Overview:
  • Estimated trophy difficulty: 2/10 (personal estimate) (Platinum Difficulty Rating)
  • Offline trophies: 25 (8, 9, 7, 1)
  • Online trophies: 0
  • Approximate amount of time to Platinum: 12-15hrs (personal estimate) (Estimated Time to Platinum)
  • Minimum number of playthroughs: 1.5, plus a few ending cleanups
  • Number of missable trophies: Technically 0 because of chapter select) but gathering memories via chapter select will reset any memories already collected from later chapters, which would necessitate a longer replay so consider Cherish your memories trophy_gold.png to be missable
  • Glitched trophies: 0 as of 1.01
  • Does difficulty affect trophies?: No
  • Do trophies stack?: No
  • Do cheat codes disable trophies?: No
  • Additional peripherals required?: No

Introduction:

Twin Mirror is a 2020 mystery adventure game developed by Dontnod (Life is Strange, Remember Me). You play as Sam Higgs, a journalist returning to his hometown of Basswood for his best friend's funeral. Soon, however, Sam finds himself drawn into a murder mystery and possible conspiracy and must solve it to save not only his life but possibly the lives of those around him.

Twin Mirror has a sort of Life is Strange by way of Twin Peaks thing going on - the story is as much about the lives and relationships of the people in town as it is about the murder mystery. It's worth a playthrough but it's not anything revelatory.


Walkthrough:

Step 1: Play through the game, choosing only analytical (blue) choices, collecting all memories and mementos along the way

Your dialogue choices don't matter, except for the analytical/social choices so play however you want.  The one thing you do want to pay attention to is what you choose during the final Mind Palace scene at Lookout Point (there are three total), as your actions during it factor into what ending you'll get. If you want to take the guesswork out of it, see No stone unturned trophy_gold.png.

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

A blast from the past trophy_bronze.png
Way back home trophy_bronze.png
Raise a glass trophy_bronze.png
Things could be worse trophy_bronze.png
Knowledge is power trophy_bronze.png
Nice catch trophy_bronze.png
Trial by fire trophy_bronze.png
Truth is everything trophy_gold.png
Straight shooter trophy_silver.png


...and if you got all memories and mementos:

Lost and found trophy_bronze.png
Cherish your memories trophy_gold.png
Full house trophy_gold.png



Step 2: Clean up the other Mind Palace ending

On the main menu, reload the Nightfall chapter and finish the game again, making choices to get the other ending.  See No stone unturned trophy_gold.png for more information about unlocking the endings.

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

Onwards and upwards trophy_gold.png
Presence of mind trophy_silver.png



Step 3: Reload Chapter Enter Basswood (Downtown Basswood) and finish the game again, choosing only social (yellow) choices

This will go faster, since you already know what you need to do.  Again, your dialogue choices don't matter (until the confrontation at the end, at Lookout Point; see No stone unturned trophy_gold.png if you want to take the guesswork out of it).  Just make sure that every major choice is yellow (social).

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

You'll never be alone trophy_gold.png
Manners make the man trophy_silver.png



Step 4: Clean up the other Him ending

On the main menu, reload the Nightfall chapter and finish the game again, making choices to get the other ending.  See No stone unturned trophy_gold.png for more information about unlocking the endings.

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

Master negotiator trophy_silver.png
No place like home trophy_gold.png
No stone unturned trophy_gold.png



Step 5: Miscellaneous cleanup (optional)

You may already have the platinum by now if you kept an eye on the list while playing.  If you are missing any trophies, now is the time to load up chapter select and unlock them, including all the one-shot miscellaneous trophies.

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

A foot in the door trophy_silver.png
Waka waka trophy_silver.png
Super sleuth trophy_silver.png
Smooth talker trophy_silver.png
Code breaker trophy_silver.png


...and finally: The well-examined life trophy_platinum.png!  Congratulations!

Twin Mirror Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

25 trophies ( 13  )

  • Unlock all trophies in Twin Mirror

    Congratulations!
  • Finish the "Memory lane" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the touchpad to see all the objectives.
  • Finish the "Raise a glass" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the touchpad to see all the objectives.
  • Finish the "Wake up!" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the touchpad to see all the objectives. Make sure you unlock A foot in the door trophy_silver.png during this scene.
  • Finish the "Ghosts" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the tp.png to see all the objectives. You need to search for evidence at the crash site. There are a few bits at the tree, a few at the broken road signs, a few across the street from the broken road signs and a few up the hill from Sam's car.
  • Finish the "To catch a fish" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the tp.png to see all the objectives. Make sure to unlock Code breaker trophy_silver.png while playing through this scene.
  • Finish the "Refuge" scene

    Story-related and cannot be missed.

