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Rare Replay 100% guide

Published by Chubuggles

A stamp-efficient route through all 30 games, snapshots, playlists, and Rare Revealed content.

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  • ETA

    Estimated time, as the guide’s author estimates: 200-300 hours

  • Difficulty

    8/10, as the guide’s author rates it

Your Progress

200 achievements in this guide

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

Game Page

Guide contents

Before You Start

Version, completion state, and route

This guide covers the shared Rare Replay achievement list on Xbox One and Xbox Series X|S: 200 achievements for 4,000 Gamerscore. The nine Xbox 360 and Xbox Live Arcade games launched through the collection keep their own separate achievement lists. Their achievements are not part of this 4,000G list, but their Gamerscore is read by Rare Replay to award 90 of the 330 required stamps.

As of October 2026:

  • CURRENTLY CONFIRMED UNOBTAINABLE: none on the Rare Replay list.
  • CURRENTLY CONFIRMED DISCONTINUED: none on the Rare Replay list.
  • CURRENTLY COMMUNITY-FLAGGED / BUGGY: delayed achievement, stamp, and snapshot synchronization is still reported on current Xbox hardware. Blast Corps progress and the final 330-stamp unlock deserve particular care.
  • True missables: none collection-wide. Every required game, snapshot, playlist, and Rare Revealed item can be replayed.
  • Practical playthroughs: one collection completion, but several individual games require multiple characters, runs, challenge sets, or replayed stages.
  • Difficulty requirements: Killer Instinct Gold requires Arcade on Easy or above. Several external Xbox 360 stacks are difficult or grind-heavy even though Rare Replay only needs 75% of their base Gamerscore.
  • Online/co-op: no human online partner is required for the Rare Replay 4,000G route described here. Keep the console online when refreshing Xbox 360 Gamerscore into Rare Replay. A second local controller is required for the Sky location in Killer Instinct Gold (Versus only; it does not help the Arcade-only Supreme Victory count). The selected Perfect Dark route needs a second controller signed into a second Xbox profile (a Guest may require an online subscription on the main account), and Battletoads Arcade's toad-join shortcut also needs a second signed-in profile. Viva Piñata: Trouble in Paradise's Couch Socialite achievements and Kameo's co-op stages need a second controller; if it won't join, sign it into a second profile. A second controller is useful for Perfect Dark Zero.
  • Scope of the Xbox 360 games: the nine Xbox 360 and Xbox Live Arcade titles are covered only as far as Rare Replay's stamps need (150G of 200G, or 750G of 1,000G). This guide does not take any of them to their own 100%; each has its own full CompletionLab guide, linked from its section below.
  • New Game+: not required.
  • DLC: Rare Replay itself has no DLC achievement set. For Banjo-Kazooie: Nuts & Bolts, certify the stamp route with at least 750G from the base 1,000G list. Its separate Xbox 360 list can show additional DLC Gamerscore, but this route does not rely on unresolved DLC-scanner behavior.
  • Route warnings: before Digger T. Rock’s last cavern, carry the safe supply buffer described below; keep Grabbed by the Ghoulies campaign and Challenges 1-20 on one save; meet Gregg on a normal Conker save before relying on chapter select; in Banjo-Kazooie, don't play Bottles' Bonus (the jigsaw minigame) until all 900 Notes are collected, because it has been known to delete 12 Notes permanently.

There is no collection-wide point of no return. The route below handles the few individual-game states that are safer to finish before advancing.

The efficient dependency order is: finish the 21 games tracked natively by Rare Replay, raise the nine external Xbox 360/XBLA games only to their final stamp thresholds, then clear the six Snapshot Playlists and Rare Revealed cleanup.

Tracking hygiene

Do not rely on Quick Resume for a completion this long. Fully quit Rare Replay after major grinding sessions, after completing all stamps for a game, and before assuming a milestone failed. When an in-game stamp appears but the Xbox achievement does not, return to the Rare Replay hub, wait for synchronization, fully quit, relaunch, and check again before repeating hours of work.

Quick Resume can hold a separate Rare Replay state that makes milestones read 0% or stops Xbox 360 stamps from populating. If that happens, remove Rare Replay from the Quick Resume list (Guide → My games & apps → Quick Resume), relaunch Rare Replay fresh while online, and open the affected game's Gallery entry to force a refresh. A "some Xbox 360 titles aren't installed" message means the 360 title must be installed and licensed on the console before its stamps can be read.

Precaution: keep cloud saves enabled, finish all nine external games before starting the Playlists, avoid hopping between a 360 title and Rare Replay during the Playlist phase, and never delete saves as recovery. An old, unconfirmed report described stamps resetting after returning from an Xbox 360 game, and Playlist stamps may not be re-earnable.

Rare Replay cheats and rewind are achievement-safe in the early internally emulated games where the collection exposes them, but snapshots and playlists disable those assists. Conker’s own cheat menu also remains achievement-safe for the route below.

Preventative precaution: after every game reaches its expected stamp total, confirm both the in-game stamp count and Xbox achievement progress before starting the next major grind. This is especially important in Blast Corps and before the final 330th stamp.

The Early Games and Their Snapshots

Jetpac

Turn on Infinite Lives. Build and fuel rockets normally, then keep blasting off through the repeating ship cycle. Use one productive save to grind fuel pods, enemies, and score before leaving the game for good.

Join the Jet Set

Start Jetpac once. This is the first milestone and unlocks as soon as the game is sampled.

Rising Star

Complete all four ships (16 levels) and keep blasting off into the second cycle with the first ship again. Keep going past Level 16 until it unlocks; if the pop seems delayed, pause the game to let it register. Do not stop after the first rocket.

Pac it Away

Add 250 fuel pods to rockets over time. Progress is cumulative, so keep delivering fuel during the level cycle and finish the remainder on a convenient rocket if necessary.

Eradic-8

Defeat 1,500 enemies over time. Fire continuously during the main run and clean up any shortfall on a comfortable level.

Distant Points of Light

Reach 250,000 cumulative points. The score requirement is lifetime progress, not one-run score, so the same repeated level work used for fuel and kills advances it.

Unphased

Complete any Jetpac snapshot. Do this only after the main game so the controls are familiar.

They Came From Outer Space

Complete all five Jetpac snapshots. Rewind and main-game cheats are unavailable here, so treat each snapshot as its own clean challenge.

Theater Patron

Fill the first ticket by earning six stamps. A completed Jetpac milestone or snapshot awards a stamp, so this unlocks naturally during this first game once your sixth stamp registers.

Lunar Jetman

Use Infinite Lives and rewind. Prioritize reaching Level 10 while spending time in the Hyperglide Moon Rover and killing enemies so the long cumulative requirements advance during normal play.

Strange New Worlds

Start Lunar Jetman once.

Unbridled Curiosity

Travel 250 Moon Units in the Hyperglide Moon Rover over time. Stay in the rover whenever practical during the Level 10 push.

Space Cowboy

Reach Level 10. This is the natural backbone of the Lunar Jetman route.

We Were The Invaders

Defeat 500 enemies over time. Keep firing during the Level 10 run, then farm any remainder after reaching the required level.

No Bug-Eyed Monsters

Accumulate 200,000 points over time. Do not treat this as a one-run score; continue the same save or repeat a productive section until the cumulative total registers.

The Shoulder of Orion

Complete one Lunar Jetman snapshot.

Over the Moon

Complete all five Lunar Jetman snapshots.

Atic Atac

Use Infinite Lives. You need three successful escapes, one with each character, so use those runs to touch every holdable item you encounter and repeatedly open keyed doors rather than leaving both cumulative milestones for cleanup.

Back in Atic

Start Atic Atac once.

Inventory Management

Collectibles 18 collectibles
  • Coin — Pick it up once (drop it again to free the slot).

  • Skull — Pick it up once (drop it again to free the slot).

  • Spanner (wrench) — Pick it up once (drop it again to free the slot).

  • Money Bag — Pick it up once (drop it again to free the slot).

  • Leaf (red, feather-shaped) — Pick it up once (drop it again to free the slot).

  • Whip — Pick it up once (drop it again to free the slot).

  • Wing — Pick it up once (drop it again to free the slot).

  • Crucifix — Pick it up once (drop it again to free the slot).

  • Gem (purple ruby) — Pick it up once (drop it again to free the slot).

  • Frog Leg (green, claw- or spilled-bottle-shaped) — Pick it up once (drop it again to free the slot).

  • Wine bottle (upright) — Pick it up once (drop it again to free the slot).

  • Red key — Pick it up once (drop it again to free the slot).

  • Yellow key — Pick it up once (drop it again to free the slot).

  • Blue key — Pick it up once (drop it again to free the slot).

  • Green key — Pick it up once (drop it again to free the slot).

  • ACG key piece: "AC" under a line — Pick it up once (drop it again to free the slot).

  • ACG key piece: trumpet shape with a G — Pick it up once (drop it again to free the slot).

  • ACG key piece: crown on its side — Pick it up once (drop it again to free the slot).

Over time, hold every one of the 18 holdable item types at least once: 11 loose objects, the 4 coloured keys and the 3 gold ACG key pieces. Food is eaten, not carried, so it doesn't count. The full list is the Atic Atac Holdable Items checklist in the Collectibles section. Placement is random for keys, key pieces and most objects, so there are no fixed rooms to route; sweep every room on each of your three escape runs. You carry only 3 items, so pick up any type you haven't held yet and drop it again straight away to free the slot. The three ACG pieces are always yellow: one is always in the Atic (top floor), one is usually in the caves, and the third is on one of the middle floors. The finished key fills all three slots. The Coin, Feather-shaped Leaf, Money Bag, Skull and Spanner are the ones players most often still lack, so if the achievement hasn't unlocked after your three escapes, keep exploring with Infinite Lives and grab any of those you see.

You are the Keymaster

Assemble the Key of ACG and escape the castle with any character. This unlocks on your first successful exit.

Redefine Keys

Use keys to unlock 100 doors over time. Keep opening keyed doors during all three runs, then deliberately cycle convenient doors on later attempts until the cumulative counter completes.

Three-Pronged Atac

Escape with all three playable characters over time. Complete one full Key of ACG escape as the Knight, Wizard, and Serf.

A.C.G. Whizz

Complete one Atic Atac snapshot.

Lofty Goals

Complete all five Atic Atac snapshots.

Up in the Gods

Reach 30 stamps for the Follower rank. If you have taken all ten stamps from Jetpac, Lunar Jetman, and Atic Atac, this unlocks here.

Sabre Wulf

Turn on Infinite Lives. Explore broadly rather than beelining the exit: the four amulet pieces can vary in placement, while the five Jungle Huts are fixed and the orchid colors appear throughout the jungle.

Sabre Rattling

Start Sabre Wulf once.

Horticultural Icon

Collectibles 5 collectibles
  • White orchid (Cure) — Cancels any current orchid effect.

  • Blue (cyan) orchid (Super High Energy) — Fast and invincible; the rarest colour.

  • Red orchid (Zombie) — Invincible but slowed.

  • Purple (magenta) orchid (De-Orientation) — Invincible but controls reversed.

  • Yellow orchid (Sickness) — Sabreman sits down stunned for a few seconds. Harmful, but it still has to be touched once.

Touch an orchid of each of the five colours while it's in full bloom: white, blue (shows as cyan), red, purple (magenta) and yellow. Orchids bloom in a random colour for only a few seconds, so there's no route; when you see a budding orchid, wait beside it and touch it if it opens in a colour you still need. Colours from earlier runs count. A full exploration run almost always shows all five, and the Kick the Bouquet and Flower Power snapshots are extra chances to see them. The Sabre Wulf Orchids checklist in the Collectibles section lists each colour's effect.

Sabreman Stampede

Collectibles 5 collectibles
  • Jungle Hut 1 — On a path up from the bottom mountain edge, west of the start (route step 1).

  • Jungle Hut 2 — Far west, a path down from the lake reached after the long walk left along the bottom mountains (route step 2).

  • Jungle Hut 3 — Down from the lower-left path of a 6-exit area, west of the clearing above the start region (route step 3).

  • Jungle Hut 4 — The upper-left exit of the 6-exit area below the chain of four lakes (route step 4).

  • Jungle Hut 5 — North, the downward exit of the 6-exit area below the top mountain edge (route step 5).

Visit all five Jungle Huts. They're scenery, not buildings you enter: walking onto a hut's screen counts. They never move, and huts from earlier runs count. The route below counts paths from the start screen. A "6-exit area" is a junction screen with six exits, and the magenta mountains run along the jungle's top and bottom edges. If a path count goes wrong, return to the last landmark. The huts also all lie on a full clearing-by-clearing sweep for the amulet, so this usually unlocks during Breaking a Few Eggs. Don't stand still for long on one screen, or the jungle sets it on fire.

  1. Hut 1: from the start, go up, then left to a split; take the lower branch. At the next split go down, then down-left to a 6-exit area. Leave by its lower-left exit, go up, and take the first left. Follow that path to the bottom edge, where mountains are below you. Go left past the first upward path and take the next path up.
  2. Hut 2: back on the bottom mountain path, head right and take the 5th path up to a 6-exit area, then return to the mountain path. Continue right, take the next path up to another 6-exit area and leave bottom-right. Take the next path down, then the next left to a lake. Come back up, take the first right and go all the way down to the mountains. Follow the mountain path all the way left, take the first path up to a lake, take its bottom-right exit and path, then the next path down.
  3. Hut 3: go all the way up until you can only turn right. Head right, then up to a 6-exit area and take its up exit to a clearing. From the 5-exit area directly below that clearing, take the first upper-left path, continue left to another 6-exit area, take its lower-left path and head down.
  4. Hut 4: go up and take the upper-left path. At the lake, go up past two more lakes, turn right at the third and go up to a fourth. Come back down to the first of these lakes, take the bottom-right path beneath it to a 6-exit area, and take its upper-left exit.
  5. Hut 5: keep going up on the single path (splits rejoin) until you face a long walk left with mountains above you. At the left-hand mountains go up, then right. Take the first path down to a 6-exit area and take its downward exit. Sabreman Stampede unlocks here.

Breaking a Few Eggs

Find all four amulet pieces. Their placement varies, so keep clearing unexplored jungle screens until the amulet is complete.

Sequel Hook

With the full amulet, pass the Keeper and enter the Underwurlde. The achievement triggers on entering the sequel area.

Stiff Upper Lip

Complete one Sabre Wulf snapshot.

Wulf Down

Complete all five Sabre Wulf snapshots.

Underwurlde

Use two saves. On the first, enable Infinite Lives and No Enemies to locate the three Guardian weapons, kill the three Guardians, and escape. On the second, descend to the bottom of the map, then turn enemies back on for the 1,000-kill grind.

A Whole New Wurlde

Start Underwurlde once.

Unfiended

Defeat all three Guardians over time. The Devil requires the Fire Torch, the Demon the Bow, and the Beetle the Dagger; weapon locations vary within their possible rooms. The achievement unlocks when you move to the next screen after the third Guardian dies. If it does not pop, reload with No Enemies turned off and re-kill each Guardian while holding only its matching weapon.

One out of Three Ain’t Bad

After the Guardians are defeated, leave through any valid exit. The achievement unlocks on escaping the Underwurlde.

All the Time in the Wurlde

Reach the bottom of the Underwurlde after having explored from the top. If the tracker does not move at the bottom room, cross to an adjacent screen and return before assuming it failed.

No Pushover

Defeat 1,000 enemies over time. Turn No Enemies off only after the navigation work is finished, then farm kills with Infinite Lives active.

Jump To It

Complete one Underwurlde snapshot.

Back From the Abyss

Complete all five Underwurlde snapshots.

Knight Lore

For the completion run, turn on Infinite Lives and Infinite Time. Find the central cauldron, visit all four map corners while collecting ingredients, and satisfy every cauldron request. Then use a separate run with Infinite Time disabled for the 40-day survival milestone.

Opening Knight

Start Knight Lore once.

Melkhior’s Apprentice

Add every ingredient type to the cauldron over time. The requested sequence varies, so follow the symbol shown by the cauldron rather than a fixed item order.

I Four’d the Lore

Visit all four corners of the map over time. Fold these rooms into the ingredient search instead of making a separate traversal.

Destination: Mire Mare

Complete the cauldron’s full set of requests and break Sabreman’s curse. This unlocks when the curse is actually lifted, not merely when every ingredient type has been seen.

Long in the Tooth

Turn Infinite Time off, keep Infinite Lives on, and survive through 40 in-game days. Infinite Time prevents the day counter from advancing, so do not leave it enabled for this run.

Sheep’s Clothing

Complete one Knight Lore snapshot.

Lycanography

Complete all five Knight Lore snapshots.

The Explorer’s Diary

Sample Sabre Wulf, Underwurlde, and Knight Lore from the Rare Replay gallery. If you followed the route, the third launch in this trio has already satisfied the requirement.

A Gallery Seat

Reach 60 stamps and the Enthusiast rank. With ten stamps from each of the first six games, this unlocks after Knight Lore.

Gunfright

Use Infinite Lives and rewind. Keep the horse whenever practical while hunting outlaws, and use normal shooting to build the bullet count. The opening money-bag shooting gallery is the cleanest place to finish the bag total.

New Sheriff in Town

Start Gunfright once.

Ask Questions Later

Fire 250 bullets over time. Normal outlaw hunting should cover most or all of this.

Hi-ho, Panto, Away!

Spend five cumulative minutes on horseback. Stay mounted while travelling between targets whenever the route allows it.

Drawn Out

Beat all 20 duels: win a duel against every one of the 20 distinct bandits (the 19th is literally named "Bandits"). Repeated wins against the same outlaw do not complete it, so keep advancing through the wanted list until every bandit has been beaten.

Waging War

Shoot 100 money bags over time. Reuse the opening shooting-gallery sequence if normal play leaves a shortfall.

Take a Look at the Lawman

Complete one Gunfright snapshot.

How the West Was Won

Complete all five Gunfright snapshots. If the fifth stamp appears but the Xbox achievement is delayed, fully quit and relaunch Rare Replay before replaying the set.

Slalom

Rewind is your main safety net. Each mountain's first eight courses are required, 24 in total, and the Qualifying Run is course 1 of those eight (Snowy Hill's qualifier needs under 1:25). Courses 9 and later are harder repeats and aren't needed. Make a manual save after every successful run: missing a run's time forces a restart of the whole course. After finishing one mountain the game can auto-continue into the next, so exit and start each mountain fresh. Freestyle points and fast-time points are farmed together by saving just before the Snowy Hill Qualifying finish line and reloading.

Let the Games Begin

Start Slalom once.

Not So Nasty

Finish every course: the first eight courses on each of Snowy Hill, Mt. Nasty and Steep Peak, 24 in total. The Qualifying Run counts as course 1 of each mountain's eight. Save manually after each successful course. After course 8 on a mountain, quit (failing a run is the quick way out) and start the next mountain fresh rather than letting the game continue into the repeating courses.

Falling With Style

Earn 100 freestyle points over time. Each trick press while airborne earns 1 point. Build these into ordinary runs, then farm the remainder with a save just before the Snowy Hill Qualifying finish line.

Ahead in the Poles

Score 500 fast travel points over time. These are converted from the time remaining when you finish a run, not earned by passing poles. Known quirk: if you finish with more than 1:00 remaining, only the seconds count (1:15 counts as 15). Loop the Snowy Hill Qualifying run (about 30 points per run), saving just before the finish and reloading after the points register.

How Does One Apply The Brakes?

Travel five kilometers over time. Full course completion normally provides most or all of this distance.

Gate Review

Complete one Slalom snapshot.

All Downhill From Here

Complete all five Slalom snapshots.

R.C. Pro-Am

Use rewind and save before difficult finishes. Advance through all tracks while collecting performance upgrades and first-place finishes. Once you have a reliable winning race, reuse it for cumulative wins, laps, or upgrades if needed.

Start Your Engines

Start R.C. Pro-Am once.

The Beaten Track

Complete every track over time. Continue through the full track sequence.

A White Flag With Black Squares…

Finish first in 25 races over time. Win whenever practical during progression and farm the remainder on a comfortable race.

Little Cars, Big Ambitions

Complete 100 laps over time. Full track progression contributes heavily; repeat a short race only if the counter remains incomplete.

Get a Grip!

Collect 50 performance upgrades over time. Prioritize upgrade pickups during races and use repeatable sections for cleanup.

Mechanical Sandwich

Complete one R.C. Pro-Am snapshot.

Victory Lap

Complete all five R.C. Pro-Am snapshots.

Cobra Triangle

Use Infinite Lives and rewind. Complete the full 25-level sequence, collect Power-Up Pods whenever they appear, and perform a spin after challenge finishes whenever the course gives you room. Those habits reduce the late cumulative cleanup.

Getting Your Sea Legs

Start Cobra Triangle once.

Cobra Commander

Complete every level. Finish the full 25-level sequence.

Serpentine!

Perform 50 post-challenge spins over time. Hold a turn as you cross suitable challenge finishes and farm the remainder on an easy repeatable stage.

Pod Person

Collect 100 Power-Up Pods over time. Pick them up during progression, then repeat an early pod-heavy stage if needed.

Believe a Boat Can Fly

Accumulate 1,500,000 points over time. This is cumulative, so full completion plus targeted replay is safer than attempting a giant single run.

Made a Splash

Complete one Cobra Triangle snapshot.

Overboard

Complete all five Cobra Triangle snapshots.

Snake Rattle N Roll

Use Infinite Time, Infinite Lives, and rewind for the full game. Finish every level first, then exploit early-food dispensers and a high-value late save for the cumulative food, tail, and score requirements.

Snakedown Cruise

Start Snake Rattle N Roll once.

Snakes in Space

Complete every level. Push through the entire campaign with the collection assists enabled.

Peckish for Pibbleys

Eat 250 Nibbley Pibbleys over time. Repeat a convenient dispenser sequence after the campaign if normal play does not reach the total.

Indigestion

Extend your tail 100 times over time. The same repeated feeding setup used for Pibbleys is efficient cleanup.

Tongue Lashing

Accumulate 1,000,000 points over time. Use a late high-value section and reload around its scoring opportunity if campaign score is insufficient.

Sneaky Snake

Complete one Snake Rattle N Roll snapshot.

Win Screen Vipers

Complete all five Snake Rattle N Roll snapshots.

Solar Jetman: Hunt for the Golden Warpship

The password system provides a large legitimate shortcut. Use the established Rare Replay-compatible passwords only after starting the game once. For the 50 towed objects, the first planet gives a safe repeatable delivery setup.

Lonely Out in Space

Start Solar Jetman once.

Heart of Gold

Recover all pieces of the Golden Warpship. The password QQQQQQQQQQQQ loads a late state that registers the full ship when you continue into play.

Interstellar Trading

Use all three jetpods over time. Register the default pod, then use the passwords ZQBPQQQQDMNB and KBBKBBDBBQPB, flying and landing after each loaded state so the other pod types count.

Newton’s Revenge

Tow 50 items back to the mothership over time. On the first planet, save shortly before delivering an object, complete the delivery, allow progress to register, reload, and repeat.

Salvage Operation

Reach 100,000 cumulative points. The QQQQQQQQQQQQ late-state password is documented as unlocking this alongside Heart of Gold on the Approaching Planet screen. If Salvage Operation does not unlock, keep playing briefly after loading to add more score (the requirement is cumulative), or load the alternate late-state password ZHHZQQQQNNNN.

Defying Gravity

Complete one Solar Jetman snapshot.

Solar Flair

Complete all five Solar Jetman snapshots.

A Spot in the Stalls

Reach 120 stamps and the Aficionado rank. Ten stamps from each of the first twelve games puts you here after Solar Jetman.

Digger T. Rock

Enable Infinite Lives, Infinite Time, and rewind. There are eight caverns. Save at the start of each one, especially Cavern 5. Before entering the final cavern, carry at least five explosives and one gem as cheap insurance against conflicting old route reports; the extra explosive is a safety margin, not an achievement requirement.

I Can Dig It

Start Digger T. Rock once.

Mysterious City of Old

Complete every cavern. Progress through all eight and finish the final cavern.

We Need To Go Deeper

Use 25 supplies over time. Spend useful ladders and other supplies during the campaign, then reload around a convenient supply-use section for cleanup if necessary.

Shovel Nightmare

Defeat 250 enemies over time. Cavern 5 provides a useful repeatable skeleton farm once normal progression is finished.

Buried Treasures

Accumulate 500,000 points over time. A save immediately before an easy end-of-cavern bonus can be reloaded after the score registers until the cumulative target is reached.

Added Depth

Complete one Digger T. Rock snapshot.

You Rock

Complete all five Digger T. Rock snapshots.

Battletoads

Use Infinite Lives and rewind. Complete a full no-warp run through every stage, feed on flies whenever the opportunity appears, and attack aggressively so kills and score accumulate naturally.

Do not use warps: they skip stages, and every skipped stage still needs clearing for The Dark Queen’s Lament. If you warp by accident, rewind immediately. In Clinger-Winger, the chasing ball does not rewind cleanly, so rewind to a straight section rather than a corner.

Do You Have Battletoads?

Start Battletoads once.

The Dark Queen’s Lament

Complete every level. Use the no-warp full run so no stage is skipped.

Battlemaniacs

Knock down 500 enemies over time. Normal campaign combat contributes heavily; finish the remainder in an early combat-heavy section.

De-Bug Mode

Eat 50 flies over time. Save near a reliable fly sequence and repeat it after the campaign if necessary.

Gargantuan Score

Accumulate 1,000,000 points over time. Continue attacking and collecting score throughout the no-warp run, then repeat a high-scoring section if needed.

No Flies On You

Complete one Battletoads snapshot.

Beyond the Impossible

Complete one full loop of the Turbo Tunnel Infinite snapshot. The snapshot itself counts as complete at 45 seconds, which earns its stamp but does not award this achievement. The track loops at the checkpoint barrier after the three quick jumps, at roughly 2:15. No rewind or saves are available, and the obstacle pattern is fixed, so practice the sequence until you survive the full loop rather than trying to improvise at full speed.

Child of the 90s

Complete all five Battletoads snapshots, including Turbo Tunnel Infinite.

R.C. Pro-Am II

Enable Infinite Continues and rewind. Finish the full event sequence, collect money and letters, and purchase upgrades whenever possible. Save before easy wins so cumulative first places and purchases can be finished without replaying the whole championship.

Can’t Stop the Signal

Start R.C. Pro-Am II once.

Touring Car Champion

Finish every track over time. Complete the full event sequence rather than stopping after a championship loss.

…Or a Black Flag With White Squares?

Earn 25 first-place results over time. Save before an easy finish and reload after the win has registered if normal progression leaves a shortfall.

Can I Borrow Someone’s Charger?

Complete 100 laps over time. Full track completion supplies most of the total; repeat short events only if needed.

