Contents



[top]Overview

Players: 1
Online Trophies: N/A
Cheat Codes Affect Trophies: N/A
Estimated Time to Platinum: 5+ hours
Minimum Playthroughs: 1
Collectible Trophies: Deconstruction, Eggman, Two Hands and a Sword, Slide Show Symphony
Missable Trophies: None


[top]Tips & Strategies

  • All trophies are in XMB order
  • For every collectable trophy there are notifications that pop-up when you kill a certain enemy/collect a certain thing, so pay attention to those
  • Read what the tutorials say so that you will know how to pull-off a move (I will also list them in the guide under the trophies given for certain moves)
  • In the game, you can use a feature called Focus, and that allows you to see the interactive parts in the environment (much like Batman: AA)
  • Pressing will bring up a map, and it tells you were things are (collectables except the eggs. The eggs are not on the map.)
  • You can view your progress with each trophy by going to the Game Stats section in the Main Menu
  • Always dodge enemies in a fight. It saves health and it is quicker
  • When you see the indicator, always try to either counter the attack, or just block it
  • Combat trophies can be obtain in the challenges too, which can be replayed as many times as you want
  • Before you beat the game, there will be sewer entrances to get back to certain levels. Use these as a clean-up


[top]Roadmap

Campaign: If you want to get the platinum in one playthrough, then you should go after all of the collectable trophies in the entire game, keep in mind that there are quite a bit. Try to get a lot of the combat trophies by trying some things differently, if there is a group of enemies, pick them off, one by one with different things to help boost the number for most of the trophies (although most can be done without trying if you aren't going for the platinum in one playthrough).
It is easy to get the trophies in one playthrough, missing maybe a couple collectables, so you shouldn't have a problem, also, you can go back after you beat the game, with enemies still about too, so you can get the combat trophies as well.

Challenge Mode: There is a total of 10 challenges. You must complete them all with a gold medal to get the Can't Stand Any Higher trophy. Complete the challenges after you complete the single-player campaign. For more information, see Can't Stand Any Higher.


[top]Collectables

Below is a break-down all of the collectables that are listed in this guide. If you aren't good with collectables, read this before you start the chapter. If you miss any you can go back to the areas via sewer tunnels.

Prologue
Ceramic Eggs - 1

Chapter 1
Ceramic Eggs - 2
Film Reels - 1
Zemo Diaries - 1

Chapter 2
Ceramic Eggs - 2
Film Reels - 2
Zemo Diaries - 3
Schematics - 1

Chapter 3
Ceramic Eggs - 13
Film Reels - 2
Zemo Diaries - 9
Schematics - 5

Chapter 4
None

Chapter 5
None

Chapter 6
Ceramic Eggs - 2
Film Reels - 2
Zemo Diaries - 3
Schematic - 3

Chapter 7
Zemo Diaries - 2
Schematics - 2

Chapter 8
Film Reels - 1
Schematics - 1

Chapter 9
Ceramic Eggs - 4
Zemo Diaries - 4
Schematics - 1

Chapter 10
Ceramic Eggs - 16
Film Reels - 1
Zemo Diaries - 5
Schematics - 2

Chapter 11
Ceramic Eggs - 2
Zemo Diaries - 3
Schematics - 1

Chapter 12
Ceramic Eggs - 1
Film Reels - 1
Schematics - 1

Chapter 13
Ceramic Eggs - 3

Chapter 14
None

Chapter 15
Ceramic Eggs - 4 + extras
Film Reels - 2
Zemo Diaries - 1
Schematic - 2

Chapter 16
None (unless you missed some things)

Chapter 17
Film Reels - 1

Chapter 18
None


[top]Trophies

[top]
The First Avenger
Complete all Trophies

Just like any other platinum, collect every other trophy for this trophy.

[top]
Grace Under Pressure
Achieved perfect timing x 5 while platforming

Platforming is when you jump or swing across a couple of platforms stringed together. To get a x 5 you will need to swing/jump by pressing . You need to time it pretty well, by tapping as you get onto an object. You will get this trophy very early on in the game. (It is easiest to get this on the first platforming sequence as it tells you which time to press .)

[top]
Back to Basics
101 Grunts defeated

Grunts are the guys that you will fight first. They are the basic enemies. When you defeat one, a notification pops up saying how many you have killed (X/101). That really helps so that you know what grunts are, and how many you have killed. Kill 101 grunts to get this trophy.

[top]
Snipe Hunt
25 Snipers defeated

Snipers come randomly in chapters. They will be away from you (because they are snipers). They have pretty powerful weapons, and that's good for both of us. We can use our shield and time it just right to deflect the shot and kill the snipers (you can do this with any enemy with a ranged weapon).A pop-up will come down and show you how many snipers you have kill, and how many you have killed when you kill one. Just kill 25 and this trophy is yours.

There are 2 places in Chapter 3 where you can use a gun that shoot explosives. In the 2nd one there are plenty snipers here if you use it, and this makes it easier to get this trophy.

[top]
Who's the Bully Now?
101 advanced enemies defeated

Advanced enemies are Scorchers, Wardens, Screamers, and Elites. If you do not have this trophy by the end of the game, you can replay challenge #6, as there are a bit in that, and you can replay it as much as you like.

