Max: The Curse of Brotherhood · Guides

Max: The Curse of Brotherhood 100% guide

Published by Chubuggles

A chronological level-by-level route to all 36 Xbox One achievements in Max: The Curse of Brotherhood, with every Evil Eye and Amulet Piece, the no-death runs, and Magic Marker grinds.

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  • ETA

    Estimated time, as the guide’s author estimates: 8-10 hours

  • Difficulty

    3/10, as the guide’s author rates it

Your Progress

36 achievements in this guide

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

Completion Plan

This guide covers the Xbox One version of Max: The Curse of Brotherhood (also playable on Xbox Series X|S): 36 achievements worth 1000 Gamerscore, with no DLC or title-update achievements. The older Xbox 360 release has its own separate, smaller list with different values and conditions, so do not mix guidance from it.

  • Online: none. Everything is offline and single-player.
  • Missables: none. Level Select on the main menu lets you replay any level you have reached, during the story or after it, and achievements and collectibles earned on replays count.
  • Playthroughs: one, plus a handful of short level replays for the no-death and speed achievements.
  • Difficulty settings: none that affect achievements.
  • Collectibles: 75 Mustacho's Evil Eyes and 18 Amulet Pieces (the game may call the pieces "secrets"). The pause menu shows the eyes and pieces for the level you are in, and Level Select shows each level's collected and remaining counts. Level Select also shows a medal on any level you have completed without dying.
  • Skill achievements: six no-death or timed runs (Ludicrous Speed, Can't Touch This, Perfect Sliding, Trust Me, Immune to Lava, No Stranger to Danger). Each one is a single short level.
  • Grinds: 200 drawings each of earth pillars, branches, vines, water streams and fireballs, plus 700 combined branches and vines, and 25 enemies set on fire. Most of these finish during normal play; leftovers are quick draw-and-redraw sessions at any safe node.

Recommended approach:

  1. Play the story in order and grab every Evil Eye and Amulet Piece in each level before moving on. Each level's collectibles are listed in its section.
  2. Try Ludicrous Speed and Can't Touch This on your first run of 1-2. Do the other no-death runs as separate replays, so collecting never interferes with them.
  3. Finish any leftover Magic Marker counts and missing collectibles in post-game cleanup.
Collectibles are reported to save as soon as you grab them. Check the pause-menu count to confirm, then quit to the menu normally rather than hard powering off the console.

How deaths are counted for the no-death achievements: restarting from a checkpoint counts as a death. The default fix is to restart the level from Level Select. There is a conditional shortcut: pausing, choosing Main Menu, then Continue resets the death count, but Continue only returns you to your furthest story checkpoint. It therefore helps only while that level is your current story progress, not on Level Select replays of levels you have already finished, and it does not apply to the Mustacho fight.

Chapter 1

1-1 Prologue and 1-2 Anotherland

The Prologue is a short story opener with no collectibles or achievements. Anotherland has no Evil Eyes or Amulet Pieces and you do not have the Magic Marker yet, so it is pure platforming and running. That makes it the best level for two achievements at once.

Ludicrous Speed

Reach the cutscene with the Old Lady at the top of the tree within five minutes of starting 1-2 Anotherland. The timer covers this one level, not the whole game. The limit is tight: skip any cutscene you can, don't explore, and keep moving. The condition is the time, so a death does not automatically fail it, but a death also costs Can't Touch This and eats into the margin. Once you lose the pace, restart 1-2 from Level Select.

Can't Touch This

Complete any level without dying. Anotherland is the easiest choice, so aim to get this together with Ludicrous Speed. If you die, replay 1-2 from Level Select for a clean run; that works during the story or after it. The Level Select medal on 1-2 confirms a clean finish.

1-3 Sea of Sand

Collectibles 6 collectibles
  • Sea of Sand — first eye on the path — 1-3. Straight ahead soon after getting the Magic Marker, before the first sand pillar.

  • Sea of Sand — stone face socket (first) — 1-3. One socket of the giant stone face; push the crate off the cliff and use it as a step.

  • Sea of Sand — stone face socket (second) — 1-3. The other socket of the same stone face, taken in the same visit.

  • Sea of Sand piece — 1-3. Short pillars toward the gas critter, last one low, then run right into the underpass.

  • Sea of Sand — Spikester stretch — 1-3. Before the rope slide; raise the pillar before engaging the Spikester and check both sides.

  • Sea of Sand — upper-left ledge past the gas critter — 1-3. Raise the pillar left of the critter to full height and jump to the ledge.

You receive the Magic Marker here and can raise earth pillars. Only earth pillars exist at this point; branches arrive in 2-1, vines in 2-3, water in 4-1 and fireballs in 5-2.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: straight ahead on the path soon after you get the Magic Marker, before the first sand pillar. No drawing needed.
  • Eyes (two): in the two eye sockets of the giant stone face. Follow the platform right, raise the pillar to go up and left, push the crate off the cliff, then use it as a step to jump onto the face. Pull both eyes.
  • Amulet Piece: at the row of earth pillars leading toward the gas critter, draw the pillars short and keep the last one low, hop onto that last pillar, and run right under the upper platform into the underpass. The piece is straight ahead.
  • Eye: in the Spikester stretch between the stone face and the rope slide. Don't go up to meet the Spikester; raise the pillar first and climb to the eye. Its side is not confirmed, so check both sides of the pillar.
  • Eye: after the rope slide, cross the quicksand (raise a pillar so the Spikester drops onto it, then destroy the pillar), go right and set off the gas critter. Raise the pillar just left of the critter to full height and jump to the upper-left ledge.

Just getting started

Use the Magic Marker 25 times. This pops within minutes of getting the marker.

Lost and Found

Pick up your first Amulet Piece, which is the one in this level.

What Are You Looking At?

Destroy your first five Evil Eyes. Grab the eye, then pull it out. With all five eyes in Sea of Sand, this unlocks on the last one before you leave the level.

Clever Boy

Solve the last puzzle in Sea of Sand using only three drawings, as the description says: two earth pillars and three drawings in total. Draw the first pillar slightly taller than Max and jump on it. Draw a taller second pillar and jump onto that. Standing on the second pillar, destroy it at its base and immediately redraw a pillar under yourself (your third drawing), then ride it up to the top of the cliff. If you draw a fourth time, reload the checkpoint and try again. Grab the level's collectibles before you reach this final puzzle.

Guts and Glory

Make five critters explode and survive. Critters are small tick-like creatures that inflate and burst into a green gas cloud when you get close. Trigger them and step back out of the cloud. They appear from about Sea of Sand onward, the count adds up across levels, and this usually unlocks by about 2-2.

Master of Earth

Draw 200 earth pillars. The count adds up across the game. To speed it up, raise, destroy and redraw a pillar at any safe earth node. Earth pillars also keep counting in the first half of 2-1, before branches arrive.

1-4 Black Rock Canyon

Collectibles 5 collectibles
  • Black Rock Canyon — start, right wall — 1-4. Raise the first pillar, drop to the ground, look right.

