• Estimated trophy difficulty: 2/10 with guide, 3/10 without (Estimated Difficulty)
  • Offline trophies: 36 (18, 12, 5, 1)
  • Online trophies: 0
  • Approximate amount of time to platinum: 5-10 hours (Estimated Time)
  • Minimum number of playthroughs: 1 (2 recommended)
  • Number of missable trophies: Most of them
  • Glitched trophies: 0, as long as you're playing on 1.02 (the most recent patch). Otherwise, The Hunt is glitched.
  • Does difficulty affect trophies?: N/A
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A
  • Additional peripherals required?: N/A




Northern Quebec, Canada. 1970. Carl Faubert is a private investigator hired to investigate goings-on in the small town of Atamipek Lake, only to discover something deeper and darker going on upon his arrival. Murder and unanswered questions abound, and the blizzard just keeps coming...

While Kona has all the appearances and trappings of a walking simulator, there are elements of survival in it as well – Carl has a life meter, a heat meter, and a stress meter (all viewable in the pause menu) that all affect what Carl can and can't do during gameplay. Additionally, Carl can only hold so many items (denoted by weight/size) on his person, so you'll need to decide what's worth carrying and what can be left behind.

While everything can be done in one playthrough, it makes the game harder. Decide for yourself if you're willing to spend an extra 2-3 hours on the game if it means an overall easier platinum, then continue. I have written this Roadmap under the assumption that you will be doing two playthroughs; if you're only going to do one, then make sure to read up on the trophies in Step 2 before starting the game.

Always keep the following items in your inventory once you have them, as you will use them multiple times:

  • Pliers
  • Crowbar (found in the garage behind the General Store)
  • Wired Magnet (needs to be crafted first)
  • Hammer (found in the Ice Cave)

Steam user rogermorse has compiled an excellent map that shows where all non-document collectibles can be found:

 



Step 1: Play through the game, gathering all collectibles and unlocking all non-game spanning miscellaneous trophies

Play through the game, exploring the entire map. As long as you're exploring and interacting with everything, you shouldn't have much trouble with all the collectibles trophies. Make good use of the map in the introduction to help you get your bearings for some of the collectibles hidden in nondescript wooded areas. Do as much as you can during the daylight hours (i.e. do not investigate the fourth and final frozen body until you've collected as much as you can) as it's difficult enough to navigate during the daytime.

If you're going to do two playthroughs of the game, feel free to drive cars, shoot guns, and smoke/drink to recover mental health. If you're not doing two playthroughs, then obviously, do not do those things. If you are doing one playthrough, I highly recommend backing up your save files to the cloud/USB before you interact with the fourth person (when the game switches to night mode) to help you with cleanup later.

Kona has no manual save option and relies on autosaving. However, the game keeps track of the last ten autosaves made, which can be very helpful (especially if you're getting everything in a single playthrough).

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

Rendezvous
Journey in the Hereafter
Winter is Coming
Lost Cause
Frosty Relationship
Last Stand
Fall of the Wall
The Murderer
A Mari Usque Ad Mare


And if you got all collectibles:

Photographer
Paparazzi
Jeweller
Talismaniac!
Treasure Hunter
Reader
Carl the Explorer
The Hunt
Marshmallows
Carl Faubert, Private Investigator


And the following miscellaneous trophies:

Sorry, eh?
Nature Lover
S.O.S.
Mechanic
Revolution!
Astronaut
Cozy ambiance
KABOOM!
Chess Master
A star in the night
Vegan
Bulletproof



Step 2: Speedrun – no cars, alcohol, cigarettes, or guns

As stated in the introduction, it is possible to get all the trophies in a single playthrough, as long as you keep the below game-spanning trophies in mind. Doing so just makes the platinum a bit more difficult.

If you decide on the two-playthrough method, you will want to speed through the game while avoiding driving, drinking anything, smoking cigarettes, or firing guns (firing the flare gun is okay). Since you don't have to worry about collectibles or anything, this playthrough will take you 2-3 hours to complete.

