Human Fall Flat · Guides

Human Fall Flat 100% guide

Published by Chubuggles

Chronological Xbox route for all 139 achievements across the base game and every current title update.

HelpfulSign in to mark this Helpful

  • ETA

    Estimated time, as the guide’s author estimates: 20-30 hours

  • Difficulty

    5/10, as the guide’s author rates it

Your Progress

139 achievements in this guide

Sign in with Xbox to see which of them you have already earned.

Game Page

Guide contents

Completion Plan

Xbox Status and Route Plan

Human Fall Flat currently has 139 Xbox achievements worth 4,360G: 47 base-game achievements worth 1,000G and 92 achievements worth 3,360G added by free title updates. The base 47 cover Mansion, Train, Carry, Mountain, Demolition, Castle, Water, Power Plant, Speedrun, and the cumulative stat achievements. Aztec, Dark, Steam, and Ice are title-update levels even though the main campaign runs through them, and every Extra Dream from Thermal onward is also a title update. Each title-update level has four achievements; Xbox groups some of them into combined packs (Golf & City, Port & Underwater, Hike & Candyland, Test Chamber & Steampunk Party). All of this content is free and installs with the game. The newest Xbox additions are Test Chamber and Steampunk Party, whose achievements went live in August 2026.

This guide is for the current Xbox One and Xbox Series X|S achievement list. The current Xbox product also supports Xbox Play Anywhere and cross-play with Windows, but the separate older Human Fall Flat Legacy (Windows) list is not this roster, and Human Fall Flat 2 is a different game. Steam currently has additional achievements, including the Viking level, that are not on the Xbox list as of 2026-10-14 and are intentionally excluded here.

Every achievement on this Xbox list can be earned solo. Online co-op is never required, so no matchmaking population or online-only server achievement gates 100%, although a second player can make some physics puzzles easier. There are no difficulty settings, difficulty achievements, mutually exclusive endings, or New Game+ requirements.

As of 2026-10-14, no achievement is CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED. The list is still receiving current Xbox unlocks.

CURRENTLY COMMUNITY-FLAGGED / BUGGY as of 2026-10-14: Xbox players continue to report occasional delayed achievement pops and, more rarely, valid-looking attempts that do not register on a local install. Do not immediately assume a failed attempt if an achievement should have unlocked. Give the game and Xbox achievement service time to sync, then fully restart the game before repeating a long condition. Cloud play is a troubleshooting option, not a guaranteed fix.

Level Select makes almost every missed miscellaneous achievement recoverable without another full playthrough. The important exception is Speedrun ("Complete the game start-to-end in one run"). It requires one continuous run that starts at Mansion and plays every level in order through Ice and the short snowy Mansion reprise that follows Ice. Thermal and every later Extra Dream do not count. There is no time limit, and pausing is fine. Falling, drowning, and automatic checkpoint respawns are safe. Quitting to the main menu, closing the game, or jumping levels through Level Select breaks the run. Reports conflict on whether Reload Checkpoint or Restart Level also breaks it, so this guide treats both as off-limits as a precaution: retry failed attempts by falling or drowning, and leave anything that needs a manual reset for Level Select cleanup after the credits.

The efficient route is one continuous Mansion-to-Ice campaign run while collecting the easy level achievements, then targeted replays for the few conditions that conflict with that route or were missed, followed by every later Extra Dream once. Water needs a second completion because Feet First and Head First require opposite final dives. Aztec is cleaner with a second visit for Rollin' and Clockwork.

Whole-Game Cumulative Progress

These achievements count ordinary play across the game. Start progressing them immediately and do not grind them before the level-specific route unless one is naturally close.

No escape

Fall off the level once and let the game respawn you at the checkpoint. This will happen naturally almost immediately, but deliberately walking off an edge at the start is harmless.

Tourist

Travel 1 km. Normal campaign movement should unlock this early.

Traveler

Travel 10 km. Keep playing normally through the campaign and Extra Dreams before considering any cleanup.

Adventurer

Travel 25 km. This is the long movement milestone. The full 139-achievement route supplies a large amount of distance, so leave any remaining distance until the very end.

Let it rain

Respawn 100 times. Falls, drownings, and failed platforming will build this naturally. If it remains after every level, repeatedly walk off a nearby edge with a quick checkpoint.

Trampoline

Jump 1,000 times. Normal traversal contributes constantly. If it remains at the end, repeatedly jump in a safe open area rather than interrupting the campaign.

Climber

Climb 100 m. Normal ledge pulls and wall climbs count toward this. The route contains far more climbing than the requirement.

Heavy lifting

Carry objects for a total of 1,000 m. Keep boxes, batteries, planks, and other puzzle objects in hand while moving them naturally. Do not farm this early.

Continuous Campaign Run: Mansion through Ice

Mansion

Start a fresh continuous run here for Speedrun. From this point until the snowy Mansion reprise after Ice, do not quit to the main menu, close the game, or use Level Select, and as a precaution avoid Reload Checkpoint and Restart Level. There is no timer, so miscellaneous achievements are safe to collect. If an attempt fails, retry only by falling or drowning to respawn naturally, or skip it and recover it through Level Select after the credits.

Mind the gap!

After the first simple door tutorial, reach the gap between the stair platforms. Instead of following the normal route, take a running jump straight across, grab the far lip, and pull yourself up. The achievement unlocks when the shortcut registers.