  • Black Rock Canyon piece — 1-4. Barnacle grabs the Spikester, raise it on a pillar, jump right.

  • Black Rock Canyon — upper-left by the boulder — 1-4. Ride a full-height pillar and hop off left.

  • Black Rock Canyon — second Spikester area, upper right — 1-4. Drop the Spikester, move the box to its old ledge, push it to the wall, and climb.

  • Black Rock Canyon — first gap after the cave rope — 1-4. Drop into the first gap after climbing out of the cave.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Eye: right at the start. Raise the first pillar, drop to the ground, and look on the right-hand wall.
  • Amulet Piece: at the first Spikester with a barnacle on the ceiling, let the barnacle grab the Spikester, raise the Spikester on an earth pillar, jump onto it, and jump to the platform on the right.
  • Eye: top left near the boulder. Raise the pillar to full height with Max on it and hop off left into the dark upper-left corner.
  • Eye: upper-right wall in the second Spikester and barnacle area. Drop the Spikester to the lower level, raise a pillar to reach the central box, push the box right and raise it to the Spikester's old ledge, then push it against the wall and hop up.
  • Eye: after the cave, climb the rope out. Drop into the first gap in the platform; the eye is below.

Dominos

Story progress. It unlocks when you make it past the toppling stone pillars.

He is The One

Survive five near-death slow-motion moments. They add up across the game, and there are around 20 of them, so this comes naturally. The first one is on the slopes right after the Dominos section. To get it now, let the slow motion trigger there, survive, reload the checkpoint, and repeat until you reach five.

Hold on Tight

Tame the Spikester and stay on its back for at least ten seconds. If you fall off early, reload the checkpoint and try again.

1-5 The Crossing

Collectibles 5 collectibles
  • The Crossing — beside the bell — 1-5. Hop left off the bell rope after ringing the bell.

  • The Crossing — middle platform by the ropes — 1-5. Past the henchman between two pillars, climb right and swing on the second rope.

  • The Crossing piece — 1-5. Drop from the roof, let the critter explode, crawl left into the building, raise the pillar.

  • The Crossing — Forest Wall — 1-5. Pull the box onto the leftmost pillar spot, raise it, and jump left.

  • The Crossing — bottom platform by the red vines — 1-5. Drop by the ropes in the forest; the eye is left, before the red vines.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Eye: while fleeing the two henchmen, climb the first rope and leap left to the second rope, which is the bell rope. Ring the bell, then hop left off the rope to the eye.
  • Eye: past the henchman between the two raisable pillars, climb the right side to the rope, grab the second rope on the left, and swing to the middle platform.
  • Amulet Piece: cross the house roof just after the henchman and drop down. Let the critter explode, crawl through the small opening on the left into the building, and raise the earth pillar.
  • Eye: at the Forest Wall, pull the box from the right onto the leftmost pillar spot, raise it, and jump to the left platform. Take this before the Flipping boxes step.
  • Eye: in the forest, drop by the ropes to the bottom platform. The eye is to the left, before the red vines.

For Whom the Bell Tolls

Swing on the rope into the bell to ring it. The bell is next to one of this level's Evil Eyes, so ring it while you are there.

Flipping boxes

Story progress, about three-quarters of the way through The Crossing at the giant wall. Launch a box upward with an earth pillar, jump onto it from the pillar on the left, ride it up to the rope, and jump off. It cannot be missed.

Chapter 2

2-1 Roots

Collectibles 4 collectibles
  • Roots — small upper-left platform — 2-1. Before the temple, after the falling platforms and ropes.

  • Roots — temple chamber alcove — 2-1. Needs branches. Far-right alcove at the top; curved branch under the eye.

  • Roots piece — 2-1. Down path at the split, cave below the rope, pull the block, then a chain of branches up.

  • Roots — above the red vine patch — 2-1. Take the up path at the split; angle a branch up from the node by the pit.

The first half of Roots still uses only earth pillars. The marker is taken at the temple entrance, and you get it back with branches in the central temple chamber late in the level. From then on, branches count toward both Master of Branches and Greenfingers.

Collectibles: 3 Evil Eyes, 1 Amulet Piece.

  • Eye: before the temple. After the falling platforms, climb the ropes and leap left to the small upper-left platform.
  • Eye: after you receive branches in the temple chamber, climb to the top. On the far right, the eye sits in an alcove under a branch node. Jump to the upper-right platform, draw a curved branch under the eye, hop on, drop down and hop over to the eye.
  • Amulet Piece: after you first use a branch to push yourself up a ledge, the path splits up and down above a red vine patch. Take the down path through the opening and down a rope into a small cave. Pull out the block on the left and enter the next room. Draw a curved branch and drag it far left, climb it, hop right, jump to the branch above, then draw another branch below it angled upward to reach the piece.
  • Eye: come back to the same split and take the up path to a red vine patch with the eye above it. Draw a branch angled upward from the node beside the pit, jump onto it, and run along it to the eye.

Master of Branches

Draw 200 branches. Most of these come naturally from here on. To farm, you do not need full-length branches: draw just enough for the branch to appear, destroy it, and repeat at any safe node. This loop is quick, though no exact rate is confirmed.

2-2 Into the Wild

Collectibles 6 collectibles
  • Into the Wild — first red vine pit — 2-2. Branch, pillar and detached branch bridge to the lower right.

  • Into the Wild — behind the high-platform Bomber — 2-2. Bounce his bomb back with a pillar, then ride the pillar up.

  • Into the Wild — left enclosure trap — 2-2. Drop a propped branch on the patrolling henchman, then grab the eye.

  • Into the Wild piece — 2-2. Red vine gap after the falling-platform henchman; branches from the right to the far-right nook.

  • Into the Wild — fallen log ropes — 2-2. After the tree falls, climb onto the log, raise it, and cross the ropes left.

  • Into the Wild — under the wooden bridge — 2-2. Shift the stone block onto the hidden pillar and raise it.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: first red vine pit with a hidden earth node. Extend the left branch, raise the pillar to match it, extend the upper-right branch and detach it to form a bridge to the eye at lower right.
  • Eye: behind the Bomber on the high platform. Use a pillar to bounce his bomb back into him (the Hot Potato setup below), then ride the raised pillar up.
  • Eye: in the enclosure on the left side of the wooden platform. Prop the falling trap with a branch, get the patrolling henchman to follow you under it, drop the branch on him, then run back to the eye.
  • Amulet Piece: after the henchman you crush with the falling platforms, a large gap with red vines below appears. Draw a branch from the right and jump down onto it. The piece is visible on the far right; draw a branch from the right to reach it. An earth node to the left of the piece lifts you back out.
  • Eye: after the tree-felling Beast scene, use the pillar to get onto the fallen log, raise it, and cross the ropes to the left. Falling off just repeats the tree sequence.
  • Eye: under the wooden bridge near the end. Drop to the ground and go left. Shift the stone block slightly right so it sits on the hidden pillar, stand on it, and raise the pillar.