[top]
And They All Fall Down
4 Enemies KO'd with a single Focused Shield Throw

To get this, you will need to lock onto an enemy (focus) and then throw your shield. To do a focus throw and hit 4 people and knock them out, you will need a full focus bar. To do this press and and select 4 people. In a big group of enemies, always try to do this. This needs to be one throw, and you need to damage the guys you are going to hit enough so that you can actually knock them out. With every enemy you hit, one bar of focus drains. If its full, and goes empty with one throw, you know you have done it.

[top]
Unfriendly Fire
10 Enemies defeated with a weaponized enemy

To weaponize an enemy, press + . This allows you to use their weapon, by pressing . This is very easy to obtain in bigger groups of enemies. You will unlock this ability as you progress through the game. Once you kill 10 enemies with a weaponized enemy, this trophy will unlock. Chapter 4 is the easiest spot for this as you can weaponize the Scorcher and there are about 10 enemies.

[top]
There Goes the Neighborhood
All AA cannons destroyed

There are 3 in the first couple of chapters that are story related and cannot be missed, below are the ones that can. You can get to these locations via sewers. There are 12 in total.

AA Cannon #1 - West Ward
You will come to a room with a big cylinder in the middle of the room. Go up the ramp and you will see it. There will be some boxes. If you walk up to one side, you can plant explosives on it. Plant them and run and this will be destroyed.

AA Cannon #2 - West Rail Line
As you are walking to the objective at the beginning, there will be a ladder to the right. Climb up and use the panel and run to destroy it.

AA Cannon #3, #4, #5 - Orchard
If you look on the map, you will see 3 black dots. These are the AA guns. Plant the C4 for each and then run away.

AA Cannon #6 - Hangar
In the Hangar, after you destroy the helicopter, go to the bottom where the enigma keypad is, but go right. When you go right you can see it, just swing across the poles and plant the C4.

AA Cannon #7, 8 - Tank Path
Turn around and climb up the wall. You will eventually get to one AA Cannon. When you plant the C4, go to where the star is to get to a mortar strike. Use that to take out the next one.

AA Cannon #9 - Chapel Path
When you come to the room where the advanced enemy breaks through the door, defeat him and go back to the ledge you use to get up. There will be a beam, leap onto it and you will see the AA cannon. Use the panel and it is done.

[top]
Snap Together Soldiers
1st Enemy Schematic collected

See Deconstruction for more details.

The first one is in chapter 2 after entering the generator room, turn right to get into a room.

[top]
Deconstruction
All Enemy Schematics collected

There are 5 different types of schematics. Each has 3-5 schematics to be collected. I found 19 somehow, but when I went to the schematics page I counted 18 only, so I don't know what happened there.

Schematic #1 - Chapter 2
This will be in the room to the right when you first enter the generator room.

Schematic #2 - Chapter 3
Right after the farm on a table slightly to the right in front of you.

Schematic #3 - Chapter 3
Near the 2nd gun that shoots explosives, on a table in the back.

Schematic #4 - Chapter 3
This will be on a crate way in the back in the same general area as #3, near the houses in the back. The crate on the right has this one. Grab the ledge, and walk onto the cat-walk and its at the end.

Schematic #5 - Chapter 3
When you swing to the enigma keypad in the warehouse, in that room this is on a table.

Schematic #6 - Chapter 3
After you destroy the armory, it is between the 2 trucks.

Schematic #7 - Chapter 6
After entering the Laboratory, defeat the enemies and go right. It is on a table.

Schematic #8 - Chapter 6
After getting you shield back, go through the door without stairs. Continue down this path and it will be on a table.

Schematic #9 - Chapter 6
After the Cell block door upstairs is opened, there will be 2 enigmas. One to progress, and one to open a door that is back when you could use the Super Soldier move.

Schematic #10 - Chapter 7
When you have to deal with the snipers, climb up the ladder and it will be on a table in that room.

Schematic #11 - Chapter 7
This is behind a crate behind the missile turret you use to defend the train.

Schematic #12 - Chapter 8
When you get to the room with 2 Screamers, look to the right. It is on a table.

Schematic #13 - Chapter 9
When you start the level, turn right. It will on a crate in the back.

Schematic #14 - Chapter 10
After the first fight with Madame Hydra, go through the doors and go left up the stairs. Follow the path until the end and the schematic will be on the ground.

Schematic #15 - Chapter 10
When the cutscene ends with Madame Hydra locking the door after the first fight, go through one of the doors to the right. It will be on a table.

Schematic #16 - Chapter 11
When you enter East Bastion, there will be a room to the right, with the schematic on a table.

Schematic #17 - Chapter 12
In the train control room, on a table.

Schematic #18 - Chapter 15
When Cap first says "helicopters" turn right. It is on a table.

Schematic #19 - Chapter 15
After you destroy the helicopter, go back to where you came in, and the door to the left will be open. This is in there.

[top]
Sewer Rat
All 12 Sewer entrances used

Sewer entrances can be found on each level, press for the map and a blue door will say "Unlock Door - Sewers". There are 12 of these, and all you have to do is use each once. Locked ones will become unlocked within completing the game. Once you are done the game you can go through these too.

[top]
Need a Head?
50 Statues destroyed

These statues are like busts/statues that can be destroyed. There are way more than 50 so don't be worried if you miss some. When you see a little bust of someone just walk up to it and destroy it by punching it. If you aren't looking all over for all of them, you should get this around the middle of the game. Chapter 9 and 10 are perfect for this trophy, as there are more than 50 in these 2 chapters alone.

