The PS5 version of S.T.A.L.K.E.R. 2: Heart of Chornobyl has 59 trophies in its base list (one platinum, eight silver and 50 bronze), and the Cost of Hope expansion adds 18 more bronze trophies for a total of 77. The platinum is rare, at 0.4 percent of PSN players as of November 2026, mostly because of four ending trophies, a few easy-to-miss quest choices and some long collection grinds.
We checked this against the PSNProfiles trophy list and rarity data, a PSNProfiles community platinum guide, Game8's ending, code and missables guides and GSC Game World's official PS5 launch post in November 2026.
The Trophy List at a Glance
Trophy support arrived with the PS5 release on November 20, 2025, which GSC's launch post lists among the console features. The base list is worth 1,290 points on PSNProfiles, with no gold trophies at all, and none of the 59 is tied to a difficulty setting, so you can play on Rookie without losing anything.

The eight silvers carry most of the weight. Four are the ending trophies, two are big collection tasks, and two are quest-specific and easy to miss. The table shows each one with its PSN rarity on PSNProfiles at the time of writing.
| Trophy | Requirement | PSN rarity |
|---|---|---|
| Miracle hoarder | Collect all artifacts | 0.5% |
| Flash Royal | Gather all armor and gear enhancement flash drives | 0.5% |
| Wardens drool | Save a bandit's life and anger the Ward | 1.1% |
| Scanning complete | Collect every scanner | 1.1% |
| Today never ends | Spark ending | 2.6% |
| Project Y | Kaymanov ending | 6.4% |
| She will never be free | Strelok ending | 7.3% |
| Brave new world | Ward ending | 7.5% |
The bronzes split into story milestones, combat challenges such as Clincher (100 headshots) and BOOM! (20 kills by blowing up the surroundings), and odd one-offs like On the Go, which asks for the bread and sausage sandwich recipe.
The Four Ending Trophies
You cannot earn more than one ending per final run, so the platinum depends on save management. The ending is set by three late choices, and Game8's guide lists them: Scar's question in Subtle Matter ("Eternal spring" for Spark, "Life is for the living" for the rest), Korshunov in Dangerous Liaisons ("I'm not your enemy" for the Ward, "Escape" otherwise), and the Doctor in The Last Wish ([Fire] for Strelok, [Lower the gun] for Kaymanov).
The PSNProfiles community guide recommends three saves to cover everything: one before you enter the pod in Subtle Matter, one at the white door near the end of Dangerous Liaisons, and one after you wake up following the colonel fight under Prypiat, before the Doctor's house. Its author estimates three to four hours from the Subtle Matter choice to the credits. Our endings guide walks through each route and which ending most players rate highest.
Three related bronzes come along the way: Legends never die (kill Strelok), All quiet in the Zone (kill Korshunov) and Alas poor Yorick (kill Scar). Different routes have you face different people, so they fall naturally out of collecting the endings.
Missable Trophies to Plan For
The real danger is a handful of quest trophies that close off quietly. The PSNProfiles guide flags these as the ones to watch, with Flash Royal as the most punishing.

- Flash Royal: two blueprints can be missed. The Rubber Layer requires siding with the Ninth during the early side quest The Lost Boys, and the Integral A Sleeve Tightener was moved to SIRCAA, which you cannot return to. The guide's author says the trophy tracks blueprints in your save slot, so keeping a save before The Lost Boys and another at SIRCAA lets you recover from a mistake.
- Stalker's smarts: requires siding fully with the Ward from early on (handing the scanners to Captain Zotov, helping the colonel, showing him the PDA) so that you reach Camp Icarus and its technician's side quest.
- Wardens drool: rescue the captured bandit during Answers Come at a Price. It turns the Ward hostile and locks out Stalker's smarts, so the guide suggests a save beforehand.
- Apple-shot: in Bullseye, play the bandits' game and hit the three apples instead of opening fire.
- The good ol' days: during Three Captains, help Sultan and Beard against the mercenaries after the sniper's nest.
- On a leash: when you reach the interference device, shoot it; the guide warns that interacting with it voids the trophy.
- Baptism by fire: help Zalissya survive the Monolith attack, completing the optional preparation objectives first.
Game8 adds a broader warning: Down Below is the point of no return and cancels any unfinished side missions. Do not start it until the quest trophies above are done.
The Long Grinds: Artifacts, Scanners and the Map
The two rarest silvers are collection jobs. Miracle hoarder needs every artifact, and the community guide's advice is to keep your own list, since the game does not track which ones you have found. It also suggests keeping a save from before SIRCAA, because artifact spawn rates change after that point, and notes that the Crystal Thorn Dvupalov gives you and the Soul from a Chemical Plant side quest do not count. A good detector makes all of this far quicker, and our detector guide explains which models show artifacts on screen.
