A station-by-station route to the PS5 platinum, with all 24 collectible locations, solutions to the seven optional rooms and a checklist for the camera filters.
PS5
Trophies
46
Difficulty
2/10
Completion time
About 4–6 hours
Playthroughs
One story run, then level replay as needed
Before you play
Known trophy issues
Reported issues
Missable trophies
None known
Chapter select
Available
Postgame cleanup
Available
Replay completed rooms from the station hubs. If the picture-frame filter fails to register, keep your existing save for cleanup.
Your route to completion
Start in Aharon and follow the stations in order. In Roadmap, the five sections follow the game's station hubs. Read each section's numbered stops before entering those rooms, then follow its trophy links for the exact actions or collectible locations. Use Trophies when you want to look up one solution during play or cleanup.
The train takes you between hubs, where teleporters lead to short puzzle sequences. Chi Leung 2.4, for example, means the third chapter, second level, fourth room. Open the pause menu with to check your current level and room. If you pass a stop, return to that station and replay the room.
Look around before placing a picture. Its contents become part of the room and can cut away a shelf, a collectible’s hiding place or even the exit. I’d collect the ducks, fruit magnets, mahjong tiles and planets as you reach their rooms. The seven optional puzzles each give a filter. Check the optional rooms for Aharon’s last duck, Hiraya’s last magnet and three of Mirren’s planets before using their exits.
Plan two short replays in Chi Leung. In 1.1, photograph Cait, then rewind or restart so you have all five shots for the batteries. In 2.4, explore the little map for its tile, then restart and go straight for the exit on the timed attempt.
After the final station, compare your camera filters with the unlock checklist. It points back to the room or activity behind each gap. The platinum and 100% share one trophy list.
Aharon’s station
Pick up a print with . Hold to see its outline, use the directional pad to rotate it and press to place it. The floor in the picture becomes a floor you can step onto. Keep the outline clear of anything you still need. Hold to rewind a bad placement.
3.1–4.1. Match the three paintings by the copier in 3.1. Take the third duck on the way to the copier in 3.2. The last duck is down a dead end in the optional maze in 4.1. Once you’re back at the hub, take the train.
Time traveller
bronze · optional
Rewind for a really long time
When the tutorial bridge gives way in Aharon 1.1, wait at the bottom for at least two minutes of game time. Then hold continuously to rewind the whole interval. Double-tapping only jumps back to an action. Release after the trophy appears. The same method works in a quiet room later if you have already crossed the bridge.
In Aharon 1.2, pick up one of the loose batteries, walk to the edge and release it beyond the platform. Let it fall out of the level. Rewind to bring the battery back so you can still power the teleporter.
In Aharon 1.2, stand on level ground, pick up a battery with and look straight up. Release the battery above you, then immediately look straight ahead and stand still so it lands on top of your head. If it clips your face or misses, rewind the drop and try again.
In Aharon 1.2, pick up the photo with solid ground in it. Stand at an outer edge, hold to line it up beneath you and step off. Wait for the falling warning, then press while still aiming down. You need to land on the floor you just created. Hold to get back to the ledge for another attempt.
Use Aharon 2.3, the room with the photo of itself. Take the duck and finish Recursion excursion first. When you can see the exit platform, take another room photo and line it up so its edge cuts through the teleporter. Place it and look for the yellow warning that the room can no longer be finished. Hold until the exit is intact again.
Complete the third level without touching the battery
In Aharon 1.3, leave the battery alone for the entire room. Pick up the pictures normally. For the print containing the battery, line its open edge up above the teleporter’s power pad and rotate it so gravity will slide the battery onto the pad. Once the pad lights up, use the exit. If you touch the battery or have to pick it up, restart this short room and adjust the picture instead.
Work through the opening photo puzzles and use each powered teleporter. A pad with battery outlines tells you how many batteries it needs. A photo containing a battery can be placed on reachable ground so you can carry the battery out of the print. Keep going until a teleporter brings you back to the station hub.
Aharon 2.3 contains a photograph of the very room you’re standing in. Place it upright on open ground, walk inside the new room and take its copy of the same photo. Repeat that loop until you have placed the image fifteen times. Leave the teleporter for last and pick up the duck before you start.