A Force to be Reckoned With

Purchase 50 upgrades over time. Spend winnings regularly and use a pre-purchase save to repeat cheap upgrade buys once the purchase has registered.

Step On the Gas!

Complete one R.C. Pro-Am II snapshot.

Life in the Fast Lane

Complete all five R.C. Pro-Am II snapshots.

Battletoads Arcade

Turn on rewind and use the arcade’s unlimited continues. Play the full game once with any toad while working on standard kills and Smash Hit finishers. Make a save immediately before the final boss dies. With a second controller signed into a second Xbox profile, reload that save and join as each remaining toad before the finish to avoid two extra full runs.

Insert Coin

Start Battletoads Arcade once.

Finish the Fight

Complete every stage. Unlimited continues mean the route cannot be permanently failed, so focus on learning each stage rather than restarting after deaths.

No Three-Toad Sloth

Beat the game with Rash, Zitz, and Pimple over time. The efficient method is to save just before the final completion, reload, and have a second controller, signed into a separate Xbox profile, join as each missing toad before the final boss is defeated; credit goes to the primary account. With only one controller, complete two additional full runs. The counter has repeated reports of stalling (for example at 66% after all three toads); if it stalls, finish additional runs from a New Game in a fresh slot with the missing toad. Do not delete saves.

A Particular Set of Skills

Defeat 1,000 enemies with standard attacks over time. Kill everything during the main clear; if needed, reload the start of the final shooting stage where projectiles and enemies rapidly add to the total.

Cruel and Unusual Punishments

Defeat 100 enemies with Smash Hit attacks over time. Save immediately before a reliable ground finisher on a stunned rat, perform the finisher, let progress register, reload, and repeat.

Rash Action

Complete one Battletoads Arcade snapshot.

Quartermaster

Complete all five Battletoads Arcade snapshots.

The Professor’s Memoirs

Sample both Battletoads and Battletoads Arcade from the Rare Replay gallery. Following the route satisfies this as soon as the arcade game has been launched.

Nintendo 64 and Original Xbox Games

Killer Instinct Gold

Have two local controllers available before beginning; the Sky location cannot be credited with a normal one-controller route. Let the title screen reach the character bios and enter Back, X, A, right-stick left, A, Back to expose the useful extra options. Set Game Speed to Slow, Difficulty to Easy, Cheap Juggles on, and Blocking off. These in-game options do not invalidate Rare Replay achievements.

No Time For Diplomacy

Start Killer Instinct Gold once.

Those Who Fight Furthest

Complete Arcade Mode on Easy or above. Sabrewulf is a practical choice. If you continue against the CPU, never let the continue timer expire after a loss.

Streaky Breakin’

Build a ten-win streak in Arcade Mode. Stay in the same Arcade run after the first clear or begin another easy run with the same favorable settings.

Didn’t Break a Sweat

Earn 25 Supreme Victories in Arcade Mode over time. A Supreme Victory means winning before your first green life bar is lost. Only Arcade wins against the CPU count, so Versus and Sky ring-outs against a second controller do not help. Use the favourable settings above (Easy, Slow, Cheap Juggles on) and finish each fight before losing the first green bar.

Ready to Launch

Perform five Ultra Combos over time. Use Practice or a passive second controller to learn one character’s Ultra input, then repeat it when the opponent is in the flashing-red finish state.

Expiration Date

Perform five No Mercy or Fatality finishers over time. Learn one easy finisher and repeat it against a second controller rather than spreading the requirement across characters.

Brute Force

Perform 25 Master-or-better combos over time. Use Practice until one repeatable combo reaches Master rank, then farm that same sequence.

More Than Just a Meme

Perform one Combo Breaker. A reliable setup is Sabrewulf against an aggressive high-difficulty opponent; when the opponent starts a combo, input Sabrewulf’s breaker with back, forward, B. The achievement triggers on the successful break.

K-Lobb-erative Effort

Play as every character over time. Cycle the full roster in short matches, and include Gargos after unlocking him with the cheat below.

A Historic Victory

At the character-bio screen enter Back, A, right-stick right, Back, A, X. The Gargos laugh confirms the cheat. Start any mode as Gargos; the achievement unlocks when the match loads.

An Adventure in Time and Space

Visit every location over time. Use Practice or Versus to force the normal stages. Sky is the special case: two controllers are required and both players must select the appropriate Sky-stage input during character selection. Confirm the milestone before disconnecting the second controller.

Dojo Mojo

Sample every game mode. Enter each mode from the main menu and start enough of it for the game to record the visit; do this after Arcade, Practice, and Versus work so only untouched modes remain.

Blast Corps

Treat Blast Corps as a staged cleanup rather than trying to perfect every level immediately. First clear every carrier stage quickly, then revisit cleared stages in free mode for buildings, RDUs, communication points, survivors, vehicles, and scientists.

When doing free-mode cleanup, leave the stage through the yellow finishing truck after completing the work you want to keep. Leaving without using the yellow truck can discard newly completed stage progress.

Collect every communication point before the late medal phase. A carrier stage outlined in green still has an uncollected communication point, and missing communication points can leave bonus missions undiscovered.

Secure the fast black van/A-Team-style van during ordinary stage cleanup before opening the late Time Attack/Platinum phase. It remains obtainable later, but reaching it becomes unnecessarily difficult once the timed state is active.

Gold every bonus stage and time trial before attempting a Platinum.

CURRENTLY COMMUNITY-FLAGGED / BUGGY: Blast Corps milestone tracking has repeated reports of delayed synchronization on current Xbox hardware. After each major 100% cleanup batch, return to Rare Replay, fully quit, relaunch, and verify the milestone tracker before continuing.

Force Feedback

Start Blast Corps once.

Carrier Bagged

Clear a safe path for the carrier on every carrier stage. On the first pass, prioritize opening the route and finishing quickly; detailed cleanup can be done afterward without the carrier timer.

Renegade Dismantler Corps

Destroy all buildings on every stage over time. Do this in free mode after each stage is safely completed so the nuclear carrier is no longer forcing the pace. Exit through the yellow finishing truck after cleanup so the newly completed work is saved.

RDU, ICU

Find every RDU on every stage. Sweep each cleared stage systematically and do not leave a stage at 100% buildings but incomplete RDU progress. Use the yellow finishing truck after the sweep to preserve the new stage state. In the bonus stage Twilight Foundry, some RDUs are reported not to register when driven over; drive over any missed ones again before leaving.

Corps Blimey, Guvnor!

Find every communication point on every stage. Pair this sweep with RDUs and survivors to avoid three separate cleanup passes. A green outline around a carrier stage indicates that a communication point is still missing. Finish the communication-point sweep before the late bonus-stage medal work so every required bonus mission has been exposed.

International Rescuers

Rescue all survivors on every level. Clear them during the same free-mode sweep as buildings, RDUs, and communication points, then leave through the yellow finishing truck so the rescue progress is retained.

Time to Get Movin’!

Use every vehicle over time. Enter each vehicle you encounter during carrier and bonus stages. Secure the fast black van/A-Team-style van during ordinary cleanup before the late timed phase, then check the milestone before the Platinum phase and deliberately use any rare vehicle still missing.

For Science

Locate the six missing scientists. They are in Argent Towers, Tempest City, Ironstone Mine, Ebony Coast, Glory Crossing, and Oyster Harbor, and are searched for after those stages have first been cleared. All six are also required to open the later space progression. After collecting a scientist during free-mode cleanup, leave through the yellow finishing truck so the new stage progress is saved.

Easter Eggheads

Cause $30,000,000 of damage in a single stage, at Ebony Coast. This normally unlocks on a high-damage Ebony Coast clear, typically the Gold run. If it does not, replay Ebony Coast and destroy everything, including the head-statue island reached by flying west over the water, while watching the stage damage total.

Pedal to the Medal

Earn a medal on every bonus stage. Make sure every communication point has been collected first so all required bonus missions are exposed. Work the bonus stages to Gold where practical because Gold completion is needed to expose the final Platinum phase anyway.

Esprit de Corps

Reach Rank 20. Gold medals and time-trial performance raise rank; the expected trigger is Gold on all main-stage time trials. If the achievement has not unlocked after the stage cleanup, continue improving remaining medals until Rank 20 registers.

Testing Times

Earn one Platinum Medal. Platinum targets become available only after the required Gold work is complete. Use a simple early event such as Simian Acres or another course whose Platinum timing you can repeat consistently.

VIP Box Suite

Reach 180 stamps and the Ambassador rank. With all ten stamps from the sixteen early games, Killer Instinct Gold, and Blast Corps, this is the natural 180-stamp checkpoint.

Jet Force Gemini

Use the modern control option if preferred. The first campaign pass should prioritize forward progression while saving Tribals when convenient, trying every new weapon, collecting Ant Heads, and activating totems. The game later opens character-specific revisits, so do not force inaccessible collectibles early.

Forced Apart

Start Jet Force Gemini once.

There’s No “I” in Team

Spend time playing as Juno, Vela, and Lupus. This unlocks naturally as the story hands control to all three characters.

Shore Leave

At the early Goldwood pond, obtain Fish Food and feed the fish. Keep some Fish Food afterward; the achievement triggers when the fish are actually fed.

Memento Mori

Collect 300 Ant Heads over time. Shoot ants in the head throughout the campaign instead of turning this into a late isolated grind.

War Stories

Use every weapon over time. Fire each weapon at least once when acquired, including situational weapons that are easy to ignore after pickup.

Exterminator

Defeat 1,000 different enemies across the game. Normal campaign and Tribal cleanup provide substantial progress, so defer grinding until after all required revisits.

Totes Amazing

Activate all 14 unique Bonus Totems. A Totem activates when you physically touch it; the multiplayer-unlock message is the useful confirmation. The Tribal screen does not track Totems, so keep a manual 14-item checklist. After one or more activations, finish or exit the level normally when practical so the state is safely persisted; that exit is a save precaution, not part of the activation trigger.

Fold the Totems into the cleanup route instead of making a separate world lap:

  1. Goldwood — Yellow Drone: use Vela at the hidden fishpond in the opening/Outset region and dive to the bottom. Do this before the Vela Lodge visit.
  2. S.S. Anubis Hold — Blue Drone: in Hold, break the large glass pane at the conveyor/glass section, follow the route behind it to the upper catwalk, cross it, turn left, and touch the Totem. No key is required for this Totem.
  3. Spawnship — Green Drone: use Lupus. In the large platform/chasm room, look down the side wall for the pipe/opening partway below, hover into it, and follow the passage. Prefer this on Lupus's campaign pass; otherwise return in free play.
  4. Ichor Military Base — Red Drone: use Juno. In the room after the moving-platform area, refuel at the jetpack pad, fly up to the doorway above, and walk the lava corridor to the Totem at the far end; Juno walks through lava safely. Lupus can sometimes hover across, but that's an unintended route, so don't rely on it. Return to the Base as Juno for this if you're there with Lupus for his Tribals and Hatch Key.
  5. Tawfret Bridge — Zombie Stag Drone: use Lupus. Clear the opening enemies, hover across the large gap to the isolated hut/treehouse, enter, and touch the Totem.
  6. Sekhmet Battle Cruiser — Male Tribal: use Lupus for the combined Sekhmet pass. Lupus must personally possess Lupus's Magenta Key from Eschebone Thorax. If he does not have it, take Lupus through Eschebone Thorax first and collect his own Magenta Key; Vela's key does not open Lupus's lock. Then, in the Fishface/Fernando room, open Lupus's Magenta lock, follow the long river/channel route, and move left at the far end for the Totem.
  7. Rith Essa Mine — Female Tribal: use Vela with the Mine Key and Jetpack. At the elevator/fuel-pad section, refuel at the bottom and Jetpack straight up the shaft to the highest floor; the Totem is beside the area containing Mine Tribals 14–15.
  8. Tawfret Bridge — Armor Drone: use Vela. In the opening Bridge area, dive near the bubbles/small-waterfall rock formation, take the submerged tunnel, surface in the hidden chamber, and touch the Totem. This is distinct from the Cargo Bay Key grotto farther along.
  9. Sekhmet Battle Cruiser — Infantry Weevil: during the same Lupus visit as #6, continue to the final chamber with the huge spiral ramp, climb to the top, face the central pillar, hover across, and touch the Totem. Exit normally after both Sekhmet activations.
  10. Mizar's Palace Lobby — Stag Drone: use Juno during the 14-Tribal Lobby sweep. After the maze, reach the lava section, kill the large Stag/Goliath enemy by the side wall, crouch through the low passage behind it, and touch the Totem.
  11. Spacestation Abandoned Wreck — Spacestation stage: during the 12-Tribal sweep, descend through the lower/basement route and inspect the lift/fuel-pad area for the clearly visible Totem.
  12. Walkway Peak — Rith Essa Mine stage: with the powered Jetpack, use the fuel pad around the main building, fly to the roof, continue to the highest roof/column, and touch the Totem. Juno is the natural route because he is already here for the Crowbar Tribal cleanup.
  13. Cerulean Dune — King of the Hill: in the early underground chamber associated with the Yellow Key and the first six Dune Tribals, inspect the raised ledge/platform and touch the Totem.
  14. Rith Essa waterfall hub — Tunnels: use Vela after Bluff. In the peaceful connecting area, find the waterfall, swim underneath/behind it, enter the underwater tunnel, and touch the Totem. This is separate from the Female Tribal Totem inside the Mine.

Eschebone has no Bonus Totem. The fourteen unlocks are ten multiplayer characters plus four stages: Spacestation, Rith Essa Mine, King of the Hill, and Tunnels. If Totes Amazing does not register after your checklist reaches 14/14, compare those multiplayer unlocks against the list, complete a normal level exit, allow Rare Replay/Xbox synchronization, then fully quit and relaunch before repeating locations. Do not delete saves as first-line recovery.

Shoot Ants, Save Bears

The true in-save requirement is 282 unique Tribals across 29 named sublevels. Rare Replay's achievement layer can desynchronize or even register before the unique game-state set is actually complete, so the Xbox pop is not your completion certificate. For every named sublevel, rescue its entire local group in one successful attempt, reach the normal area completion/status transition, then check the pause-menu Tribal screen. If a Tribal dies or the area remains incomplete, repeat that sublevel, not the entire game.

Do the exhaustive sweep after the first Mizar confrontation, when all characters, upgraded traversal, and free travel are available. Use the tracker after every named area rather than waiting until an entire planet is finished.

Goldwood — 42

  • Outset — 7, any character: take the first Tribal near the opening sniper tree, two around the central village huts, then open the shorter wooden Life Force Door, take its left route to the dead end, and collect the final four around the work area, rear wall, and water-gate side. Verify 7/7.
  • Lodge — 15, Vela: enter through Outset's underwater passage. The first left room has four. The cliff/platform room has three after the large airborne group; clear the airbornes first, then rescue all three immediately because the three platforms form one timed lowering/falling sequence. The metal-Life-Force-Door route has two near the bridge/entrance-side pillar. The abandoned village has the final six outside and inside the huts. Verify 15/15 before boarding the ship.
  • Interior — 9, any: one near the early sunken box/tree, one on the ruined hut near the sniper, four in the Assassin Drone room, three behind stacked crates near the exit. Kill the Assassin Drone immediately before searching its room. Verify 9/9.
  • Rim — 11, Lupus: rescue the first two before shooting the airbornes overhead; #3 is behind the stalagmite/pillar route; #4 needs hover to the side platform in the water room; #5–6 are beyond the nearby Life Force Door; #7 is across the later isolated gap; #8 stands among explosive barrels, so touch it before firing; #9–10 share the mine/Assassin dead end, so stay out of mine range and rescue immediately; #11 is near the steps/crates guarded by the Cyborg Drone. Verify 11/11.

Gem Quarry — Landing — 5, any: two near the starting village, one around its central/right side, two near the quarry exit. Verify 5/5. During the same visit, complete the Radar Dish task described under Jetman's Day Off.

Spacestation — Abandoned Wreck — 12: any upgraded character works; Juno/Vela use Jetpack and Lupus can hover. From the starting ship, drop below it, clear the adjoining room, climb through the crate/ceiling route, search the upper room/corners, then use the Flamethrower room and its floor opening for the first four. Take the lift and branching corridors for #5–7, use the elevator route to reach #8 on the opposite side of the large room, descend for #9–10, then follow the final tunnel/side-room route for #11–12. Backtrack to the starting ship and verify 12/12. If you're short, re-enter and re-run the route; one Tribal has been reported missing on a Vela visit but present for Juno, so retry as Juno if needed. The count is still 12.

S.S. Anubis — 32

  • Hold — 10, any; no key required for the Tribal set: rescue the opening two before using explosives around the purple enemy/barrels. #3 is in the moving-platform/pit room by the crates. The other seven are in prison cells and require all eight control Power Cells destroyed. Sweep the panels in this order: high on the wall near the exit-side upper platform in the opening section; immediately left inside the next room; corner of the moving-platform room; lower panel seen from the far platform/exit side; high panel in that same area; high/right from the entrance of the next large combat room; halfway up the left-side climb near the landmine hazard; and immediately left in the prison-cell room. Then rescue all seven prisoners and verify 10/10. The Yellow Key is only an alternate convenience, not a prerequisite.
  • Depository — 14, Yellow Key: the crate-maze side room contains the first five and an Assassin Drone. Kill the Assassin immediately, then search behind, on, and between the crates. If the small roaming Tribal seems absent, leave and re-enter the room before assuming the count is wrong. The ship bay contains the final nine; sweep both crate groups, upper stacks, floor, lower corner, and rear platform behind the ship. Do not touch the ship until 14/14.
  • Passageway — 8, aerial/Jetpack access: near the electrical barrier, fly into the narrow pink/red hatch for #1–2. Continue through the fuel-platform route. At the final tall structure, refuel and ascend completely for #3–8 around the upper platforms. Conserve fuel, then backtrack to the hub and verify 8/8. Pick up the Fin from Midge during this visit.

Walkway — Peak — 6, Juno + Crowbar + Jetpack: four are around the exterior/upper structure. Enter the building, use the Crowbar on the central trapdoor, and descend the narrow corridor for the final pair. Avoid explosives underground. Verify 6/6.

Tawfret — 28

  • Bog — 10, Juno + Crowbar: #1–2 are in the early swamp/Life Force Door area; #3–4 are in the destructible crypt/house; #5 is on the upper ruined wall/building; #6–9 are through the Crowbar trapdoor and underground side-door chamber; #10 is in the final Life Force cage after the underground enemies are cleared. Verify 10/10.
  • Bridge — 12, Juno + Crowbar + Flares: collect four along the main bridge/support structures; one in the Sniper Rifle room; two mandatory Tribals on the Flare-revealed platforms in the Flares building; one down the Crowbar trapdoor passage; two in the chimney-entered sewer near the barred-window section; and two behind the breakable lone black bar/crawlspace in that sewer system. The Flare pair is part of the real twelve, not optional troubleshooting. Verify 12/12.
  • Castle — 6, any: #1 is on the first waterfall/water route; #2–3 are in the cove between low sniper platforms; #4–5 are on opposite sides of the boss/Life Force Door area; #6 is in the upper-right part of the large pillar room. Verify 6/6.

Sekhmet — Battle Cruiser — 15, Juno + Red Key + Jetpack: Green Key is acquired during this sweep, not required before entry. #1–4 are around the landing-bay crate groups; #5–6 use the lava-side hidden passage to the upper dark room; #7–8 are in the first Jetpack platform room; #9 is in the second; #10 is on the third/main walkway. Obtain Juno's Green Key in the glass-floor room, then Jetpack upward for #11–13. #14–15 are in the later high hidden passage. Use controlled fire around elevated groups and conserve fuel. Verify 15/15.

Water Ruin — Lost Island — 8, Lupus: #1 is behind the starting ship; #2 on the small rock/island toward the castle; #3 on the broken keep reached by hover; #4 on the outer castle terrain near Timed Mines; #5–7 along the upper castle wall; #8 on the isolated broken wall reached by hover. Verify 8/8. If the Ear Plugs are already earned, give them to Ivana Bear here for the Power Cell.

Cerulean — Dune — 8, any: #1–6 are in the large underground/red-tunnel chamber used during Yellow-Key progression. #7–8 are behind the ship/structure at the final landing pad. Do not board until the pair is collected. Verify 8/8.

Eschebone — 23. Use the order Approach → Cortex → Thorax.

  • Approach — 6, any: two in opposite corners of the first room, two on the lava platforms in the broken-rock-bridge room, two on the lower platform near the grenade-pickup route. Verify 6/6.
  • Cortex — 5, Vela: from the beginning of Thorax, take the exterior route, blast the obstruction, refuel, Jetpack onto the creature, and enter the dedicated Cortex opening rather than the four pillar holes. Clear the figure-eight/branching glass corridors systematically, checking every branch and behind glass; do not fire through a visible Tribal when breaking a pane. There are 5, not 6. Verify 5/5, then continue to the Brain room for the Oxygen Tank before leaving.
  • Thorax — 12, Vela + Jetpack: Magenta Key is acquired during the route, not required to enter. #1–2 are in exterior/body pillar entries; #3–4 in the later lava/steam room; #5–6 in the underwater Blue-Key chamber, where you must take Vela's Blue Key; continue underwater for the Specialist Magazine; #7–8 are in the red chamber/circular structures; #9–10 in the alternate underwater continuation near the lung/claw structures; then reach the Magenta Key room, take Vela's Magenta Key, and collect #11–12 on the lower floor. Do not leave without 12/12, Blue Key, Specialist Magazine, and Magenta Key.

Ichor — 24

  • Military Base — 16, Lupus with upgraded aerial traversal: #1–2 are beside an explosive barrel near the elevated Cyborg, so rescue before detonating anything; #3–4 are beyond the downward ramp guarded by large airbornes; #5–7 are vertically distributed through the Jetpack room; #8–9 are on the side route in the moving-wall room; #10–12 are together on the lower-left colored platform; #13–14 are in the Assassin Drone room, so kill it immediately with accurate fire; #15 is above the onward doorway; #16 is on the tall fuel/aerial platform. Verify 16/16. Collect Lupus' Hatch Key during this visit.
  • Perimeter — 8, Juno or Vela + that character's Blue Key + Jetpack: #1 is behind the large block after the sniper section; #2–3 are in the high narrow tunnel by the fuel pad; #4–5 are on opposite elevated ledges in the long chasm corridor; #6 is behind the second left-side structure; #7–8 are at the Big Bug Fun Club bar. Once one bar Tribal is rescued, hostile drones react, so collect both immediately. Verify 8/8. Vela can do this after taking her Blue Key in Thorax.

Spawnship — Troop Carrier — 15, Vela + Red Key + Green Key + upgraded traversal: Yellow Key is not required for Tribal certification. #1 is in the bottom-left room, second floor, around the doorway; #2–4 use the underwater branch and Diamond Geezer room; #5 is on the first-floor route toward the top-left room; #6–7 are in the top-right first-floor room; #8 is in the top-left second-floor room beyond its Life Force Door; #9–12 are beyond the Green-Key route/electrical barriers; #13–15 are in the lower Red-Key/Assassin Drone room before the lava section. For the final three, kill the Assassin immediately or secure the Tribals immediately; do not allow a prolonged fight. Verify 15/15.

Rith Essa — 34

  • Bluff — 8, Juno or Vela + Blue Key: #1–2 are in the first circular room inside the Blue-Key tunnel; #3–4 in the second circular room after the next Life Force Door, where you should rush the pair before prolonged airborne combat; #5–6 are near the far cliff exit; #7–8 are behind the large purple enemies, so locate and secure them before using explosives. Verify 8/8.
  • Ascent — 6, Juno or Vela + Blue Key + Jetpack: #1–2 are behind rocks on the early ascent; eliminate the dangerous machine-mounted enemy before the major Jetpack crossing; #3–5 are grouped beyond the fuel-platform chasm; #6 is on the later upward spiral. Verify 6/6.
  • Trade the Specialist Magazine from Eschebone Thorax to Fernando/the Rith Essa contact for the Mine Key.
  • Mine — 16, Vela + Mine Key + Jetpack: #1–4 are in the lower work area below the opening bridge; #5–6 around the first elevator; #7 behind the left pillar at the top; #8–10 in the circular bottomless-pit room; #11–12 beyond the Tribal Transformation Pad; #13 on the main tunnel; #14–15 in the upper elevator/fuel section; #16 beside/behind the later slow-elevator route. The correct count is 16, never 15. Verify 16/16. During this same visit, obtain the Deflector Shield and Female Tribal Totem.
  • Interior — 4, any: linear set, but inspect side cubbies carefully because #2 is easy to pass; visually identify the later Tribal before firing explosives into the final enemy group. Verify 4/4.

Mizar's Palace — 30

  • Lobby — 14, Juno: before the maze, the right-side route gives #1–3 and the left-side/lit side opening gives #4–5. For #6–7 from the maze entry use LEFT → RIGHT → STRAIGHT → LEFT → RIGHT → RIGHT → LEFT → door. For #8–9 from that room use STRAIGHT → RIGHT → LEFT → LEFT → RIGHT → STRAIGHT → LEFT → STRAIGHT → LEFT → RIGHT → STRAIGHT → LEFT → door. For #10–12 use LEFT → RIGHT → door. For #13–14 use LEFT → STRAIGHT → LEFT → RIGHT → STRAIGHT → STRAIGHT → RIGHT → STRAIGHT → LEFT → RIGHT → RIGHT → LEFT → RIGHT → LEFT → door, then cross the lava section; the final pair is left of the exit door. Do not reduce this to “search the maze.” Verify 14/14 and collect the Stag Drone Totem during the lava section.
  • Flume — 6, Vela: swim through the underwater Palace entrance, navigate to the diamond-shaped exit, collect #1–4 in the chamber beyond, then #5–6 on the side/upper ledges in the final room. Verify 6/6.
  • Chasm — 10, Lupus: #1–2 are immediately left of the landing pad; #3–6 are in the square/cubby recess of the night-vision maze; #7 is on the isolated pillar behind the elevator route; #8 is at the middle of the three small waterfalls; #9–10 are near the final exit by facing away from it and looking left. Verify 10/10.

The ledger closes at 29/29 sublevels and 282/282 unique Tribals. When every named sublevel is complete, return to King Jeff for the Stabilizer. If the in-game set is complete but the Xbox achievement is delayed, treat Rare Replay achievement-side tracking as CURRENTLY COMMUNITY-FLAGGED / BUGGY: allow synchronization time and fully quit/relaunch before repeating anything. Do not delete saves or intentionally farm repeat rescues as a workaround.

Jetman’s Day Off

The spaceship has 12 parts. Use the pause-menu spaceship-parts screen as the in-save checklist. The recommended route collects the first eleven during the post-Mizar cleanup, completes the 282 unique Tribals, then takes the Stabilizer from King Jeff as part #12; receiving it closes Jetman's Day Off and opens the Asteroid/final Mizar progression.