Pigeon Simulator

Climb onto the large statue in Mansion (reported near the end of the level, before the exit) using the nearby stairs, fence, or geometry, then pull yourself onto the statue's head. Stand on top until the achievement unlocks.

Leap of Fail

Open the final Mansion exit by pressing both buttons and fall through. This unlocks on the level transition.

Train

Public service

At the opening train-yard area, put five loose pieces of debris into the dumpster before advancing. Use clearly separate pieces and wait for the fifth to settle inside.

Convertible ride

Use the same dumpster before leaving the opening area. Climb inside, grab an edge from within, and repeatedly jump while pulling to inch it along until you have ridden 50 m. A second local player can simply drag the dumpster while your main profile sits inside, but co-op is not required. Demolition also has a dumpster if this does not register here.

Perfectionist

When you reach the bench, align the flipped bench neatly parallel against the wall. Leaning it against the wall or holding it in alignment both work. Adjust it until the achievement registers.

Choo Choo!

Finish Train and drop through the exit.

Carry

It's stuck

At a door that normally closes when you leave its floor button, wedge a box in the doorway so the door cannot shut, then walk through the jammed opening. The unlock is tied to passing through the blocked door.

Tower

Bring the four movable boxes together and stack all four vertically. Use walls to steady the stack and place the largest, easiest-to-balance boxes low. If solo movement between pressure plates is awkward, a second player can hold a switch, but the achievement itself is solo-capable.

Don't Get a Splinter!

Finish Carry and fall through the exit.

Mountain

My treasure

There are seven glowing green gems in the dark mine cave. To reach it, climb past the S-shaped platforms and the wall of ledges. At the top, the red box car is to your left; turn right instead, jump across the two ledges on the next wall face, climb up, then drop down and cross two more platforms, jumping to the farthest one. From there, jump across to the next area and walk into the opening in the mountain.

The cave is very dark. Carry the lantern, and set it down at junctions so you can find your way back. The gems also glow green.

  1. Just inside, take the lantern on the left. Walk straight ahead to gem one. Place it just to the right of this spot, at the bottom of a ramp. This is your pile.
  2. Walk up the ramp and veer slightly right at the top. Gem two is in an alcove on the left. Set the lantern between the two alcoves, then carry the gem back down the ramp to the pile.
  3. Return to the lantern and walk up and to the right to two more alcoves. Gem three is in the right-hand one. Bring it down to the pile.
  4. Return to the lantern and turn around. Next to the ramp that leads down to the pile is a second ramp going up. Take it, veer slightly left, and walk forward to a fork. Leave the lantern at the fork. Gem four is in the alcove to the right. Bring it to the pile, then return to the fork.
  5. From the fork, go right and follow the right-hand wall to gem five. Keep following the right wall to another alcove with gem six. Bring both to the pile.
  6. Return to the lantern at the fork, take it, and head left. Gem seven is in an alcove on the right. Add it to the pile.

The achievement unlocks when all seven touch in one pile. If it does not unlock with seven gems together, push them into a tighter cluster. If it still does not unlock, move the whole pile to just outside the cave entrance.

AH, EO, EO, EO, EO, OOOOO!

At the abyss with the hanging rope, take the rope route rather than bypassing it. Build a strong swing, carry your arc above the level of the gap, and release or land safely on the far side. The achievement registers from using the rope high over the abyss.

Silent hours (Noisy neighbours)

In the house near the end of Mountain, the last room with the exit has two speakers, one on each side of the TV. Pick up both and throw them out of the level, either through the exit doorway or out the window on the left. The achievement unlocks once both are gone. Wait for it before you drop through the exit yourself.

What Goes Up

Finish Mountain.

Demolition

Primal counts walls, not windows. Swinging the hanging bucket into the left building's glass for Wrong direction is safe, but no wall may be broken by the bucket, the wrecking ball, or the box car. Break the four Primal walls with held objects such as the fire extinguisher or loose rocks.

Wrong direction

At the start, use the lever to swing the hanging bucket into the glass of the building on your left. Do not swing it so far that it damages the wall on the right, which you need to break by hand for Primal. Climb up to the broken window (stacked bags or mattresses help) and go in through it. The achievement unlocks as you enter.

Surprise! (Avalanche!)

Continue through the worksite until you reach the boulder gate. Release the barrier so the rocks spill out.

Primal

Break four walls using only objects you carry. The four walls on the normal route are the stone wall on the right at the start (fire extinguisher), the wall directly ahead on the left in the next area (fire extinguisher), the wall beside the blue scaffolding (a rock released by Surprise!), and the wall beside the red box car (a rock). The achievement unlocks on the fourth wall. If the bucket, wrecking ball, or box car breaks any wall, Primal is lost for this visit; continue the Speedrun run and recover it later from Level Select.

Brute Force

Finish Demolition.

Castle

Castle contains several execution-heavy achievements. There is no penalty for falling, so retry by falling and respawning naturally. Do not use Reload Checkpoint during the Speedrun run; a failed miscellaneous attempt can be cleaned up later through Level Select without harming the overall completion.

Smooth moves

The route runs from the alley to the blacksmith, the yellow-floored hut with the anvil beside the bell tower. Open the locked gate near the alley, push the cart against the house, and use it to climb onto the house roof. From the roof, swing across on the hanging lanterns to the next roof, get onto the castle wall, and follow it to the blacksmith. Roofs, walls, and stone are fine to touch; the grassy or dirt ground is not. The achievement is reported to be timed, so move without stopping and aim to finish well within a minute. Keep going until you are inside the blacksmith area; standing on the path in front of it may not be enough. To retry, drop down, walk back to the cart, and start again from the house roof. If it still will not pop, leave it for Level Select cleanup after the credits.

