Trophy Roadmap:
Difficulty: 2/10.
Estimated time to Platinum: 30 – 60 minutes.
Trophies: 16. 1 /
9 /
5 /
1 .
Missable trophies: *Important to get shade ending first*
Glitched trophies: None.
Difficulty related: None.
Playthrough: 1, then using chapter select to grab the Light ending trophy.
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Introduction:
Welcome to the In Rays of the Light Trophy Guide!
This is the latest game published by Sometimes You, featuring stunning visuals and a wonderful melodic soundtrack.
When the game begins there is only you, in an abandoned and overgrown world. The setting is both gloomy but beautiful. Scary yet serene. Explore the desolate environment to discover the metaphorical and philosophical story revealed in the details of the surroundings. It is an atmospheric parable about our place in the world, life and death. And I was very impressed! I spent a good few hours exploring around this game, I do recommend you play it it was quite a gem 🙂
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Notes/Important info:
In this game there are 2 endings that have their own trophies, one for spending the game in the Light, and one for spending the game in the Shade. I spoke to the creators/publishers and they say there is no exact time, but it is calculated by how much time you spend in the sunlight, aswell as how much you use the other light sources like the flashlight, and the lighter. So for the shade ending simply don’t spend too much time outside, and you can use the flashlight and lighter but don’t use them too much only use them when you need to.
Quite importantly, go for the shade ending first, purposefully not using much light. Doing this we will not need to do another full playthrough afterwards, as we can just quickly grab the light ending afterwards via chapter select and loading up chapter 7 which is just before the ending, and simply then standing in the sunshine for a bit! This will not be possible the other way round.
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Roadmap:Â
Step 1: Shade Ending. Grab the miscellaneous trophies along the way, as well as the 12 note collectables.
For the shade ending only be outside in the sunlight when you need to be (quickly for a trophy or for story progression), and don’t use the flashlight or lighter much, you can use them but only really when you need to, like in the dark tunnels of the bunker.
Many of the trophies will be story-related place’s you need to go to progress, but along the way grab the few easy miscellaneous trophies, which will be for picking up the map, finding the lone can from the intro, interacting with the soda vending machine, answering the phone, walking for 5km, and for finding the 12 collectable notes. Please see the guides below for more details.
You’ll be earning these trophies: Oops!
Glad to see you!
Bus cracker
Place
Plan
Voice from the past
Let there be light
Play!
Reader
I just checked it…
Trophy
Forever
Step 2:Â Watch the secret film.
For completing the game getting the Shade ending, you will now have access to the secret ending. After the credits you will regain control back in the starting room. Go to the toy grabber machine to pick up the new item (film reel box) that is now there, and go and play this secret film in the lecture/projection room to get this secret trophy.
You’ll be earning these trophies:
Secret
Step 3: Reload Chapter 7, to grab the Light Ending. And finish off the walking 5km trophy.
Now that all the rest is done, from the title menu select ‘Load Game’ and you will see the chapters listed 1-8. Select to reload up chapter 7, which will bring us right before the end of the game. Now go outside and spend 3-5 minutes stood in the direct sunlight. After 3-5 minutes in the light then continue to complete the game again as you did before. This time in the final scene you will be lifted up instead, where this trophy will unlock.
Also If you haven’t got the walk 5km trophy yet then finish this off now too by running around while you are waiting in the sunlight.
During this step you’ll earn the following trophies: God of walking simulator!
To the Light
In Rays of the Light PlatinumÂ
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Map:Â
LEVEL 1 is ground floor of the main building. LEVEL 2 is 1st floor of the main building.
Green for places you have to go for story progression. The 2 purple dots are for places to just grab a misc trophy.
Numbered in a flowing good order to complete the game. I’m adding this labelled map image so you don’t get lost, and so you know where to find everything 🙂
1 – Pipe location, in Room ’12’ sink. The Flashlight is also on the corridor wall by here.
2 – Room ‘7’ Closet to push out the window.
3 – ‘Steward’ room locked closet (code 047) to pick up Film Reel.
4 – Map/plan location, on wall by main entrance.
5 – Room with Soda Vending machine & Coins to pick up.
6 – Room with Note, & Key in locker.
7 – School Bus – Note & Gas Can.
8 – Outside smashed closet we pushed out the window – Basement Key.