Use this as the 12-part checklist, not as a strict acquisition order. In Eschebone, follow Approach → Cortex → Thorax before the Rith Essa Mine work:

  1. Vela's Hatch Key — Goldwood Lodge, Vela: during the 15-Tribal Lodge visit, take the Weevil/combat branch through the Life Force Doors into the isolated cliff/cave section, drop into the cave, cross to the central pillar, and collect the key.
  2. Radar Dish — Gem Quarry: speak to Magnus, then at the generator use accurate Pistol shots to feed eight green gems into the vacuum within its timing window. After the success sequence, return to Magnus for the Radar Dish. The Tribal drops the gems in groups of four, but eight successful gems is the real condition.
  3. Fin — S.S. Anubis Passageway: during the eight-Tribal sweep, reach the large shallow-water room, take the side door on the right from its entrance, speak to Midge, and receive the Fin.
  4. Cargo Bay Key — Tawfret Bridge, Vela: after the normal Gimlet/Pants/Crowbar story work is already resolved, return to the lake with the central tree island, dive beneath its roots, follow the underwater opening into the hidden grotto, and talk to Gimlet. This is a separate Vela visit from Juno's Tribal certification.
  5. Power Cell — Water Ruin: first earn Gold or Expert in the S.S. Anubis Hold Floyd Mission. For the Gold route, collect all 8 circuit boards, destroy all 3 panels and the reactor hub, and meet the 1:00 target. This awards the Ear Plugs. At Water Ruin, find Ivana Bear in the ruined castle, give her the Ear Plugs, and receive the Power Cell. If the Ear Plugs are ready, do this during Lupus's eight-Tribal Water Ruin visit.
  6. Nitrogen Tank — Water Ruin, Vela: make a separate underwater pass around/beneath the large castle island, enter the submerged tunnel, follow it to the hidden chamber, and take the Nitrogen Tank from the central platform.
  7. Lupus' Hatch Key — Ichor Military Base: during Lupus's late Military Base cleanup, refuel in the large platform room, look high along the wall for the open pipe, hover/Jetpack into it, follow the passage, and collect the key.
  8. Juno's Hatch Key — Spawnship, Juno: return post-Mizar once Spawnship's main key routes are open. In the large lava/magma room, drop into the lava, follow the perimeter to the hidden opening, take the long secret passage through the capacity-crate route, and collect the key in the terminal pipe/recess.
  9. Deflector Shield — Rith Essa Mine, Vela: obtain the Specialist Magazine in Eschebone Thorax, trade it to Fernando/the Rith Essa contact for the Mine Key, enter the Mine, use the Tribal Transformation Pad, then return to the overseer while disguised as a Tribal and accept the Deflector Shield. Fold this into the 16-Tribal Mine sweep.
  10. Oxygen Tank — Eschebone Cortex: follow the Eschebone order Approach → Cortex → Thorax. In Cortex, finish the five-Tribal corridors, continue into the Brain room, climb the brain/platform structure and moving platforms, and take the Oxygen Tank at the top. Do not leave Cortex after 5/5 without it.
  11. Fuse — Mizar's Palace race, Juno or Vela: in the smaller pyramid, refuel, Jetpack to the transformation pad on the central pillar, become a Drone, use the newly accessible route/elevator to the racetrack, enter a racer, and finish first. First place awards the Fuse; no separate lap-time threshold is required.
  12. Stabilizer — King Jeff: after the other eleven parts are present, verify the Tribal screen is genuinely complete at 282/282, enter the large Palace pyramid, and speak to King Jeff until he gives the Stabilizer. An early Shoot Ants, Save Bears Xbox pop does not bypass this game-state requirement.

Before the final King Jeff visit, check the spaceship screen for eleven parts and the Tribal tracker for 282/282. After the Stabilizer handoff, verify all twelve parts. If Jetman's Day Off is delayed despite the confirmed twelfth part, allow synchronization, fully quit and relaunch, then recheck before attempting any destructive recovery.

No Place Like Home

Defeat Mizar and his boss minions. Do this after the full ship-part and Tribal cleanup opens the true final progression.

Floyd is Not a Funny Shape

Earn Bronze or better in every Floyd Mission over time. Merit results do not count as medals.

The S.S. Anubis Hold Floyd Mission is the important exception to the normal Bronze-or-better route: target Gold there so you receive the Ear Plugs required later for Jetman’s Day Off. Gold requires all 8 circuit boards, all 3 panels, the reactor hub, and the 1:00 target; Expert also awards the Ear Plugs. Carry them into Water Ruin and trade them to Ivana Bear for the Power Cell ship part.

If the final Floyd Mission was completed before all other required medals registered, replay that final mission after the full Bronze-or-better medal set is complete so the game rechecks the achievement condition.

Now That’s Dedication

At Ichor’s nightclub, interact with the DJ and request a song. Do this during the normal Ichor visit rather than returning later.

Conker’s Bad Fur Day

Conker has one major shortcut: its own cheat menu is achievement-safe. First start a normal save and meet Gregg. Only after that should you use the chapter-unlock cheat for the fast chapter-completion route.

The Day is Just Beginning

Start Conker’s Bad Fur Day once.

Conked Out

On a normal fresh save, finish the opening tutorial; immediately after the tutorial cutscene, walk into the barbed-wire entrance to meet Gregg. You do not need to reach Windy. Chapter select does not substitute for this trigger, so do it before switching to cheat-assisted cleanup.

‘Easy’ Does It

Enter any valid cheat code. Use WELDERSBENCH in the in-game cheat menu to unlock chapters; the achievement triggers when a cheat is successfully accepted.

Conker’s Quest

Collect $2,310 throughout the game. After using WELDERSBENCH, load Heist and then The Vault; the unlocked chapter state credits the required cash total and the achievement should register after the section loads.

Long Live The King

Complete every chapter over time. With chapters unlocked, finish only the verified endpoints that advance Rare Replay’s tracker: complete the Hangover tutorial, Bat’s Tower: Bullfish’s Revenge, Barn Boys: Frying Tonight followed by Slam Dunk, Sloprano: The Bluff, Uga Buga: Buga The Knut, Spooky: Mr Barrel, It’s War: Peace At Last!, and Heist: The Vault. Windy does not need its own chapter-select completion. After each endpoint, wait for the achievement tracker to rise before moving on.

The multiplayer achievements below can be done locally against AI with one controller. Set the quickest valid score, life, or objective limit, finish the match normally, and repeat until five completed games have registered. Quitting early does not count as a finished game.

Paws For Fort

Finish five games of Beach in multiplayer. Use the shortest valid Beach setup and complete all five matches.

Out of the Frying Pan…

Finish five games of Raptor in multiplayer.

They Pull You Back In

Finish five games of Heist in multiplayer.

Warmonger

Finish five games of War in multiplayer.

Tanks a Lot

Finish five games of Tank in multiplayer.

Hover Bananas

Finish five games of Race in multiplayer.

Stop Looking at My Screen!

Finish five games of Deathmatch in multiplayer. Once this and the six other mode sets are complete, Conker’s Rare Replay achievements are finished.

Grabbed by the Ghoulies

Create one primary game save and keep it for the campaign plus Challenges 1-20. Collect Bonus Books as you pass them, sample every Soupswill Super Soup, break scenery aggressively, and let normal combat build the Ghouly and shock counters.

Bonus Challenges unlock one per 5 Bonus Books, so all 100 books unlock all of Challenges 1-20. Challenges can be played as they unlock. Challenge 21 requires all 100 books and Gold or better on Challenges 1-20.

Over At the Frankenstein Place

Start Grabbed by the Ghoulies once.

Don’t Want Any Trouble

When first crossing the Ballroom, avoid touching or attacking the dancers. Hug the outside path and leave without starting a fight. Later replay exists, but doing it here is the cleanest route.

I Don’t Want To Go!

Defeat the Reaper. At the early opportunity, knock him down with a thrown object, then kick or ground-stomp him toward the window until he is forced out. If missed, another verified opportunity appears later in Lower Corridors #3.

Canned Projects

Collectibles 17 collectibles
  • Energy Boost! — Restores energy (the number on the heart). The most common soup; Ch1 Cellar and Ch2 Kitchen both have one.

  • Turbo Cooper! — Triple running speed. Ch3 Greenhouse; Ch5 Grand Hallway, Pantry drawers and Walled Garden.

  • Super Weapons! — Weapons don't break. Ch2 Scullery and Music Room; Ch3 Wood Shed; Servants' Bathroom cupboard by the showers.

  • Extra Time! — +10 seconds on a timed challenge. Ch2 Cloakroom and Farmyard; Ch3 Potting Room, Foundry and Wood Shed.

  • Knock-Out Mania! — Every hit is a knockout. Ch2 Scullery (start of the room); Ch3 Housekeeping Store; Servants' Bathroom cubicle.

  • One-Hit Wonder! — One hit kills any Ghoulie. Ch3 Farmyard (inside the wooden grinder); Ch5 laundry hampers.

  • Miniature Cooper! — A small Cooper helper. Ch3 Upper Corridors vase; Ch5 Relic Store sarcophagi.

  • Invulnerability! — No damage for a while. Uncommon: Ch3 Krackpot's Lab (cage area and red-lit room); Ch4 runway fight behind the grandfather clock.

  • Invisibility! — Uncommon: Ch2 Cloakroom wardrobe; Ch3 Grand Hallway left bench and Servants' Dormitory bin; Ch5 Grand Hallway blue vase.

  • Freeze Ghoulies! — Freezes the room's Ghoulies. Ch2 Dining Room (table corner) and Conservatory; Ch3 Housekeeping Store (smash Krackpot's portrait) and Greenhouse barrels.

  • Dizzy Reaper! — The Reaper spins harmlessly. Ch2 Cellar and Scullery; Ch3 Foundry, Potting Room and Servants' Bathroom.

  • Challenge Complete! — Instantly clears the current challenge. Ch2 Pantry barrel by the challenge door, and the Ch2 Cloakroom safe.

  • Shocker Blocker! — Solves Super Scary Shocks in that room. Ch2 Ballroom (portrait on the far side); Ch3 Greenhouse and the Farmyard horse-cart barrel; Ch5 Pantry drawers.

  • Traitor Fever! — The room's Ghoulies fight each other. Uncommon: Ch3 Krackpot's Lab, left side of the red-lit room.

  • Slo-Mo Cooper! (negative) — Orange-ghost can that slows Cooper. Ch3 Farmyard path of bad soups; Ch5 Grand Hallway vase with a bad can.

  • Energy Sapper! (negative) — Orange-ghost can that drops energy to 1. Same spots as Slo-Mo Cooper: touch every orange can there.

  • Reverse Controls! (negative) — Orange-ghost can that inverts movement. Ch2 Lower Corridors on the second visit, on the ground near the vase; Ch3 Farmyard path.

Sample every Soupswill Super Soup over time, including the three negative cans (orange ghost on the lid). There are 17 soup types: 14 normal (including Traitor Fever) and 3 negative, all listed in the Ghoulies Super Soups checklist in the Collectibles section. The game has no soup tracker. Touching a can counts as sampling it even outside a challenge, and the rare ones (Invisibility, Invulnerability, Traitor Fever and the negatives) are the usual missing soups. To recover one, replay its scene from the Bonus Scene Selection menu (below) and touch the can; if progress doesn't move, take it during a normal campaign pass instead.

The Future of Gaming

Survive 20 Super Scary Shocks over time. Let natural encounters build the count, then deliberately trigger safe repeatable scares late in the campaign if needed.

The Only Ghoul In The World

Encounter every type of Ghouly. Normal campaign progression reaches the full roster; verify the milestone when the Worm is introduced late in the route.

Property is Theft

Cause $500,000 of property damage over time. Smash furniture and scenery throughout the campaign. If cleanup remains, use a destructible-heavy Bonus Challenge and repeat it.

Bruised Knuckles

Defeat 1,000 Ghoulies over time. Do not grind early; the campaign, Challenges 1-20, and Challenge 21 provide extensive additional combat.

Eviction Notice

Complete the main game. Finish the full campaign on the primary save.

Cover to Cover

Collect every Bonus Book over time; there is one book in each scene. Every scene you've reached is listed in the Bonus Challenges menu under Bonus Scene Selection, and a Bonus Book icon appears next to each scene whose book you've collected. Any scene without the icon is one you still need. Select it, replay it (no cutscenes or required fights), grab the book, then pause and exit back to the scene list; progress is kept. Each 5 books also unlocks one more Bonus Challenge, so fewer than 20 challenges means books are missing. All 100 are needed for the full twenty-challenge set and for Challenge 21. The same scene replays work for missing soups.

Over-Baron Attitude

Collect five Platinum medals over time. While clearing Challenges 1-20, push the five challenges you find most comfortable beyond Gold to Platinum.

Twenty/Twenty Vision

Complete Challenges 1-20 on a single game save. Use the same save created for the campaign; each challenge becomes available as its five Bonus Books are collected, and all twenty require all 100 books. Because Challenge 21 requires the preceding challenges at Gold, aim for Gold or better on all twenty rather than merely clearing them.

Amber Warning

Complete Challenge 21 after unlocking it by earning Gold or better on Challenges 1-20. This is a condensed replay of the game as Amber with only 10 health and no soups. Deaths are allowed and progress saves per room, so you can leave and resume, but do not choose Restart Challenge unless you intend to restart the entire Challenge 21 run. After the Baron, a 13-minute timer applies.

Xbox 360 and Xbox Live Arcade Stamp Requirements

How the external games work

Stamp-only coverage: every Xbox 360 section below stops at the Gamerscore Rare Replay needs for 10/10 stamps. The skipped achievements in each game are deliberately left out, so don't use these sections as full guides to the standalone games.

These nine titles launch as backward-compatible Xbox 360 games and keep separate achievement lists. Rare Replay awards ten stamps per external game from the Gamerscore already earned on your Xbox profile. The four 200G titles stop at a final 150G Rare Replay threshold: Banjo-Kazooie, Banjo-Tooie, Perfect Dark, and Jetpac Refuelled. The five 1,000G-base titles stop at 750G: Kameo, Perfect Dark Zero, Viva Piñata, Viva Piñata: Trouble in Paradise, and Banjo-Kazooie: Nuts & Bolts. GoldenEye 007 is a separate later release and contributes zero Rare Replay stamps.

The internal 210-stamp contribution is not 210 ordinary milestones: it consists of 80 game milestones plus 80 standalone Snapshots across the sixteen pre-N64 games, plus 50 game milestones across the four N64 games and Grabbed by the Ghoulies. Add the 90 external stamps and 30 Playlist stamps for the full 330.

You do not need to 100% any external list. Launch each Xbox 360 title from inside Rare Replay, and make sure it is installed and licensed. After each title reaches its target, keep the console online, return to Rare Replay, open that game's Gallery entry, and verify all ten stamps. If stamps still read 0%, remove Rare Replay from Quick Resume and relaunch it fresh as described under Tracking hygiene. If they do not populate, launch the external Xbox 360 title from Rare Replay, allow its profile/menu state to initialize, return to Rare Replay, and check again. Launching the 360 title is a synchronization fallback, not a universal prerequisite. The visible 10/10 Rare Replay stamps are the final certification for each external game.

Banjo-Kazooie

Collectibles 27 collectibles
  • Spiral Mountain: Collywobble — Defeat the Collywobble in Bottles' training field (claw swipe, roll, Rat-a-tat Rap lesson).

  • Spiral Mountain: Quarries — Beak Barge the brown Quarry rocks at the Beak Barge lesson.

  • Spiral Mountain: under the bridge — Underwater hollow under the moat bridge; dive.

  • Spiral Mountain: treetop — Top of a tree near the climbing lesson; climb, then Flap Flip.

  • Spiral Mountain: stump — On a stump top near the six-log lesson area; Flap Flip.

  • Spiral Mountain: waterfall platforms — Hop the platforms by the waterfall on the far side from Banjo's house.

  • Mumbo's Mountain: Ju-Ju totem — Feed eggs to every totem head except the last, stand on top and Flap Flip.

  • Mumbo's Mountain: cliff alcove — Talon Trot up the hill right of the start and jump off the cliff just before the top into the alcove (the termite can also reach a cave in the wall by the lake).

  • Treasure Trove Cove: floating crate — Crate out at sea near the snapping treasure chests; fly or swim to it.

  • Treasure Trove Cove: underwater by Nipper — Underwater corner by the cliff to the left of Nipper's shell.

  • Clanker's Cavern: pipe by the right fin — Swim up the underwater pipe near Clanker's right fin.

  • Clanker's Cavern: grate past the Orange Jinjo — From the Shock Spring platform by Clanker's left fin, jump left to the pole, climb to the Orange Jinjo area, slide the pipe, flap left and Beak Buster the grate.

  • Bubblegloop Swamp: inside Tanktup — Inside the turtle, stand on Tiptup's platform and Flap Flip.

  • Bubblegloop Swamp: Mumbo's skull — Inside Mumbo's skull, climb the pole without a torch and jump to the rafters.

  • Freezeezy Peak: island Sir Slush — Beak Bomb the Sir Slush on the island by the village; the piece is under him.

  • Freezeezy Peak: Wozza's cave — As the walrus (Mumbo), swim down the tunnel at the bottom of the pool in Wozza's cave.

  • Gobi's Valley: cactus switch — Hit the Honeycomb switch behind the puzzle pyramid, then use the fly pad on Jinxy and fly through the cactus circle.

  • Gobi's Valley: Gobi in the alcove — Fly to the alcove behind and right of Jinxy and Beak Buster Gobi; it appears late in the world's Jiggy chain, so come back if he isn't there yet.

  • Mad Monster Mansion: under the floorboards — As the pumpkin, go through the hedge gap and onto the roof, enter through the first-floor window facing the church, and find it under the floorboards.

  • Mad Monster Mansion: church rafter — With the Turbo Trainers, climb the church organ, use the fly pad and land on the centre rafter.

  • Rusty Bucket Bay: behind the rear smokestack — Beak Barge the door behind the rearmost smokestack and Flap Flip up through the hexagonal hole above it.

  • Rusty Bucket Bay: Honeycomb switch — Swim into the hole in the building wall, hit the Honeycomb switch, then fly from the opposite side to the piece that appears above the boat.

  • Click Clock Wood: Winter pond — Winter: dive through the hole in the frozen pond near the dead flower and swim to Gnawty's house bookcase (icy water drains air twice as fast).

  • Click Clock Wood: Nabnut's window — Winter: from the fly pad, Beak Bomb the window above Nabnut's door; the piece is on the left inside.

  • Cheato: BLUEEGGS — Gruntilda's Lair, the icy area through the tunnel behind the Bubblegloop Swamp entrance: with Wading Boots, smash the ice blocking the small tunnel, then come back as the crocodile (Mumbo, Bubblegloop Swamp) and crawl in.

  • Cheato: REDFEATHERS — Lair lava room before the graveyard area: as the pumpkin (Mumbo, Mad Monster Mansion), take the narrow winding path on the left past Brentilda into the small tunnel.

  • Cheato: GOLDFEATHERS — Lair room with the Rusty Bucket Bay entrance: raise the water to its highest level, then hit the remaining switch and swim up into the hole near the top before the timer runs out; follow the green-lit stairs.

This section covers only the 150G needed for Rare Replay's stamps, not this game's full achievement list. For the full 200G, see the Banjo-Kazooie 100% guide.

Target 160G, giving a 10G cushion over Rare Replay's 150G threshold. Earn Get Jiggy, Mumbo Jumbo, Knock out Nipper, Free Clanker, Chomp Chomp!, Move Master, Show me the honey!, Cheating Cheato, Music Maestro, and The Quiz Master.

Progress through all nine worlds, collect 900 Notes, all 24 Extra Honeycomb Pieces, learn the required Bottles world moves, find all three Cheato books, then complete Furnace Fun for The Quiz Master. Stop there. Skip Jinjonatored, Jigsaw Maker, and the extra Jiggy/final-Gruntilda work. No multiplayer is required.

Notes (Music Maestro). There are exactly 100 Notes in each of the nine worlds and none in Spiral Mountain or the Lair. In this version notes stay collected through death and exits, so partial visits are safe. Check Pause → View Totals after each world: it shows every world's note count, which tells you which world is short (Click Clock Wood's four seasons share one count). Clusters per world, in a practical order:

  • Mumbo's Mountain: bridge by the start pad 7; two underwater side alcoves 6; path up by the Conga area 9; hut roofs in Mumbo's village 6; inside the first hut you smash 5; inside Mumbo's skull 4; path to the stone ruins 4; on top of the ruins 14; Talon Trot ledges by the yellow Jinjo 21; ledges facing the entrance pad 18; inside Ticker's tower as the termite 6.
  • Treasure Trove Cove: starting platform 4; inside Nipper's shell after beating him 6; two treetops by the ship 8; the ship's two flooded cabins 8; rigging and crow's nest 11; lighthouse stair alcove 1, spiral path 3 and top 5; Shock Spring crate stack by Bottles 3; the cliff where the "?" appears 6; inside the two Lockup chests 5; the path beside them 4; right of Bottles' crates 3; sandcastle top 5 and inside 4 (often missed); raised walkways and the rock pool behind the Lockup 12; the ladder steps down from the high platform 12.
  • Clanker's Cavern: two entrance pipes 8; pipe into the cavern 6; around the underwater lock 8; long bottom pipe on Clanker's left 7; Mutie Snippets' lair 8; ledges on Clanker's right 2; pole off the extra-life platform 4; pipe slide 5; Clanker's back 10; pipe reached from his tail 10; winding pipe above the blowhole 4; blade corridor inside 6; left underwater gap 5; right gap by the beehive 3; Whiplash tunnel under the fly pad 8; final blade room 6.
  • Bubblegloop Swamp: start bridge 5; floating logs 15; behind the giant egg 5; narrow path to the first Jiggy 20; Tanktup's four feet 4; inside Tanktup 6; the stilt huts 5; base of the column where the fourth crocodile appears 5; top of the giant croc head 5; plant by the croc head 3; water behind the blue Jinjo (Wading Boots) 5; the water maze (Wading Boots) 12; inside the giant croc as the crocodile 6; the hut column as the crocodile 4.
  • Freezeezy Peak: slope by the start 9; behind the Christmas tree 5; inside the tree 12; the pile of presents 4; around the Sir Slush by the presents 4; outside Wozza's cave 4; sled-race start behind Boggy 4; village house roofs 6; the snowman's scarf and neck 19; his hat (fly from the nose pad) 8; his feet 10; rafters in Mumbo's skull 6; water ring round the Sir Slush island 9.
  • Gobi's Valley: hill into the valley 5; Jinxy's paws 6; quicksand by Jinxy's tail (Wading Boots) 8; inside Jinxy 7; narrow path left of the tomb 9; stairs by that path 4; on and inside the puzzle pyramid 4 + 4; left of it 2; the Turbo Trainers hill 2; up and inside the time-trial pyramid 4 + 4; quicksand where Grabba was 11; tomb stairs 4; inside the tomb 7; the moat round it 6; inside Rubee's pyramid 8; the alcove behind Jinxy (fly) 5.
  • Mad Monster Mansion: in front of the entrance pad 4; Napper's room 8; first-floor roof 4 and room 4; second-floor roof 4 and room 9; green pond 4; bottom of the well 7 and platforms over it 4; Tumblar's shed roof 4 and inside 4; by the graveyard gate 3; cellar shelf 4; church porch roof 1, roof 9 and clock tower 4; hedge maze 6; organ pedals 2 and pipes 4; church benches 4; Mumbo's skull 2; the chimney as the pumpkin 5.
  • Rusty Bucket Bay: walkway to the ship 5; far back of the ship 6; right rear vent 4; engine room 12; slanting path by the front smokestack 4 and the ledge above it 2; between the smokestacks 8; starboard porthole room 3; kitchen 5; porthole room by the Grimlet 4; rooftop across the second toll bridge 4; the narrow path over the Snacker area 5; toxic-pond barrels 3; first crane 3; the blue containers 12; second crane 3; anchor-hole corridor 4; skylight room 4; captain's cabin 4; the vent room where you boarded 5.
  • Click Clock Wood: outside the Spring door 4; Spring 16 (the four ground bridges and around the giant flower); Summer 16 (leaves at the start 2, Gnawty's doorway 2, by the beehive 3, in front of the treehouse 4, the walkway to Nabnut's house 5); Autumn 48 (lap round the tree base 16, inside the beehive 4, Nabnut's shelf 3, platforms before Eyrie's nest 3, round the nest 8, Mumbo's rafters 4, the Snarebear by the flower 3, behind the giant flower 5, Gnawty's shelf 2); Winter 16 (branches behind the Sir Slush 4, treehouse roof 4, branches above the fly pad by Mumbo's hut 4, platforms past the nest 4).

If a world is stuck at 96, the commonly missed four are the Autumn beehive and Winter branch sets in Click Clock Wood and the second-floor bedroom in Mad Monster Mansion. You need 765 notes to open the note door to Furnace Fun.

Extra Honeycombs and Cheato. All 24 Extra Honeycomb pieces (6 in Spiral Mountain, 2 in each world) and the 3 Cheato spellbook locations (all in Gruntilda's Lair; you don't need to type the cheats) are in the Banjo-Kazooie checklists in the Collectibles section. View Totals also shows your honeycomb count.

Bottles' moves (Move Master). Accept the Spiral Mountain lessons, then find Bottles' molehills: Beak Barge by the Lair entrance; Beak Buster, Egg Firing and Talon Trot in Mumbo's Mountain; Shock Spring and Flight in Treasure Trove Cove; Wonderwing in Clanker's Cavern; Wading Boots in Bubblegloop Swamp; Beak Bomb in Freezeezy Peak; Turbo Trainers in Gobi's Valley, the last lesson, which unlocks Move Master. He doesn't appear in the last three worlds.

DO NOT play Bottles' Bonus (the jigsaw minigame in Banjo's house) until Music Maestro has unlocked. On some saves, playing it before collecting the affected notes has permanently removed 12 Notes (4 each in Mad Monster Mansion, Rusty Bucket Bay and Click Clock Wood), making 900 impossible. A title update reportedly fixed it for new saves but not affected ones, and whether it can still happen in this version isn't confirmed, so just leave it alone. If a world is stuck at 96 after this, the only reported recovery is a new save. Also collect each world's Jinjo Jiggy before exiting the world, because exiting first can make that Jiggy disappear.

Return to Rare Replay and do not move on until Banjo-Kazooie shows 10/10 stamps.

Perfect Dark

This section covers only the 150G needed for Rare Replay's stamps, not this game's full achievement list. For the full 200G, see the Perfect Dark 100% guide.