In Aharon 3.1, take the three paintings from the table near the photocopier. Stand where each artist would have stood and match the size of the subject in your print to the real object before placing it. Match the boxes to the boxes on the rug beside the table, the streetlamp to the lamp right of the teleporter with the buildings behind it, and the flower to the one beside the pinboard left of the teleporter. If a placement looks doubled, rewind that print and move closer or farther away to match the scale.
Pick up four rubber ducks in Aharon’s station with . Collected ducks sit on the hub bathtub. Look in these rooms before taking their exits.
2.1. After placing the second photo, look beside the solar panels on the platform below the teleporter.
2.3. In the room containing a picture of itself, look across from the photo before making any copies.
3.2. On your way from the start to the copier, inspect the furniture on the left.
4.1, optional. At the round table, turn the picture so the little maze becomes a walkable floor. Follow the maze to the bench at its dead end. Rewind after collecting the duck if you need the other orientation to reach the exit.
Complete the required teleporter levels in Aharon’s hub. When the train is ready, return to the platform and ride to Hiraya’s station. I’d finish the optional 4.1 room and collect its duck first, but you can revisit it later.
3.1–4.1. Let the red battery fall before trying to save it in 3.1. Fool me twice covers both traps. Pick up the mango on your right at the start of 3.2. Before boarding the train, follow the rim of the hub toward the platform and look for the optional fixed-camera puzzle. The last magnet is up its right-hand stairs.
Spoiler: reveal trophy
I fold
bronze · optional
Put down both playing cards
In Hiraya 1.3, check the table near the entrance for the four of hearts and eight of spades. Each card works like a photograph. Pick up both and place them upright in separate clear spaces. Using both card faces is enough.
When you see Cait, the little cat, walk within arm’s reach, aim at Cait and use to pet them. Hiraya 2.1 is a convenient visit because Cait is beside the watermelon. You can do this before you have a camera.
In Hiraya 2.1, find the watermelon beside Cait and gather three pictures. For each placement, overlap only a small part of the melon with the edge of your print. Cut a sliver from the same surviving piece three times. If the whole fruit disappears, rewind that cut. Mirren’s optional watermelon room is another opportunity.
In Hiraya 2.3, pick up the pink virtual-pet picture on the desk near Cait. Place it upright and walk up to its three buttons. Use on the controls from left to right, starting with music to advance time, sun and then water. Let each animation finish and repeat the cycle. Once the flower opens, do one more round to attract the bee. Rewind if the flower wilts.
In Hiraya 3.1, approach the red battery and let it drop through the trap in the floor. Rewind to before it fell. This time take the battery photograph from the clothesline and place it across the hole to put its grey battery underneath the red one. Approach the red battery again and watch the red battery fall onto the grey one. If the two miss each other, rewind and centre the grey one directly under the falling red one. Restart the room if you solved it before triggering both tricks.
Start the seven-tile checklist in 1.1. The first tile is on the desk behind your starting position.
1.1. Pick up the handheld camera and wait for Cait’s photo. Rewind that shot or restart. Save all five exposures to turn one battery into 32 before using the exit.
6.1–6.3. Take the teleporter on the top floor of the hub. Under the illusion walks through the false stairs, four pillars and disappearing battery. Finish all three rooms for Night Vision.
Viewfinder
bronze · unmissable
Get the camera
Enter Chi Leung’s first level and follow the path to the handheld camera. Interact with it to pick it up. You can now take your own photos away from the fixed-camera stands. Before leaving 1.1, use No copycaits! for Cait and Battery of Batteries for the battery puzzle. Rewind or restart between the two if you’ve spent a shot.
Pick up the handheld camera in Chi Leung 1.1. Wait near its pickup spot until Cait appears, frame the cat and take a shot. The attempt counts even though Cait resists duplication. Rewind your shot or restart before attempting Battery of Batteries, which uses every exposure in this room.
