Trophy Roadmap
Difficulty: 2/10
Estimated time to Platinum: 2 – 3 hours
Trophies: 33. 1 /
4 /
14 /
14
Missable trophies: 1/3 of the list is missable (but none if you use the walkthrough)
Glitched trophies: None
Difficulty related: None
Playthrough: –
Introduction
Welcome to the The Uncertain: Last Quiet Day trophy walkthrough!
In a post-apocalyptic world, a robot named RT-217NP stumbles upon evidence that perhaps not all humans have been wiped from existence. In doing so, he is drawn into the middle of a battle of two warring robot factions – one sympathetic to humans, and one working to ensure their complete eradication.
Video guides of this walkthrough are fine as long as I am credited in the video and the guide linked!
Roadmap
This is actually the first chapter of a (so-far) unfinished game. As such, it ends on a cliffhanger. You have been warned.
Tips and Strategies
Click = button. Sometimes this will be the “pick up” icon, but you won’t actually pick anything up.
You need to get through this game without dying! There’s only a few points where you can die, which I will point out. Consider making back up saves from time to time!
Two collectibles – notes and audio logs. For the audio logs, make sure you stand there and listen to them in their entirety (none of them are long)
This is one of those adventure games where you can’t pick up an item unless your character knows you need it. As such, there’s a lot of back and forth. Sorry.
A full written text walkthrough is provided below, and if you enjoy my work, please consider donating to my Ko-fi.
Text Walkthrough
House
Walk towards the bed until the camera angle changes
Continue walking forward into a kitchen area
Pick up the battery from the table
Go back into the bedroom and look at the dresser
Use the batteries (Circle) with the radio
Click the left side of the radio to turn it around, and put the batteries in
Close the battery slot, click the right side of the radio to turn it around
Top right button will turn on the radio
Click the knob on the right side of the radio, then click the large knob on the front of the radio
Tune the radio – look at the bottom left corner of the screen to see how high your tuning bars are. If not random, you’ll be turning the knob most of the way to the right
Go back into the living room
Talk to the TV – make sure you choose “keep silent” for every dialogue answer – the button will change with each option! – Silent unlocked
Click note on the floor in front of the couch (1/12)
Click toolbox against the back wall – get data disk
Use data disk with TV – click through all the contents until Curious unlocks, then back out
Go back into the kitchen
Click the machine on the table
Solve the puzzle – the timer will reset whenever you get a correct answer. The positions are random and will change every time you have a correct answer. You need to pair up the matching sides of each shape. If you’re worried, take a screenshot, then pause the game so you can study it. Just remember the shape locations will change, but the actual shapes won’t. – I can do a thing or two unlocked when you exit the puzzle
Go back into the living room and click the charging pod right of the bed
Click the electricity box on the right wall
Puzzle is randomized – you need to click the numbers to balance the green bars on the top of the panel. When finished, click the charging pod again – Quick charge unlocked
Buckle up unlocked during cutscene
Outside Shipwreck
Walk up to the crashed ship
Use plasma cutter with door, then follow on-screen prompts
Shipwreck 1F
Walk towards the open door until the camera angle changes
Open the door and pick up the cables
Walk down and left, past both staircases
Pick up the large battery on the ground (may need to scroll the screen left more to see it)
Use battery with the robot
Click the power door on the robot’s lower back
Click the + and – spots on the battery, then click the robot’s power source x3 – it will tell you numbers. Remember them, but they SHOULD be written on the top left corner of the screen afterwards.
Click the robot after the cutscene – get memory chip – Every little helps unlocked. ALWAYS KEEP THIS CHIP.
Go upstairs
Shipwreck 2F
Click the pilot console
Disable the alarm
Open hold – put in whatever the numbers were, then click the green button. It’s a four digit code, so you may need to guess what the last number is (indicated with a *) depending on the numbers the robot gave you.