Target 150G exactly by earning every achievement except Special Agent (15G), Prime Target (10G), Perfect Agent (20G), and Crowning Glory (5G). The selected route needs a second controller signed into a second Xbox profile for the efficient Co-operative and Counter-Operative achievements, but no Xbox Live partner. A Guest profile may error unless the main account has an online subscription.

The 16 achievements, 150G:

  • How's That For Starters? (10G): complete Mission 1.1 on any difficulty.
  • Agent (10G): complete every solo mission on Agent.
  • Double 64 (10G): 128 kills with secondary fire, cumulative across all weapons. The CMP150's lock-on secondary is the easy one.
  • Camera Shy (10G): destroy 5 different security cameras, spread across any missions. Mission 1.1 has several.
  • Both Barrels (5G): kill an enemy while dual-wielding. The masked guard on Mission 1.1's third office floor carries dual Falcons; take them.
  • Act Your Age, Joanna (5G): smash every bottle in the Carrington Villa basement as you pass; going too far ends the level.
  • Paci-Fist (10G): complete a mission with fists only on Special Agent or harder (see the Duel below).
  • dataDyne Specialist / Carrington Institute Specialist / Maian Specialist (10G each): get kills with that faction's weapons. dataDyne: CMP150, DY357, DY357-LX, Shotgun, K7 Avenger, Dragon, SuperDragon, Rocket Launcher, Devastator. Carrington Institute: all three Falcon 2 variants, Laptop Gun, AR34, RC-P120, Laser. Maian: Phoenix, Callisto NTG, Farsight. Make a direct burst-fire Laptop Gun kill; sentry kills don't count. Farsight XR-20 requires a Deep Sea replay on Special Agent or higher. Sources disagree on exactly which weapons each family checks, so the safe plan is a kill with every Firing Range weapon.
  • Tools Of The Trade, Deadly Laptop, Versatile, Golden Days, A Friend Indeed and ...Who Needs Enemies? (10G each): below.

Before final Firing Range cleanup, confirm that all 32 weapon entries are present. The range only lists weapons you've unlocked, so count them: Falcon 2, Falcon 2 (silencer), Falcon 2 (scope), MagSec 4, Mauler, Phoenix, DY357 Magnum, DY357-LX, CMP150, Cyclone, Callisto NTG, RC-P120, Laptop Gun, Dragon, K7 Avenger, AR34, SuperDragon, Shotgun, Reaper, Sniper Rifle, Farsight XR-20, Devastator, Rocket Launcher, Slayer, Combat Knife, Crossbow, Tranquilizer, Laser, Grenade, Timed Mine, Proximity Mine and Remote Mine. The ones you have to go out of your way for: the DY357-LX (disarm Trent Easton in Crash Site, don't kill him), the Slayer (Attack Ship or Skedar Ruins), the Phoenix (Skedar Ruins), the Callisto NTG (Skedar Ruins start, or disarm a Maian on Attack Ship), the RC-P120 (Carrington Institute Defense) and the Farsight (Deep Sea on Special Agent or higher). A count of 31 is usually the missing DY357-LX. Earn Bronze or better with all 32 for Tools Of The Trade. If it fails, verify the full 32-entry roster and Bronze results first, and leave the console on for a few minutes after training so the data syncs. The reported last resort is a new save: replay Agent to unlock all 32 weapons, then earn the Bronzes in list order. Then use the unlocked Duel on Special Agent and win with fists only for Paci-Fist.

In Combat Simulator, earn Deadly Laptop with 50 Laptop Gun sentry kills, clear all six Versatile scenarios, and earn Golden Days on Felicity, Complex, or Temple with a Classic weapon set; Golden Days can overlap a Versatile match. Use the second controller and second signed-in profile for A Friend Indeed (Co-operative) and ...Who Needs Enemies? (Counter-Operative). Each needs one complete mission, all of its stages, on any difficulty, so Carrington Villa is the quickest.

At 150G, return to Rare Replay, verify 10/10 stamps, and stop.

Banjo-Tooie

This section covers only the 150G needed for Rare Replay's stamps, not this game's full achievement list. For the full 200G, see the Banjo-Tooie 100% guide.

Target 150G exactly. Earn Knocked Out Klungo, Treasure Hunt, All Beaten Up, A Merry Old Soul, Hatch the Future, Points Make Prizes, Calamari Bonanza, and Shoot Em Up! Skip It Lives!, After The Storm, My Nemesis, and They think it’s all over....

The route ends naturally in Jolly Roger's Lagoon. Defeat Klungo; collect the basic item types for Treasure Hunt; make 20 qualifying All Beaten Up kills with Mumbo's wand, Banjo's Pants Attack, or Daddy T-Rex; defeat Old King Coal; use Split-Up; score 60 in Balloon Burst for Points Make Prizes; freeze all four Lagoon octopi; and reach 20 qualifying Ulcer/Clinker/Mine kills for Shoot Em Up!.

Once those eight achievements register, stop the campaign, return to Rare Replay, and verify 10/10 stamps.

Backstage Pass

Reach 240 stamps and the Rare Royalty rank. With all 210 internally tracked game/Snapshot stamps completed first, the first three external games add 30 more and make 240 the natural checkpoint.

Kameo: Elements of Power

Collectibles 90 collectibles
  • Kingdom: Warrior Trainer hut plant — Shake-it plant on the right side of the Warrior Trainer's hut, beside the first Shadow Troll well fence. No warrior needed.

  • Kingdom: pull-up plants outside the Portraits — Four red-bulb pull-up plants outside the Chamber of Living Portraits entrance; pull them all. They only appear once you have Ash. [Ash]

  • Kingdom: plant by the Portraits sign — Shake-it plant by the Chamber of Living Portraits entrance sign; Creeper under the gold gate to reach it. [Pummel Weed]

  • Kingdom: vase left of the Magic Mirror — In the Chamber of Living Portraits, smash the vase to the left of the Magic Mirror with Major Ruin's Rush (Thermite also works). [Major Ruin]

  • Kingdom: beach shell — Beach near Typhoon's house and the shop: flip the three rustling shells with Creeper then Uprooter; the fruit is under the middle one (flip all three to be safe). [Pummel Weed]

  • Kingdom shop fruit (first) — Buy from the Enchanted Kingdom shop for 30 runes.

  • Kingdom shop fruit (second) — The shop's second fruit, another 30 runes.

  • Kingdom: Dungeon second chamber (large, 3) — Dungeon of Eternal Life, second chamber: light the two dragon-head torches beside the locked gate with Ash; the soldier gives a large fruit. [Ash]

  • Kingdom: Dungeon cauldron — Dungeon's farthest back room (light that room's torch pair with Ash): hit the wall and ceiling cauldrons with Ash's Wildfire or a Chilla spike; the rightmost oil cauldron holds the fruit. [Ash]

  • Kingdom: farmer's crops (large, 3) — Spray the five dry crop buds beside the Mystic's hut with Deep Blue, then talk to the farmer. [Deep Blue]

  • Kingdom: Throne Room vase — Second vase on the left in the Throne Room; Major Ruin's Rush or Thermite. [Major Ruin]

  • Kingdom: Ancient Tower landing chest — Ancient Tower (far end of the Throne Room, archway on the right): Major Ruin up the ramp, Chilla on the ice wall, take the right fork, drop to the ledge, smash the chest. [Major Ruin + Chilla]

  • Kingdom: Ancient Tower frozen fruit — Ancient Tower, left fork of the ice wall: drop onto the first-level ledge, jump the gap as Kameo, and melt the ice block with Ash. [Major Ruin + Chilla]

  • Kingdom: Ancient Tower second-floor plant — Shake-it plant on the tower's second floor (the Eye of Protection is on the same floor). [Major Ruin + Chilla]

  • Kingdom: squid lady's children (large, 3) — Ancient Tower: melt all three frozen children with Ash (first-floor ledge, second floor, third floor), then talk to their mother at the tower entrance. [Major Ruin + Chilla]

  • Kingdom: Typhoon's quiz — Typhoon's hut in the south-east corner by the lake, 10 runes per try. Answers in order: 7, 5, 8, 5, 4, 0.

  • Kingdom: five-sign quest — Read the signs at the Lenya shrine pool (north), the Yeros shrine courtyard (Creeper under the gate), the balcony behind the Throne Room entrance, behind the shop, and by the Mystic's hut; then shake the plant that appears. [Pummel Weed]

  • Forest: entrance plant — Shake-it plant near the Forgotten Forest Glade entrance.

  • Forest: Dil's house trolls (large, 3) — Kill the two trolls in Dil's house, the first house on the left by the sleeping elf guard.

  • Forest shop fruit (first) — Buy from the Forest Glade shop for 30 runes.

  • Forest shop fruit (second) — The shop's second fruit, another 30 runes.

  • Forest: plant behind Nettle's crates — Smash the two crates on the left side of Nettle's (beetle) house, between the lake and the house, and shake the plant behind them.

  • Forest: Nettle's house beetles (large, 3) — Clear Nettle's house (next to the shop) of beetles and spawner plants; the spawners only die to Ash. [Ash]

  • Forest: plant behind Creeper's hut — Shake-it plant outside, behind Creeper's boulder-blocked hut in the south-east corner.

  • Forest: Mushroom Cavern nests (large, 3) — Destroy all four mosquito nests (three in the main cave, one in the well room) and the mosquitoes with Rubble's Chip. [Rubble]

  • Forest: Mushroom Cavern left statue — Stand on the left statue's round switch and Chip a stone into its mouth; its cage rises with the fruit. The right statue holds an elixir. [Rubble]

  • Forest: stone tablet circle — Between the four one-eyed trees north of Dil's house, uproot all five plants around the tablet; one hides the fruit.

  • Forest: inside Creeper's hut (large, 3) — Knock the boom-root plant by the Forest Temple entrance loose with Major Ruin's Rush, push it to the hut's blocked entrance and ignite it with Ash (or use a Thermite lava bomb). [Major Ruin + Ash]

  • Forest: hollow-tree ceiling pods — Halfway up the hollow-tree path to the Mushroom Cavern, knock the ceiling pods down with Chilla's ice spikes. [Chilla]

  • Forest: Ogre's Swamp plant — Shake-it plant past Thermite's Shadow Troll well. The swamp opens after the Snow Temple, with Snare: play "Distant Memories" on the bar jukebox, spit Magmites onto the grey circle above the swamp door, detonate with a Chilla spike. [Snare]

  • Forest: five-sign quest — Read the signs opposite Creeper's hut, beside the bar jukebox, on the stump in the stream by the four trees, before the Mushroom Cavern path, and beside Dil's house; then shake the plant that appears.

  • Falls: grey shells by the shop — Flat grey shells left of the shop: flip them with Creeper then Uprooter. [Pummel Weed]

  • Falls shop fruit (first) — Buy from Squibble's Mountain Falls shop for 30 runes.

  • Falls shop fruit (second) — The shop's second fruit, another 30 runes.

  • Falls: Shrine of Light torches (large, 3) — Light all eight torches at the Shrine of Light on the central hill (six inside, two outside; use the back door for the awkward ones), then talk to the elder. [Ash]

  • Falls: Lobster Hollow cages — In Lobster Hollow's main room, Rush through the six lobster cages; the fruit is under one. [Major Ruin]

  • Falls: plant outside Lobster Hollow — Shake-it plant on the path just right of the Lobster Hollow entrance, reached after rebuilding the bridge (Ash ignites a boom-root plant, Rubble carries the rocks). [Ash + Rubble]

  • Falls: Light Tower stone chests — Roll the boom-root plant beside the three stone chests under the Light Tower with Major Ruin and ignite it with Ash (or use Thermite). [Major Ruin + Ash]

  • Falls: Lost Pearls (large, 3) — Break the three pearl clams (southern, eastern, north-eastern water) with Deep Blue, push each pearl to the starfish by the squid man, then talk to him. This also opens Scooner's hut. [Deep Blue]

  • Falls: entrance-lake island pod — Palm pod on the small island in the entrance lake near the Warp Gate; Chilla spike. [Chilla]

  • Falls: palm pod by the north bridge — Palm pod by the boom-root plant near the bridge north of the Shrine of Light; Chilla spike. [Chilla]

  • Falls: Reefus' hut trolls (large, 3) — In Reefus' hut (first house on the left, south-west of the entrance), spray the two water trolls solid with Deep Blue, then kill them. [Deep Blue]

  • Falls: stone-ramp plant — Near Treasure Cave: Ash blows the rock creature apart with a boom-root plant, Rubble carries the rocks to the circular pad to form a ramp, and Major Ruin Rush-jumps to the tiny platform's plant. [Ash + Rubble + Major Ruin]

  • Falls: hill behind Squibble's shop — Swim behind the shop and jump up the sandy slope on the west cliff path to the shake-it plant.

  • Falls: Treasure Cave entrance plant — Open Treasure Cave (east end, past the deactivated warp gate) by pushing a boom-root plant against the three boulders with Major Ruin and igniting it with Ash; the plant is on the right-hand path inside. [Major Ruin + Ash]

  • Falls: Treasure Cave first water troll — Left wing: Rush over the ramp to wake the troll, spray it solid with Deep Blue, then kill it. [Deep Blue]

  • Falls: Treasure Cave troll trio — The group of three water trolls past the second rock wall; one drops the fruit. [Deep Blue]

  • Falls: free Mizu (large, 3) — In the tentacle room, stand in the centre and spray each of the four spinning tentacle creatures in the eye with Deep Blue, then return to the squid girl at the entrance. [Deep Blue]

  • Falls: Mizu's cell chest — Chest in the cell where Mizu was held; reach it by the ramp after clearing the crates. [Major Ruin]

  • Falls: five-sign quest — Signs: across the small gap near the Lobster Hollow path, up the slope from the red starfish, behind the Shrine of Light, on the lakeside hill north of the entrance lake's west end, and on the tiny platform reached by the stone ramp; then shake the plant. [Ash + Rubble + Major Ruin]

  • Snow Top: entrance pod — Iced pod in the branches near the village entrance and the first wyrm; Chilla spike. [Chilla]

  • Snow Top: campfire ice blocks — Melt the ice blocks on the plateau by the child dancing at the campfire (shop level) with Ash. [Ash]

  • Snow Top: tree above the shop — Iced pods in the tree above the shop; Chilla spike. [Chilla]

  • Snow Top: frozen husband (large, 3) — One level above the shop: hit the dragon with Chilla so it drops a bomb, roll the bomb to the boulder (Thermite also works), melt the husband with Ash, then talk to his wife. [Chilla]

  • Snow Top: Chom's ice-block game — Inside Chom's Den, 10 runes per try: melt one of three blocks with Ash. The prize is random each try, so retry until the fruit comes out. [Ash]

  • Snow Top shop fruit (first) — Buy from the Snow Top shop for 30 runes.

  • Snow Top shop fruit (second) — The shop's second fruit, another 30 runes.

  • Snow Top: base of the Sulfur Cavern ice wall — Drop down from the end of the bridge to the shake-it plant at the bottom of the big ice wall.

  • Snow Top: Crystal Grotto well ice — Melt the ice block behind the well in Crystal Grotto with Ash. [Ash]

  • Snow Top: Crystal Grotto ice chest — Two ice chests near the base of the Grotto hill (one runes, one fruit); break them with 40 Below. [40 Below]

  • Snow Top: Crystal Grotto ceiling pods — Iced pods on the Grotto ceiling near the green crystals; Chilla spike. [Chilla]

  • Snow Top: ice-path island plant — Follow the 40 Below ice path on the lowest level (via the schoolhouse) to a plant on an island between two ice slopes. [40 Below]

  • Snow Top: ice-path chest — The same lower ice path continues to an ice chest. [40 Below]

  • Snow Top: alcove by the Snow Temple — 40 Below ice path left of the Snow Temple entrance to an alcove plant. [40 Below]

  • Snow Top: missing child (large, 3) — Talk to the mother in front of the first hut, then hit the kidnapping dragon with Chilla spikes at the schoolhouse circle, the third floor near the husband's wife, and the girl's home; return to the mother. [Chilla]

  • Snow Top: five-sign quest — Signs: behind Chom's Den, behind the shop, at the base of the Sulfur Cavern ice wall, at the start of the falling-snowball climb, and just past the Snow Temple entrance; then shake the plant. [Flex + 40 Below]

  • Badlands: snowy pair, plant hut — The southern (left) hut of the adjacent snowy pair near the Snow Top ice wall: shake-it plant behind a stack of crates.

  • Badlands: stone chest hut — Southernmost hut of the pair south-east of Mountain Falls (four shield trolls inside): break the central stone chest with a Thermite bomb. [Thermite]

  • Badlands: hut outside the Forest Glade — Hut just outside the Forgotten Forest Glade entrance: kill the four trolls and spike the three green ceiling pods with Chilla. [Chilla]

  • Badlands: snowy pair, ice-block hut — Northern (right) hut of the snowy pair, with the Warrior Trainer tunnel: melt the four ice blocks with Ash; one holds the fruit. [Ash]

  • Badlands: Elemental Evil challenge — Warrior Trainer challenge in the northern snowy hut (Flip Kick the overturned tables to open the tunnel), 20 runes, locked until late: kill 40 mixed trolls in 5 minutes. Do it in the Thermite sweep. [Thermite]

  • Badlands: Troll Trouble challenge — Same tunnel as Elemental Evil, 10 runes: kill 40 trolls in 1:30; Rubble's Blast one-hits them. [Rubble]

  • Badlands: Pumpkin Panic challenge — Hut in the far south-east (south from the Forest Glade opening, then along the stone-pillar line; tunnel at the back), 10 runes: destroy 75 pumpkins in 1 minute with Rubble's Blast. [Rubble]

  • Badlands: Beetle Brawl challenge — Northern hut of the pair beside the stone-chest hut near the Mountain Falls entrance (smash the crate pile to open the tunnel), 10 runes: kill 120 beetles in 1 minute with Rubble's Blast. [Rubble]

  • Elixir: Warrior Trainer tutorial — Awarded for finishing the opening tutorial test; can't be missed.

  • Elixir: Magic Mirror — In front of the Magic Mirror in the Chamber of Living Portraits.

  • Elixir: Kingdom shop — Buy from the Enchanted Kingdom shop for 20 runes.

  • Elixir: Mushroom Cavern right statue — Stand on the right statue's switch and Chip a stone into its mouth with Rubble; its cage rises.

  • Elixir: Forest shop — Buy from the Forest Glade shop for 20 runes.

  • Elixir: Shrine of Light — Inside the Shrine of Light, in the corner reached through the back entrance. No warrior needed.

  • Elixir: Scooner's hut — Scooner's hut in Mountain Falls opens after the Lost Pearls quest; the elixir floats above the centre table. [Deep Blue]

  • Elixir: Falls shop — Buy from the Mountain Falls shop for 20 runes.

  • Elixir: ledge by Chom's Den — Across the missing fence section right of Chom's Den: Major Ruin's charged Hop, then Rush at the top of the jump. The same trick gets you back. [Major Ruin]

  • Elixir: Snow Top shop — Buy from the Snow Top shop for 20 runes.

  • Elixir: northernmost snowy hut — Northernmost hut of the Badlands snowy area (west side): break the overturned table at the back. 40 Below's alternate skin is in a dresser here.

  • Elixir: south-easternmost snowy hut — South-easternmost hut of the snowy area, near the red shrine: follow the ramp east of the Troll Trouble hut to the dead-end hut; the elixir is in the centre.

  • Eye of Restoration — The fourth shell on the beach near Typhoon's house (separate from the fruit shells): Creeper then Uprooter. Available from the start. [Pummel Weed]

  • Eye of Spirit — Dungeon of Eternal Life, the side room off the main campfire chamber: light the two dragon-head torches beside its locked door with Ash. This is a different torch gate from the two fruit gates. [Ash]

  • Eye of Protection — Ancient Tower, centre of the second floor in a sphere of coloured light. It is purple in play but grey in the Wotnot. [Major Ruin + Chilla]

  • Eye of Strength — Chamber of Living Portraits: destroy the giant statue of Thorn with Thermite's bomb; the eye is in the rubble. [Thermite]

This section covers only the 750G needed for Rare Replay's stamps, not this game's full achievement list. For the full 1,000G, see the Kameo: Elements of Power 100% guide.

Target 750G with the recommended portfolio: 600G story + 50G Game Complete + 50G from the five base local co-op stage achievements + 50G Thorn's Castle solo A rank. If you have no second controller, the solo fallback is story 600G + Game Complete 50G + two solo A ranks (100G). Kameo's 24 DLC achievements are 0G and irrelevant.

Story (600G). Freed Halis, Freed Lenya, Freed Yeros and Beaten Thorn (100G each), plus the ten "Found [warrior]" achievements (20G each), all come from mandatory story beats. The warriors arrive in this order: Pummel Weed (Enchanted Kingdom), Rubble (Forgotten Forest Glade, Mushroom Cavern), Ash (Forest Temple, with Halis), Major Ruin (Lobster Hollow, Mountain Falls), Deep Blue (Mountain Rise), Chilla (Water Temple, with Lenya), Flex (Snow Top ice cave), 40 Below (Crystal Grotto), Snare (Snow Temple, with Yeros) and Thermite (Ogre's Swamp, last). The story then runs Thorn's Pass (Lord Drok) → Thorn's Airship (final boss). The Airship's bow is one-way, and there is no second Thorn's Castle visit.

Precaution: make a manual save before the Corallis kill in the Water Temple, then check Freed Lenya and Found Chilla right after the cutscene. The game has a long-standing report of sometimes failing to award those two, with no known fix.

Game Complete (50G). Finish the story and collect all 100 Elemental Fruit, all 12 Elixirs of Life and all 4 Crystal Eyes. Fruit comes from 74 pickups: most give 1 fruit, and 13 large fruit give 3 each. The free fruit you get for freeing Pummel Weed does not count. Skins, rune chests and score are not part of the requirement. The counter tracks fruit found, so spending fruit on upgrades never hurts.

Every pickup is listed in the Kameo checklists in the Collectibles section at the end of this guide, grouped by area with the warrior each one needs. Take the cheap ones as each warrior arrives. Then do one complete sweep after Thermite (end of Ogre's Swamp) and before you enter Thorn's Pass: every collectible is reachable from that point on, and finishing before the one-way endgame is the safe window. Free play after the credits is reported to allow revisits, but it isn't confirmed on this version, so don't rely on it.

How to verify:

  • The Wotnot Book's last page shows only global counts (fruit, elixirs, eyes). There is no per-area counter and no detector.
  • Expected running totals by area, in sweep order: Enchanted Kingdom 23 fruit / 3 elixirs / 4 eyes; + Forest Glade = 45 / 5; + Mountain Falls = 72 / 8; + Snow Top = 92 / 10; + Badlands huts = 100 / 12.
  • The four five-sign quests (Enchanted Kingdom, Forest Glade, Mountain Falls, Snow Top) each give one fruit. After the fifth sign, a fruit plant appears; shake it.
  • The Dungeon of Eternal Life cauldrons play the fruit jingle on every hit. If no fruit drops, you already have it.
  • Game Complete may not unlock until the final boss is beaten. Check the achievement list after the credits.

Runes: the eight shop fruit (30 each) and four shop elixirs (20 each) cost 320 runes in total. Typhoon's quiz, Chom's game and three of the Warrior Trainer challenges cost 10 per try, and Elemental Evil costs 20. Buy the money-pouch upgrades early.

Co-op (50G). Beaten Old Mawood (Forgotten Forest), Beaten Corallis (Water Temple), Beaten Queen Thyra (Snow Temple), Beaten Lord Drok (Thorn's Pass) and Beaten Thorn (Thorn's Airship), each "(Co-op)", 10G each. Clear each stage solo first, which unlocks it for co-op. Then replay it in local split-screen with a second controller and finish it through the boss. Grade and time don't matter. If player 2 can't join, sign that controller into a second Xbox profile. Thorn's Castle has no base co-op achievement.

Thorn's Castle A rank (50G). Do this after the collectible sweep, with Pummel Weed, Major Ruin and Chilla fully upgraded. They are the only warriors available in the Castle, and it has no Wotnot Book. If you want a Crystal Eye equipped, equip it in the Wotnot in the hub and save, then launch Score Attack from the main menu. The Magic Mirror strips the eye and occasionally fails to save a score.

  • Rank is purely score-based. The community-tested floor for A in the Castle is about 15,000,000 points, but the game hides the threshold, so keep going until the result screen explicitly shows A. Read the top "Score Received" number, not the cumulative "Total Overall Score".
  • Keep gameplay cheats disabled. Cheat sets such as invulnerability or one-hit kills stop you earning points. Cosmetic cheats are harmless.
  • Build multipliers: Carnage for any kill, Brutal for one-hit, environmental or fire kills, and Frenzy for chained kills. Each hit you take removes one of each multiplier, and dying resets them all.
  • Enter Warrior Focus with Pummel Weed's rapid LT-RT jab combo once Carnage is 10 or more. Small white Doom Trolls spawn. They are the main source of points and are finite, so kill only Doom Trolls while in Focus and leave a normal troll alive to re-enter Focus.
  • Pummel Weed's Weedkiller (creep with LT+RT, hold LT until glowing, release near an enemy), Chilla's ice spikes and Major Ruin's Cyclone are the core tools. Drop chandeliers on armoured trolls with a Chilla spike for big bonuses. Runs of tens of minutes are normal.

Solo fallback second A rank: Water Temple (about 17M) first, Forgotten Forest (about 15M) second. In the Forest, farm the large troll group before entering the ruins area with the three archers behind metal boxes, because you can't go back from there. Never plan on Snow Temple, Thorn's Pass or Thorn's Airship (about 30M each).

At 750G, verify 10/10 Rare Replay stamps and stop.

Perfect Dark Zero

This section covers only the 750G needed for Rare Replay's stamps, not this game's full achievement list. For the full 1,000G, see the Perfect Dark Zero 100% guide.

Target 750G exactly. Skip these nine achievements, worth 250G total: Completed Single Dark Agent; all four Co-Op campaign completions; 1 Co-op Mission On Dark Agent; 5 Co-op Missions On Dark Agent; Played 1000 Deathmatch Games; and Played 1000 DarkOps Games. Earn everything else.

Solo — 90G. An Agent preparation run is recommended for armory access but is not required by the arithmetic. Complete all fourteen missions on Perfect Agent, which stacks Completed Single Agent, Secret Agent, and Perfect Agent for 50G and unlocks Dark Agent. Then complete five qualifying Dark Agent missions for another 40G: Datacore, Laboratory, River, Temple, and Bridge. Mission 13 Arena does not count. Stop campaign work after the fifth qualifying mission.

