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Apr 16, 2024

Achievement and Trophy Guide

There are 27 achievements and trophies to complete in Oxenfree 2: Lost Signals. These achievements and trophies range from completing main story objectives, completing optional tasks for friends you meet along the way, discovering complete collectible sets, and executing particular dialogue choices.

This Oxenfree 2: Lost Signals Trophy and Achievements guide will help you complete all trophies and provide an interactive checklist to keep track of all your completed tasks.

If you need help completing a particular trophy, click the links below to jump to...

This trophy will automatically unlock upon planting the transmitter at Charity Point. We cover this transmitter in our 11 PM and 12 AM Walkthrough chapters.

This trophy will automatically unlock after Jacob finds the books he spoke of from Maggie Adler in his garage during chapter 11 PM.

This trophy will automatically unlock upon planting the transmitter at Tootega Falls. We cover this transmitter in our 12 AM and 1 AM Walkthrough chapters.

This trophy will automatically unlock upon planting the transmitter at Garland. We cover this transmitter in our 3 AM Walkthrough chapter.

Athena can be found during chapter 4 AM, when returning to the docks after obtaining the key and lock code from the bait store. When reaching the docks, you'll hear Athena barking in the distance, and Jacob will rush over, where you'll find her not too far from the bus stop.

After a brief conversation with Jacob, you'll ask if you can pet Athena. The trophy will pop after you have finished petting her.

To become friends with Charlie, you'll need to ensure the following conversations occur during chapters 1 AM and 2 AM.

Who’s Talking to Who?

That’s Okay

Explain How to Leave

They Won’t

She Could’ve Fallen

To key to this achievement is to essentially ensure you're always nice to Charlie, sticking up for him at all opportunities. This trophy won't pop until the very end of the game, so don't worry if you don't see it pop immediately after the conversations above occur.

To unlock this trophy, you will need to choose Olivia to enter the portal.

To become friends with Violet, you'll need to ensure the following conversations occur during chapters 12 AM and 2 AM.

Who’s Talking to Who?

That’s Okay

Explain How to Leave

They Won’t

She Could’ve Fallen

To key to this achievement is to essentially ensure you're always nice to Violet, sticking up for her at all opportunities. This trophy won't pop until the very end of the game, so don't worry if you don't see it pop immediately after the conversations above occur.

Should you have checked in with Evelyn after planting all three transmitters across Charity Point, Tootega Falls, and Garland, the trophy will automatically unlock after your final check-in is completed.

After confronting Oliva and her group at the North Camena Community Center, the building will begin to glitch, and a strange voice can be heard. Soon after the power goes out, the lights will turn red, and an ensign will appear in the attic.

Now, this part is particularly important, as Olivia will race for the radio, attempting to open the portal. You'll need to stop Olivia a total of three times and must do everything possible to grab the radio from Olivia as quickly as possible. Should you grab the radio before Olivia can initiate any stage of tuning the portal, you'll unlock the On Top of Things trophy.

While Olivia will beat you the first time, simply run as quickly as you can upstairs and attempt to grab the radio from her hands. Doing so will stop her from initiating the first phase, but it will also cause the building to shift, causing Olivia to drop the radio, sending it into the Shrine room on the second floor.

If Violet and Charlie stuck up for you, they’ll help you and attempt to hold off Olivia from passing for as long as possible, giving you some extra time to beat her to the radio’s location. To beat Olivia, run through the attic door by the antenna and climb down the fire escape, and into the altar room via the side door.

Upon picking up the radio, the building will shift again, this time, falling to the locked observation door we attempted to open earlier near the front of the building. Olivia will beat you to it this time, but to get there as quickly as possible, run to the second-floor stairs that lead to the main foyer, and then through to the entrance room and up those stairs.

When grabbing the radio from Olivia’s hands, the building will shift once more, but this time more extreme as it’ll turn sideways. Now, this one is a little tricky, but simply use the railings to your left as a makeshift ladder, as you climb your way to the top.

While Olivia will beat you, you can still stop her if you’re quick enough. Upon grabbing the radio, reality will return to normal, and after some further conversation, you’ll be left with the choice to either keep or smash Olivia’s radio. While it's up to you, smashing Olivia's radio is tied to a trophy, but it will also mean that Olivia will have a negative reaction towards you, making it harder to befriend her in the future.

To find all Mel Chapman Letters that are part of the Adler Letters Set 3, be sure to check out our complete guide to finding All Maggie Adler Letter Locations.

Similar to On Top of Things, you'll need to prevent Olivia from tuning the portal in Chapter 2 AM at the Camena Community Center. But for this particular one, you don't need to be as perfect, as Olivia can tune at least two of the three points of the portal and still be able to unlock this trophy.

Upon successfully grabbing the radio after three attempts, reality will return to normal, and after some further conversation, you’ll be left with the choice to either keep or smash Olivia’s radio. In order to complete this trophy, you will need to smash Olivia's radio, but just be warned that it will affect your relationship with Olivia, thus making it harder to befriend her in the future.

Shelley is first encountered during the 12 AM chapter when investigating the Ranger's Station in Point Tilia.

