9 August 2020

DISTRAINT 2 Trophy Guide

Trophy Roadmap:

Difficulty: 2/10
Estimated time to platinum: 1 hour
Missable trophies: 4
Gold Catch of the Century
Gold Failure
Gold LIGHT ERROR
Gold Out of My Way!
Glitched trophies: None
Difficulty related: None
Playthrough: 1

Introduction:

Welcome to the DISTRAINT 2 Trophy Guide!
This game follows on from the events of the first game (Guide here). It’s a sinister tale about restoring hope and finding your purpose.
This game is developed by Jesse Makkonen and published by Ratalaika Games.

Roadmap:

Step 1: Play the game while following the walkthrough
This game is a fairly confusing maze and you may find yourself stuck on many occasions so follow the walkthrough provided at the end of this guide to unlock all the trophies in a single playthrough.
However, it’s recommended you play the game without the aid of a walkthrough, as it is an extremely powerful storyline that will have you submerged within immediately.

You’ll be earning these trophies (they are listed in the order you should unlock them):
Gold Break Stuff
Silver Prologue
Silver Fix Stuff
Gold Sabotage
Gold Editor
Silver Chapter One
Gold Catch of the Century
Gold Failure
Gold LIGHT ERROR
Silver Chapter Two
Gold Beer
Gold Machine That Goes Ping
Gold Out of My Way!
Silver Chapter Three
Gold Epilogue
40-platinum Platinum DISTRAINT 2

Video Walkthrough

Before getting started, remember that the game doesn’t save automatically but you need to do it during the playthrough. It’s highly recommended to ALWAYS SAVE when you get to a save point to avoid having to do a part again.
Furthermore, you can run for almost the entire game by pressing and you need to stay in a specific glowing area to be able to speak to Reason.

In this section of the guide, you can find an amazing video provided by Dino_Roar Gaming that will help you through the road to the Platinum Trophy.

Text Walkthrough

Here, you can find a text walkthrough too if you prefer this way.
As listed in the previous section of the guide, remember that the game doesn’t save automatically but you need to do it during the playthrough. It’s highly recommended to ALWAYS SAVE when you get to a save point to avoid having to do a part again.
Furthermore, you can run for almost the entire game by pressing and you need to stay in a specific glowing area to be able to speak to Reason.

Prologue – Reason

– Walk around and follow the tutorial.
– After talking to Reason, walk to the far right.
– Knock on the farthest door.
– Wait until the cutscene ends then enter the opened door in the right.
– Take the second door into Warmth and Coldness.
– Walk right and enter into the Bathroom.
– Interact with the shower, to gain the Rusty Pipe (Gold Break stuff).
– complete the little tutorial about the items then leave the bathroom.
– Go left and use the Rusty Pipe on the fireplace.
– Pick up the Washer Dial from the ground.
– Return to the bathroom and use the Washer Dial on the washing machine.
– Rotate the dial anti-clockwise until a red line appears on the right display, then clockwise twice until two lines appear and then anti-clockwise again to complete the puzzle.
– Hide in the closet on the right.
– Examine the washing machine to gain an Ice Cube.
– Leave the bathroom.
– Move left and place the Ice Cube in the fireplace.
– Interact again with the fireplace then use the Rusty Pipe on it to pick up a Key.
– Leave by using the door on the right.
– Move left and try to open the marked door then use the Key on it and enter it.
– Walk as far right as possible, then come back to make Greed appear.
– Talk to Greed.
– Once Greed disappears, walk left and enter the door.
– Enter again the marked door, move right, and use the Rusty Pipe on the circle upon the wall to pick it up and obtain a Ring.
– Exit and use the door on your right.
– Enter the door to the left of the fireplace.
– Interact with the couch on the right to move it.
– Use the Ring on the wooden thing behind the couch.
– Complete the puzzle by turning twice the most external ring, once the external ring, three times the second ring.
– Exit by using the door on the left.
– Move right and examine the empty fireplace.
– Wait for Fear to ‘catch’ you (Silver Prologue).

