Maquette Development 100% guide
Published by Chubuggles
A chronological Xbox route through all seven chapters, the four optional achievement detours, and every chapter speedrun.
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- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 3-4 hours
Difficulty
3/10, as the guide’s author rates it
Your Progress
22 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Begin
Maquette has 22 Xbox achievements worth 1,000 Gamerscore. The Xbox One, Xbox Series X|S, and Windows versions use the same Xbox achievement list through Smart Delivery and Xbox Play Anywhere.
Everything is single-player and offline. There are no online or co-op requirements, no difficulty achievements, no New Game+ requirement, and no DLC achievement packs.
As of 2026-09-21, no achievement is CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED. Size Manipulator has a HISTORICALLY REPORTED BUG involving inconsistent triggering, but it remains obtainable; a safe retry method is included below.
There are no true missables because Chapter Select lets you replay unlocked chapters. Still, take Breakout, Crew Creatures, Into the Darkness, and Run, Move, Run! during the story route so you do not have to replay their chapters for cleanup.
The practical completion is one normal story playthrough, followed by seven short chapter replays for the timed achievements. You do not need a second full playthrough. The timed achievements are chapter-specific, so failing one does not affect the others.
▶First Playthrough
▶Chapter 1: The Gardens
Follow the only route through the garden. From the opening path, keep left until you reach the first large red door and use the nearby wall switch.
▶Open Sesame
Open Sesame10G
This unlocks when you open that first door. No special setup is required.
Continue down the path, cross the bridge, and climb to the next locked doorway. The gold key is on the fountain to the right. Hold the key out at the lock to open the first keyed door, pick the key back up, then use it again on the second keyed door.
Walk to the end of the path and finish the closing scene.
▶The Gardens
The Gardens25G
This unlocks when you complete the chapter.
Do not worry about the three-minute run yet. Learn the route now and handle the timed version after the story.
▶Chapter 2: The Maquette
Enter the castle opposite your starting corner and let the scene play. Return to the central dome after the surrounding wall lowers.
Move the red block out of the model's garden entrance. Go through the corresponding full-size opening, drop into the lower garden, turn around, and find the elevator beneath the tower. Pick up the small bridge beside it, then use the nearby switch to return to the upper level.
Carry the bridge back to the central model. Rotate it with LB and RB until it spans the broken model walkway, then place it across the gap.
▶Precise Placement
This unlocks when you rotate an object to fit the puzzle. Rotating the bridge before placing it is the natural trigger.
Cross the full-size bridge, use the elevator, and watch the next scene. Take the gold ticket and ride back down.
▶Size Manipulator
The intended requirement is to change an object's size to solve a puzzle, which happens naturally in this chapter. The bridge and ticket sequence normally satisfies it.
Safest route: before shrinking the gold ticket, take the full-size ticket to the fair gate once and try to use it. It will not fit. Drop it in the courtyard, return to the model, pick up the small version from the corresponding spot, and insert that small ticket into the fair gate.
If the achievement has not unlocked by the time the fair opens, keep playing. Do not restart the entire game. The historical retry method in the cleanup section is much cheaper.
After the fair appears, immediately return to the central model. At the rear of the fair section is a switch controlling a hidden wall. Pull it, then go to that newly opened section in the full-size fair. Approach the fortune-teller machine to play the scene and spawn the metal key.
Use the key on the still-locked doorway in the main courtyard.
▶Breakout
Breakout70G
Do this before turning the key into the normal bridge solution.
Return to the central model with the key. In the newly opened model area, place the key diagonally against the small steps or wall so it acts like a ramp. Go back to the full-size version of that area and climb the enlarged key over the wall. The achievement unlocks when you make the early exit over the wall.
Return to the intended route after it unlocks.
For the normal solution, take the key back to the model and lay it across the large model gap. Cross the full-size key bridge and trigger the scene at the overlook.
Return to the dome. After the world changes, place the standard-size key on the ground outside the dome. Inside the model, pick up its tiny version and use that tiny key to unlock the newly spawned house.
Put the tiny key down, recover the standard-size version, and place it in the model as a bridge from the main area to the floating house. Cross the enlarged key and enter the house.
