A Chair in a Room
A Chair in a Room: Greenwater is a psychological thriller VR adventure in which players wake up as Patient 608 in a mysterious mental institution. Throughout the story, players explore disturbing parts of their past and solve various environmental puzzles from a first-person perspective. The gameplay relies on immersive room-scale interactions and a dark atmosphere across different chapters. The trophy list consists of 12 trophies without a Platinum, most of which are unlocked naturally through normal gameplay.
Overview of the platinum guide
No missable trophies · Fully obtainable offline
Platinum Requirement Profile (Difficulty & Effort)
A short VR horror game without a Platinum trophy, easily completed to 100%.
- Mechanics & Peak: 1/10 – Simple VR interactions without skill checks or time limits.
- Guide Reliance: 2/10 – A few specific actions require a quick guide check.
- Grind & Collectibles: 1/10 – Taking 66 pills takes only a few minutes.
- RNG & Luck: 0/10 – All trophies are completely deterministic.
- Punishment Severity: 1/10 – No actual fail conditions besides jump scares.
- Co-op / MP Dependency: 0/10 – Pure single-player experience.
Trophies
Routine
Completed a day in the hospital
Earned automatically as you progress through the game.
A memory
Initiated the first memory
Earned automatically as you progress through the game.
Feeder
Feed the crocodile
Throw a piece of meat to the alligator in the swamp area in front of the motel in Chapter 2.
Matthew 14:25
He walked on water
Step directly onto the surface of the swamp water and walk across it in Chapter 2.
What lies beneath?
Uncovered the body
Earned automatically as you progress through the game.
Tablets and ghosts
Consumed 66 tablets in the Pelican Motel
Consume a total of 66 medication pills from scattered containers in the Pelican Motel (Chapter 2).
Arrested
There was never a trial
Earned automatically as you progress through the game.
A development
Complete the dark room
Earned automatically as you progress through the game.
Suppository
Give the preacher something he doesn't want.
Insert an object into the preacher from behind at buttock level in Chapter 6.
An apple from the tree
Get the preacher to confess
Earned automatically as you progress through the game.
Signs of recognition
Cognitive response detected
Earned automatically as you progress through the game.
A Chair in a Room
Complete the epilogue
Earned automatically as you progress through the game.