A PS5 route through the three Shopkeeper lectures, the unlit Dark Cave, all 45 Power Seals and the early deathless challenge, with Picnic Panic kept separate from the platinum.
PS5
Trophies
43
Difficulty
Platinum: 5/10. All 43 trophies: 6/10.
Completion time
Platinum: 15–25 hours. All 43 trophies: 20–30 hours total.
Playthroughs
One full run, an early deathless replay if needed, plus optional Picnic Panic.
Before you play
Known trophy issues
Not checked
Missable trophies
Yes · plan ahead
Chapter select
Unavailable
Postgame cleanup
Available
Finish the three cabinet lectures at their story windows. Cross Dark Cave before accepting the candle. A recorded death before the Queen of Quills needs a new deathless run. Base-game cleanup remains available after the ending.
Your route to completion
Start a normal New Game and practise Cloudstep in Ninja Village. I recommend treating the first run as the main completion save, rather than restarting every time a difficult room kills us. Read No Argument Here now if you want to attempt the early deathless stretch immediately. Otherwise, leave that short replay until we know the bosses.
Use Roadmap for the order of work and the warnings coming up next. Its seven sections are route stages, not the game's named levels. Trophies holds the detailed boss advice, collectible directions and recovery steps. Read the linked solution before each limited opportunity, then continue along the route.
Later, do not give the Astral Tea Leaves to the Ninja Elder until after I Swear It's My First Time. The reward is the candle, also called the Power of True Sight. Owning it removes the unlit-cave opportunity for that save.
Follow the main save to the ending
The opening is a linear journey to the mountain, followed by the Tower of Time, Cloud Ruins and Underworld. The second half opens a connected map with past and future versions of its rooms. Collect the six musical notes, rescue the four Phobekins and sweep the remaining Power Seals with the full movement set.
There are 41 base trophies, including the platinum, and two separate Picnic Panic trophies. The base route needs all 45 Power Seals and all 19 shop upgrades. It does not need a speedrun, every map tile, New Game+ completion, the Craftsman's figures or a perfect DLC race.
Finish the Music Box, then reload the completed file for anything left on the main island. If the deathless trophy is still missing, use a separate New Game+ attempt. Picnic Panic can follow the base hunt, or its mask can be earned first for the optional stronger New Game+ route. Finish the lectures on the main run before accepting that deal.
Learn Cloudstep and reach the marsh
Begin in Ninja Village and leave by the right-hand path without jumping into the ocean. Jump with and slash with . Hitting a lantern, enemy or eligible projectile while airborne restores one jump. Repeat the hit, then jump to keep a Cloudstep chain going.
At the first Autumn Hills shop, get the Climbing Claws and complete Fine, I Won't Open It. Buy health and Strike of the Ninja early. The latter lets our sword destroy enemy projectiles.
Follow Autumn Hills, the broken Forlorn Temple bridge, Catacombs, Bamboo Creek, Howling Grotto and Quillshroom Marsh. Take easy seals when convenient and leave inaccessible ones for later. The Wingsuit arrives in Howling Grotto.
For an immediate No Argument Here attempt, keep zero deaths through the Queen of Quills. If a death is recorded, continue the main save. We can retry the opening after learning the game.
Enter The Ninja
bronze · missable
Beat the intro without dying
Complete Ninja Village's introduction without dying. Move right, practise the jump-and-slash tutorial, speak with the Ninja Elder and continue through the demon attack until the Western Hero gives us the scroll.
Stay away from the ocean at the far left. There is no reason to jump into it. Leave for Autumn Hills and check the unlock.
If the intro was failed, a fresh New Game in another slot reaches this point quickly. This short condition is separate from No Argument Here, which continues much further.
Defeat Ruxxtin at the end of Catacombs. Continue past the moving spike-wall section to the final shop and enter the arena on its right.
Jump his low fireballs and slash him when he is on the ground. When he rises on the skull platform, use the side walls to reach his height. During the high-platform fireball attack, the moving skull provides cover.
Wait for the attack to pass before going back in. A death restarts from the nearby checkpoint, except that a recorded death ends a No Argument Here attempt.
At Bamboo Creek's eastern end, pass the last shop and jump down the huge waterfall towards Howling Grotto. This is on the normal forward route.
Do not confuse the small lift shafts and pools with the final drop. Continue right after landing in the water. Later, we return to the waterfall's upper ledge for Claustro, as explained in Nothing To Fear.
Defeat the Emerald Golem at Howling Grotto's end. First, slash the chest gem while avoiding the hands. When its mouth opens, climb onto the body and hit the small being inside the head. Retreat before the shoulder crystals rise, then repeat.
The final phase puts us in the air. Hold to glide, collect the Ki refills and throw shuriken with at the moving target. Keep away from its body rather than gliding directly through it.
Defeat both phases for the trophy. The final shop is the retry point. On the early deathless attempt, return to the title screen before a fatal mistake instead of relying on a saved death.
Defeat the Queen of Quills at the end of Quillshroom Marsh. Enter from its final shop.
Dodge the floating parachute seeds by moving into their gaps. If one transforms Ninja into a mushroom, rapidly press and to break free before her whip reaches us.
Wait for the other seeds to plant the tall Wallaxer stems. Jump beside a stem and slash it with for a Cloudstep, then jump again with . Use the higher stems as the fight progresses to reach the Queen hanging from a ring. Hit her to knock her down, then attack while she is dizzy on the ground.
Back away when she pushes us off and prepare to jump the wave of quills. If we miss the knockdown window and she starts the jumping whip attacks, keep moving out of each landing zone and wait for the next seed cycle.
For No Argument Here, this fight must finish a run with no deaths since Ninja Village. Otherwise, the nearby checkpoint allows normal retries.
Buy five upgrades with Time Shards at the Shopkeeper's upgrade tree. The free traversal items are separate from these purchases.
I recommend starting with health, Strike of the Ninja and the healing-drop branch, then taking Ki and recovery upgrades as funds allow. Continue towards Started From The Bottom, which covers all 19 purchases.
Completely break one of the oversized Time Shard crystals. Keep slashing with until the crystal shatters and its shards scatter.
An early one is in Catacombs. Near its opening, look for the breakable block blocking an upper exit. Break it, climb into the side room and destroy the large crystal.
A later convenient one is directly below Bamboo Creek's last shop, before the huge waterfall. Drop beneath the shop, break the crystal and climb back up. Ordinary small floating shards do not satisfy this trophy.
