All 42 facilities to level 5: the trophy that is the platinum

Connecting Hearts and Minds is held by 6.6% and the platinum by 6.1%. Which facilities are optional, which stall until you do a sub order, and how to farm Likes without wasting hours.

Completing them unlocksStarting Point trophyStarting PointBronze88.80%

And it counts towards Keep on Connecting, Connecting Hearts and Minds, A Life Well Liked, A Porter at Peak Popularity, required for the platinum.

The EveryTrophy team4 min readPublished on 19/10/2026Updated on 19/10/2026Covers 5 of the 55 trophies

Why this trophy is the platinum

Death Stranding 2 has 42 facilities: 30 are connected through the story and 12 are optional. Three trophies depend on them: connecting the first (88.8%), connecting them all (17.5%) and raising them all to connection level 5, held by 6.6%.

The platinum sits at 6.1%. Half a point apart means almost everyone who finishes all 42 facilities takes the platinum: by then they have done nearly everything else without trying. Finishing the story, by contrast, is managed by 44.5%.

A facility's level rises with the Likes it gives you for delivered orders, lost cargo and aid requests. Nothing is missable: everything can be done in Episode 17, the post-game.

Key

Connect the optional ones as you progress the story. Each one extends the chiral network, and inside the network you get other players' structures and the Mechanic's floating vehicle, which only works there.

The 12 optional facilities and how to open them

Optional facilities connect in two ways: by delivering lost cargo addressed to them, usually found nearby, or through a sub order from another facility. The table uses the English names, which is how they appear in guides.

The hardest to open is the last one: its lost cargo is in very few places, all hard to reach. And the one that drags the most trophies with it is the Ghost Hunter, with three.

FacilityHow to connect itWhat else it asks
The ArtistLost cargo on the nearby mountain (Mexico)Likes only
The BokkaLost cargo in the nearby desert and forest (Mexico)Likes only
The Lone CommanderSub Orders No. 100 and 101Likes only
The InventorLost cargo on the shore facing his island; reach it via the yellow strip in the tar or from the monorailLikes only
The ArchitectSub Order No. 105 from the Pizza ChefLevel 2: electric trap, for Master Builder
The PioneerAfter Main Order No. 28, cargo in the rubble north of the Episode 7 facilityLevel 1: deployable shield, for Master Builder
The Ghost HunterSub Order No. 109 from the Chronobiologist and No. 110Orders Nos. 111 to 114, one per level; 114 requires the other 41 connected
The FishermanSub Order No. 116 from the F5 East Distribution CenterOrder No. 117 for level 5: the Tar Lake boss
The Aeronautical EngineerSub Order No. 122 from the Eastern Environmental ObservatoryLikes only
The Tar TherapistLost cargo on the nearby mountainLikes only
BPASNearby lost cargo, then a standard order it postsLikes only; each level gives an APAS enhancement
Mr. ImpossibleLost cargo on the Tar Lake cliffs, a peak near the Aeronautical Engineer or an islet by the F8 bridge; then a sub orderOrder No. 124 for level 5, post-game only

The ones that stall: the 80% sub order

Several facilities stop rising around 80% of a level even if you keep delivering. It is not a bug: they are waiting for a sub order, and they tell you with an SSS message. It happens with the Adventurer (Orders Nos. 118 to 121, one per level from 2 to 5), the Ghost Hunter (Nos. 111 to 114), the Fisherman (No. 117), the Pizza Chef (the level 2 misanga) and the last optional one (No. 124).

If a bar is stuck and no message has arrived, the facility is waiting on the story: one of them does not rise until the post-game. In the connection table each level also hands out rewards — weapons, APAS enhancements, gear — and some of them are what other trophies need.

The last order from the last optional facility asks you to collect seven XL items, one in each MULE area, with a 50-minute limit. With the road network finished and a vehicle, it takes about 35.

How to raise levels without wasting hours

First, switch on the APAS enhancement that shortens standby for completed standard orders: they can be repeated for the same Likes as soon as they are available again. Then use the order search by destination: it lists the orders that end at the facility you want to raise and whether they are available or on standby.

An order's Likes depend on distance, the number and weight of the cargo, and how you dealt with enemies on the way. At facilities with few orders, repeat the heaviest ones. Other players' lost cargo you find at facilities also counts, and raises your porter grade along the way.

The two Like trophies come on their own: A Life Well Liked at 2,400 and A Porter at Peak Popularity at 50,000. Raising all 42 facilities hands out between 300,000 and 400,000.

The trophies involved

Each one links to its section inside the full Death Stranding 2: On the Beach trophy guide.

Starting PointBronze88.80%
Connect your Q-pid for the first time.
Original name: Starting Point
oculto
Keep on ConnectingSilver17.50%
Connect all facilities using your Q-pid.
Original name: Keep on Connecting
oculto
Maximize your connection level with all facilities.
Original name: Connecting Hearts and Minds
oculto
A Life Well LikedBronze77.80%
Receive a total of 2400 or more Likes for completing orders.
Original name: A Life Well Liked
oculto
Receive a total of 50000 or more Likes for completing orders.
Original name: A Porter at Peak Popularity
oculto

Other Death Stranding 2: On the Beach guides

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.
Porter grade 40 in all five categories, and the online trophies
A Premier Porter sits at 22.6% and is one of the two trophies that need a connection. What raises each category, which ones are slow, and how to farm the player link one by finishing roads.
The optional bosses and the facility secrets
Eight trophies hidden behind sub orders: the Ghost Hunter, the Lord of the Tar Lake, the Pizza Chef, the F3 crater and the captures. Saving Terminal Fort Knot, at 8.7%, requires the other 41 facilities to be connected.
Master Builder, roads, mines, monorail and hot springs
The 18 structures for Master Builder (7.5%), including the two the game does not track on your profile and the two you have to finish yourself. Plus the construction work: three mines, a monorail line and the first hot spring.
The one-minute trophies almost nobody has
Bartering with a porter sits at 16.0% and decorating the private room at 17.1%, and both take a minute. Eight small trophies with the rule the description leaves out, including the room that works for one and not the other.
The 16 story episodes: where each trophy pops and what to get done along the way
Sixteen hidden trophies, one per episode, with nothing missable. 44.5% finish the story, and the biggest drop comes on arrival in Australia. What to get done before Episode 17 so you do not retrace your steps.