A Quiet Place: The Road Ahead

Trophy Guide & Roadmap

If you prefer to watch a video instead of reading the guide, feel free to do so. There is a playlist that covers every trophy on my YouTube channel. If you'd like and subscribe or even become a member, it would mean a lot to this channel!

Prologue

Prologue
Find Martin.
Story-related, pops at the end of the Prologue.

Chapter 1 - The Ranch

15 Documents, 3 Toys, 2 Mixtapes, 1 chapter-specific trophy.

Distracted Child
Collect a toy.
The first toy can be found at The Ranch. Outside of the house next to the red tractor.
Music Single
Collect a mixtape.
The first mixtape can be found at The Ranch. It's in a drawer after the kitchen before going up the stairs to progress the story.
Projecting
Look at all the children's drawings in the basement of "The Ranch."
After the short cutscene with the pregnancy test, we met Martin again and follow him to the basement. Down there are 7 drawings we need to collect (they count as documents).
Casual Reader
Collect all the documents scattered in an area.
This trophy usually unlocks after collecting all 15 documents of The Ranch. Sometimes it can be buggy, which means it doesn't pop in the first chapter. In this case, you'll get it in the next chapter.
Hold your Breath
Successfully resist an Asthma Attack
Near the end of chapter one, Alex has a scripted Asthma Attack. To resist it and pop the trophy, we must press R1 to hit the innermost circle to stop on green. In later cases it's also ok to stop on yellow to not get killed but this trophy requires us to hit green. You don't need to force this trophy in chapter one, but if you want to, just relaod the last autosave in case you fail to hit the innermost circle and keep trying until it pops.
The Ranch
Leave the Ranch
Story-related, pops at the end of the first chapter.

Chapter 2 - The Hospital

36 Documents, 3 Toys, 1 Mixtapes, 1 chapter-specific trophy.

Lighting
Light all the candles in the hospital chapel
Before entering the storage room, we can make a little detour to the chapel. Just light all six candles in there to pop this trophy.
The Hospital
Find your way out of the Hospital
Story-related, pops at the end of the second chapter.

Chapter 3 - The Forest

13 Documents, 3 Toys, 2 Mixtapes, 3 chapter-specific trophies.

Too Much Noise
Your first death due to making too much noise.
To get all trophies in single playthrough, we need to reload checkpoints every now and then. Instead of doing this, you can also get killed on purpose by the creature to unlock this trophy. Or you just die during any encounter.
A Run through the Bushes
Complete the area where Mark died in "The Forest" in under 1:45 minutes.
Right after the cutscene with Mark, walk to the right, then down the hill and take the right path there again. As soon as you drop down the ledge, the trophy should pop. It's easily doable, even on Hard. We just have to avoid the puddles on the ground and walk slow through the tall grass.
Remembering
Throw a bottle at each of the 4 large animal statues in the garden of the forest house
After falling off the roof, we encounter the creature for the second time in this chapter. Here we can pick up a maximum of 4 bottles and must hit each of the four statues with them. The bear and the sloth are located in the well-lit area. The lion is on a table when we walk past the bear and the horse is standing in the dark spot beyond the lion. The four bottles on Hard are in the following locations:
  • On the box across from the bear.
  • On the table next to the lion.
  • On the far side of the shed, lying in the grass.
  • On a table in the fenced area.
Over There
Break 25 Bottles
The trophy is self-explanatory. If you want to speed this up and not care about it anymore after chapter 3, just keep reloading the checkpoint from the fenced area. It takes roughly 5 minutes. Just turn around from the checkpoint, pick up the bottle, throw it against a wall and reload again. Repeat this procedure until the trophy pops.
A Jump from the Window
Collect the plank and leave the house garden in "The Forest" in under 3:30 minutes.
If you worked on Remembering, reload the first checkpoint of the garden before attempting it. Quickly distract the creature and walk the path around to the right, duck under the table ahead and unlock the gated door and collect the plank inside. With the plank in hand we can't crouch under the table again. Therefore we must take the longer way around. Head towards the shed and distract the creature again if necessary and avoid the puddles along the way. Place the plank to cross the gap, climb over the two ledges and make your way up the hill. In case you reach the train tracks without popping the trophy, you have to reload and try again.
The Forest
Go through the forest.
Story-related, pops at the end of the third chapter.