Execute 15 Cloudsteps without landing or clinging to a wall
Use a stationary training lantern in Ninja Village, or any safe lantern with enough room above and no nearby wall.
Jump with , slash the lantern with , then press again for the restored jump. Keep alternating the hit and jump while staying beside or above the same lantern. Complete 15 Cloudsteps without landing or clinging to a wall.
The slash restores a jump, but the restored jump must actually be used. If the chain fails, start again from the ground. Later, holding the Wingsuit between hits can make height easier to manage.
Collect one large green Power Seal by reaching the end of an optional challenge room.
In 8-bit Autumn Hills, look for the lower-left breakable blocks beneath a ranged enemy in the later part of the level. Break them and drop to the side checkpoint. Cross using the two swinging platforms while avoiding the hanging spike ball, then take the seal.
Taking any other Power Seal also works. The complete regional cleanup is under Wheelin' And Sealin'. A transparent seal marks a room already cleared.
Enter the first shop in Autumn Hills. Go to the cabinet on the far left and repeatedly press to try opening it.
Keep interacting after the Shopkeeper tells us to stop. Continue through the changing dialogue until the long happiness lecture finishes and the trophy unlocks.
Do this on the first visit. The cabinet later disappears after the first musical note, and the two special story visits have different lectures. If missed, start a normal New Game in another slot and reach the first shop. Avoid the Voodoo Mask deal on a New Game+ recovery, as its changes interfere with the first lecture's ending.
Collect the Rope Dart at Searing Crags. Press towards rings, lanterns, enemies or a wall to pull forwards, then jump to preserve momentum. Hold in the air to glide once the Wingsuit is available.
Climb Glacial Peak. At its final shop, before summoning the Tower of Time, finish Bait Taken. The empty counter identifies the right visit.
Complete the Tower, take the leap into the future, then clear Cloud Ruins and the Underworld. After the return flight and scroll handoff, stop in the shop. The Shopkeeper now wants the cabinet opened. Refuse by repeatedly talking to her until You Said This Was A Platformer unlocks, then open it to continue.
Once the map and Tower of Time HQ are available, opens the map. Shops connect back to HQ and its regional portals. A circular time rift or a beam changes the room's era. Some entrances exist only in 8-bit or 16-bit, so a solid wall is often a reason to change time.
Leg Day
bronze · unmissable
Defeat Colos & Suses
Defeat Colos and Suses at Searing Crags' summit, after receiving the Rope Dart earlier in the area.
Suses can be struck from the front. Jump or retreat from the whip before taking another opening. Colos blocks frontal attacks, so cross over him and hit his back, or wait for his charge to end against a wall.
Use the arena walls to gain height and glide over the larger attacks. Dodge the thrown rocks and the attack where one giant launches the other. Keep dealing damage when the active giant is vulnerable until both concede.
Climb through Glacial Peak until reaching the summit and the three sages. Use lantern Cloudsteps, wall climbing and the Rope Dart to cross the icy ledges. Move promptly from ice that cracks underfoot.
Before entering the Tower of Time sequence, visit the summit shop for Bait Taken. This story milestone does not mean its limited lecture is already complete.
Defeat the Arcane Golem at the top of the Tower of Time. Ride or jump onto its hands to reach the head, then slash with .
Watch the hands before climbing. They are the route to damage, but their clap knocks us away. After an opening, glide back towards a hand if it is safe rather than dropping into another attack. Keep repeating the head hits until the encounter ends.
This is the base game's Tower boss. The later Picnic Panic boxing encounter is separate.
After defeating the Arcane Golem in the Tower of Time, take the instructed leap of faith. The transition changes the game into its 16-bit future and sends us towards Cloud Ruins.
Continue the story prompt rather than leaving immediately after the boss trophy. Freely changing between eras opens later, after the Underworld sequence.
Defeat the Sky Serpent at Cloud Ruins' end. Survive the preceding chase sections, then enter the final arena from its shop.
Strike its head when it charges across our level. As the dives remove pieces of cloud floor, preserve a landing place and avoid following it into a gap. When it withdraws and fires from the far side, throw a shuriken to hit it at range.
Without Ki, strike a fireball for a Cloudstep and use the extra jump to close the distance. Keep the aerial recovery under control. Defeating the serpent advances the story into the Underworld.
Defeat Barma'thazël at the end of the Underworld. Use the final shop before entering.
When he dashes towards us, face him and fire the Rope Dart with . Passing through the target gives a brief protected crossing and deals damage. Keep watching his charge instead of trying to trade sword hits while cornered.
During the lava-floor section, use the gremlin targets to stay airborne. Striking one changes which holes contain gremlins, so choose the next target after each hit. In the spinning-blade pattern, jump through the opening as the low section passes.
After the fight, continue through the flight and village sequence. There is a limited Shopkeeper lecture coming up in You Said This Was A Platformer.
Ride Manfred around the world back to where it all started
Continue the story after the first Demon General fight. Ride Manfred back around the world, reach Ninja Village and complete the scroll handoff.
When the scene returns us to the shop, stop before opening the cabinet. Complete You Said This Was A Platformer, then follow the cabinet instruction to open the second half of the adventure.
Die once and continue so Quarble appears to revive us at a checkpoint. Finish the introduction dialogue for the unlock.
If we are preserving a first-run No Argument Here attempt, wait until after defeating the Queen of Quills before doing this deliberately. A normal death later in the game is enough. Quarble's shard collection afterwards repays the resurrection fee.
At the last shop at Glacial Peak's summit, before summoning the Tower of Time, enter and notice the missing Shopkeeper.
Go to the left-hand cabinet and repeatedly press . The Shopkeeper interrupts, but keep interacting through the countdown and repeated refusals. Continue until the lecture about stories finishes and the trophy unlocks.
Do not move on just because the conversation seems to loop. This particular unstaffed visit is the deadline. If missed, replay to this summit on another New Game or New Game+ and do it before summoning the Tower.
After defeating Barma'thazël in the Underworld, ride Manfred back to Ninja Village and hand over the scroll. The story returns us to the shop and the Shopkeeper finally asks us to open the cabinet.
Do not open it yet. Stand by the Shopkeeper and repeatedly press to talk to her instead. Keep refusing the cabinet instruction by talking until the inner-child lecture begins. Let it finish and check the trophy, then open the cabinet to continue.
Opening the cabinet first loses this opportunity on that run. Recovery means replaying through the Underworld on another New Game or New Game+.