Hot Potato

Kill a Bomber with his own bomb. At the Bombers in this level, raise an earth pillar beside you as a barrier so his bombs bounce or roll back and explode next to him. You can also add a vine as a ramp so a bomb rolls back to the thrower. Bombs sometimes fly over a pillar at full height, so try different heights and positions, and reload the checkpoint if things go wrong. If you leave the level without it, the Bombers in 7-1 The Tower are a backup.

2-3 Father Oak

Collectibles 5 collectibles
  • Father Oak — level start — 2-3. Box-like branch on the first pillar, then raise it.

  • Father Oak — long left branch on the vine climb — 2-3. Walk the branch left before reaching the top.

  • Father Oak — two branches, upper left — 2-3. After getting vines, go left from the two-critter platform.

  • Father Oak piece — 2-3. Slow-motion vine section; branch and vine cutting and swinging up to it.

  • Father Oak — under the lowest branch node — 2-3. After the Beast chase and trap, below the trigger point. 25th eye.

The marker is taken at the start of the tutorial, and you get it back with vines at a pedestal mid-level. Vines count toward Master of Vines and Greenfingers.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Eye: level start. Draw a box-like branch, drag it to the first pillar, stand on it, and raise it to reach the eye above.
  • Eye: on the climb up the vines, there is a long branch pointing left. Climb the vine and walk left along the branch before climbing all the way to the top.
  • Eye: after you pick up vines at the pedestal, drop to the platform with two critters. Go left rather than right and draw two branches toward each other to reach the eye at upper left.
  • Amulet Piece: in the slow-motion section, jump from the first breaking vine to the second, hang on, and climb to its top. The piece is high above with two draw points. Draw the left branch and attach a vine, cut the vine so it flops across to you, jump to it and climb to the branch. Draw another vine down to a second branch, jump to it, climb, cut the vine at the branch, and swing to the piece. If it fails, stay on the vine, destroy the branch and redraw it higher.
  • Eye: after the Beast chase and the trap sequence, climb the rope to where the trigger was and go under the lowest branch node. Avoid the swinging trap, or you will have to redraw the round branch.

Some Assembly Required

Collect six Amulet Pieces. If you have every piece so far, the sixth is the one in Father Oak.

No Peeking!

Destroy 25 Evil Eyes. If you have every eye so far, the 25th is the last eye in Father Oak.

Master of Vines

Draw 200 vines. Normal play covers most of these. To farm, draw a short vine, cut it, and repeat at any safe vine node.

Greenfingers

Draw 700 branches and vines combined, in any mix. Plan for 700 and keep drawing until it pops; it may unlock slightly earlier. Let it build during the story. It may finish during normal play, so check your achievement list after 3-3. If it is still locked, draw and cut branches or vines at a quiet node until it pops.

2-4 Tomb of the Giants

Collectibles 6 collectibles
  • Tomb of the Giants — near the start, upper right — 2-4. Drop the upper henchman with a branch, redraw it, and climb.

  • Tomb of the Giants — after the floor collapse — 2-4. On the immediate left; push the skull under it.

  • Tomb of the Giants piece — 2-4. Skull cave upper right via branch and vines. Take before the last skulls drop.

  • Tomb of the Giants — above the upper-left skull — 2-4. Skull cave; branch out right and jump. Take before the last skull drops.

  • Tomb of the Giants — top of the skull cave — 2-4. Above the entrance; branch plus vine from below. Take before the last skull drops.

  • Tomb of the Giants — behind the far-right skull — 2-4. Skull cave upper right; take before pushing that skull in.

The level ends when the last skull drops into the glowing hole in the skull cave, so take the cave's three eyes and the Amulet Piece before pushing the last skulls in.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: near the start. Drop the upper henchman with a branch he steps on, redraw the branch, and climb to the platform at upper right.
  • Eye: after the skull push that collapses the floor, drop down. The eye is on the immediate left; push the skull under it and jump.
  • Amulet Piece: in the large cave with five skull pillars, go to the top left where one more skull must be brought down. The piece is in the upper right section. Climb the left section, draw a branch on the right, connect a vine to it, cut the free end, drop and climb the vine, and hop to the right platform. Draw the branch leading upward, attach another vine, and climb to the piece.
  • Eye (skull cave): directly above the upper-left skull you knock down. Draw a branch out to the right, walk up it, and jump to the eye.
  • Eye (skull cave): at the top of the room, above where you entered. Draw a branch, then attach a vine from below to reach it.
  • Eye (skull cave): on the wall behind the skull on the far-right upper platform. Take it before pushing that skull into the hole.

Chapter 3

3-1 Lost in the Dark

Collectibles 6 collectibles
  • Lost in the Dark — early left side — 3-1. After the first platforms, before the round wall opening.

  • Lost in the Dark — chittering-eyes cave — 3-1. Push the block to the right wall and climb.

  • Lost in the Dark piece — 3-1. Green-lit ant statue; ceiling branch plus the left vine, then jump right.

  • Lost in the Dark — narrow passage ceiling — 3-1. After the two ant statues; branch up, step right at the top.

  • Lost in the Dark — far end of the block passage — 3-1. Raise the right pillar, pull the block through, branch up.

  • Lost in the Dark — past the snapping plants — 3-1. Pillar and vine swing to the upper-right eye.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: early on the left side after the first set of platforms, before the round opening in the wall. No drawing needed.
  • Eye: in the cave with the chittering yellow eyes, push the stone block to the right wall and climb the platforms there to the eye at the top.
  • Amulet Piece: in the cave with a green vine ahead and a long drop below, go down to the green-lit ant statue. Go left and climb the platforms. Draw a branch down from the ceiling and let the left vine attach to it, climb the vine, hop to the right platform, and jump right to the piece. Ignore the ceiling spikes.
  • Eye: after the area with the two ant statues, draw a branch to climb the narrow passage, then step right at the top to the ceiling eye.
  • Eye: raise the right one of two pillars to expose a block, pull it through the passage to the right, and branch up to the eye high on the right at the far end.
  • Eye: after the big gap with the snapping plants, draw a tiny vine to see the upper-right eye, drop left to a pillar, raise it, swing on the vine, and grab the eye as you pass.

Alone in the Dark

Story progress. It unlocks near the end of Lost in the Dark when you climb out of the dark caves.

3-2 Lantern Bugs

Collectibles 6 collectibles
  • Lantern Bugs — past the first bug crossing — 3-2. Upper platform; vine pulled over it or a rounded branch.

  • Lantern Bugs — after the log collapses — 3-2. Swing from the left vine to the right branch; eye on the wall.

  • Lantern Bugs piece — 3-2. After the log falls; vines and branch hung down to just above the water, swing left.

  • Lantern Bugs — branch over the bugs — 3-2. Cover the bugs with one branch, use another to reach up.

  • Lantern Bugs — bottom-right corner — 3-2. Lasso the bugs with a long vine and hop over.