9 – Security room – Note & Lecture room Key.
10 – Basement – Note, Lighter, Generator, Bunker entrance.
11 – Annex/workshop building – Note, & Fuse in locker #2.
12 – House – (End up in here when you have gone through the bunker) Answer the Phone & Note.
13 – Pick up lone Can, on floor outside by bench by steps.
14 – Toy Grabber Machine – Pick up Switch from inside, & Secret Film Reel later.
15 – Lecture room – Note, switch panel puzzle, Projector.
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Text Walkthrough:
Notes:
- Â Most important thing to remember: FOR THIS SHADE ENDING YOU MUST NOT BE IN SUNLIGHT/OUTSIDE FOR TOO LONG. YOU CAN USE THE FLASHLIGHT & LIGHTER BUT DON’T USE THEM TOO MUCH, ONLY USE THEM WHEN YOU REALLY NEED TO LIKE IN THE DARK TUNNELS OF THE BUNKER.
- Use the L2 button to run, always run when you go outside so you don’t spend too long in the sunlight.
- I recommend via options from the pause screen or from the title menu, to turn up the in-game brightness, as some parts of this playthrough will be quite dark, and it will help us need the flashlight or lighter less.
Exit the starting room.
Pick up the FLASHLIGHT taped to the wall in the corridor in front of you.Â
Turn the flashlight on or off by pressing button. (Leave the flashlight mainly off, only use it in very dark places when you need to.)
Enter the next open door on the right (room 12) and pick up the PIPE from the sink.
Use the PIPE to open the barricaded door opposite.
Follow the path and go through the double-doors.
Enter the open door on the right (room 7) and push the CLOSET out of the window. Oops! (Trophy 1/16)
Go forward to the next door (‘STEWARD’ room) and use the PIPE to open the barricaded door.
In here interact with the lock on the closet and input the code: 047.
(The code is found from numbers in photo’s scattered around the building but we can skip interacting with those.)
Pick up the FILM REELS that were inside the locked closet.
Go downstairs and pick up the MAP (on the wall by the big window by the main entrance). Plan (Trophy 2/16)
Go in the next room in the corner on the right (unlabelled no door) and interact with the SODA VENDING MACHINE. I just checked it… (Trophy 3/16)
In the same room as this soda vending machine, pick up the COINS on the shelf by the phones.
Go in the next door on the left (unlabelled no door) and pick up the NOTE (1/12) on the table.
In this same room, open the GREEN LOCKER and pick up the (GREEN) KEY.
*NOW WE ARE ABOUT TO GO OUTSIDE, ALWAYS USE THE L2 BUTTON TO RUN WHEN OUTSIDE SO WE DON’T SPEND TOO LONG IN THE DAYLIGHT! DON’T BE OUTSIDE TOO LONG JUST DO WHAT YOU NEED TO DO THEN MOVE ON!*
Exit this room and go out the left exit outside, go left and use the PIPE to open the door to the SCHOOL BUS. Bus cracker (Trophy 4/16)
From inside the school bus pick up the next NOTE (2/12) by the drivers seat.
From inside the school bus also pick up the GAS CAN.
Run back to the edge of the main building, and pick up the (RED/BASEMENT) KEY from the smashed closet we pushed out the window.
Follow the edge of the building and go through the main entrance back inside the main building.
Go to the other side of the ground floor and go in the ‘SECURITY’ room, to see a bird land on the table. Glad to see you! (5/16)
In this SECURITY room pick up the NOTE (3/12) on the table.
Also in this security room pick up the (BLUE) KEY from inside the closet.
Go left and out through the exit under the stairs to go outside, on your immediate right you will see the metal fence and stairwell down to the Basement. Enter the BASEMENT. (It is also under a big ‘3’ sign).
In the basement look right and pick up the LIGHTER on the table.
(You can use the lighter but don’t use it too much, only use it in very dark places when you really need to.)
Also in the basement go towards the other LAMP to find the next NOTE (4/12) on the table.
Exit the basement and turn left and run across the street to get to the ANNEX/WORKSHOP/BUILDING.
Go to the door locked by rope/twine equip the lighter and burn off the twine to enter the building.
Inside this workshop building pick up the NOTE (5/12) on the table.
