) (Estimated Difficulty)
  • Offline trophies: 34 (20, 7, 6, 1)
  • Online trophies: 0
  • Approximate amount of time to Platinum: 5-10hrs (personal estimate) (Estimated Time)
  • Minimum number of playthroughs: 1
  • Number of missable trophies: 2 - Pacifist and Empathic . Everything else can be cleaned up in stage select (see note in introduction about that.
  • Glitched trophies: No
  • Does difficulty affect trophies?: No
  • Do trophies stack?: No
  • Do cheat codes disable trophies?: No cheats available.
  • Additional peripherals required?: No but using the PS+ Cloud/A USB drive for save file backup recommended.


Introduction:

In a world where discarded objects are dubbed "forgotlings" and assigned new jobs in their new society until they can pass to the Ether, Anne is the Enforcer, who makes certain that everyone toes the line. One night, a series of rebel attacks threatens the Forgotten Lands and it's up to Anne to figure out the mystery and stop the ongoing threats to the completion of the Ether Bridge.

Inspired by Studio Ghibli, Forgotton Anne is a puzzle/platforming adventure game. While the platforming mechanics aren't perfect, it's still pretty solid and you can't actually die. Trophy-wise, the list is fairly simple but there are two game-spanning trophies to watch out for – Pacifist and Empathic . Everything else can be cleaned up in stage select, which is unlocked upon completing the game.

I encourage you to play the game blind, while keeping Pacifist and Empathic in mind but I have written a walkthrough to help you out if you want to get everything in a single run; find it here: LINK.


Stage Select

Once you've cleared the game, if you choose "Storylines" from the main menu, you will see the option to press on your cleared save file to enter the Ether Bridge. This is the game's stage select. When you power up the bridge, you will notice two blue dots – the outer one is like an "Act" select (there are three options) and the inner one is like a “Scene” select.

If you run all the way right past the Ether Bridge (or from the starting point upon loading the bridge, just go left), you will enter a wrecked ship. Here you can look at stage maps to see what collectibles you're missing, listen to the game's soundtrack and interact with stuff. If you talk to Grab the treasure chest here after unlocking True Collector, he will give you a token needed to access the jukebox.


Walkthrough:

Step 1: Play through the game without distilling any forgotlings, while generally being nice/diplomatic and gathering collectibles

There are two major game-spanning trophies you need to watch out for: Pacifist and Empathic . These are tied pretty heavily to each other, as distilling forgotlings will heavily impact Empathic . See both of those trophies for more information. Other than not distilling forgotlings, try to make Anne a nice/diplomatic person, as that can have an effect on Empathic .

Midway through the game, open up your diary and flip through the entries to unlock an easy but missable trophy. There are two different endings to this game – choose whichever one you want. Neither is tied to any trophy. Try to gather collectibles when you come across them but don't worry too much if you don't, as you will be able to access scene select once you complete the game.

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

Old Friends
Empathic
Pacifist
Remember Anne

...and likely:

Plot Thickens
Rhythmic
Diarist
Tower Hawk
Stair Master

...and if you got all collectibles:

Explorer
Grab It!
True Collector


Step 2: Clean up

This may not be necessary if you kept an eye on the trophy list, or followed my walkthrough. Once you've cleared the game, choose “Storylines” from the Main Menu and press on your cleared save file to access the Ether Bridge, which serves as the stage select. See note about that in the Introduction and see each trophy for more information.

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

Afraid Of The Dark
Investigator
Lonely Enforcer
Reflections
Reluctant Helper
Hide & Seek
Good Cop, Bad Cop
Eavesdropper
Launch Site
Millennium Actress
Detective Anne
Traceuse
Stealthy
Cartographer
Companionship
Alma Mater
In the Lead
Hidden Thespian
Quiet Observer
Nostalgia
Bookworm

...and finally: Thank You For Playing! . Congratulations!

[PST Would Like To Thank themindisacity for this Roadmap]

Forgotton Anne Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

34 trophies ( 20  29  )

  • You've been all around the Forgotten Lands. Thank you for your time!