Improvised Ammo

At a catapult, lower the sling, climb into it yourself, tension the arm, and trigger the launch. The achievement unlocks from being fired as the projectile.

For whom the bell tolls

From the high catapult position with a clear line toward the bell tower, load a rock and adjust the catapult until the shot strikes the bell. You only need the bell to ring; you do not need to reach it yourself for this achievement.

Zipline

Reach the church tower, grab the zipline from the tower side, and ride it away from the church until the achievement registers.

Storm the Gate!

Complete Castle.

Water

This first Water completion will use the feet-first ending. Head First is deliberately saved for a quick Water replay after Speedrun.

Breathing exercise

Use a safe shoreline near the beginning. Submerge your head and watch the drowning indicator tick down, then pull yourself fully out of the water on the last one or two ticks. The achievement requires getting out within 100 ms of drowning. Retry in the same spot by letting yourself drown and respawn naturally, which also counts toward Learn to swim; do not reload a checkpoint during the Speedrun run.

Row, row, row your boat

Take the rowboat from the opening water area and use it to reach the cargo ship. Do not simply swim to the ship for this attempt.

Sail away!

Boat travel is cumulative. Keep using the rowboat, motorboat, and cargo ship normally during Water. If 1 km has not registered by the end of the level, leave the grind for final cleanup rather than circling here during the continuous run. The speedboat is the fastest distance source and also feeds Adventurer.

Reverse gear

When taking the cargo ship into the dock, rotate it before entry and cross the dock trigger stern-first. If you enter bow-first, back out far enough to approach again before progressing.

Beacon

Detour to the lighthouse and activate its light before committing to the final mountain and dam route.

Surfer

At the mountain descent, ride the raft or surfing platform all the way down without your character touching the water. Stay centered and use small corrections. If you get wet, let the natural respawn recover you and retry the descent.

Learn to swim

Drown ten times. Water is the natural place to finish this. Put your head fully underwater and wait for each automatic respawn; these deaths also contribute toward Let it rain.

Feet First

At the final Water exit, drop into the ending water upright so your feet enter first. Keep your body vertical during the fall. The achievement unlocks with the Water completion.

Power Plant

Electricity 101

At the very start of Power Plant, find the two electrical terminals with blue and red cables. Pull one cable out of each. Then take one of those cables and plug its loose end into the second socket of the same terminal it is already attached to, so the cable loops into itself. Use the terminal away from the fan; the one beside the fan does not work. The short circuit unlocks the achievement. Unplug it afterward and continue.

Thief

When you reach the statue holding a usable battery, remove the battery from the statue instead of leaving it as scenery. The achievement unlocks when the battery is stolen free.

Will it fry?

Charge three batteries fully, then connect all three into the same powered appliance or gate circuit. Make sure every battery is actually charged; a gate can sometimes move with an undercharged battery without satisfying the achievement. The unlock occurs once the appliance is being fed by all three batteries.

Petrolhead

Ground-vehicle distance is cumulative. Drive the forklift and, later, the yellow truck whenever practical. If the 1 km milestone does not unlock naturally, the yellow truck by the furnaces is the easiest cleanup vehicle after the continuous run.

Delivery boy

At the coal area, load and transport ten separate pieces of coal back to the main furnace island using the yellow truck. Count pieces as you unload them into the furnace-side area. Bringing one or two extras is a cheap safety measure if a piece falls away during transport.

The End?

Complete Power Plant.

Aztec

For this continuous run, take the clean story route and collect Bird's eye view. Rollin' and Clockwork are easier to isolate on an Aztec replay after Speedrun.

Bird's eye view

When the route reaches the large tree with the visible bird nest, climb all the way to the nest at the top. The achievement unlocks when you reach the high nest area.

The End

Finish Aztec.

Dark

Start Dark with Planks? No Thanks! in mind. Do not touch, drag, lift, or knock away any wooden planks barring doors for the entire level.

Planks? No Thanks!

Complete Dark without moving any plank that is barring a doorway. Use alternate routes around each boarded door and keep carried objects away from the planks so you do not disturb them accidentally.

Clean runs have occasionally failed to register, though the achievement remains obtainable. The safest attempt is a Dark run with no manual checkpoint reloads and no contact with barred planks. If it does not pop with It's Alive!, replay Dark separately later from Level Select rather than breaking the Speedrun session.

Tick Tock

After the well section, reach the clock tower and begin the tower climb only when ready. Climb from the bottom to the top within 40 seconds. During the Speedrun run, retry only by dropping back down and starting the climb again without reloading a checkpoint. If it still fails, leave it for a Dark replay from Level Select after the credits, where reloading the checkpoint between attempts is fine.

Fry Me to the Moon

Near the finale, grab and hold the EXIT lid, then flick the switch that powers the experiment. Keep holding the EXIT lid as it launches until the achievement unlocks.

It's Alive!

Complete Dark without having moved a barred-door plank if you are also pursuing Planks? No Thanks!.

Steam

Whoops!

Early in Steam, when the route presents the climbable ladder, deliberately break the ladder before leaving the area. Manipulate or bend it against the environment until it snaps and the achievement registers.