Make the maximum possible number of batteries in the first camera level
In Chi Leung 1.1, keep all five shots for the single battery by the teleporter. Make a picture containing the battery, then place it on empty ground beside the original. Gather both together and frame both in the second shot. Repeat with the whole group each time. Your totals should be 2, 4, 8, 16 and finally 32. If a battery is clipped or missing from a shot, rewind before spending the next one. Use a separate attempt for photographing Cait.
In Chi Leung 2.2, use a photograph of the raised area to reach the ringing phone and television. Take the cartoon rope-bridge picture from the screen, then place it in the world. Take a second picture of nearby scenery and lay its edge across the middle of the rope bridge to cut the span.
If the bridge breaks but the trophy does not unlock, hold to rewind to before you placed the bridge picture. Place that picture upright, without tilting it sideways, forward or backward, then cut through both ropes again.
In Chi Leung 2.3, find the little floor-cleaning robot along the path beside the stairs. Photograph it and place the print on clear ground beside the original. Stand far enough back to fit both robots in the next picture. Keep the copies together and repeat until you have eight at once. Save the cutting and dropping trophies until after the whole group exists.
Find a Dustin, the small moving vacuum, in Chi Leung 2.3. Pick it up with , carry it to the outer edge and release it over the void. If you also want Dustinvasion!, make the group first and drop a spare robot.
In Chi Leung 2.3, pick up a Dustin and place it on clear ground. Take a picture of something else. Aim the edge of the print halfway through the robot and place it. Part of the robot should disappear with the space you overwrote. Rewind and aim lower if the whole robot survived.
Replay Chi Leung 2.4 fresh. The instant you gain control, look straight up and photograph the exit teleporter. Aim the print down beside the edge and place it so its platform catches you. Drop to the duplicate and use immediately. If you take longer than ten seconds, restart the level from the pause menu for a fresh clock. Collect this room’s mahjong tile on another visit.
In Chi Leung 2.5, find the pillar with a battery on top. Take the steps off to the side to a table of game pictures. Pick up the picture with a square, flame-like jump icon, place it within reach and walk into the powerup. To get both jump trophies together, set up the copies in Low orbit before collecting the first one.
In Chi Leung 2.5, look for the battery on a high pillar. Turn right on the approach and take the picture with a square, flame-like jump icon from the table. Place it on open ground. Before walking into the pickup, photograph it and make two more reachable copies. Arrange the three so the first jump lets you reach the next. Collect all three in sequence. If you grabbed the only pickup too early, rewind to before touching it.
In Chi Leung 3.1, get past the gate and continue beyond the teleporter to the noticeboard with a birthday card. Pick up the card and place it below the edge of your platform. As the balloons rise, step or jump onto one with and stay on top while it carries you upward. Rewind if they float out of reach.
At the start of Chi Leung 5.3, turn left and collect all three robot blueprints on the table. Place each print over open space with its opening down and room for the robot to fall out. Leave the previous robots clear as you place the next print. Watch all three leave their blue outlines.
In Chi Leung 5.3, look up at the lounge balcony above the teleporter. Photograph the part with the couch and table, then place it at floor height. Take the pixel-art map from the table, put it below a ledge and drop onto its terrain. Walk through the waterfall into the space behind it. Search the cave just to its left for the mahjong tile before leaving.
Complete a timer level with only a fraction of a second to spare
In Chi Leung 5.3, do the balcony and blueprint activities before this one. Using the teleporter ends the room.
Stand back and photograph the teleporter, its segmented power bank and the pressure pad together. Rotate the print until you can stand on the copied pad. The teleporter in that print will be upside down.
Stand on the pad. When all the segments light up, stay put and photograph the charged bank and teleporter together. You now have a charged exit you can turn upright.
Place the second print upright within arm’s reach, with the segments visible. Aim at the teleporter and press when only the last segment is lit. If the power runs out, rewind to before placing the charged print and try again.
Once you have the handheld camera, take 25 pictures. Any subject works. If you need another exposure, rewind past the shot and shoot again. Keep using the camera as you solve puzzles and make copies for Dustinvasion! and Battery of Batteries. The same shots count toward Professional Photographer.
There are seven tiles in Chi Leung’s station. The ones you have collected appear at the near edge of the mahjong table upstairs in the hub.
