TL;DR
The full trophy and achievement set in Tainted Grail: The Fall of Avalon is earnable in a single playthrough. No faction, no ending, and no decision permanently blocks anything. Every choice trophy fires no matter which side you pick, so the only real risk is a short list of missables that lock behind one-time bosses, NPCs, and prologue items. Pet the croakmaw before it can die, loot item:caradoc's armor before you leave Asylum Island, and grab the cell letter at the very start. Everything else you can mop up at the end. PlayStation players get a Platinum; PC and Xbox get achievements only.
This is a checklist, not a grind wall. We grouped the missables by act so you can run a clean 100 percent without a second save.
The one rule that makes this easy
There is exactly one thing you have to internalize: nothing here is mutually exclusive. The choice trophies that look like fork-in-the-road traps (The Fate of the Horns for item:galahad versus item:one-eye, Chains or Freedom for who holds Cuanacht, Shackles of Faith, Justice Delivered, The Keeper of the South, The Sporeborn King) each award the trophy on either branch. Pick whatever you want for your story. You will not lose progress. For the full picture of how every fork resolves, see our choices and endings guide.
That collapses the whole list into two jobs. Job one is the missable checklist below, organized so you never walk past a locked door. Job two is the obscure unlock conditions nobody trips by accident, which we spell out at the end.
Prologue: do not leave Asylum Island without these
The prologue is where most blind players lose their Platinum before they know the game has trophies. Two setups happen here and only here.
No Chains, No Destiny asks you to kill Caradoc on Asylum Island before you leave. He does not reappear later. While you are at it, strip his full armor set off the corpse, because you need it for an Act 1 trophy and you cannot get it anywhere else.
Forged in Loss starts in your starting cell. Grab the letter. You deliver it much later to the blacksmith Erfyr in Cuanacht, but if you never pick it up, the chain is dead before it begins. There is no second copy.
Act 1: Horns of the South
This is the densest missable region. Work through it before you trigger the late-act story beats that close these windows.
Double Identity wants you to talk to Caradoc while wearing his full armor set, spoken to outside the Lair of the Beast. This is the payoff for looting that armor in the prologue.
Gates Are Unnecessary is the most overlooked one. Reach the Horns stronghold by swimming and speak to the Quartermaster, Fearghas, without ever opening the front gate. The moment the gate opens, the trophy is gone for the run.
The Deadliest Catch has you kill the Scourge of the Seas boss with a fishing rod. It is a one-time boss with no respawn, so if you fight it normally first, you lose this. Equip the rod and commit before you engage.
The Oracle's Cluck is a multi-act sleeper. Drink the potion Jann Heber offers, and he only offers it at your first meeting. Then speak to the chicken Muriel three separate times across Acts 1 through 3, and finally tell the chicken to fly. Miss the first-meeting potion and the entire chain breaks.
Blooming Friendship wants you to spare the Tired Guard at Smuggler's Bay. Do not kill him. Follow the dialogue, feast and smoke with him, and pick "best friend."
Yours Forever is the romance trophy. Be kind to item:alisa at the first meeting, or romance item:beor later through the right choices. You only lose this if you alienate both. For the safe partner routes, see our romance guide.
By My Own Hand is the alternate Excalibur method: retrieve item:excalibur before being deemed worthy, which means acting before you meet the Lord of the Seas.
WAAAOOOAAGGHH!!! is self-inflicted and easy to forget. Equip the fake fall-damage-reduction ring, then die from a fall.
Act 2: Cuanacht
Two things to watch here, and one of them is genuinely fragile.
The Cost of Curiosity is petting a croakmaw. The croakmaw can be killed or lost for good if you engage before petting it, so save before you approach. This is the single trophy most likely to slip past a careful player.
The Sporeborn King asks you to accept the mushroom NPC's request to infect Queen Sagremor with the mycelium before the Queen Sagremor boss fight. It is an ending variant, and it is still earnable in your one run as long as you take the offer when it appears. The full ending tree is mapped in our endings guide.
Act 3: Forlorn Swords and Dal Riata
And My Axe! is the only Act 3 missable with strict requirements. Hold a Moot with all four Dal Riata tribes sending an envoy, which means making the right call for each one. Finish the Volker questline. Side with the chief and kill the god for Sveinn. Choose "Yngvi fulfilled his duty" for Theud. Pick Stron'ner as chieftain, not Darv'hanr, for Ulfr. A wrong tribal choice locks the trophy.
The obscure unlocks nobody guesses blind
These are not missable in the same way, but you will never trip them by accident. They are the reason most players stall at 95 percent.
| Trophy | How to unlock |
|---|---|
| Bear Handed | Kill a bear with the killing blow from your fists |
| Pen Mightier Than Sword | Kill an enemy with the sketchbook (a purchasable item) |
| Shouldn't Have Done That | Burn Strawfather's hay with a fire arrow or fire magic |
| Ironic | Use the cheese-turning spell to turn Rumpolt Finnini, the man who taught it to you, into cheese |
| My Wolves Are Better Than Yours | Kill 10 wolves using summoned wolves |
| Unleash the Legend | Kill 5 enemies in a single use of Arthur's Power |
| New Friend | Hatch Qrko from the Questing Beast egg in the Lair of the Beast (a long incubation of roughly 5,000 steps) |
| It's Alive! | Cultivate a plant from a pumpkin seed (about 30 minutes of real growth time) |
| Last One of the Season | Wake up a Gloomfrond |
| Prey of the Wyrdness | Get ambushed during Wyrdnight by sleeping outside a safe area with no cobweb protection |
| Home Sweet Home | Buy a property (Horns runs about 20,000 gold, Cuanacht about 50,000) |
Collections to track from the start
A few trophies need you to grab things along the way, but they can all be finished late as long as you keep the items.
Honor Over Life wants all 13 Keeper dogtags brought to Fearghas, the Quartermaster. For Academic Purposes needs all of Liliana's books in your inventory at once, not in a stash; most are buyable from Vrell's shop, the rest require theft. Pilgrim of the Wilds sends you to every Stagfather sacred site, nine shrines across the three regions, three per region, completing the hunt at each. The Fisher-King's Successor asks for every fish species in Avalon. Trinity is killing the three Knights of the Void, item:abigor, Beherit, and Cobalt, one per region. Beyond the Veil is the secret ascension path, reaching the hidden areas in sequence and opening the Round Table knight tombs. Bleeding Heart of the Plague is reaching that location and uncovering its truth.
Counters and levels: pure mop-up
Everything in this last group ticks up while you play and finishes itself if you do the regions thoroughly. The level trophies land at 5, 20, 35, and 50. The crafting counters cover 10 crafted items, 50 cooked dishes, 25 brewed potions, and 50 picked locks. The One Percent wants 10,000 wealth. Soft Underbelly needs 100 weak-spot hits, which a bow clears fast. Master of One asks you to max a single Skill Proficiency, Pages of Experience wants 25 journal entries, and the faction completion trophies (The Keeper of the South, Justice Delivered, Ailei's Healthcare System, The Spark of Creation, Fate of the Crows, The Stonewarden) all come from running each questline to its end. None of them conflict, so finish every faction you start and the counters close on their own.
The story trophies, from The Once and Future King in the prologue to King of Avalon at the finish, unlock automatically as you push the main quest. Watch the missables, track the collections, hunt the obscure unlocks, and the Platinum is a single clean run.