Mangavania Platinum
platinum · unmissable
Good job! Completed all tasks!
Earn all twenty numbered level trophies. There are no separate requirements for a high rank or finding every hidden Spirit.
Published guide
Trophy guide
A PS5 platinum route through twenty short levels, with an early upgrade plan, gem management and both boss fights.
PS5
All trophies are offline level clears. High ranks and finding every hidden Spirit are not required.
Start with Level 1 for the sword, PS5 controls, upgrade shopping and checkpoint advice. Then follow Roadmap in order. Its three sections are planning stages, while Trophies holds the detailed route for each numbered level. Each solution also links a credited external video for the platforming.
I recommend buying the movement abilities and bow early, then clearing levels 2–9 and the first boss at Level 10. Continue through levels 11–19 and finish the final boss at Level 20. Every numbered clear has one trophy. The platinum follows all twenty, with no separate rank or hidden-Spirit cleanup. Any missed clear can be replayed from level select.
The completion requirements and upgrade reference sit in the companion wiki.
Begin with Level 1. Its solution covers the first sword pickup, PS5 controls, shop and checkpoints. Free the red flying souls to open ordinary exits. Hidden talking Spirits give bonuses but aren't required for the platinum.
After the first clear, I recommend replaying the opening level to buy double jump, dash and bow for 30 gems each. The two health upgrades cost another 60 in total. Budget 150 for the full set, plus a reserve for continues. Open Abilities with from level select. Repeat clears keep paying gems.
The later routes assume the movement abilities and bow. You can buy gradually, but get those three before attempting the second half. The upgrade reference keeps the prices and retry advice together.
platinum · unmissable
Good job! Completed all tasks!
Earn all twenty numbered level trophies. There are no separate requirements for a high rank or finding every hidden Spirit.
bronze · unmissable
Level 1 completed
Free the two red souls and enter the stone exit. The small red flying souls count toward the door. The hidden, talking Spirit is a separate bonus and isn't required for the trophy.
| Action | Input |
|---|---|
| Move | Left stick or directional buttons |
| Jump and wall jump | , against a wall for wall jumps |
| Double jump after buying it | Press again in the air |
| Sword and nearby levers | |
| Bow after buying it | , hold for more range |
| Dash after buying it | , including in the air |
| Open Abilities from level select | |
| Clear screen | home, replay, next |
I recommend buying double jump, dash and bow before continuing through the later routes. Each costs 30 gems. The two extra hearts cost another 30 each, so the full set costs 150 and raises maximum health to five hearts. The written routes below assume the movement abilities and bow. Extra hearts give you more room for mistakes.
Replaying this stage keeps the sword, so you can break through the red-rock shortcut near the start rather than repeat the sword-pickup loop. Finish the two souls and exit, then choose replay. Repeat clears award gems even without improving your best rank. Open Abilities from level select to spend them. Keep a reserve after shopping for paid continues.
Touch a torch to set your checkpoint. On Game Over, pays the displayed gem price to continue from that checkpoint. Collected souls and keys stay with you. The price can rise after another death, so read it before paying.
restarts the level from the beginning without paying. returns home. I would restart an early attempt with little progress and save paid continues for a difficult return journey or boss fight. If you're short of gems, return to level select and replay this stage.
External video: first clear and early upgrade replays (kouki Anniversary, 0:25)
Work through levels 2–9 in order using their individual solutions in Trophies. Attack the red souls and check the counter before returning to the exit. Some paths also need keys or levers. A slow clear still counts.
Touch torches as you go. On Game Over, spends the displayed gem price to continue from the checkpoint with collected souls and keys retained. The price can rise after another death. restarts from the beginning for free, while returns home. I would save paid continues for attempts where we've already covered much of the route.
Read Level 10 before entering the first boss. Keep some gems for a checkpoint continue if you need one.
bronze · unmissable
Level 2 completed
Free three red souls, then return to the upper-left exit. Have the sword from Level 1. My upgrade and retry setup is there too.
Wait for the moving blocks to come within jumping distance. If the exit stays shut, check for 3/3 on the soul counter before retracing those three rooms.
bronze · unmissable
Level 3 completed
Free three red souls and leave through the lower-right stone door. Start with the sword and the movement upgrades described in Level 1.
The loose key in the lower room near the broad spike floor is optional for this clear. Don't drop onto the spikes while turning back. Check for 3/3 before taking the exit.
bronze · unmissable
Level 4 completed
This route needs three red souls and three separate keys. Buy the movement upgrades first, as explained in Level 1. The medallion doors and hidden Spirit are extra detours.
Each key gate consumes a key. If a gate blocks you, check the previous key alcove rather than looking for more souls. The final door needs 3/3. Use the nearest torch and the paid-continue advice in the opening solution if a climb goes wrong.
bronze · unmissable
Level 5 completed
Find three red souls, then return to the lower exit. Use double jump and dash for the narrow spike gaps. See Level 1 for the abilities and checkpoint controls.
The hidden Spirit behind the red-rock wall is optional. Don't enter the exit corridor expecting it to open at 2/3. Finish the lower spike-basin branch first.
silver · unmissable
Level 6 completed
Collect three red souls and use the lower-right exit. Bring the movement upgrades and bow from Level 1. A low rank still earns the clear.