When using the phone within the station, you’ll have the opportunity to redial the last number, which will have you speaking with Shelley, another Park Ranger in the area, who will believe that what is happening in Camena isn’t just an electrical storm, as she, too has been experiencing some rather strange activity while on patrol.

Like other walkie contacts, you'll need to frequently keep in contact with Shelley, and the best way to do this is to exhaust all available check-in options when entering and leaving regions, as well as after major events occurring.

Should you have kept in contact with Shelley, she'll eventually call you before you leave Point Tilia, informing you that a strange voice message was left on her answering machine. Be sure to let Shelley know that you'll look into the message and will see if you can find out any information on the mysterious call.

Now, after confronting the teens and the mysterious figures at the Camena Community Center at 2 AM, Jacob will lead you to the Parking Lot as you make your way to the final transmitter in Garland.

When entering the Parking Lot, though, you'll hear a distant ringing. Investigate the sound, and you'll find that it is coming from the payphone that's located outside of Funnie's Family Market.

After a delayed answer, a mysterious voice will come through, saying that Shelley is in grave danger and should not leave the cabin or else… death will occur. Following the phone call, immediately walkie Shelley and inform her not to leave the station, no matter what. After hanging up, the trophy will pop, and Shelley will be saved.

To unlock this trophy, you will need to choose Riley to enter the portal.

To befriend Olivia, you'll need to ensure that you're friendly towards her and Violet throughout the game and keep her radio instead of smashing it at the Community Center during chapter 2 AM.

You'll also want to avoid becoming friends with Charlie when catching him at Tootega Falls during chapter 1 AM. To do this, you'll want to let both Jacob and Riley become aggressive towards him and not stopping Jacob when prompted.

By not befriending Charlie, Olivia won't feel as alienated by her friends, as Charlie will no longer voice that he's out at the Community Center, which would also follow with Violet joining him -- this would have been the case should you have befriended him earlier.

Another thing that could potentially help you earn this trophy is inspecting the broken EMF machine found just left of the Church in Garland.

When inspecting this machine and traveling up toward the nearby collectible, you'll receive a call from Olivia, followed by another one when climbing down the ladder and inspecting the next EMF machine that's by the building.

Lastly, you'll want to ensure that you choose Riley to enter the portal. By doing so, you'll hopefully pop the trophy when listening to Olivia on the recorder when inspecting the lockbox during the ending scene.

To find all Ingrid White Letters that are part of the Adler Letters Set 2, be sure to check out our complete guide to finding All Maggie Adler Letter Locations.

To find all Kenneth Young Letters that are part of the Adler Letters Set 2, be sure to check out our complete guide to finding All Maggie Adler Letter Locations.

In order to become a special type of friend to Jacob, you'll need to ensure that throughout the story, your responses are both friendly, truthful, and inviting to Jacob. This will take some time, and you likely, won't encounter this specific conversation until at least 1 AM or 2 AM.

Eventually, after your relationship has been built with Jacob, he'll ask if he can ask you a dumb question. Play along and listen as he awkwardly asks if, after all this craziness is over, you would be his friend. Here, you'll want to respond with "Yes, but that's not a dumb question."

Happy to have a new friend, he'll ask what we should call this new friendship, which you'll want to respond with “3 AM Food Friends” in order to pop an achievement.

Athena can be found during chapter 4 AM when returning to the docks after obtaining the key and lock code from the bait store. When reaching the docks, you'll hear Athena barking in the distance, and Jacob will rush over, where you'll find her not too far from the bus stop.

Now, as hard as it may be, simply avoid petting Athena by walking away, and the trophy will pop as you head to Edwards Island.

To find all Alder Letters, be sure to check out our complete guide to finding All Maggie Adler Letter Locations.

To find all J.B. Letters that are part of the Adler Letters Set 1, be sure to check out our complete guide to finding All Maggie Adler Letter Locations.

When exiting the cave system that leads to Waterhead Bluffs, you’ll notice that fog has rolled in, and as you continue down the path, a mysterious voice will come over the walkie-talkie on Channel 5. Despite attempting to find out who’s on the line, they simply state that we know who it is, but we’ll figure it out eventually.

Immediately after the conversation, the fog will roll out, and another guy, who you learn is Nick Stuart, comes over the same line and states that we called him – strange. While on the line, Nick will ask you to check out the local fisherman's outpost nearby for a blue backpack.

While optional, this will help you eventually unlock one of the many achievements you can encounter throughout the story. So, let’s get started on helping out Nick. Following the path a short distance, you’ll encounter another ledge that you can climb down – this ledge is not too far from the next cave entrance.

Climb down the set of ledges, head left, and open the door to the nearby outpost.

Inside, you’ll find several items you can interact with, along with the blue backpack sitting on the chair by the desk in the far corner.

Once you’ve found the backpack, call Nick Stuart back on channel 5. He’ll thank you and then offer his knowledge of Camena should you ever need assistance – Nick will now be a contact in your Walkie-Talkie should you ever need to call him.

Once Nick has been added as a contact, you likely won't hear from him until at least 1 AM, when he asks if you would check in on him throughout the night as he begins making his way out to sea to get a closer look at the strange events occurring in the sky.

