UNBEATABLE
THIS IS KIND OF JUST A GAME ABOUT ACCIDENTALLY BECOMING A BABYSITTER
I KNOW WHAT KIND OF PERSON YOU ARE
IT'S ALL SHE TAUGHT ME
FREE AS IN WHATEVER THIS IS
Be nice.
MAYBE ACTUALLY QUIT YOUR DAY JOB
A GAME WHERE MUSIC IS ILLEGAL AND YOU FOLLOW THE LAW
SHE GETS DISTRACTED EASILY, DOESN'T SHE?
THE STUFF HAVER
IT'S RJ'S FAULT BARTENDING IS EVEN IN THE GAME
I BET YOU CAN'T GUESS WHAT MY FIRST NAME FOR THIS ACHIEVEMENT WAS
WE CAN PRETEND THAT JUST DIDN'T HAPPEN
ROPE BURN
STALLING.
DEAD BALL Introduction
Welcome to our UNBEATABLE trophy guide! This guide will help you navigate everything needed to complete this rhythm game's trophy list. UNBEATABLE features two very distinct game modes:
- Story Mode spawns over six Episodes and presents a highly emotional and mature narrative. This is also where all of UNBEATABLE’s missable trophies can be found, though we’ve made sure to highlight everything required in our spoiler-free Story Mode Walkthrough so that you can earn every trophy in one single playthrough of this mode.
- Arcade Mode focuses purely on rhythm-gameplay, and is where the main challenge of UNBEATABLE lies. You’ll spend the majority of your time with UNBEATABLE honing your skills in this mode.
When it comes to the trophy list, you may notice on your console that it is structured as Base Game + DLC 1, and does not include a Platinum Trophy. This was not intended and is instead a mistake.
In fact,
ALL CAPS OR NO CAPS was meant to be the Platinum Trophy, and will unlock after earning all other trophies in the list.
Since the Base Game Trophies are unlocked automatically by completing five of the six available Story Mode chapters in UNBEATABLE, this guide doesn't include them, and focuses on the DLC trophies instead.
Roadmap
Complete Story Mode
The first step toward earning all of UNBEATABLE's trophies is to complete Story Mode. This mode spans five chapters and is filled with minigames and items required for trophies, many of which are missable.
Warning: While Episode Select is available, avoid using it during your initial playthrough! Reverting to an earlier episode will cause any items collected beyond that point to be lost, and minigames you’ve already played will no longer count.
If you miss anything, it is recommended that you finish your current playthrough first to ensure you earn all collectible-related trophies. Afterwards, you can use Episode Select if needed to obtain any specific trophies you may have missed.
You can use our supplementary, spoiler-free Story Mode Walkthrough listing all items and minigames by Episode to help you earn all trophies in a single playthrough.
Note that you can change the difficulty at any time from the save slot select menu, and even enable Assist Mode, which automatically completes all rhythm sequences and battles without voiding any trophies. If you have prior experience with rhythm games, Hard or Expert difficulty is recommended.
SOUND CHECK
THIS IS KIND OF JUST A GAME ABOUT ACCIDENTALLY BECOMING A BABYSITTER
I KNOW WHAT KIND OF PERSON YOU ARE
IT'S ALL SHE TAUGHT ME
FREE AS IN WHATEVER THIS IS
Be nice.
MAYBE ACTUALLY QUIT YOUR DAY JOB
A GAME WHERE MUSIC IS ILLEGAL AND YOU FOLLOW THE LAW
SHE GETS DISTRACTED EASILY, DOESN'T SHE?
THE STUFF HAVER
IT'S RJ'S FAULT BARTENDING IS EVEN IN THE GAME
I BET YOU CAN'T GUESS WHAT MY FIRST NAME FOR THIS ACHIEVEMENT WAS
WE CAN PRETEND THAT JUST DIDN'T HAPPEN
ROPE BURN
STALLING.
DEAD BALL Unlock all Tracks in Arcade Mode
Once you are done with your Story Mode playthrough, everything else required for trophies can be found in Arcade Mode. Before attempting the more difficult trophies outlined in Step 3, it's recommended that you complete all the necessary in-game challenges to unlock every base-game song, as one trophy requires you to clear every single one with a full combo. You should also complete any challenge that is tied to a trophy during this Step.
If you need a reference on which challenges you need to complete, you can refer to our supplementary Guide listing all Folio Challenges required to unlock everything you need.
WAIT. IS THE ARCADE MODE NON-CANON
LET'S GO FOR SIX
I am so proud of you!