Curiouser and curiouser is the arch-artifact version, at 3.3 percent. Scanning complete asks you to collect every scanner; the guide warns that the Rostok scanner relies on an NPC to activate it, so save before you approach in case he fails to appear.
The four winds requires unlocking the whole map. The guide names three easily missed areas: the Chornobyl Nuclear Power Plant (reached by following the train tracks east from Yaniv), the Iron Forest (reaching the Iron Forest gate north of Garbage) and the Generators, which only open in the finale. Coupons to burn needs you to spend over 1,000,000 coupons in total, which happens naturally if you keep upgrading and repairing.
Combat and Odd-Job Trophies
Most combat bronzes pop with normal play, but a few reward planning. Can opener wants a knife kill on an enemy wearing an exoskeleton, and our exoskeleton guide notes where exosuit-wearing mercenaries show up. Peace and quiet asks you to kill everyone in a camp before the alarm goes off, and the community guide reports success by clearing a checkpoint in south Cordon at night without ever being detected.
- Bingo (0.9 percent): bleeding, sleepiness, hunger, alcohol, radiation and psi at the same time. The guide says the sleep effect is the hard part.
- Loner shooter: a headshot from 75 meters without scoping in at the moment it lands.
- Bouncy: a successful 30-meter drop, which the guide pulls off using a pillow anomaly.
- Merry-go-round: drop a corpse into a Whirligig anomaly.
- Tit for tat: buy and sell goods for exactly the same amount in one deal.
- Between the lines: open the coded apartment door southwest of the CSC building in Prypiat, with the code in our safe and door code list.
A Platinum Route in One Main Playthrough
Putting the advice above together, a single careful campaign plus a few reloads is enough. This order keeps every missable open for as long as possible.
- Before The Lost Boys, make a dedicated save, then side with the Ninth for the Rubber Layer blueprint.
- Decide early whether this save is chasing Stalker's smarts. If it is, back the Ward in A Needle in a Haystack, Answers Come at a Price and Back to the Slag Heap. Use a separate save for Wardens drool, since it turns the Ward hostile.
- Grab the Integral A Sleeve Tightener at SIRCAA, and keep a save there plus one from before SIRCAA for common-artifact farming.
- Clear side quests like Bullseye, Three Captains and the Zalissya defense as they appear, and collect scanners, flash drives and artifacts along the way.
- Visit the Iron Forest gate and follow the tracks east from Yaniv to the CNPP area for The four winds before the finale.
- Make the Subtle Matter, Dangerous Liaisons and Doctor's house saves, then finish Down Below once per ending from those saves.
Keep the early saves in protected slots you never overwrite. They are your insurance against the two most common platinum killers: a missed blueprint and a quest choice made on autopilot.
Cost of Hope's 18 Trophies
The expansion pack is all bronze, but it has the same branching problem as the base game. Freedom of Choice and This is our Duty require siding with Mavka and with Zulu, In the heart of the enemy and The times of Freedom each need a different faction base at the CNPP, and Battle on, and win your battle and Contra spem spero are the two endings. Game8 says one choice in The Destructive Power of the Mind decides the route, so save before that mission and play both branches.
The rest are story and exploration trophies such as High voltage (find a way into the Iron Forest), Kilometer Zero (reach the CNPP) and Voices of the Zone (get a stash hint from the Faraday anomaly).
Want It Done for You?
If the endings, missables and collection grinds are more than you have time for, the store offers a Stalker 2 platinum trophy service for PS5. The listing covers all 50 bronze and all 8 silver trophies plus the platinum, unlocked on your account, and lets you choose between timestamps spaced out over days with realistic gaps or all trophies unlocking within a few seconds. You provide your account details at checkout.
The page notes that its counts reflect the standard trophy list, and that DLC-only trophies need the matching DLC, so ask before ordering if you also want the Cost of Hope set. It is PS5 only. For PS5 and PC players who would rather earn it themselves with a head start, other services are on the Stalker 2 hub.
Frequently Asked Questions
How many trophies does Stalker 2 have?
59 in the base game (1 platinum, 8 silver, 50 bronze) and 18 bronze in the Cost of Hope pack, for 77 in total on PS5.
Are there difficulty trophies in Stalker 2?
No. None of the trophies is tied to a difficulty level, so Rookie is fine for the platinum.
Is the Stalker 2 platinum hard?
It is long rather than skill-heavy. The difficult parts are the four endings, the missable quest trophies and collecting every artifact, scanner and flash drive.
What is the most missable trophy in Stalker 2?
Flash Royal, because two blueprints can be lost: the Rubber Layer in The Lost Boys and the Integral A Sleeve Tightener at SIRCAA.
Do you need multiple playthroughs for the platinum?
Not if you keep saves before the three ending choices and before the missable quests. Without them, you would need several runs.
Are the Cost of Hope trophies needed for the platinum?
No. The platinum is in the base list. The 18 Cost of Hope trophies are a separate pack that counts toward full completion.