From this point forward, you will need to make very frequent contact with Nick, checking in on him at every opportunity. Like most walkie-talkie contacts, conversations will usually become available when visiting new areas or after significant story beats.

So, for this reason, we recommend checking for conversations when entering and leaving areas.

After seven check-ins throughout the rest of the evening, you'll eventually pop the trophy when making your final contact at 4 AM.

During this conversation, we recommend informing Nick to return home, avoiding the time tear.

If you're looking for details on when each check-in is available, see our walkthrough guide to find a handy interactive checklist that allows you to keep track of all of Nick's available check-in points.

When reaching Garland Ghost Town, you'll stumble across the Garland Post Office in the bottom right corner of the town, which has been rigged with equipment in hopes of catching paranormal activity. After setting off the cameras inside, you'll be contacted by Hank, who will agree to let you use his EMF Boosters around town to find a timeline of where the mines were once active.

But there's a catch: to use the EMF Boosters, Hank will ask for a favor. This favor will see you gathering some living proof to help aid his research.

To help Hank and complete the I've Had Weirder Jobs trophy, head over to the center of town, where you'll find a time tear that you'll need to open. To open the time tear, tune your radio frequency to 100.

Once open, you will now need to configure the EMF Booster Transmitters to the following:

With these numbers inputted, enter the time tear to return to the year 1930. Here, you'll find an older man sitting outside the saloon doors to the Drugs and Meals building.

After saying hello, have Jacob take a picture of him with his Camera. With the evidence gathered, call Hank via channel four on your walkie and tell him you have what he asked for. Despite being grateful for the evidence, Hank will ask if it's possible to get actual physical evidence to examine.

To find some physical evidence for Hank, you'll need to obtain a child's shoe, which is located inside the Cave that you first explored while solving the Hot and Cold Game with the mysterious voice over the walkie. If you have followed our 12 AM Walkthrough guide, you'll already have acquired the shoe and can inform him immediately.

But if you didn't return to the cave to collect the shoe, you'll need to do so. So, to find the cave, return to Horseshoe Beach and look for the collapsed wall that Jacob and Charlie climbed. From here, take the path right and climb the wall when reaching the end. Here, you'll find the cave entrance behind the large boulder.

Inside, navigate back to the end of the cave and pick up the shoe that we saw glitch during our vision earlier in the story.

With the shoe collected, call Hank and let him know you now have some evidence that he can examine and will explain that you can leave it in the lockbox on the second floor of the Garland Post Office.

Once you have delivered the shoe, call Hank, and he'll thank you again and even introduce you to his wife. After the call, you'll receive the I've Had Weirder Jobs Trophy.

To unlock this trophy, you will need to choose Jacob to enter the portal.

Upon entering the time tear that is found in the abandoned mine in Waterhead Bluffs around 12 AM, you’ll be teleported back to 1899 when the mine was operational. With no one around, follow the path forward and climb the ladder, which in the current timeline, was destroyed.

Along the way, Jacob will share a game he played with his brother, where each person tells a story, using only one word at a time. This part is important, that is, if you’re chasing achievements, as you’ll need to create the scariest one-word story possible. So, let’s do that and accept Jacob’s offer to play the game.

Now, when prompted, use the following words to create the scariest One Word Story to unlock the Merry Scary Christmas achievement:

With these answers selected, the scariest story will read, "Once Santa ate fourteen children loudly."

Before you can unlock Maria as a contact in your walkie-talkie, you must first tune into radio station 88.1 and listen until you hear the line is open for callers. Once open, call channel eight on your walkie and ask for some advice. After a short conversation, Maria will be added to your contacts and will be available for you to call anytime that you need to talk.

From this point onwards, you'll want to speak with Maria as frequently as possible. Like other walkie-contacts, we recommend checking your walkie for new conversations when entering and leaving new regions, as well as after major story beats.

Throughout the night, you'll have the opportunity to learn more about Violet, Charlie, and Olivia. Olivia's conversation will fall last, and in our case, Jacob mentioned that we should call Maria and ask if she knows anything about Olivia when returning to Point Tilia from Horseshoe Bay.

During this conversation, Maria will reveal that she wishes Charlie had a crush on her, just like he has on Olivia, and will ask Riley what she thinks she should do about it.

Riley will need to respond with "Just ask him out." in order to trigger her conversation with Charlie.

After a short while, Maria will call Riley, asking her to tune into the radio station (88.1). Upon doing so, you'll overhear Maria asking Charlie out, and despite his rejection at a date, you'll complete the Unrequited Radio Romance trophy.

During chapter 3 AM, Jacob will fall through the rotted floor boards of the Church Tower. Instead of immediately climbing down to rescue him, pull out your walkie-talkie and cycle through your contacts. Once you reach channel nine, you'll hear a child come over the radio. Pick up and converse with the child briefly before he is forced to hang up by his mother, who refers to him as Jakey. That's right, you just spoke with Jacob when he was just a little boy. Upon hanging up, the trophy will pop.

Looking for even more Oxenfree II: Lost Signals Guides? Why not check out...

I've Had Weirder Jobs Trophy
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