Buy Time Sense, Power Sense and Focused Power Sense when the second upgrade tree opens. These reveal time-shift rooms, regional seal counts and seal positions. Use Started From The Bottom for the complete upgrade checklist.
Get Hope from Autumn Hills. Visit the Ninja Elder in 8-bit for the Astral Seed. At the Searing Crags summit, plant it in the past, harvest the tea leaves and Power Thistle in the future, then give the thistle to Colos and Suses in the past to reach Strength. Keep the tea leaves away from the Elder for now.
Next, follow Sun And Moon through the Magic Seashell, underwater maze and Sunken Shrine. Get the Lightfoot Tabi in the shrine's upper route before doing its two lower crest paths. The boots let us cross water and lava while holding and moving.
Open regional HQ portals from their world side as we pass them. Save all serious seal cleanup until we have the boots, Rope Dart, underwater dash and downward Wingsuit attack.
Hear Today, Gone Tomorrow
bronze · unmissable
Make it out of the underwater labyrinth
Reach Sunken Shrine by leaving Howling Grotto's underwater maze. Use the Magic Seashell to identify the correct exits by their louder music and sparkling cue.
The preparation and entrance are explained in Sun And Moon. Leaving the maze for the shrine is the trophy trigger. We do not need to finish both crest routes first.
Collect the Sun and Moon Crests in Sunken Shrine, then place them at the sealed door in its central hub.
Reach the shrine
First get the Magic Seashell from Quillshroom Marsh in 8-bit. From the western Howling Grotto entrance, locate the second room's quicksand pit. We can inspect this opening in 16-bit, when its sand is gone, but the shell itself only exists in 8-bit. Return in 8-bit and sink into that pit. Follow the underground spike-and-lantern route to the pedestal, take the shell and leave through the right-hand passage, which loops back to the shop.
At Howling Grotto, go west from the central shop to the checkpoint by the maze entrance. Use the circular rift below that checkpoint so we approach the entrance beam in 8-bit. Enter the maze on the right, crossing into its required era. The shell makes the correct exit's music louder and adds a sparkling cue. Test an exit's cue before swimming through, then repeat until the shrine appears.
Open the shrine's HQ portal. In the main sealed-door room, take the upper route first. Follow its changing water levels and time rifts to the Lightfoot Tabi. Hold while moving to run on liquids.
Collect both crests
Return to the sealed-door hub. Follow the lower-left branch for the Sun Crest, then the remaining lower branch for the Moon Crest. These paths loop back towards the hub, and time rifts can change which side of the room an open passage occupies. Use the map and the crest symbols to distinguish the two routes.
Keep the boots held on water above spikes. Where water blocks breakable floor tiles, switch era to drain it, break the tiles, then refill it so we can swim through. The three local seals are listed in Wheelin' And Sealin'.
Bring both crests to the main door in 16-bit, place them and enter. Watch the Guardian Gods scene and receive the Key of Love. A missing crest means its branch was not finished.
Buy Currents Master in the Shopkeeper's upgrade tree. It costs 125 Time Shards and is reached through Strike of the Ninja and Second Wind.
The trophy's description calls it Swim Dash. The node's in-game name is Currents Master. Buy it for the unlock, then press while swimming to dash forwards.
This is useful for the underwater seal routes, so I would get it before the late cleanup.
Cross the unlit cave and finish the western routes
Before returning the tea leaves, follow I Swear It's My First Time from the Catacombs through Dark Cave. Deaths are allowed here. The trophy needs the exit into Rivière Turquoise while we still have no candle.
In Rivière Turquoise, open its HQ portal and defeat the Butterfly Matriarch for the Magic Firefly. Take it to the Queen of Quills' arena in 8-bit to restore the Monk. Speak with the Prophet, then find her on Glacial Peak in the past. In the future, use the warmed lanterns and free Manfred for More like EleMENTAL SKylands.
Take Ruxxtin's Amulet from his Catacombs tomb in 16-bit. His staff at Glacial Peak's summit returns us to Cloud Ruins. Rescue Acro there, Claustro in Bamboo Creek and Pyro across the Searing Crags lava, alongside Necro from the opening Catacombs visit. Their full locations are under Nothing To Fear.
Use the Underworld's lava route for Chaos. The boots and all four rescues now give us the access needed for the remaining main-island tasks.
Tumble Hijinx
bronze · unmissable
Bump on a few flowers in Rivière Turquoise
Use the launch flowers along Rivière Turquoise's main path after exiting Dark Cave.
Land in a cannon flower to be thrown towards its facing direction. Strike a turning bounce flower to redirect it where needed, then use the next launch to continue. The required flower travel awards the trophy during ordinary progression.
If we have not reached this region yet, begin with I Swear It's My First Time so the candle does not lock out that challenge.
Obtain the Lightfoot Tabi from Sunken Shrine's upper route, then return to the Searing Crags HQ portal.
Run right towards the lava. Hold while moving across its surface. Keep momentum until reaching the safe platform with Pyro. Stopping or turning on the lava drops us into it.
The trophy checks running on lava, not merely owning the boots. Speak to Pyro too for Nothing To Fear.
Speak to all four Phobekins so they leave to repair Forlorn Temple's bridge. These are rescues, not enemies or the DLC's mask collectibles.
Phobekin
Where to start and what to do
Necro
Speak to the small frightened character at Catacombs' opening, just after the broken Forlorn Temple bridge sends us underground
Claustro
Return to Bamboo Creek's eastern waterfall in 8-bit. The time rift is below the last shop. From the upper waterfall ledge, jump and hold to glide right into the cliff opening. Follow the small platforming passage down and speak to Claustro
Pyro
With Lightfoot Tabi, go right from the Searing Crags HQ portal. Hold and keep moving over the lava to the isolated platform
Acro
Open Ruxxtin's sarcophagus in the 16-bit Catacombs boss room for his Amulet. Take it to his staff at Glacial Peak's summit to return to Cloud Ruins. Traverse the ruins towards the east and speak to Acro on the lone platform along that return route
The final conversation completes the rescue set. If the bridge is still broken, revisit the missing character and finish the conversation. Being near a Phobekin without talking does not rescue it.
Return to eastern Autumn Hills in 16-bit and cross the rebuilt bridge. Not With THAT Altitude continues from there.
First, defeat the Butterfly Matriarch at Rivière Turquoise's western end. Strike the Magic Firefly to reveal her butterfly form, use the temporary platforms to reach her, then attack when the bat form returns. Repeat through the shrinking arena for the Magic Firefly reward.