(Look above this note to see the clock, the clock hands pointing to 1, 4, & 6.)
Now interact with the GREEN LOCKERS next to it in this order.
First interact with green locker 1.
Then interact with green locker 4.
Then interact with green locker 6.
Now when you interact with green locker 2 it will open.
Pick up the FUSE from inside green locker 2.
Now run back to the BASEMENT.
In the basement on the right is the GENERATOR, put the GAS in the gas tank, put the FUSE in the fuse box, then pull the SWITCH to turn the generator on. Let there be light (Trophy 6/16)
In the basement go towards the red lights and through the new door into the BUNKER.
Go across the room to the other side into the bathroom, pick up the NOTE (6/12) on the shelf in this bathroom.
Strange trippy segments incoming…
From the bathroom look right and you’ll see a dark entrance to corridor (next to a big sign), which will just loop around back into this main bunker room.Â
Do 4 loops of this corridor (just keep hugging the right wall, it’s gonna be dark so you can use your flashlight and lighter to see better).
After the 4th loop a magical new lit exit will appear..
Strange trippy segments intensify! These next paths can be a little bit of a dark scary maze… But you’ll be alright!…
Enter this new room and pick up the NOTE (7/12) on the table in the top right corner.
(This note tells us our next door code, mentioning “Six hundred and thirty-eight people”.) Place (Trophy 7/16)
Go through the door, keep hugging the right wall of the dark path until you reach an ALTAR.
(Reaching this altar that has candles and a book will trigger a previously locked room to now open.)
Turn around and backtrack a little until you now see a RED FLASHING LIGHT. On the left of this red flashing light is a room with a shadow of a hanging man above a candle.
Go in this room and pick up the NOTE (8/12) on the wall pinned by a knife next to the hanging man shadow.
Turn around and hug the right wall again until you see the RED FLASHING LIGHT (just past a teddy on a mattress).
At this red flashing light switch sides and now start hugging the left wall (you might need to do a little jump here and there to get over some ledges.)
By the next red flashing light straight ahead you will see the next NOTE (9/12) to pick up, by a candle on a box.
You will have just walked past a door with a lock on by the writing on the wall and that red flashing light, to get to this last note, so turn around and now interact with the lock on this door and input the code: 638.
Follow the path around and up the stairs and answer the PHONE. Voice from the past (Trophy 8/16)
Enter the room on the left and pick up the NOTE (10/12) on the table.
Use the PIPE to open the barricade on the front door.
*Before exiting have a good look through the door so you know where to go*
Before exiting, look out the door and straight ahead you will see STAIRS (that lead to the main entrance of the main building). To the RIGHT of these stairs you will see a BENCH. On the floor on the side of this bench will be a SODA CAN.
Quickly run and pick up this SODA CAN for a trophy. Trophy (Trophy 9/16)
Now continue to run up the stairs and go through the main entrance to get back inside the main building.
Go through the ground floor double-doors to the back corridor where you will see a TOY GRABBER MACHINE in the corner.
Interact with the grabber machine, line up the claw to grab the box from inside.Â
Exit the grabber machine and now pick up the box that has come out on the floor, to get the SWITCH.
Now go upstairs and enter the ‘LECTURE’ room on the left (has a yellow cross on the door).
In the lecture/projector room pick up the NOTE (11/12) on the stand by the desk at the front.
Inside this lecture/projector room go round the right side to find a small storage room with a PUZZLE SWITCH PANEL.
Interact with it to insert the switch, interact with it again to begin the puzzle to connect the wires.
Turn the wires to match this picture to complete the puzzle to turn the power on:
Inside the lecture/projection room go up the stairs and interact with the PROJECTOR.
*You have to watch this whole film before the door to the next area will open. So you might aswell run around in some loops towards the walk 5km trophy to pass the time.* Play! (Trophy 10/16)
When the film has ended, exit through the door, but now you will be in a trippy corridor full of TV’s (instead of the usual upstairs floor of the main building that was previously there.)
Follow the path and take the FIRST RIGHT TURN when the path splits.
Follow the path again, but before walking into the door of light, take the next RIGHT TURN again when the path splits, to find the final NOTE (12/12!) in a secret red area/dead end. Reader (Trophy 11/16)
Turn around and now walk into the door of light.