PRACTICE MAKES PERFECT PERFECT GREAT PERFECT
ARCADE FLAWLESS
CRITICAL BASS THEORY
I'm sorry. I lied to you. UNBEATABLE is not the only rhythm game
WHY WOULD YOU DO THAT
OKAY FINE. SURE. HERE.
AM...AM I BEING HUSTLED
ONE MORE BEGINNING
STAR...t
[white label]
Yes, there's release timing.
AND I'M NOT EVEN AWAKE
please change your offset Practice... and eventually, earn a 10 STAR Ranking & OVFC
With all songs now available, the final step is to earn a full combo on all 75 base game songs, and increase your ranking to 10 STARs. These two trophies are solely responsible for this guide's difficulty rating, and will take a fair amount of practice to achieve, especially if you are not familiar with rhythm games.
It's recommended that you complete the majority of full combos before grinding your STAR ranking , since the bonus provided for first-time completions will make reaching that 10 STAR ranking significantly easier.
Tips & Strategies
Controls
A word about controls: There are various controller layouts to choose from; however, they are not all equally suited for advanced gameplay. Once you start playing higher-difficulty charts in Arcade Mode, you will need to cover each lane with two fingers, effectively making UNBEATABLE a four-finger rhythm game.
Consequently, make sure to pick a controller layout that supports a four-finger playstyle if you plan on earning all of UNBEATABLE’s trophies.
If you prefer to play with a keyboard, UNBEATABLE has native keyboard support on PlayStation: you can simply plug in a supported keyboard directly into the console. However, keyboard input is only supported in Arcade Mode and does not work in Story Mode. The keys cannot be customized, and the default layout is F/J for the lower lane and E/D and I/K for the upper lane.
All Trophies
Upon starting a new game in Story Mode, you'll go through an auto-calibration section, and you'll also be able to select your preferred style (Flashy vs. Discrete). Complete the section to unlock this trophy.
This trophy can be earned during Episode 1 of Story Mode.
After exiting QUAVER's house, you'll spot a girl jumping rope in the middle of the street. Speak to her and agree to count her jumps.
You can play as often as you want, and all you have to do is press once or twice when you hear "hey", depending on whether the girl performs a single or cross jump. No rhythmic timing is required, so spamming inputs (especially during cross jumps) will make things significantly easier.
To earn this trophy, you have to count to at least 100 jumps.


This trophy can be earned during Episode 2 of Story Mode.
Once you complete your work shift on Day 3, crawl through the vent in PENNY's room and complete the rhythm battle in the yard, you'll gain access to the rec room before heading to bed. Here, you can play a few minigames, including Brickout.
To earn this trophy, you must clear all bricks in a single game of Brickout. While not consistent by any means, it is recommended to try and clear rows of bricks evenly, rather than focusing on individual columns.
The reason for this is that the ball cannot bounce off the top of the screen. If there are no bricks left to stop it, the ball will fly out of the screen , resulting in a game over.
There are also two glitches that make this challenge even more frustrating.
- Sometimes you might barely hit the ball, causing it to briefly bounce downward before abruptly reversing direction. Although the game may appear to continue normally at first, this can sometimes lead to a delayed game over a few seconds later.
- If the ball travels perfectly vertically along the boundary between two adjacent columns of bricks, the ball passes through the entire grid, clearing the bricks but without bouncing back, and flies out of the screen.
This trophy can be earned during Episode 3 of Story Mode.
After the first night in the Shack, you'll have to go look for QUAVER in the Ramen Bar, then follow her steps back to the Shack. After the dialogue, you will want to visit the Bar to ask the manager about a photo.
After the conversation, speak with the bartender and agree to help out with a shift. You'll be taught how to make an Old Fashioned by mixing Nostalgia, Bitters and Demerara. Complete the minigame that follows, serving Old Fashioned exclusively to earn this trophy.
This trophy can be earned during Episode 3 of Story Mode.
While you are exploring the Town with QUAVER, before heading into the Lighthouse to execute the plan, head into the Nine 2 Five store in Town Square. Inside, jump three times on the counter to unlock this trophy.
This trophy can be earned during Episode 3 of Story Mode.
QUAVER and BEAT will design posters as part of the story progression. When you are done with yours and QUAVER hesitates to show you hers, choose the following dialogue options to earn this trophy:
- I’m sure it’s great!
- No.
This trophy can be earned during Episode 3 of Story Mode.