1.1. Turn around as soon as you arrive. Check the desk behind you.
2.4. Place the small pixel-art map from the table over the edge below your feet. Drop into it and go to the tree in the far-right corner. Save the ten-second run for a separate attempt.
3.2. Check the bench beside the teleporter.
4.2. Walk around the brick wall supporting the teleporter. The shelf near the desk and white chair has the tile.
5.1. Take the left path at the start. Check the exercise mat by the weights.
5.3. Photograph the balcony with the couch above the teleporter. Place the picture where you can step inside and take the little game map on its table. Enter the map and search the chest in the cave left of the waterfall. Walk behind the falls for That’s something I can get behind! while you're here.
5.5. Place the Stonehenge postcard and climb the stones. The tile is on top of the front arch.
Take the teleporter on the top floor of Chi Leung’s hub. Three rooms lead back to the hub and unlock Night Vision.
6.1, painted stairs. Walk to the first staircase, then turn around when you discover it’s paint. Take the opening on your right and follow the brick passage. At the fenced exit, walk around the right edge. The bars only look joined from the front.
6.2, four pillars. Leave the pillar garden for now. Follow the stairs to the apparent dead end and approach the lit corner. Climb the stairs that appear, approach the false exit, then turn back for another staircase. At the bird on the floor, jump out from the ledge. The hidden path leads to a wall diagram. Note the line it traces around the four pillars. Return to the garden, walk that line between the pillars, then face the teleporter and cross the newly revealed bridge.
6.3, vanishing battery. Stay away from the battery pedestal. Face the fixed camera opposite it and take the passage on the camera’s right. The false wall hides a way to the shutter. Take the picture from there. Near the exit, turn the print upside down and place it in midair so the battery falls free. Carry it to the pad and take the teleporter.
Follow the nine-planet checklist. These room numbers count optional teleporters. If the numbers are hard to follow, use the puzzle or planet name to identify the room.
1.1–2.4. Take Mars beside the telescope in 1.1, Neptune inside the painting in 2.2 and Pluto on the low table in 2.4.
3.1–5.1. These are optional challenges. Pick up Venus before copying film in 3.1. Cross the broken walkway in 4.1. In 5.1, use a spare print from the copier to reach Earth below the starting area.
6.2–6.6. Set up the screaming choir in 6.2. In 6.4, step into the map, then into its blue castle for Jupiter. In 6.6, pick up Saturn behind the desk and draw with the green pencil on the computer picture.
7.1–9.1. Follow the picture-frame route and pick up Uranus at the telescope in 7.3. The last two optional rooms are on the top floor of the hub. Collect Mercury behind the sideways teleporter in 8.1, then finish the watermelon scale in 9.1. Check the upstairs planet display before taking the train.
Spoiler: reveal trophy
Scream Orchestra
bronze · optional
Make a choir of screaming people
In Mirren 6.2, go down the stairs by the speaker and look near the cat tree for the painting of a screaming figure. Place it once and listen for the voice. Photograph the figure and place copies beside it so each one survives. You want six voices together. If a voice cuts out as a new one starts, rewind and leave more room between prints.
In Mirren 6.6, turn around near the start and take the pixel-computer picture. Place it upright at a comfortable height. In the drawing program on its screen, select the green pencil with and use it on the white drawing area. Make a visible green mark before leaving.
In Mirren’s hub, go outside on the middle floor, take the stairs up and re-enter the building. The level 7 teleporter is on your left under a red light. Walking through a picture frame changes which walls and floors are solid.
7.1, battery. Go right and upstairs through the first frame. Beyond the crosses, enter the frame that reverses the colours. Take the newly reachable battery, carry it back through that frame and return to the pad at the start.
7.2, missing bridge. Cross the bridge on the left and enter the sketch frame. Drop through the space the bridge occupied to reach the lower floor. Go right, pass the green frame and climb to the lever. Pull it. Come downstairs, walk through green, then go back upstairs and across the bridge through the full-colour frame. Use the exit back at the start.