▶The Maquette
The Maquette25G
This unlocks when you enter the house and complete the chapter.
▶Chapter 3: The Gateways
Start by going behind the building in the sandy yard and taking the pink spherical crystal. Bring it to the matching crystal pedestal at the front, then carry it through the matching barrier into the pink house.
Inside, leave the sphere down long enough to go upstairs and pull the switch. This lowers the blue diamond. Put the blue diamond in the pink house's back garden, then use the pink sphere to leave the house.
At the central model, take the smaller pink sphere and place it on the sloped roof behind the blue house so it can fall into position by the barrier. Retrieve the small version of the blue diamond from the model and use it to clear the blue barrier. The pink sphere will fall into the house.
Enter the full-size blue house, recover the pink sphere, use it to pass the matching barrier, and trigger the scene. Pull the switch afterward to open the route out. Bring both the newly available green crystal and the pink sphere back into the open central area.
At the model, take the small pink sphere and place it on the upper balcony of the green house by the green barrier. Carry the green crystal near that balcony so the green barrier drops and the sphere falls inside.
In the full-size green-house area, carry the green crystal through the two green barriers. Feed the green crystal through the hexagonal opening so it is left outside. Pick up the pink sphere inside the house, pass the pink barrier, and trigger the scene.
Take the key from the back. Push it through the rear window, open the interior door, and leave with the pink sphere. Recover the green crystal and continue into the final section.
Back at the model, take the small version of the key you pushed outside and use it on the locked door in the sandy starting section. Before entering, put the small pink sphere through the opening on the left side of that building so it will be available inside.
Carry the green crystal through the newly opened green barrier, put it down, collect the pink sphere, and use that to pass the inner barrier. Trigger the scene, pull the switch, and cross the bridge to the cog.
Pick up the cog. A wall will appear and cut you off from the central model. Put the cog down for a moment, take the pink sphere, and return toward the bridge. Use the gap in the railing to jump to the rock, then jump over the outer wall into the giant-scale area.
Go around the outside of the wall and use the pink sphere on the matching crystal to remove the barrier. Continue to the rear of the sandy area, use the first switch to lower the platform, then use the second switch on the platform to return to the normal-size area.
▶Crew Creatures
Do this before placing the cog to finish the chapter.
Return to the building where you were swapping crystals and take the green crystal. Repeat the rock-and-wall jump into the giant-scale outer area. Head toward the distant green barrier and the house beyond it. Carry the green crystal through the barrier, find the doghouse beside the house, and enter the doghouse.
The achievement unlocks when you enter the doghouse and discover the pets.
Return to the normal play area, recover the cog, and carry it to the rear of the corresponding building in the central model. Hold it in place until it slots into the mechanism.
▶The Gateways
The Gateways25G
This unlocks when the cog is installed and the chapter completes.
▶Chapter 4: The Wedge
You begin facing the church. Turn left toward the three houses and enter the pink house. Go through to the back garden, enter the small outbuilding, and pull the switch to lower the platform into the giant-scale world.
In the giant-scale area, reach the pink house using the rake, fence, steps, plant pots, and rocks. Inside, climb the books to the model of the house and enter it. Take the metal stairs, then return to the platform and raise yourself back to normal scale.
At the central model, find the fenced quadrant with a hole in the gray fence. Place the metal stairs at that opening. In the normal-size world, climb the enlarged stairs and jump through the fence. Enter the nearby house from the far side and pull the switch to lower the fence.
Return to the model and move the metal stairs in front of the blocked second-floor house entrance. In the normal-size area, enter the other house at the far end and pull its switch to open the rear route into the giant-scale world.
Go outside at giant scale and use the enlarged stairs to get into the house. Inside, use the raised pipe sections to reach the chair and then the wall switch. Pull it, then return to the normal-size central area.
Move the metal stairs to the gate guarding the wooded section. Lower yourself to giant scale again and walk through the bars, which are now far enough apart for you to pass. Enter the house on the left and pull the high wall switch to lower the fence.
Return to normal scale. Move the metal stairs to the house without its own staircase and line them up with the second-floor door. Enter the rear house in this section and pull the switch to open the giant-scale exit.