Chapter 4 - The Lake House

24 Documents, 3 Toys, 2 Mixtapes, 1 briefcase, 1 chapter-specific trophy.

Combinations with Repetition
Open your first briefcase.
The first briefcase of this game can be found in Chapter 4 - The Lake House. It's in the little shed across from the van where we have to pick up the beers. The combination is 481.
Resolving
Find the combination to open the briefcase in "The Lake House."
Many other sources say, that we just need to open the briefcase in the shed to get this trophy as well. In case that doesn't work, reload the chapter and find all three clues before opening the briefcase. The 4 can be found on a dock post, the 8 on one of the swings and the 1 on the log in front of the porch.
Collector
Collect 10 toys.
If we collect everything in order, this trophy should pop after picking up the first toy in Chapter 4 - The Lake House. For further information please refer to Completionist.
The Lake House
Witness the Arrival
Story-related, pops at the end of the fourth chapter.

Chapter 5 - The Campsite

14 Documents, 4 Toys, 2 Mixtapes, 2 chapter-specific trophies.

Ordering
Drop the two buckets from the porch in "The Campsite."
Towards the end of this chapter we reach a patio with wooden beams as a roof. On those beams we can find two buckets, we need to throw a projectile against. Just be careful to not alarm the creature.
Disappear among the Caravans
Leave the parking lot at "The Campsite" in under 7:00 minutes.
After a short cutscene where we climb over a caravan and see the creature enter from the left the timer starts right away. After you handle the tripwire straight ahead and defuse the trap on both sides, enter the shed and grab the key from the desk. Unlock the door before picking up the ladder. It may happen that the monster bursts through the door at some point.

Then continue forward, put the ladder down to cross the climbable barrier, defuse the final sound trap, and place the ladder above the puddle. Climb up and drop down on the other side.
The Campsite
Reach the road beyond the campsite
Story-related, pops at the end of the fifth chapter.

Chapter 6 - The Trainwreck

13 Documents, 4 Toys, 5 Mixtapes, 1 briefcase & 2 chapter-specific trophies.

Chasing Away
Scare away all the flocks of birds in "The Trainwreck."
There are 10 flocks of birds in this level. I recommend using my video of Chapter 6 for this, every flock has its own timestamp and some are pretty well hidden.
Fast as a Train
Cross the train over the bridge in "The Trainwreck" in under 6:30 minutes.
This takes place in the area where we need to grab the key and return to the locked door.
  • Use sandbags to cross noisy ground and avoid alerting the monster.
  • After stepping outside from the train compartment, use a sandbag to reach the opposite train, then turn left and climb to the next compartment.
  • Move forward to the train straight ahead, climb over the barrier on the left, drop through the window in the next car, loop around under the bridge, then climb up through the window, over the luggage, and onto the roof to collect the key.
  • Drop down, backtrack to the train on the left, unlock the door, and squeeze through the gap.
A Safe Path
Completely empty 20 sandbags
The trophy is self-explanatory. If you want to speed this up and not care about it anymore after chapter 6, just keep reloading the checkpoint from the after Fast as a Train. Grab the sandbag across from the gap we just squeezed through, empty it completely and reload the checkpoint again. Repeat this procedure until the trophy pops.
The Trainwreck
Cross the river through the trainwreck.
Story-related, pops at the end of the sixth chapter.

Chapter 7 - The Chase

No collectibles and just 1 chapter-specific trophy.

Hitting
Complete "The Chase" without dying.
Reload your shotgun constantly during every lull so you’re always ready for the next attack. Watch the sides and roof of the van for claws grabbing on. Shoot at both hands to make them let go, if one shot doesn’t clear the grip, keep firing until the creature drops off.