Go back downstairs
Shipwreck 1F
Open the door in the back right corner – Now you know unlocked
Outside Shipwreck
Hands up! unlocked
Pilot
I was nearby
Short circuit unlocked
Hospital Room
QTE
(whatever) x2 / I have to help BE CAREFUL! There are a few dialogue options that are similar. You specifically need to choose HAVE to help for this trophy! – Uncertain unlocked
Hospital Hallway 1F
Go down and left until you can access a table
Click table – get flashlight
Go up to the yellow robot, then enter the open room on the left
Hospital Cafe
Look under the middle table to look at a cane – Everybody lies unlocked
Click the audio log on the left table and listen to it (2/12)
Talk to left robot – exhaust conversation (ask her about the lighting to cut down on this)
Go back to the hallway, then enter the open room at the top of it
Hospital Hallway 1F
Talk to yellow robot – exhaust conversation
Go down past the staircase and click the open door on the right
You’re looking for four contractors (fuses) – on the middle shelf of the far left shelving unit / on the ground in front of the second locker (going left to right) / between the two garbage bins / on the white back on the back wall
Go past the yellow robot and enter the open room at the top of the hallway
Hospital Admin Room
Talk to robot – exhaust conversation – if you have the option to give the memory chip to the robot, DO NOT DO IT.
Go back to the hallway
Hospital Hallway 1F
Talk to yellow robot
You should now be summoned into the Cafe, so go there
Hospital Cafe
Talk to right robot – exhaust conversation
Go back into the hallway
Hospital Hallway 1F
Go down to the stairs, but don’t use them yet
Pick up the fuse from the cart across from the stairs
Exit down the stairs
Hospital Basement
Go into the open room
Look at the post-it notes on the back wall (3/12)
Click the servers on the left side of the room – click 1, 3, and 4 (starting from the left)
Click the computer, then add the fuse to it
Click the router to the right of the computer – you need to find a chip
Click the thing on the right wall – you need to find a switch
Go back upstairs and into the Admin room
Hospital Admin Room
Pick up the chip – it’s on the ground between the filing cabinets and the bookshelves
Go back downstairs
Hospital Basement
Click the toolbox in the middle of the room – get switch
Go into the open room
Use the chip with the router
Use switch with thing on wall
Click thing on wall
The switch code is randomized – you’ll see some binary above the switches. 1 means the switch needs to be down/green, and 0 means the switch needs to be up/red. I think what switches affect the others is also randomized between games – when you’re figuring this out, click a switch, write down/remember what it affects, then click the switch again to reset it, moving down the line to figure out which switches affect which. This is better than randomly clicking until you get it, as you’ll always be able to get back to all up/red to try again. Good luck.
Click monitor, then click connect – Sysadmin unlocked
Go back upstairs and into the cafe
Hospital Cafe
Talk to right robot
During the conversation, DO NOT GIVE THE CHIP. Choose “leave memory chip for myself”. Your other dialogue choices do not matter.
When you regain control, enter the apartment building and go upstairs
Apartment 2F
Click the door that is covered in police tape
Go downstairs and outside
Outside Apartment
Go into the alley left of the building
Click the ladder, and also look at it
Look at the open dumpster (Clementine’s hat) (1/2)
Leave the alley but don’t go inside yet
Look at the yellow car (2/2) – The Walking Robot Among Us unlocked
Go inside
Apartment Lobby
Go past the stairs and to the left
Keep knocking on the back left door until you unlock both Trick or Treat and
Annoying (4-5x)
Click the pipe in the back right corner of the room (directly opposite the door you were knocking on)
QTE – despite passing it, you will fail. This is required.