    Collect all the other trophies, to unlock this one.

  • Read 10 diary entries

    Diary entries will be periodically added via story progression or if you do optional tasks (like returning the CCU to Struct) and the game will inform you every time one is added. To access your diary, press . Flip through ten entries (each entry is two pages) and this trophy will unlock.

    This seems to be a bit buggy (not actually glitched), because this trophy didn't unlock for me until I had twelve total entries in my diary. Just keep trying. Stay on a page for a second or two before flipping to the next one.

  • Collect two mementos

    See True Collector.

  • Collect half of all mementos

    See True Collector.

  • Collect all mementos

    There are 26 collectibles spread throughout the game. They will be put in the "Mementos" section of Anne's journal. What can make tracking these frustrating if you're playing through blind is that sometimes you will collect them out of order e.g. the second page of the journal will remain blank for the majority of the game. Also, some pages will hold two collectibles and one collectible takes up two pages.

    I've listed the collectibles below, in the order they can be obtained.

    1. Child's Drawing – Anne's House – Do not distill the scarf forgottling and he will break a vase. The drawing is in the vase
    2. Dear Ms Tiphany Letter – Tower Grounds – After getting the wings, you will do some platforming to get back to the ground. It's on a lower platform on the far left.
    3. Delivery Receipt – The Workshop – while making your way to the anima container, you will come across a button you can push. Before doing that, walk left and drop down a level. It's on the wall.
    4. Dear P Letter – Tower Ground Station – In Pax's secret room (see Plot Thickens – picking this memento up is what unlocks that trophy)
    5. Ether Bridge Ticket – Train – Automatically obtained during a conversation with Quill (see Hide & Seek)
    6. Rebel Plans – Train – After meeting Melewe the conductor, climb the ladder and walk all the way right, to where Ming was in an earlier cutscene
    7. Validation Badge – Central Station – On the ground in front of the car where Magnum is
    8. Main Sights Flier – City Streets – On the wall just past the antiques store
    9. Lipstick Print Note – Haunted House – On the top right platform in the rocket area (see Launch Site)
    10. Approached By A Rebel Flier – Theater – Upon entering the theater, go left as far as you can. It's on the wall past the stairs
    11. Queen Playing Card – Scrappers – Start a fight with the poker players by absorbing the anima tank on top of the skateboard. During the fight, this will be thrown off to the right.
    12. I See Your Light Poem – Rooftop Chase - When you get to some stairs under the "WINGS" sign, go down them and jump down and to the right. It's on the far right.
    13. Lost Pieces Torn Flier – Lower Streets – In the dark area, drop down after crawling through the first bit – it's on some scaffolding that's holding a bunch of empty anima tanks
    14. Dear F Note – Rebel Camp – on the left side of the room Quill is in
    15. Regarding Sewer Construction Letter – Sewers – After changing out of your forgotling costume, enter the sewers and choose the right door, then the middle door. NOTE: once you grab this memento, quit to the main menu so you can go for Cartographer, as doing this is much quicker than going for either this collectible or that trophy via scene select.
    16. Schematics – The Old Checkpoint – In the room where Anne will call Bonku. This collectible will take up two pages in your journal.
    17. Dear Rosa Postcard – The Plant – After platforming up the long shaft via the transport containers, continue left to a large room with a huge tank in the background. Climb on the right platform, then jump on a tiny platform on the right. You will crawl into a secret room where you will find this on the ground.
    18. September 17th Journal Entry – White Room – You can't miss this one; the figure of Anne kneeling will give this to you when you interact with her
    19. Torn Green Fabric – Rebel Camp – To the right of the door that leads to Quill's room
    20. Act Now! Flier – City Streets – While platforming with Fig (see In the Lead), instead of grabbing onto the balconies, drop straight down and grab this from the lamppost. If you continue the game from the main menu after grabbing this, you can still go for that trophy, or you can backtrack for this once you've gotten that trophy.
    21. Arrest List – Train Station – After a conversation with Fig, ignore the nearby ladder and keep running to the right until you can grab this.
    22. VIP Ticket – Train – In the left room on the bottom of the train. Note that you can't access this room until Amp goes down there.
    23. Ether Bridge Post-It – Tower Grounds – After riding the tiny train cars from the station, get off the car and run all the way left. This will be on some boards.
    24. Ether Bridge Flier – Outside Anne's House – Fig will launch you to a ladder. This flier is right at the top of it; very hard to miss.
    25. Blueprint Half – Core Chamber – Upon entering here from the puzzle door, go down the ladder and all the way right to the control panel to find this.
    26. Good Morning Anne Note – Core Chamber – You will find yourself in a house, with some stuff you can look at and conversations while making your way through it. Fig will stop at a door – walk past him and enter the door on the right to find this note.
 