    You will unlock this after completing the chapter. If you need help on what to do, press the touchpad to see all the objectives. For the part where you're looking for clues, the game will point out the main areas you need to search but make sure you also interact with the hose by Lynette's trailer and the white van. In the mind palace part, start with Anna breaking the hose to get everyone moving in the correct pattern so you can figure out the rest.
  • Explore all the endings

    Twin Mirror has four endings.  What ending you get, depends on choices made in the last few chapters of the game, starting with the major choice (analytical/social) in the Reflection chapter - Mind Palace (analytical) or Choose Him (social).  After that, it comes down to a few dialogue choices in the subsequent chapters.

    While the ending trophy will unlock before the final scene of the game, you DO need to play through the final scene and have the credits start running before the ending will log as unlocked.  Your choices during the final scene don't matter and only amount to minor variations.

    Two endings require you to have chosen the Mind Palace during the last major choice of the game, at the mirror. The ending then comes down to whether or not Anna gets shot and whether or not the emergency phone is damaged during the fight. While you can come to these endings in a few combinations of ways, here are guaranteed routes:

    Rush to gun - rush to gun - try to call for help  --> Onwards and upwards trophy_gold.png
    Rush to gun - rush to gun - try to move the gun away --> Presence of mind trophy_silver.png (took bribe; probably doesn't matter)


    Two endings require you to have chosen Him the last major choice of the game, at the mirror. Again, the endings depend on whether or not Anna dies but I wasn't able to figure out how to get the phone damaged and the method I found for ensuring that she does doesn't make logical sense but as long as it works, it'll stay in this Guide.

    Step forward - It's not who you are - Our murders won't go unnoticed - Buy our silence - We're both pragmatic - Anna, get him! --> Master negotiator trophy_silver.png (also No place like home trophy_gold.png if you tell Anna you're going to stay)

    The final ending after choosing Him at the mirror does not have a trophy associated with it (unless it unlocks No place like home trophy_gold.png as well) but the path I chose was:

    Appeal to his humanity - It's not in your interest - Dickie would rat you out - Turn yourself in - I want to live - Anna, get him!

    After you've seen all four of these endings (and unlocked the four trophies listed above), this trophy will unlock.
  • Find one memento

  • Find all the mementos

    There are fourteen mementos in the game. These are items you can interact with that have a personal meaning to people in Sam's life. You will know you've interacted with one because you'll get a journal update notification, then the item will show up in the memento tab of one of the people in the journal.

    You can collect these in chapter select after finishing the game but I recommend trying to get them all your first time through.  Once you've collected the item and get the journal update notification, you can quit out of the chapter.  The scene listing on the main menu will show you whether you've obtained all mementos in a given scene.

    In chapter (and scene) order:

    1) Memory Lane (Lookout Point)- Approach the large tree, wipe the moss off of it and look at the initials (Anna)
    2) Cold Feet (Miner's Haven Parking Lot) - After speaking with Joan in the car, walk into the small alley left of the bar and look at the bar sign (Nick)
    3) Raise a Glass (Coal Miner's Haven) - After Anna plays guitar, walk up to the guitar and look at it (Anna)
    4) Gumshoe (Coal Miner's Haven) - In the storeroom at the very beginning, turn around and interact with the exotic bottle on top of the security desk (Ethan).
    5) Enter Basswood (Downtown Basswood) - At the beginning of the chapter, Sam will park his car next to a white car.  Look at the back of the white car (the license plate is the memento but you can't interact with it directly) (Dennis).
    6) Enter Basswood (Downtown Basswood) - At the beginning of the chapter, leave the parking lot, walk into the main street and turn right.  Go into the alleyway right of the red buiding (the cop will be yelling at someone on the ground; you'll need to watch the cutscene first).  On one of the walls is a mural of a miner. Interact with it (Joe)
    7) Enter Basswood (Downtown Basswood) - Enter the drugstore (the red building). Before talking to Kathy, interact with the glass jar just to the left of her (Kathy).
    8) Enter Basswood (Downtown Basswood) - Inside the coffee shop, look at (not read) the keychain on the bulletin board just next to the door (Declan)
    9) Blood and Ink (Basswood Jungle) - When you enter the Jungle, walk forward towards the glass doors but turn left before going in them.  In this small area is Sam's old desk - interact with his nameplate. This cannot be done until after you've read Dennis' emails (Walter).
    10) Blood and Ink (Basswood Jungle) - Enter the glass doors into the editor's office.  Interact with the large team photo on the right wall, next to the bookshelf. This cannot be done until after you've read Walter's password reminder hint on his computer (Tara).
    11) Broken Home (Anna's House) - When you're tasked with getting Anna a drink, face her on the couch, then walk right and behind a chair.  Interact with her travel journal on the ground.  You can do this at other points while in the house; this is just the earliest you can obtain it (Anna).
    12) Broken Home (Anna's House) - After talking to Anna (Smooth talker trophy_silver.png), go upstairs and enter the open bedroom.  In one of the desk drawers is Mr Unicorni.  Interact with it (Joan).
    13) To Catch a Fish (Nick's Fishing Shack) - Inside the fishing shack, inspect the photos on the wall and look at the graduation photo (Nick).
    14) To Catch a Fish (Nick's Fishing Shack) - Leave the shack and walk around the back of it.  Interact with the comic book on the bench (Joan).