Walk the Plank

After fixing the pipe puzzle and opening the gate, ignore the crane controls ahead and turn left to two red barrels. Push the barrel lying on its side into the glass behind it (grab its flat ends) to break through, clear the glass, and pull the barrel back out. Push it under the metal overhang opposite, which has a tree on top; the thin wooden supports help hold the barrel still. Climb the barrel onto the overhang, then up to the raised area with the tree. Grab the end of the chain lying there and walk off the edge toward the big wheel, jumping as the chain swings out. The achievement unlocks shortly after you land at the wheel. As an alternative, a large container placed on a metal board near the cliff edge can also give you enough height to jump across.

Get Dizzy

At the large wheel, grab on and remain attached for three complete revolutions. Count full returns to your starting orientation rather than letting go early.

Under Pressure

Complete Steam.

Ice

Ice is the final full level counted by Speedrun. After it, continue through the short snowy Mansion reprise and into the credits without returning to the menu.

No Ice Ice Baby

At the seesaw puzzle, do not use the ice cube. Build the needed counterweight and height with the snowman head and the other permanent objects, then cross the seesaw route to the upper catwalk. The achievement unlocks when you complete that puzzle without the ice cube. Occasional non-pops have been reported; if it fails, restart the game and replay Ice from Level Select after the credits.

Tricky

At the snowboard slope, strap one snowboard to each foot before attempting the jump. Keep both attached as you descend and clear the required gap. Occasional non-pops have been reported, and reloading a checkpoint may interfere; if a clean jump does not unlock it, climb back and jump again.

Taking the Piste

At the ski lift, restore power, sit or hang securely on a chair, and stay aboard for one complete circuit before getting off. Let the chair return through a full revolution of the lift.

Avalanche

Finish Ice.

Speedrun

After Ice, continue through the snowy Mansion reprise and fall into the credits. If you played Mansion, Train, Carry, Mountain, Demolition, Castle, Water, Power Plant, Aztec, Dark, Steam, and Ice in order in the same continuous run, without quitting to the menu, closing the game, or jumping levels through Level Select, Speedrun should unlock around the credits. Reports conflict on whether checkpoint reloads or level restarts break the run, which is why this route avoids them as a precaution. The pop can be delayed, occasionally by hours, so give it time before assuming the run failed.

Do not continue into Thermal expecting it to help this achievement. Thermal and later Extra Dreams are outside the current Speedrun requirement.

Targeted Replays after Speedrun

Once Speedrun has unlocked, checkpoint reloads and Level Select are safe. Before moving on, replay through Level Select any Mansion-to-Ice achievement you skipped or failed during the continuous run, such as Smooth moves, Tick Tock, Breathing exercise, Surfer, Tricky, No Ice Ice Baby, or Planks? No Thanks!.

Water Replay

Head First

Reload Water from Level Select and reach the final exit again. This time dive into the ending water head-first: lean your upper body forward over the final drop and fall so your head clearly enters before your feet. The achievement unlocks with the Water completion. This is why a second Water finish is required. If a deliberate head-first dive does not unlock it, replay and let the character fall limp (release all inputs) headfirst into the water; this fallback is reported but not confirmed.

Aztec Replay

Rollin'

Replay Aztec and use the giant rolling ball to bypass its intended puzzle. Get on top of the ball and keep walking against its rotation as it moves you across the obstacle. Stay on until you reach the far side and the achievement registers.

Clockwork

At the pendulum obstacle course, start a clean attempt from its beginning and reach the far end within 60 seconds. Move continuously, use the pendulums' rhythm rather than fighting it, and retry from the nearby checkpoint if you miss the time.

Extra Dreams: Thermal through Forest

Thermal

Hook, Line and Jumper

Near the opening approach to the compound, do not pass through the main gate. Use the alternate climbing and platform route around the perimeter and enter the compound from the side or above. The achievement unlocks when you enter without crossing the gate trigger.

Amped!

The electrical box is after the main gate and before the gold cave. There are four cables. The 35-second timer starts when you plug in the first cable end, so before starting, place every cable with its ends facing and close to their sockets. Then connect all four within 35 seconds. If it fails, unplug them all and try again; no checkpoint reload is needed.

Payday

Near the ending gold-bar room, pick up a gold bar before dropping through the final exit and keep it in your hands through the level completion. The floor gives way near the exit, so hug the solid edge, collect the bar, then fall through while still holding it.

Wrapped Up

Complete Thermal. If Payday was prepared correctly, both achievements unlock around the same ending.

Factory

Factory has two run-spanning conditions. Do not manually reload a checkpoint during the Radio Silence attempt unless you are prepared to repeat the level.

After Hours

From the start through the first half of Factory, never turn on a room light. Machine controls and puzzle buttons are fine; avoid only the actual light switches. The achievement unlocks when you clear the first half with the lights left off.

Radio Silence

Throw all four radios off the level during one Factory run. Radio one is in the first room. Radio two is under the small stairs in front of the first portal. Radio three is high up in the burning-boxes area. Radio four is on the far platform of the final room. Each must be thrown off the edge of the level; other disposal does not count. Do not use Reload Checkpoint after starting this collection.

Approach radio two along the back wall to the left of the stairs, pressed against the room wall. Walking in from the right or along the stair side can pull you through the portal early and force a level restart.

How to get Fired!