7.3, timed exit. Get Uranus by the telescope first. For the exit, walk through sketch, red, then blue in that order. Return to the starting pad and stand on it until the bank is full. Face the teleporter to the right of the bank and walk straight at it through the intervening frames. Use it before the charge runs out.
7.4, office cabinets. Follow the aisles upstairs to the domed room. Use the yellow switch on your right to open the door, then take the upstairs teleporter. If the Blueprint filter is still locked, see Hashtag all filters.
Mirren’s nine planets look like marbles. The hub’s upstairs display holds the ones you have found. The numbers here include the optional teleporters.
Mars, 1.1. Walk up the steps to the balcony and look on the low wall beside the telescope.
Neptune, 2.2. Take the stairs beside the teleporter. Place the coloured-rectangle painting near the gramophone below you, drop in and enter the dark rectangle. Check the shelf in the room with the chair.
Pluto, 2.4. Turn back from the start and go downstairs to the couch and beanbags. Check the low round table by the teapot.
Venus, 3.1. In the optional battery-cage room, check the low railing near the film pedestal before picking up film.
Earth, 5.1. Copy the picture by the start. Use one copy as a ramp to the level beneath you and look on the table.
Jupiter, 6.4. Take the map from the bench near the teleporter and place it below you. On the map, pick up the blue castle icon. Place it upright, go inside and check the table on the left.
Saturn, 6.6. Look at the shelving behind the desk near your starting position, before placing the computer-screen picture.
Uranus, 7.3. Head down to the left and follow the outside path around the building. Climb the stairs to the table beside the telescope.
Mercury, 8.1. In the optional sideways-teleporter puzzle, cross the fence and walk behind the teleporter wall. Look on the trolley by the blue cup.
There are seven optional hub teleporters. Look for a flickering station marked as an optional challenge when you approach. More open as you complete the main rooms. Finish each challenge by taking its exit. Each one also awards a filter.
Aharon 4.1, rotating rooms. Start with the photo by the sofa. Rotate each print so the surface you want to walk on becomes the floor. At the picture with two orientations, take the little maze branch for the last duck. For the exit, take the corridor with the brush, turn the brush wall into the floor and use the final image to drop to the teleporter.
Hiraya 4.1, fixed camera. Take a shot of the wall and stand back on the wooden floor. Place the print across the real wall at a right angle, cutting a sightline from the fixed camera to the teleporter. Check the framing before using the second shot. Rotate that print until the teleporter is upright and step in.
Mirren 3.1, four batteries. From behind the film pedestal, photograph both the spare film and the caged battery. Place the print off to one side and pick up the copied film. Leave the original film on its pedestal. Each time, photograph that film and the battery through the cage, place the print on clear ground, then take the copied film for your next shot. The purple bars stay out of the picture, so you can lift each copied battery straight onto the pad. Stop when all four slots are filled.
Mirren 4.1, broken walkway. Photograph the walkway from the side. Include the ground at your feet. Place its copy alongside the original, offset so that a solid section of one lies beside a gap in the other. Jump back and forth along the two paths.
Mirren 5.1, photocopier. Copy the starting picture until you have the original plus six spares. Use one with the battery upright and another as a path to retrieve it. Carry the battery clear. Place the exit upright with a fresh print, then use spare sections of walkway to get around the fence and onto the pad.
Mirren 8.1, sideways teleporter. Photograph the battery island to your left, including its floor. Cut through the fence with the print and take the copied battery to the wall-mounted exit. Frame battery, pad, wall and teleporter together. Back at the start, rotate that print to stand the exit upright and use its wall as a bridge to the original battery. Load the pad by your upright exit with the battery inside that last print, the loose one you left beside the wall and the original red one across your new bridge.
Mirren 9.1, melon scale. Carry the melon to the violet area below the fixed camera upstairs. Take a picture with that camera, then use the edge of the print to shave one side of the melon flat. Keep the large piece. Rest it flat-side down on the slope where the lens can see it. Use the remaining exposures to make copies. Drop the fruit out of each print and stack it on the scale until the exit stays powered when you step away.
Complete the required routes in Mirren’s hub, including the picture-frame sequence. Return to the station platform and use the train to travel to the final hub. The optional teleporters have their own trophy and can be revisited. If you want to save a trip, compare your finished rooms with I didn’t realise they were optional. before boarding.