After the first night in the shack, you'll have to go look for QUAVER in the Ramen Bar, then follow her steps back to the shack. After the dialogue, you will want to visit the Bar to ask the manager about a photo.
After the conversation, speak with the bartender and agree to help out with a shift. Complete the minigame that follows to earn this trophy.
Refer to
IT'S ALL SHE TAUGHT ME to combine both trophies.
This trophy can be earned during Episode 4 of Story Mode.
You'll have to unlock the minigame in the Arcade, then score at least 100'000 points to earn this trophy.
On Day 2 of the Episode, when BEAT hangs out with TREBLE, make sure that the first thing you do before heading to town is rehearse.
Afterwards, you can head to the Arcade on the left side of City Center. You'll encounter a group of kids complaining about the machines not working. Head into the Arcade, and you be tasked with fixing the machines.
Leave the Arcade and head left towards the Bar, where you can climb the scaffolding left of it. Use the elevator, then bounce on the toothpaste to reach the roof, fight the cop, and destroy a silence dampener.
You can now head into the Arcade and play the Legally Distinct Dance Game.
This minigame can be confusing at first, but achieving a high score becomes very easy once you understand what to do. The red bar fills slowly over time, and much faster if you send arrows while their corresponding shapes at the top of the screen are red / red-adjacent. The goal is to reach 100,000 points before the red bar fills completely.
You can send any number of arrows at once. However, if you send new arrows while your previous arrows are overlapping with the colored shapes at the top (the borders of the arrows will briefly glow during the overlap), those directions will become “stressed” and turn red much faster.
The strategy is therefore simple: always send two arrows at once, and never press anything while arrows are overlapping with the shapes.
In the video, I alternated between +
and
+
for the first 40,000 points. At that point, pause briefly to let the red bar empty and the shapes return to their original color, then continue with the same strategy until you reach 100,000 points.
While there are many more activities ithat could be labeled a minigame, there are a total of eight minigames in UNBEATABLE required for this trophy. You will play through some of these automatically through story progression, while others are highly missable.
A quick overview of the required minigames is as follows:
- Jump Rope (Episode 1 or 4)
- Prisonball Pool (Episode 2)
- Brickout (Episode 2)
- Graffiti (Episode 3)
- Bartending (Episode 3 or 4)
- Whacktown (Episode 3)
- HARM Posters (Episode 3)
- Legally Distinct Dance Game (Episode 4)
Warning: While Episode Select is available, reverting to an earlier episode will cause any (missable) items collected beyond that point to be lost, and minigames you’ve already played will no longer count.
You can follow our spoiler-free, supplementary Story Mode Walkthrough to make sure you don't miss any minigames during your playthrough of Story Mode.
There are a total of 38 items in UNBEATABLE. Many of these will be added to your inventory through story progression, while others are highly missable.
In order to unlock this trophy, you need to collect 31/38 items.
Warning: While Episode Select is available, reverting to an earlier episode will cause any (missable) items collected beyond that point to be lost, and minigames you’ve already played will no longer count.
You can follow our spoiler-free, supplementary Story Mode Walkthrough to make sure you don't miss any items during your playthrough of Story Mode.
Related to Folio 0, Challenge 0 in Arcade Mode.
You will earn this trophy by completing any song in Arcade Mode, on any difficulty.
Related to Folio 0, Challenge 11 in Arcade Mode.
You will earn this trophy by completing five songs. It can be different songs, or repeats of the same song.
Related to Folio 1, Challenge 6 in Arcade Mode.
You will earn this trophy by completing any song with an S-Rank, which requires an accuracy of 95% or above.
Related to Folio 6, Challenge 8 in Arcade Mode.
You will earn this trophy by achieving a Full Combo on any song. This can be achieved on any difficulty.
Related to Folio 6, Challenge 9 in Arcade Mode.
You will earn this trophy by achieving a Perfect Combo on any song, i.e., a Full Combo with 100% score rating. This can be achieved on any difficulty.
Please refer to
I HONESTLY DON'T REALLY HAVE ANYTHING ELSE TO SAY ABOUT STARS
You can contribute points to your STAR ranking in two ways:
- Completion percentage (up to 2.000 points)
- You accumulate points in this category for first-time song clears. Difficulty is irrelevant to how many points you earn for a first-time clear.