In the final room, throw one of each of the four required item types into the large central fire: a gold bar, a lamp (the large bullet-shaped object), a golden valve wheel, and a gear. The radio is not required; throw the final-room radio off the edge of the level for Radio Silence instead. Balancing each item on the fire's edge and then pushing it in is the easiest way to get it in.

Use the room's blue buttons to release yellow boxes, which freeze in place after a few seconds and act as steps. The gold bars are on a raised platform reached with two boxes placed by the stepladder-like platform on the left. The lamps are on the platform across the room. The valve wheels sit on the lower part of the middle platform on the right. The gear and the last radio are on the far platform, reached with a third box.

The Foreman

Complete Factory.

Golf

Birdie

The first golf ball is the achievement attempt. Touch it only with a golf club and sink it in three strokes or fewer. A gentle first shot is better than launching it past the hole. If you exceed three strokes, restart the checkpoint or level immediately before progressing.

Bogey (1 Over Par)

After powering the second windmill, do not enter the cave at ground level. Grab a windmill blade, ride it upward, step off onto the high green route above the cave, and follow that path to the far side.

Mulligan

After the third windmill, use the first red golf cart you encounter and deliberately drive it off the outer edge of the level. Stay in or on the cart until you fall and respawn.

Hole in One

Complete Golf.

City

City has two multi-location achievements that are easiest in one clean level run. Avoid manual checkpoint reloads after you begin clearing rag dolls and bowling lanes because these counters are reported to be finicky.

Hitchhiker

Immediately after launching to the second rooftop, move to the corner overlooking the traffic lane. Jump onto a passing hover vehicle, grab it securely, and remain riding for at least ten seconds.

Temper Tantrum

Knock all three rag dolls completely off the level. The yellow doll appears after the crossbow-target section behind the structure with the two blue lift levers. The green doll is late in the level on top of the tall spire near the drone section. The red doll is also reached with a drone, inside the large neon circular tunnel near the basketball rooftop. Make sure each doll falls all the way from the rooftop rather than merely moving a short distance.

Tip-Top Ten Pin

Complete all four bowling lanes before entering the final exit. The first two are on the story path; the last two are optional and reached by drone.

  1. Lane one is on the roof where the first launch pad lands you. Place a bowling ball in front of the lever behind the lane, pull the lever back, and release it as the obstacles are about to move. Knocking down the single pin opens the way forward.
  2. Lane two comes after the light tunnel, launch pad, and monkey bars. Pull the small blue stick to drop balls, set a ball in the light-blue rectangle under the giant yellow hammer, and step on the yellow button so the hammer knocks it down the lane. Repeat until every pin is down; this powers the light tunnel to the drone area.
  3. Lane three: take a drone from the central building and fly left and behind to the building with the neon sign of a basketball being dunked, joined to the light tunnel by a green rope. It is a catapult lane. Lower the catapult with the yellow stick, load a ball, aim the yellow line through the middle orange pin (slightly right of center works well), and push the blue lever up.
  4. Lane four: from lane three's roof, take a drone, turn right into the stack of blue fan rings, and fly up past the orange coil. The building is below, left of another ring stack. It is a cannon lane. Load a ball, use the lever to line the yellow guide through the middle of the yellow dots, and it fires after a few seconds.

A lane only counts when every pin is down. The achievement can unlock with a delay after lane four. If it never appears, finish City, replay it, and redo all four lanes.

Sports Fan

After all rag dolls and bowling lanes are done, disable the rooftop power nodes as required by the story and drop into the exit to complete City.

Forest

Toasty

Shortly after riding the windmill and dropping into the rail-car area, push the rail car so you can reach the ledge with the bonfire. Pick up a stick with a marshmallow and hold the marshmallow over the flame until the achievement unlocks.

Wrecking Crew

At the crane with the wrecking ball, use the wrecking ball to smash the nearby statue before using the crane only for progression. The Xbox description says "Destroy the statue with the bulldozer," but the crane's wrecking ball breaking the statue is what triggers it.

On Thin Ice

Near the end, keep the ice block from melting away. Lay the available plank over the ice block so it is covered and protected, move it into place, and use the still-intact block for the climb to the ledge. Do not advance to the next checkpoint until the achievement has registered. If too much ice melts, retry the local section. If the block survives but the achievement does not unlock, close the game and replay Forest up to this point.

Wrong Turn

Complete Forest.

Extra Dreams: Laboratory through Copper World

Laboratory

Cast it into the fire

At the beginning, take the first orb back toward the bridge and drop it into the lava below. This is the earliest and safest trigger. If you miss it, later orbs can also be thrown into the final lava pit, but there is no reason to delay.

Bullseye

At the target-shooting section, hit every target without a miss. Take your time aligning each shot before firing. If any shot misses a target, reload that local checkpoint and restart the sequence before progressing.

Overachiever

In the launch-pad room, keep one orb with you instead of leaving every orb behind. Carry or launch it through the room and physically reach the exit door while still holding the orb. The achievement triggers at the exit-door area, not merely when the orb is launched.

KABOOM!

Complete Laboratory.

Lumber

Start Lumber intending to finish Lights Out in one run. There are five lanterns, and manual checkpoint reloads reset the lantern progress even if earlier lanterns stay visibly gone.

Bedwetter

At the starting cabin, turn the bed on its side, work it through the doorway, carry it over the plank bridge, and drop the bed into the river. Make sure the mattress itself becomes submerged.

