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27 trophy finds, plus the locks and actions around them

Collectibles

Librarian is the recipe column. Artificer is the crafted column. A tick in the first never fills the second. Pillars use Activated, because the trophy is for using the artifact.

Crate materials are described as random, and they do not respawn. The trophy guide suggests you avoid crafting the bear trap and fuel can more than once. Coins are also finite. Buying a recipe is the collectible; making the item is the other trophy.

Recipe When it appears Cost and materials
Bandage Already in the crafting list from the start. Finding it is not the same as making one. 3 Cloth + 1 Chemicals. Not a shop purchase.
Pistol ammo Added when the pistol is picked up, after the flashlight and the power reset. 3 Scraps + 2 Gunpowder.
Medkit Zora's first shop, after the ladder. 200 coins. 2 Cloth + 4 Herbs + 1 Chemicals.
Lockpick Same first counter as the medkit. 120 coins. 3 Scraps + 3 Coils.
Basic repair kit Same first counter. Buy it even if your current weapon is healthy. 120 coins. 1 Scraps + 1 Cloth + 2 Coils.
Advanced repair kit Zora's second shop, as Open the Gate to Charlotte begins. 180 coins. 2 Scraps + 1 Cloth + 1 Chemicals + 2 Coils.
Ammo pack, 12-gauge Same second counter, before you enter the mansion. 220 coins. 3 Scraps + 1 Cloth + 3 Gunpowder + 1 Chemicals.
Ammo pack, 9mm Returns to the second shop only after you leave with the Statue's Hand. 140 coins. 2 Scraps + 3 Gunpowder + 2 Coils.
Bear trap Second shop again, after the tongue comes up from the well. Easy to walk past because the counter looked finished. 120 coins. 3 Scraps + 2 Coils. The trophy guide calls the crafted item less worth repeating.
Fuel can Sold with the bear trap after the tongue. The trophy list also calls this a fuel canister. 180 coins. 2 Scraps + 3 Chemicals.
Ammo pack, .357 Zora's third shop, at the start of the first Hunt Marlowe visit. 180 coins. 2 Scraps + 4 Gunpowder + 1 Chemicals.
Ammo pack, 7.62 Third shop, after you return from the labyrinth. Last of the 12 recipes in the published route. 200 coins. 4 Scraps + 4 Gunpowder.

Your copy of the list

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Same ticks as the homepage. Export the file if you switch devices. This site cannot see a console save or a Steam achievement.

Librarian 0/12 Artificer 0/12 Guns 0/5 Pain 0/5 Suffering 0/5 Keypads 0/10 · Codebreaker needs 5

PowerPyx reports that PlayStation 5 stops advancing What're Ya Buyin? and What're Ya Sellin? after the first shop. Comments on that guide, through 13 October 2026, describe both failures and later recoveries. This site has not reproduced the bug, and it does not have a sourced report for Xbox, Steam, or Switch 2.

  1. Crafting recipe

    Bandage

    Before you leave Already in the crafting list from the start. Finding it is not the same as making one.

    3 Cloth + 1 Chemicals. Not a shop purchase.

    Graded hints

  2. Crafting recipe

    Pistol ammo

    Before you leave Added when the pistol is picked up, after the flashlight and the power reset.

    3 Scraps + 2 Gunpowder.

  3. Crafting recipe

    Medkit

    At this shop Zora's first shop, after the ladder.

    200 coins. 2 Cloth + 4 Herbs + 1 Chemicals.

  4. Crafting recipe

    Lockpick

    At this shop Same first counter as the medkit.

    120 coins. 3 Scraps + 3 Coils.

  5. Crafting recipe

    Basic repair kit

    At this shop Same first counter. Buy it even if your current weapon is healthy.

    120 coins. 1 Scraps + 1 Cloth + 2 Coils.

  6. Crafting recipe

    Advanced repair kit

    Before you leave Zora's second shop, as Open the Gate to Charlotte begins.

    180 coins. 2 Scraps + 1 Cloth + 1 Chemicals + 2 Coils.

  7. Crafting recipe

    Ammo pack, 12-gauge

    Before you leave Same second counter, before you enter the mansion.

    220 coins. 3 Scraps + 1 Cloth + 3 Gunpowder + 1 Chemicals.

  8. Crafting recipe

    Ammo pack, 9mm

    Before you leave Returns to the second shop only after you leave with the Statue's Hand.

    140 coins. 2 Scraps + 3 Gunpowder + 2 Coils.