  • Lantern Bugs — hanging from a tree branch — 3-2. Draw a branch under it and jump.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: on the upper platform just past the first branch-and-vine bug crossing. Pull the lower vine up over the platform left of the eye, or push a rounded branch left as a platform.
  • Eye: after the big log collapses, draw the left vine and right branch and swing to the branch. The eye is on the wall.
  • Amulet Piece: after taking that eye, connect the left vine to the upper-left branch and cut the vine's base so it stays on the branch. Climb up, pull the long vine from the upper right, attach it to your branch, and cut its right side so it hangs. Climb down until just above the water, then swing left to the piece.
  • Eye: across the gap where the log was, cover the bugs with one branch, stand on it, and use another branch to reach the eye above.
  • Eye: right after, in the bottom-right corner. Lasso the bugs with a long vine on the left, let it drop, and hop over it to the right.
  • Eye: just after the bug area, hanging from a tree branch. Draw a branch under it and jump up.

3-3 Sliding Escape

Collectibles 4 collectibles
  • Sliding Escape — outside the punched cave — 3-3. Raise the pillar, look up, and branch from below.

  • Sliding Escape — across the vine gap — 3-3. Extend the same branch across.

  • Sliding Escape piece — 3-3. Directly above the red vine pit; staircase of branches.

  • Sliding Escape — ceiling eye — 3-3. Ramp-shaped branch pulled under it.

This level ends with the first full Beast chase. Collect everything on this visit; the no-death run comes later as its own attempt.

Collectibles: 3 Evil Eyes, 1 Amulet Piece.

  • Eye: after luring the Spikester so the Beast punches the wall, leave the cave and raise the pillar. Look up and draw a branch from below to the eye.
  • Eye: across the vine-filled gap from the first eye. Extend the same branch to reach it.
  • Amulet Piece: the red vine pit is the gap those first two eyes sit on either side of, so there are no extra eyes here. The piece is directly above the pit; build a staircase of branches and climb it.
  • Eye: a little further on, on the ceiling. Build a ramp-shaped branch, pull it under the eye, and run up it.

By the Skin of your Teeth

Story progress. It unlocks when you escape the Beast during the slide at the end of the level.

Perfect Sliding

Escape the Beast in Sliding Escape without dying. Once the collectibles are done, replay 3-3 from Level Select (during the story or after the credits) and play it without dying. If you die, restart the level from Level Select. On your first story run of 3-3 only, you can try for it after collecting everything: if you die in the chase, Main Menu then Continue returns you to the checkpoint before the slide, so only the chase has to be clean. This does not work on Level Select replays. Keep moving forward during the slide so the Beast stays behind you.

Chapter 4

4-1 The Sacred Pool

Collectibles 5 collectibles
  • The Sacred Pool — under the blowfish platform — 4-1. Ride a cut branch under the platform and jump left.

  • The Sacred Pool — next platform along — 4-1. Ride the branch a little farther.

  • The Sacred Pool piece — 4-1. Room below the first large drop; spout up into the ceiling opening.

  • The Sacred Pool — small cave — 4-1. Push the lower-right stone block into the passage and jump up.

  • The Sacred Pool — three spouts to the crawl hole — 4-1. Spouts on the left wall, then crawl through the opening.

You get water streams here. Water counts toward Master of Water.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Eye: after the first branch ride across the water, three blowfish swim below a platform. Hop to the eye's platform, draw a branch, cut it, ride it under the platform, and jump left.
  • Eye: at the next platform along, ride the branch a little farther under it.
  • Amulet Piece: at the first large drop, enter the room below, find the opening in the ceiling, and draw a water spout that carries you up into it.
  • Eye: after the two spout jumps, push the stone block on the lower right into the passage and jump up from it into the small cave.
  • Eye: in the next room, use the three water spouts on the left wall to launch yourself to the upper-right platform beside the rope, then crawl through the small opening.

Master of Water

Draw 200 water streams. The count adds up across the game. To farm, the first water stream you draw in this level is a good spot: you do not need to draw it to full length, just draw until it appears, remove it, and repeat.

4-2 The Great Fall

Collectibles 6 collectibles
  • The Great Fall — under the wooden platform — 4-2. Spout a branch up, drag it left, and drop it as a bridge.

  • The Great Fall — far-right ledge — 4-2. Angled spout plus a cut straight branch to ride over.

  • The Great Fall piece — 4-2. Knock over the blocking trunk and ride it down, cross with the water stream, then trunk and branch up to the left platform. Before the falling-log eye.

  • The Great Fall — under the big falling log — 4-2. Prop the log on a branch, then spout across. 50th eye.

  • The Great Fall — over the large gap — 4-2. Bridge with a branch, redraw it upward, and run up.

  • The Great Fall — upper-left corner — 4-2. Room with two upper spouts; launch yourself up.

Collectibles: 5 Evil Eyes, 1 Amulet Piece. After this level, check your achievement list. Some of the drawing counters may already be done by this point. Anything still locked can be finished at any node of the right type, now or in cleanup.

  • Eye: after the slow-motion spout, on a wooden platform before the big waterfall. The eye is under the platform; shoot a straight branch up with a spout, drag it left, and drop it in the water as a bridge.
  • Eye: on a far-right ledge across from the previous branch spot. Use an angled spout and a straight branch, cut the end, and ride it over.
  • Amulet Piece: at the tree trunk blocking the path, knock it over and ride it down, then use the water stream to cross. Draw the branch above you, jump onto the trunk and then the branch, and jump up to the platform on the left, where the piece sits. Take it before the eye under the falling log.
  • Eye: to the right of and under the big falling log. Push the log up with a spout, draw a branch from the left, remove the spout so the log rests on the branch, then draw another spout to launch yourself across just under the log's right side.
  • Eye: almost immediately after, bridge the large gap with a branch, then redraw it angled right toward the upper platforms and run up.
  • Eye: in the room with two upper spouts, the eye is on a platform in the upper-left corner. Aim the spouts to shoot yourself up to it.

Amulet Hunter

Collect 12 Amulet Pieces. If you have every piece so far, the 12th is in The Great Fall.

Eye Bye Bye

Destroy 50 Evil Eyes. If you have every eye so far, the 50th is the third eye in The Great Fall, the one under the big falling log.

Chapter 5

5-1 Getting Warmer

Collectibles 6 collectibles
  • Getting Warmer — upper-left by the lava creature — 5-1. Petrify it with water, raise it on the pillar, hop right then left.

  • Getting Warmer piece — 5-1. From the lava creature eye's ledge, up-left into a small room; pull down the ceiling vine.

  • Getting Warmer — top of the lava column room — 5-1. Wait for the left column to drop and spout up.

  • Getting Warmer — after the collapsing pillars — 5-1. Two spouts up, branch left, connect the vine, and cross.

  • Getting Warmer — stone block eye — 5-1. Stone onto the left pillar spot and raise it. Take before using the stone on the rocks; replay the level if lost.

  • Getting Warmer — end of the lava creature chase — 5-1. Pillars, two vines, then right through the passage.

Lava creatures turn to stone when you hit them with water.