Chapter One – Agony

– Walk right and examine the noticeboard.
– Continue right until the save point, then move back to trigger a dialogue.
– Walk left until you trigger another dialogue.
– Examine the red telephone box.
– Walk left and talk to Price’s parents.
– Press to open your eyes.
– Walk right until you see the house, and then examine it.
– Continue right until the shed.
– Interact with the workbench to pick up the Hammer and Nails.
– Move left until you reach a tree, after the Potato Patch. Close to it, there is some wood: interact to use the sawbench and get a Plank.
– Use the Plank on the gap in the fence on the close right.
– Use the Hammer and Nails on the fence (Silver Fix stuff).
– Return to the house, move right, and then talk to Reason.
– Move left and enter the house.
– After the cutscene, leave the area with the door on the left.
– Walk past the mustached man to speak with him.
– move right and enter Room 24.
– Talk to the old man on the left of the room to get his Puzzle.
– Go back to the mustached man and give him the Puzzle.
– Enter Room 22 and hide in the closet on the right.
– Examine the safe under the painting (Gold Sabotage).
– Leave the area and head inside room 26.
– Examine the green memory orb on the right.
– Walk right and left repeatedly to trigger some dialogue.
– Move left and exit the room.
– Return to the mustached man on the left and speak with him.
– Return the Puzzle to the old man in Room 24.
– At the end of the dialogue, go through the first door on the right.
– After the card game, move right and enter the first door you come across.
– examine the space to the left of the door, and the television should turn on.
– Examine the television, write down the order of the appearance of the images (Grandfather Clock, Rocket, Wheelchair, Red image) then leave the puzzle with .
– Walk right and exit through the door.
– Move left then exit through the empty doorway.
– Walk right until Reason appears then talk to him.
– Move right and pick up the Film Reel that dropped from the wall.
– Enter the room on the left again and use the Film Reel at the cutting desk.
– Insert the images in the order as shown on the television (Gold Editor).
– Exit through the door on the far right.
– Use the Film Reel on the machine left of the flashing light.
– Move right and talk to the barman to obtain a Bottle Cap.
– Walk all the way left and enter the empty doorway again.
– Use both the Bottle Cap and the Film Reel on the projector.
– Exit through the new door (Silver Chapter one).

Chapter Two – Loss

– Row to the left, and follow the tutorial for catching fish.
– Continue left to receive a phone call.
– Keep rowing left and your dog will tell you when there is a good fishing spot for the second fish. (You will need to catch 2 fish during the day & 3 at night). Make sure to catch 5 fishes for the Gold Catch of the Century trophy BEFORE rowing back at home.
– After the woman’s second phone call, row back to the pier on the right.
– Walk right, go through the cabin, and leave it via the first door.
– Keep going right until you reach the house.
– Examine the door to discover a sliding puzzle.

– There are 11 pieces in total; Move the pieces in the following order: n°9 up – n°8 right – n°5 down – n°1 down – n°2 left – n°3 left – n°4 left – n°7 up – n°6 right – n°10 up.
– Walk right and examine the green memory orb; it appears only after finishing the puzzle.
– Return to the shed on the left and open the safe in the left to get a Puzzle Piece.
– Use the Puzzle Piece on the door puzzle at the old house to open it.
– Walk left and enter through the open doorway.
– Enter through the door on the right.
– Examine the lamp on the left and take the Bulb.
– Leave the area, and return at the entrance of the house.
– Move right and go through the last door.
– Use the Bulb on the empty lampstand on the left.
– Examine the hole behind the couch and enter it.
– Move right and interact with the sideboard desk to find another puzzle.
– You will need to rotate the puzzle pieces to form the picture of an anchor.