  9. Crafting recipe

    Bear trap

    Before you leave Second shop again, after the tongue comes up from the well. Easy to walk past because the counter looked finished.

    120 coins. 3 Scraps + 2 Coils. The trophy guide calls the crafted item less worth repeating.

    Graded hints

  10. Crafting recipe

    Fuel can

    Before you leave Sold with the bear trap after the tongue. The trophy list also calls this a fuel canister.

    180 coins. 2 Scraps + 3 Chemicals.

    Graded hints

  11. Crafting recipe

    Ammo pack, .357

    Before you leave Zora's third shop, at the start of the first Hunt Marlowe visit.

    180 coins. 2 Scraps + 4 Gunpowder + 1 Chemicals.

  12. Crafting recipe

    Ammo pack, 7.62

    Before you leave Third shop, after you return from the labyrinth. Last of the 12 recipes in the published route.

    200 coins. 4 Scraps + 4 Gunpowder.

  13. Firearm

    Pistol

    Before you leave Story pickup after the flashlight and the power reset that opens the metal door.

    Comes with the pistol ammo recipe.

  14. Firearm

    Shotgun

    Before you leave On a body beside you after you fall into the graveyard and fix your foot.

    Missable if you run for the church without looking down.

    Graded hints

  15. Firearm

    SMG

    Before you leave Upper floor of the mansion, inside the large disc safe.

    The safe puzzle is separate from the gun. Open the safe before you leave the floor.

    Graded hints

  16. Firearm

    Revolver

    Before you leave Zora's second shop after you bring back the Statue's Head.

    300 coins. It is a purchase, not a floor pickup.

  17. Firearm

    Assault rifle

    Before you leave Zora's third shop. The guide says you can buy it now and leave it in storage.

    450 coins. Later used in the published method for the penetration trophy.

  18. Pain Pillar

    Pain Pillar 1

    Before you leave After the first sliding diamond hazard, turn right at the intersection with a bloody opening. The artifact is past a row of the same hazards.

    Health increase. The trophy wants it activated.

  19. Pain Pillar

    Pain Pillar 2

    Before you leave Past the paired wall spikes, the dead-end on the left shows the pillar room rotate. Go back through the spikes and take the new right-hand path.

    Health increase. The path changes after you look at the dead end.

  20. Pain Pillar

    Pain Pillar 3

    Before you leave Moving-stair room after the ladder. Shift the two cubes level with their platforms, move the fire, and follow the new path around.

    Health increase.

  21. Pain Pillar

    Pain Pillar 4

    Before you leave On the main path as you enter the labyrinth after the Sister.

    A published note says the full Pain trophy can pop early at this pillar. Activate it anyway.

  22. Pain Pillar

    Pain Pillar 5

    Before you leave Behind the painted door. The door opens when the wall spots complete the picture.

    Health increase. Last Pain artifact in the published route.

    Graded hints

  23. Suffering Pillar

    Suffering Pillar 1

    Before you leave After the lowering roof and the spike walls, turn left where red light comes out of the wall.

    Raises the Genesis meter, not health.

  24. Suffering Pillar

    Suffering Pillar 2

    Before you leave Where the Leviathan is visible and the Chatterer keeps appearing, turn around just before the gold arch with two blue flames.

    If you can see that arch, you have walked past it.

  25. Suffering Pillar

    Suffering Pillar 3

    Before you leave On the path immediately after the save point when you re-enter the labyrinth with Charlotte's heart.

    Easy to treat as scenery.

  26. Suffering Pillar

    Suffering Pillar 4

    Before you leave Octagon room. The artifact is on the third section, so the second and third sections have to be turned before you exit.

    Do this before you solve the room 'forward'.

  27. Suffering Pillar

    Suffering Pillar 5

    Before you leave Open beam room. Move the central flame onto the right-hand block, raise that block, then bring the flame back to the pillar to open the exit.

    The guide says a death in the beam returns you to the manual save. There is no checkpoint in the room.

    Graded hints

  28. Keypad

    Red hallway cupboard

    Before you leave Hallway cabinet immediately after you slip past Bruno.

    Reported codes disagree: 0199 and 9901. Try both before you leave.

    Graded hints

    Graded hints

  29. Keypad

    Medical room locker

    Before you leave Cabinet just after the bookshelf room with two enemies, beside a tub.

    Reported code 9891.

    Graded hints

  30. Keypad

    Graveyard house safe

    Before you leave Safe in the southeast cemetery house. A second write-up places it in Sean's kitchen, under a vinyl print.

    Reported code 9606. Both write-ups agree on the code and disagree on the room label.