There are no chapter collectibles here. In 1.2, walk down the stairs behind the starting point for the barcode forest. The timed camera can take a picture of you. When you place that print, you move to where your figure lands. Take two self-portraits before entering the lever cage so you have a way back out.
In 2.3, take the windmill painting beside the downstairs copier. Your handheld camera now removes what you photograph, so check what’s in the frame before taking a shot. Finish the required rooms, then take the teleporter up the floating stairs for the shutdown sequence. Its solution includes the timer setting and the route between levers.
After the ending, revisit your station teleporters. Use the filter checklist to identify the room or collectible set you need. If only the photo count remains, use the repeatable ten-shot room.
Spoiler: reveal trophy
Bark code
bronze · optional
Go for a walk in the barcode forest
In the final hub’s 1.2, turn around at spawn and descend the stairs. Take the barcode from the table. Place it upright with a clear path into the spaces between the bars. Walk into the barcode and move among the tall bars until the trophy appears.
In the final station’s 2.3, go down the narrow stairs on the right of the teleporter. Pick up the windmill painting beside the copier and place it upright on open ground. Aim your shaking handheld camera at the sails and take a photo. In this chapter the shutter cuts away what it captures, so the top of the windmill should disappear. Rewind and try again if the blades are still intact.
In the final hub, enter the teleporter reached by the floating stairs. Pull the first lever when ready. Rewinding can undo a bad picture, but the master clock keeps running. Restart Level gives you a fresh clock. If you prefer to work the puzzles at your own pace, open Accessibility and disable the timer under Timed Levels.
Spoiler: Shutdown routeShow
Photograph the towers overhead and lay them across the gap as a bridge to the lever. Up the stairs, line up the image split across three boards to create the next crossing.
At the violet fence, take the beige bridge at an angle so it leads around the post. From its end, photograph the bridge again and turn the new length toward the lever.
From the grating, photograph the red battery below. Keep that print. Photograph the upside-down copier, place it upright and use it to copy the battery print. Empty both batteries onto the pad.
Walk straight through the doorway across the invisible floor. Turn toward the lever, photograph the wall blocking it to erase it, then walk through. At the timed camera, lay a photographed piece of bridge in front of its lens. Trigger the shutter, stand in the frame and place the resulting picture beyond the violet barrier to transport yourself.
Cross the side-turned bridge. Use a picture of it to fetch the other battery from the floating platform. Frame the caged pad and speaker together, then place them outside the cage with the speaker beside the receiver. Load both batteries. Finally, photograph the timed camera with standing room in front, use its copy to capture yourself and place that picture through the last cage. Pull the lever and use the powered teleporter.
Take 100 shots with the handheld camera you obtain in Chi Leung 1.1. Each shutter release counts, including shots you later rewind. Play normally through the final chapter first. To finish quickly, enter the shutdown level with its ten shots, spend the film, then rewind or restart the level and repeat. Placing an existing print is a separate action.
A PS5 player reported Blueprint missing after completing the picture-frame rooms. Keep your original save and see the recovery steps below.
There are 21 filters. From chapter 3 onward, use the filter-selection machine in the hub to see which ones you own. Compare its entries with the unlocks below. Finish the requirement for any missing entry on the same save.
Warm and Cold come from the optional Aharon and Hiraya rooms. In Mirren, optional levels 3.1, 4.1, 5.1, 8.1 and 9.1 award Painting, Rainbow, Photocopied, Sketched and Watermelon respectively. See I didn’t realise they were optional. for each puzzle.
Compressed comes from finishing the game. Code unlocks once you have the other twenty.
If Blueprint alone is missing, keep your original save and replay Mirren’s picture-frame exit first. One PS5 player recovered it after reinstalling the game, earning Blueprint on a separate new save, then replaying a picture-frame level on the original. Keep your saved data if you try that workaround.
Earn the other 45 trophies on the PS5 list. After the story, I’d check I didn’t realise they were optional. and Hashtag all filters first. The filter list points you toward specific challenges, collectibles and side activities that also award trophies.