– Once you have completed the puzzle, you will get the Pendulum.
– Leave the area from the hole.
– Take the Bulb and leave the room by using the door on the right.
– Use the Pendulum on the grandfather clock.
– Walk right and enter through the door that appears.
– Use the Bulb on the empty lampstand on the right.
– Examine the fuse box to the right and take the Fuse.
– Take the Bulb and leave after talking to Greed.
– Leave the room and move to the right.
SAVE THE GAME BEFORE PROCEEDING.
– Walk left, and then let the creature catch you (Gold Failure).
– Proceed through the “Continue” door.
– Move left and hide in the closet.
– Once the creature leaves, move left and enter through the empty doorway.
– Walk left and go upstairs.
– Use the Bulb on the empty lampstand to the left of the doorway.
– Put the Fuse inside the box on the left.
– Go up the ladder and interact with the green memory orb.
– Try to leave through the bedroom door.
– Pick up the Teddy Bear (Mr. Armstrong) and put it in the box on the right.
– Pick up the Teddy Elephant (Mr. Snoutty) on the far left and try to put him in the box.
– Hide the Teddy Elephant (Mr. Snoutty) in the circus tent.
– Try to leave the bedroom again.
– Exit the attic, take the Bulb, and go downstairs again.
– Move left and enter the bathroom.
– Examine the circus tent behind the couch on the right of the room.
– Pick up the Teddy Elephant (Mr. Snoutty) and exit.
– Go upstairs again and exit the house by going through the door on the far right.
– Move right and Place the Teddy Elephant (Mr. Snoutty) on the altar.
– Descend the secret passage under the altar.
– Walk as far left as possible.
– Use the Bulb on the empty lampstand (Gold LIGHT ERROR).
– Take the Bulb again and walk right until you reach the café.
– Sit on the stool to end the chapter. (Silver Chapter Two; Gold Beer).

Chapter Three – Forgiveness

– Press X to open the eyes.
– After the dialogue, follow Charlie and interact with the beer barrel on the right.
– Walk left and talk to the dog.
– Move right and talk to Reason.
– Walk left and talk to Charlie to receive a Letter.
– Keep going left until the woman appears, then talk to her.
– Walk right and examine the hole behind the second couch.
– Enter the now free broken door.
– Interact with the TV; it’s puzzle time. Click on the upper rotate arrow one time and shrink (-) one time.
– Click the below rotate arrow twice, and increase (+) two times.
– Leave the room to unlock one of the three locks of the door on the left.
– Enter the double doors next to the savepoint.
– Walk right and examine the wheelchair to obtaining a Crank.
– Enter the door to the left of the wheelchair.
– Use the Crank on the machine to the left of the red curtains and interact with it.
– Read The number 649 on the curtains and remember it.
– Move right to make Reason appear.
– Talk to him, then leave the area by using the door on the right.
– Walk right and insert the 649 code to unlock the far right door.
– Go through the door and examine the machine.
– Turn on the Reception area by clicking on the button. (Gold Machine That Goes Ping).
– Leave the area, walk left to make the creature appear, then hide in the closet on the right.
– Leave the closet, move to the far left, and enter the double door.
– Move left again and enter the Deception hatch.
– Examine the red first aid box on the wall on the right to take a Syringe.
– Interact with the panel on the left of the couch to discover a puzzle.
– Here you will have 4 strings: connect the last three ones with the last hole and pull the lever.
– Leave the puzzle and then the area.
– Move right and go through the double doors again (Gold Out of My Way!).
– Go through the door right after the wheelchair.
– Use the Syringe on the corpse on the right
– Leave the area, move to the left, and enter the door behind the red torn curtain.
– Interact with the TV to discover another puzzle.
– Click on the upper rotate arrow twice and shrink (-) two times.
– Click on the below rotate arrow three times and increase (+) three times.
– Leave the area and move right to reach the previous keypad-locked room.
– Enter and use the machine to turn on the basement lights by clicking on the button.
– Exit, move left, and use the double door again.
– Walk right and Enter through the dark doorway.
– Walk left, interact with the TV to solve the last puzzle.
– Use the upper panel: rotate three times and increase (+) one time.
– Use the lower panel: rotate two times and shrink (-) two times.
– Exit the basement.
– Run left and hide in the closet until the creature leaves.
– Enter the now unbarred door on the right (Silver Chapter Three).