Take that helper to the Queen of Quills' arena in 8-bit. It restores the Monk. Speak with the Prophet at HQ, then meet the Monk while climbing Glacial Peak in 8-bit. In 16-bit, her warmed lanterns let us reach Manfred in the ice. Break the crystal to free him.
Ride Manfred through Elemental Skylands. On each island, destroy the lanterns surrounding its shield generator. Between islands, fire at enemies and hold the attack input for a charged shot.
For Clockwork Concierge, shoot its head, three cannons and rear panel until the heart opens. Damage the heart and repeat. Completing that encounter finishes the scenario and awards Symbiosis. Its three Power Seals remain part of Wheelin' And Sealin'.
Make it through Dark Cave without the 'Power of True Sight'
Cross Dark Cave into Rivière Turquoise without owning the Ordinary Wax Candle. The candle is the Power of True Sight. Do not hand the Astral Tea Leaves back to the Ninja Elder before this trophy. Having the leaves is safe. Accepting their reward is not.
Deaths are allowed. This challenge is about the missing light, not a deathless run. If the candle is already owned, an earlier save or another playthrough is needed. In New Game+, do not choose the candle as the starting item.
Find the entrance
Use the Autumn Hills HQ portal, climb to the surface and follow its eastern downward shortcut into Catacombs. Travel towards the middle of Catacombs, to the room with two bats and a moving platform over the pit. In 16-bit, break the weak block at the lower-right wall. If the opening is sealed, use the time rift in the room to the right and return in the other era.
Swim right through the passage, then follow the descending route to the doorway at the bottom. Press to enter.
Cross in short, repeatable sections
From the starting platform, drop from the left edge and use to Rope Dart the ring on the left. Land in the narrow passage.
Continue left through the rising ledges. Jump left and Rope Dart the next ring to cross the spike gap. Keep held for the Wingsuit when falling, then release it when we need a normal standing jump.
At the upward wind, glide up between the walls and leave at the upper-left. Continue left through the era-changing beam.
Use the lanterns to Cloudstep left across the next gaps. The little platforms beyond the time shift collapse, so do not wait on them. Repeat from the visible lantern as an anchor after a failed jump.
The last main section descends along crumbling steps towards a closed gate on the left. Before taking that exit, jump up to the vertical wall above the steps and climb.
Follow the upper passage left to the pink crystal. Slash it with , then immediately retrace the upper passage, descend and race through the opened gate to the left. The moving pink light marks the countdown.
Drop into Rivière Turquoise and check the trophy.
A Rope Dart that connects with a wall can help establish our position in the darkness. Do not turn a failed jump into a search for the candle. Restart from the checkpoint and repeat the same section. The external Dark Cave map by A1exRD shows the rooms if a visual reference helps.
Open the temple, finish collections and clear the Music Box
Cross the rebuilt Forlorn Temple bridge from eastern Autumn Hills in 16-bit. Defeat the Demon King, then use his crown at HQ's eastern portal. Take Courage from the Corrupted Future and escape its chase.
Before entering the Music Box, I recommend finishing Wheelin' And Sealin', all shop upgrades and the Windmill Shuriken check. None of these require destroying the main save after the ending. The Power Seal solution groups all 45 by region and explains the three Tower of Time seals too.
Place all six notes at HQ for It Sounds Better On Vinyl. Clear the Music Box and defeat Phantom. Finish the final button prompt rather than stopping at his defeat.
Reload the completed file for base cleanup. If the first run had deaths before the Queen, keep this developed file and use the next stage for that one remaining requirement.
Not With THAT Altitude
silver · unmissable
Defeat the Demon King
Rescue all four Phobekins, then cross from eastern Autumn Hills into Forlorn Temple in 16-bit. Follow the temple's lever, time-rift and rocket route to its final shop and the Demon King.
Ride the rockets to reach the boss while dodging the fireballs, then attack during the fall past him. Repeat until he becomes a giant eye. Stay on the rocket route and avoid the attacks until sunlight ends the encounter.
Take the Demon King's crown from Forlorn Temple to the eastern portal in Tower of Time HQ. Enter the Corrupted Future and follow its path to the Key of Courage.
Strike the Magic Fireflies to create openings through solid scenery. Some must be released from an egg first. Pick up the note at the far end.
The pickup starts the escape. Run back left immediately and Rope Dart the opening ring to gain distance. Keep moving through the route to the portal rather than stopping to fight. If caught, retry the chase from the checkpoint. Returning safely to HQ awards the trophy.
Collect the six musical notes and interact with the Music Box in Tower of Time HQ to place them on the wall.
Note
Route
Hope
From the Autumn Hills HQ portal, reach the central surface shop in 16-bit. Follow the downward passage opened in that era, alternating rifts along its route to the note
Strength
Get the Astral Seed from the 8-bit Ninja Elder. Plant it at Colos and Suses' Searing Crags garden in 8-bit. Harvest the Power Thistle in 16-bit, return to them in 8-bit and give it to them. Follow the route they throw us into
With Lightfoot Tabi, return to Underworld. From the shop above its central lava route, descend to the bottom and run right across the lava. Continue the platforming branch to the note
Place all six notes at HQ, enter the Music Box and follow its linear platforming route to the final shop. There are no Power Seals inside.
Against Phantom, slash the pink ball back with , then keep returning it as it accelerates. During the split-era attack, remain in the safe 8-bit strips and avoid the pink electricity.
When copies circle us, hit the real Phantom to dismiss them. In the organ-and-mask pattern, use the Rope Dart to move around the lasers and attack him when passing safely.
Defeat Phantom for this trophy. Continue through the following scene and prompt for The Fake Ending Was Better.
After defeating Phantom, continue the final scene. When the combined attack begins, repeatedly press as prompted to finish the Mask and reach the ending.
The boss's defeat and the game's ending award separate trophies. Reload the completed file afterwards to return to the saved main-island progress for cleanup or Picnic Panic.
Collect all 45 Power Seals on the same main save. I recommend the final sweep after obtaining the Rope Dart, Lightfoot Tabi, Strike of the Ninja, Currents Master and Aerobatics Warrior.
Buy Power Sense and Focused Power Sense from the expanded shop tree. Open the map with . Regional totals show what remains, and the focused upgrade marks the individual rooms. Use those markers alongside the entrance landmarks below. Numbers here are our checklist order, not labels printed on the in-game map.