In the room with the stone block far below, take the eye there before using the stone on the rocks or wall. Breaking them uses up the stone. If you lose it, reload the checkpoint, which is not confirmed to bring the stone back, or replay the level.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: in the room with the lava creature near the pink doorway, douse it with water, push the stone creature onto the pillar, raise it, hop right, then back left to the eye in the upper-left corner.
  • Amulet Piece: from that eye's ledge, jump up and left into a small side room, pull down the ceiling vine, climb it, and take the piece.
  • Eye: in the next room with two lava columns, the eye is at the very top. Wait for the left column to drop, stand on the spout spot, and shoot yourself up to the top ledge.
  • Eye: after the four collapsing pillars with the vine in the centre, two water spouts shoot you up to a small area leading left. Draw a branch left, connect the vine below to it, drop, and cross to the eye.
  • Eye: after the three lava creatures you douse, in the room with a stone block far below. Pull the stone to the left pillar spot, stand on it, and raise it; the eye is directly above. Do this first, as warned above.
  • Eye: during the lava creature chase, use the three pillars at the end of the run, then a vine above, then another vine after the camera shifts. Swing up, go right through the passage, and drop down to the eye at the end.

5-2 Chamber of Fire

Collectibles 5 collectibles
  • Chamber of Fire piece — 5-2. Burn walls and ceiling rocks at the purple fire spot; jump up-left into the hidden opening.

  • Chamber of Fire — below the blasted floor — 5-2. Blast the floor left, drop, go right, and crawl.

  • Chamber of Fire — top pipe — 5-2. Lit branch ramp opens a spout to throw you up.

  • Chamber of Fire — up the ladder — 5-2. Bottom left of the pipe room; pillar to the ladder.

  • Chamber of Fire — three-henchmen room — 5-2. Lit branch under the entrance, fire on the shiny metal, jump.

You get fireballs here, after a cutscene. From now on you can set enemies on fire.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Amulet Piece: in the room with the purple fire spot, burn away the walls in front of it and the rocks on the ceiling. Once the rocks drop, jump up and left from the platform to a hard-to-see opening above the purple fire spot. Crawl in; the piece is in the next room.
  • Eye: after the long vine and the hole at the top of the shaft, blast the floor on the left with a fireball, drop down, go right, and crawl through the passage to the eye.
  • Eye: in the metal-pipe room, knock down the pipe section with fire, draw an angled branch from the right as a ramp, light it, and hit the shiny rock above to open a water spout. Use the branch and spout to throw yourself up to the top pipe.
  • Eye: at the bottom left of the pipe room, raise the pillar to the ladder and climb to the eye.
  • Eye: in the room with three henchmen, run right and burn them, drop a branch, light it, and drag it left under the entrance platform. Hit the shiny metal with fire for a new branch spot, then jump to the eye.

Deadshot

Kill two enemies with one fireball. Chamber of Fire is the first chance: whenever two enemies stand close together, aim a fireball so it hits both. The last pair of enemies near the end of the level is one good opportunity. If it misses, reload the checkpoint and try again. In 6-1, the room where henchmen come from both sides is another good spot.

What's That Smell?

Set 25 enemies on fire. Start in Chamber of Fire and burn every enemy you can, reloading the checkpoint to repeat groups if you like. The best places to finish are in Chapter 6: the 6-1 room where henchmen come from both sides (with the red button that raises a lift), and the 6-2 room where three henchmen line up in front of a fire node.

Master of Fire

Draw 200 fireballs. Fire arrives late, so this and What's That Smell? are the most likely to be left over. Fireballs can be drawn over and over without a cut step at any safe fire node, now or later.

Chapter 6

6-1 Mustacho's Dungeon

Collectibles 6 collectibles
  • Mustacho's Dungeon — lift room passage — 6-1. After the henchman waves stop, right-hand doorway. Before the lift.

  • Mustacho's Dungeon — six-door room, bottom right — 6-1. Blow the door open and use a lit bumped branch.

  • Mustacho's Dungeon piece — 6-1. Top-right door of the six-door room, square door, green passage, then the lower-right door.

  • Mustacho's Dungeon — six-door room, upper left — 6-1. Swing over from the upper-right level and enter the upper-left door.

  • Mustacho's Dungeon — caged eye after the crawl — 6-1. Right after Max sees Felix, through a crawl passage.

  • Mustacho's Dungeon — Felix's prison room — 6-1. Vine on the cage, ceiling vine swing. Before the final switch.

Collectibles: 5 Evil Eyes, 1 Amulet Piece.

  • Eye: on the upper floor, in the room where henchmen come from both sides, keep killing them until they stop coming. Then take the right-hand doorway to the end of the passage. Take this before riding the lift down.
  • Eye: in the six-door room, blow open the bottom-right door with fire-lit branches and drag a lit branch with a bump inside to reach the ceiling eye.
  • Amulet Piece: in the six-door room, go to the top-right door. Draw a vine, push it into fire, cut it, drag it into the corridor, and blow open the square door. Drop down the narrow green passage, hit a vine with fire and attach it to a branch, then blow open the lower-right door and go down through it to the piece.
  • Eye: in the six-door room, go to the upper-right level, light a branch, swing on a vine to the upper-left side, and go through the upper-left door. The eye is behind it.
  • Eye: after the drop where Max sees his brother, go right through simple platforming and a crawl passage to a cage holding the eye.
  • Eye: in Felix's prison room, attach a vine to the cage, swing off left, climb, draw the ceiling vine, and swing right to the eye in mid-air. Take it before pulling the switch that ends the level.

There You Are!

Story progress. It unlocks near the end of Mustacho's Dungeon when you find Felix.

6-2 Break Out

Collectibles 5 collectibles
  • Break Out — long shaft — 6-2. Hook and swing the cage right; eye above the right vine spot.

  • Break Out — ceiling vine room — 6-2. Cage in the centre, vine swing to the upper left.

  • Break Out — after the piston room — 6-2. Branch up-left, vine, cut and climb.

  • Break Out piece — 6-2. Two-Bomber room; burn them, break the shiny left wall, ride a branch up the pillar.

  • Break Out — lava pit room — 6-2. Spout straight up to the rope, then the far-right ledge.

You steer Felix in a cage through this level. Every Evil Eye here involves positioning the cage, so if it gets stuck, reload the checkpoint. Don't worry about Trust Me on this visit; it comes later as a separate clean run.

Collectibles: 4 Evil Eyes, 1 Amulet Piece.

  • Eye: in the long shaft with vine spots, hook the top vine to the cage, push it over the edge with the pillar, and swing it to the right side. The eye is just above the right vine spot.
  • Eye: at the bottom of the shaft, past the three henchmen, in the room with a ceiling vine spot. Push the cage to the centre, draw a vine, and swing to the upper-left eye.
  • Eye: after the piston room's pressure-plate puzzle, draw a branch up and left, put a vine on it, cut it, and climb. The eye is above and may need another vine.
  • Amulet Piece: roll Felix into the room with the two Bombers on the upper level. Burn them, destroy the shiny wall on the left, ride a branch up on the pillar, hop off, and enter the opening.
  • Eye: in the lava pit room after the two Bombers, before you move the cage on, draw a water spout straight up, grab the rope above, and go to the far-right ledge.