Rainy on Steam has written a speedrun walkthrough – find it HERE.

If you've only done one playthrough of the game, then after completing the game, you can checkpoint select “The Sanctuary” to get the gun-related miscellaneous trophy (Bulletproof).

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

Prohibition
Onwards on foot!
Pink lungs
Firearms Registry


And finally... Hall of Fame! ! Congratulations!

[PST Would Like to Thank themindisacity for this Roadmap]

Kona Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

36 trophies ( 13  18  10  )

  • Unlock every trophy.

    I thought I saw something in the woods, on the solemn day of October 6th 1970, no man should ever see.

    It was as if past and present were one, or as if I was a spider and, with my eight eyes, I could see backward and forward simultaneously.

  • Reach the General Store.

    Story related and cannot be missed.

    Will unlock early in the game when Carl automatically pulls into the gas station in front of the General Store.

  • Repair the snowmobile.

    The snowmobile is located at Lamothe's garage, behind the buildings. You will need to find several items:

    • Pliers (you should have these already via normal story play).
    • Gas Can: in the garage of Bedard House.
    • Crowbar: in the garage behind the General Store (needed to break the wood fence past the Lamothe garage that lead to the Secret Project).
    • Snowmobile Key: in the Secret Project area, in the shed with the radiator on it (just past the satellite dish). You will need to solve the wheel puzzle to deactivate the electricity on the door.
    • Sparkplug: in the mailbox next to the chainlink fence leading to the Lamothe garage.
    • Manufacturer's Manual: inside the Lamothe house, on the table.
    • Ski 1: On one of the shelves on the Lamothe house front porch.
    • Ski 2: In the trunk of one of the abandoned cars in front of the Lamothe house.
    • Bench: at the corner of the Lamothe property is a beach chair and umbrella. The bench is on the chair (it's more like a cushion).
    • Handlebars: in the Lamothe garage, on a shelf on the right.
    • Headlight: there's one on the UFO in the Lamothe garage. The developers also patched in a second one in a box against the Lamothe house next to the outhouse; either one will work and you only need one (if you pick up both, then the unused one will remain in your inventory forever).
    • Snowmobile Track: leaning against the wooden wall behind the snowmobile.
    • Gas: The gas pump is in the same area as the snowmobile.

    After that, it's a simple matter of approaching the snowmobile and interacting with a few points on it to automatically repair it and earn this trophy.

    Note that getting on the snowmobile after fixing it will void the Onwards on foot! trophy (even if you just get right back off), so if you're only doing one run of the game, back away after you've gassed it up!

  • Complete the game.

    Story related and cannot be missed.

    This will unlock once Carl jumps on the boat and the epilogue cutscene starts playing.

  • Complete the game without using vehicles (past the Store).

    You will be forced to drive during the beginning parts of the game. Once you pull the truck up to the General Store, next to the gas pumps, is when this trophy begins. As the trophy says, you're going to have to walk everywhere. This means that lighting fires is key, especially if you're trying to do everything in a single playthrough, so always keep fire starters, matches, and at least one log in your inventory at all times. You may also want to go out of your way to get the warmer clothes as early as possible – see Winter is Coming for more information on that.

    If you've decided to do two playthroughs of the game, this won't be as hard of a trophy. Step 2 of the Roadmap has a link to a speedrun specifically designed for game-spanning trophies like this and Firearms Registry, so follow that and you'll be fine.

    The trophy will unlock at the end of the game, when Carl is on the boat.

  • Find every house and cabin in the village.

    This is much easier than it sounds. The majority of the houses and cabins will be marked on Carl's map, and there are only a few you will need to find on your own (and like campfires, they appear on the map when you are nearby). Note that although Hamilton's cabin is marked on the map, you do not have to (nor will you) actually visit it. See the map posted in the Introduction to help out.