[top]
Hello, God? It's Me, Zemo
1st Zemo Diary collected

See Two Hands and a Sword for more details.

The first one is in Chapter 1 in the first radio location.

[top]
Two Hands and a Sword
All Zemo Diaries collected

There is a total of 31 Zemo Diaries to collect. There are some extra diaries to collect too, it will say "X/5 but there could be a total of 6 instead. Once you collect all 31 there won't be any extras available to collect.

Diary #1 - Chapter 1
This will be in the radio location on a table in the middle of the room.

Diary #2 - Chapter 2
After you go into the library, go left. There is a guard, take him out and the bookcase should have a key on it. You can slide it over. Once you do, follow the path and there will be an ornament on the desk. Take it, and you will get a diary.

Diary #3 - Chapter 2
When you enter the generator room, go left and turn left again to find a room. On the desk in the back is this diary.

Diary #4 - Chapter 2
In the generator room, after you defeat all of the soldiers, there will be a ladder to progress. Get to the 2nd platform but don't continue. Instead, walk to the right and there will be more of that platform. You will come to a pole. Swing on it to get to the other side, and walk to the end and it will be sort of hidden beside the shelf.

Diary #5 - Chapter 3
In the Bunkhouse, turn left a little ahead from the entrance. Go up the stairs and on a shelf you will see a helmet. Take it and it unlocks the diary.

Diary #6 - Chapter 3
In the kitchen area in the Bunkhouse, it will be in a corner. It is shaped like a mug, and is called a "stein".

Diary #7 - Chapter 3
There is another Prussian helmet in a room in the kitchen and in a bunker looking room with a locked door in the Bunkhouse. The helmet/diary is on a crate near the locked door.

Diary #8 - Chapter 3
This "stein" is locked in the tavern part of the Bunkhouse. It is on the counter along with wine.

Diary #9 - Chapter 3
This is a gold eagle statue. It can be found on a desk to the left after you decrypt the keypad and walk up the stairs. (Located in the Bunkhouse).

Diary#10 - Chapter 3
Where the enigma keypad is, beside it is a door that you can open with your shield. Do the platforming and you will land on a silo walkway. This is a golden eagle statue.

Diary #11 - Chapter 3
Near the 2nd gun that shoots missiles, in the back.

Diary #12 - Chapter 3
This is on one of the crates in the back in the same general area as #11. You can climb the crates, so on top of the crate on the left.

Diary #13 - Chapter 3
When you swing across to the enigma keypad in that warehouse, in that room will be a helmet on a table in the back.

Diary #14 - Chapter 6
After the first platforming sequence, you will come to a wall that can be destroyed. Instead, turn around and there is another wall, or 2 that can be destroyed. A ladder will be there. Climb up it and a golden eagle will be there.

Diary #15 - Chapter 6
After you defeat the first warden, and defeat the next wave of soldiers, in the next room go to the left, and it will be a Prussian helmet

Diary #16 - Chapter 6
Return to the room after the warden and climb up the stairs. The door is open and its on a table.

Diary #17 - Chapter 7
Looking at the map, this is at the bottom left side. Once you get there, you can open the door by throwing you shield at the box above. This is the 5th and final Prussian helmet.

Diary #18 - Chapter 7
When swinging up to the missile shooter, you will be able to grab onto a thing that looks like an air conditioner. When the camera angle changes you will see this in a cave right in front of you.

Diary #19 - Chapter 9
As you walk down the stairs, turn around to the right. It will be on a counter next to a statue.

Diary #20 - Chapter 9
On the complete other side of #19, next to another statue way to the left.

Diary #21 - Chapter 9
In the first area, head to the stairs way to the left. Follow the tunnel until you get to a maze. Turn left, then right, then right again and keep going and it will be on a table.

Diary #22 - Chapter 9
From #21, get back to the first area. This time go up the stairs on the right side, and follow the tunnel. You will come to another maze. This one is much more simple and all you have to do is get to the middle of the maze and the diary is on a bench.

Diary #23 - Chapter 10
It will be on a table to the left of one of the doors with gas.

Diary #24 - Chapter 10
After the first fight with Madame Hydra, go through the doors and go left up the stairs, and there will be a Virginal Statue to the right.

Diary #25 - Chapter 10
When you enter the room where you used the bookshelf entrance for the first time, after the mini-cutscene, look behind you. It is on a table near a fireplace.

Diary #26 - Chapter 10
Once you beat Madame Hydra, go to the bookshelf that she was standing on and turn left. It will be beside a shelf.

Diary #27 - Chapter 10
From #26, when you get up the stairs to continue, go to the left. This will be on the floor.

Diary #28 - Chapter 11
When you get to the first bunker, it will be in front of you.

Diary #29 - Chapter 11
After using the radio to call HQ, pull the lever and go to the right where there is a board on the wall. Jump on the ledge and follow the ledges to get to this diary up top.

Diary #30 - Chapter 11
From #29, use the zipline. You will come to some ledges. Go to the one on the left and drop down. Walk across this path and it will be on a crate.

Diary #31 - Chapter 15
When you see Red Skull's helicopter go straight and then up the stairs to the right.

[top]
24 Frames a Second
Found a Zola Reel

See Slide Show Symphony for more details

The first reel will be in Chapter 2 in the room after you defeat the grunts with shields, by the fireplace.