On Hard, this section is still manageable if you stay on top of reloads and react quickly to each new set of hands
The Chase
Survive until you reach the hospital.
Story-related, pops at the end of the seventh chapter.

Chapter 8 - The Pump Station

15 Documents, 3 Toys, 1 Mixtape & 1 chapter-specific trophy.

Flash in the Dark
Use 15 Flares
The trophy is self-explanatory. If you want to speed this up and not care about it anymore after chapter 8, just take some flares with you to the safe room, use them there and reload the checkpoint. Repeat this process until the trophy pops.
A Lightning between the Valves
Deactivate the pumps and reach the sewer in "The Pump Station" in under 7:00 minutes.
The trophy requires us to deactivate the pumps and reach the sewer ladder. The timer starts, when we reach the little room where the creature awaits.
  • Start by taking tunnel "B" and wading carefully through the water. Use a brick to distract the monster if necessary.
  • Climb down into the half-empty pool, then back up the ladder in the middle.
  • Head upstairs, squeeze through the gap, take the wheel from the table, and carry it down the stairs. Unlock the gate and place it at the green light on the right wall.
  • Continue past the pipes, go through the flooded area, then up the stairs to the second valve, which is already in place.
  • Turn the second valve, return to the starting area, and climb down the ladder to finish this area.
The Pump Station
Find a way out of the Pump Station
Story-related, pops at the end of the eighth chapter.

Chapter 9 - The Harbor

17 Documents, 6 Toys, 3 Mixtapes, 2 briefcases & 4 chapter-specific trophies.

In and Out in a Second
Turn the power back on and leave the warehouse in "The Harbor" in under 3:15 minutes.
We need to restore the power in the warehouse and exit through the bottom door within 3:15 of entering the warehouse.
  • From the window we enter through, climb down, use the stairs on the left and break the office window.
  • Once inside the power room, open the cabinet on the left and flip the switch.
  • Climb through the broken window and go left to jump down to the chains. Move the barrels out of the way in case the creature didn't destroy them already and head out the door.
Code Breaker
Open all briefcases along your journey.
The game features 4 briefcases, to open them, we need to enter a 3-digit code. I recommend using my videos for them, every briefcase has its own timestamp. 1 is located in Chapter 4, 1 in Chapter 6 and 2 in Chapter 9.
Attentioning
Find the diner's door combination on the first try in "The Harbor."
Progressing through the chapter automatically leads to a safe room. The only way out of it is through a locked door. Enter the code 615 to get out and unlock the trophy.
Like Wind on the Water
Leave the shipyard in "The Harbor" in under 2:15 minutes.
From the moment we drop into the shipyard structure and get the tutorial screen for TV screens, we need to make it down a specific ledge within the time limit.
  • When the cutscene ends, throw a bottle at the TV screen ahead immediately. Grab another bottle from the desk or one of the bricks in the lower area.
  • Go right past the forklift, continue straight while avoiding the chains, and duck under the cover. Throw an item close to one of the TV screens down here if necessary.
  • Go upstairs, duck under the cover on the right, then climb down the ledge to exit the area.
Changing
Have the monster destroy three screens (over the tutorial ones) in "The Harbor" in the same attempt.
Use the TV and bottles right where the tutorial screen appears, then grab another bottle before descending the ladder or grab a brick a little later. On the lower floor, keep an eye out for additional TVs and hit them from far enough away or from an angle so the monster smashes the screen instead of simply investigating it. The important part is that each screen must be struck head-on and actually destroyed, not just approached.
The Harbor
Reach the dock.
Story-related, pops at the end of the ninth chapter.