Jump with , slash with and Rope Dart with . Hold to glide. With Aerobatics Warrior, slashing while gliding strikes downward and refreshes Cloudstep on a valid target. With the Tabi, hold and keep moving over liquids.
Access and recovery
For Cloud Ruins, take Ruxxtin's Amulet from his 16-bit Catacombs tomb to his staff at Glacial Peak's summit. For Elemental Skylands, free Manfred using More like EleMENTAL SKylands. Forlorn Temple needs Nothing To Fear.
The Tower challenge remains replayable. Speak with the Artificer in HQ's rightmost room to return. The three seals inside count towards 45.
A death in a challenge room is recoverable. Collected seals remain collected, and a transparent copy marks a previously cleared room. After an error, use the nearby checkpoint and adjust one jump rather than rushing the whole room again.
Ninja Village (1)
16-bit. From the western ocean ledge, jump right and Rope Dart the short tree branch hanging from the ceiling. Climb into the tree room, hit its lantern for a Cloudstep and jump to the upper ledge.
Autumn Hills (4)
8-bit. In the later lower route, break the lower-left blocks beneath the ranged demon. Drop to the checkpoint and cross the two swinging platforms around the hanging spike ball. Climb at the far end for the seal.
8-bit, Aerobatics Warrior. In that seal's room, use a downward Wingsuit strike on the lower-right floor blocks. Drop through. Chain rings and lanterns around the spike pits, then climb the left wall and Cloudstep up the final lantern shaft.
16-bit. Above the first shop, climb the right-hand shaft to its upper-right exit. Glide along the wind route beneath the central stone and between the moving saws. Rise on the far-left side and drop to the seal.
16-bit. From the central surface shop, strike the Magic Fireflies to reveal platforms towards the upper-right. In the long room beyond, Rope Dart the ceiling lip above the eastern exit. Ride the upper swinging platform, drop to the lower one beneath the saws, then jump back up on the far side.
Catacombs (3)
8-bit. After the first shop, descend the shaft with two weak blocks halfway down its left wall. Break them and go left to the checkpoint. Cross the moving spike platforms for the seal.
16-bit. In the room with a mage, bat and swinging spike ball, Cloudstep up the lanterns to break the upper-left block. Follow the crushers and alternating rifts. Break the blocks along the path and use each opening after the crusher retracts.
16-bit. At the later moving spike-wall chase, Rope Dart the ring over the gap, then climb above the normal right-hand exit. Swim through the spike passage, waiting low until the moving wall rises, then pass the rotating balls and surface on the right.
Bamboo Creek (3)
Either era. In the first tall lift room with phantoms and floating platforms, break the lower-right wall opposite the entrance. Use the wheels to open each barrier and pass before it closes. The top gate opens when the seal is taken.
16-bit. Break the bamboo immediately left of the first shop. In the challenge, use the lower-right wheel pair, cross left behind the moving spike wall, then use the lower-left wheels. Climb back right through the opened gates and take the upper-left seal.
16-bit. Find the second large wheel-operated lift. Raise it just enough to expose the opening underneath and drop into it. Use the tracked lanterns to gain height, transferring to the next as the swinging spike ball moves away, then glide left to the seal.
Howling Grotto (3)
8-bit. After the Wingsuit shop, find the tall chamber with three ranged demons opposite four weak blocks. Break the right-hand blocks. Glide on the wind currents under and between the moving saws and spike balls.
16-bit. In the tall rift chamber before the next shop, break the single block halfway up the right wall. Use the lantern and moving wall blocks across the spike pit. Wait for the right block to lower before crossing to it and climbing over.
16-bit. From the checkpoint beside the upward-arrow Time Shards, swim through the lower-right tunnel. If sealed, change era at the rift above and return. Rise on the air current after the crushers withdraw, then move across their platforms to the seal.
Quillshroom Marsh (3)
Either era. Immediately right of the first shop, Cloudstep from a lantern onto the raised ledge and climb into the room above. Chain lantern hits around the left spike pit and back across the upper row to the right.
16-bit. Drop through the floor to the right of the middle shop. Cross the three stacked hazard lanes using rings and lanterns. Begin each crossing when its saws or crushers are withdrawing. Finish on the upper level.
8-bit to enter. In the lower part of the second checkpoint's room, strike the Magic Fireflies near the spiked shaft. Climb inside their safe future bubbles. In the upper-right challenge, wait for the floor and ceiling crushers to separate, then Rope Dart the lantern chain across.
Searing Crags (3)
8-bit. Between the third and fourth shops, climb above the lantern in the tall chamber and break the ceiling block. At the side checkpoint, wait for the two spiked walls to split. Rope Dart between them, Cloudstep from falling rocks, then cross to the right wall and climb.
16-bit. In the vertical chamber before the second shop, take the upper-left opening above the spike pits and swinging ball. Time Rope Darts between the wall and two lanterns as the orbiting spike balls move clear. The seal is upper-left.
16-bit. In the final tall climb below the giants, break the left-hand block near the bone bird. Jump after the first rock drops, then downward-slash successive falling rocks for Cloudsteps towards the left wall. Climb to the room above.
Glacial Peak (3)
8-bit. Above the tall air-current room with ranged demons, climb past the normal sideways exit into the upper chamber. Use the two icy moving platforms, clear the bats and avoid the wall creature's shots. The seal is reached at the upper-right.
16-bit. In the room immediately left of the first mountain shop, hang down the left face of the platform until the ring appears. Rope Dart left into the side passage. Cross two rooms of collapsing ice columns without lingering on their edges.
16-bit. Break the upper-right block in the tall chamber marked by the remaining seal. Inside, wait for the wall creature's fireball, jump towards it and slash for a Cloudstep. Jump higher, Rope Dart the far icicles and climb the wall to the seal.
Tower of Time (3)
Challenge route. After the first shop, pass the laser corridor with its shielding platform and pink switch. Before taking the upward main exit, drop through the lower-left floor and break the block. Follow blue teleport crystals, lanterns and the ring to the seal.
Challenge route. Find the two adjacent vertical laser shafts with moving spike platforms that block the beams. Descend the first shaft beside its moving shield. Before climbing the second shaft, break its three lower-right blocks and take the passage right. Cloudstep from the wheels past the three pink hazards, then hit the blue teleport crystals.
Challenge route. Later, after the room where a blue crystal teleports us across a spiked drop, go left into the outdoor section with three narrow vertical platforms. From the third, jump left and slash the blue crystal. Grab the arrival wall immediately, glide between the orbiting pink hazards and use the lower-left lantern to climb to the seal.