In this final scene with the shadows raising up, just walk up the path and into the sphere of light.
Watch the ending cutscenes and after the credits you will regain control back in the starting room. Forever (Trophy 12/16)
*For getting this ending a new item is now available in the toy grabber machine.*
Go downstairs and interact with the TOY GRABBER MACHINE, line up the claw to pick up the new round tin/film reel item from inside.
Exit the grabber machine and now pick up the round tin that has come out on the floor, to get the SECRET FILM REEL.
Now go back upstairs to the lecture/projector room, and interact with the PROJECTOR to play the secret film. Secret (Trophy 13/16)
*Now we just need to grab the alternate ending trophy!*
Press the options button to get to the pause menu, select ‘Load Game’, and load chapter ‘7’.Â
Go downstairs and go outside, and stay in the direct sunlight for 3 minutes. While out here keep running up and down the path until the trophy for walking 5k unlocks. (I timed it and it took me 11 minutes here to finish off my steps for my 5k trophy to unlock! So be warned it might take a while if you have had a clean flawless run!) God of walking simulator! (Trophy 14/16)
Now that you have been in the sunlight for a bit, go back inside the main building, go upstairs and into the lecture/projector room.
Inside the lecture/projector room go into the small storage room and do the PUZZLE SWITCH PANEL again.
Interact with it to insert the switch, interact with it again to begin the puzzle to connect the wires.
Turn the wires to match this picture to complete the puzzle to turn the power on:
Still inside the lecture/projection room go up the stairs and interact with the PROJECTOR.
(You have to watch this whole film again before the door will unlock.)
When the film has ended, exit through the door, into the trippy corridor full of TV’s.
Follow the path and take the FIRST RIGHT TURN when the path splits.
Follow the path again, and walk into the door of light.
In this final scene with the shadows raising up, just walk up the path towards sphere of light, but this time you will be lifted up and get the different ending. To the Light (Trophy 15/16)
In Rays of the Light Platinum (Trophy 16/16!)
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Trophy Guide:
![]() ![]() Good job! Completed all tasks! |
Congratulations you unlocked all trophies.
![]() ![]() Skeleton in the closet |
*Needed to progress the story*
In the 1st floor room ‘7’ will be a closet half hanging out of the window. Walk into this closet which will push it out the window and this trophy will unlock.
When you go outside and search this now broken closet where it landed, you will find the basement key.
![]() ![]() Meeting with the beautiful |
*Have to go here to progress the story*
When you enter the ground floor SECURITY ROOM this trophy will automatically unlock.
You will see a bird fly through the window and land on the desk.
In this security room will be a note, and a key that we need.
![]() ![]() Open the door! |
*Have to go here to progress the story*
Use the PIPE to open the door of school bus outside and this trophy will unlock.
In the school bus will be a note, and a gas can we need.
![]() ![]() There,down… |
*Have to go here to progress the story*
In the bunker, when you have completed the 4 loops of the path and a new path appears, doing down this path and into this new room is where this trophy will unlock.
In this room will be a note we need.
![]() ![]() The map will help you |
*Miscellaneous trophy*
You will find this map on the ground floor wall next to the main entrance (and the corner room with the vending machine is on the side of it.) Pick up this map/plan for this trophy to unlock.
![]() ![]() Pick up the phone |
*Miscellaneous trophy*
When you have progressed through the bunker, and the stairs lead you up into a house, at the top of the stairs will be a ringing phone. Make sure to answer this phone before leaving the house for this trophy to unlock.
![]() ![]() Start generator |
*Has to be done for story progression*
The generator will be in the basement.
The key to the basement will be in the broken closet outside (that you pushed out the window).
The gas can for the generator will be in the school bus.
The fuse for the generator will be in the annex/workshop green locker #2.
When you have these things you can go and fix the generator, and this trophy will unlock.
![]() ![]() Play videofilm |
*Needed for story progression*
You need the film reel in the locked closet (code: 047) in the 1st floor ‘Steward’ Room.
You need the key to the lecture/projection room, which is in the ground floor ‘Security’ room closet.
You need the fuse which is in the ground floor corridor toy grabber machine.
Once inside the lecture/projection room, go round the side to the storage room, use the fuse in the power panel and complete the panel puzzle to turn the power on. Then go up the stairs to use the film reel in the projector. During the film this trophy will unlock.