Deathmatch — 450G. Use local Combat Arena bots and always finish the match so progress is retained. Combine the 10/100/1000 Sniper + Headshot + Team Killcount families with a Jackal on a small map for 180G; a second controller works well as bait. Use regular Killcount with Multi-Mines for the 10/100/1000 Explosive and Killcount families together for 120G; do not switch the main farm to Team Killcount and leave the separate Killcount family unfinished. Farm the 10/100/1000 Melee family with Viblade for 60G. Complete 100 Flags for 30G and 100 Territorial Gains points for 30G. The other farms contribute match completions, so top up only to Played 100 Deathmatch Games for the final 30G; never grind the 1,000-game achievement.

DarkOps — 210G. Use bots for 1,000 Infections (60G). For 1,000 Eradication rounds (60G), use ten-round matches with a strong Dark Agent bot team against one weak Agent bot and stay alive; this naturally produces about 100 completed DarkOps games, covering the 10/100-game achievements for another 30G. In Sabotage, destroy complete opposing property sets until 100,000 CR is reached for 30G. In Onslaught, accumulate 100 defending-side minutes for 30G. Finish every match normally and never grind Played 1000 DarkOps Games.

Arithmetic: 90 + 450 + 210 = 750G. No human online partner is required; a second controller is optional but useful. At 750G, return to Rare Replay, verify 10/10 stamps, and stop.

The Operative’s Diaries

Sample both Perfect Dark and Perfect Dark Zero through Rare Replay. Launching Perfect Dark Zero after the earlier Perfect Dark sample completes the pair.

Viva Piñata

This section covers only the 760G needed for Rare Replay's stamps, not this game's full achievement list. For the full 1,000G, see the Viva Piñata 100% guide.

Exactly 750G is impossible because all 50 achievements are worth 20G. Target 38 achievements / 760G and stop there. Skip Longevity Master, Master Collector, Master Romancer, Master Horticulturist, Master Challenger, Master Talent, Variants Master, Master Evolver, Master Sour Tower, Cocoadile Tears, Mallowolf Howl, and Chewnicorn Healing.

760G leaves only 10G of slack: 37 achievements would be 740G, so every one of the 38 is required. If one turns out to be impossible on your save, the cheapest replacement from the skip list is Master Sour Tower (six Tower of Sour pieces: tame Profitamole, or buy blocks at Costolot's, on top of the four sours below).

None of the 38 needs Xbox Live, trading, cards, co-op or the Vision Camera. Stay signed in and connected while you play anyway, and check the Xbox achievement list after each batch: unlocks earned offline in this title have been reported not to register.

Level gates below are gardener levels. Levels come from awards (first visit, residency, romance, variants, growing each plant species, tool awards), so keep collecting new awards. Use Journal → Player Awards as your tracker: Player Status shows coins, garden value, level and days played, and Plant Awards shows each species' "Grown to Maturity" and "Catalyzed x3" awards.

Phase 1 — levels 1-9

  • Piñata Name Caller: highlight any resident, press X, Basic Info, rename it.
  • Label Designer: open the menu, use the label editor in the top-right, save any design.
  • Collector: make 5 species resident. Whirlm, Sparrowmint (once a Whirlm lives in the garden; resident after eating a Whirlm), Mousemallow or Bunnycomb (plant a turnip or carrot), Mothdrop, and a bought Cluckles all work.
  • Green Fingers: grow plants of 5 different species to maturity. Plant awards are per species, so five carrots only count once.
  • Horticulturist: give 5 different plant species full bonus growth (three doses of matching-colour fertilizer; a high chime is correct). Confirm each "Catalyzed x3" award in Plant Awards.
  • Cluckles Hatches Egg: buy a Cluckles at Paper Pets (opens at level 8). Romance any two piñatas, move the egg off its landing spot, and direct the Cluckles to it. Keep a Cluckles around for later; Pretztails eat them, so fence it.
  • Variants: make 5 variants on five different species by feeding colour-change items. Cheap ones: Whirlm + turnip, Whirlm + water lily seed, Cluckles + bluebell seed, Sparrowmint + thistle, Rashberry + poppy seed, Taffly + buttercup seed, Bunnycomb + pumpkin.
  • Start building toward Romancer now (below).

Phase 2 — levels 10-14

  • Talent: reach level 10.
  • Sprinkling (level 10), Gatherling (12), Weedling (14): hire each at Arfur's Inn and place the contract. Helper Name Caller: rename your first helper. Dismiss the Gatherling afterward if it disrupts your garden.
  • Land Owner: automatic garden expansion at level 11.
  • Generosity: at level 12-13, Ivor the beggar wanders in. Give him 1,000 coins or more in one donation. Less only makes him leave for a few days, so try again when he returns. This opens Ivor Bargain's shop, which you need for Super Shovel, Shovel Strength, Watering Can Do, Joy Candy and the Captain's Cutlass, so do it as soon as he appears. Buy the Chocolate Sniffer shovel head (540) right away.
  • Sour Tower and Sherbat Dance: tame Sour Shellybean and Sour Sherbat (the Sherbat needs a Jack-o-lantern from Bart, who opens at level 9). Two tamed sours give the two tower pieces. Keep the tower segments of sours you still need to tame switched off, because an "on" segment scares that sour away. For Sherbat Dance, make a piñata sick (one shovel hit or a poison plant) and don't call Doctor Patchingo. When Dastardos arrives, direct the Sherbat to him. If Patchingo reaches the sick piñata first, Dastardos leaves and you wait for another chance. Expect to lose the sick piñata.
  • Harvester: collect produce once. The quickest way is to buy honey, milk or yarn at Costolot's and place it in the garden. If that doesn't register, use the natural route (Buzzlegum with a hive, a Moozipan milking shed, or a Goobaa shearing shed).
  • Taffly Fertilizer: have a Taffly eat a fruit, then direct it to a growing plant. Repeat if nothing unlocks.
  • Evolver: evolve 2 species. The cheapest are Sparrowmint + buttercup flower → Candary, and a Taffly set alight on a lit torch, then doused with the watering can → Reddhott. Don't use Trouble in Paradise recipes; they differ.
  • Challenger: from level 14, complete 5 Piñata Central factory requests. Gretchen Fetchem (opens at level 5) can fetch any species that has been resident before. Declining a request costs nothing.

Phase 3 — levels 14-22

  • Watchling: hire at level 16 (dismiss afterward; it scares visitors).
  • Crowla Delay: tame Sour Crowla (appears at level 14, visits at 15): put a bird bath in the garden and have it drink a bottle of medicine (honey tinkered by Bart). Then repeat the sick-piñata routine and direct the Crowla to Dastardos. Skip the Dastardos Scarer statue; it only delays him.
  • Romancer: earn Master Romancer for 5 species. Each one needs 7 of that species resident at the same time. The fastest way is to fetch 5-6 with Gretchen and romance once more; romance candy lets you re-romance immediately. Easy species: Whirlm, Sparrowmint, Mousemallow, Bunnycomb, Rashberry (bought at level 12, and needed later for Pigxie), Pretztail. Finish all five before level 23.
  • Super Shovel: at level 20, buy the Dastardos Head (2,520) from Ivor. With the free Seed, Pond and Treecutter heads and the Chocolate Sniffer, that completes the set. If it doesn't unlock, check that you own the Sniffer.
  • Master Land Owner: automatic final expansion at level 21.
  • Wealthy: hold 25,000 coins. The best loops are Reddhotts (sell for about 2,100 each; Gretchen keeps fetching Tafflies) and fertilized chili plants in a sparse spare garden (about 400 each). Coins carry across gardens. These loops make money but don't help the plant achievements.
  • Garden Value: garden worth 25,000 (Player Status). It arrives naturally with valuable piñatas and decorations.
  • Keep planting a new plant species whenever Seedos or Costolot's offers one, for Master Green Fingers.

Phase 4 — levels 23-27

  • Macaracoon Gift: Sour Macaraccoon appears at level 23 and visits at 24. To make it resident you need your 5 Master Romancer awards and it must have eaten a Cluckles. Once it's resident, select it, press X and choose Find Romance Sweet (ideally at night). When it comes back, open the success alert and choose view; the achievement can wait for that step. Don't have a Dragonache in this garden yet, because it blocks all sours.
  • Watering Can Do: buying the One Pour Wonder from Ivor (listed from level 24; 4,125) is enough on its own.
  • Diggerling: hire one at Arfur's Inn at level 26 (2,420). The achievement is for hiring, so you don't need to wait for the Mine.
  • Master Green Fingers: grow 25 different plant species to maturity and count them in Plant Awards. The One Pour Wonder makes watering easy. Expect this to finish somewhere around levels 20-30 as species unlock.

Phase 5 — levels 27-30

  • Pigxie Prize: cross-romance a Swanana and a Rashberry.
  • Swanana appears at level 27. It visits when 20% of the garden is water and the garden is worth 20,000. It becomes resident at 25% water after eating 2 sandwiches (bread tinkered by Bart).
  • Make both species resident, then check Willy Builder for the Mystery House (1,980) and buy it when it's listed. Only if it never appears, get Master Romancer for both species.
  • Romance-ready Swanana: 30% water, a Swan Fountain, a diamond choker from Paper Pets, 3 water lily flowers eaten, and a Swanana house.
  • Romance-ready Rashberry: it has eaten a rotten hazelnut, a rotten chili and a rotten gooseberry (tap fruit with the shovel to rot it), and has a Rashberry house.
  • Feed both a Joy Candy from Ivor, then direct one to the other. If it shakes its head, direct the other one instead. The egg hatches a Pigxie.
  • Shovel Strength: the Iron, Bronze, Silver and Gold handles come free as you level. At level 30, buy the Platinum Shovel Handle from Ivor (about 1,250).
  • Wealth Master: hold 100,000 coins. Do it before any big discretionary spending. Selling a high-value piñata at the right moment can push you over.
  • Garden Value Master: garden worth 100,000. After Wealth Master, buy Captain's Cutlass statues from Ivor (level 30, 11,000 each) and place them. Three were enough in a normal garden; a sparse garden may need eight or nine.

Phase 6 — piñata value and time

  • Piñata Value: one piñata worth 5,000. Take a species with a base value of at least 3,600 and add Paper Pets accessories and joy. Zumbug (evolve a Horstachio with a blackberry and a daisy), Fourheads and Pigxie all work. Factory-request trips also add value.
  • Piñata Value Master: one piñata worth 10,000. Run both routes at once, because either can stall. Check the value in Player Status.
  • Accessories route: stack the priciest accessories (such as the Halo of Hardness) on a 3,600-base piñata, keep it overjoyed with Joy Candy, and send it on Piñata Central requests for a valuable or any piñata. Each trip adds value. Between requests, keep it safe by mailing it to yourself and leaving it at the Post Office. If it stalls below 10,000, switch to the Dragonache route or another high-base species.
  • Dragonache route: build the Mine (Willy Builder, level 26, 16,500) after Macaracoon Gift and let Diggerlings work it. A Dragonache egg turns up at random, one per garden. A Candary wearing a gas mask improves the odds. Hatch the egg by directing a Cluckles to it. Mature the baby by feeding it a bottle of milk, a snapdragon, a Dragumfly, a Reddhott and a Salamango. A grown Dragonache is worth 11,000 and is reported to unlock the achievement as it matures. It can't wear accessories and it blocks every sour while it's in the garden.
  • Longevity: 10 hours of play, which is about Day 50 on the Player Status page. It arrives naturally. If you're short, idle on a screen that blocks pop-ups, such as the Tower of Sour screen.

At 760G, return to Rare Replay, verify 10/10 stamps, and stop.

Jetpac Refuelled

This section covers only the 150G needed for Rare Replay's stamps, not this game's full achievement list. For the full 200G, see the Jetpac Refuelled 100% guide.

Target 150G exactly, with no Xbox Live multiplayer needed, with Alpha Launch, Squid Port Pacifist, Power Hungry, Score More, Survival, Retro Cyclist, Robo Rocket, Millionaire Man, and Been through your Milky Way. Skip Half Mill Man (20G), You can stop now! (30G), and Infection (0G).

Start from Level 1. Complete Level 3 without firing lasers or using EMP for Squid Port Pacifist. Reach Level 10 without dying for Survival, and upgrade the laser to full capacity without dying for Power Hungry (a death resets the upgrade ladder). Build the new rocket beginning at Level 13 for Robo Rocket, continue through Level 44 for Been through your Milky Way, and clear all 16 Retro stages. Millionaire Man requires 1,000,000 points in one playthrough before game over, not one life; if it does not arrive naturally, Level 25 is an established farming fallback already on the route toward Level 44.

At 150G, return to Rare Replay, verify 10/10 stamps, and stop.

The Captain’s Logs

Sample Jetpac, Lunar Jetman, Solar Jetman, and Jetpac Refuelled from Rare Replay. Jetpac Refuelled is the final Jetman title needed in this route.

Viva Piñata: Trouble in Paradise

Collectibles 97 collectibles
  • Arocknid — Appears: gardener level 6+. Blocked — unblock: pay Willy 1,000 coins to knock the wall down. Visits: 4 Tafflies or Raisants. Resident: eats 2 Raisants or Tafflies.

  • Badgesicle — Appears: a blackberry bush. Visits: a blackberry bush; 3 Geckies. Resident: eats a Geckie; eats 2 blackberries.

  • Barkbark — Appears: a Kittyfloss resident. Blocked — unblock: buzzlegums to scare the Ruffian away. Visits: 3 Kittyfloss residents. Resident: eats 1 jelly; eats 2 bones.

  • Bispotti — Appears: any type of flower. Visits: two flowers. Resident: grow three poppies.

  • Bonboon — Tame a sour Bonboon first. Visits: a monkeynut tree; a banana tree. Resident: eats 7 monkeynuts; eats 7 bananas.

  • Bunnycomb — Appears: a carrot. Visits: a carrot. Resident: 4 sq-pin grass; eats two carrots.

  • Buzzenge — Appears: a Candary. Visits: 4 Candaries. Resident: eats 2 Candaries; eats a Sparrowmint.

  • Buzzlegum — Appears: a sunflower. Visits: 2 sunflowers. Resident: eats a sunflower.

  • Camello — Appears: gardener level 15+, Dessert Desert only. Trap bait: something orange, such as a yam. Resident: 20 sq-pin sand; drinks 2 cups of coffee (tinkered acorns); eats 3 cacti.

  • Candary — Evolution only: feed a dandelion to a Sparrowmint.

  • Cherrapin — Appears: 5 sq-pin sand; 5 sq-pin water; a water lily. Visits: 7 sq-pin sand; 7 sq-pin water; 2 water lilies. Resident: 10 sq-pin sand; 10 sq-pin water; eats 3 water lilies.

  • Chewnicorn — Appears only after you earn the Horstachio Master Romancer award (7 Horstachios resident at once). Visits: a gem tree. Resident: 9 gems and a fully grown gem tree. In no Langston challenge, so send it deliberately.

  • Chippopotamus — Appears: 40 sq-pin water. Visits: 50 sq-pin water; 9 bullrushes or 9 watercresses or 9 water lilies. Resident: 60 sq-pin water; eats 9 water lilies; eats 9 watercresses; eats 9 bullrushes.

  • Choclodocus — From the Dinokeeper egg chain (see Dinokeeper above). Fill its candiosity and send it to a party; mature it if the crate refuses the baby.

  • Chocstrich — Evolve a Cluckles with 2 cactus seeds (keep another Cluckles), or trap one in the Desert with a yam. Resident: 2 sq-pin sand; eats 3 cactus seeds.

  • Cinnamonkey — Appears: 1 monkeynut tree. Visits: 5 monkeynuts; 1 fully grown banana tree; a barrel. Resident: eats 3 bananas; eats 4 monkeynuts.

  • Cluckles — Appears: 1 ear of corn. Visits: 3 ears of corn. Resident: eats 3 ears of corn.

  • Cocoadile — Appears: had a tame Cocoadile resident at some point. Visits: 16 sq-pin water; 5 Quackberry residents. Resident: 19 sq-pin water; eats 1 Quackberry; eats 1 Sweetooth.

  • Crowla — Tame a sour Crowla first. Visits: 2 resident Lickatoads; a birdbath. Resident: eats 2 Lickatoads.

  • Custacean — Appears: 2 sq-pin sand. Visits: 10 sq-pin sand; 10 sq-pin water. Resident: 12 sq-pin sand; 12 sq-pin water; a surf board.

  • Doenut — Appears: 6 sq-pin long grass. Visits: 8 sq-pin long grass; 10 blueberries or 5 bluebells. Resident: 10 sq-pin long grass; eats 5 blueberries or 2 bluebells.

  • Dragonache — Random egg in the Mine (one per garden), hatched by directing a Cluckles to it. Send it to a party; mature it (milk, snapdragon, Dragumfly, Reddhott, Salamango) only if the crate refuses the baby.

  • Dragumfly — Appears: gardener level 26+. Blocked — unblock: enough Reddhotts to melt the ice block. Visits: 15 sq-pin water. Resident: 20 sq-pin water; 12 bullrushes; wins a fight against a Reddhott.

  • Eaglair — Appears: an oak tree. Blocked — unblock: enough Elephanillas to scare away the Ruffian. Visits: 5 different species resident. Resident: eats 2 Parrybos; eats 2 Cinnamonkeys; 10 different species resident.

  • Elephanilla — Appears: a banana tree; a chili growing; a palm tree. Blocked — unblock: enough Salamangos to destroy the rocks. Visits: 2 bananas; 2 chilies; 2 coconuts. Resident: eats 4 bananas; eats 4 chilies; eats 4 coconuts.

  • Fizzlybear — Appears: a honey hive; a Buzzlegum house; 3 Buzzlegums. Blocked — unblock: enough Sweetooths to gnaw through the fallen tree. Visits: 4 prickly pears; 3 jars of honey. Resident: eats 2 Raisants; eats 2 jars of honey; eats 2 prickly pears.

  • Flapyak — Appears: gardener level 15+; only in the Piñarctic. Trap bait: a juicy orange will attract a Flapyak across the ice. Resident: 10 sq-pin snow; eats 4 fir cones; eats 1 figgy puddings.

  • Fourheads — Evolution only: romance two Twingersnaps and watch the egg; when it makes a set of 3 bigger bounces, whack it with the shovel (too early destroys it).

  • Fudgehog — Appears: 1 Holly bush. Visits: 1 Holly berry bush; 1 Thistle. Resident: eats 1 Holly berry; eats 1 Thistle; 1 Leaf Pile.

  • Galagoogoo — Appears: a Tower of Sour with 12 parts. Visits: a Moon-on-a-Stick light; 8 Mothdrops or 16 tulips. Resident: eats 4 tulips; eats 2 Mothdrops; a Watchling.

  • Geckie — Dessert Desert only. Trap bait: a snowdrop. Resident: 2 sq-pin sand; eats 1 Flutterscotch.

  • Goobaa — Appears: 4 sq-pin long grass; 5 snowdrops. Blocked — unblock: enough Candaries to wake the sleeping Chippopotamus. Visits: 6 sq-pin long grass; 8 snowdrops. Resident: 8 sq-pin long grass; 12 walls or fences; eats 3 snowdrops.

  • Hoghurt — Evolution only: feed a cheesecake to a Rashberry.

  • Hootyfruity — Appears: a Mousemallow house; a Sherbat house. Visits: 5 Mousemallows; 5 Sherbats. Resident: eats 3 Mousemallows; eats 2 Sherbats.

  • Horstachio — Appears: a hay bale. Visits: 50 sq-pin grass. Resident: 50 sq-pin grass; eats 4 apples; eats 4 carrots.

  • Jameleon — Appears: 3 differently colored Flutterscotches. Visits: 4 differently colored Flutterscotches. Resident: 5 differently colored Flutterscotches.

  • Jeli — Appears: gardener level 31+, Piñarctic only. Trap bait: holly berry. Resident: 40 sq-pin snow; eats 3 banana splits; eats 2 orchid seeds.

  • Juicygoose — Evolve a Quackberry with a gooseberry, or trap one in the Piñarctic (any bait). Resident: 8 sq-pin snow; eats 2 gooseberries.

  • Kittyfloss — Appears: 2 Mousemallows, at night. Visits: 3 Mousemallows; a bottle of milk. Resident: eats a Mousemallow; eats a Sparrowmint; drinks a bottle of milk.

  • Lackatoad — Evolution only: feed a nightshade berry to a Lickatoad, then tap it with the shovel before it falls ill.

  • Lemmoning — Tame a sour Lemmoning first (Piñarctic, level 6+, sunflower-seed bait; 3 sq-pin snow, eats a stew and a horseradish; keep its Tower of Sour block off). Normal form resident: 4 sq-pin snow; eats 2 radishes.

  • Lickatoad — Appears: the pond head for your shovel. Visits: 1 sq-pin water. Resident: 2 sq-pin water; eats 1 Taffly.

  • Limeoceros — Appears: had a tame Limeoceros resident at some point. Visits: 5 thistles. Resident: eats 1 fireweed seed; eats 1 thistle seed; eats 1 prickly pear seed.

  • Macaraccoon — Tame a sour Macaraccoon first. Visits: 5 Syrupent-family residents. Resident: eats 3 Syrupents.

  • Mallowolf — Tame a sour Mallowolf first. Visits: 6 Rashberry residents. Resident: eats 3 Rashberries.

  • Moojoo — Evolve a Doenut with a fir tree seed (also trappable in the Piñarctic with holly berries).

  • Moozipan — Appears: 5 sq-pin long grass; a milk churn. Visits: 10 sq-pin long grass; a milk churn; 10 buttercups. Resident: 15 sq-pin long grass; eats 5 buttercups; eats 2 gooseberry fools.

  • Mothdrop — Appears: night-time. Visits: a light. Resident: a light; eats 1 bluebell.

  • Mousemallow — Appears: a turnip. Visits: a turnip. Resident: eats 1 turnip.

  • Newtgat — Appears: 2 sq-pin water. Visits: watercress growing; 3 sq-pin water. Resident: 3 sq-pin water; eats 3 watercress flowers.

  • Parmadillo — Evolution only: feed a coconut to a Fudgehog.

  • Parrybo — Appears: a bird of paradise plant. Blocked — unblock: enough Mallowolves to scare away the Ruffian. Visits: 2 bird of paradise plants. Resident: eats 3 bird of paradise seeds; eats 2 oranges; eats 2 monkeynuts.

  • Peckanmix — Appears: a Swanana resident. Visits: 3 peas; a birdbath. Resident: eats 3 peas; eats 1 Blue Flutterscotch; eats 1 Green Flutterscotch.

  • Pengum — Appears: gardener level 2+, Piñarctic only. Trap bait: a chilli. Resident: 5 sq-pin snow; 5 sq-pin water; eats 1 Newtgat.

  • Pieena — Evolve a Pretztail with a bone, or trap one in the Desert with a juicy orange. Resident: eats a bone.

  • Pigxie — Cross-romance a Swanana and a Rashberry in a Mystery House from Willy Builder (2 bullrushes, 2 acorns, tap shoes, garden worth 10,000, a Pigxie house). Joy candy helps.

  • Polollybear — Evolve a Fizzlybear with a blue gem (also trappable with a snowdrop). Resident: 20 sq-pin snow; eats 3 blue gems.

  • Ponocky — Appears: 10 sq-pin grass; 10 carrots; 10 flowers of any type. Blocked — unblock: hire Bart to turn those railings into candy canes. Visits: 15 sq-pin grass; 10 carrots; 10 flowers of any kind. Resident: 20 sq-pin grass; eats 5 carrots.

  • Pretztail — Appears: night-time. Visits: 1 Tartridge or 1 Bunnycomb. Resident: eats 1 Tartridge or 1 Bunnycomb.

  • Profitamole — Appears: had a tame Profitamole resident at some point. Visits: 3 Arocknid residents; 3 Whirlm residents. Resident: eats an Arocknid; eats a Whirlm.

  • Pudgeon — Appears: 5 corn seeds. Blocked — unblock: enough Profitamoles to eat the pile of soil. Visits: 5 seeds of any kind; 1 loaf of bread. Resident: eats 3 seeds; eats 1 loaf of bread; a Bear and Bird statue.

  • Quackberry — Appears: 3 sq-pin water. Visits: 1 corn plant; 4 sq-pin water. Resident: 4 sq-pin water; eats 1 piece of bread.

  • Raisant — Appears: 2 buttercups. Visits: 1 pot of honey. Resident: eats 1 pot of honey.

  • Rashberry — Appears: a gooseberry bush; a chili growing. Visits: 3 gooseberries; 2 chilis. Resident: eats 2 rotten gooseberries; eats 2 rotten chilis.

  • Reddhott — Evolution only: set a Taffly alight (a firebrand or a fireweed), then douse it with the watering can before it falls ill.

  • Roario — Appears: gardener level 38+. Visits: 5 Doenut residents; garden worth 40,000 coins; 5 Zumbug residents. Resident: eats 2 Doenuts; eats 2 Zumbugs; garden worth 50,000 coins.

  • Robean — Piñarctic only. Trap bait: holly berry. Resident: 1 sq-pin snow.

  • Salamango — Evolution only: feed a chili to a Newtgat.

  • Sarsgorilla — Appears: a Bonboon resident. Visits: 20 sq-pin long grass; 3 monkeynut trees; a baby Bonboon. Resident: eats 4 coconut macaroons; eats 6 bananas; eats 4 jars of peanut butter.

  • Shellybean — Appears once a Shellybean has been in the garden (tame the sour one). Visits: 1 thistle. Resident: eats 1 thistle flower.

  • Sherbat — Tame a sour Sherbat first. Visits: 3 Mothdrop residents. Resident: eats 2 Mothdrops; a Jack-o-lantern.

  • Smelba — Tame a sour Smelba first. Visits: 7 garlic plants. Resident: eats 3 rotten garlic bulbs.

  • S'morepion — Tame a sour one first (Desert, chilli bait; sour form: 5 sq-pin sand, eats 2 Buzzlegums). Normal form resident: 5 sq-pin sand; eats 2 venus piñata traps.

  • Sparrowmint — Appears: 1 Whirlm resident. Visits: 2 Whirlm residents. Resident: eats 1 Whirlm.

  • Squazzil — Appears: a Hazel Tree. Visits: 3 hazelnuts. Resident: eats 3 hazelnuts.

  • Swanana — Appears: gardener level 27+. Blocked — unblock: pay a Weedling to remove the poisonous plants. Visits: a Swanana fountain; garden worth 20,000 coins. Resident: 25 sq-pin water; eats 2 sandwiches.

  • Sweetle — Dessert Desert only. Trap bait: a yam. Resident: 1 sq-pin sand.

  • Sweetooth — Appears: 10 sq-pin water; a fir tree. Visits: 12 sq-pin water; 1 fir tree or 1 water lily. Resident: 14 sq-pin water; eats 3 fir cones; eats 2 water lilies.

  • Syrupent — Appears: 1 sq-pin grass. Visits: 1 sq-pin grass; 2 Mousemallows. Resident: 2 sq-pin grass; eats a Mousemallow.