Lights Out

Throw all five lanterns off the map in one uninterrupted Lumber run. Each must leave the playable map; dropping one in water is not enough.

  1. After crossing the first river on the logs, go past the campfire, left along the water past the big planks, and up the rock ledges to the grassy plateau. The lantern is at the small outhouse cabin.
  2. After the first zipline and monkey bars, go past the hut with the platform button, then right past the giant wheeled box and up the rocky ledges. It is tucked away there, before the hook-zipline chasm.
  3. After the hook chasm and the water wheel, drop into the minecart cave and jump the gap. It is on the floor to the right.
  4. After the dinghy ride and the waterfall, it is on the right among the trees. It can get stuck in the trees or fall in the water, so approach under the leaves on the left and keep away from the edge.
  5. After the log cranes and the late zipline, go left to the windmills and climb the right-hand rocky ledges between them. It is at the top, by the last checkpoint.

Do not reload a checkpoint during this run, and do not use the teleporter at the last checkpoint, because the lanterns respawn. Leaving and reloading the level also resets progress. Delayed pops have been reported, so give the fifth lantern time before restarting the level.

Safety First

At the chasm zipline with loose hooks, take one hook in each hand and attach both hooks to the line before leaving the ledge. Walk off rather than jumping so neither hook slips free, ride the line with both attached, then release at the far end.

The Great Outdoors

Complete Lumber after all five lanterns have been disposed of.

Red Rock

Pipe Dream

In the junkyard, take the sewer exit rather than the obvious surface route. Move the pallet near the large door, enter the side opening, uncover the handled grate near the crane by clearing the rocks, and use the crane setup to remove the grate. Drop through the sewer to advance. Once you leave the junkyard by the normal route, this shortcut opportunity is gone until a level replay.

Pretty Fly for a Cacti

Around the chain-platform control room, note the top hat hanging near the controls. Complete the platform puzzle, open the side access back into the control room from the far side, retrieve the hat, then place it squarely on the small cactus on the nearby rock plateau. Adjust the hat until it sits cleanly and the achievement registers.

Don't blame it on the sunshine

Late in Red Rock, during the final machinery and green-tube section, detour to the jukebox positioned on the rocks near the route toward the exit and switch it on before finishing the level.

Currently Attractive

Complete Red Rock.

Tower

Out of the orbinary

After opening the first large gate and sending the cart into the lava to create a crossing, take the left dead-end branch instead of turning right. Pick up the fishing rod, dip its line into the lava, wait for the line to pull, then lift the metal orb you have caught out of the lava.

Time saver

After activating the high red valve outside the tower, use the large pipe itself as your route across the lava instead of taking the longer intended path. Land on or grab the pipe, move across it, and reach the far platform.

Foot in the door

Inside the tower, when the route leads to the area with the two batteries and doors that normally force a long transfer, use nearby debris to jam the doors open. Carry both batteries through the opened shortcut rather than taking the full intended route. The achievement registers after the shortened battery move is completed.

Just walked in

Complete Tower.

Miniature

Top Shelf

In the first area, climb to the power drill but do not leave through the nearby window yet. Continue upward above the drill and pull yourself onto the highest shelf with the large box. Standing on that top shelf is the trigger.

Spotless clean

In the kitchen/grill area, activate the shop vacuum. Before using it only to clear the story obstruction, vacuum up every pile of ash on the floor (reported as four) and keep the nozzle on each pile until it visibly disappears. Keep checking the floor until no ash remains.

The floor is lava

Near the end, at the crate with colored blocks, first knock enough blocks down to build a safe stepping route. Touching red tiles while building does not matter. Then enter the crate and stand on the bag of soil. The attempt starts when you leave that bag: reach the top of the crate using your block route without touching any red floor tile. If you touch red, return to the soil bag and try again.

Small fish, big pond

Complete Miniature.

Copper World

Loose change spans the entire level and is safest in one clean run. There is one hidden coin in each of the four major areas. Throw each coin fully off the level and do not manually reload a checkpoint, because reloading resets the coin counter.

Loose change

Coin one is in the starting room near the chair by the breakable wall. Coin two is reached around the first elevator area. Coin three is after the incinerator section near the next elevator. Coin four is late in the level near the exit: use the hanging lantern to swing around the wall to the crane side and climb to the coin. Throw every coin into the void as soon as you find it. The achievement unlocks after the fourth valid disposal.

Square peg in a round hole

At the conveyor and crusher machinery, take one of the ordinary cube boxes and process it through the battery machine (crank it, then press the button) to turn it into an improvised battery. Carry that cube battery to a normal cylindrical battery input and try to insert it. The attempt is the trigger; it does not need to fit.

Unlimited Power!

In the final laser-circuit area, arrange the emitters and receivers so the laser forms a closed independent loop rather than simply feeding the exit machinery from an outside source. The loop must not include the always-on source coil. Use at least four coils, close the loop, then turn the first coil away so the loop sustains itself. Once the beam continuously powers its own loop, the achievement unlocks.

Cu later

Complete Copper World.

Extra Dreams: Port through Museum

Port

Spring cleaning

Immediately after the zipline, enter the cluttered room and clear it completely before moving on. Throw every loose piece of furniture and debris out through the doorway onto the balcony or ground outside. The achievement triggers when the room is genuinely empty.