Epilogue

– Walk right until Agony appears.
– Walk right until Greed appears.
MAKE A SAVE HERE JUST IN CASE YOU FAIL AFTER.
– Walk left and talk to Price’s parents.
– Walk left and examine the oven.
– Try to go through the open doorway.
– Walk right and examine the grandfather clock.
– Walk left, away from the main door.
– Examine the door, and walk left away again.
– Let the police officer in.
– Run to the left immediately after the black screen by pressing .
– Walk past the red-faced guy then talk to Reason.
– After reading the letter, examine the two tombstones.
– Walk right until you reach yourself and talk to yourself (Gold Epilogue; 40-platinum Platinum DISTRAINT 2).

Trophy Guide:

Platinum DISTRAINT 2
Get all other trophies.

Get all other trophies.

Prologue upscale-245262160018212
Complete Prologue.

To get this trophy, simply complete the prologue.
You will be at the end of the prologue when you find the fireplace with no fire in it.

Chapter One upscale-245262160018212
Complete Chapter One.

To get this trophy, simply complete the chapter one of the game.
You are close to the end of the first chapter when you collect the Bottle Cap from the barman.

Chapter Two upscale-245262160018212
Complete Chapter Two.

To get this trophy, simply complete the chapter two of the game.
You are close to the end of this chapter when you go underground after putting the Teddy Elephant (Mr. Snoutty) on the altar.

NOTE: make sure to collect the 3 missable trophies in this chapter (further details in the related trophies descriptions).

  • Gold Catch of the Century;
  • Gold Failure;
  • Gold LIGHT ERROR.
Chapter Three upscale-245262160018212
Complete Chapter Three.

To get this trophy, simply complete the chapter three of the game.
You are close to the end of this chapter when you completely unlock the barred door.

NOTE: make sure to collect the missable trophy in this chapter (further details in the related trophy description).

  • Gold Out of My Way!
GoldEpilogue
Complete Epilogue.

This trophy is unlocked after completing the last chapter of the game.

Failure Gold
Fail in the game.

MISSABLE

You can attempt this trophy every time you are chased by Fear (the dark creature).
Before failing, make sure to have a save close to that point to avoid repeating the whole part.
When you die, you will have two doors where you can go: “QUIT” and “CONTINUE”.

If you don’t want to lose too much time on it, the walkthrough outlines the best spot where to attempt it:

– In chapter 2, once you have completed the second puzzle (the anchor one), you will get the Pendulum.
– Leave the area from the hole.
– Take the Bulb and leave the room by using the door on the right.
– Use the Pendulum on the grandfather clock.
– Walk right and enter through the door that appears.
– Use the Bulb on the empty lampstand on the right.
– Examine the fuse box to the right and take the Fuse.
– Take the Bulb and leave after talking to Greed.
– Leave the room and move to the right.
SAVE THE GAME BEFORE PROCEEDING.
– Walk left, and then let the creature catch you.

Catch of the Century Gold
Get at least five fishes.

MISSABLE

At the beginning of chapter 2, you will find yourself on a boat. Row left and you will learn how to fish.
To get this trophy, you need to catch at least 5 fishes BEFORE rowing back at home.

After the tutorial, continue left to receive a phone call, then fish again at random spots.
Keep rowing left and your dog will tell you when there is a good fishing spot for the second fish.
Then you will receive a second phone call and the night will start falling. Now it’s time to fish again while rowing to the right but be sure to stop BEFORE reaching the pier where you began the chapter.

LIGHT ERROR Gold
Find the dancing bosses.

MISSABLE

Almost at the end of chapter two, you need to put the Teddy Elephant (Mr. Snoutty) on an altar to unlock a secret passage and go downstairs.