Chapter 10 - The Fire Station

12 Documents, 6 Toys, 2 Mixtapes & 3 chapter-specific trophies.

Seeing
Turn on the pool lights in "The Fire Station."
In the pool room we enter after we visit the safe room for the first time, we need to enter a room to the right of the fourth valve. DO NOT interact with the fourth valve before getting this trophy or you may mess up the next one. Throw a nearby brick at the window to access it. If the monster arrives, distract it with a flare or another brick from the nearby pile, then enter the room, open the electrical box and flip the switch to turn on the pool lights.
A Fast Swim
After activating the sprinklers, exit the pool in "The Fire Station" in under 7:00 minutes.
It seems like we only got four minutes to leave this area instead of seven, that's why it's important to get Seeing before interacting with the fourth valve.
  • Avoid broken ramps leading to the dangling structure, they collapse, alert the creature and waste time.
  • Use the plank slot on the left to cross first, pick it up, place it on the right slot, cross again, then grab the plank by the boat to reach the final gap.
  • Sprinklers generate noise which allows us to move faster without alerting the creature.
  • Head past the first valve and exit through the door, the trophy unlocks when you close it behind you.
Playlist
Collect all mixtapes along your journey.
The game features 19 mixtapes. I recommend using my videos for them, every single one of them has its own timestamp.
Assiduous Reader
Collect all the documents scattered along your journey.
The game features 159 documents. I recommend using my videos for them, every single one of them has its own timestamp.
Inhale, Exhale
Use 30 Inhalers
You'll probably earn this trophy naturally. If not, make sure you have at least one inhaler left after exiting the safe room in Chapter 10 for the second time. You'll soon find yourself in room full of smoke. Use your remaining inhalers here and reload the last checkpoint to repeat this process until the trophy pops.
Completionist
Collect all toys along your journey.
The game features 35 toys. I recommend using my videos for them, every single one of them has its own timestamp.
A Quick Breath
Reach the boat in "The Fire Station" in under 2:15 minutes.
The timer starts when we enter the final room after obtaining the gas mask and getting through the dark fuse area.
  • Climb over the barrier, grab the bottle from the crate on the left, and throw it to send the creature back.
  • Go left, grab the plank, carry it around the room and down the wooden ramp, place it on the slot, cross, and climb down into the boat.
The Fire Station
Get on the boat and escape
Story-related, pops at the end of the tenth chapter.
A Peaceful Path
Complete the game on "Easy" or higher difficulty.
Please refer to An Arduous Journey.
A Dangerous Road
Complete the game on "Medium" or higher difficulty.
Please refer to An Arduous Journey.
An Arduous Journey
Complete the game on "Hard" difficulty.
Hard is the highest standard difficulty in this game, where resources can be scarce, the creature is highly sensitive to noise, and the Focus ability is unavailable. We must complete the full game from start to finish on Hard, no difficulty changes allowed.

  • Start on Hard from the beginning to avoid needing a second playthrough, as the game plays similarly to Normal with careful movement.
  • Manage asthma by dying or reloading checkpoints if you're low on inhalers (respawn refills lungs).
  • Light touch on movement controls and avoid consecutive noisy actions.
  • Story hints remain available, and you can still earn all collectibles and timed trophies
  • We can activate several accessibility options to make our lifes easier, such as a red outlline around the monster, an additional display of the creature's awareness level, less sensitive stick movements and so on.
Art Lover
Unlock your first Concept Art in the Extra Menu.
See Art Critic.
Art Critic
Unlock all Concept Art in the Extra Menu.
The first thing we need to do to achieve this and Patron, is collecting all toys throughout the ten chapters of the game, because they give us the credits we need to purchase Concept Art of from the main menu by selecting Extra > Concept Art. Buy all 28 available pieces.
Passionate
Unlock your first 3D Model in the Extra Menu.
See Patron.
Patron
Unlock all 3D Models in the Extra Menu.
The first thing we need to do to achieve this and Art Critic, is collecting all toys throughout the ten chapters of the game, because they give us the credits we need to purchase 3D models of various characters from the main menu by selecting Extra > Characters. Buy all 21 available models.
A Quiet Place
Unlock all other trophies.