[top]
Slide Show Symphony
All Zola Reels collected

There are a total of 13 reels.

Reel #1 - Chapter 1
This will be part of the mission, in the back of the plane. This DOES NOT count as your first Zola reel.

Reel #2 - Chapter 2
This is on the room when you first defeat the grunts with shields. It is by the fireplace.

Reel #3 - Chapter 2
Right when you enter the generator room, there is a smaller room with a projector in it. Take the reel from the projector for this.

Reel #4 - Chapter 3
This is located on a desk near the radio tower in the Bunkhouse top floor.

Reel #5 - Chapter 3
Ones you get into a big warehouse and make you way into the back, you will see a scorcher (a big enemy with a missile shooter). After defeating him, go through the door that her opened, and go right into the next room. To the right will be this reel.

Reel #6 - Chapter 6
After you defeat the soldiers in the control room in the beginning, walk down the ramp, and go left. On a table will be this reel.

Reel #7 - Chapter 6
After getting your shield, go through the door without stairs. Continue and it will be on a shelf near a schematic.

Reel #8 - Chapter 8
Right after the room with 2 Screamers, turn right. Swing on the poles and go into the room. The reel will be sitting on the counter.

Reel #9 - Chapter 10
When you get to the three statues together in the beginning of the chapter, under them go right. There will be a sewer passage here (1 of 12 for Sewer Rat). Go right and if you look on the map there will be a curved passage, also on the map will be the reel. Go down here and it will be on some crates.

Reel #10 - Chapter 12
After the first cutscene with Red Skull, use the enigma keypad to the left of the train. Continue to the sewers (you can find it on your map). Go into the sewers and go straight. Take the first passage to the right then turn left and it will be in that room on a crate.

Reel #11 - Chapter 15
After you destroy the helicopter, go to the very bottom of the stairs and go through the enigma door. This will be on a table in front of you.

Reel #12 - Chapter 15
Go to the stairs that take you only one level higher, and there will be an open door. Go through there and turn left and it is on a table.

Reel #13 - Chapter 17
When the chapter starts, run past Zola to the left and it will be on a bookshelf.

[top]
He Hates These Cans!
Caused 500 objects to explode

You can explode a number of things. Technical stuff like computers, control panels etc. and there are explosives. To explode these things, throw your shield at them. As like all the other "kind of" collectables, a notification will pop up and tell you how much you have exploded and how much you need. If you are keeping this in mind while playing the game, you will get it before the end of the game. Don't explode them near enemies so that you can still get the rest of the trophies for fighting the guys.

I found a glitch to help this. Whenever you see an explodable object, and you explode it, after making the game load, you can go back and the explodable objects will reappear.

[top]
Beautiful Mind
13 Enigma Keypads decrypted

Enigma keypads are those things that look like typewriters attached to a wall. Press to use it, and you will begin the puzzle. You will have 2 sides to move, and some duplicate characters on the screen. What you can do is take both sides, and match up those duplicate characters (numbers/letters. You need to move the sides so that the numbers overlay) and it will be decrypted. These can be used to unlock whatever needs to be unlocked, whatever is stopping you from advancing. This is mostly a story based trophy, but some aren't part of the story that can be used.

[top]
Peaches 'n' Cream
5 successful C3 placements

This is a story based trophy and cannot be missed

In Chapter 5, you will have to plant about 3 C3s, but by that time you should already have a couple planted through the story.

[top]
Put a Ring on It
3 mortar strikes successfully directed

This is a story based trophy and cannot be missed

These look like sight viewers, once you use three of them this trophy unlocks.

[top]
Calling the Folks
5 HQ Radios located and used

This is a story based trophy and cannot be missed

You can explode the machines by these radios for He Hates These Cans!. You will have to use these radios when you need to contact your HQ. You could not possibly miss this as it is story related.

[top]
Eggman
50 Ceramic Eggs collected

Egg #1 - Prologue
Right when you start the game, turn around and it is near a crate.

Egg #2 - Chapter 1
This will be after you finish the first platforming sequence. You will drop into a room with grunts. Once you kill all of them this egg is on the left side to the back of the room.

Egg #3 - Chapter 1
In the same room as the 1st one, but go through the entrance of when the enemies first came out. It is on a box along with some dossier folders.

Egg #4 - Chapter 2
Right after leaving the library, there will be a corner to the right. In the corner is the third egg.

Egg #5 - Chapter 2
After the 3rd one, you will come to a room with a generator. After overloading it and defeating the enemies, climb up a ladder at the far side of the room (Note: there are 2 ladders, the one where the snipers come from and the one beside it, go up the one beside where the snipers come from.). Swing across the poles and get to the next platform above and the egg will be sitting there.

Egg #6 - Chapter 3
Right when this chapter starts turn around, and it will be on the right side.

Egg #7 - Chapter 3
When you leap over the ledge at the begging to fight the enemies, go all the way to the right of the road, and go up the stairs to the shaded house. Near a window to the right of the house, there is a walk way with a rail. At the end will be this egg.

Egg #8 - Chapter 3
Once you are finished with the Bunkhouse, a door will unlock outside to progress. Walk through it, and turn right. To the left will be this egg.

Egg #9 - Chapter 3
When you see the gunner that shoots missiles, go forward, then to the right. It will be on a crate.

Egg #10 - Chapter 3
Near a truck that workers are working on after the farm. It is on a table.