- Improving the list of your top 25 charts
- Each chart you complete gives a variable amount of STAR points, determined by the difficulty number of the chart and your accuracy on the chart. However, only the points earned from your best 25 songs count towards your STAR rating. The number of STAR points you’ve earned on a song can be determined by the following equation:
| ChartDifficulty((Accuracy - 50)^1.12 + 25) / 5625 |
- BOLD indicates variables directly influenced by your performance on a chart.
- Both the ChartDifficulty and Accuracy are represented by whole numbers in this equation. For example: If your accuracy on a chart is 95%, then your Accuracy is 95. If the difficulty number of the chart is 22, then the ChartDifficulty is 22.
- The final number always rounds down to the nearest thousandth visually. If the game indicates your rating has gone up with no visual number change, then the improvement was smaller than what can be visualized.
- Mathematically, there is a slightly greater weight on difficulty than accuracy. As such, the higher the difficulty number you play on, the more that number will contribute to your score, though that isn’t to detract from the value of accuracy.
With this in mind, assuming you have max completion percentage, reaching a STAR rating of 10.0 requires an average of 0.32 points per chart. Since you need to earn a full combo for every song for another trophy anyway, it is recommended that you earn
ONE VERY FULL COMBO attempting this one, because you will likely have your completion percentage maxed out. This will give you the minimum number of points required to hit the 10.0 STAR rating.
In order to hit this requirement, you will need to do well on charts with a difficulty rating of 18+. Thankfully, the required accuracy to meet the estimated point recommendation lowers as you up the challenge, though it’s recommended that you try and squeeze every last point out of each chart to give yourself sufficient wiggle room. The table below visualizes the ideal accuracy for a chart based on its difficulty number and how many points you’d receive in turn.
| Chart Difficulty | Accuracy | Estimated Points |
| 18 | 98%+ | 0.324 |
| 19 | 95%+ | 0.324 |
| 20 | 92%+ | 0.322 |
| 21 | 90%+ | 0.325 |
Of course, if your accuracy is higher than what’s listed, then you have more wiggle room in other areas. For example, if your accuracy on a 21 difficulty chart is higher than what's recommended, then you have wiggle room to perform worse on other charts.
Recommended Tracks
While some tracks are easier than others, there aren't any objectively 'easy' tracks in this difficulty range. This selection only reflects a general recommendation of what may be considered easier than others.
Waiting - Cleveland
|
| Setting aside the entire chart being slightly early, there are two points that make this chart challenging: the guitar solo and the very end. Thankfully, the rest of the chart is relatively easy. If you are able to play the rest of the chart with a high accuracy, then you should have enough wiggle room to clear the song above the recommended accuracy. If you feel like the earlier timing is messing you up, you can adjust your chart offset, though remember to change it back once you're done. |
Waiting [Lumena-Tan Remix] - Nuklear
|
| Despite having a difficulty level of 19, this chart is surprisingly simple. While the patterns can be challenging to pull off at first, they are manageable to read and don't require any spam. The main point of challenge is differentiating between eighth notes and sixteenth notes, since the chart frequently alternates between them at many points throughout the song. If you are struggling to read the difference between the two, increase the note speed on the difficulty selection screen to around 1-1.15 |
Cosmic Starter - Unbeatable
|
| For the most part, this chart is relatively tame, featuring patterns that aren't too challenging to read or pull off. However, some points in the song will feature sixteenths or spamming of chain hits that will catch you off-guard if you aren't prepared to deal with them. The primary concern with these chain hits is that if you miss one, you miss the entire enemy, though you can alternate between upper and lower button presses to hit them more quickly if you don't have the dexterity to roll the inputs that quickly. If you still feel that you are falling behind, you can include an extra input or two as you're spamming to keep up. So long as you hit the first note in a chain, you will almost never get a miss hit on a chain note, so long as you hit every note in the chain. |
Low - Unbeatable
|
| While it is at a difficulty level lower than what's recommended, this is a solid chart to gain STAR ranking if you acquired the wiggle room from harder charts. There is only one tiny section that may cause slight trouble, but it is incredibly short, and it utilizes a pattern frequently used in other charts, so it should be easy to get down. |
Eating is Living - Corazza Special
|
| This chart is notably easier than the average difficulty level 21 chart in that there are no sixteenths, spam, or weird patterns. However, the first half of the chart may be more challenging due to the weird rhythms, which may throw you off. Once you practice the first half enough to have it down, the rest is straightforward. |
Related to Folio 6, Challenge 2 in Arcade Mode.
You will earn this trophy for clearing ten songs with the Critical Modifier enabled.
Related to Folio 5, Challenge 5 in Arcade Mode.
