The player looks up a lift being carried on chains while monstrous flesh circles around everything.
The player looks up a lift being carried on chains while monstrous flesh circles around everything.

Still Wakes the Deep Achievement Guide: Conquer the Rig and Unlock All Trophies

Developer The Chinese Room’s Still Wakes the Deep plunges players into a terrifying survival experience set on a crumbling oil rig in the North Sea. Beyond the gripping narrative and Lovecraftian horrors, completionists will find a compelling challenge in unlocking all of the game’s achievements. This comprehensive guide will steer you through every trophy and achievement in Still Wakes the Deep, ensuring you can master the rig and claim your digital accolades.

Read More: Still Wakes the Deep: The Kotaku Review
Buy Still Wakes the Deep:Humble Bundle

While obtaining every achievement in Still Wakes the Deep is achievable in around three and a half hours for dedicated players, a blind first playthrough to fully immerse yourself in the chilling atmosphere is highly recommended. Following this initial run, a focused second playthrough utilizing this guide will allow you to efficiently mop up any missed trophies and truly conquer the deep.

Please be aware that this guide contains significant spoilers for Still Wakes the Deep. Proceed with caution if you wish to experience the story unspoiled.

A promotional image for Still Wakes the Deep showcasing the game’s intense and claustrophobic atmosphere.

Full List of Still Wakes the Deep Trophies and Achievements {#list}

Still Wakes the Deep features a variety of trophies and achievements, categorized into story-related, collectible-adjacent, and hidden challenges. Here’s a complete rundown to help you on your path to 100% completion.

Story-Related Achievements

These achievements are unlocked automatically as you progress through the main narrative of Still Wakes the Deep. You cannot miss these if you complete the game.

  • All Beans and Forgiveness (Bronze/10G) – Story related.
  • The Sickening of the Calm (Bronze/10G) – Story related.
  • Breathe In, Breathe Out, Repeat (Bronze/10G) – Story related.
  • Home by Christmas (Bronze/10G) – Story related.
  • Eye of the Needle (Bronze/25G) – Story related.
  • Everything Breaks (Bronze/25G) – Story related.
  • I Am The King (Bronze/25G) – Story related.
  • Compression Ignition (Bronze/10G) – Story related.
  • Into the Belly of the Beast (Bronze/10G) – Story related.
  • Surfacing (Bronze/25G) – Story related.
  • Beacon in the Dark (Bronze/25G) – Story related.
  • Treading Water (Bronze/25G) – Story related.
  • Beaufort Eleven (Bronze/15G) – Story related.
  • Leviathan (Bronze/25G) – Story related.
  • The Drowning of Davey Rennick (Bronze/25G) – Story related.
  • The Horror Sings (Bronze/25G) – Story related.
  • Still Wakes the Deep (Gold/100G) – Story related, awarded for completing the game.

Collectibles and Interaction Achievements {#collect}

While Still Wakes the Deep doesn’t feature traditional collectibles, it incorporates optional interactions that contribute to trophy progress. These include finding deceased crew members, answering emergency phone calls, and even succumbing to various gruesome deaths. Progress for these achievements is persistently saved to your profile, meaning you don’t need to achieve everything in a single playthrough.

Fahrenheit 0451 (Bronze/10G)

This achievement is unlocked by using a fire extinguisher for the first time. You will encounter fire extinguishers at multiple points in the game, with the first opportunity arising shortly after leaving the kitchen in the Accommodation area. Using it to clear your path will grant you this trophy.

Full Fathom Five (Bronze/10G)

To earn “Full Fathom Five,” you must die by falling into the sea in five distinct exterior locations on the oil rig. This requires deliberate action, as opportunities to fall overboard aren’t always readily available.

Specific locations for environmental deaths include:

  • Under Rig: Shortly after the initial outbreak, explore the edges.
  • Starboard: When using the helicopter wreckage as a makeshift bridge.
  • Lifeboats Access: Immediately upon reaching this area.
  • Deck (Second Visit): When navigating the fallen shipping containers while evading Muir.
  • Processing Quad Stack: After defeating Addair, find a hole in the walkway.
  • Accommodation (Final Visit): The Crew Lounge will have a large hole in the wall overlooking the sea.

Clear Down (Silver/25G)

The “Clear Down” achievement requires answering all 13 emergency phone calls throughout the game. While five are mandatory for story progression, eight are optional and easily missed amidst the chaotic environment. Keep an ear out for ringing phones and look for flashing lights indicating an incoming call.