  • Taffly — Appears: 2 daisies. Visits: any kind of fruit. Resident: eats 1 fruit of any kind.

  • Tartridge — Appears: 5 daisies. Visits: 5 daisies. Resident: eats 3 daisy seeds.

  • Tigermisu — Appears: 8 tiger lilies. Visits: 12 tiger lilies; 1 Zumbug. Resident: eats 1 Zumbug; eats 2 Moojoos; eats 1 Buzzlegum.

  • Twingersnap — Evolution only: romance two Syrupents and watch the egg; when it makes a set of 3 bigger bounces, whack it with the shovel (too early destroys it).

  • Vulchurro — Appears: gardener level 12+, Dessert Desert only. Trap bait: a chilli. Resident: 15 sq-pin sand; eats 2 bones; eats 1 Crowla.

  • Walrusk — Appears: 10 sq-pin snow; 10 sq-pin water. Visits: 15 sq-pin snow; 15 sq-pin water; 5 bullrushes. Resident: 20 sq-pin snow; 20 sq-pin water; eats 3 bullrushes; eats 1 Custacean.

  • Whirlm — Appears: 1 sq-pin soil. Visits: 1 sq-pin soil. Resident: 1 sq-pin soil.

  • White Flutterscotch — Appears: 1 daisy. Visits: 2 daisies. Resident: 4 daisies.

  • Zumbug — Evolution only: feed a blackberry and a daisy to a Horstachio.

  • Red Flutterscotch — Feed a White Flutterscotch a poppy; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Green Flutterscotch — Feed a White Flutterscotch watercress; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Blue Flutterscotch — Feed a White Flutterscotch a bluebell; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Pink Flutterscotch — Feed a White Flutterscotch a water lily; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Black Flutterscotch — Feed a White Flutterscotch a tulip; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Brown Flutterscotch — Feed a White Flutterscotch a bullrush; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Yellow Flutterscotch — Feed a White Flutterscotch a buttercup (if it doesn't change, try a sunflower); the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Orange Flutterscotch — Feed a White Flutterscotch a bird of paradise; the seed must be unlocked at Costolot's first. Each colour is its own record.

  • Purple Flutterscotch — Feed a White Flutterscotch a thistle (if it doesn't change, try a snapdragon); the seed must be unlocked at Costolot's first. Each colour is its own record.

This section covers only the 750G needed for Rare Replay's stamps, not this game's full achievement list. For the full 1,000G, see the Viva Piñata: Trouble in Paradise 100% guide.

Target 750G exactly by skipping Card Sharp, Master Card Sharp, Famous Piñata, Full House, all seven Region Challenger achievements, and Master Challenger. Those skips total 250G, so every one of the other 38 achievements is required. Card Sharp and Master Card Sharp need the Xbox Live Vision Camera, which doesn't work through Xbox One/Series backward compatibility. That limitation does not block Rare Replay's ten stamps. Everything below can be done offline.

Trouble in Paradise has its own gardener levels and recipes, so don't reuse original Viva Piñata values. Track progress in Journal → Player Awards (Plant Awards, Piñata Awards, Computer Records, Player Status). The game doesn't show achievements itself, so confirm each one on the Xbox list.

Early work (levels 1-14)

  • Choo-Choo: from level 11, buy the Woo Woo Train (Costolot's, Toys, about 275) and place it.
  • Gone Clubbing and Long Shot: dig a cluster of seed holes with the shovel, place a sweet, hover the shovel over it and press X to putt. Sink 5 for Gone Clubbing. For Long Shot, sink one from roughly corner to corner: pull the camera out and aim slightly above the horizon.
  • Candied Camera: take 10 normal photos with the in-game camera.
  • Master Candied Camera: keep photographing until a shot yields concept art (a "Special Photograph"). Not every subject has concept art. The Choclodocus, the Dragonache, a Sarsgorilla and the blimp are good tries. Repeat until it registers.
  • Exhibitor / Master Exhibitor: hover any piñata, press X, choose Games, then P-Factor. Pick a judge whose criterion your piñata fits, and win 1 and then 10 shows.
  • SpeedFreak / Master Speedfreak: in the same Games menu choose the Great Piñata Paperchase, set laps to 1, and pick a species whose favourite surface matches its lane (a Whirlm or a Cluckles on soil is a reliable pick). Win 1 and then 10. The achievement can wait until you return to the garden, so keep your own count.
  • Packet Bulger: your packet needs short grass (start), long grass (Costolot's, around level 11-13), sand and snow. Sand and snow unlock when you trap a Desert and an Arctic piñata, bring the crate home through the Post Office and unpack it into the main garden. The tutorial's Sweetle covers sand. A Pengum (Piñarctic, level 2) covers snow.
  • Couch Socialite / Master Couch Socialite: connect a second controller and press Start on it to join One Box Co-op. Then play for 1 hour and 3 hours. It isn't known whether the timer carries across sessions, so plan one continuous session of about 3.5 hours. Wiggle the second stick every few minutes, because an idle player 2 is dropped. If the second controller won't join, sign it into a second Xbox profile. Run long passive work during this window: shows, races, breeding, ripening plants.
  • Fancy Dress: a costume is exactly three accessories, with nothing else worn. The cheapest is Conga's Top Hat + Toff Monocle (both level 12) + Secret Agent Bowtie (level 6). Conkerific Helmet + Gas Mask + Combat Boots (level 29) also works.
  • Start the Wishing Well unlock early (see Dinokeeper).

Regions and evolutions (levels 15-35)

  • Desert Green Fingers: grow every Desert plant to maturity. Grow all five to be safe: Cactus, Orange Tree, Prickly Pear, Yam and Palm Tree. Check the ticks in Plant Awards.
  • Arctic Green Fingers: grow Fireweed, Holly Bush, Radish and Snowdrop to maturity. Snowdrop needs snow; Holly grows in snow or dirt.
  • Desert Collector / Master Desert Collector: make 3, then all 7, Desert species resident: Camello, Chocstrich, Geckie, Pieena, S'morepion, Sweetle and Vulchurro. Trap them with Langston's TrapEase traps and bait in the Dessert Desert, ship them home through the Post Office, unpack them, and meet their residency needs. Evolved Chocstrich and Pieena count. For S'morepion, tame the sour one and also the normal one, since it's unclear which form the achievement checks.
  • Arctic Collector / Master Arctic Collector: make 3, then all 7, Arctic species resident: Flapyak, Jeli (level 31; the heaviest requirements), Lemmoning, Moojoo, Pengum, Polollybear and Robean. Moojoo and Polollybear come from evolutions. The normal Lemmoning only appears after you've tamed a sour one. Each species' requirements are in the Computer Records checklist.
  • Yakity Yak: trap a Flapyak in the Piñarctic (level 15, juicy-orange bait) and make it resident. Build a Milking Shed (Willy Builder), fill its candiosity with a Joy sweet, and direct it to the shed.
  • Evolutions (six achievements):
  • Cluckles → Chocstrich: 2 cactus seeds.
  • Rashberry → Hoghurt: a cheesecake.
  • Doenut → Moojoo: a fir tree seed.
  • Pretztail → Pieena: a bone.
  • Fudgehog → Parmadillo: a coconut.
  • Fizzlybear → Polollybear: a blue gem.
  • Evolving strips accessories and tricks. Keep a spare Cluckles; you'll need one for the egg hatches below.
  • Twin Birth / Twin Birth Master and Wildcard Variant / Wildcard Variant Master: with at least 6 of one species in the garden, romance two. Fill only the pink in the romance mini-game, quickly, for a Twin Bonus. Collect every heart before reaching the partner for a Wildcard Bonus. Both can happen on the same hatch. For the 10-set versions, use ten different manageable species, such as Mousemallow, Whirlm, Cluckles, Sparrowmint, Taffly, Bispotti, Buzzlegum, Raisant, Moojoo and Flutterscotch.
  • Instructor / Master Instructor: teach a piñata both of its tricks, then do it for 10 piñatas. Feed the trigger items and tap the piñata with the Trick Stick when the trick animation starts. Examples: Flapyak (orange tree seed, orange), Lemmoning (thistle seed, thistle), Jeli (banana, orchid), Choclodocus (ruby, diamond), Chewnicorn (orchid, jam), Pigxie (rotten chili, rotten gooseberry), Dragonache (acorn, Pigxie), White Flutterscotch (snowdrop seed, bluebell seed).
  • Come And Have A Go: earn a Gold Combat Medal. Fence a Roario (level 38) with a Barkbark, which are natural rivals. Poke one with the trick stick to start a fight, and heal the loser. Track "Fights Won" on the piñata's Info screen (press Y). Stop when the gold medal icon shows, which usually takes around 17-20 wins. Keep this Roario fenced and alive for Kenya, then turn it blue with a bluebell seed. Variant colour changes keep accessories and medals.

Choo-Choo Master: the Kenya challenges

The Spectral Locomotive appears at Costolot's (Toys) once Langston's five Kenya challenges are done. Langston offers three challenges at a time, and you can cancel or swap them freely, so cycle the offers until the Kenya ones appear. Each piñata must be at maximum candiosity when you send it.

  1. A blue Chocstrich that knows one trick: a blueberry muffin turns it blue, and a cactus seed teaches trick 1.
  2. A pink Zumbug wearing the Mermaid Necklace and Mermaid's Earrings (Paper Pets, level 16) that knows one trick: a water lily seed turns it pink, and a daisy teaches trick 1.
  3. A green Chippopotamus wearing a Grunty Hat (level 29) that knows both tricks: a mushroom turns it green, and the tricks are watercress seed and bullrush seed.
  4. A yellow/gold Limeoceros: feed it a cheese wedge.
  5. A blue Roario wearing a Gold Combat Medal.

Then buy the Spectral Locomotive and place it. If Choo-Choo Master doesn't unlock, lay track tiles around it. Skip the remaining Region challenge sets; they aren't needed for stamps.

Dinokeeper: the Choclodocus

The amber is one per save and the egg can get stuck, so read this whole list before you start:

  1. Unlock the Wishing Well. Start a new garden named exactly Piñata People, with the accented ñ (hold n on the on-screen keyboard). This doesn't create a garden. It adds Credits to the main menu. Start the credits and smash every credit piñata. Leafos then announces the Wishing Well at Costolot's (Decorations). If you can't type the ñ, unblocking all eleven blocked species triggers the same credits.
  2. Get three bones. Any three coloured bones work, duplicates included. Red bones are sold at Costolot's from level 45. Blue and green bones come from Diggerlings working a Mine (Willy Builder, level 26, 16,500).
  3. Have Bart tinker the bones into skull, ribs and spine, in that order. He ships the pieces through the Post Office; place them in the garden.
  4. Buy a Garden Store from Willy Builder, and a Jurassic Hair from Paper Pets (level 27, about 960). Put the Jurassic Hair on a resident Cluckles.
  5. Only now get the amber: throw exactly 9,999 coins into the Wishing Well. The amber comes back, once per save. It can't be sold, crated or replaced, so never delete the garden it's in.
  6. Make the egg: deposit the three pieces and the amber in the Garden Store. They're replaced by the egg.
  7. Hatch it: direct the Jurassic-Hair Cluckles to the egg, in a quiet garden with no sours, no Fourheads and nothing that can scare the Cluckles. Don't interrupt it. An interrupted hatch has left eggs permanently stuck, and the only reported fix (a Vision Camera card) isn't available here. Keep the baby. It's unclear whether Dinokeeper unlocks on the egg or the hatch.

Records Keeper, Master Records Keeper and Expert Records Keeper

Restore 10, 30, and then all 97 of Piñata Central's Computer Records: 88 species plus 9 extra Flutterscotch colours.

  • A record is restored when a member of that species, at maximum candiosity, is sent to a party through the Piñata Central crate just outside the garden, opposite the Tower of Sour.
  • To fill candiosity, rename the piñata, feed it a Joy sweet, or direct the Choclodocus to it. The Choclodocus fills it instantly and can do it repeatedly.
  • You don't need to complete the matching Langston challenge.
  • Send each species as soon as it becomes resident. Send a species before you evolve it, because the evolved form is a different record.
  • Some species appear in no Langston challenge and must be sent deliberately: Chewnicorn, Choclodocus, Dragonache, Flapyak, and the White, Red, Blue, Pink, Black, Brown and Yellow Flutterscotches.
  • The Dragonache must be sent to a party. It comes from a random egg in the Mine (one per garden) and is hatched by a Cluckles. Its record reportedly doesn't need it matured. If the crate refuses the baby, mature it by feeding it milk, a snapdragon, a Dragumfly, a Reddhott and a Salamango.
  • Keep the garden below its piñata limit and send one at a time. A piñata can come back invisible after a party when the garden is full. Crating and re-shipping it may restore it.

The game's Encyclopedia only shows a species once you've earned an award for it, so use the Trouble in Paradise Computer Records checklists in the Collectibles section at the end of this guide as your working list. Each entry gives that species' requirements. Area figures there are approximate, so once the species' Encyclopedia entry appears, follow its requirement text.

Rough order for the sweep:

  1. Cheap early species while levelling.
  2. The Desert and Arctic regions.
  3. Sour-gated species: tame one sour of each first.
  4. Evolution-only species.
  5. The eleven blocked species. Each needs its appear and unblock conditions met together.
  6. Late species: Roario (level 38), Jeli (level 31), Tigermisu, Galagoogoo, Eaglair, Chewnicorn, Pigxie and Hootyfruity.
  7. The two egg species.

Journal → Player Awards → Computer Records hides species you've never met, so count ticks to 97 rather than looking for gaps. If Expert Records Keeper still hasn't unlocked at 97 ticks, look for a sour form you haven't sent.

At 750G, return to Rare Replay, verify 10/10 stamps, and stop.

The Gardener’s Almanac

Sample Viva Piñata and Viva Piñata: Trouble in Paradise through Rare Replay. The second launch completes the pair.

Banjo-Kazooie: Nuts & Bolts

Collectibles 29 collectibles
  • Group 1 (27 notes) — Town Square by Nutty Acres: around the square, beside the Act 1 and Act 2 doors and on the stairs between.

  • Group 2 (27 notes) — Mumbo's Motors rooftop: climb the wire from the north-side pole; the gold is high on the wire frame (wrench it down).

  • Group 3 (27 notes) — Back of L.O.G.'s Factory and the slide down to the square; the gold is on the stone border of the slide.

  • Group 4 (27 notes) — Top of L.O.G.'s Factory (loose wire at the back), the roof with Mumbo Crate 09.

  • Group 5 (27 notes) — The two rooftops above Humba Wumba's shop; the gold is under the plank joining them (wrench it). Needs a hovering or flying vehicle.

  • Group 6 (27 notes) — Waterside trees from the Trophy Thomas warp pad toward the bridge to the east gate.

  • Group 7 (27 notes) — Across that bridge at the east gate: two silver to the north, the rest leading south.

  • Group 8 (27 notes) — Underwater below Klungo's Arcade, in a ring around a Jiggy tamper switch.

  • Group 9 (27 notes) — Northern shoreline: either side of the Jinjo Bingo Emporium, plus the three changing booths on the east beach.

  • Group 10 (27 notes) — Rooftops left of the Uptown warp panel: climb the pole and cross the tightrope.

  • Group 11 (27 notes) — Dock in front of the first Jiggosseum acts, outlining the planks.

  • Group 12 (27 notes) — East of Boggy's Gym, trapped between fences; wrench them out.

  • Group 13 (27 notes) — The large dock with two cranes and two boats, split between the boats.

  • Group 14 (27 notes) — The long path around the docks: lift the trolley past the trash pile; the gap between two ramps needs a Spring or hover.

  • Group 15 (27 notes) — Thin canal west of Trophy Thomas's house; the gold is under a small grate on the right, so dive.

  • Group 16 (27 notes) — Canal behind the building with the first Banjoland acts: swim under the right-hand grate, climb the gutter to the roofs and cross the tightrope.

  • Group 17 (27 notes) — Ground below the LOGBOX 720 doors, either side and at the foot of the stairs.

  • Group 18 (27 notes) — Left of the LOGBOX 720 doors in front of the green Jinjo's house: awnings at the back and left, and two hidden in the right-hand doorways.

  • Group 19 (27 notes) — West of the Nutty Acres Act 3 door: the steep green slope and broken bridge (needs High-Grip Wheels).

  • Group 20 (27 notes) — Police station roof (stairs on both sides) and the tightrope to Trapdoor Tower 1; wrench the notes down.

  • Group 21 (27 notes) — A small ledge on the town wall north-east of the Jinjo Bingo Palace, only visible up close.

  • Group 22 (27 notes) — A small pool west of the Uptown warp panel, floating above the water.

  • Group 23 (27 notes) — The island east of the Banjoland Jig-O-Vend, over the boathouse bridge; one silver is hidden at the back.

  • Group 24 (27 notes) — Underwater beneath that boathouse.

  • Group 25 (36 notes) — Two tightropes up the slope west of the Banjoland Jig-O-Vend (wrench them off if needed).

  • Group 26 (45 notes) — The giant dock crane that placed the Jiggosseum Game Globe, on the climb up.

  • Group 27 (54 notes) — The lighthouse by the seaside warp panel (Spring or hover to reach the first section).

  • Group 28 (54 notes) — Uptown rooftops: from the warp panel, follow the golden gutter pipe on the right and circle four buildings by tightrope and jumps.

  • Group 29 (63 notes) — The gated circular area in Uptown, all in the open. Usually the last group.

This section covers only the 750G needed for Rare Replay's stamps, not this game's full achievement list. For the full guide, see the Banjo-Kazooie: Nuts & Bolts 100% guide.

Certify 750G from the base 1,000G list. Skip Jiggillionaire!, Arcade Pwner, Sunday League, Premier League!, What's That Smell?, Bit of Blue, High Fives All Round, All My Own Work, Too Easy!, Too Easy Too!, and Are You Trophy Thomas?. Those skips total exactly 250G, and every Xbox Live-only achievement is among them. Stop 'n' Swop is 0G and not needed. The route is fully offline and doesn't rely on the separate DLC list.

The 38 other positive-Gamerscore base achievements add up to exactly 750G, so on their own they leave zero slack. Bit of Blue is on the skip list because it isn't needed, but it's the only cheap offline extra. Earning it as well makes the plan 760G, so you can afford to miss one 10G achievement, but none worth more. Save 20 of your own blueprints at Mumbo's Motors; one-part nonsense vehicles are fine, and blueprints persist across saves.

Jiggy gates (banked Jiggies). Bank Jiggies by taking them out through each world's dispenser in Showdown Town and depositing them in the central Jiggy Container. Trophy Thomas's Jig-O-Vend pays one Jiggy per four T.T. Trophies.

  • Game Globes: Nutty Acres is free after the tutorial; LOGBOX 720 at 2; Banjoland at 6; Jiggosseum at 12; Terrarium of Terror at 45. Each globe achievement unlocks when you place the globe on its plinth.
  • Key acts: Jiggosseum Act 4 (Scuba Seat) at 38; Jiggosseum Act 5 (Laser) at 57; Terrarium of Terror Act 5 (Horn) at 90.
  • Spiral Mountain opens at 75 banked Jiggies and needs the Spring on the trolley.

Backbone. Build the route around 60 T.T. Trophies. They give 60 challenge Jiggies plus 15 Trophy Thomas Jiggies, a 75-Jiggy backbone. Pimped Up needs 90 banked Jiggies, so add 15 cheap ones from Jiggy-standard challenges, Jolly Dodger purchases, tampered dispensers or other convenient sources. Use the trolley-upgrade chain: Nutty Acres Act 3 High-Grip Wheels; LOGBOX 720 Act 3 Floaters; Banjoland Act 4 Spring; Jiggosseum Act 4 Scuba Seat; Jiggosseum Act 5 Laser; Terrarium of Terror Act 5 Horn.

DO BEFORE ENDGAME: Burn the Witch! is the one missable. Grunty leaves Showdown Town once Spiral Mountain is reached, and on an unpatched copy that is permanent. As soon as Jiggosseum Act 5 gives you the Laser, go to Showdown Town and shoot Grunty with it. She stands next to the Nutty Acres Jiggy dispenser near the Jiggy Container. Do this before you bank your 75th Jiggy, and certainly before entering Spiral Mountain. Don't rely on a patch fixing it on this version.

Progression achievements

  • Pointless Collector: the opening L.O.G. badge challenge in Spiral Mountain.
  • Open Nuts, Next-Next-Gen, History Lesson, Let the Games Begin, Super Banjo Universe: place each Game Globe.
  • My First Bank, Little Banker, Big Banker, Shower of Gold: bank 1, 10, 30 and 60 Jiggies.
  • My First Trophy, Few Trophy Pts, More Trophy Pts, A Lot of Trophy Pts: earn 1, 10, 30 and 60 T.T. Trophies, the top tier of a challenge.
  • Pimped Up: all six trolley upgrades; the last is the Horn from Terrarium Act 5 ("Unpleasant Fat Oaf") at 90 banked.
  • Witch Hunt: defeat Grunty in Spiral Mountain. It's available any time after Burn the Witch! once 75 are banked and the Spring is fitted. You can enter and leave Spiral Mountain freely.

Showdown Town achievements

  • Start to Free the Showdown Six and Vigilante: talk to the police chief to start the Jinjo rescue. Free a Jinjo (switch beside its cell) and re-house it. Then replace a freed Jinjo with a Minjo for Vigilante. Jinjo cells include one behind the houses near Mumbo's hut, one near the LOGBOX 720 entrance, and one by Boggy's Gym.
  • Be Crateful: return two Mumbo crates to Mumbo's Motors. Easy ones are behind Mumbo's Motors, left of Nutty Acres Act 1, right of Nutty Acres Act 2, next to Humba's shop, and on the roof of L.O.G.'s factory.
  • Head for Heights: behind L.O.G.'s factory, climb the loose red wire to the roof (up to the blue sparks, hop right, follow the pipes past the giant screen, take the tightropes). Then climb the tallest pole and stand on top. Grab the roof crate for Be Crateful on the way.
  • Blueprint Buyout: buy any blueprint from Humba Wumba; her shop opens once you have 1 Jiggy.
  • Paint Your Wagon: paint any part of a vehicle in Mumbo's Motors.
  • Roid Rage: train once at Boggy's Gym at the docks beyond the theatre district. Any one upgrade to speed, strength or stamina counts (20-40 Notes). Reach the gym slopes once you have High-Grip Wheels.
  • Fuzz Off!: police start patrolling at about 13-15 banked Jiggies. Wreck a patrol car with the wrench or Laser. Don't spend Notes bribing them.
  • Bingo!: at King Jingaling's Palace, complete Column 5 with 1 Green Jinjo Token, 2 Blue Jinjo Tokens, 1 Red Jinjo Token, plus the free square.
  • Loose Change: collect all 900 loose notes in Showdown Town. They sit in 29 groups (24 worth 27 notes, then 36, 45, 54, 54 and 63), all listed in collection order in the Nuts & Bolts Showdown Town Notes checklist in the Collectibles section. The Statistics screen shows Showdown Town notes out of 900; check it after each group so a shortfall points to the group you just did. Nothing in the game shows which groups remain. Notes hit by the wrench or a vehicle become loose objects and can fall into the water, so search underwater nearby if a group comes up short. Pull rooftop notes down with the wrench before collecting.
  • Paparazzi: take five photos from the pause menu.
  • Caught on Camera: save five replays after challenges.

World achievements. Pick up the Sticky Ball (Mumbo Crate 33 by the LOGBOX 720 doors, which needs the Spring, or Mumbo's 60-Jiggy freebie) and a Large Tray (Crate 23 on top of the Banjoland Pavilion, which needs the Floaters) before these.

  • BBQ Beef (Nutty Acres): carry one of the roaming bull-bots up to the volcano, on foot or on a Tray, and toss it into the lava.
  • Massive Damage (LOGBOX 720): wrench all ten legs off the Brain CPU chip in the centre of the bottom floor.
  • Test Your Strength (Banjoland): fly to the base of the Cactus o' Strength in the water and ice area, then switch to a very heavy vehicle (a seat on top of a large stack of heavy blocks) and drop it onto the lever until the bell rings.
  • Great Balls of Fire (Jiggosseum): carry a bowling ball (the pink one by the west podiums is easiest) into one of the gold-pig torches around the perimeter, using the Sticky Ball or a Large Tray. The fire on the metal frame above the stadium doesn't count.
  • Ultimate Combo (Terrarium of Terror): load three different pieces of "ultimate junk" into one vehicle: a robot, a rocket and a flat plate/sign. Start from Act 2 with a Large Tray or Large Box vehicle; the Vroom can't reliably hold all three. The rocket is on the highest steel platform (where Boggy starts Saucer of Peril Returns), and the robot is on a high leaf in the main area. The plate/sign is reported both on the ring-shaped leaf above the Act 1 entrance and underwater in the glowing-roots room, so check both.
  • Floater in the Pipe (Test-O-Track): take a flying vehicle with a Sticky Ball up to the floating ball above the spawn, attach it, and bring it down into the plumbing tunnel underneath the main structure.

Speed achievements. No speed values are published, so confirm each by its unlock. Whoa Nelly! normally unlocks together with whichever of the other two you earn first; if it doesn't, check it again after both.

  • Minimalist (five blocks or fewer): fly to the top of Nutty Acres by the big turning cog, switch to a seat on a heavy block (two parts), and freefall. A Seat + Spring vehicle launched off the ramp in Jiggosseum Act 1 also works.
  • Speedy of the Colossus (200 blocks or more): drop a 200+ block heavy cube from the same Nutty Acres cog. If it can't fly, start the fall in another vehicle and swap into the big one mid-air. A 200-part vehicle launched by Grunty's horn blast in Terrarium of Terror Act 5 is a fallback.

Once the base-list total is at least 750G, return to Rare Replay and verify 10/10 stamps. Do not continue toward the separate game's full 1,250G merely for Rare Replay.

The Honey Bear’s Tales

Sample Banjo-Kazooie, Banjo-Tooie, and Banjo-Kazooie: Nuts & Bolts through Rare Replay. The Nuts & Bolts launch completes the trio.

Snapshot Playlists and Rare Revealed

Playlist rules and first clears

Each playlist chains five snapshot challenges. Start the Playlists only after all nine external games show 10/10 stamps (see the stamp precaution under Tracking hygiene). You may fail at most twice across the playlist; a third failure ends the run and requires restarting that playlist. Main-game cheats and rewind are not available. Complete Blast Score first and aim for a clean no-failure run so one route can also satisfy 1-Upmanship.

Taking Point

Complete the Blast Score Playlist. This is the recommended first playlist because its score-based challenges are among the most repeatable after you have already cleared every individual snapshot.