  • Find all crossbow bolts.

    There are seven crossbow bolts in the game, but only six specific ones count for this trophy. You will need to take pictures of them in order for them to register as found.

    Their locations are as follows:

    • Landslide: Northeast up the road from the Blais' house is a wrecked blue car. The crossbow bolt is in one of the rear tail lights.
    • Woodlots: On the map, north of the General Store is an icon of a bed (later labelled Cabin A). Just north of that picture is a hidden campfire and a tent (there's usually three wolves here as well). The bolt is in the trunk of one of the trees right next to the tent.
    • Cabin B: The right-most bed icon on your map (later labelled Cabin B) has a wagon outside of it next to the door, with a bolt in it.
    • Lachance House: In one of the posts on the stairway leading up to the front door.
    • The Camp: After passing through the ice wall, follow the linear path until you come across the camp (it's a campfire between the ice wall icon and the walking trail icon on your map). The bolt is in a tree next to the tent.
    • Cabin: This is the northeastern-most cabin on the map (and it's just labelled “Cabin”). It's outside, on one of the walls.

    They are also plotted on the map provided in the Introduction.

  • Collect the 10 letters from Martin Blais' treasure hunt.

    Martin Blais has scattered ten treasure map pieces throughout the town and surrounding areas. They are all either located at the base of trees, or under crossed tree trunks that look vaguely X-shaped. Each map piece will lead you to the general area of the next one, but you'll still need to search a bit for them.

    Note that there's also a note from Martin congratulating you for following the treasure map to the prize (the flare gun). It definitely counts towards Reader, but I don't know if it counts towards this trophy specifically, as I picked that note up before I picked up some of the treasure map pieces.

    You can follow THIS video by rus199410, or you can check the map provided in the Introduction.

  • Get rid of wolves without killing.

    While exploring, you will come across steaks (check fridges in the houses or coolers at campsites – they are often in there). If you come across wolves while you're outside (they're random spawns, but you'll know they're nearby if you see wolf tracks in the snow), equip a steak from your Equipment menu and throw it with while the wolves are aware of your presence (they're running towards you). If you're not too close to them when you throw the steak, they will forget you and go for the steak, and you'll earn this trophy.

    Generally, you can run from wolves (at the risk of some mental health), and even if they hit you, they don't cause too much damage. They also despawn if you hit a loading screen, and even if you don't, they will eventually stop chasing you. With this in mind, make sure you hold back at least one steak at all times for the Vegan trophy, as you only have one opportunity for that one.

  • Find three talismans.

    See Talismaniac!.

  • Find all talismans.

    There are six talismans hidden in the game. They are all located below the ice wall (so, the southern half of the map). I have listed the closest landmark on your map to help you find their locations. You will need either a Crowbar or a Wired Magnet to reach all of them, so make sure you have them in your inventory (they can both be obtained very early in the game).

    1. Bedard House – under rock next to campfire. Crowbar needed.
    2. Roy's House – between the house and the left campfire, two wolves will be digging in the snow. Get rid of them, and use a wired magnet to fish it out of the ice.
    3. Doctor's – Just over the fence from the street sign pointing to the hospital is an ice hole. Wired Magnet needed.
    4. Lamothe House – north of the house, hug the shoreline of the lake. It's in an ice hole at the intersection of a large rock wall and the water. Wired Magnet needed.
    5. Eastern Atamipek – around the “ore” of “General Store” on the map is a ring of tree stumps and a pile of rocks. The talisman is under the rocks. Crowbar needed.
    6. Eastern Atamipek – around the outhouse icon next to the General Store, you will find a trashbag at the base of a tree, near the river (there are often wolves here, too). Next to the tree is a hole with the talisman in it. Wired Magnet needed.

    As far as I've been able to tell, the talismans don't actually do anything. So once you've gotten all six, feel free to drop them from your inventory – but just in case, I wouldn't do it until you've actually collected them all (just in case the trophy unlocks for HAVING all six).