Puzzle solution for the wires panel in the lecture storage room:
![]() ![]() Read all notes |
There are 12 notes to find:
1 – Ground floor of main building, on the table in an unlabelled no door room (next to the corner room with soda vending machine and phones in).
2 – Inside the School Bus, by the drivers seat.
3 – Ground floor of main building, in the SECURITY Room, on the table.
4 – In the BASEMENT. On a table by a lamp.
5 – In the ANNEX/WORKSHOP Building. On the table under the clock.
6 – In the BUNKER BATHROOM on the shelf. The first main room of the bunker, this bathroom is the far side.
7 – In the BUNKER ‘PLACE’ Room, on the table. In the new room that magically appears when you have done 4 loops of the bunker corridor.
8 – In next BUNKER corridors, room next to red flashing light will be a shadow of a hanging man by a candle, this note is pinned to the wall by a knife by this hanging shadow.
9 – In the next BUNKER corridors, on a box lit by a candle, right next to the locked exit gate out of the bunker.
10 – In the HOUSE, that you end up in when exiting the bunker, go into the left room this note is on the table.
11 – In the 1st floor LECTURE Room of the main building. On the stand by the desk at the front of the room.
12 – in the trippy TV CORRIDORS, take the first right turn, then the next right turn, to reach a red area/dead end where this final note collectable will be.
![]() ![]() Don’t be afraid of the light |
You will get this trophy when you get the Light ending. For staying in the light.
*If you do not want to do another full playthrough of the game, then quite importantly go for the other Shade ending FIRST.*
For the Light ending you just need to spend some more time outside in the sunlight, or by using your flashlight & lighter.
You can easily and quickly grab this alternate ending trophy afterwards if you have completed a shade ending first.
After completing the shade ending, from the title menu select ‘Load Game’ and you will see the chapters listed 1-8. Select to reload up chapter 7, which will bring us right before the end of the game. Now go outside and spend 3-5 minutes stood in the direct sunlight. After 3-5 minutes in the light then continue to complete the game again as you did before. This time in the final scene you will be lifted up, where this trophy will unlock.
![]() ![]() Stay in the shade |
You will get this trophy when you get the Shade ending. For staying in the shade.
To get the shade ending spend as little time in the light as possible. Only go outside in the sunlight when you need to get a trophy or grab something for story progression, and you can use the flashlight & lighter but only use them when you really need to in very dark sections.
Quite importantly, go for the shade ending first. Doing this we will not need to do another full playthrough afterwards, as we can just quickly grab the light ending afterwards via chapter select and loading up chapter 7 which is just before the ending, and simply then standing in the sunshine for a bit! This will not be possible the other way round.
![]() ![]() Watch secret film |
*Miscellaneous trophy*
For completing the game getting the Shade ending, you will now have access to the secret film. After the credits you will regain control back in the starting room. Go to the toy grabber machine in the ground floor corridor, to pick up the new item (film reel box) that is now inside it. Then go to the 1st floor lecture/projection room and use the projector to watch this secret film and this secret trophy will unlock
*Note you can not get this trophy from the other ending. You will not be put back into the game from the light ending.*
![]() ![]() Walk 5km |
*Miscellaneous trophy*
This may or may not unlock naturally for you while playing the game. It is about 20 minutes worth of walking/running to unlock the trophy.
If you haven’t got the trophy yet by the time you’re about to finish the 2nd ending, then just keep running around before going through the final door of light until this walking 5km trophy unlocks.
![]() ![]() Do you want soda? |
*Need to go in this room for story progression to pick up coins*
in the ground floor corner room by the main entrance, you will see a soda vending machine. Interact with it for this trophy to unlock.
(The other side of this room is the 2 phones with the coins on the shelf. We need to pick up those coins to use the toy grabber machine later.)
![]() ![]() Yes, the same can of soda |
*Miscellaneous trophy*
If you watched the time-spanning intro, the intro’s focus is on the deterioration of this one can, shot nicely in front of a house.
Find this location and interact with this can in the game and this trophy will unlock.
You will exit this same house when you have gone through the bunker. From this house’s front door, ahead will be some steps, and to the right of the steps will be a bench and a bin. This can will be on the floor by this bench and the bin.
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