Twin Mirror

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!

Chapter - Memory Lane

We need two full playthroughs to obtain platinum. In this guide we start with the Analytical playthrough, which results in the Mind Palace endings.

Lost and found
Find one memento
Before walking over to the lookout glass, inspect the large tree, it has initials carved into it. It's the first memento related to Anna.
A blast from the past
Relive one memory
The first memory is unmissable. Just select the Mind Palace option at the lookout glass.
Way back home
Finish the "Memory lane" scene
Unmissable. Pops after finishing the first chapter.

Chapter - Cold Feet

When talking to Joan, we get to the first important dialogue choice. Pick Promise to look into it to proceed.

Memento #2 - Nick #1 - Interact with the yellow sign behind the police car.

Chapter - Raise a glass

Memory #2 - Jukebox - After talking to Tara, interact with the jukebox to your right.
Memory #3 - Photo - Before placing your photo on the canvas, enter the Mind Palace.
Memento #3 - Anna #2 Anna's Guitar - After Anna walks off the stage, inspect the guitar prior to talking to Anna.

Raise a glass
Finish the "Raise a glass" scene
Unmissable. Pops after finishing the third chapter.

Chapter - Wake Up!

A foot in the door
Find your way out of the infinite hallway without help
During "Wake Up", we enter a scene where we have to run through doorways, after finding the shirt in the bathtub. Move through the doorways reading "Steady Yourself", "Take Control", then "Focus" — avoid the blue-lit accusing doors. When shown three versions of Sam, pick the one on the left proposing to solve the mystery.
Things could be worse
Finish the "Wake up!" scene
Unmissable. Pops after finishing the fourth chapter.

Chapter - Gumshoe

Memento #4 - Ethan - Before entering the next room, turn left and inspect the exotic bottle on top of the shelf.

Waka waka
Play an old favorite
In Chapter "Gumshoe", before investigating what happened at the bar, walk over to the Pac-Man machine and interact with it. After playing for a couple of seconds, you can quit out immediately. Winning isn't required.

Chapter - Enter Basswood

Memento #5 - Joe - Interact with the graffiti showing a miner behind Declan.
Memento #6 - Kathy - At some point we have to enter the pharmacy. Inspect the cashier glass on the counter.
Memento #7 - Dennis - In the same parking lot, where Sam parked his car, we can inspect the license plate on the back of Dennis's car.
Memory #4 - Upon entering the cafe, Sam will help Cristina to pick up the fallen items. Before cleaning up, make sure to enter the Mind Palace when prompted.
Memento #8 - Declan - In the cafe, inspect the pin board near the door to find a cowboy keychain.
During the dialogue with Anna, decide to Hide it

Chapter - Blood and Ink

Memento #9 - Walter - After finding Dennis, interact with the nameplate on Sam's desk.
Memento #10 - Tara - After interacting with Walter's computer, we can interact with a group photo on the opposite wall
During the dialogue with Anna, decide to Leave right away.

Super sleuth
Reconstruct Dennis's murder without help
As soon as we find Dennis and exit the zombie-like scene, we have to reconstruct the events. Select clues strictly in this order: injury (chest), exit wound (back), bullet impact (above the computer), gun holster (desk), gun (murderer's hand), blood traces (left of body), corpse. A wrong pick resets your progress on that step, so work through the list carefully.

Chapter - Ghosts

Knowledge is power
Finish the "Ghosts" scene
Unmissable. Pops after finishing the eighth chapter.

Chapter - How things weren't

When Joe asks Sam to make a promise, choose Refuse.
Memory #5 - Before entering the house, walk over to the left and interact with the sign to enter the Mind Palace.

Chapter - Broken Home

Memento #11 - Anna #3 - Next to the couch Anna is sitting on.
Memory #6 - Enter the Mind Palace at the table opposite the couch.
Memento #12 - Joan #1 - After Smooth Talker we can go upstairs. Inspect Joan's room to find Mr. Unicorni in one of the drawers.
Memory #7 - Look at the bed in Joan's room and enter the Mind Palace.

Smooth talker
Talk to Anna without asking for advice
In "Broken Home", after giving Anna a drink and tidying up (Fix the blinders, pick up the photo and clean up near the window in the living room), have the follow-up conversation with her. Any dialogue choices are fine, just never press during the conversation.