Secret trophies

  • Turn on bedside lamp

    In Anne's house at the very beginning of the game, you will have to restore power to the house by putting anima in the pipes. Once you've done this, go back upstairs to Anne's bedroom and interact with the lamp by her bed. I personally did this before talking to Bonku in the mirror but I'm pretty sure you can do this after as well.

    This must be done during your initial time in Anne's house, becaue it cannot be unlocked when you revisit the house late in the game.

  • Say 'hi' to Pavil

    Pavil is a cute little pillow. He is located outside of Anne's house. To find him, once you've left Anne's house, follow the linear path down the stairs until you have the option of going either left or right to another staircase – go right. You will pass a gear/clock thing and to the right of that, is Pavil. Approach him to trigger a cutscene and this trophy.

    Late in the game, Anne will revisit her house. Pavil will still be there so you can talk to him again – I would guess that this would also unlock the trophy but I have not tested it.

  • Converse with the Practice Dummy

    The Practice Dummy is located at the Tower Grounds, AKA Tiphany's area of the game. You will need to enter the door in the red area and take the ladder downstairs. Use anima to power the box just right of the ladder, then refill with the tank under the table with the wrench on it. Go right and pull the ground lever to reveal the Practice Dummy. You will need to put anima in and out of him a few times (2-3) for the trophy to unlock.

    I'm fairly certain doing this does not count against Pacifist but I'm not 100% sure. To be safe, I recommend quitting to XMB and relaunching the game after unlocking this trophy but you will have to get the wrench again.

  • Take a breather in the storage room

    The storage room is located at the Tower Grounds AKA Tiphany's area of the game. You will need to enter the door in the red area and take the ladder downstairs. Enter the dark room left of the ladder and use anima to light the room. Interact with the chair and go through Anne's dialogue to unlock the trophy.

    This chair also counts towards Quiet Observer.

  • Take CCU to Struct

    When you get to the Workshop construction site, you will need to restore anima power to the generator and locate and absorb the anima from the construction site's reserve container. Once you've done that, you will have to backtrack to Struct and he will complain about a package that he wasn't able to receive. Once he's done that, you will need to backtrack to the previous area of the game (the Tower Grounds, where Tiphany is), enter the door in the red area and pick up the package from the desk (you may have interacted with it before but you weren't able to pick it up). Once you have the package, speak to Struct and you will unlock this trophy.

    This also unlocks a diary entry that counts towards Diarist.

  • Examine PAX's secret room

    At the Tower Grounds train station, talk to Pax the Station Master and Secti the security guard until you can't talk to either of them anymore – they will each accuse each other of being a mole. At this point, open Arca () and press once on Pax as any more will distill him and you will void Pacifist! Pax will confess and give you access to his hidden room, where you can refill your anima. There is also a memento here on the bulletin board to pick up that counts towards True Collector – picking it up is what unlocks this trophy.

  • Catch Quill

    On the train, after the cutscenes where Anne talks to Sull the suitcase and the Blanket lady, go down the stairs on the left and open Arca. Move the diverter so that the arrow is pointing to the right. Exit to the next train car on the left and Quill will run away. Go back to the previous car and you will find him standing in the small room you just opened. This trophy will unlock after your conversation with him.

    Note that you need to do this to get a memento for True Collector.