You will earn this trophy for clearing all collaboration songs in one sitting:
- twist sound
- beyond the heart (broken heart mix)
- cosmic starter
- disco disaster
- done in love (from noisz sl)
- k. moe (vip)
- low (nsr ending theme)
- om and on
- true (from noisz sl)
Note: Any newly added collaboration songs are not required for this trophy, including any free or paid DLC.
Related to Folio 9, Challenge 6 in Arcade Mode.
You will earn this cummulative trophy by breaking a 100+ combo 30 times.
Related to Folio 9, Challenge 3 in Arcade Mode.
You will earn this trophy by beating a song while the music is completely muted. In the options menu, turn down the music level to 0, not the master level.
Related to Folio 4, Challenge 9 in Arcade Mode.
You will earn this trophy by inputting the Konami Code on the Arcade Mode title screen:
Related to Folio 9, Challenge 5 in Arcade Mode.
You will earn this trophy by playing a song with the No Fail modifier on and not pressing any buttons.
Related to Folio 8, Challenge 9 in Arcade Mode.
You will earn this trophy by playing a song as QUAVER and REST. After selecting a song, press to open the customization menu and change your characters.
The required characters should be available to select after completing Story Mode.
The ONE VERY FULL COMBO trophy is partially tied to Folio 12, Challenge 1. To beat the challenge, you'll have to achieve a full-combo (or perfect combo) on the 75 tracks listed below. You can tell which charts you've done already by checking the text below the song name in the selection screen. Alternatively, you can check the text below the difficulty options for any highlighted song to see which ones have a full combo. Note that if you clear a song with a modifier enabled, you won't see the song marked as played if you turn the modifiers off.
Many songs on this list are locked behind Arcade Mode challenges. As such, please refer to our supplementary Guide before attempting this trophy.
A full-combo can be achieved on any difficulty and with any modifiers (except Assist Mode) for it to count. To make the challenge as easy as possible, you can play all songs on beginner difficulty and - if you have trouble with any particular track - enable the Halftime modifier. Below is a checklist of all required charts for reference, if needed.
| <3 | bookend song - opening ver. | de_tassel |
| done in love (full) | familiar | forever now - (dog noise remix) |
| held_up | loner (live) | mirror - kamone sano remix |
| old_feeling | proper rhythm - (must die! remix) | rest vs. beat |
| stricken | twist sound | worn out tapes |
| ball is infinite | call_home | dead_summer |
| drastic hammer | familiar (acoustic) | forever when |
| infinity chase | low (nsr ending theme) | motherbound |
| om and on | proper rhythm (all there is to it) | re-tuned |
| swing | waiting | worn out tapes [tally-ho! version] |
| bang | cool_final2-actualfinal | dialtone |
| eating is living | familiar (brandon liew remix) | forgetter |
| it’s whacktime! | malapropism | neo elsewhere |
| plastic hammer | proper rhythm (live) | silent spiral |
| the adventures of clef… | waiting – lumena-tan remix | yeahx8 |
| beyond the heart (broken heart mix) | cop trauma | disco disaster |
| empty diary | familiar (live) | future people |
| k.moe (vip) | memorized | new_form |
| pronto a molto | proper rhythm (tutorial) | sleeping in |
| true (from noisz sl) | waiting (live) | yeahx8 [trailer edit] |
| blank page | cosmic starter | done in love (from noisz sl) |
| empty diary – (soundcirclet rmx) | forever now | harm assault |
| loner | mirror | no signal |
| proper rhythm | proper rhythm bootleg | stolen |
| true (full verison) | war den | zero moment |
What makes this challenge particularly difficult to complete is that the track swing is required. This track has no difficulty selection, and thus must be full-comboed on its Automatic level 24 difficulty.
Swing (Automatic) - Video Reference
|
|
You will need to learn to roll your fingers on the inputs to make this work, as mashing is not a viable strategy, due to how the Full Combo bonus works. You are able to drop this bonus in one of two ways:
Given the second miss condition as well as the song's tendency to put hold notes next to the spam, button mashing is out of the cards. However, your accuracy has no bearing on your full combo bonus. As long as you hit the notes somewhat close to the beat line, you can retain your bonus. One section that may cause some confusion is where you are holding two notes and a chain note comes in during said holds. To hit these, you will need to use a third finger to hit these while you are still holding the notes in particular. For example, if you are using R1 + L1 for the hold notes, you will need to hit another button (like the face buttons or the triggers) while you are still holding those notes. It's not a difficult pattern, but it is something the game doesn't teach you. |
This trophy is effectively UNBEATABLE's Platinum Trophy and will unlock once all other trophies have been earned
Please refer to
I HONESTLY DON'T REALLY HAVE ANYTHING ELSE TO SAY ABOUT STARS
This trophy can be earned during Episode 4 of Story Mode.