Trust Me

Finish Break Out without Felix dying. Only Felix's deaths are reported to matter, but aim for a run where neither of you dies as insurance. Once the collectibles are done, replay 6-2 from Level Select and play it carefully. Be extra careful at the deep lava drop. If Felix dies, restart the level from Level Select. Don't rely on the Main Menu and Continue shortcut here; it does not work on Level Select replays.

6-3 Death by Lava

Collectibles 1 collectible
  • Death by Lava piece — 6-3. Spout past the spinning blades, go up not right, rope, jump across. Before the exit jump.

This level has no Evil Eyes and one Amulet Piece. It contains the final Beast fight.

  • Amulet Piece: near the end, use a water spout to go up and around the platforms with spinning blades. At the top, go up instead of right, climb the rope, and jump across to the piece. The exit is just to the right of this point, so take the piece before the final jump out of the level.

Burn, Baby, Burn.

Story progress. It unlocks early in Death by Lava when the Beast falls into the lava.

Immune to Lava

Complete Death by Lava without dying. Grab the Amulet Piece on your first visit, then replay 6-3 from Level Select and play it without dying. If you die, restart the level from Level Select. On your first story run of 6-3 only, Main Menu then Continue after a death returns you to the checkpoint after the Beast fight, so only the final tunnel climb (about 45 seconds) has to be clean; it does not work on Level Select replays.

Chapter 7

7-1 The Tower

Collectibles 6 collectibles
  • The Tower — wooden platform before the ladder — 7-1. U-shaped top spout throws you right to the platform; redirect spouts to the ladder afterwards.

  • The Tower — below the first Bomber's platform — 7-1. Curl a branch underneath and drop on it.

  • The Tower — right of the beam where Felix is taken — 7-1. Branch on the right, then an angled spout.

  • The Tower piece — 7-1. Vine generators, then ride the lift to its second stop. Do not get off at the first.

  • The Tower — beside the branch after the generator lift — 7-1. After the lift piece; branch, full vine detached at the node, spout into the vine.

  • The Tower — final eye — 7-1. After the second Mustacho lift: beam, vine, rope swing left. 75th eye.

Collectibles: 5 Evil Eyes, 1 Amulet Piece. These are the last collectibles in the game.

  • Eye: after the bridge collapses and you set up the branch and vine, raise yourself on the earth pillar and draw the top water spout in a U shape so it throws you to the wooden platform on the right. Only then redirect the spouts toward the ladder and climb on.
  • Eye: at the first Bomber, kill him; the eye is below the entry platform. Curl a branch underneath and drop onto it.
  • Eye: after the swing that uses two vines and a branch, climb to the wooden beam where Felix is taken away and go right. Draw a branch on the right side, then an angled spout to reach the eye at upper right.
  • Amulet Piece: power the vine generators, then take the lift up. A branch holds the lift button down and can be destroyed once you are aboard. Do not get off at the first stop; ride to the second stop, where the piece is.
  • Eye: after the piece, drop down the right side from the lift. Draw a branch straight out, connect a full-length vine from the top node to the branch tip, detach it at the node, then ride a water spout into the hanging vine and grab the eye just right of the branch.
  • Eye: after the second Mustacho lift, climb the ladder, go right to the end of the beam, draw a vine down, swing, drop to it, jump left to the rope, and swing left to the eye.

Before leaving The Tower, pause and check that this level shows all 5 Evil Eyes and the Amulet Piece.

Tree of Life

Collect all 18 Amulet Pieces. With every piece, this should unlock when you pick up the final piece on the lift in The Tower. If it does not, finish the story; if it still has not unlocked, see the cleanup section.

Kingdom of the Blind

Destroy all 75 Evil Eyes. With every eye, this should unlock with the final eye in The Tower. If it does not, finish the story; if it still has not unlocked, see the cleanup section.

7-2 Mustacho

The final boss fight.

Your Brother's Keeper

Story progress. It unlocks when you defeat Mustacho.

No Stranger to Danger

Defeat Mustacho without dying. The Main Menu and Continue shortcut cannot be used here. If you die, finish the fight and let the credits roll, then replay 7-2 from Level Select for a clean attempt. The fight has three phases:

  1. Bait his ground punches onto the two shimmering floor tiles to reveal earth nodes. When he leans down to swipe, raise a pillar and ride above the swipe. When he sucks in air to spit acid, hit his face with a fireball to stun him, then ride a water spout to the top centre and draw a branch straight up.
  2. His fist pounds faster: keep running one way and switch direction only after the fist lands. Ride a pillar up and fireball his face, then connect vines to restore power to the machine on top. Each vine connection needs another fireball to his face. Power one side, then the other.
  3. He is faster again; use the same run-and-switch pattern. Before his arm sweep, hit his hand with a fireball from the fire node nearest it. When he spits acid and advances, fireball his head before he reaches you; repeat until he collapses (three times). Then connect vines from the matching-height nodes on each side into the two sockets on his head to finish him.

Post-Game Cleanup

Missing Collectibles

Reference

Reference material to look things up in, not a step in the route.

Collectibles 6 collectibles
  • Sea of Sand — Spikester stretch — 1-3. Before the rope slide; raise the pillar before engaging the Spikester and check both sides.

  • Tomb of the Giants — above the upper-left skull — 2-4. Skull cave; branch out right and jump. Take before the last skull drops.

  • Getting Warmer — stone block eye — 5-1. Stone onto the left pillar spot and raise it. Take before using the stone on the rocks; replay the level if lost.

  • The Great Fall piece — 4-2. Knock over the blocking trunk and ride it down, cross with the water stream, then trunk and branch up to the left platform. Before the falling-log eye.

  • Death by Lava piece — 6-3. Spout past the spinning blades, go up not right, rope, jump across. Before the exit jump.

  • The Tower piece — 7-1. Vine generators, then ride the lift to its second stop. Do not get off at the first.

Open Level Select and check each level's collected and remaining counts, or pause inside a level to see its totals. Replay any level with a missing Evil Eye or Amulet Piece, grab it using the level's section above, confirm it in the pause menu, then quit to the menu normally. The Collectibles section at the end lists every eye and piece by level. The ones most often missed are the Sea of Sand Spikester eye, the Tomb of the Giants skull cave eyes, the Getting Warmer stone eye, the Great Fall piece, the Death by Lava piece before the exit, and The Tower piece at the lift's second stop.

If you have all 75 eyes or all 18 pieces and Kingdom of the Blind or Tree of Life still has not unlocked (HISTORICALLY REPORTED BUG: intermittently community-reported through April 2024; current prevalence unverified):

  1. Confirm the counts in Level Select, then give it a little time; unlocks are sometimes just delayed.
  2. Fully exit the game to the dashboard, restart the console, and relaunch. The achievement may unlock on the menu screen.
  3. Replaying the final Mustacho fight is another reported fix.

None of these is guaranteed. Avoid deleting saves as routine cleanup.

Remaining Grinds

Check your achievement list for Master of Earth, Master of Branches, Master of Vines, Master of Water, Master of Fire, Greenfingers, What's That Smell? and He is The One. Fire and What's That Smell? are the usual leftovers. None of the counters is shown in-game, so the achievement popping is the only confirmation.