    Graded hints

  31. Keypad

    Music room cupboard

    Before you leave Southeastern room on the mansion's top floor.

    Reported code 1966, from a date on a painting plus 300.

    Graded hints

  32. Keypad

    Snake room cupboard

    Before you leave Around the corner from the table that holds the voyeur ticket.

    Reported code 1952. The clue is pictures in the area; the arithmetic was not published.

    Graded hints

  33. Keypad

    Private bathroom cupboard

    Before you leave First room on the right after the puzzle-box door.

    Reported code 1923. The clue picture is in the next room.

    Graded hints

  34. Keypad

    Factory blue door

    Before you leave Dead end south of the fourth shop. The clue statues are in a later room, and the lock can be opened before you reach them.

    Reported code 1362.

    Graded hints

  35. Keypad

    Laundry room locker

    Before you leave Cabinet in the room that appears after the spinning trap crosses.

    Reported code 8571, taken from two TVs.

    Graded hints

  36. Keypad

    Break room locker

    Before you leave Same room as the ladder you climb next. Digits are on the walls facing away from the cabinet.

    Reported code 2342.

    Graded hints

  37. Keypad

    Sewer lever-room locker

    Before you leave Upstairs in the room whose bridge needs a lever. Listed by GamesRadar and absent from the PowerPyx collectible text reviewed here.

    Single-source code 1512. Codebreaker does not need this tenth lock.

    Graded hints

  38. Trophy action

    Wetwork

    Stealth-kill 10 cultists with the knife. The first floors are enough if you clear them, and later rooms still count.

    The knife does not break. Ordinary melee does.

  39. Trophy action

    What're Ya Buyin?

    At this shop Spend 666 or more coins at Zora. The published guide says PlayStation 5 tracking can freeze after the first shop.

    Manual save at the point left of the counter. Buy, sell, reload, repeat. Comments disagree about whether buyback counts.

  40. Trophy action

    What're Ya Sellin?

    At this shop Earn 999 or more coins from sales. Reported alongside the spend trophy, with the same first-shop warning.

    Do both before you leave the first counter.

  41. Trophy action

    Portable Guillotine

    Before you leave Behead 3 Unworthy with the same unbroken blade. The first zombie rooms are the published window.

    A comment says a blunt weapon also popped it. The guide itself specifies a blade and a blue-flash headshot.

  42. Trophy action

    Electro-Shock Therapy

    Before you leave Die to electrified water. The walkthrough label on the same day was Hairraiser: Revival. Confirm the name on your trophy list.

    Manual save in the next room, then step back into the water.

  43. Trophy action

    A Quiet Place

    Before you leave Leave the graveyard without being seen and without throwing a distraction. Manual save in the church as soon as you can.

    First-week comments describe failed stealth runs and a reload at the gate. Not a settled method.

    Graded hints

  44. Trophy action

    Sticks and Stones

    Before you leave Kill one enemy with a stone. The park after fire-throwing is the published spot: carry a stone, drop it, shoot until the enemy flashes, then throw.

    Exploding enemies are the wrong target.

  45. Trophy action

    Red Dead Damnation

    Before you leave Shoot all 9 bottles on the wooden frame to the right of the dock boat. They reset if you leave for more ammo.

    Manual save first. The guide says the bottles give no loot, so you can reload afterward.

    Graded hints

  46. Trophy action

    In the Land of the Pig, the Butcher is King

    69 Hellchains kills. The tutorial room can be reloaded from the latest autosave. A later sewer also has a crowd.

    Hellchains spends a full Suffering meter.

  47. Trophy action

    Trickshot

    Kill 2 enemies with one shot. The guide's method is the assault rifle with AP rounds, on the cultists after the hobby horse or later in the sewer.

    A comment reported a shotgun kill. The guide author could not reproduce that.

  48. Trophy action

    Lord of War

    Fill all 5 attachment slots on one gun. The guide recommends the SMG: drum or laser, linear compensator, heavy foregrip, supersonic bullets, skeletonized bolt carrier.

    If it does not pop, the guide says to reseat the drum magazine or swap it for the laser. Later shops may still sell the missing piece. The last shop is immediately before the final fight.

  49. Trophy action

    Experience Beyond Limits

    One of the two ending trophies. The action is on the trophy page, behind a spoiler, for when you are in the final apartment.

    The guide says you can reload the final autosave and take the other branch.

  50. Trophy action

    Human After All

    The other ending trophy. Mark it only after it shows on your list.

    Same autosave reload as the paired ending.