A call for aid

After the corridor with repeatedly rolling barrels, pull the lit torch from its wall holder and carry it up the adjacent spiral stairs. Use it to ignite the pyre at the top; the linked beacons will light and the achievement will unlock.

To beach their own

Late in Port, once you have access to the boat, do not head straight to the normal goal island. Follow the outer rock wall and sail to the small hidden island away from the intended finish. Step onto the hidden island and wait for the achievement before returning to the main route.

Barrel of laughs

Complete Port.

Underwater

Subpar parking job

Early in the level, after using cannonballs to weight the rising platform and dropping onto the platform before the first swinging-mine section, stop. At the corner where the floor meets the wall is a small drop-through opening. Lower yourself through it to the hidden ledge directly below and reach the speedboat.

Cove-r up

Immediately after the first major swinging-mine crossing, do not enter the cave through its center. Climb the left hillside using the tree, vines, and mushroom-like platforms, travel over the top of the cave structure, then drop to the checkpoint on the far side. The achievement registers after reaching that far side from above.

Improvised Exploration Device

At the chasm crossing with the springboard-like seashells beside the checkpoint, ignore the normal swing route at first. Use the seashell springboards to launch from the first island to the intermediate island, then from the second shell toward the far side. Complete the crossing using the springboards to satisfy the achievement.

Explorer of the Deep

Complete Underwater.

Dockyard

Olympic Grandeur

In the second main puzzle room, use the crank to lower the first chain, ride it upward, then solve enough of the room to reach the second chain. Build momentum on that chain and swing directly toward the red window opening in the far wall. You only need the direct chain-to-window route to register; the landing does not need to be elegant.

Shattered dreams

Smash every required glass pane before leaving Dockyard. The first glass wall is broken with the dumpster as part of normal progression. At the later barrel-smash window, the wall breaks into three separate panes, and every one must be broken, so there are six panes across four locations in total. In the room where a box travels across a gap on a moving hook, use the box to smash the small pane leaning against the wall. After the forklift section, smash the final leaning pane in the room with the cube weights. The achievement unlocks when the last required glass is destroyed.

Do not load a checkpoint after you start breaking glass: checkpoint loads respawn glass, including the first dumpster window. If the achievement does not unlock, check whether an earlier pane has respawned.

Seas the day

At the forklift section, detour before progressing upward. Reach the concealed boat in the nearby lower dock area and step onto it or grab it until the achievement registers.

Ship it

Complete Dockyard.

Museum

Museum is safest as one clean run because Eye Spy can reset when you manually reload a checkpoint or quit after collecting the first eye. Dying and automatic respawning do not appear to void the set. Laser Accurate is also easiest if you treat every laser contact as a failed attempt.

Eye Spy

Collect all three hidden eye symbols in the same clean Museum run. The first is in the sewer after the vase puzzle and before the laser section. The second is in the ventilation route immediately after the cannon wall: cross the vent gap to the eye and touch it before you drop down. Dropping past it moves you onward, and because a checkpoint reload resets eye progress, missing this eye means replaying Museum from the start. The third is near the end on the upper level beside wooden chests after the rotating platforms have been raised; touch it before pressing the final vault button. Touch each eye and avoid manual checkpoint reloads after collecting the first.

Laser Accurate

Do not touch any security laser anywhere in Museum; the achievement covers all three consecutive laser sections. Move slowly through each laser room and use boxes or alternate climbing positions when that reduces risk. A current shortcut can bypass much of the laser path by bringing crates from the prior balcony, stacking high enough to climb over the wall, and approaching the destination door from the safe side. Respawns and checkpoint loads may void the attempt, so if you know you touched a laser, restart the level from Level Select rather than relying on a later checkpoint.

Buckshot

At the cannon puzzle, load all five cannonballs into the cannon at the same time, aim at the breakable wall, and fire one shot. The trigger requires the wall to be destroyed by a single firing containing all five balls.

Exclusive Tour

Complete Museum after the third eye has registered and your no-laser attempt is still clean.

Extra Dreams: Hike and Candyland

Hike

Prepared for winter

At the opening house, expose and open the cellar trapdoor, then bring the barrel from outside into the cellar. The achievement triggers when the barrel is rolled or dropped fully inside.

Human Thawed Flat

After building the wooden-plank bridge and reaching the campfire, take a lit torch with you. Climb the green slope to the cave above the campfire, follow the stream into the left tunnel while keeping the flame out of the water, and melt the ice around the cardboard cutout.

Speed skating

After crossing the zipline, turn left to the glacier circuit. Complete three full laps in 60 seconds without leaving the course. Clockwise has been reported as the easier direction because the jumps line up more cleanly. If you fail, loop back and retry; a full level restart is not required.

A Leisurely Stroll

Complete Hike.

Candyland

Stay Puft

Near the opening castle area, solve the seesaw and gate setup, then use the red ball launcher or ramp to knock a marshmallow down from the marshmallow tree just beyond the gates. The achievement registers when a marshmallow is dislodged; you do not need to carry it to the exit.

Route Canal

At the chocolate-river section, make the entire river traversal without your character hitting any donut obstacle. Treat any donut contact as a failed attempt. Respawning or checkpoint loads may void it, so the safest recovery is to restart Candyland from Level Select rather than reloading a checkpoint.

Dodgeball

Late in Candyland, after Route Canal, pass the rolling-ball obstacle without being struck by any ball. The safest route is to climb the wall and pipes on the left and stay above the rolling path instead of threading directly through the balls. If a ball hits you, restart the level from Level Select rather than reloading a checkpoint.