Egg #11 - Chapter 3
In the same area as #9, but way behind it. There are some houses/buildings in the back. This egg is on the steps of the one that is the last house on the left (lol).

Egg #12 - Chapter 3
When you swing across to the enigma keypad in the warehouse, in that room, this will be behind the chalkboard.

Egg #13 - Chapter 3
When you are swinging you will come to the middle of the room. There is one bar that is a little lower than the last, and you can turn around (using the left analog stick) and jump to another object. Where you then can land safely on a crate with folders and this egg.

Egg #14 - Chapter 3
Once you crack the enigma keypad, the door will open. Swing back there and there is one right on the left side.

Egg #15 - Chapter 3
In the same room as #13, but beside a locker on the left.

Egg #16 - Chapter 3
After you blow up the armory, progress until the first truck with canisters around it. Blow them up and the egg should be there.

Egg #17 - Chapter 3
From #16, go left. It will be down some stairs in front of you.

Egg #18 - Chapter 3
Continue from #17, and you will find it in an area that is barred off.

Egg #19 - Chapter 6
When you zipline into the main control center in the beginning, it will be sitting on a table.

Egg #20 - Chapter 6
This is a rooster, and you need this for the Hedge Maze challenge. After entering the Laboratory, defeat the enemies, and go right. Behind will be an enigma keypad. Use it and its on aa table right in front of you.

Egg #21 - Chapter 9
When you walk down the stairs, turn around to the right. It will be in front of a statue.

Egg #22 - Chapter 9
In the first area, go all the way to the left at the far side and go up some stairs. Follow the tunnel until you get to a maze. Go left, then straight, then right and take the right side and it will be on a bench next to some crates.

Egg #23 - Chapter 9
Continue from #22, turn around and go right. Go around the corner and it will be in between 2 statues (the statues can be destroyed for the Need A Head? trophy).

Egg #24 - Chapter 9
Continue from #23, get to the end of the maze and it will be to the left next to some explosive canisters.

Egg #25 - Chapter 10
When you go up the stairs, you will see three statues together. Don't go up there, instead, go the the right, and then to the right again and there will be a small passage that leads to this egg.

Egg #26 - Chapter 10
When you first fight Madame Hydra, turn around. It will be on some stairs.

Egg #27 - Chapter 10
Right near #26, to the left.

Egg #28 - Chapter 10
After the first fight with Madame Hydra, go through the doors and go left up the stairs. Follow the path until you find this egg, it is in front of some urns.

Egg #29 - Chapter 10
In the room with the fireplace, go up the stairs and it will be between the doors.

Egg #30 - Chapter 10
Past the fireplace room through the hallway (where you are supposed to go to continue the story) and run after Madame Hydra. Once the cutscene ends, there will be an egg on a crate the the left.

Egg #31 - Chapter 10
From #30, go back to the beginning of this hallway and go through the first door. This will be on the floor.

Egg #32 - Chapter 10
Same room as #31, on a table to the left.

Egg #33 - Chapter 10
To the left of #32.

Egg #34 - Chapter 10
From #33, go to the final door that can be opened on the side. This one is on the couch.

Egg #35 - Chapter 10
From #34, to the left on a table.

Egg #36 - Chapter 10
When you enter the 2nd fight with Madame Hydra, when you first entered the room, there will be a little place where she originally locked the door. This will be on a table.

Egg #37 - Chapter 10
After the 2nd fight with Madame Hydra, go through the doors but take a right. It will be in a corner down the hall.

Egg #38 - Chapter 10
From #37, go the way you were supposed to and it will be to the right.

Egg #39 - Chapter 10
From #38, after the first couple of stairs it will be to the right.

Egg #40 - Chapter 10
From #39, at the top of the stairs, go left. It will be in the corner.

Egg #41 - Chapter 11
Travel to the abandoned house near the AA gun to the left. In this house is an egg near a crate.

Egg #42 - Chapter 11
When you enter East Bastion, you will come to a big room. Look on the map and there will be a sewer entrance. Go to that, but look to the left and the egg will be on a crate.

Egg #43 - Chapter 12
After the first cutscene with Red Skull, go to the left and use the enigma keypad. Walk through it and when you can, go left to the sewer entrance. This egg is to the left.

Egg #44 - Chapter 13
After the first C4 placement, when you jump down away from it, go the left room on the left. It will be on a table.

Egg #45 - Chapter 13
Across the room from #44, there will be stairs to the right. Up the stairs on the left should be a bathroom, with the egg in a sink.

Egg #46 - Chapter 13
From #45, go the next bathroom, and its on the floor in the last stall.

Egg #47 - Chapter 15
After the first zipline, go the left between 2 rocks. It will be on an ammo crate.

Egg #48 - Chapter 15
When Cap says "The Skull" go straight and it will be on some sacks near the stairs.

Egg #49 - Chapter 15
From #48, there are stairs beside, and another set too. Go up the other set of stairs and it will be on the right on a crate.

Egg #50 - Chapter 15
After destroying the helicopter, go to the bottom where the enigma keypad is, but go right. You will see an AA gun, and where that is is also where this egg is.

There are more than 50 eggs, but I am only listing the first 50. I am not sure how much there are in total.

[top]
Four Score and Seven
1776 Intel Points collected

See Star Spangled Superhero for more details.

You can check how many intel points you have by pressing . It says in the top right-hand corner.