Here’s a chronological list of all phone call locations:

  1. Accommodation: Upon returning for the first time, answer the phone to speak with O’Connor.
  2. Lifeboat Access: After attempting to release the first lifeboat, go upstairs. Rennick will call shortly after.
  3. Lifeboat Access (Continued): After call #2, proceed until a small room with a ladder. Wait for Innes’ call on the phone behind the ladder.
  4. Deck: After the helicopter crash, answer the phone in Rennick’s office to speak with Brodie.
  5. Deck (Continued): Immediately after call #4, a second call from Davros will come to the same phone in Rennick’s office.
  6. Administration: Find the flashing phone in the arrivals/departures office to answer Scooby’s call.
  7. Starboard: Inside the blue shipping container office after exiting the helicopter, answer Bruce’s call.
  8. Leg A: After reactivating the generators, wait for Brodie’s call on the office phone.
  9. Accommodation: Before entering the Processing Quad, in the locker room, use the heater and answer the phone to check on Roy.
  10. Accommodation (Continued): The same phone as #9 will ring again after leaving the room. Double back to answer a creepy call.
  11. Accommodation (Third Visit): In the hallway opposite your entry, use the heater, then walk towards Laundry until the phone rings in the hallway.
  12. Accommodation (Third Visit Continued): After finding Roy in the office above Accommodation, Finlay will call on the nearby phone.
  13. Accommodation (Flooded): The final call is in an office in the flooded Accommodation area. The phone will be flashing as you enter.

Snoop (Bronze/25G)

To unlock “Snoop,” you must visit every accessible residential cabin in Accommodation. This requires thorough exploration, particularly at the beginning of the game and during your third visit to Accommodation.

Cabins to visit early in the game:

  • McClary’s Cabin (Starting Cabin)
  • Cabin #108 (Campbell)
  • Cabin #110 (O’Connor)
  • Cabin #111 (Henderson)
  • Cabin #106 (Addair)
  • Cabin #104 (Gibson/Dobbie)

During your third visit to Accommodation, explore the now-accessible second floor and enter all intact cabins. You should unlock “Snoop” before leaving this area.

Finlay Destination (Silver/75G)

“Finlay Destination” is awarded for dying in all 9 possible ways in Still Wakes the Deep. This will likely require deliberate attempts across multiple playthroughs.

The 9 death types are:

  • Drowning
  • Burning
  • Electrocution
  • Falling off the rig into the ocean
  • Falling from a great height
  • Gassed
  • Flash-baked by a steam vent
  • Killed by a monster
  • Dragged to death by tentacles (Roper)

Specific locations for certain death types:

  • Gas: Access corridor connecting Starboard and Engineering.
  • Tentacle Monster: Encounters with O’Connor at Leg B and Roper in the Marine Control Room.
  • Electrocution, Burning, Steam, Falling: Various environmental hazards throughout the rig.

Greased Scotsman (Silver/50G)

“Greased Scotsman” requires sprinting in all 10 movement modes and traversal types available to Caz. This might be slightly bugged, so focus on it in a dedicated playthrough.

Traversal types include:

  • Running
  • Climbing a ladder
  • Climbing makeshift ladders (yellow beams)
  • Narrow beams
  • Ledges
  • Monkey bars
  • Knee-deep water
  • Swimming
  • Vent slides
  • Vaulting

Ensure you sprint in each of these modes at least once to unlock the achievement.

Good with the ‘Leccy (Bronze/29G)

“Good with the ‘Leccy” requires interacting with all electrical appliances on the rig. Many are mandatory, but some are easily missed.

Key appliances include:

  • Heaters
  • Generators
  • Fuse boxes
  • Breakers
  • TVs (Crew Lounge at the start)
  • Light switches (Cabin or Shower Room near the start)
  • Transistor radios (Laundry Room in Accommodation – turn it OFF)

Explore thoroughly and interact with every electrical object you encounter.

Not so Good with the ‘Leccy (Bronze/1G)

In contrast to the previous achievement, “Not so Good with the ‘Leccy” requires you to die by electrocution in 7 specific locations. These are deliberately dangerous areas, so you’ll need to actively seek them out.

Electrocution locations:

  1. Accommodation: Fallen lights in the hallway outside the Canteen.
  2. Deck: Live current blocking the path to the chopper.
  3. Deck (Continued): Live current blocking the path to Rennick’s office after escaping Muir.
  4. Administration: Sparking conduit blocking an office doorway after pushing the cart.
  5. Administration (Continued): Fallen wiring in the hallway after the first Rennick chase, before the padlock door.
  6. Starboard/Engineering Generator Access: Electrified water before turning off the power.
  7. Engineering (Flooded): Fallen lighting rig during your final visit.