Go back out at giant scale. Use the narrow inner ledge and bannister of the enlarged metal stairs to reach the second floor of the house. Go through the hole in the wall and take the gold key from the mousetrap.
Carry the key all the way back to the normal-size church and unlock the front door. Step inside to trigger the bell scene.
Now place the normal-size metal stairs in the central model, directly against the model church. Climb the stairs in the model and interact with the church bell.
▶The Wedge
The Wedge25G
This unlocks when you ring the model church bell and complete the chapter.
▶Chapter 5: The Escape
The first half is linear. Follow the path and the writing as the street forms in front of you until you reach the elevator. Pull the elevator switch and descend.
At the bottom, continue to the collapsed clock and pick up the crystal sphere nearby. While you carry it, the hidden route is marked by gold scraps of paper and certain rock faces become passable.
Follow the paper straight ahead and climb the large overturned-rock ramp. At the top, look down to pick up the paper trail wrapping around the wall. Follow it to the end and turn right.
When the trail leads into a large rock on your left, keep holding the sphere and walk through the rock. On the other side, turn right, take the second left, climb the next ramp, and drop down the far side.
Turn left and continue following the paper. At the final rock wall, walk through it with the sphere and continue into the opening ahead.
▶The Escape
The Escape25G
This unlocks when you reach the end of the hidden path and finish the chapter.
▶Chapter 6: The Spiral
Walk through the opening cave until the level opens onto the suspended ruins and you can see the distant dome-like structure.
▶Into the Darkness
Before solving anything, walk straight off the nearby cliff into the void. The achievement unlocks when you take the fall. You respawn nearby, so there is no meaningful penalty.
Now follow the floating walkways and use the bridge switches. At the second bridge switch, take the right-hand route to the small model of the void. Pick up the tiny missing bridge section and place it in the broken bridge in the model. Before leaving, activate the tiny switch on the last platform to create the final bridge.
Backtrack to the second switch and take the left route into the next structure.
At the tall wall, use the three movable pillar pieces beside the small copy of the wall to build a climbable staircase. The reliable shape is a rough zigzag: make sure the lowest piece physically touches the floor and that each higher piece overlaps the previous one enough to walk across.
Continue until you reach the oversized key and the sizing platforms. None of the three obvious sizes is correct. Use the smaller key on the medium platform to create the giant version, then position the giant key so it becomes a ramp up to the hidden ledge above the sizing area.
Climb the key to reach the hidden fourth sizing position. Cycle the key through the sizing system until the key matches the nearby key-shaped mold, then use the correctly sized key on the lock.
For the final block puzzle, there is a black block and a white block plus matching black and white model spaces. Put each block only on its matching color and use the recursive copies to form a traversable bridge. The same placement has to work for the second orientation as well, so if the first gap is passable but the next one is not, return and adjust the blocks rather than looking for another item.
Continue through the cracked opening and finish the last alignment to reach the exit.
▶The Spiral
The Spiral25G
This unlocks when you leave the shattered final area and complete the chapter.
▶Chapter 7: The Exchange
Pick up the movable pink dome in the center and lift it clear of the surrounding rocks. Place it near the large staircase, leave the dome, climb the stairs, and pull the switch at the top.
After the scene, go to the newly opened green tower and interact with the owl carving. A second switch and a line of arches appear.
▶Run, Move, Run!
This must be earned by entering the timed Arch Tower on the first activation of this switch during the attempt.
Preventative precaution: make a manual save immediately before touching the timed switch.
Before pulling it, position the movable dome close to the green tower so you can reach it immediately. Pull the switch, sprint back into the dome, move the small dome inside toward the opposite timed tower, then exit at the new position and run through the tower doors before they close.
The achievement unlocks when you enter the Arch Tower on that first attempt. If you miss the door, reload the manual save before trying the switch again. If that does not preserve the first-attempt condition for you, restart The Exchange and repeat the setup before touching the switch.
Inside the timed tower, interact with the diamond.
A five-segment symbol pillar appears. Stand on its pressure plate and match the symbols shown by the floating rocks. The first solved sequence is Jigsaw, Crystal, Figurine, Plus, Butterfly.