  • Find all documents.

    Any document that Carl picks up and puts in his inventory counts towards this trophy; there are many other documents that Carl can read that don't (he'll put it back where he found it – e.g. pamphlets). Everything needed for this trophy is in the area south of the ice wall, except for one journal found at the camp just after it.

    There are 49 documents that count towards this trophy. Follow THIS video by rus199410 to help you find them all.

  • Activate the spaceship.

    The spaceship is located in Lamothe garage. You will need the following to repair it:

    • Pliers
    • 1x Duct Tape
    • 1x Hardware

    Repair it to unlock this trophy. If you'd rather save the parts (as the UFO does nothing), make a checkpoint at the fire inside the Lamothe house, unlock this trophy, then reload the checkpoint.

  • Find the rifle.

    In the Ice Cave room you find yourself in right after unlocking Lost Cause, look around and you'll see a gun rack with two rifles on it. Pick up one of the rifles for this trophy. Don't forget to pick up the ammo on the table next to it – you'll need this for Bulletproof.

    You can also find a rifle with some frozen people near the end of the game, past the ice wall, on the right-most path leading to one of the hiking icons (the left one is blocked once you reach the green area on the map). You will need to pass through this area for story reasons, so you wouldn't be going out of your way.

  • Send a radio message with a big antenna.

    At the bottom tip of the large lake (south of Lamothe House) you can use a crowbar to break through a fenced area. Just ahead of that is a wooden walkway. Follow it for a bit and watch for boards leading up a small hill on the right (Secret Project). Follow these boards for a bit and you'll come across a satellite dish.

    One you get to the satellite dish, pull the lever in front of it to turn the dish. You will have access to a radio and a button on the back of the dish. Push it for this trophy.

  • Shoot a flare at night.

    The flare gun is obtained by finding all 10 pieces of the treasure map (Treasure Hunter) and following its directions to the buried treasure. However, once you (the player) know where the flare gun is, it will always be there, so you can make a beeline to it whenever you want. It is located southeast of the Roy house, at the base of a tree, near a campfire. Flares can be found by searching around the town.

    The game will stay in daytime mode until you find and interact with four frozen people. After that, the game will remain in night mode, so you will have plenty of opportunities to get this trophy. Additionally, you can safely unlock this trophy during your no-firearms playthrough, as the flare gun does not count as a firearm.

  • Throw a steak at a strange creature.

    The strange creature shows up near the very end of the game, and has a few trophies tied to it. For this one, you will need to keep a steak in your inventory and take it past the ice wall (the wolves past the ice wall don't seem to respond to steaks anyways, so don't bother). Once you finish the flashback that triggers when you pull the bolt from the strange creature, equip a steak and toss it at the creature to unlock this trophy.

  • End the unfinished chess games.

    There are three unfinished chess games. When you come across them, interact with them and Carl will move a piece.

    • Roy's House - on the table right in front of you when you enter the front door.
    • Cabin A – This is the bed icon just north of the General Store. The chess board is in the back of the cabin.
    • Cabin – This is the northeastern-most cabin on the map (and it's just labelled “Cabin”). It's past the ice wall, so you won't get to it until near the end of the game. It's on the table just inside the door.
  • Complete the game without drinking any alcohol.

    This is a bit misleading, because it seems to be a trophy for not drinking ANYTHING. There have been reports that drinking bottled water negates this trophy, so just to be safe, don't drink anything. As you don't have a hunger/thirst meter to worry about, and as there are other ways to recover mental health (which drinking does), this is a pretty easy trophy to unlock anyways.

  • Complete the game without smoking any cigarettes.

    Cigarettes are items found in the Consumables menu; you will start the game with five, and can find more while exploring the town. If a cigarette is smoked, Carl's mental health will go back to full, but you'll lose some health in the process.