While BEAT hangs out with TREBLE on the second day, complete other tasks and quests until it is night time, such as unlocking the Legally Distinct Dancing Game in the Arcade, or freeing the man from the sewers.
Then, head to Bar Street and enter the Bar. Talk to the bartender to help out with a shift, and make sure to get all orders right:
- Give it to me straight: New
- Old Fashioned: Nostalgia, Bitters, Demerara
- Simple, refreshing, nothing sweet: Ice, New, Nostalgia
- Lots of character: Nostalgia, Bitters, Sour
- I don’t want anything from you: Leave empty
- Bright. Nothing bitter. Nothing old: Ice, New, Sour
Related to Folio 5, Challenge 5 in Arcade Mode.
You will earn this trophy for clearing all [white label] songs in one sitting:
- waiting – lumena-tan remix
- done in love (from noisz sl)
- empty diary
- empty diary – (soundcirclet rmx)
- familiar
- forever now
- forever now – (dog noise remix)
- forever when
- low (nsr ending theme)
- mirror
- motherbound [see Folio 6, Challenge 3].
- proper rhythm
- proper rhythm – (must die! remix)
- true (from noisz sl)
- waiting
This trophy can be earned during Episode 3 of Story Mode.
After designing posters as part of the story progression, you will use them to cover HARM posters scattered over town. While you only need to cover three locations to progress in the story, you need to cover all five to earn this trophy.
These are the locations of the HARM posters:
- Inside the Shack.
- Waterfront, next to the stairs.
- Neighborhood, close to the Chief‘s location.
- Town Square, at the Nine 2 Five store.
- Train Station, on the left side, by the tracks.
This trophy can be earned during Episode 4 of Story Mode.
On the second day, when BEAT hangs out with TREBLE, head to the Store and walk behind it. You'll hear a Muffled Voice. Inspect where it's coming from and accept to help to start a quest.
Continue left from the manhole into City Center, then continue to Bar Street ahead. There, you can pick up the Strange Tool (Crowbar) from the ground.
Return to the manhole and free the man inside. Now, keep exiting and entering the sewers until eventually, the screen goes black and the trophy unlocks.
Related to Folio 3, Challenge 8 in Arcade Mode.
You will earn this trophy by missing a hold note during any song by holding it for too long.
Related to Folio 4, Challenge 8 in Arcade Mode.
You will earn this trophy by playing the song sleeping in between 08:00 - 08:59 PM or 12:00 - 12:59 PM. You can change the system clock to unlock the trophy at any time.
Related to Folio 3, Challenge 2 in Arcade Mode.
You will earn this trophy for clearing any song with an average delay of +-60ms.
Go to the gameplay options and set your timing offset to +70. Activate Assist Mode, then complete any song without pressing anything.
You will know you are doing it right if the bot is consistently hitting notes with a +-60ms delay. If you can't see this metric, change your Hit Feedback to Detailed in the settings.
This trophy can be earned during Episode 4 of Story Mode.
During Day 3, while BEAT and CLEF are hitting the town together, head to the School, left of the Arcade. Here, you'll encounter the girl from Episode 1, jumping rope. Speak with her and complete the minigame twice:
- Level 1: Count to at least 50.
- Level 2: Count to at least 80.
When you gain control of blue-haired EVE at the very start of a Story Mode playthrough, your goal will be to reach the stage. When you reach the tunnel leading to it, with a technician nearby, continue left past the tunnel to reach the lobby. Interact with the merch stand here to earn this trophy.
This trophy can be earned during Episode 3 of Story Mode.
While exploring the Town, head to Town Square and you'll spot two kids talking about balls. Enter Whacktown nearby.
You'll have to play a baseball minigame twice, either on easy and hard, or twice on hard, to unlock a hidden difficulty: nightmare. You'll know the difficulty is available if it is night time and there is a persistent caption at the bottom of the screen.
If you are having trouble with this minigame, you can enable Assists to trivialize it. This option can be enabled from the difficulty selection screen when selecting the save slot.
Do keep in mind that if you leave the area before completing the minigame on nightmare difficulty, you will be locked out of the minigame, and you will have restart Episode 3 to access it again.