    If you'd rather follow a video guide, Trophy Tom has put together a guide of all mementos and memories, in the order they can be obtained: LINK. Note that this video also has a bunch of the one-shot trophies in it as well.
  • Relive one memory

    Story-related and cannot be missed

    You will be required to live a memory in the first chapter of the game before you can progress. See Cherish your memories trophy_gold.png for the other memories
  • Relive all your memories

    MISSABLE

    There are 8 memories in the game. 1 is story-related and you must find the other 7. You'll know something is a memory because the option to interact with it reads "mind palace" with a special icon.

    You can collect these in chapter select but keep in mind that any memory that appears in chapters after the chapter you reload will also need to be recollected (progress doesn't save between chapter reloads) so try to get these all your first time through. The scene listing on the main menu doesn't track memories so you will need to remember which ones you've obtained and which you haven't.

    In scene (and location) order:

    1) Memory Lane (Lookout Point) - Interact with the telescope. Story-related.
    2) Raise a Glass (Coal Miner's Haven) - Enter the bar, walk up to Kathy at the memorial photo board and talk to her.  After the conversation, look at the photo you're holding (don't pin it on the board).
    3) Raise a Glass (Coal Miner's Haven) - After Anna plays guitar, walk over to the jukebox and interact with it.
    4) Enter Basswood (Downtown Basswood) - After talking to Hugh and Kathy in the drugstore, leave the store and turn right.  Go down the street and enter the coffee shop/cafe.  After some conversation, Sam will kneel down to clean up the board game.  Instead of tidying, interact with the spilled cards,
    5) How Things Weren't (Anna's Property) - After the scene with Joe and Anna, walk left of Anna's house, past the garden and to the garden shed.  On the ground is a for sale sign to interact with.
    6) Broken Home (Anna's House) - After talking to Anna (Smooth talker trophy_silver.png), stand in front of the couch facing away from Anna.  Walk to the desk on the left with the little lamp on it.  Interact with the desk.
    7) Broken Home (Anna's House) - After talking to Anna (Smooth talker trophy_silver.png), go upstairs and enter the open bedroom.  Interact with the bed.
    8) To Catch a Fish (Nick's Fishing Shack) - At the bridge leading into the shack, turn left and walk to the tree trunk.  At the base of it is a fishing rod to interact with.

    If you'd rather follow a video guide, see the video posted under Full house trophy_gold.png.
 

Secret trophies

  • Stay in your hometown

  • Leave for pastures new

  • You've chosen your social self

    The last major choice of the game occurs when Sam is standing in front of a mirror.  To unlock this trophy, choose Him.
  • You've chosen your analytical self

    The last major choice of the game occurs when Sam is standing in front of a mirror. To unlock this trophy, choose the Mind Palace.
  • You've made 60% of your decisions as your analytical self

    Throughout the game, there are five (sometimes six; see note below) instances where you'll need to make major choices - these choices are indicated by blue and yellow outlined pictures. For this trophy, you'll need to make sure at least four (five) of the five (six) choices are the blue-outlined ones.