  • Get Magnum to do your dirty work

    After meeting Inspector Magnum at the Central Station, he will give you a password that will allow you to bypass the large gas pump bodyguard who is guarding a rebel. Once you enter the door that the gas pump was blocking, the game will autosave. At this point, make a backup. Going for this trophy will void Empathic (and probably Pacifist).

    When interrogating Heeltoe, choose the following dialogue options:

    • You should!
    • If you don't talk...
    • I know about Fig
    • We also found a wig
    • Fig is the leader!
    • I can protect you.
    • You've been there, liar!


    At this point, the interrogation will end. Exit the room and tell Magnum to take over. When he returns and speaks to you, this trophy will unlock.

    If you're trying to get Empathic and Pacifist in the same run, reload your backup save so you can be diplomatic with Heeltoe and leave him alive.

  • Overhearing private conversations

    In the City Streets, there will be several optional conversations between forgotlings that Anne can listen to. When the conversation starts, stay out of sight of the forgotlings so they can finish their conversations.

    • Left past the barber shop
    • In the house that leads up to Mrs Hue's apartment – Take the stairs instead of the elevator so you can listen to the whole conversation
    • Up the ladder just after meeting Hound in the sewers
    • Camilla's song just left of the previous conversation (I think)
    • Mop and shoe's conversation at the mirror, just after you pass through the security checkpoint and lose your anima
    • Walk right of the mirror (on the mirror's level) until you hear a conversation
    • After leaving Wee's house, keep walking left (ignore the stairs) until you reach the last conversation.
  • Discover Rocket

    In the "Haunted House" that leads to the theater, there's an optional door puzzle you can solve. You first need to restore power to all three nodes that power the switch, then do the following (this solution probably isn't the optimal one but it gets the job done):

    Move the left-middle all the way left
    Move the left-bottom up one slot
    Move right-bottom up one slot
    Move right-middle down one slot
    Move middle-middle down one slot
    Move left-middle right – At this point, three of the lights should be lit
    Move top piece down and left
    Move right-middle up
    Move middle-middle all the way right
    Move left-bottom up one slot
    Move right-middle left
    Move bottom piece right
    Move the second-from-the-left middle piece down
    Move the third-from-the-left middle piece left
    Move top piece all the way down
    Move middle-middle (the only lit one) right
    Move left-bottom up – the top is now lit
    Move middle-middle left
    Move left-middle down
    Move right-bottom up
    Move right-middle down

    Enter the area you just opened to your right and jump up the platforms. You will unlock the trophy once you see the rocket. Note that there's also a memento here needed for True Collector.

  • Try on dress

    While exploring backstage at the theater, you will enter a dressing room with two dresses. Walk up to each and interact with them and Anne will "try them on" by posing behind them. Once you've done that, exit right and walk past the ladder to find a third dress hidden in the shadows. When Anne "tries on" the third dress, this trophy will unlock.

  • Speak to all forgotlings at Scrappers

    Scrappers is the underground bar at the theater. You will go there for story reasons midway through the game. I'm not 100% certain about all the requirements of this list but here is how I unlocked this trophy:

    • Automatic conversation with Malone the bartender upon entering
    • Talk to Sideus the telescope
    • Talk to the safe and the corkscrew
    • Talk to the stoner TVs – The first time you approach them there will be an automated conversation
    • Interact with lever next to stoner TVs to talk to them again
    • Talk to Malone (again)
    • Talk to the poker players x2
    • Talk to forgotlings in the movie theater while the movie is still playing
  • Don't fall during Roof Chase

    After initially meeting Fig, he will lead you on a chase across the rooftops. You cannot catch or overtake him at this point in the game so just concentrate on your platforming. There's an autosave at the beginning of this so quit to main menu to try again if you mess up.

    There are two sticking points to watch out for:

    • When you climb the initial left ladder, make sure to jump over to the right ladder before the one you're on falls.
    • When you get to the water tower, slowly walk towards it and wing-jump to grab to the top of it. If you walk under it, you will slip and fall.

    When you have to make a long wing jump to a ladder (missing it and landing on the roof) and Fig lowers it for you because you can't reach it, I can confirm this is not considered "falling". However, going for the collectible during this chase is considered "falling" so if you're doing everything in one go, then get the collectible, quit the game and continue from the autosave to go for this trophy.