  • Drawing counters: any node of the right type works, in any level. For branches, vines and water, draw just enough for the object to appear, remove it, and repeat. For fireballs, just keep drawing them. If a long session does nothing, try a different node.
  • What's That Smell?: replay 6-1 and use the room where henchmen come from both sides, or the 6-2 room where three henchmen line up by a fire node. Reload the checkpoint to repeat.
  • He is The One: replay 1-4 and reload the slow-motion moment on the slopes after Dominos until it pops.

No-Death and Speed Replays

Replay any of these you have not got yet: Ludicrous Speed and Can't Touch This in 1-2, Perfect Sliding in 3-3, Trust Me in 6-2, Immune to Lava in 6-3, and No Stranger to Danger in 7-2. Start each from Level Select so the run begins fresh. Restart the level from Level Select after any death. The Main Menu and Continue shortcut does not work on these replays.

Collectibles

Reference

Evil Eyes: Chapters 1-3

43 in the game

Mustacho's Evil Eyes count toward What Are You Looking At? (5), No Peeking! (25), Eye Bye Bye (50) and Kingdom of the Blind (all 75). The game has 75 in total, split here into two lists; this list covers Chapters 1 to 3 (43 eyes). Grab an eye, then pull it to destroy it. Every eye can be taken on the first visit to its level with the powers you have at that point, and Level Select replays recover any you miss. The eyes have no in-game names or numbers, so each is listed by level and position.

  • Sea of Sand — first eye on the path — 1-3. Straight ahead soon after getting the Magic Marker, before the first sand pillar.

    View in guide

  • Sea of Sand — stone face socket (first) — 1-3. One socket of the giant stone face; push the crate off the cliff and use it as a step.

    View in guide

  • Sea of Sand — stone face socket (second) — 1-3. The other socket of the same stone face, taken in the same visit.

    View in guide

  • Sea of Sand — Spikester stretch — 1-3. Before the rope slide; raise the pillar before engaging the Spikester and check both sides.

    View in guideAlso in Missing Collectibles

  • Sea of Sand — upper-left ledge past the gas critter — 1-3. Raise the pillar left of the critter to full height and jump to the ledge.

    View in guide

  • Black Rock Canyon — start, right wall — 1-4. Raise the first pillar, drop to the ground, look right.

    View in guide

  • Black Rock Canyon — upper-left by the boulder — 1-4. Ride a full-height pillar and hop off left.

    View in guide

  • Black Rock Canyon — second Spikester area, upper right — 1-4. Drop the Spikester, move the box to its old ledge, push it to the wall, and climb.

    View in guide

  • Black Rock Canyon — first gap after the cave rope — 1-4. Drop into the first gap after climbing out of the cave.

    View in guide

  • The Crossing — beside the bell — 1-5. Hop left off the bell rope after ringing the bell.

    View in guide

  • The Crossing — middle platform by the ropes — 1-5. Past the henchman between two pillars, climb right and swing on the second rope.

    View in guide

  • The Crossing — Forest Wall — 1-5. Pull the box onto the leftmost pillar spot, raise it, and jump left.

    View in guide

  • The Crossing — bottom platform by the red vines — 1-5. Drop by the ropes in the forest; the eye is left, before the red vines.

    View in guide

  • Roots — small upper-left platform — 2-1. Before the temple, after the falling platforms and ropes.

    View in guide

  • Roots — temple chamber alcove — 2-1. Needs branches. Far-right alcove at the top; curved branch under the eye.

    View in guide

  • Roots — above the red vine patch — 2-1. Take the up path at the split; angle a branch up from the node by the pit.

    View in guide

  • Into the Wild — first red vine pit — 2-2. Branch, pillar and detached branch bridge to the lower right.

    View in guide

  • Into the Wild — behind the high-platform Bomber — 2-2. Bounce his bomb back with a pillar, then ride the pillar up.

    View in guide

  • Into the Wild — left enclosure trap — 2-2. Drop a propped branch on the patrolling henchman, then grab the eye.

    View in guide

  • Into the Wild — fallen log ropes — 2-2. After the tree falls, climb onto the log, raise it, and cross the ropes left.

    View in guide

  • Into the Wild — under the wooden bridge — 2-2. Shift the stone block onto the hidden pillar and raise it.

    View in guide

  • Father Oak — level start — 2-3. Box-like branch on the first pillar, then raise it.

    View in guide

  • Father Oak — long left branch on the vine climb — 2-3. Walk the branch left before reaching the top.

    View in guide

  • Father Oak — two branches, upper left — 2-3. After getting vines, go left from the two-critter platform.

    View in guide

  • Father Oak — under the lowest branch node — 2-3. After the Beast chase and trap, below the trigger point. 25th eye.

    View in guide

  • Tomb of the Giants — near the start, upper right — 2-4. Drop the upper henchman with a branch, redraw it, and climb.

    View in guide

  • Tomb of the Giants — after the floor collapse — 2-4. On the immediate left; push the skull under it.

    View in guide

  • Tomb of the Giants — above the upper-left skull — 2-4. Skull cave; branch out right and jump. Take before the last skull drops.

    View in guideAlso in Missing Collectibles

  • Tomb of the Giants — top of the skull cave — 2-4. Above the entrance; branch plus vine from below. Take before the last skull drops.

    View in guide

  • Tomb of the Giants — behind the far-right skull — 2-4. Skull cave upper right; take before pushing that skull in.

    View in guide

  • Lost in the Dark — early left side — 3-1. After the first platforms, before the round wall opening.

    View in guide

  • Lost in the Dark — chittering-eyes cave — 3-1. Push the block to the right wall and climb.

    View in guide

  • Lost in the Dark — narrow passage ceiling — 3-1. After the two ant statues; branch up, step right at the top.

    View in guide

  • Lost in the Dark — far end of the block passage — 3-1. Raise the right pillar, pull the block through, branch up.

    View in guide

  • Lost in the Dark — past the snapping plants — 3-1. Pillar and vine swing to the upper-right eye.

    View in guide

  • Lantern Bugs — past the first bug crossing — 3-2. Upper platform; vine pulled over it or a rounded branch.

    View in guide

  • Lantern Bugs — after the log collapses — 3-2. Swing from the left vine to the right branch; eye on the wall.

    View in guide

  • Lantern Bugs — branch over the bugs — 3-2. Cover the bugs with one branch, use another to reach up.

    View in guide

  • Lantern Bugs — bottom-right corner — 3-2. Lasso the bugs with a long vine and hop over.

    View in guide

  • Lantern Bugs — hanging from a tree branch — 3-2. Draw a branch under it and jump.

    View in guide

  • Sliding Escape — outside the punched cave — 3-3. Raise the pillar, look up, and branch from below.

    View in guide

  • Sliding Escape — across the vine gap — 3-3. Extend the same branch across.

    View in guide

  • Sliding Escape — ceiling eye — 3-3. Ramp-shaped branch pulled under it.