Go back outside
Outside Apartment
Go into the alley
Pick up the brick directly under the ladder (not the concrete block)
Go back inside the apartment
Apartment Lobby
Use brick with pipe – QTE – get pipe
Go back outside
Outside Apartment
Go into the alley
Use pipe with ladder
Click concrete block
Use pipe with ladder, then follow button prompts
Informant’s Apartment
There is another way unlocked after cutscene
Note on the right windowsill (4/12)
Audio log on table (5/12)
Look at computer, then look at gun in open drawer – Not as clumsy or random unlocked
Click computer, read all emails, delete them, then back out
NOTE: it’s possible that even after reading the emails, the game won’t let you delete them. If this is the case, you’re stuck at the computer. The game autosaved when you entered the apartment, so close the game and try again. Don’t forget to look at the note and audio log again!!
Walk away from the computer, and click the painting on the left wall
Use communicator with safe – say whatever during the conversation
Use communicator with safe (again)
The safe combination is random. The way this works is that you need to look at the dots on the left side of the communicator – you want all of the points to connect in a single line. You do this by switching around the different parts that build the safe number. It’s pretty obvious what the number needs to be each time, especially because you’ll almost always start with at least two points already connected. I can’t really describe it well, but you’ll pick it up very quickly. Open the safe to unlock Hacker.
Leave the apartment (last chance to get the note and audio log, especially if you got the computer glitch and had to reset).
Bar
Click the pool table – pass the QTEs – Accurate unlocked. If you miss the QTEs, you need to quit to the main menu and choose to continue (you’ll start the chapter again)
Walk right to the bar and click the bottles – He is just a child unlocked
Walk up to the posters
Look at all three posters – Please oh pleeease! unlocked after looking at the middle one
Click the hat on the hatrack – Hipster unlocked (you cannot do this without looking at the hat poster)
Note on table (6/12)
Use key with cupboard
Click open cupboard – GCGF – Perfect hearing unlocked
Bar Basement
Look at chalk drawing on ground – Concrete painting unlocked
Note left of the rug, next to a smaller chalk drawing (7/12) (this one is just a drawing)
Look at/click different things in the room until a cutscene starts (this may just be a timed thing – one time I had to look at everything, and one time I didn’t)
DEATH WARNING! When given a dialogue choice, say RT-217P and you’ll be fine.
Your dialogue choice during the meeting scene doesn’t matter. Just remember to hang on to the memory chip if you’re given the option to give it away (you shouldn’t have the option, but just in case)
After the autosave (check the bottom right corner of the screen) during the cutscene after the meeting scene, quit the game and BACK UP YOUR SAVE. You can die during the next two driving sequences (and all subsequent ones).
Do both driving sequences. The first is easy – just avoid the stuff in front of you. The second is more difficult, as the camera is positioned in front of the car – keep an eye on the red boxes at the bottom of the screen that will indicate the position of upcoming items that won’t hurt you, but will slow you down and put you closer to the enemy. You will also need to avoid the bullets being shot at you from the top of the screen – although you can take 4-5 hits before you actually die. If you die, quit the game and reload your save. Good luck; thankfully these sequences aren’t very long – Ace unlocked
Jammer Location 1
Enter the building and go left
Click the device in back left corner
Click X whenever the red bar is on top of a red dot. Avoid clicking when it’s on a green dot (you can click 3 green dots before you fail the minigame and have to try again)
Go back outside and into your car
There’s an autosave during the first part of the driving sequence. I suggest backing up your save again in case you die during the driving sequences.
Jamming Location 2
Enter the tower
Note on the bed (8/12)
Click the jamming device and do the minigame again
Found it! unlocked during cutscene
Woods
Keep running forward to the rocks
When you come to the trees closest to the rocks, check behind the right tree for a body
Click the body – get keycard
Walk to the rocks
Use the keycard with the electronic panel, then use the communicator with it
On the ground is now a red line. Follow it (it will branch; just pick a branch and follow it. If you pick the right branch, it will branch again). When you get to the end of whatever branch you’ve followed, click the line and you’ll bring up an electronic panel. Do this with all three forks, then go back to the cave and use the keycard again – Not what it seems unlocked
Lab
Use keycard with panel next to open door
Walk right and use keycard with panel next to closed door
Enter the next room
Use the keycard with the panel next to top door
Enter the top room – Goody unlocked, then continue forward
Use keycard with panel at top of the room and enter the next room
Take the right fork and enter a new room
Click the monitor
Solve the routing puzzle – the start and end positions are randomized – That’s much better! unlocked
The game autosaves here. BACK UP YOUR SAVE. The next room has turrets that will kill you. If you’re quick enough, you can quit to the main menu and continue, but it’s good to have this back up just in case.