A second pillar appears on the opposite side. Move and rotate the dome so the open side lets you see the floating symbols behind that pillar, then stand on the pressure plate. The second solved sequence is Butterfly, Crystal, Plus, Jigsaw, Figurine.
Completing the second pillar opens the narrow blue tower. Enter and interact with the bell.
The larger blue tower opens and rocks appear outside. Move the dome onto the large rock so the entire world tilts enough to make the steep staircase inside the tower climbable. If you slide instead of climbing, reposition the dome slightly higher on the rock to increase the angle.
Climb the altered staircase and interact with the book. Then return to the large staircase from the start of the chapter and go to the tree at the top for the final scene.
▶The Exchange
The Exchange25G
This unlocks when you finish the final chapter.
▶The Conclusion
The Conclusion100G
This unlocks alongside the final chapter completion after the ending.
At this point the full story is complete, Chapter Select is available for cleanup, and the only planned work should be the seven chapter speedruns plus Size Manipulator if its historical bug affected you.
▶Chapter Speedruns
▶Speedrun Setup
Each timed achievement is tied to one chapter. Use Chapter Select and practice one chapter at a time.
- Hold B to skip every skippable cutscene. Cutscenes count against the timer.
- Do not rely on pausing to stop the timer.
- Make a manual save at the start of the chapter so you can retry without losing your story progress.
- If an attempt is clearly bad, restart the chapter instead of finishing it.
- Jumping is not a general movement-speed boost. Save jumps for actual traversal.
- The route you already learned is enough for every time limit. Clean item placement matters more than risky movement.
▶Speedrun 1: The Gardens
▶TL;DR: Gardens
Requirement: complete The Gardens in under 3 minutes.
Hold B immediately to skip the opening scene. Follow the same leftward route to the first red door and hit the switch without stopping to read the environment text.
Continue to the two keyed doors. The gold key is on the fountain to the right. Pick it up only when you are close enough to use it, because carrying an item slows movement. Open the first keyed door, take the key back, open the second, and run to the final scene.
Hold B again as the ending scene begins. The achievement unlocks when the chapter completion registers under three minutes.
▶Speedrun 2: The Maquette
▶Earlier Dates
Requirement: complete The Maquette in under 4 minutes and 10 seconds.
Skip every scene. Enter the opening castle, return to the dome, move the red block, drop into the garden, grab the bridge, and ride back up.
At the model, rotate and place the bridge correctly on the first attempt. Cross it, ride the elevator, take the ticket, return, shrink it through the model, and open the fair.
Immediately pull the hidden-wall switch in the model, trigger the fortune-teller scene, take the key, and open the remaining door.
Do not take the Breakout detour during the timed run. Use the key as the intended bridge, trigger the overlook sequence, then shrink the key to unlock the house. Re-enlarge it as the final bridge and enter the house.
The two largest time losses are bad bridge placement and dropping the key while trying to create the later bridges. Slow down for those placements rather than losing an entire trip across the courtyard.
▶Speedrun 3: The Gateways
▶Triumphant Days
Requirement: complete The Gateways in under 4 minutes and 35 seconds.
This is one of the tighter memory tests. Skip all scenes and keep each crystal in the same staging spot every attempt so you never waste time searching for it.
Use the pink sphere to enter the pink house, lower the blue diamond, and leave the diamond in the back garden. Use the model to set the pink sphere on the blue-house roof, then use the blue diamond to clear the barrier and get the sphere inside.
Finish the blue-house switch, stage the pink sphere and green crystal in the central area, then solve the green house exactly as on the first playthrough: pink sphere to the balcony, green crystal to remove the barrier, green crystal through the hexagonal opening, pink sphere through the inner barrier, key through the rear window.
Use the small key to open the sandy building, pre-place the pink sphere through its side opening, carry the green crystal through the first barrier, swap to the pink sphere inside, then pull the switch and collect the cog.
After the wall appears, use the pink sphere and the bridge-to-rock jump to reach the outer world and remove the wall. Return by the lift and install the cog.
Do not take the Crew Creatures detour on the speedrun. The rock jumps and crystal handoffs are where failed attempts usually lose the most time, so prioritize consistency over aggressive jumping.