    If you select the cigarettes in your inventory, you can press to discard them entirely and not have to worry about accidentally smoking them (even if you don't, it's a two-part process – you'd need to equip them, then actually press the button to smoke them, so accidentally smoking is hard to do).

    If you're worried about mental health (and generally, you shouldn't, as it refills generously at campfires), keep Pain Killers in your inventory and you'll be fine.

  • Find all campfires in the wild.

    Note that this does NOT mean you have to light all of them. Simply walk up to them and they will be marked on Carl's map as having been discovered. There are 21 in total; use the map provided in the Introduction to track them all down.

  • Clear the boulders near the Lachances' house.

    In the Ice Cave room you find yourself in right after unlocking Lost Cause, you will find three bundles of dynamite on the table near where you found up the journal. Pick up at least two, as you'll need one to exit the Ice Cave, and one for this trophy.

    The Lachances' house is south of the General Store. The “boulders” refers to the nearby Eastern Cave (marked “Cave” on your map). Once you place the dynamite, the trophy will unlock. Note that you want to go in here anyways, as there's a hidden campfire needed for Marshmallows (at least, I think that one counts).

  • Light a dark area with the lantern.

    This trophy is misleading, as it refers to EQUIPPING a lantern. There are many lanterns in cabins, etc that you can turn on to provide light, but none of these lanterns count towards the trophy.

    The earliest equippable lantern I found was in the Shack in between Cabin A and Cabin B in the Woodlots just northeast of the General Store. The Shack is also considered a dark area, so once you've picked it up, go into your Equippable inventory and equip it (you don't need to use matches or anything) to unlock the trophy.

    Once you've unlocked this trophy, ditch the lantern. It's not particularly useful and takes up a lot of inventory space (as you can't ditch your flashlight).

  • Complete the game without firing any firearms shot.

    There are a few guns you can find during the game, along with ammo. Generally, guns are used to kill wolves that may be chasing you. Spend the game outrunning wolves or chucking steaks at them and you will unlock this trophy at the end of the game.

    The flare gun does NOT count towards this trophy. Feel free to use it to light up the areas late in the game. However, I didn't try shooting the flare gun at wolves, so I'm not 100% sure that won't void the trophy (but my guess would be no).

    Note that Bulletproof WILL negate this trophy, so if you're going for all the trophies in a single playthrough, unlock this trophy first, then load the checkpoint “The Sanctuary” for your chance to unlock Bulletproof.

  • Take a picture needed for the investigation.

    The earliest investigation photograph is very early in the game, at the crime scene in the General Store. Photograph it to unlock this trophy. See Paparazzi for all investigation photographs.

  • Take all pictures needed for the investigation.

    There are fifteen photos you will need to take for this trophy. The photos consist of:

    • 6x bolt photographs (The Hunt).
    • 4x frozen people (the story-related flashbacks).
    • 1x ice chunk (scattered throughout the environment).
    • 1x General Store crime scene.
    • 1x bloody pillow (Doctor's office).
    • 1x empty grave (southeast of the garage; you'll pass by it for story reasons).
    • 1x strange creature (in The Sanctuary – there's a flashback bolt in it that moves the story along; take the picture first!)
 

Secret trophies

  • Complete Gilles Lachance's vision.

    Story related and cannot be missed.

    Gilles Lachance is located near the Lachance House. Go down the back stairwell and follow the line of telephone poles and you'll find him. Remember to take his picture BEFORE you interact with him (for Paparazzi).

    For this flashback, simply retrace Gilles' steps (backwards), and eventually you'll reach a truck with his wallet in it. Once you pick up the wallet, the flashback will end and the trophy will unlock.

  • Complete Gisèle Lachance's vision.

    Story related and cannot be missed.

    Gisele Lachance is located in the Lachance house, south of the General Store. Make sure you take her picture BEFORE you interact with her (for Paparazzi).

    The entire flashback takes place in the house itself, so just follow the red and you'll be fine. The flashback will end (and the trophy will unlock) when you pick up Gisele's diary in the bathroom.