Use the bow to clear enemies before committing to a small landing. If you're circling the lower rooms at 2/3, return to the tall shaft on the right and climb higher.
silver · unmissable
Level 7 completed
Free three souls and return to the exit near the starting descent. The bow helps with the bat swarm, and this route assumes the movement upgrades from Level 1.
The medallion-door detour isn't needed. At 3/3, head back toward the start instead of searching the bottom rooms for another door.
silver · unmissable
Level 8 completed
Free three souls and leave by the exit below the upper gate. Bring double jump, dash and bow. The retry controls are in Level 1.
The final lift is the easy turn to miss. If you already have 3/3, avoid another lap around the level. A paid continue keeps those souls if you fall on the way out.
silver · unmissable
Level 9 completed
Collect three souls and a key, then reach the exit behind the red-rock wall. Use the bow and movement upgrades from Level 1.
Check for 3/3 before the final ascent. Paid continues retain both collected souls and the held key, but check the displayed gem cost each time. Repeated deaths can make that option more expensive.
silver · unmissable
Level 10 completed
Defeat the first boss. Buy double jump, dash and the extra hearts beforehand if you want more room to recover, and keep gems for continues. Level 1 has the shop and PS5 controls.
Drop from the starting ledge into the arena. Jump with over the boss's ground-level sword thrust and the low attack released from its crouch. Move in during its standing recovery, strike with and pull back before the next attack. It can teleport to the other side, so turn to face it before approaching again.
The clear happens when the boss dies. There are no souls to collect or exit door to find. If you die, pays for a checkpoint continue and lets you carry on the damaged boss fight. Check the displayed cost before paying. Restarting with begins the attempt again.
Before starting levels 11–19, check that double jump, dash and bow are bought. Shoot red targets to open portcullises, and follow the numbered routes for the soul branches and return journeys. If an ability is missing, return to level select and open Abilities with .
Save a retry budget for Level 20. After the final boss, all twenty level trophies should be earned and Mangavania Platinum should follow. There is no rank or hidden-Spirit cleanup. If a level trophy is missing, replay that numbered stage from level select.
silver · unmissable
Level 11 completed
Free three souls and leave through the bottom door. Buy the bow, double jump and dash before starting. Level 1 explains the shop and controls.
If the portcullis is still shut, shoot its red target before jumping across. Once the counter shows 3/3, the route out is down the shaft, not farther right.
silver · unmissable
Level 12 completed
This stage needs three souls and several bow-operated targets. Bring the full movement kit and bow from Level 1.
Shoot from a safe landing and hold when you need more range. If a gate stays closed, look back toward the last island for its target. The exit needs 3/3.
gold · unmissable
Level 13 completed
There are four souls here. Bring the bow and movement upgrades from Level 1, and collect the key before taking the left branch.
The two-lift shaft needs both branches. If you're at 3/4 near the exit, check whether you took the lower lift all the way down for the second soul.
gold · unmissable
Level 14 completed
Free two souls while descending through the wheel rooms. Have dash and double jump ready, with the shared controls and retry advice in Level 1.
Wait on solid ground for a clear gap instead of chasing a wheel. The exit is below the red hazard line. Check for 2/2 before dropping toward it.
gold · unmissable
Level 15 completed
This stage explicitly requires dash. Bring double jump and bow too, using the setup in Level 1. You need three souls.
Use in the air to bridge the long gaps. Don't drop into the empty shaft below the lower torch. If you fall, a paid continue avoids repeating the souls you've already freed.
gold · unmissable
Level 16 completed
Free two souls, collect the lower key and open the final target gate. Bring double jump, dash and bow. See Level 1 for the inputs and retry setup.
At 2/2, you still need the key and target. Touch the lower torch before attempting the small-block climb so a paid continue returns you near the gate.
gold · unmissable
Level 17 completed
Collect two souls and a key. The middle lift room needs the bow as well as double jump and dash, so use the preparation in Level 1.
The target can take a few attempts to line up. Wait for a block to carry you into range, then jump and hold . Don't try to walk across the spike strip. Check for 2/2 at the exit.
gold · unmissable
Level 18 completed
Buy double jump before entering, as the starting sign requires it. Bring dash and bow too. This route collects two souls, with the exit back on the upper starting side. Level 1 has the shared controls.
The counter must read 2/2 before the long return route. Use solid pillars to stop and shoot casters, and keep your second jump available for the tiny floating blocks.
gold · unmissable
Level 19 completed
Only one red soul is required, but there's a long platforming route and a key near the end. Bring double jump, dash and bow, with the retry setup in Level 1.
Touch the torch on the pillar before the target room. If you fall, a paid continue retains the soul and returns you close to that climb. The door-open message at 1/1 doesn't remove the target and key gates along the way.
gold · unmissable
Level 20 completed
Defeat the final boss to earn this clear. Once the other nineteen levels are complete, Mangavania Platinum follows too. Bring double jump, dash, bow and a gem reserve. I recommend both extra hearts. The shared setup is in Level 1.
The arena has small safe islands separated by red-floor gaps. When the boss hangs above an island, jump beside it with and strike with . When it sinks into a gap, stay on solid ground and shoot with .
Use your second jump to avoid its vertical dives and the red projectiles spreading from the floor. Let the attack pass before landing and attacking again. Use to cross between islands if the next attack crowds your landing. Don't chase the boss down into a gap.
The stage clears automatically when it dies. If you run out of health, buys a checkpoint continue while preserving the damaged fight. Check the displayed gem price. If you need more gems, go home with and replay the opening stage, then return for another attempt.