Cloud Ruins (4)
16-bit. At the checkpoint with three breakable blocks directly to its left, break them and descend. Hang from the first moving wall, Rope Dart the central lantern and reach the second wall. Climb above it.
8-bit. In the tall, mostly empty shaft before the second shop, climb to the upper-right exit and its isolated checkpoint. Enter the room below and immediately Rope Dart across the three ghosts before they drift towards us. After the third, grapple the left wall and climb.
8-bit. At the horizontal rift beside a checkpoint in the later ruins, drop through it and enter the left passage. Rope Dart the ring. Run left past timed gates and rising floor spikes, then climb the final shaft before the spikes catch up.
Eastern end. At the final shop, climb the shaft directly above its entrance. Cloudstep the lanterns into the small room with two large crystals and the seal.
Underworld (4)
Either era. Find the room where the lava rises and falls after the later descent. Follow it down as it recedes and enter the lower-left doorway. Rope Dart the lanterns across while the lava is low, then climb left to the seal.
16-bit. One screen right of the first shop, break the upper-right blocks. Use wind currents and tracked wheels to climb the side room and reach its top.
16-bit. From the middle shop, continue right through the floor-spike trigger, jump over it, then drop behind the spikes into the lower-left passage. Strike the Magic Fireflies for Cloudsteps towards the upper-right seal.
Aerobatics Warrior recommended. Directly below the previous seal, use a downward Wingsuit strike on the floor blocks. In the chamber underneath, Rope Dart across the appearing gremlins above lava. Climb the far-left wall for the fourth seal. Lightfoot Tabi makes the lava crossing safer.
Rivière Turquoise (3)
Waterfall near entrance. After opening the regional HQ portal, descend the first big waterfall and glide right. Break the block opposite its spikes. Chain downward lantern hits and Cloudsteps around the central wall, then climb to the upper seal.
After second shop. On the next screen, drop below the bottom of the far-left waterfall. A hidden cannon flower throws us above the room. Rope Dart the ring and lantern to the upper-right seal.
16-bit. In the later treetop chamber with four blue demons and a swinging cannon flower, change to 16-bit and break the left wall. Turn the bounce flower beyond the wall, glide left to the cannon and fire to reach the challenge above.
There are three flowers to change inside the challenge: bottom-left, top-left and centre. First, descend to the bottom-left flower and slash it once. Return around the entrance route, since we cannot climb directly back up from that flower. Fire the lower-right cannon again. The changed bottom-left flower now sends us up to the top-left wall. Cling there, turn the top-left flower, then jump off and glide towards the centre flower. Slash the centre flower once. Return to the lower-right cannon and fire again. The corrected chain carries us around the room into the seal.
Sunken Shrine (3)
Upper-right route, 16-bit. From the upper-route shop, descend to the sawblade pool and swim through its lower-right tunnel. Use the circular rift in the room beyond to reveal an upper exit. Climb through it and pass the moving spike platforms.
Lower-right route, Lightfoot Tabi. At the checkpoint above the underwater spiked crusher, wait for it to retract and swim into the lower-right tunnel. Run across water-covered spikes, Cloudstep the lanterns and cross the sawblade gaps to the seal.
Lower-left route, Lightfoot Tabi. Reach the bottom shop in the tall room after three bouncing dog enemies. Crouch in the lower-left water so its current carries us into the hidden passage. Run across the stepped water surfaces and use lantern Cloudsteps to climb to the seal.
Elemental Skylands (3)
Air island. At the chamber left of the first generator, take the swinging platform to the upper-left exit. Glide up the wind tunnels in the next room. Use the ghosts above for Cloudsteps and glide right over the wall to the seal.
Water island, 8-bit. From the first shop, continue right towards the upper-right opening beyond the first pools. Swim the spike-and-crusher tunnel using Currents Master with . Surface at its end and drop to the seal. Earth island has no seal.
Fire island. After the first shop's long lava room, pass the circular rift and descend to the crumbling-platform room. Take its lower-right platform and exit right. Grab the left wall before the floor falls, then strike the ranged demons' fireballs and Cloudstep upwards to the top-left seal.
Forlorn Temple (2)
16-bit, bridge repaired. After the long room of moving platforms over spikes, go up to the checkpoint and circular rift, change to 16-bit and return. Drop into the new lower-right opening.
Ride the first rocket up, but drop back through its landing platform and cling below the spike wall. When the wall retreats left, climb after it and drop to the first lever on the left. Hit it. Descend the right wall until level with the ring between the saws. Rope Dart through when their gap opens.
Take the next rocket up. Follow the retreating saw left and drop into the lever's recess. Hit that second lever. Return to the rocket, steer left, then glide down to the next rocket on the left. Ride it up and pass the three crushers to the safe patch beside the last one.
Wait for the two spike walls above to separate. Go left, crouch in the central recess when they close, then continue left after they separate and hit the third lever. Return right through the same shelter and descend the new opening.
Slide down the right wall to the rocket, ride left and glide down past the saw onto the lower rocket. Ride that one up, avoid the overhead saw and take the seal. The upper corridor returns towards the main route.
Upper-left temple. Find the upper-left shop beside the large tree, four lanterns and small throne. Use the lanterns to Cloudstep through the ceiling above the throne, then Rope Dart the wall and climb.
The seal is behind a gate near the route's beginning. To open it, ride four rockets upwards. Steer each rocket close to the next launch platform before it crashes, then glide onto that platform and take the next rocket. After the fourth ascent, use the lanterns to cross the upper spike gap.
Descend the shaft on the far right, steering the Wingsuit through its openings, and hit the lever at the bottom. Take the nearby rocket back up. Return across the top, then descend through the earlier rocket platforms, leaving each rocket beside the next safe opening rather than dropping into the spikes. At the bottom, pass the newly opened gate and collect the seal.
The regional counts add to 45: 1, 4, 3, 3, 3, 3, 3, 3, 3, 4, 4, 3, 3, 3 and 2 in the order above. Once all are collected, return to the shop and open the seal chest for the Windmill Shuriken. Use it for Welco Metot Henex Tlevel.
If the trophy has not unlocked, check the regional map counters before revisiting rooms. An uncollected marker, rather than a remembered attempt, identifies the missing seal.