    The trophy will unlock when a balcony Anne is holding on to breaks and she falls down to the Lower Streets.

    (From the Ether Bridge, select 2-1 to try for this again).

  • Don't get jumped by lost pieces

    This may be the most annoying trophy in the game, as it requires very tight timing. The lost pieces are attracted to anima and will flock Anne if she has any in reserve ("ew, get away!"), keeping her from jumping (and voiding this trophy). If the lost pieces grab on to you, quit to the main menu and try again from the most recent autosave.

    After your initial chase with Fig, you will find yourself in the Lower Streets and must make your way through this dark level.

    When you get to the Lower Streets, run left as far as you can – the lost pieces won't bother you, because you lost your anima at a checkpoint during the chase with Fig. Position Anne under the small window on the brick wall, favoring the left side of the window – this is the boundary of how far your absorb power can reach. Wait until the lost pieces have all just bounced off of the spotlight and are heading to the right side of the area, then bring up Arca to freeze them. You need to quickly absorb the anima from the right tank and put it in the left one, before the pieces catch up with you. This is probably the trickiest part of the whole trophy so if you succeed at this transfer, you should be okay.

    Run into the room you just opened, stand in front of the box and absorb the anima from the tank. After some crawling, you will trigger an autosave so you won't have to do the first part of this again.

    The next time you will see lost pieces, you will have dropped down onto the ground level. To your right will be a windowed room with a few of them in there and to your left will be an anima tank and more lost pieces. Neither of them can reach you so don't worry.

    Fill the left anima tank, then backtrack a bit to a bunch of anima tanks – one of them has anima you can absorb. Go back to the switch you can now access and pull it. Jump to the next platform to your left (don't just drop down, else you will be swarmed by lost pieces) and fill the anima tank next to the switch on the ground. Now you can safely drop down and pull the left switch to turn a light on.

    Staying in as much light as possible, absorb the anima from the right tank and quickly run left back into the light. It's hard to see the lost pieces around the right tank but if you open Arca they will show up and you should see a distinct pattern of them heading right – that's the time to do it.

    Wing-jump up to the next platform and drop straight down. Below you is an anima tank – Fill it to extend a bridge. Absorb the anima from the tank in the light, then do a running wing-jump across to the small ladder on the left.

    After that, you're good to go. This trophy will unlock after a cutscene of a ton of lost pieces chasing Anne.

    (From the Ether Bridge, select 2-2 to try for this again).

  • Find way through sewers without getting lost

    Eventually, Anne will be able to bypass Joust the helmet (I don't know if this is an actual puzzle but my dialogue choices were: Shake / nod x2 / shake / wave). Walk left, up the stairs and through the door to start the sewer maze.

    This is actually surprisingly simple. Whatever screen you're on, choose the left door. You should go through two left doors, then find yourself in a room where your only choice is to go right and on to an elevator. The trophy will unlock when the elevator reaches the surface.

    Note that there is a memento down one of the wrong paths in the sewer. It is much quicker to pick up the memento (right door, then middle door), then quit to the main menu to try for this trophy again, than it is to load this part up at the Ether Bridge, as you'll first have to go through the whole scenario from Anne's arrival at the rebel camp.

  • Keep a steady pace while pumping

    Anne will find herself on a cable car with Fig. Grab the right switch and just keep pumping it up and down at a regular pace. Don't worry about keeping up with Fig's pace or the fact that the car's speed will change a few times during the journey. As long as you keep hold of the switch and pumping it, you will unlock this trophy when the car finally stops.

  • Keep up with Fig

    While in the Tower, you will eventually get to a part with transport system containers – they're green. Make sure the very first one you jump on is the one Fig gets on as well (there will be an autosave right before this point). Ride it to the next car and make sure that you jump onto the one Fig is hanging from (you will have to wing jump). Hang on to his hand for the entire ride and this trophy will unlock near the end of it.

    (From the Ether Bridge, select 2-5 to try this again).