1-Upmanship

Complete any Playlist without losing a life. Attempt this alongside Blast Score. The achievement triggers only when all five playlist snapshots are completed without a failed attempt during that run.

And the Kitchen Sink

Complete the Collect-a-thon Playlist. Prioritize clean item routes over optional score because each challenge only needs its stated collection target.

A Great Escape

Complete the Escape Artist Playlist. These are route-memory challenges; use the individual snapshots you already mastered as practice, and restart the playlist early if the first challenge consumes multiple lives.

At this point you should have at least 315 stamps if all 300 non-Playlist stamps were already complete, enough to unlock every Rare Revealed item required below.

Rare Revealed and credits

Rare Revealed content unlocks progressively with rank. The final required Top-Secret Tunes item becomes available at Rank 30, which requires 312 stamps. Starting each clip is sufficient to mark it viewed, so once the full library is open, process each category systematically and back out after playback begins.

The Director’s Chair

Start every clip in the Making Of category until each is marked viewed.

The Production Office

Start every clip in the Concept Showcases category until each is marked viewed.

The Writer’s Room

Start every clip in the Previously Unseen category until each is marked viewed.

The Store Cupboard

Start every clip in the Featurettes category until each is marked viewed.

The Orchestra Pit

Start every item in Top-Secret Tunes after Rank 30 has opened the final entry. You do not need to listen to each track to completion once it has been credited as viewed.

Curtain Call

Open Global Options and start the Rare Replay credits. Starting the credits is sufficient for the trigger; if the achievement is delayed, leave the sequence running before relaunching the collection.

Final three playlists and 330 stamps

Finish the remaining three playlists. Every completed playlist awards five stamps, so all six playlists together contribute 30 stamps.

Jewel Thief

Complete the Crowning Jewels Playlist. Take the precision challenges slowly; a safe completion matters more than surplus score.

Fleet-Footed

Complete the Relay Racing Playlist. These are time-focused snapshot variants, so restart individual practice from the standalone snapshots if one route is repeatedly consuming playlist lives.

Long Lifespan

Complete the Precious Seconds Playlist. Prioritize survival over aggression unless a challenge specifically requires score or kills.

Stampers Forever

Earn all 330 stamps and reach Ultimate Fan. The stamp ledger is 210 internally tracked game/Snapshot stamps + 90 external stamps + 30 Playlist stamps. The 210 internal contribution includes 80 standalone Snapshot stamps, so do not think of it as 210 ordinary game milestones.

Use the final Playlist as a controlled trigger. Before starting the sixth Playlist, verify:

  • internally tracked contribution — 210
  • all nine external games — 90, with every title visibly at 10/10 stamps
  • five completed Playlists — 25

Expected checkpoint: 325/330.

Complete the sixth Playlist for stamps 326–330. Stay online, remain briefly on the final stamp/rank result as a preventative precaution, then return normally to the hub and allow Xbox synchronization.

CURRENTLY COMMUNITY-FLAGGED / BUGGY: Rare Replay can show 330/330 without immediate Xbox achievement registration. If that happens, do not delete saves or rebuild dozens of hours of progress. Fully quit Rare Replay, relaunch online, revisit the stamp screen, and allow another synchronization cycle. No other recovery method is verified.

Collectibles

Reference

These checklists cover every finite set in this route that the game doesn't fully track for you, grouped by game. Ticking them here is a guide aid only; the in-game counters and the Xbox achievements are the real record.

Kameo Elemental Fruit — Enchanted Kingdom & Forest Glade

31 in the game

Kameo: Elements of Power needs all 100 Elemental Fruit for Game Complete. They come from 74 pickups across two categories: this one (Enchanted Kingdom 17 pickups / 23 fruit, Forgotten Forest Glade 14 / 22) and the Mountain Falls, Snow Top & Badlands category below. Large fruit count 3. The free fruit for freeing Pummel Weed does not count. The warrior in brackets is the earliest one each pickup needs (Ash is always owned before Chilla). Nothing is permanently missable, but finish everything after Thermite and before Thorn's Pass. The Wotnot Book only shows a global count.

  • Kingdom: Warrior Trainer hut plant — Shake-it plant on the right side of the Warrior Trainer's hut, beside the first Shadow Troll well fence. No warrior needed.

    View in guide

  • Kingdom: pull-up plants outside the Portraits — Four red-bulb pull-up plants outside the Chamber of Living Portraits entrance; pull them all. They only appear once you have Ash. [Ash]

    View in guide

  • Kingdom: plant by the Portraits sign — Shake-it plant by the Chamber of Living Portraits entrance sign; Creeper under the gold gate to reach it. [Pummel Weed]

    View in guide

  • Kingdom: vase left of the Magic Mirror — In the Chamber of Living Portraits, smash the vase to the left of the Magic Mirror with Major Ruin's Rush (Thermite also works). [Major Ruin]

    View in guide

  • Kingdom: beach shell — Beach near Typhoon's house and the shop: flip the three rustling shells with Creeper then Uprooter; the fruit is under the middle one (flip all three to be safe). [Pummel Weed]

    View in guide

  • Kingdom shop fruit (first) — Buy from the Enchanted Kingdom shop for 30 runes.

    View in guide

  • Kingdom shop fruit (second) — The shop's second fruit, another 30 runes.

    View in guide

  • Kingdom: Dungeon second chamber (large, 3) — Dungeon of Eternal Life, second chamber: light the two dragon-head torches beside the locked gate with Ash; the soldier gives a large fruit. [Ash]

    View in guide

  • Kingdom: Dungeon cauldron — Dungeon's farthest back room (light that room's torch pair with Ash): hit the wall and ceiling cauldrons with Ash's Wildfire or a Chilla spike; the rightmost oil cauldron holds the fruit. [Ash]

    View in guide

  • Kingdom: farmer's crops (large, 3) — Spray the five dry crop buds beside the Mystic's hut with Deep Blue, then talk to the farmer. [Deep Blue]

    View in guide

  • Kingdom: Throne Room vase — Second vase on the left in the Throne Room; Major Ruin's Rush or Thermite. [Major Ruin]

    View in guide

  • Kingdom: Ancient Tower landing chest — Ancient Tower (far end of the Throne Room, archway on the right): Major Ruin up the ramp, Chilla on the ice wall, take the right fork, drop to the ledge, smash the chest. [Major Ruin + Chilla]

    View in guide

  • Kingdom: Ancient Tower frozen fruit — Ancient Tower, left fork of the ice wall: drop onto the first-level ledge, jump the gap as Kameo, and melt the ice block with Ash. [Major Ruin + Chilla]

    View in guide

  • Kingdom: Ancient Tower second-floor plant — Shake-it plant on the tower's second floor (the Eye of Protection is on the same floor). [Major Ruin + Chilla]

    View in guide

  • Kingdom: squid lady's children (large, 3) — Ancient Tower: melt all three frozen children with Ash (first-floor ledge, second floor, third floor), then talk to their mother at the tower entrance. [Major Ruin + Chilla]

    View in guide

  • Kingdom: Typhoon's quiz — Typhoon's hut in the south-east corner by the lake, 10 runes per try. Answers in order: 7, 5, 8, 5, 4, 0.

    View in guide

  • Kingdom: five-sign quest — Read the signs at the Lenya shrine pool (north), the Yeros shrine courtyard (Creeper under the gate), the balcony behind the Throne Room entrance, behind the shop, and by the Mystic's hut; then shake the plant that appears. [Pummel Weed]

    View in guide

  • Forest: entrance plant — Shake-it plant near the Forgotten Forest Glade entrance.

    View in guide

  • Forest: Dil's house trolls (large, 3) — Kill the two trolls in Dil's house, the first house on the left by the sleeping elf guard.

    View in guide

  • Forest shop fruit (first) — Buy from the Forest Glade shop for 30 runes.

    View in guide

  • Forest shop fruit (second) — The shop's second fruit, another 30 runes.

    View in guide

  • Forest: plant behind Nettle's crates — Smash the two crates on the left side of Nettle's (beetle) house, between the lake and the house, and shake the plant behind them.

    View in guide

  • Forest: Nettle's house beetles (large, 3) — Clear Nettle's house (next to the shop) of beetles and spawner plants; the spawners only die to Ash. [Ash]

    View in guide

  • Forest: plant behind Creeper's hut — Shake-it plant outside, behind Creeper's boulder-blocked hut in the south-east corner.

    View in guide

  • Forest: Mushroom Cavern nests (large, 3) — Destroy all four mosquito nests (three in the main cave, one in the well room) and the mosquitoes with Rubble's Chip. [Rubble]

    View in guide

  • Forest: Mushroom Cavern left statue — Stand on the left statue's round switch and Chip a stone into its mouth; its cage rises with the fruit. The right statue holds an elixir. [Rubble]

    View in guide

  • Forest: stone tablet circle — Between the four one-eyed trees north of Dil's house, uproot all five plants around the tablet; one hides the fruit.

    View in guide

  • Forest: inside Creeper's hut (large, 3) — Knock the boom-root plant by the Forest Temple entrance loose with Major Ruin's Rush, push it to the hut's blocked entrance and ignite it with Ash (or use a Thermite lava bomb). [Major Ruin + Ash]

    View in guide

  • Forest: hollow-tree ceiling pods — Halfway up the hollow-tree path to the Mushroom Cavern, knock the ceiling pods down with Chilla's ice spikes. [Chilla]

    View in guide

  • Forest: Ogre's Swamp plant — Shake-it plant past Thermite's Shadow Troll well. The swamp opens after the Snow Temple, with Snare: play "Distant Memories" on the bar jukebox, spit Magmites onto the grey circle above the swamp door, detonate with a Chilla spike. [Snare]

    View in guide

  • Forest: five-sign quest — Read the signs opposite Creeper's hut, beside the bar jukebox, on the stump in the stream by the four trees, before the Mushroom Cavern path, and beside Dil's house; then shake the plant that appears.

    View in guide

Kameo Elemental Fruit — Mountain Falls, Snow Top & Badlands

43 in the game

The other 43 fruit pickups (Mountain Falls 19 / 27 fruit, Snow Top Village 16 / 20, Badlands huts 8 / 8). See the Kingdom & Forest category above for how the fruit count works.

  • Falls: grey shells by the shop — Flat grey shells left of the shop: flip them with Creeper then Uprooter. [Pummel Weed]

    View in guide

  • Falls shop fruit (first) — Buy from Squibble's Mountain Falls shop for 30 runes.

    View in guide

  • Falls shop fruit (second) — The shop's second fruit, another 30 runes.

    View in guide

  • Falls: Shrine of Light torches (large, 3) — Light all eight torches at the Shrine of Light on the central hill (six inside, two outside; use the back door for the awkward ones), then talk to the elder. [Ash]

    View in guide

  • Falls: Lobster Hollow cages — In Lobster Hollow's main room, Rush through the six lobster cages; the fruit is under one. [Major Ruin]

    View in guide

  • Falls: plant outside Lobster Hollow — Shake-it plant on the path just right of the Lobster Hollow entrance, reached after rebuilding the bridge (Ash ignites a boom-root plant, Rubble carries the rocks). [Ash + Rubble]

    View in guide

  • Falls: Light Tower stone chests — Roll the boom-root plant beside the three stone chests under the Light Tower with Major Ruin and ignite it with Ash (or use Thermite). [Major Ruin + Ash]

    View in guide

  • Falls: Lost Pearls (large, 3) — Break the three pearl clams (southern, eastern, north-eastern water) with Deep Blue, push each pearl to the starfish by the squid man, then talk to him. This also opens Scooner's hut. [Deep Blue]

    View in guide

  • Falls: entrance-lake island pod — Palm pod on the small island in the entrance lake near the Warp Gate; Chilla spike. [Chilla]

    View in guide

  • Falls: palm pod by the north bridge — Palm pod by the boom-root plant near the bridge north of the Shrine of Light; Chilla spike. [Chilla]

    View in guide

  • Falls: Reefus' hut trolls (large, 3) — In Reefus' hut (first house on the left, south-west of the entrance), spray the two water trolls solid with Deep Blue, then kill them. [Deep Blue]

    View in guide

  • Falls: stone-ramp plant — Near Treasure Cave: Ash blows the rock creature apart with a boom-root plant, Rubble carries the rocks to the circular pad to form a ramp, and Major Ruin Rush-jumps to the tiny platform's plant. [Ash + Rubble + Major Ruin]

    View in guide

  • Falls: hill behind Squibble's shop — Swim behind the shop and jump up the sandy slope on the west cliff path to the shake-it plant.

    View in guide

  • Falls: Treasure Cave entrance plant — Open Treasure Cave (east end, past the deactivated warp gate) by pushing a boom-root plant against the three boulders with Major Ruin and igniting it with Ash; the plant is on the right-hand path inside. [Major Ruin + Ash]

    View in guide

  • Falls: Treasure Cave first water troll — Left wing: Rush over the ramp to wake the troll, spray it solid with Deep Blue, then kill it. [Deep Blue]

    View in guide

  • Falls: Treasure Cave troll trio — The group of three water trolls past the second rock wall; one drops the fruit. [Deep Blue]

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  • Falls: free Mizu (large, 3) — In the tentacle room, stand in the centre and spray each of the four spinning tentacle creatures in the eye with Deep Blue, then return to the squid girl at the entrance. [Deep Blue]

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  • Falls: Mizu's cell chest — Chest in the cell where Mizu was held; reach it by the ramp after clearing the crates. [Major Ruin]

    View in guide

  • Falls: five-sign quest — Signs: across the small gap near the Lobster Hollow path, up the slope from the red starfish, behind the Shrine of Light, on the lakeside hill north of the entrance lake's west end, and on the tiny platform reached by the stone ramp; then shake the plant. [Ash + Rubble + Major Ruin]

    View in guide

  • Snow Top: entrance pod — Iced pod in the branches near the village entrance and the first wyrm; Chilla spike. [Chilla]

    View in guide

  • Snow Top: campfire ice blocks — Melt the ice blocks on the plateau by the child dancing at the campfire (shop level) with Ash. [Ash]

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  • Snow Top: tree above the shop — Iced pods in the tree above the shop; Chilla spike. [Chilla]

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  • Snow Top: frozen husband (large, 3) — One level above the shop: hit the dragon with Chilla so it drops a bomb, roll the bomb to the boulder (Thermite also works), melt the husband with Ash, then talk to his wife. [Chilla]

    View in guide

  • Snow Top: Chom's ice-block game — Inside Chom's Den, 10 runes per try: melt one of three blocks with Ash. The prize is random each try, so retry until the fruit comes out. [Ash]

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  • Snow Top shop fruit (first) — Buy from the Snow Top shop for 30 runes.

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  • Snow Top shop fruit (second) — The shop's second fruit, another 30 runes.

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  • Snow Top: base of the Sulfur Cavern ice wall — Drop down from the end of the bridge to the shake-it plant at the bottom of the big ice wall.

    View in guide

  • Snow Top: Crystal Grotto well ice — Melt the ice block behind the well in Crystal Grotto with Ash. [Ash]

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  • Snow Top: Crystal Grotto ice chest — Two ice chests near the base of the Grotto hill (one runes, one fruit); break them with 40 Below. [40 Below]

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  • Snow Top: Crystal Grotto ceiling pods — Iced pods on the Grotto ceiling near the green crystals; Chilla spike. [Chilla]

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  • Snow Top: ice-path island plant — Follow the 40 Below ice path on the lowest level (via the schoolhouse) to a plant on an island between two ice slopes. [40 Below]

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  • Snow Top: ice-path chest — The same lower ice path continues to an ice chest. [40 Below]

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  • Snow Top: alcove by the Snow Temple — 40 Below ice path left of the Snow Temple entrance to an alcove plant. [40 Below]

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  • Snow Top: missing child (large, 3) — Talk to the mother in front of the first hut, then hit the kidnapping dragon with Chilla spikes at the schoolhouse circle, the third floor near the husband's wife, and the girl's home; return to the mother. [Chilla]

    View in guide

  • Snow Top: five-sign quest — Signs: behind Chom's Den, behind the shop, at the base of the Sulfur Cavern ice wall, at the start of the falling-snowball climb, and just past the Snow Temple entrance; then shake the plant. [Flex + 40 Below]

    View in guide

  • Badlands: snowy pair, plant hut — The southern (left) hut of the adjacent snowy pair near the Snow Top ice wall: shake-it plant behind a stack of crates.

    View in guide

  • Badlands: stone chest hut — Southernmost hut of the pair south-east of Mountain Falls (four shield trolls inside): break the central stone chest with a Thermite bomb. [Thermite]

    View in guide

  • Badlands: hut outside the Forest Glade — Hut just outside the Forgotten Forest Glade entrance: kill the four trolls and spike the three green ceiling pods with Chilla. [Chilla]

    View in guide

  • Badlands: snowy pair, ice-block hut — Northern (right) hut of the snowy pair, with the Warrior Trainer tunnel: melt the four ice blocks with Ash; one holds the fruit. [Ash]

    View in guide

  • Badlands: Elemental Evil challenge — Warrior Trainer challenge in the northern snowy hut (Flip Kick the overturned tables to open the tunnel), 20 runes, locked until late: kill 40 mixed trolls in 5 minutes. Do it in the Thermite sweep. [Thermite]

    View in guide

  • Badlands: Troll Trouble challenge — Same tunnel as Elemental Evil, 10 runes: kill 40 trolls in 1:30; Rubble's Blast one-hits them. [Rubble]

    View in guide

  • Badlands: Pumpkin Panic challenge — Hut in the far south-east (south from the Forest Glade opening, then along the stone-pillar line; tunnel at the back), 10 runes: destroy 75 pumpkins in 1 minute with Rubble's Blast. [Rubble]

    View in guide

  • Badlands: Beetle Brawl challenge — Northern hut of the pair beside the stone-chest hut near the Mountain Falls entrance (smash the crate pile to open the tunnel), 10 runes: kill 120 beetles in 1 minute with Rubble's Blast. [Rubble]

    View in guide

Kameo Elixirs of Life

12 in the game

All 12 Elixirs of Life are required for Kameo's Game Complete. The Wotnot Book's last page shows the global count.

  • Elixir: Warrior Trainer tutorial — Awarded for finishing the opening tutorial test; can't be missed.

    View in guide

  • Elixir: Magic Mirror — In front of the Magic Mirror in the Chamber of Living Portraits.

    View in guide

  • Elixir: Kingdom shop — Buy from the Enchanted Kingdom shop for 20 runes.

    View in guide

  • Elixir: Mushroom Cavern right statue — Stand on the right statue's switch and Chip a stone into its mouth with Rubble; its cage rises.

    View in guide

  • Elixir: Forest shop — Buy from the Forest Glade shop for 20 runes.

    View in guide

  • Elixir: Shrine of Light — Inside the Shrine of Light, in the corner reached through the back entrance. No warrior needed.

    View in guide

  • Elixir: Scooner's hut — Scooner's hut in Mountain Falls opens after the Lost Pearls quest; the elixir floats above the centre table. [Deep Blue]

    View in guide

  • Elixir: Falls shop — Buy from the Mountain Falls shop for 20 runes.

    View in guide

  • Elixir: ledge by Chom's Den — Across the missing fence section right of Chom's Den: Major Ruin's charged Hop, then Rush at the top of the jump. The same trick gets you back. [Major Ruin]

    View in guide

  • Elixir: Snow Top shop — Buy from the Snow Top shop for 20 runes.

    View in guide

  • Elixir: northernmost snowy hut — Northernmost hut of the Badlands snowy area (west side): break the overturned table at the back. 40 Below's alternate skin is in a dresser here.

    View in guide

  • Elixir: south-easternmost snowy hut — South-easternmost hut of the snowy area, near the red shrine: follow the ramp east of the Troll Trouble hut to the dead-end hut; the elixir is in the centre.

    View in guide

Kameo Crystal Eyes

4 in the game

All four Crystal Eyes are required for Kameo's Game Complete, and all are in the Enchanted Kingdom.

  • Eye of Restoration — The fourth shell on the beach near Typhoon's house (separate from the fruit shells): Creeper then Uprooter. Available from the start. [Pummel Weed]

    View in guide

  • Eye of Spirit — Dungeon of Eternal Life, the side room off the main campfire chamber: light the two dragon-head torches beside its locked door with Ash. This is a different torch gate from the two fruit gates. [Ash]

    View in guide

  • Eye of Protection — Ancient Tower, centre of the second floor in a sphere of coloured light. It is purple in play but grey in the Wotnot. [Major Ruin + Chilla]

    View in guide

  • Eye of Strength — Chamber of Living Portraits: destroy the giant statue of Thorn with Thermite's bomb; the eye is in the rubble. [Thermite]

    View in guide

Trouble in Paradise Computer Records — Arocknid to Newtgat

50 in the game

Expert Records Keeper needs all 97 Computer Records: 88 species plus 9 extra Flutterscotch colours, split across this category and the next. Restore a record by sending a member of that species, at maximum candiosity, to a party through the Piñata Central crate. Requirements below are for Trouble in Paradise. Area figures are approximate, so once a species' Encyclopedia entry appears, follow the game's own text. "Tame a sour first" means tame that sour piñata before the normal form will appear.

  • Arocknid — Appears: gardener level 6+. Blocked — unblock: pay Willy 1,000 coins to knock the wall down. Visits: 4 Tafflies or Raisants. Resident: eats 2 Raisants or Tafflies.

    View in guide

  • Badgesicle — Appears: a blackberry bush. Visits: a blackberry bush; 3 Geckies. Resident: eats a Geckie; eats 2 blackberries.

    View in guide

  • Barkbark — Appears: a Kittyfloss resident. Blocked — unblock: buzzlegums to scare the Ruffian away. Visits: 3 Kittyfloss residents. Resident: eats 1 jelly; eats 2 bones.

    View in guide

  • Bispotti — Appears: any type of flower. Visits: two flowers. Resident: grow three poppies.

    View in guide

  • Bonboon — Tame a sour Bonboon first. Visits: a monkeynut tree; a banana tree. Resident: eats 7 monkeynuts; eats 7 bananas.

    View in guide

  • Bunnycomb — Appears: a carrot. Visits: a carrot. Resident: 4 sq-pin grass; eats two carrots.

    View in guide

  • Buzzenge — Appears: a Candary. Visits: 4 Candaries. Resident: eats 2 Candaries; eats a Sparrowmint.

    View in guide

  • Buzzlegum — Appears: a sunflower. Visits: 2 sunflowers. Resident: eats a sunflower.

    View in guide

  • Camello — Appears: gardener level 15+, Dessert Desert only. Trap bait: something orange, such as a yam. Resident: 20 sq-pin sand; drinks 2 cups of coffee (tinkered acorns); eats 3 cacti.

    View in guide

  • Candary — Evolution only: feed a dandelion to a Sparrowmint.

    View in guide

  • Cherrapin — Appears: 5 sq-pin sand; 5 sq-pin water; a water lily. Visits: 7 sq-pin sand; 7 sq-pin water; 2 water lilies. Resident: 10 sq-pin sand; 10 sq-pin water; eats 3 water lilies.

    View in guide

  • Chewnicorn — Appears only after you earn the Horstachio Master Romancer award (7 Horstachios resident at once). Visits: a gem tree. Resident: 9 gems and a fully grown gem tree. In no Langston challenge, so send it deliberately.

    View in guide

  • Chippopotamus — Appears: 40 sq-pin water. Visits: 50 sq-pin water; 9 bullrushes or 9 watercresses or 9 water lilies. Resident: 60 sq-pin water; eats 9 water lilies; eats 9 watercresses; eats 9 bullrushes.

    View in guide

  • Choclodocus — From the Dinokeeper egg chain (see Dinokeeper above). Fill its candiosity and send it to a party; mature it if the crate refuses the baby.

    View in guide

  • Chocstrich — Evolve a Cluckles with 2 cactus seeds (keep another Cluckles), or trap one in the Desert with a yam. Resident: 2 sq-pin sand; eats 3 cactus seeds.

    View in guide

  • Cinnamonkey — Appears: 1 monkeynut tree. Visits: 5 monkeynuts; 1 fully grown banana tree; a barrel. Resident: eats 3 bananas; eats 4 monkeynuts.

    View in guide

  • Cluckles — Appears: 1 ear of corn. Visits: 3 ears of corn. Resident: eats 3 ears of corn.

    View in guide

  • Cocoadile — Appears: had a tame Cocoadile resident at some point. Visits: 16 sq-pin water; 5 Quackberry residents. Resident: 19 sq-pin water; eats 1 Quackberry; eats 1 Sweetooth.

    View in guide

  • Crowla — Tame a sour Crowla first. Visits: 2 resident Lickatoads; a birdbath. Resident: eats 2 Lickatoads.

    View in guide

  • Custacean — Appears: 2 sq-pin sand. Visits: 10 sq-pin sand; 10 sq-pin water. Resident: 12 sq-pin sand; 12 sq-pin water; a surf board.

    View in guide

  • Doenut — Appears: 6 sq-pin long grass. Visits: 8 sq-pin long grass; 10 blueberries or 5 bluebells. Resident: 10 sq-pin long grass; eats 5 blueberries or 2 bluebells.

    View in guide

  • Dragonache — Random egg in the Mine (one per garden), hatched by directing a Cluckles to it. Send it to a party; mature it (milk, snapdragon, Dragumfly, Reddhott, Salamango) only if the crate refuses the baby.

    View in guide

  • Dragumfly — Appears: gardener level 26+. Blocked — unblock: enough Reddhotts to melt the ice block. Visits: 15 sq-pin water. Resident: 20 sq-pin water; 12 bullrushes; wins a fight against a Reddhott.

    View in guide

  • Eaglair — Appears: an oak tree. Blocked — unblock: enough Elephanillas to scare away the Ruffian. Visits: 5 different species resident. Resident: eats 2 Parrybos; eats 2 Cinnamonkeys; 10 different species resident.

    View in guide

  • Elephanilla — Appears: a banana tree; a chili growing; a palm tree. Blocked — unblock: enough Salamangos to destroy the rocks. Visits: 2 bananas; 2 chilies; 2 coconuts. Resident: eats 4 bananas; eats 4 chilies; eats 4 coconuts.

    View in guide

  • Fizzlybear — Appears: a honey hive; a Buzzlegum house; 3 Buzzlegums. Blocked — unblock: enough Sweetooths to gnaw through the fallen tree. Visits: 4 prickly pears; 3 jars of honey. Resident: eats 2 Raisants; eats 2 jars of honey; eats 2 prickly pears.

    View in guide

  • Flapyak — Appears: gardener level 15+; only in the Piñarctic. Trap bait: a juicy orange will attract a Flapyak across the ice. Resident: 10 sq-pin snow; eats 4 fir cones; eats 1 figgy puddings.

    View in guide

  • Fourheads — Evolution only: romance two Twingersnaps and watch the egg; when it makes a set of 3 bigger bounces, whack it with the shovel (too early destroys it).