    The combination to the safe you learn about in the flashback is B-7-3-9 (you find this on a necklace found in the Last Stand flashback).

  • Complete Réjean Blouin's vision.

    Story related and cannot be missed.

    Rejean Blouin is in the Ice Cavern, located directly northwest of his house. When you find him, make sure to take a picture BEFORE you interact with him (for Paparazzi).

    For his flashback, just follow the footprints until you reach his lab. Once you do, pick up his journal on the table to finish the flashback and unlock this trophy.

    To exit the Ice Cavern, you'll need to blow up the rock wall near where you found Blouin, so make sure you pick up all the dynamite in the room where the flashback ends.

  • Complete Jean-Guy Lamothe's vision.

    Story related and cannot be missed.

    Lamothe's Garage is located in near the bottom tip of the lake, on the left side. Lamothe himself is located in his garage/shed. Take his picture BEFORE you interact with him (for Paparazzi).

    Once you interact with him, you will watch a flashback. Once a flashback segment ends, look around for a glowing red handprint; look at it to start the next segment.

    The trophy will unlock when you finish the flashback.

  • Find a winter coat to keep you warm.

    Story-related and cannot be missed.

    North of the Doctor's house is the Old Rosaire house. The man inside says he will trade you a warm coat for a bottle of caribou. Caribou is actually a cocktail you can make. You can make it before ever knowing that you need it, and doing so will save you quite a bit of time, especially as you're more likely to go to Blouin's house before Old Rosaire's.

    Find an empty bottle. The earliest you can get one is near the tollbooth at the beginning of the game. Otherwise, look for abandoned camping sites or overturned carts to find one. You need to pick up an EMPTY bottle; you can't repurpose alcohol or water bottles.

    In the General Store, behind the counter is a ladder. Move and then climb it to grab a bottle of sherry.

    Midway between the Lamothe and Doctor's houses is the House of the Patriot (Blouin). Inside on the wall is the recipe for the caribou. Against another wall is the equipment you need to actually make it.

    You will need the winter coat to access later areas in the game (like the Ice Cave and the ice wall), but it is in your best interests to get this as early as you can during your Onwards on foot! playthrough, as it will allow you to stay outside for much longer.

  • Get rid of the ice wall.

    Story related and cannot be missed.

    The ice wall will crumble when you find the four people (they all have trophies associated with them) and go through their flashbacks. Once you've found the four people and seen their flashbacks, go to the ice wall (just follow the main road north east until you hit it). You will see a flashback and the trophy will unlock.

    Once you've found the fourth person (it doesn't matter which one it is), the game will turn to nighttime mode and stay that way for the remainder of the game. I highly suggest finding as many collectibles as possible before doing this (or even backing up your save files).

  • Find Hamilton's killer.

    Story related and cannot be missed.

    This will unlock after the final flashback of the game, the one tied to the only crossbow bolt you can interact with.

  • In typical Canadian fashion, Carl left $10 for the cutoff chain.

    At the very beginning of the game, you will need to grab some pliers and cut the chain blocking the bridge to town. Right after doing so, turn left and walk up to the tollbooth. Interact with the rock there and Carl will leave $10 under it. The trophy will unlock right after.

  • Find all evidence tied to Hamilton's death.

    Between Paparazzi and Reader, you will unlock this trophy naturally.

  • Shoot the Wendigo with the rifle.

    For the location of the rifle, see Revolution!.

    If you're only doing one playthrough, then finish the game without firing any firearms, then reload the checkpoint “The Sanctuary”, which is the beginning of the flashback where the Wendigo is chasing you. Equip the rifle and take a few shots at it to unlock the trophy.

    This is the only time you can unlock this trophy; I tried it by reloading “The Graveyard” checkpoint and firing at the Wendigo when I met it at the docks, and the trophy did not unlock.

You might also like

Guide navigation

Author

  • themindisacity

Game navigation