    View in guide

Evil Eyes: Chapters 4-7

32 in the game

See the Chapters 1-3 list for how Evil Eyes work. This list covers Chapters 4 to 7 (32 eyes); 6-3 Death by Lava has none.

  • The Sacred Pool — under the blowfish platform — 4-1. Ride a cut branch under the platform and jump left.

    View in guide

  • The Sacred Pool — next platform along — 4-1. Ride the branch a little farther.

    View in guide

  • The Sacred Pool — small cave — 4-1. Push the lower-right stone block into the passage and jump up.

    View in guide

  • The Sacred Pool — three spouts to the crawl hole — 4-1. Spouts on the left wall, then crawl through the opening.

    View in guide

  • The Great Fall — under the wooden platform — 4-2. Spout a branch up, drag it left, and drop it as a bridge.

    View in guide

  • The Great Fall — far-right ledge — 4-2. Angled spout plus a cut straight branch to ride over.

    View in guide

  • The Great Fall — under the big falling log — 4-2. Prop the log on a branch, then spout across. 50th eye.

    View in guide

  • The Great Fall — over the large gap — 4-2. Bridge with a branch, redraw it upward, and run up.

    View in guide

  • The Great Fall — upper-left corner — 4-2. Room with two upper spouts; launch yourself up.

    View in guide

  • Getting Warmer — upper-left by the lava creature — 5-1. Petrify it with water, raise it on the pillar, hop right then left.

    View in guide

  • Getting Warmer — top of the lava column room — 5-1. Wait for the left column to drop and spout up.

    View in guide

  • Getting Warmer — after the collapsing pillars — 5-1. Two spouts up, branch left, connect the vine, and cross.

    View in guide

  • Getting Warmer — stone block eye — 5-1. Stone onto the left pillar spot and raise it. Take before using the stone on the rocks; replay the level if lost.

    View in guideAlso in Missing Collectibles

  • Getting Warmer — end of the lava creature chase — 5-1. Pillars, two vines, then right through the passage.

    View in guide

  • Chamber of Fire — below the blasted floor — 5-2. Blast the floor left, drop, go right, and crawl.

    View in guide

  • Chamber of Fire — top pipe — 5-2. Lit branch ramp opens a spout to throw you up.

    View in guide

  • Chamber of Fire — up the ladder — 5-2. Bottom left of the pipe room; pillar to the ladder.

    View in guide

  • Chamber of Fire — three-henchmen room — 5-2. Lit branch under the entrance, fire on the shiny metal, jump.

    View in guide

  • Mustacho's Dungeon — lift room passage — 6-1. After the henchman waves stop, right-hand doorway. Before the lift.

    View in guide

  • Mustacho's Dungeon — six-door room, bottom right — 6-1. Blow the door open and use a lit bumped branch.

    View in guide

  • Mustacho's Dungeon — six-door room, upper left — 6-1. Swing over from the upper-right level and enter the upper-left door.

    View in guide

  • Mustacho's Dungeon — caged eye after the crawl — 6-1. Right after Max sees Felix, through a crawl passage.

    View in guide

  • Mustacho's Dungeon — Felix's prison room — 6-1. Vine on the cage, ceiling vine swing. Before the final switch.

    View in guide

  • Break Out — long shaft — 6-2. Hook and swing the cage right; eye above the right vine spot.

    View in guide

  • Break Out — ceiling vine room — 6-2. Cage in the centre, vine swing to the upper left.

    View in guide

  • Break Out — after the piston room — 6-2. Branch up-left, vine, cut and climb.

    View in guide

  • Break Out — lava pit room — 6-2. Spout straight up to the rope, then the far-right ledge.

    View in guide

  • The Tower — wooden platform before the ladder — 7-1. U-shaped top spout throws you right to the platform; redirect spouts to the ladder afterwards.

    View in guide

  • The Tower — below the first Bomber's platform — 7-1. Curl a branch underneath and drop on it.

    View in guide

  • The Tower — right of the beam where Felix is taken — 7-1. Branch on the right, then an angled spout.

    View in guide

  • The Tower — beside the branch after the generator lift — 7-1. After the lift piece; branch, full vine detached at the node, spout into the vine.

    View in guide

  • The Tower — final eye — 7-1. After the second Mustacho lift: beam, vine, rope swing left. 75th eye.

    View in guide

Amulet Pieces

18 in the game

The 18 Amulet Pieces count toward Lost and Found (1), Some Assembly Required (6), Amulet Hunter (12) and Tree of Life (all 18). There is exactly one in every level from 1-3 Sea of Sand through 7-1 The Tower, including 6-3 Death by Lava, and none in 1-1, 1-2 or 7-2. Each can be taken on the first visit to its level, and Level Select replays recover any you miss.

  • Sea of Sand piece — 1-3. Short pillars toward the gas critter, last one low, then run right into the underpass.

    View in guide

  • Black Rock Canyon piece — 1-4. Barnacle grabs the Spikester, raise it on a pillar, jump right.

    View in guide

  • The Crossing piece — 1-5. Drop from the roof, let the critter explode, crawl left into the building, raise the pillar.

    View in guide

  • Roots piece — 2-1. Down path at the split, cave below the rope, pull the block, then a chain of branches up.

    View in guide

  • Into the Wild piece — 2-2. Red vine gap after the falling-platform henchman; branches from the right to the far-right nook.

    View in guide

  • Father Oak piece — 2-3. Slow-motion vine section; branch and vine cutting and swinging up to it.

    View in guide

  • Tomb of the Giants piece — 2-4. Skull cave upper right via branch and vines. Take before the last skulls drop.

    View in guide

  • Lost in the Dark piece — 3-1. Green-lit ant statue; ceiling branch plus the left vine, then jump right.

    View in guide

  • Lantern Bugs piece — 3-2. After the log falls; vines and branch hung down to just above the water, swing left.

    View in guide

  • Sliding Escape piece — 3-3. Directly above the red vine pit; staircase of branches.

    View in guide

  • The Sacred Pool piece — 4-1. Room below the first large drop; spout up into the ceiling opening.

    View in guide

  • The Great Fall piece — 4-2. Knock over the blocking trunk and ride it down, cross with the water stream, then trunk and branch up to the left platform. Before the falling-log eye.

    View in guideAlso in Missing Collectibles

  • Getting Warmer piece — 5-1. From the lava creature eye's ledge, up-left into a small room; pull down the ceiling vine.

    View in guide

  • Chamber of Fire piece — 5-2. Burn walls and ceiling rocks at the purple fire spot; jump up-left into the hidden opening.

    View in guide

  • Mustacho's Dungeon piece — 6-1. Top-right door of the six-door room, square door, green passage, then the lower-right door.

    View in guide

  • Break Out piece — 6-2. Two-Bomber room; burn them, break the shiny left wall, ride a branch up the pillar.

    View in guide

  • Death by Lava piece — 6-3. Spout past the spinning blades, go up not right, rope, jump across. Before the exit jump.

    View in guideAlso in Missing Collectibles

  • The Tower piece — 7-1. Vine generators, then ride the lift to its second stop. Do not get off at the first.

    View in guideAlso in Missing Collectibles

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