Seasoned Porter: 30 S ranks and the difficulty rule that voids them
The second rarest trophy, at 7.3%. What counts and what does not, how each order type is graded, and the 15 elimination and destruction orders that are the bottleneck.
And it counts towards Standard Porter, Compulsive Cargo Carrier, Heavy Lifter, Long-Distance Lugger, required for the platinum.
The rules the description does not state
Seasoned Porter asks for 30 S ranks on standard orders: 10 deliveries, 10 recoveries and 10 eliminations or destructions, which count together. 7.3% have it. Standard orders open in Episode 3, and the first one you finish, with any grade, gives Standard Porter (66.3%).
Three details the description leaves out. First, S ranks on the lowest difficulty do not count: you have to play on Casual or above. Second, if you drop to the lowest difficulty with orders accepted, those orders count at the lowest even if you raise it again: abandon them and accept them again. Third, each order counts once: repeating it on a higher difficulty improves the grade, but does not add another.
The game shows no counter. The order search lets you filter by standard and by objective, and shows each order's best grade: that is how you keep count.
Dropping to the lowest difficulty to get through a hard story section voids any standard orders you have accepted at that moment. Deliver or abandon them before changing it.
Delivery and recovery: all the cargo, almost intact
Delivery orders (cube icon) and recovery orders (down-arrow icon) are graded the same way: how much cargo you bring and the average damage to its contents, which almost always has to stay under 5%. Unlike the first game there is no extra premium delivery requirement, and the S threshold does not change with difficulty.
Some have a time limit, but none of the 30 needs to be one of those. There are plenty of deliveries: pick short ones, on roads, with cargo that fits in a vehicle. Recoveries are fewer, but there are still many.
Elimination and destruction: the 15 orders there are
They are the bottleneck: for elimination (skull) and destruction (explosion) there are only 15 standard orders, and you need 10. They are graded on the total damage Sam takes from the moment you accept the order, not from when you reach the objective, with a margin from 30 to 100% depending on how dangerous it is.
So: accept and go straight there, with no stops on the way. And save right after accepting: if you take too much damage, reload and retry without waiting for the order to come back. Facility names are from the English version.
| Facility | Region | Standard orders |
|---|---|---|
| Ciudad Nudo del Norte (C1) | Mexico | No. 202 |
| Villa Libre | Mexico | Nos. 214 and 215 |
| C1 South Distribution Center | Mexico | No. 227 |
| The Government's Base | Australia | No. 253 |
| West Fort Knot (F1) | Australia | Nos. 287 and 293 |
| F2 South Distribution Center | Australia | No. 340 |
| The Dowser | Australia | No. 360 |
| Heartman's Lab | Australia | No. 366 |
| The Chronobiologist | Australia | No. 457 |
| The Metagenomicist | Australia | No. 471 |
| F5 East Distribution Center | Australia | No. 482 |
| The Fisherman | Australia | No. 494 |
| F7 North Distribution Center | Australia | No. 575 |
The three counter trophies that come on their own
Three trophies add up what you deliver, and all three pop on the results screen of an order, never mid-route: two tons of cargo (63.9%), 80 km travelled with active orders (65.0%) and 500 pieces of cargo (38.0%).
The first two land during the story. The 500-piece one is the slow one, because early orders carry few items; but raising all 42 facilities means delivering around 2,000 pieces and around 30 tons, so none of the three asks for anything extra.
The trophies involved
Each one links to its section inside the full Death Stranding 2: On the Beach trophy guide.