    View in guide

  • Fudgehog — Appears: 1 Holly bush. Visits: 1 Holly berry bush; 1 Thistle. Resident: eats 1 Holly berry; eats 1 Thistle; 1 Leaf Pile.

    View in guide

  • Galagoogoo — Appears: a Tower of Sour with 12 parts. Visits: a Moon-on-a-Stick light; 8 Mothdrops or 16 tulips. Resident: eats 4 tulips; eats 2 Mothdrops; a Watchling.

    View in guide

  • Geckie — Dessert Desert only. Trap bait: a snowdrop. Resident: 2 sq-pin sand; eats 1 Flutterscotch.

    View in guide

  • Goobaa — Appears: 4 sq-pin long grass; 5 snowdrops. Blocked — unblock: enough Candaries to wake the sleeping Chippopotamus. Visits: 6 sq-pin long grass; 8 snowdrops. Resident: 8 sq-pin long grass; 12 walls or fences; eats 3 snowdrops.

    View in guide

  • Hoghurt — Evolution only: feed a cheesecake to a Rashberry.

    View in guide

  • Hootyfruity — Appears: a Mousemallow house; a Sherbat house. Visits: 5 Mousemallows; 5 Sherbats. Resident: eats 3 Mousemallows; eats 2 Sherbats.

    View in guide

  • Horstachio — Appears: a hay bale. Visits: 50 sq-pin grass. Resident: 50 sq-pin grass; eats 4 apples; eats 4 carrots.

    View in guide

  • Jameleon — Appears: 3 differently colored Flutterscotches. Visits: 4 differently colored Flutterscotches. Resident: 5 differently colored Flutterscotches.

    View in guide

  • Jeli — Appears: gardener level 31+, Piñarctic only. Trap bait: holly berry. Resident: 40 sq-pin snow; eats 3 banana splits; eats 2 orchid seeds.

    View in guide

  • Juicygoose — Evolve a Quackberry with a gooseberry, or trap one in the Piñarctic (any bait). Resident: 8 sq-pin snow; eats 2 gooseberries.

    View in guide

  • Kittyfloss — Appears: 2 Mousemallows, at night. Visits: 3 Mousemallows; a bottle of milk. Resident: eats a Mousemallow; eats a Sparrowmint; drinks a bottle of milk.

    View in guide

  • Lackatoad — Evolution only: feed a nightshade berry to a Lickatoad, then tap it with the shovel before it falls ill.

    View in guide

  • Lemmoning — Tame a sour Lemmoning first (Piñarctic, level 6+, sunflower-seed bait; 3 sq-pin snow, eats a stew and a horseradish; keep its Tower of Sour block off). Normal form resident: 4 sq-pin snow; eats 2 radishes.

    View in guide

  • Lickatoad — Appears: the pond head for your shovel. Visits: 1 sq-pin water. Resident: 2 sq-pin water; eats 1 Taffly.

    View in guide

  • Limeoceros — Appears: had a tame Limeoceros resident at some point. Visits: 5 thistles. Resident: eats 1 fireweed seed; eats 1 thistle seed; eats 1 prickly pear seed.

    View in guide

  • Macaraccoon — Tame a sour Macaraccoon first. Visits: 5 Syrupent-family residents. Resident: eats 3 Syrupents.

    View in guide

  • Mallowolf — Tame a sour Mallowolf first. Visits: 6 Rashberry residents. Resident: eats 3 Rashberries.

    View in guide

  • Moojoo — Evolve a Doenut with a fir tree seed (also trappable in the Piñarctic with holly berries).

    View in guide

  • Moozipan — Appears: 5 sq-pin long grass; a milk churn. Visits: 10 sq-pin long grass; a milk churn; 10 buttercups. Resident: 15 sq-pin long grass; eats 5 buttercups; eats 2 gooseberry fools.

    View in guide

  • Mothdrop — Appears: night-time. Visits: a light. Resident: a light; eats 1 bluebell.

    View in guide

  • Mousemallow — Appears: a turnip. Visits: a turnip. Resident: eats 1 turnip.

    View in guide

  • Newtgat — Appears: 2 sq-pin water. Visits: watercress growing; 3 sq-pin water. Resident: 3 sq-pin water; eats 3 watercress flowers.

    View in guide

Trouble in Paradise Computer Records — Parmadillo to Zumbug and Flutterscotch colours

47 in the game

The remaining 38 species records and the 9 extra Flutterscotch colour records. See the previous category for how records work.

  • Parmadillo — Evolution only: feed a coconut to a Fudgehog.

    View in guide

  • Parrybo — Appears: a bird of paradise plant. Blocked — unblock: enough Mallowolves to scare away the Ruffian. Visits: 2 bird of paradise plants. Resident: eats 3 bird of paradise seeds; eats 2 oranges; eats 2 monkeynuts.

    View in guide

  • Peckanmix — Appears: a Swanana resident. Visits: 3 peas; a birdbath. Resident: eats 3 peas; eats 1 Blue Flutterscotch; eats 1 Green Flutterscotch.

    View in guide

  • Pengum — Appears: gardener level 2+, Piñarctic only. Trap bait: a chilli. Resident: 5 sq-pin snow; 5 sq-pin water; eats 1 Newtgat.

    View in guide

  • Pieena — Evolve a Pretztail with a bone, or trap one in the Desert with a juicy orange. Resident: eats a bone.

    View in guide

  • Pigxie — Cross-romance a Swanana and a Rashberry in a Mystery House from Willy Builder (2 bullrushes, 2 acorns, tap shoes, garden worth 10,000, a Pigxie house). Joy candy helps.

    View in guide

  • Polollybear — Evolve a Fizzlybear with a blue gem (also trappable with a snowdrop). Resident: 20 sq-pin snow; eats 3 blue gems.

    View in guide

  • Ponocky — Appears: 10 sq-pin grass; 10 carrots; 10 flowers of any type. Blocked — unblock: hire Bart to turn those railings into candy canes. Visits: 15 sq-pin grass; 10 carrots; 10 flowers of any kind. Resident: 20 sq-pin grass; eats 5 carrots.

    View in guide

  • Pretztail — Appears: night-time. Visits: 1 Tartridge or 1 Bunnycomb. Resident: eats 1 Tartridge or 1 Bunnycomb.

    View in guide

  • Profitamole — Appears: had a tame Profitamole resident at some point. Visits: 3 Arocknid residents; 3 Whirlm residents. Resident: eats an Arocknid; eats a Whirlm.

    View in guide

  • Pudgeon — Appears: 5 corn seeds. Blocked — unblock: enough Profitamoles to eat the pile of soil. Visits: 5 seeds of any kind; 1 loaf of bread. Resident: eats 3 seeds; eats 1 loaf of bread; a Bear and Bird statue.

    View in guide

  • Quackberry — Appears: 3 sq-pin water. Visits: 1 corn plant; 4 sq-pin water. Resident: 4 sq-pin water; eats 1 piece of bread.

    View in guide

  • Raisant — Appears: 2 buttercups. Visits: 1 pot of honey. Resident: eats 1 pot of honey.

    View in guide

  • Rashberry — Appears: a gooseberry bush; a chili growing. Visits: 3 gooseberries; 2 chilis. Resident: eats 2 rotten gooseberries; eats 2 rotten chilis.

    View in guide

  • Reddhott — Evolution only: set a Taffly alight (a firebrand or a fireweed), then douse it with the watering can before it falls ill.

    View in guide

  • Roario — Appears: gardener level 38+. Visits: 5 Doenut residents; garden worth 40,000 coins; 5 Zumbug residents. Resident: eats 2 Doenuts; eats 2 Zumbugs; garden worth 50,000 coins.

    View in guide

  • Robean — Piñarctic only. Trap bait: holly berry. Resident: 1 sq-pin snow.

    View in guide

  • Salamango — Evolution only: feed a chili to a Newtgat.

    View in guide

  • Sarsgorilla — Appears: a Bonboon resident. Visits: 20 sq-pin long grass; 3 monkeynut trees; a baby Bonboon. Resident: eats 4 coconut macaroons; eats 6 bananas; eats 4 jars of peanut butter.

    View in guide

  • Shellybean — Appears once a Shellybean has been in the garden (tame the sour one). Visits: 1 thistle. Resident: eats 1 thistle flower.

    View in guide

  • Sherbat — Tame a sour Sherbat first. Visits: 3 Mothdrop residents. Resident: eats 2 Mothdrops; a Jack-o-lantern.

    View in guide

  • Smelba — Tame a sour Smelba first. Visits: 7 garlic plants. Resident: eats 3 rotten garlic bulbs.

    View in guide

  • S'morepion — Tame a sour one first (Desert, chilli bait; sour form: 5 sq-pin sand, eats 2 Buzzlegums). Normal form resident: 5 sq-pin sand; eats 2 venus piñata traps.

    View in guide

  • Sparrowmint — Appears: 1 Whirlm resident. Visits: 2 Whirlm residents. Resident: eats 1 Whirlm.

    View in guide

  • Squazzil — Appears: a Hazel Tree. Visits: 3 hazelnuts. Resident: eats 3 hazelnuts.

    View in guide

  • Swanana — Appears: gardener level 27+. Blocked — unblock: pay a Weedling to remove the poisonous plants. Visits: a Swanana fountain; garden worth 20,000 coins. Resident: 25 sq-pin water; eats 2 sandwiches.

    View in guide

  • Sweetle — Dessert Desert only. Trap bait: a yam. Resident: 1 sq-pin sand.

    View in guide

  • Sweetooth — Appears: 10 sq-pin water; a fir tree. Visits: 12 sq-pin water; 1 fir tree or 1 water lily. Resident: 14 sq-pin water; eats 3 fir cones; eats 2 water lilies.

    View in guide

  • Syrupent — Appears: 1 sq-pin grass. Visits: 1 sq-pin grass; 2 Mousemallows. Resident: 2 sq-pin grass; eats a Mousemallow.

    View in guide

  • Taffly — Appears: 2 daisies. Visits: any kind of fruit. Resident: eats 1 fruit of any kind.

    View in guide

  • Tartridge — Appears: 5 daisies. Visits: 5 daisies. Resident: eats 3 daisy seeds.

    View in guide

  • Tigermisu — Appears: 8 tiger lilies. Visits: 12 tiger lilies; 1 Zumbug. Resident: eats 1 Zumbug; eats 2 Moojoos; eats 1 Buzzlegum.

    View in guide

  • Twingersnap — Evolution only: romance two Syrupents and watch the egg; when it makes a set of 3 bigger bounces, whack it with the shovel (too early destroys it).

    View in guide

  • Vulchurro — Appears: gardener level 12+, Dessert Desert only. Trap bait: a chilli. Resident: 15 sq-pin sand; eats 2 bones; eats 1 Crowla.

    View in guide

  • Walrusk — Appears: 10 sq-pin snow; 10 sq-pin water. Visits: 15 sq-pin snow; 15 sq-pin water; 5 bullrushes. Resident: 20 sq-pin snow; 20 sq-pin water; eats 3 bullrushes; eats 1 Custacean.

    View in guide

  • Whirlm — Appears: 1 sq-pin soil. Visits: 1 sq-pin soil. Resident: 1 sq-pin soil.

    View in guide

  • White Flutterscotch — Appears: 1 daisy. Visits: 2 daisies. Resident: 4 daisies.

    View in guide

  • Zumbug — Evolution only: feed a blackberry and a daisy to a Horstachio.

    View in guide

  • Red Flutterscotch — Feed a White Flutterscotch a poppy; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Green Flutterscotch — Feed a White Flutterscotch watercress; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Blue Flutterscotch — Feed a White Flutterscotch a bluebell; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Pink Flutterscotch — Feed a White Flutterscotch a water lily; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Black Flutterscotch — Feed a White Flutterscotch a tulip; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Brown Flutterscotch — Feed a White Flutterscotch a bullrush; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Yellow Flutterscotch — Feed a White Flutterscotch a buttercup (if it doesn't change, try a sunflower); the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Orange Flutterscotch — Feed a White Flutterscotch a bird of paradise; the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

  • Purple Flutterscotch — Feed a White Flutterscotch a thistle (if it doesn't change, try a snapdragon); the seed must be unlocked at Costolot's first. Each colour is its own record.

    View in guide

Atic Atac Holdable Items

18 in the game

The 18 item types that count for Atic Atac's Inventory Management. Placement is random, so tick each type off as you hold it; holding it once is enough.

  • Coin — Pick it up once (drop it again to free the slot).

    View in guide

  • Skull — Pick it up once (drop it again to free the slot).

    View in guide

  • Spanner (wrench) — Pick it up once (drop it again to free the slot).

    View in guide

  • Money Bag — Pick it up once (drop it again to free the slot).

    View in guide

  • Leaf (red, feather-shaped) — Pick it up once (drop it again to free the slot).

    View in guide

  • Whip — Pick it up once (drop it again to free the slot).

    View in guide

  • Wing — Pick it up once (drop it again to free the slot).

    View in guide

  • Crucifix — Pick it up once (drop it again to free the slot).

    View in guide

  • Gem (purple ruby) — Pick it up once (drop it again to free the slot).

    View in guide

  • Frog Leg (green, claw- or spilled-bottle-shaped) — Pick it up once (drop it again to free the slot).

    View in guide

  • Wine bottle (upright) — Pick it up once (drop it again to free the slot).

    View in guide

  • Red key — Pick it up once (drop it again to free the slot).

    View in guide

  • Yellow key — Pick it up once (drop it again to free the slot).

    View in guide

  • Blue key — Pick it up once (drop it again to free the slot).

    View in guide

  • Green key — Pick it up once (drop it again to free the slot).

    View in guide

  • ACG key piece: "AC" under a line — Pick it up once (drop it again to free the slot).

    View in guide

  • ACG key piece: trumpet shape with a G — Pick it up once (drop it again to free the slot).

    View in guide

  • ACG key piece: crown on its side — Pick it up once (drop it again to free the slot).

    View in guide

Sabre Wulf Orchids

5 in the game

The five orchid colours for Sabre Wulf's Horticultural Icon. Touch each in full bloom; colours are random, so wait by budding orchids.

  • White orchid (Cure) — Cancels any current orchid effect.

    View in guide

  • Blue (cyan) orchid (Super High Energy) — Fast and invincible; the rarest colour.

    View in guide

  • Red orchid (Zombie) — Invincible but slowed.

    View in guide

  • Purple (magenta) orchid (De-Orientation) — Invincible but controls reversed.

    View in guide

  • Yellow orchid (Sickness) — Sabreman sits down stunned for a few seconds. Harmful, but it still has to be touched once.

    View in guide

Sabre Wulf Jungle Huts

5 in the game

The five fixed Jungle Huts for Sabreman Stampede, in the order of the route under that achievement. Reaching the hut's screen counts.

  • Jungle Hut 1 — On a path up from the bottom mountain edge, west of the start (route step 1).

    View in guide

  • Jungle Hut 2 — Far west, a path down from the lake reached after the long walk left along the bottom mountains (route step 2).

    View in guide

  • Jungle Hut 3 — Down from the lower-left path of a 6-exit area, west of the clearing above the start region (route step 3).

    View in guide

  • Jungle Hut 4 — The upper-left exit of the 6-exit area below the chain of four lakes (route step 4).

    View in guide

  • Jungle Hut 5 — North, the downward exit of the 6-exit area below the top mountain edge (route step 5).

    View in guide

Ghoulies Super Soups

17 in the game

Every Soupswill Super Soup type for Grabbed by the Ghoulies' Canned Projects, including the three negative cans. Most appear in many rooms; the locations given are reliable ones, and any scene can be replayed from Bonus Scene Selection.

  • Energy Boost! — Restores energy (the number on the heart). The most common soup; Ch1 Cellar and Ch2 Kitchen both have one.

    View in guide

  • Turbo Cooper! — Triple running speed. Ch3 Greenhouse; Ch5 Grand Hallway, Pantry drawers and Walled Garden.

    View in guide

  • Super Weapons! — Weapons don't break. Ch2 Scullery and Music Room; Ch3 Wood Shed; Servants' Bathroom cupboard by the showers.

    View in guide

  • Extra Time! — +10 seconds on a timed challenge. Ch2 Cloakroom and Farmyard; Ch3 Potting Room, Foundry and Wood Shed.

    View in guide

  • Knock-Out Mania! — Every hit is a knockout. Ch2 Scullery (start of the room); Ch3 Housekeeping Store; Servants' Bathroom cubicle.

    View in guide

  • One-Hit Wonder! — One hit kills any Ghoulie. Ch3 Farmyard (inside the wooden grinder); Ch5 laundry hampers.

    View in guide

  • Miniature Cooper! — A small Cooper helper. Ch3 Upper Corridors vase; Ch5 Relic Store sarcophagi.

    View in guide

  • Invulnerability! — No damage for a while. Uncommon: Ch3 Krackpot's Lab (cage area and red-lit room); Ch4 runway fight behind the grandfather clock.

    View in guide

  • Invisibility! — Uncommon: Ch2 Cloakroom wardrobe; Ch3 Grand Hallway left bench and Servants' Dormitory bin; Ch5 Grand Hallway blue vase.

    View in guide

  • Freeze Ghoulies! — Freezes the room's Ghoulies. Ch2 Dining Room (table corner) and Conservatory; Ch3 Housekeeping Store (smash Krackpot's portrait) and Greenhouse barrels.

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  • Dizzy Reaper! — The Reaper spins harmlessly. Ch2 Cellar and Scullery; Ch3 Foundry, Potting Room and Servants' Bathroom.

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  • Challenge Complete! — Instantly clears the current challenge. Ch2 Pantry barrel by the challenge door, and the Ch2 Cloakroom safe.

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  • Shocker Blocker! — Solves Super Scary Shocks in that room. Ch2 Ballroom (portrait on the far side); Ch3 Greenhouse and the Farmyard horse-cart barrel; Ch5 Pantry drawers.

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  • Traitor Fever! — The room's Ghoulies fight each other. Uncommon: Ch3 Krackpot's Lab, left side of the red-lit room.

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  • Slo-Mo Cooper! (negative) — Orange-ghost can that slows Cooper. Ch3 Farmyard path of bad soups; Ch5 Grand Hallway vase with a bad can.

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  • Energy Sapper! (negative) — Orange-ghost can that drops energy to 1. Same spots as Slo-Mo Cooper: touch every orange can there.

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  • Reverse Controls! (negative) — Orange-ghost can that inverts movement. Ch2 Lower Corridors on the second visit, on the ground near the vase; Ch3 Farmyard path.

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Banjo-Kazooie Extra Honeycombs

24 in the game

All 24 Extra Honeycomb pieces for Banjo-Kazooie's Show me the honey!: 6 in Spiral Mountain and 2 in each world. Pause → View Totals shows your count.

  • Spiral Mountain: Collywobble — Defeat the Collywobble in Bottles' training field (claw swipe, roll, Rat-a-tat Rap lesson).

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  • Spiral Mountain: Quarries — Beak Barge the brown Quarry rocks at the Beak Barge lesson.

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  • Spiral Mountain: under the bridge — Underwater hollow under the moat bridge; dive.

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  • Spiral Mountain: treetop — Top of a tree near the climbing lesson; climb, then Flap Flip.

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  • Spiral Mountain: stump — On a stump top near the six-log lesson area; Flap Flip.

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  • Spiral Mountain: waterfall platforms — Hop the platforms by the waterfall on the far side from Banjo's house.

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  • Mumbo's Mountain: Ju-Ju totem — Feed eggs to every totem head except the last, stand on top and Flap Flip.

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  • Mumbo's Mountain: cliff alcove — Talon Trot up the hill right of the start and jump off the cliff just before the top into the alcove (the termite can also reach a cave in the wall by the lake).

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  • Treasure Trove Cove: floating crate — Crate out at sea near the snapping treasure chests; fly or swim to it.

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  • Treasure Trove Cove: underwater by Nipper — Underwater corner by the cliff to the left of Nipper's shell.

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  • Clanker's Cavern: pipe by the right fin — Swim up the underwater pipe near Clanker's right fin.

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  • Clanker's Cavern: grate past the Orange Jinjo — From the Shock Spring platform by Clanker's left fin, jump left to the pole, climb to the Orange Jinjo area, slide the pipe, flap left and Beak Buster the grate.

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  • Bubblegloop Swamp: inside Tanktup — Inside the turtle, stand on Tiptup's platform and Flap Flip.

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  • Bubblegloop Swamp: Mumbo's skull — Inside Mumbo's skull, climb the pole without a torch and jump to the rafters.

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  • Freezeezy Peak: island Sir Slush — Beak Bomb the Sir Slush on the island by the village; the piece is under him.

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  • Freezeezy Peak: Wozza's cave — As the walrus (Mumbo), swim down the tunnel at the bottom of the pool in Wozza's cave.

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  • Gobi's Valley: cactus switch — Hit the Honeycomb switch behind the puzzle pyramid, then use the fly pad on Jinxy and fly through the cactus circle.

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  • Gobi's Valley: Gobi in the alcove — Fly to the alcove behind and right of Jinxy and Beak Buster Gobi; it appears late in the world's Jiggy chain, so come back if he isn't there yet.

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  • Mad Monster Mansion: under the floorboards — As the pumpkin, go through the hedge gap and onto the roof, enter through the first-floor window facing the church, and find it under the floorboards.

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  • Mad Monster Mansion: church rafter — With the Turbo Trainers, climb the church organ, use the fly pad and land on the centre rafter.

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  • Rusty Bucket Bay: behind the rear smokestack — Beak Barge the door behind the rearmost smokestack and Flap Flip up through the hexagonal hole above it.

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  • Rusty Bucket Bay: Honeycomb switch — Swim into the hole in the building wall, hit the Honeycomb switch, then fly from the opposite side to the piece that appears above the boat.

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  • Click Clock Wood: Winter pond — Winter: dive through the hole in the frozen pond near the dead flower and swim to Gnawty's house bookcase (icy water drains air twice as fast).

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  • Click Clock Wood: Nabnut's window — Winter: from the fly pad, Beak Bomb the window above Nabnut's door; the piece is on the left inside.

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Banjo-Kazooie Cheato Spellbook

3 in the game

The three places in Gruntilda's Lair where you bump into Cheato for Cheating Cheato. You don't need to enter the cheats.

  • Cheato: BLUEEGGS — Gruntilda's Lair, the icy area through the tunnel behind the Bubblegloop Swamp entrance: with Wading Boots, smash the ice blocking the small tunnel, then come back as the crocodile (Mumbo, Bubblegloop Swamp) and crawl in.

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  • Cheato: REDFEATHERS — Lair lava room before the graveyard area: as the pumpkin (Mumbo, Mad Monster Mansion), take the narrow winding path on the left past Brentilda into the small tunnel.

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  • Cheato: GOLDFEATHERS — Lair room with the Rusty Bucket Bay entrance: raise the water to its highest level, then hit the remaining switch and swim up into the hole near the top before the timer runs out; follow the green-lit stairs.

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Nuts & Bolts Showdown Town Notes

29 in the game

The 29 groups of loose notes in Showdown Town for Nuts & Bolts' Loose Change, in collection order. Together they make 900; the number after each group is its note value. Use the Statistics screen's Showdown Town count to confirm each group.

  • Group 1 (27 notes) — Town Square by Nutty Acres: around the square, beside the Act 1 and Act 2 doors and on the stairs between.

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  • Group 2 (27 notes) — Mumbo's Motors rooftop: climb the wire from the north-side pole; the gold is high on the wire frame (wrench it down).

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  • Group 3 (27 notes) — Back of L.O.G.'s Factory and the slide down to the square; the gold is on the stone border of the slide.

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  • Group 4 (27 notes) — Top of L.O.G.'s Factory (loose wire at the back), the roof with Mumbo Crate 09.

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  • Group 5 (27 notes) — The two rooftops above Humba Wumba's shop; the gold is under the plank joining them (wrench it). Needs a hovering or flying vehicle.

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  • Group 6 (27 notes) — Waterside trees from the Trophy Thomas warp pad toward the bridge to the east gate.

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  • Group 7 (27 notes) — Across that bridge at the east gate: two silver to the north, the rest leading south.

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  • Group 8 (27 notes) — Underwater below Klungo's Arcade, in a ring around a Jiggy tamper switch.

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  • Group 9 (27 notes) — Northern shoreline: either side of the Jinjo Bingo Emporium, plus the three changing booths on the east beach.

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  • Group 10 (27 notes) — Rooftops left of the Uptown warp panel: climb the pole and cross the tightrope.

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  • Group 11 (27 notes) — Dock in front of the first Jiggosseum acts, outlining the planks.

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  • Group 12 (27 notes) — East of Boggy's Gym, trapped between fences; wrench them out.

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  • Group 13 (27 notes) — The large dock with two cranes and two boats, split between the boats.

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  • Group 14 (27 notes) — The long path around the docks: lift the trolley past the trash pile; the gap between two ramps needs a Spring or hover.

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  • Group 15 (27 notes) — Thin canal west of Trophy Thomas's house; the gold is under a small grate on the right, so dive.

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  • Group 16 (27 notes) — Canal behind the building with the first Banjoland acts: swim under the right-hand grate, climb the gutter to the roofs and cross the tightrope.

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  • Group 17 (27 notes) — Ground below the LOGBOX 720 doors, either side and at the foot of the stairs.

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  • Group 18 (27 notes) — Left of the LOGBOX 720 doors in front of the green Jinjo's house: awnings at the back and left, and two hidden in the right-hand doorways.

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  • Group 19 (27 notes) — West of the Nutty Acres Act 3 door: the steep green slope and broken bridge (needs High-Grip Wheels).

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  • Group 20 (27 notes) — Police station roof (stairs on both sides) and the tightrope to Trapdoor Tower 1; wrench the notes down.

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  • Group 21 (27 notes) — A small ledge on the town wall north-east of the Jinjo Bingo Palace, only visible up close.

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  • Group 22 (27 notes) — A small pool west of the Uptown warp panel, floating above the water.

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  • Group 23 (27 notes) — The island east of the Banjoland Jig-O-Vend, over the boathouse bridge; one silver is hidden at the back.

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  • Group 24 (27 notes) — Underwater beneath that boathouse.

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  • Group 25 (36 notes) — Two tightropes up the slope west of the Banjoland Jig-O-Vend (wrench them off if needed).

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  • Group 26 (45 notes) — The giant dock crane that placed the Jiggosseum Game Globe, on the climb up.

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  • Group 27 (54 notes) — The lighthouse by the seaside warp panel (Spring or hover to reach the first section).

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  • Group 28 (54 notes) — Uptown rooftops: from the warp panel, follow the golden gutter pipe on the right and circle four buildings by tightrope and jumps.

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  • Group 29 (63 notes) — The gated circular area in Uptown, all in the open. Usually the last group.

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