    NOTE: Depending on how you handle your conversation with Joan at Nick's fishing shack, you may be presented with a major choice.  Just make sure to stay consistent with whatever you've chosen during your run so far.  I've marked the optional major choice in parentheses. I can confirm that missing this choice with Joan will not void any of the decision trophies, because I unlocked Straight shooter trophy_silver.png without encountering that choice; I just made sure all of my choices in the game were analytical (blue).

    In chapter order, here are all of the analytical choices:

    Cold Feet - Promise to look into it
    Enter Basswood - Hide it
    Blood and Ink - Leave right away
    Broken Home - Refuse
    ((To Catch a Fish - Tell Joan about Nick))
    Reflection - Choose the Mind Palace

    In addition to these major choices, there are some minor dialogue ones that can happen throughout the game - you wouldn't even know they were analytical/social choices unless you checked the stats menu after clearing a chapter.  They factor in a bit but you really want to focus on these major choices and not really worry about the minor ones.
  • You've made 60% of your decisions as your social self

    See Straight shooter trophy_silver.png but instead, make sure four (five) of your five (six) choices are the yellow-outlined ones.

    In chapter order, here are all of the social choices:

    Cold Feet - Keep her out of it
    Enter Basswood - Tell her
    Blood and Ink - Call the cops
    Broken Home - Promise
    ((To Catch a Fish - Call Kathy))
    Reflection - Choose Him
  • You kept Anna alive by putting yourself in your opponent's shoes

  • You kept Anna alive by outsmarting your opponent

  • Find your way out of the infinite hallway without help

    Chapter: Wake Up! (Hotel Room)

    After cleaning his face and finding the shirt in the bathtub, Sam will be drawn into a hallucination. He will automatically run but you can control his left and right movements. There will be a bunch of doors popping up in front of him - you only want to run through the doors with the white words. In order: Steady Yourself / Take Control / Focus

    After that, you'll end up in a new room.  Interact with the man on the left to unlock this trophy.
  • Play an old favorite

    Chapter: Gumshoe (Coal Miner's Haven)

    The Pacman arcade machine is located in the Coal Miner's Haven bar.  You cannot play it the first time you're in the bar (during the wake) but you can during your second visit, when you're looking for clues. Play the game for about 10-15 seconds, then back out of the game to unlock the trophy.
  • Reconstruct Dennis's murder without help

    Chapter: Blood and Ink (Basswood Jungle)

    Inside the Basswood Jungle newspaper office, you'll find Dennis in one of the cubicles and have to reconstruct the series of events that happened.  First, you'll need to go through a few rounds of a scene where a bunch of Dennis are walking towards you and you'll need to scan looking for Him (he'll be brighter and waving and calling out to you) and focus on him. It's okay if you mess this part up.

    To unlock this trophy, you'll need to focus on various things in the scene in the correct order:

    Dennis' Injury (chest) / Exit Wound (back) / Bullet Impact (above the blood splatters) / Holster (on the desk, left of Dennis) / Dennis' Gun (in the shooter's hand) / Traces of Blood (under Dennis' outstretched hand - make sure you don't choose the pool of blood!) / Dennis' Corpse.

    The trophy will unlock once the reconstruction plays out.
  • Talk to Anna without asking for advice

    Chapter: Broken Home (Anna's House)

    To start the conversation with Anna, you'll first need to get her a drink from one of the kitchen cabinets, then you'll need to fix the music area in the living room and open the blinds on the hallway door (you may also need to rehang the picture in the hallway; I did it but that may not be necessary). Once you've done these things, go back to Anna and talk to her.

    This is actually a very easy trophy to unlock. Say whatever you want during the conversation; just don't ask Him for advice so just avoid pressing triangle.png for the entire conversation.  Depending on what you say, Him might chime in anyway but as long as you haven't pressed triangle.png, you're good to go.
  • Crack the code on Nick's fishing bag on your first try

    Chapter: To Catch a Fish (Nick's Fishing Shack)

    Inside the shack is a locker.  Interact with it, then walk over to the hanging bass on the wall next to the pictures and search it for the key.  Unlock the locker and look at and read the note taped inside. Back out of the locker when you can (you need to interact with the calendar and the journal article at the very least), Look at the fishing rods on the wall. Inspect the pictures on the wall and look at the drawing with the caterpillar on it. Grab the fishing bag from under the bed and enter the combination: Right / Down / Left / Right / Up.

     

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