[top]
Star Spangled Superhero
25000 Intel Points collected

You get intel points from combos, collectables, cracking enigma keypads, overloading generators, and completing challenges. Try to use your focus more as it gives you more points when in combat.

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Trench Foot
Completed Prologue: Come and See

This is a story based trophy and cannot be missed.

You will start off in a trench. This level is basically just a combat one. Follow the trench and you will see a couple grunts. Once you kill them, you will come to a bigger place, with more grunts. You will have to block, using . After these guys, follow the trench and there will be people telling you to go rescue some guys. Keep going and more grunts will appear. Once you progress a little bit, there will be a thing that you can launch yourself off of. Some more enemies walk out. You will come to a mini boss that is destroying tanks. To kill him, you will need to perform a crippling strike ( + ). Once you kill him, a cutscene will play with the title, and your trophy will pop.

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Just Stood There
Completed 1st Chapter: Stand Alone Together

This is a story based trophy and cannot be missed.

This Chapter will start on the plane. After doing what the people want you to, you will drop in to a building. Defeat the guards and follow a hallway and you will come to the enigma keypad. Go through the door after unlocking it and there will be 3 guards being yelled at. Aim and hit each one with your shield, then run the the window to perform the first platforming sequence. You will drop into another room with guards that run out. Defeat them, then decrypt the enigma keypad. Run through the hallways and you will come to the radio tower. All of these machines can be exploded for the He Hates These Cans! trophy. Once you defeat the guys that are working on the machines, you will see a ladder. Climb that and use the radio machine and this chapter will end.

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Overdue Notice
Completed 2nd Chapter: The Flemish Farm

This is a story based trophy and cannot be missed.

This will start once you drop from the radio tower. Grunts will come out of the left door, then the right door. After defeating them, there will be an open door. Follow that to get to the library. In the main room, there will be grunts with shields. Defeat them, and use the enigma keypad. here, there will be a generator. You must overload it, and explode it. Grunts will rush out, and 1 will try to sound an alarm. It is up to you if you want to strop him or not. If you don't, more grunts will come. If you do, no more will come. Snipers will come out now.After defeating them, climb up the ladder on the left (looking at where the snipers were) and you will start a series of platforming. Once you get to the next generator, it will blow a hole in the wall. Go through there, and there is more platforming. At the end will be an ammo feeder. Overload it to finish the mission.

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Trojan Splinters
Completed 3rd Chapter: The Wooden Horse

This is a story based trophy and cannot be missed.

You will start off in the rubble of the tower. Do the next platform sequence and you will come to a truck and some enemies. Defeat them and go into the Bunkhouse. After defeating the guys in there, there will be an enigma keypad to unlock the door. Once its unlocked head upstairs and use the radio. Soon after soldiers will come in and throw smoke in the house.Defeat them and get out and go through the door that opened. You will come to a gunner that is shooting missiles. Defeat him by either coiuntering his shot or by going into the far and punching him.

There will be an enigma keypad to unlock the next door. Further down you will come to a courtyard where there are workers working on trucks. Head all the way to the far right corner and enter the warehouse.

In here you will have to battle workers and 2 scorchers. Then you will have to do another platforming sequence (which is also a good spot for Grace Under Pressure. Decrypt the keypad and go through the door. You will come outside and you must get to the next door to get into the armory.

In here you have to travel to the basement and rig a bomb to blow. Rig it but instead of going back the way you came, go to the left of the bomb. There will be an open door there. Once your outside just keep walking until you get to an elevator, and the chapter will end.

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Send a Postcard
Completed 4th Chapter: Secret Journey

This is a story based trophy and cannot be missed.

You arrive and see a giant AA gun (does not count as one for There Goes The Neighborhood) and you will have to find 3 cables to destroy. After the 3 cables, you radio in Peggy and a cutscene starts.

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Fully Operational
Completed 5th Chapter: The Big Red One

This is a story based trophy and cannot be missed.

A giant gun is threatening your friends' plane. You must plant 2 C4s, and you will be confronted by Baron Von Strucken. Tip: For defeating him, weaponize him first, dodge his attacks, and grab him with . After you successfully grab him, you can punch him to take more health away. Once done, you will see the gun. Defeat the enemies and overload the 2 panels. When you go to the last spot, the Baron comes back. Use the tips above and you will do fine. Plant a C4 and watch the cutscene.

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Existential Dilemma
Completed 6th Chapter: Camus and the Fly

This is a story based trophy and cannot be missed.

You will start out in a cell. You must break out and climb through the prison to get the main room above. After that you find and use a radio. You will then be forced to defeat an advanced enemy, called "The Warden". A critical strike and a couple punches and he will go down. In the next room you learn the move called "Super Soldier" and you get intel points from every enemy you defeat. Eventually after you will get to a room with your shield. You must use the panel on it to overload it. Continue and you will find your belt. Then you must go back to the Cell block and go up the stairs to the door that is now unlocked. Use the enigma keypads and it unlocks the door. Keep opening the doors until you place a C4 onto one. After the C4 blows, this chapter ends.

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Real Men Read Ulysses
Completed 7th Chapter: Icarus and Daedalus

This is a story based trophy and cannot be missed.

You will start right outside the prison cells. You need to get Bucky free. Once you find Bucky, he will tell you to take out the snipers in the middle tower. You will then have to open up a giant door so he can get a train filled with rescued people away. Swing up to the platform above and there will be a guy that has manned a turret. Take him out and man it. There will be 10 advanced enemies to defeat to defend the train. Once that is done walk over the thing on the left to mark a mortar strike. Use the enigma keypad behind to open the door and this chapter is over.