Sweet Dreams

Complete Candyland.

Extra Dreams: Test Chamber and Steampunk Party

Test Chamber

Need to vent spans much of Test Chamber. Plan to travel through every ventilation shaft in one run, and avoid manual checkpoint reloads during it, because progress is reported to reset.

Need to vent

You have to crawl all the way through each shaft. Opening the hatch is not enough. The first three vents are on the normal route and you cannot progress without them. The rest are optional and start in the second light-bridge room, which comes right after the lava vent. Open each hatch while holding the wall with one hand, so your head does not get stuck between the hatch and the wall.

Mandatory vents, in route order:

  1. Elevator room on the ground floor. Break the cracked glass window by throwing a cushion or plank at it, and go in. Use the black shelf as a step, stand on the sofa, open the vent, and crawl through. It comes out where a battery powers a laser barrier. Take that battery to the elevator socket and ride up to the second floor.
  2. Spinning-pole room on the second floor, the first room after the elevator. Put the wooden plank under the size ray and press the yellow button to enlarge it. Lean it against the shelf, climb up, and enter the vent. Press the button at the far end to open a gate, then finish the room's magnet puzzle as normal.
  3. Lava vent on the third floor, reached by climbing the enlarged statue. The vent door is high up. Put the machine on the beam spot, pull the lever to lower the enlarge beam, and enlarge the machine. Jump from its top into the vent. Crawl carefully, because falling drops you into lava. Press the red button at the far end to open the gate to the second light-bridge room.

Optional vents, all starting in the second light-bridge room:

  1. Enlarge the printer and place it near the pipe. If it falls on its side, shrink it, stand it upright, and enlarge it again. Climb the printer onto the pipe, shimmy around it, then open and enter the vent. Follow the shaft to the outside of the building.
  2. Do not rush outside. Look right, wall-grab onto the pipe there, and follow it around. Jump into the opening above the light bridge access door. Follow that shaft as far as it goes, watching for holes. If you fall, start this route again.
  3. At the end of that shaft, rotate the camera to find a vent below you. Wall-cling to it, open it, and enter.
  4. While standing on that open vent, rotate the camera to find the last vent along the wall, and wall- or ceiling-swing to it. You can also reach it from the red-green sliding-puzzle room, where two vents face each other above the lava under the main floor, or by climbing the compactor.

Follow the last shaft all the way to the final room. The achievement unlocks when you arrive there. Sources disagree on exactly how many duct sections there are. If it has not unlocked in the final room, go back to any vent above that you opened but did not crawl all the way through.

Half-baked puzzle

Early in the test rooms, preserve and move a cube through the gate sequence instead of abandoning it. Use a bed or another object to keep the closing gate from sealing the cube away, carry the cube into the side test, and place it on the switch that opens the hidden cake room. Enter far enough to find the cake.

Hope that wasn't important

In the final area, locate the blue cube-blueprint disc or plate beside the cube-production equipment and put it into the recycler. It respawns afterward, so recycling it does not block level completion.

Test Complete

Complete Test Chamber.

Steampunk Party

Let off some steam is a three-valve run-spanning achievement. Do not manually reload a checkpoint after turning the first valve unless you are willing to repeat all three.

Let off some steam

Turn all three hidden valves during one Steampunk Party run. The first is near the opening section on the roof before entering the next interior area. The second is reached after the steam-train sequence by using the steam launch to reach the opposite building. The third is late in the level before the final checkpoint, reached by dropping to the lower side platform from the elevated route. Turn each valve fully; the achievement unlocks on the third.

Bellhop

During the steam-train section, do not ride straight past the bell. Jump from the train route to the side platform with the bell and pull or strike it until it rings before continuing.

Party Animal

Near the end of the level by the incinerator, win the golden ball from the crane game and drop it into the tube to the left of the crane to raise the bridge. Then win another ball from the crane game (a dark gray one) and throw it into the incinerator fire. A golden ball comes down the tube on the left. Place that golden ball on the pedestal beside the wooden door to the right of the incinerator, go into the party room, and move the lever to the left. Music starts and the achievement unlocks shortly after. If nothing happens, make more coal runs across the bridge to stoke the furnace and try another ball.

Full steam ahead

Complete Steampunk Party.

Final Cumulative Cleanup

Movement, Vehicles, and Respawns

Open the game's achievement list on your Xbox and compare it against every achievement heading in this guide. Replay from Level Select only the levels that still have locked achievements, using that level's section of this guide. Then check the whole-game cumulative achievements before doing any deliberate grind.

If Adventurer remains, move through a large safe level rather than repeatedly reloading; driving the Water speedboat is the fastest distance source. If Let it rain remains, use a checkpoint beside a quick fall. If Trampoline remains, spam ordinary jumps in place. If Heavy lifting remains, carry a movable box while walking a long safe loop.

If Sail away! remains, load Water and drive or row a boat continuously until the 1 km cumulative milestone registers. If Petrolhead remains, load Power Plant and drive the yellow truck in loops around the furnace and coal road until its 1 km milestone registers.

Achievement pops in Human Fall Flat can be delayed. When the underlying requirement is clearly satisfied, especially for long cumulative or collectible conditions, allow time for the Xbox service to synchronize before repeating a long grind or full-level clean run.

Something broken or updated?

0 update requests

Sign in to request an update