Chapter - To catch a fish

Memory #8 - Interact with the fishing rod leaning against the tree stump in front of cabin
Chapter 11 - During the conversation with Joan, decide to Tell Joan about Nick
Memento #13 - Joan #2 - After talking to Joan, walk out the back door and find the comic book outside on a chair.
Memento #14 - Nick #2 - Inspect the photo on top of the photo wall.

Cherish your memories
Relive all your memories
8 memories exist in total and must be collected in sequence. Missing one means it still needs to be done in order later. I listed all of them in the chapters they appear in. If you have trouble finding them, feel free to check my video guide, each one of them has its own timestamp.
Full house
Find all the mementos
14 mementos are hidden across the game. I listed all of them in the chapters they appear in. If you have trouble finding them, feel free to check my video guide, each one of them has its own timestamp.
Code breaker
Crack the code on Nick's fishing bag on your first try
In "To Catch a Fish", inspect the bag under the bed near the entrance door. Sam will put it on the table automatically. There you can attempt to open it. The correct sequence is Right, Down, Left, Right, Up.
Nice catch
Finish the "To catch a fish" scene
Unmissable. Pops after finishing the eleventh chapter.

Chapter - Refuge

Trial by fire
Finish the "Refuge" scene
Unmissable. Pops after finishing the twelfth chapter.

Chapter - Sam's Mind

Truth is everything
You've chosen your analytical self
At the end of "Sam's Mind", choose the Mind Palace over "Him". Do this on your analytical playthrough.

Chapter - Nightfall

Reload this chapter after the credits for a different ending and let Anna die by running to the phone.

Presence of mind
You kept Anna alive by outsmarting your opponent
After choosing the Mind Palace at the end of "Sam's Mind", you reach a final confrontation. To save Anna, choose to move the gun away rather than running to the phone or hiding behind the tree.
Onwards and upwards
Leave for pastures new
At the end of "Sam's Mind", pick the Mind Palace instead of "Him", this also grants Truth Is Everything. Every branch after that choice leads to this ending. Finish the game to unlock it.
Straight shooter
You've made 60% of your decisions as your analytical self
Only the big, colour-coded choices count. Analytical picks:
  • Ch.2 - Promise to look into it
  • Ch.6 - Hide it
  • Ch.7 - Leave right away
  • Ch.9 - Refuse
  • Ch.11 - Tell Joan about Nick
  • Ch.13 - Choose the Mind Palace

Playthrough 2 - Social Playthrough

We can start our second plathrough by reloading the chapter "Cold feet". All we have to take care about is making the yellow-coded decisions.

You'll never be alone
You've chosen your social self
At the end of "Sam's Mind", choose "Him" over the Mind Palace. Do this on your social playthrough.
No place like home
Stay in your hometown
At the end of "Sam's Mind", pick "Him" instead of the Mind Palace, this also grants You'll Never Be Alone. Every branch after that choice leads to this ending. Finish the game to unlock it.
Manners make the man
You've made 60% of your decisions as your social self
Only the big, colour-coded choices count. Social picks:
  • Ch.2 - Keep her out of it
  • Ch.6 - Tell her
  • Ch.7 - Call the cops
  • Ch.9 - Promise
  • Ch.11 - Call Kathy
  • Ch.13 - Choose Him
Master negotiator
You kept Anna alive by putting yourself in your opponent's shoes
After choosing "Him" at the end of "Sam's Mind", you reach a final confrontation. Pick the following dialogue choices to save Anna:
  • Step forward
  • It's not who you are
  • Our murders won't go unnoticed
  • Buy our silence
  • We're both pragmatic
  • Anna, get him!
Back at Anna's house, accept Walter's offer to take over his paper and tell Anna you plan to stay in Basswood.
No stone unturned
Explore all the endings
We need 4 different endings for this one. Choose Him + Anna survives, Choose Him + Anna dies, Choose Mind Palace + Anna survives, Choose Mind Palace + Anna dies. On the "Mind Palace / Anna survives" ending you're offered a bribe. Whether you accept it or not is up to you. Either way it counts as one ending. At this point of the guide you should've already seen three endings. For the final one, reload Lookout Point and make the following dialogue choices:
  • Appeal to his humanity
  • It's not in your interest
  • Dickie would rat you out
  • Turn yourself in
  • I want to live
  • Anna, get him!
The well-examined life
Unlock all trophies in Twin Mirror