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Down in the Lab
Completed 8th Chapter: To Have and Have Not

This is a story based trophy and cannot be missed.

After you walk a little bit, you will notice a lot of dead Hydra soldiers. You will eventually come to the advanced enemy called "The Screamer". The best way to defeat one is to counter, and then do a critical strike ( + ). After that you will come to another room, this time with 2 Screamers. Defeat them and you will see Dugan strapped on a table. Defeat the Screamer and walk up to him to begin a cutscene.

After the cutscene, there will be about 5 Screamers to defeat. Once that is done, go to the elevator and wait for Dugan to send it back down, while defending yourself against a couple Scorchers. When the elevator comes down, go on and press the button to end the chapter.

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Touchdown
Completed 9th Chapter: The Longest Yard

This is a story based trophy and cannot be missed.

This chapter will start off with a helicopter being shot at by Dugan. Defeat the soldiers that come and then make your way the the door at the other side of the area. There will be a Scorcher here. Defeat it and open the door to end the chapter.

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Taming of the Shrew
Completed 10th Chapter: Keep Your Powder Dry

This is a story based trophy and cannot be missed.

This will start inside a mansion. You need to travel through it and find Madame Hydra. Tips: You will need to counter. Lots. Defeat the soldiers she sends and counter again. Continuing, you will find her again. Use the same tactics, except, this time she will jump down. The crippling strike is very effective here. More soldiers will come out. It is a good way to gain more focus, to perform more crippling strikes. There will be a cutscene, and you will have to follow where she goes.

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Pleasant Stroll
Completed 11th Chapter: They Were Expendable

This is a story based trophy and cannot be missed.

You will drop down from the building and follow a trench path. There are some AA guns here and some enemies. Continuing you will see an advanced enemy on a turret. Just deflect the shot and he will be down. You will eventually get to East Bastion. In here you will have to do a platforming sequence to get up to a radio to call the HQ, and open the door to the Hanger to complete this chapter.

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Train to Catch
Completed 12th Chapter: Red Ball Express

This is a story based trophy and cannot be missed.

You will see a lot of soldiers standing around what Dugan did. Defeat them and use the enigma keypad the the left of the train and go all the way to the train control room. From there you will have to move to tracks correctly, and then get the train to move. The train will go really slow, but then you overload 2 panels and it speeds and the chapter ends.

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Unnatural Resources
Completed 13th Chapter: The Small Back Room

This is a story based trophy and cannot be missed.

This will start in a power plant. Defeat the enemies and you will have to overload the giant canister to explode it. After that you will see more, and you need to plant C4 on a couple of different explodable things in the plant. Once you destroy all of them, a squad will come and are calling you out. Defeat them and through the barred door to complete this chapter.

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High and Low
Completed 14th Chapter: Hell is for Heroes

This is a story based trophy and cannot be missed.

Red Skull and Zola will be standing far away from you. To get there, you need to go to the right up the ramp an climb until you get there. Once you do, Zola will show Red Skull the Super Soldier serum and Captain America will destroy it (in a cutscene). Red Skull sends Iron Cross to kill you. Tips: dodge Iron Cross' attacks to gain more focus. You can either weaponize him, or perform a critical strike. Try to lead him into Red Skulls shots to take down more health.

Once you beat Iron Cross a cutscene will play and the chapter ends.

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Holding the Highnote
Completed 15th Chapter: When Trumpets Fade

This is a story based trophy and cannot be missed.

You will get up and come to people working on helicopters. You need to zipline down on the left and continue and you will see Red Skull's helicopter. After a little bit, you will need to destroy a helicopter with turrets. It is pretty simple, I think it was only 5-7 shots or so.

Once it is destroyed, go back to East Bastion through an unlocked door. You will need to get to the sewers to get to the Tank Path. When you get there, there will be a group of soldiers ahead. Defeat them and go through the door to the Chapel Path to end this chapter.

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Tank me later
Completed 16th Chapter: Church On Time

This is a story based trophy and cannot be missed.

You will start off in a sort of small town place.Run through and you will come to a screamer. Defeat it and continue and you will see tanks in the distance. Turn around and there will be ledges to grab onto to climb to the other side. Once over there progress through the building to come to a mortar strike marker. Use it on a tank.

Go through the door now and there will be another mortar strike marker for the other tank. Use it, and jump down and walk to the church to end the chapter.

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Science and Spirit
Completed 17th Chapter: The First of the Few

This is a story based trophy and cannot be missed.

You will have to defeat the new robot Zola to beat the chapter. Tips: use crippling strikes whenever you can. Get in close combat and dodge when the indicator comes to gain more focus. Your shield is pretty effective too.

Once Zola is done, run back to Falsworth and use the panel to free him. Watch the cutscene and the chapter will end.

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The Big Sleepover
Completed 18th Chapter: Went the Day Well?

This is a story based trophy and cannot be missed.
You need to go back to the Tank Path and go through the door to the Courtyard. Be careful though, if you have missed anything, don't go through this door yet. Go to the sewers to get the last trophies because you can't go back.