▶Speedrun 4: The Wedge
▶Getting It Over With
Requirement: complete The Wedge in under 9 minutes and 50 seconds.
The normal route fits under the limit if you remember each metal-stairs placement. Follow the story route above without sightseeing and skip every scene.
The biggest risk is misplacing the metal stairs and then having to walk back across the giant-scale world to correct them. Each time you place them in the model, make sure the full-size version actually reaches the opening you intend before committing to the long walk.
An optional shortcut has historically worked: after obtaining the metal stairs near the start, enlarge and position them so you can enter the church from above, trigger the church scene early, get back out, then ring the bell on the model church. Community reports still showed this working in January 2025, but it has not been independently reverified here in 2026. The normal route is the safer CompletionLab route and still gives enough time.
The achievement unlocks when the model bell ends the chapter under 9 minutes and 50 seconds.
▶Speedrun 5: The Escape
▶Stressing Escape
Requirement: complete The Escape in under 4 minutes and 20 seconds.
Skip the opening story and move continuously through the linear street section to the elevator.
At the bottom, take the crystal sphere by the collapsed clock and follow the gold scraps exactly. Go straight, climb the overturned-rock ramp, follow the trail around the wall, turn right, pass through the first rock, turn right again, take the second left, climb and drop from the next ramp, turn left, then pass through the final rock.
Avoid improvised sequence breaks in the elevator and ramp sections. A known route failure can occur if you bypass the intended landing and the chapter does not register its final progression state.
Enter the final opening and the achievement unlocks if the chapter time is under 4 minutes and 20 seconds.
▶Speedrun 6: The Spiral
▶Riding the Spiral
Requirement: complete The Spiral in under 6 minutes 40 seconds.
Do not take the Into the Darkness death during the timed run.
At the second bridge switch, immediately take the right branch, repair the model bridge, activate the tiny final switch, then backtrack and take the left branch.
For the three-piece wall climb, build a simple overlapping zigzag. The bottom piece must touch the floor and every higher piece must overlap enough to walk onto it. A clean first placement saves more time than trying to make an exotic shortcut.
At the key puzzle, use the giant key as the ramp to the hidden fourth sizing position, then cycle the key until it fits the mold and unlock the door.
At the final black-and-white block puzzle, use the same solved placement you learned in the story run. This is the worst place to improvise because a placement that crosses the first gap can still fail at the second orientation.
Finish through the cracked exit. The achievement unlocks when the chapter completes under 6 minutes 40 seconds.
▶Speedrun 7: The Exchange
▶Boosting the Pillars
Requirement: complete The Exchange in under 5 minutes and 25 seconds.
Move the dome clear of the rocks and use it aggressively to shorten travel. Pull the first staircase switch, activate the owl in the green tower, and pre-position the dome before pulling the timed arch switch.
For the timed tower, use the same setup as Run, Move, Run!: switch, dome, reposition toward the opposite tower, exit, enter the doors. Do not run the entire distance on foot.
After the diamond, solve the first pillar with Jigsaw, Crystal, Figurine, Plus, Butterfly. Solve the second with Butterfly, Crystal, Plus, Jigsaw, Figurine.
Activate the bell, tilt the world by placing the dome on the large rock, climb the altered staircase to the book, then return to the final tree.
The achievement unlocks with the chapter completion under 5 minutes and 25 seconds.
▶Final Cleanup
▶Historical Size Manipulator Retry
If all seven speedruns are done and Size Manipulator is your only missing achievement, use Chapter Select for The Maquette rather than starting a new game.
Let the opening castle scene play, return to the dome, move the red block, collect the bridge, rotate it, and place it normally. Continue to the gold ticket.
Take the full-size ticket to the fair gate and attempt to use it once. Then drop the ticket, return to the central model, take the small version, and use that small ticket on the fair gate.
This is a workaround for a HISTORICALLY REPORTED BUG, not an extra official requirement. If it still does not unlock, replay The Maquette and repeat the normal resizing actions with the red block, bridge, and ticket before considering a fresh save.
Once Size Manipulator and all seven timed achievements are unlocked, the Xbox list is complete at 22 achievements and 1,000 Gamerscore.