Go back to the fork and take the other path
Get behind the left boxes, then when you can, go forward to the next set of boxes on the left. When both searchlights are moving to the right, run forward and to the left – you’ll be in the left searchlight’s beam but not in the active part that’s searching for you. When you’re at the front of the room, go right to the door. HERE is a video by Zombie of that particular strategy if you want visual help. https://www.youtube.com/watch?v=oxK11f8tMZE
Note that the turrets will lock onto you for 2-3 seconds before they start firing. You can use this to your advantage to switch up their pattern (like ducking behind the crates after they lock on). It’s also possible to outrun the bullets, so you could possibly make your way to the crates on the right at the front of the room (that’s how I eventually did it)
However you go about it, as soon as you reach the door, Blade Runner will unlock. Good luck.
Use keycard with panel next to door between turrets
Enter the room, then enter the next room
Walk down to the three rows of desks
Audio log on the right desk of the middle row (9/12)
Continue walking down until you see a big monitor
Use memory chip (the one you got from the shipwreck robot) on the monitor – this will disable all turrets (including ones we haven’t come across yet), making the rest of the lab easier!
Backtrack through the turret room, and continue backtracking through the decontamination room (an overhead-view shot).
In the room past the decontamination room, go down and use keycard with panel on left and enter a new room
In the new room, walk down until you see some lockers
Enter the conference room past the lockers
On the table is an audio log (10/12)
Backtrack to the hallway
Go down until the camera angle changes
Use keycard with panel against back wall and enter new room
In this new hallway, go into the left area (sleeping quarters)
Note on bench (11/12)
Note on ground on right between two big red crates (12/12) – trophy will unlock at the end of the game
Leave this room and enter the top room
Click the console
Cutscenes – Lucky dog ,
Meticulous, and
Clearing up the uncertainty unlocked during the ending cutscenes
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Trophy List
![]() ![]() Collect all trophies |
![]() ![]() Use the dock-station |
![]() ![]() Witness the shuttle crash |
![]() ![]() Discover humans |
![]() ![]() Find yourself in a vulnerable position |
![]() ![]() Pass out because of an EMP-grenade explosion |
![]() ![]() Check the contents of the data disk |
![]() ![]() Start the server |
![]() ![]() Check an unknown item |
![]() ![]() Enter the informer’s apartment |
![]() ![]() Crack a safe |
![]() ![]() Trick or Treat? |
![]() ![]() Find two unusual objects |
![]() ![]() Knock on the apartment door |
![]() ![]() Survive a pursuit |
![]() ![]() Break a bottle in the bar |
![]() ![]() Calculate the location of the lab |
![]() ![]() Discover the entrance to the lab |
![]() ![]() Use the decontamination chamber |
![]() ![]() Start generators |
![]() ![]() Admire the painting |
![]() ![]() Please, release it already! |
![]() ![]() Try on the hat |
![]() ![]() Check the revolver |
![]() ![]() Express incredulity |
![]() ![]() Extract the memory chip from pilot |
![]() ![]() Escape the fire from the turrets by yourself |
![]() ![]() Pick the audio code without a hint |
![]() ![]() Read all notes |
![]() ![]() Pocket all balls at the pool |
![]() ![]() Die not even once |
![]() ![]() Keep silent while talking to the customer |
![]() ![]() Calibrate the plasma cutter |
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