Once you go through the doors, you will see Zola again. Use the tips from above and you should be fine. Now, you will have to hit the Sleeper with the mortars using the rangefinder to the right. Then you need to run away and you will be confronted by Zola again. Once he is defeated, use the turret to get the Sleepers attention again. Now you will have to counter its eye-laser. Head through the gas and yet again, you will be confronted by Zola for the final time. If you have full focus, this is a good spot for And They All Fall Down. Once he is done, use your shield and select the 3 cables on the Sleepers' neck. A cutscene will show now and the chapter will end.

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To Your Credit
Viewed the Credits to completion

All you have to do for this trophy is watch the credits from start to finish. You can always watch the credits from the main menu.

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Testing Waters
1 Challenge Mode completed

See Can't Stand Any Higher for more details.

You will unlock the first challenge within completion of the first 3 chapters.

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Tourist
All Challenge Modes completed

See Can't Stand Any Higher for more details.

You can complete these challenges on any difficulty for this trophy.

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Window Shopper
All Challenge Modes unlocked

You unlock challenges by completing the chapters, completing other challenges and collecting the Ceramic Eggs and the Ceramic Rooster.

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Begin a Trend
1st Gold awarded in a Challenge Mode

See Can't Stand Any Higher for more details.

This is easiest with the first challenge. Complete it in 2 minutes or under for this trophy.

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Freedom on a Roll
50% Golds awarded in Challenge Mode

See Can't Stand Any Higher for more details.

There are a total of 10 challenges. Earn the gold medal for 5 of them to get this trophy.

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Can't Stand any Higher
100% Golds awarded in Challenge Mode

There are a total of 10 Challenges. If you want this to be easier, go on easy. I have video walkthroughs for each challenge (courtesy of meinfeld9000).

Challenge #1 - Overdue Penalties

For this challenge, you must defeat 4 waves of enemies in 2 minutes or under to get the gold. I found that it is easier to throw the shield and punch them out. It defeats them much easier then just running up and punching them, and it saves health too. This challenge is quite simple. Remember to dodge when you see the indicators, and counter bullets a lot.

If you still need help with this challenge, here is a video walkthrough:

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Challenge #2 - Hedge Maze

This challenge requires you to find all 27 ceramic eggs in 4 minutes for the gold. You can go in a sort of circle around the maze and still manage to collect them all. It is good to start on one corner, and work your way up to the others. You cannot fight the enemies, only dodge them. To unlock this one, you need the Ceramic Rooster, which is in chapter 6

Here is a video walkthrough:

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Challenge #3 - Up And Up

This is a gymnastic challenge where you have to climb all the way to the top of the missile. It is pretty straight forward. Just follow the paths. Try to get your timing right and once you get to the top, plant the C4 on the missile.

Here is a video walkthrough:

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Challenge #4 - Prisoners of War

For this challenge, you need to defeat all of the enemies in under 4:30. You can zipline, or swing on poles to get to the platforms. It is better to throw your shield at the snipers instead of waiting for them to shoot and counter (except Madame Hydra). When Madam Hydra comes out, it only takes 4 counters to defeat her. But you will have to find her again after the first 2.

Here is a video walkthrough:

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Challenge #5 - Ballroom Blitz

You have to stay alive for 5 minutes. Try to dodge the advanced enemies and counter when possible to get crippling strike. Using the crippling strike gives some health. If you want this to be even easier, there is a turret behind 2 advanced enemies. You can just spam the turret until the 5 minutes is up.

Here is a video walkthrough:

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Challenge #6 - Domo
For this challenge, you need to find and collect all 5 Zemo artifacts in 3 minutes or under. They are behind doors marked with stars. Try to save your focus for the advanced enemies. The last one has 2 advanced enemies behind the door, and they can be pretty annoying.

Here is a video walkthrough:

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Challenge #7 - Bunkhouse Blitz

For this challenge, you have 4 minutes to defeat all 4 waves of enemies. Try to get lots of focus to take out the advanced enemies quickly (use the "Classic Captain America" costume, the one that gives you more focus. On the final wave, there are no advanced enemies. Dodging and countering are good techniques to getting focus.

Here is a video walkthrough:

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Challenge #8 - Triptych

This challenge requires you to defeat the 3 Zola bots in 4 minutes or less. Run up to him and always dodge to get more focus. Once you have enough for a crippling strike, use it. Your shield is pretty effective too.

Here is a video walkthrough:

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Challenge #9 - The St. Vitus Dance

You have 3 minutes to get through 3 waves. Always counter the Screamers and when you can, use the crippling strike on the advanced enemies. The other enemies will most likely die from the Screamer.

Here is a video walkthrough:

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Challenge #10 - Roboto

You will need to get through the 3 waves in 4 minutes. Each wave has an advanced enemy. Wave 1 has a normal one you see in the campaign a lot.
Try to dodge him by running over him to stun him and hit him. Wave 2, you will need to defeat Zola. By now you should have some techniques on defeating him. Wave 3, is the Iron Cross. Run up to him and hit him, then dodge his attacks for focus, and when he stumbles, run up and grab him and repeatedly tap the button given. Hit the buttons twice. This takes down a lot of health.

Here is a video walkthrough:

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Pow, Right in the Kisser!
Performed 50 Crippling Strikes

A crippling strike is when you go up to an enemy, and press and at the same time. You need 1 full focus bar to pull this off. This makes Captain America hit the enemy in the face, knocking him out. It is easier to do this in smaller groups. Do this 50 times to get the trophy.



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