Buy all 19 nodes in the Shopkeeper's upgrade tree with Time Shards. The second set appears after the linear journey and the opening of HQ. Select the upgrade conversation in a shop and follow the tree's connecting branches.
Early purchases
Later purchases
Karuta Plates
Time Sense
Energy Shuriken
Power Sense
Strike of the Ninja
Focused Power Sense
Serendipitous Bodies
Centered Mind
Serendipitous Minds
Rejuvenative Spirit
Second Wind
Demon's Bane
Path of Resilience
Kusari Jacket
Prepared Mind
Currents Master
Meditation
Aerobatics Warrior
Devil's Due
The shop's spelling and capitalisation can differ slightly. Match the ability descriptions and filled nodes. Devil's Due requires meeting Quarble after a death. If the main run is still deathless, wait until after the Queen of Quills before deliberately unlocking that branch.
Buy Strike of the Ninja for projectile Cloudsteps, Currents Master for underwater dash, and Aerobatics Warrior for downward Wingsuit strikes before the harder seals. Time Sense, Power Sense and Focused Power Sense make cleanup much easier. Demon's Bane is the final charged-attack purchase, useful for One Hit Wonder.
Spend shards collected during the route before farming. For a late shortage, Bamboo Creek's last shop has a large crystal directly below it. Break it, climb back to the checkpoint and let the save finish, return to the title screen, then reload and repeat. The crystal replenishes. This preserves the collected shards while resetting the crystal.
The Craftsman's figures, Music Box hints and free story equipment are not additional nodes for this trophy.
Enter the main-island regions while collecting the six musical notes. The route to the final area naturally visits the required regions.
If something remains unexplored, inspect the map while following the linked note routes in It Sounds Better On Vinyl. Sunken Shrine, Rivière Turquoise, Elemental Skylands and Corrupted Future are part of that work. This does not require uncovering every room square or entering Picnic Panic.
Finish visiting the regions rather than trying to fill decorative portions of the map.
Buy Demon's Bane from the expanded shop tree. It costs 2,000 Time Shards after its connected upgrades are purchased.
Find a healthy green demon in Autumn Hills or another early area. Wait without slashing until Ninja glows with a charged attack, then hit the demon once with . The charged sword strike kills it in one hit.
Do not soften the enemy with another attack first. If the glow was spent on a lantern or different target, wait for a new charge and try another fresh green demon.
Collect all 45 Power Seals, then open their chest in the shop to receive the Windmill Shuriken. Use Wheelin' And Sealin' for the collection route.
Find a broad safe stretch, such as Ninja Village's training area. Throw one Windmill Shuriken with . It keeps circling back until Ninja catches it.
Jump over its returning path with and reposition so it misses us. Keep it in flight for 15 seconds without letting it touch Ninja. The trophy unlocks while it is still going.
If caught too soon, wait for the charge to recover and throw again. Ordinary Energy Shuriken disappear and cannot satisfy this. Interact with the shop chest again if we switched back to the old weapon.
If No Argument Here already unlocked, skip this stage. Otherwise, return to the title screen, select an empty file slot and choose ★New Game+. Keep the original completion save.
Carry the bought upgrades through the opening and defeat the Queen of Quills with no recorded deaths. Ignore seals and other detours. Quit to the title screen before taking a fatal hit when an attempt is going badly, then resume from the last checkpoint. Once a death has been saved, the run no longer qualifies.
The optional mask route requires the next stage first. After completing Thanks I hate it, a fresh New Game+ can accept THE DEAL for increased health and damage, at the cost of losing resurrection. It is not needed for the platinum. Do not use that form while trying to recover the first cabinet lecture.
When all 40 other base trophies are done, I am The Messenger unlocks. The DLC group can remain unfinished.
I am The Messenger
platinum
Obtain all other trophies
Earn the other 40 base-game trophies. The two Picnic Panic trophies are a separate group.
Most of the hunt fits one main save. Keep the three Shopkeeper lecture windows, cross Dark Cave without the candle, collect every Power Seal and buy every shop upgrade. If the early deathless stretch failed, complete No Argument Here on a separate attempt.
There is no trophy for a full New Game+ completion or a perfect Picnic Panic race.
Make it from the beginning of the game to beating the Queen of Quills with zero deaths
Defeat the Queen of Quills with zero recorded deaths from Ninja Village onward. The stretch is Ninja Village, Autumn Hills, the opening Forlorn Temple passage, Catacombs, Bamboo Creek, Howling Grotto and Quillshroom Marsh.
This can be done on the first New Game. If a death is saved, keep that file as the main completion run and return for a separate attempt. Surviving only the boss after earlier deaths is insufficient.
Use the completed file's upgrades
After finishing the game, return to the title screen, select an empty slot and choose ★New Game+. Keep the original file. The upgraded equipment and traversal tools make the early route faster. Enemies and bosses are stronger too, so it still needs careful play.
Choose a starting item, then move straight through the opening areas. Retrieve the Windmill Shuriken from the shop chest if unlocked. Skip seal rooms, breakable-block detours and optional large crystals. Buy or carry the health, damage-reduction and charged-attack upgrades.
Refill at safe checkpoints, use ranged attacks on bosses and quit to the title screen before a fatal hit if health is low. Reload from the last saved checkpoint. I would not build the attempt around closing the application after death, as that depends on beating the autosave.
If a death has already been recorded, start a fresh qualifying attempt. In New Game+, an unaffordable revival can also cause Game Over and reset the run. Finish the Queen fight and check the unlock before moving on or deliberately meeting Quarble.
Optional mask route
If Thanks I hate it is complete, a fresh New Game+ can accept THE DEAL from the mask in the shop. It gives triple attack power and double health, but any death causes Game Over. It cannot rescue an already failed run.
The boost shortens the bosses, while pits and crushers still require care. Use it only after the main run's lecture trophies are safe. A full New Game+ ending is unnecessary.
On the completed main save, interact with the shop's scrying orb to start Picnic Panic. Take the Open Sea route, then Voodkin Shore, Fire Mountain and Voodoo Heart.
Follow Thanks I hate it for three surfing pickups, Octo's fourth feather and all ten mask-piece rooms. Collect all five pieces in each land area before its one-way transition to reduce repeat traversal. The orb allows replay from area starts if something was missed.
At Voodoo Heart, win five race rounds before losing five. A perfect five-round win is not a PlayStation trophy. Read Now THAT'S a finale! for the boxing finale's controls and required special-attack finish.