When you collect the Teddy Elephant (Mr. Snoutty) in the bathroom make sure to have the Bulb on your inventory BEFORE leaving the house! After checking that, you are good to leave the house.
You need to go left instead of going right and place the Bulb on the empty lampstand.
This will trigger a hologram and the trophy.

Out of My Way! Gold
Find the usher.

MISSABLE

This trophy can be obtained during chapter 3.
When you have to reach the reception area you will need to enter the Deception hatch.
Examine the red first aid box on the wall on the right to take a Syringe and then interact with the panel on the left of the couch to discover a puzzle.

To get this trophy, you need to solve this puzzle BEFORE using the Syringe later on the game.
The puzzle is easy as you only need to put 4 strings in the correct position and pull the lever after. You can go by attempts if you want, but here an image that shows you the solution:

Break Stuff Gold
Break the shower.

This trophy will pop during the epilogue.
When you enter the bathroom, examine the shower to obtain a Rusty Pipe and the trophy.

Fix Stuff upscale-245262160018212
Fix the fence.

This trophy is obtained in chapter one.

After speaking with Price’s parents, you will find yourself in a quiet place.
Keep moving right until you reach a house. Interact with it and you will be “tasked” to fix a fence. Continue right until the shed. Here, interact with the workbench to pick up the Hammer and Nails.
Now go all the way left until you reach a tree, after the Potato Patch. Close to it, there is some wood: interact to use the sawbench and get a Plank. Use the Plank on the gap in the fence on the close right and then fix it with your Hammer and Nails to fix it and get the trophy.
Good job!

Sabotage Gold
Sabotage the card gadget.

This trophy is obtained in chapter one.

– After fixing the fence, return to the house, move right and then talk to Reason. Now enter the house. After the cutscene, leave the area with the door on the left.
Walk past the mustached man to speak with him. Now move right and enter Room 24. Here, talk to the old man on the left of the room to get his Puzzle and bring it back to the mustached man. This way you distract him and you can enter Room 22 (his room).
When you are in, hide in the closet on the right of the room and wait for the mustaches man to come in.
You will hear the combination of the safe, so interact with it to open it when he leaves and discover that he’s a cheater. This will grants you the trophy as well.

Editor Gold
Edit the film.

This trophy will pop when you use the cutting desk during chapter one.
To be able to use it, you need to have the Film Reel in your inventory.

After the cutscene with the card game, examine the space to the left of the door, and the television should turn on. Write down the order of the appearance of the images (Grandfather Clock, Rocket, Wheelchair, Red image) then leave the puzzle and this room as well.
Move left then exit through the empty doorway. Walk right until Reason appears then talk to him. After that, Move right and pick up the Film Reel that dropped from the wall. Now it’s time to enter the room on the left again and use the Film Reel at the cutting desk.
Insert the images in the order as shown on the television to get the trophy.

Beer Gold
Grab a beer.

This trophy should pop after completing chapter 2 right after the Silver Chapter Two trophy.
It’s supposed to unlock when you grab a beer with Charlie right at the beginning of chapter 3, but it triggers before.

Machine That Goes Ping Gold
Use the machine.

This trophy will pop when you use the machine during chapter three.

When you enter a corridor with the moving wheelchair, examine it to obtain a Crank.
Now Enter the door to the left of the wheelchair and use the Crank on the machine to the left of the red curtains and interact with it to discover a code (649).
Move right to make Reason appear and talk to him, then leave the area.
Walk right and insert the 649 code on the keypad to unlock the far right door.
Go through the door and examine the machine. Click on one of the buttons (the correct one to proceed on the story is the Reception one) and you will get the trophy.

new-stirum94

My career of trophy hunter starts from the AC II platinum. I love videogames and I want to transmit my passion to the whole world by writing guides etc.

Read Previous

Crash Bandicoot On the Run! Announced

Read Next

Payday 2: Crimewave Edition Review

Leave a Reply

LIVE NOW! CLICK TO VIEW.
CURRENTLY OFFLINE