Body Count (Gold/100G)

“Body Count” is awarded for finding and interacting with 19 corpses throughout the rig. 11 are story-related and automatically tracked, but 8 are hidden and require interaction (simply walking by is not enough).

Hidden corpse locations:

  1. Deck: Sunil’s corpse at the bottom of the drop after disabling electricity.
  2. Deck (Continued): Blue coverall corpse near hiding spots by the fence, on the way to elevator controls.
  3. Deck (Helipad Path): Dobbie’s corpse after exiting the storage room vent.
  4. Leg A: Hidden corpse on a broken catwalk, accessible via a ladder before jumping onto the fuel tank.
  5. Leg A (Debris Screen Controls): Corpse visible through the steamed-up window of the venting door above the control room.
  6. Accommodation (Return Visit): Eviscerated corpse on books in an open room after dropping from ductwork to the second floor.
  7. Accommodation (Return Visit Continued): Corpse at a desk in a cabin after leaving corpse #6 room via duct.
  8. Accommodation (Return Visit Continued): Corpse in a bunk in a cabin after leaving corpse #7 room via duct and bathroom vent.

“Body Count” should unlock after obtaining the lighter at the end of the game if all corpses have been found and interacted with.

Social Butterfly (Bronze/10G)

“Social Butterfly” requires initiating every optional conversation at the beginning of the game, before reaching Rennick’s office.

Conversations to initiate in the Canteen and Deck areas:

  • Trots (Canteen)
  • Brodie (Canteen)
  • Addair (Canteen)
  • Muir (Deck)
  • Roper (Deck)

Ensure you interact with all of these characters before progressing too far into the story.

Other Trophies and Achievements {#others}

These achievements are more miscellaneous and often hidden, requiring specific actions or playstyles.

Leaning Into It (Bronze/10G)

To unlock “Leaning Into It,” spot a monster while Caz is leaning. This can be done during your second visit to the laundry room in Accommodation or any other section where you are hiding from mutated workers. Simply lean to peek at an enemy when prompted.

Cerebral Anoxia (Bronze/10G)

“Cerebral Anoxia” is unlocked by drowning indoors. This is likely to happen naturally during underwater sequences in the later parts of the game if you fail to manage your breath. You can intentionally attempt this in the flooded crawlspace during your first Engineering visit.

Sailing By (Silver/50G)

“Sailing By” requires listening to a full news broadcast on a transistor radio. There are two locations with radios playing broadcasts:

  • Accommodation: Laundry room on your first visit, near the Lifeboats Access door.
  • Administration: Office past the blocked door in the stairwell.

Stand near either radio for approximately 5 minutes until the broadcast concludes.

McLeery (Bronze/5G)

For the “McLeery” achievement, enter the shower room at the beginning of the game, next to the naked character, and remain there for about 45 seconds.

Bheir ah cuan a chuiid fhein a’mach (Silver/25G)

“Bheir ah cuan a chuiid fhein a’mach” (Gaelic for “The ocean will bring out its own”) is earned by completing the entire game with Scottish Gaelic dialogue enabled in the Options menu. While spoken dialogue remains in English, subtitles and UI will be in Gaelic, presenting a unique challenge.

Walking Simulator (Gold/75G)

“Walking Simulator” is awarded for completing the game with less than 10 minutes of total sprinting time. Caz’s default movement is already a brisk jog, so avoid unnecessary sprinting. Only sprint during chase sequences or for long jumps. 10 minutes is a generous limit for a standard playthrough.

Me and My Spoon (Bronze/10G)

During your third visit to Accommodation, after reaching Roy’s cabin and obtaining his insulin, focus the camera on the spoon next to the magazine on the green tartan chair near Roy’s bed. Holding the focus for a moment will unlock “Me and My Spoon.”

Look At All This Mess! (Silver/50G)

“Look At All This Mess!” requires picking up and throwing 50 objects. You don’t need 50 unique objects; simply repeatedly pick up and throw any throwable item you find, such as wrenches, mugs, hard hats, or thermoses.

Jetsam (Bronze/10G)

“Jetsam” is unlocked by throwing any object into the ocean. The first opportunity is on your second visit to the Deck. Find a thermos on a bench near a fire after entering the area, pick it up, and throw it overboard.

General Strike (Bronze/25G)

“General Strike” requires hitting any monster with a thrown object. This can be achieved as early as the laundry room escape in Accommodation by throwing an object at a pursuing enemy. You can also easily get this by throwing something at Addair in the generator room.

By following this comprehensive achievement guide, you’ll be well-equipped to unlock every trophy in Still Wakes the Deep and fully conquer the horrors of the Beira D oil rig. Happy hunting!

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