With all four feathers and ten pieces, interact with the shop altar to meet the mask. Its New Game+ deal is optional. The two DLC trophies finish this list without a full New Game+ clear.
Now THAT'S a finale!
bronze · The Messenger - Picnic Panic · unmissable
Defeat the Demon General... again
Complete Picnic Panic's final boss. On the finished main save, use the shop's scrying orb to enter the expansion. Travel through Open Sea, Voodkin Shore, Fire Mountain and Voodoo Heart.
At Open Sea, use the surfing tutorial to practise lane changes, jumps and boosting through debris. Against Octo, boost into the ink projectiles to send them back. When he is stunned, boost into him. Repeat until the route opens onto the beach.
At the Voodkin Totem, use its lower blocks to reach and strike the eagle head. Wait for a safe formation rather than climbing into the next attack.
Win the Voodoo Heart race
Reach Fire Mountain's top and enter Voodoo Heart. Race the Dark Messenger through its platforming rooms. Reach the end first and Rope Dart the Voodoo Idol to claim the round. Win five rounds before losing five.
A perfect five wins with no lost rounds is a different achievement on other platforms. It is not required by this PlayStation list. Failed races can be retried.
Finish the boxing match
After the race, reach the shop before Barma'thething. This fight controls the Arcane Golem like a boxer. If the first attempt fails, talk to the Artificer beside the checkpoint for the interactive tutorial.
Action
Default input
Left or right punch
or
High punch
Hold while punching
Dodge
or
Duck
Hold
High guard
Hold
Low guard
Leave the direction neutral
Special with a full gauge
Dodge an incoming punch and counter during the opening, then spend the stun on more punches. Duck under the glowing-eye hook. Build the special gauge by dealing damage, and avoid taking hits that reduce it.
The first boxer knocked down three times loses. Mash the punch buttons between rounds to recover health or rise after our own knockdown. Finish his last health bar with a special attack. Ordinary punches can leave him stunned at the end, allowing us to build the gauge, but they do not deliver the required finish.
Win and continue the ending scene for the trophy. The mask collectibles are a separate goal under Thanks I hate it.
Collect four Voodoo Feathers and ten Voodoo Mask Pieces, then interact with the Voodoo Altar in the shop. Merely finishing Picnic Panic does not summon the mask.
Use the scrying orb on a completed main-game file to enter Picnic Panic. On New Game+, the expansion can open after obtaining the map, but I recommend the developed normal save for the collectible rooms.
Collect the five mask pieces in Voodkin Shore before leaving for Fire Mountain, and the mountain's five before the Voodoo Heart transition. These are one-way connections within a run. If something is missed, use the shop's orb to restart the relevant area and traverse back to its room. Collected items persist, with transparent copies marking completed rooms.
Four feathers in Open Sea
Three coloured feathers appear during the surfing course. Stay boosted and follow each feather through its lane changes. Crashing through suitable debris and enemies extends the boost. Jump rocks rather than colliding with them.
The fourth feather comes from defeating Octo. Reflect his ink by boosting through it, then boost into him while stunned.
If a moving feather escapes, finish the segment and talk to Ruxxtin on the beach to replay Open Sea. Pickups already owned are transparent. Repeat until all three course feathers and the boss reward are collected.
Five pieces in Voodkin Shore
The numbers below follow these landmarks, rather than a universal collectible numbering system.
Below the landing beach. Go left into the water beneath Ruxxtin's ship. Descend two rooms, take the lower-left gap and follow the underwater path right. Pass the saws, then climb up and back left to the piece.
Above the second shop. Climb the wall overhead and to its right into the vertical challenge. Rope Dart the enemies and lanterns, using their projectiles for extra Cloudsteps when the next target is too high. Reach the top.
Above the first quicksand room. Find the moving platforms below three dancing enemies. Climb the central post's right side, Rope Dart the ring right, then Cloudstep from the lantern to the upper-right wall. Follow the pendulum-and-platform route left to the piece.
The turning-corner puzzle. Reach the small horizontal rift near the area's end and change to 16-bit. Backtrack one room to the green-parrot chamber and drop through its lower-left floor. From the puzzle's initial state, hit the left wheel twice, middle once and right twice, then ride the lift along the connected path. If the wheels were already turned, reset the room before applying that sequence.
The long spike route. Stay in 16-bit and backtrack past the parrot and bouncing-monkey rooms to the three-switch room with green and ranged demons. Climb the top-centre wall into the upper passage and head left to its checkpoint. Shorten the stacked carriers by slashing them, then ride them across the spikes. Continue left, drop at the end and Rope Dart right through the lantern corridor to the piece.
Five pieces in Fire Mountain
Above the second shop, 16-bit. Climb the upper-right wall. Cloudstep up the lanterns, head right and descend through the door. Glide between temporary platforms and Rope Dart the spear enemies before those platforms fall. Climb the lanterns, then ride the stacked carriers to the piece.
Above the third shop, 8-bit. Go right, climb and Rope Dart the ring to board the green parrot moving left. Ride it towards the two large crystals, climb and take the upper-left opening. Transfer between birds across the next room, climb the far-left wall, then Rope Dart or ride the next flock right to the piece.
Left of the fourth shop, 16-bit. Go up and right to the horizontal rift, change era and backtrack to that shop. Take the upper-left exit, ride the parrots left across the chasm and follow the lantern route up, left and down to the piece.
The two bird stacks. Two rooms after the fourth shop, find the tall chamber with a dancing enemy beside a door at the top. Climb the wall above and left of that door. In the challenge, climb the left wall high, jump and glide right to Rope Dart the lowest bird. Jump rapidly up the stack. Leave its top while it is still far enough right to reach the second flock, then climb that flock to the piece. Do not wait for the first flock to carry us too far left.
The three timed wheels, 8-bit. Near the end, climb the very tall chamber to its circular rift and switch to 8-bit. Cloudstep from the upper lantern and Rope Dart the upper-right wall to enter. Hit the three wheels from left to right while travelling on the lantern route. From the third, climb the narrow upper-right shaft and Rope Dart left across the upper lane before the doors close. A failed timing attempt can restart at this room's checkpoint.
Meet the mask
After reaching Voodoo Heart, the shop altar is available. Its small lit sigils show the collected feathers and pieces. With all 14 items, stand at the altar and press to interact. Let the mask form and finish meeting it for the trophy.
Accepting THE DEAL is not part of this trophy. That optional New Game+ choice changes damage, health and resurrection. Only use it for No Argument Here after the main save's limited lectures are complete.