  • Instill all fallen rebels

    After a weird series of cutscenes interspersed with gameplay after escaping the Tower, you will eventually find yourself back in the sewers. Platform up to the rebel camp and enter the room where you talked to Fig (it's all the way on the right) for some more cutscenes. Once you've done that, you will have the power to instill forgotlings – open Arca when you have anima stored, hover over a forgotling and hold down . You will need to do this to Fig for story reasons. Once you've done so, you will be told to meet back up with Fig. Instead, drop back down to where you started (next to Jinx) and start instilling the fallen forgotlings, refilling your anima via the green crystals as you go.

    You need to instill:

    • Jinx – Next to the boat
    • Umbrella – Midway through platforming up to the rebel camp
    • Record player – Near the top of platforming up to the rebel camp
    • Third – At the top of the stairwell that leads to where Fig is standing
    • Bowling ball – In Bulb's room
    • Clothespin – Down the stairs left of Bulb's room, next to an anima crystal (really hard to see)
    • Vroom – Outside the door that led to where you met Quill (really hard to see)
    • Joust the helmet

    This all needs to be done before walking to the area left of Joust, which triggers a cutscene with you, Bulb and Fig.

  • Overtake Fig

    After a cutscene involving Anne, Fig and some lost pieces, you will find yourselves on the roofs of the city. Continue right for another cutscene and some dialogue and Anne will tell Fig to follow her. For this trophy you will need to get ahead of Fig and since you don't have your wings, this will take a few tries.

    Walk up the nearby stairs, then do a running jump right off of the roof edge and grab onto the street ledge under the balcony that Fig will jump to (or just land on the ledge, like I did). If you grab onto the balcony or miss your ledge, quit to the main menu so you can try again.

    After making the jump, go up the stairs to your right and platform across a balcony. If you've timed this right, you should arrive at a green ledge/roof before Fig does and Anne will say "Are you keeping up, Fig?". Fig will jump onto a ladder to give you a hand with the next jump and this trophy will unlock.

    You may actually want to fail this jump the first time around, as if you drop straight down from the balcony, there's a flier on the lamppost at ground level that you can pick up for True Collector. Quitting to the main menu to try the jump again will not make you lose this memento once you've gotten it. Alternatively, you can backtrack for this memento once the trophy unlocks.

    (From the Ether Bridge, select 3-1 to try for this again. You will have to solve the puzzle with the lost pieces before you can get to the rooftop to trigger the autosave).
     

  • Listen to Fig's entire monologue before distilling him

    Fig and Anne will find themselves back in the train station in front of Magnum and will hatch a plan that involves distilling Fig. Say whatever you want during Anne's dialogue but once you finally have the option to distill Fig, he will start monologuing. Wait until Fig stops speaking and this trophy unlocks, then feel free to distill him.

    This won't affect Pacifist, as this distilling is required for story progression.

  • Don't distill Tiphany

    This will unlock naturally while going for Pacifist.

    Anne will ride a small train back to the Tower Grounds, where Tiphany is holed up. She and Tiphany will fight. After the fight, simply walk past Tiphany and take some anima from the tanks behind her instead of from Tiphany herself. Keep walking right and Anne will have a conversation with Fig about her friendship with Tiphany; after the conversation, the trophy will unlock.

  • Revisit balcony

    Late in the game, Anne and Fig will find themselves back in Anne's house. Simply walk up all the stairs and onto the balcony left of Anne's room to unlock this trophy.

  • Examine all books

    Late in the game, you will find yourself in Bonku's study. Some of the bookshelves here can be interacted with and Anne will read the titles (sometimes you will need to interact more than once before Anne will read the titles). The study can be a bit confusing to navigate so I'm just going to paste a section of my walkthrough here. From the entrance point:

    Go left and interact with the bookshelf (Don Quixote)
    Go right, past the ladder and interact with the bookshelf (A Doll's House)
    Go up the ladder
    Go left – Bookshelf (Frankenstein)
    Go right, past the ladder (Siddhartha)
    Go up the ladder
    Go left – Bookshelf (The Prince)
    Just right of the bookshelf is a path you can take by pressing Up that will take you behind these bookshelves. Do it.
    Go right – Bookshelf (Faust)
    Above this bookshelf is a tank you can absorb anima from – do it.
    Go left and take the ladder one spot to the left
    Go left – Bookshelf (Peter Pan)
    Get back on the elevator and take it down until it stops
    Drop off the elevator – Note that you're now behind the gear on the bottom level
    Go right and climb the ladder
    Just to the right of the ladder is a bookshelf (Oedipus Rex)

  • Get past Tink without tearing her apart

    This trophy more or less goes hand-in-hand with Pacifist.

    When you meet up with Tink, you will have to talk to her and convince her that Anne isn't selfish and violent. It helps if you play the game as a nice/diplomatic person. I have no idea how much of the conversation itself plays into it (though I have confirmation that saying "Anne the Rebel" is required) but once again, I'm going to paste directly from my walkthrough here:

    What have you become?
    Platform left – Tink will move you around a few times but keep going left – you will eventually land on a platform with an elevator switch
    Never give up on anyone
    The truth always triumphs

    Pull the switch – the controls for this are fiddly. When the bottom light is lit, moving the directional stick right should drag the platform Fig is on down. Then you can move on to the left light and pull that door open.
    Once free, Fig will help you platform up a few levels
    No, there must be another way
    I'm Anne the Rebel
    I want to understand you
    I help those in need
    No

    You will now see some previous game choices – I don't know if this was randomized but for me it was my interrogation of Heeltoe and my compromise with the mirror between Shoe and Mop. I think the scenes you're shown are based on whatever your previous two dialogue choices were.
    Yes. I would.

    There will be a cutscene and this trophy will unlock alongside Pacifist.

  • Sit on all chairs

    There are seven optional seats that Anne can sit on. In order:

    1. Chair in Tower Grounds storage room (Reflections)
    2. Four benches in first train car during the first train ride
    3. Sofa in Scrappers elevator
    4. The couch in the VIP lounge of the train during the second train ride


    There are a few times Anne will sit for story reasons as well. This trophy will unlock when she sits in the VIP lounge during the second train ride.

  • Wing-jump 100 times

    This should come naturally over the course of the game. You will get the wings very early on and much of the platforming requires wing-jumps. To wing-jump, you need to jump while holding . Note that you can only wing-jump when you have anima. If this hasn't unlocked by the time Anne speaks with Bonku at The Plant, then farm it, as once you leave The Plant, you won't be able to do wing-jumps anymore.

  • Take 1000 stair steps

    This sounds like a lot but the requirement refers to individual stairs, not full staircases. This will probably come naturally while playing. If this hasn't unlocked by the time Anne and Fig revisit Anne's house, then farm this on all the stairs in the area outside of Anne's house.

  • Complete game

    Story-related and cannot be missed.

    Regardless of your ending choice, this trophy will unlock after the credits roll. One of the endings will have a brief Interactable epilogue – just talk to the forgotlings and you'll be taken back to the main menu.

  • Don't distill any forgotling

    Anne has the option to distill most of the forgotlings to get anima to power her Arca. Anima is required to solve many of the game's puzzles. To unlock this trophy, you must get through most of the game without distilling any of the forgotlings. This includes the tutorial that teaches you how to distill forgotlings!

    This isn't actually as difficult as it sounds. There are plenty of anima tanks laying around for you to get the required anima. There are some puzzles that are much easier if you just distill anima from a forgotling but there's always a workaround.

    There are two notable instances to keep in mind where you must distill a forgotling, neither of which will impact this trophy:

    1. At the train station with Pax, enter Arca and press once on Pax. This won't distill him but will bully him into helping you so you can absorb the anima you need from his secret room (Plot Thickens). Make sure you don't actually distill him, though!!
    2. Late in the game, you will be required to distill Fig at the train station. You will know this is the correct time to do it because it will be Anne and Fig's idea to do it. This is required for story progression and does not count against this trophy.

    If you've successfully avoided distilling forgotlings, this will unlock alongside Empathic.

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