Achievements and Endgame Cleanup
Nothing says endgame like staring at 26 of 27 achievements while May has powered every crooked cottage and befriended half the nightmare catalog. That last gap can be a counter, a dark stove socket, or a creature whose red aura has already turned friendly green. Check the exact list before jogging another haunted lap.
Confidence is the purple meter that controls how long May can remain in dark places and whether she can safely approach certain creatures. A red aura marks a frightening encounter; green means May can talk safely. For achievement cleanup, red can be good news. It may be the appointment you forgot to keep.
Safe cleanup point: Stop before the final story sequence. Open every district, keep spare Street Light Kits, House Batteries, and Big Bug Batteries, and make a separate save before completing the remaining red-aura encounters. Do not rely on chapter select or post-credits free roam.
Story and Major Progress Achievements
| Achievement | Unlock requirement | Earliest practical opening |
|---|---|---|
| Do the Deed | Get the Deed. | Sleep in the filing cabinet inside Town Hall on the first night and wake the next day. |
| Restful Spirit | Put a ghost to rest. | After repairing the Ecto-Phone, return to Dr. ChooChoo Caboose's cleaned house and finish his interaction. |
| Be My Neighbor | Give a resident a house. | After earning the first house key. Durango at the train platform is an early tenant once May can approach him safely. |
| Build Yourself a Bridge! | Repair the Covered Bridge. | After completing the early ghost-and-record chain and learning the bridge recipe. |
| Ward and Cliff Tower | Build the Generator Tower. | After giving Ward and Cliff their washer and dryer items, waiting a full day, and recruiting three clean residents to move both tower stages. |
| Underpassed | Clear the junked train from the underpass. | After the church washing area is working and May has eleven clean residents. Inspect the overturned train, ask all eleven for help, then return to it. |
| Like a Big Pizza Pie | Wake the moon. | When the late West Side moon quest becomes available. |
| Cheat the Cheater | Finish all the puzzles in Chance Mansion. | After gaining access to Chance Mansion and completing every room puzzle. |
| You Have Been Chosen! | Reach the end of the repeating hallway. | After powering the shelter entrance with a Big Bug Battery. Complete the Hunker Bunker hallway sequence and reach its exit. |
| Cut the Cake | Go to the cursed antiques' party. | Late game, after helping the cursed antiques obtain bodies and attending their gathering. |
| HAR HAR HAR! | Finish the game. | The final story sequence. Leave this until the cleanup sweep is complete. |
Optional Quest Achievements
| Achievement | Unlock requirement | Earliest practical opening |
|---|---|---|
| The Bell Tolls For Thee | Wake up at midnight. | After repairing the Town Hall clock, oiling the weather vane, and obtaining the watch. Set the upstairs alarm for 12:00 a.m., sleep, and let May wake naturally. |
| Letter Getter | Get mail from the mailbox. | After building the Generator Tower, lighting Donna's mailbox area, befriending Donna, and repairing the mailbox. Sleep through a delivery, then read the mail at May's desk in Town Hall. |
| Master Chef | Make all of Zojiro's requests. | Begin when Zojiro appears during the Insta-Cauldron chain. His later requests need recipes and ingredients from later districts. |
| The Final Vinyl | Listen to all the records. | Start when the Edjukebox opens in the Hall of Records. Finish after collecting and playing every record, including the late quest records. |
Collection and Repair Achievements
| Achievement | Unlock requirement | Earliest practical opening |
|---|---|---|
| Lamp Lighter | Repair all the streetlights. | After the Generator Tower quest unlocks the Street Light Kit. Completion waits until the West Side and Foxtrot Station are reachable. |
| Now you're just stalling | Build all the bath stalls. | After powering and repairing the church and having Wilbur fix its basin. Dick Tater builds the first stall; craft and place the other three. |
| Some Light House Work | Power all the houses. | After receiving the House Battery recipe through the mail chain. Fill all 27 required stove sockets. Jack Daw can place remaining batteries after moving into his preferred Lax House. |
| Hoopajoobist | Collect all the hoopajoobs. | Begin collecting them immediately. Finish after every district, roof route, and quest space is open; each hoopajoob must be picked up. |
| Let's Clean Up This Town | Recycle 200 pieces of junk. | As soon as Grandfather Clock repairs the recycler in the junkyard. Feed junk into that machine to build the total. |
| Reel Good | Fish 30 pieces of junk out of the lake. | After befriending Reel McKoi at the docks and learning the fishing minigame. |
Scare and Challenge Achievements
| Achievement | Unlock requirement | Earliest practical opening |
|---|---|---|
| Bump in the Night | Get scared for the first time. | The first night, while walking from Glitzberg toward Town Hall. |
| Super Bowler | Knock down 100 bowling pins. | After Bea Miner opens mine bowling. The total builds across attempts. |
| Twofer | Knock down two pins with one ball. | During the first available mine-bowling session. Line up two pins in one throw path. |
| Get Excluded | Trigger the Glitzberg alarm. | On the first night, try the locked Glitzberg entrance beside Dick Tater's booth. |
| Thrill Seeker | Get all the jumpscares. | Track all 21 scares from the first night onward. Several creature scares must be triggered while their aura is still red. |
| S Rank | Get a perfect score on the Jeans Splicer. | Late game, after the glass factory is powered, Tulip has opened the machine through dialogue, and the pants quest is active. |
All 21 Jumpscare Checkpoints
Spoiler-light hint: Meet each red-aura creature before completing the condition that turns it friendly. This is the only achievement here with a clearly demonstrated quest-order risk, so keep an earlier save.
- Outdoor darkness: Let May's Confidence drain to zero outside for Coffin Annie's scare.
- Mailbox: Approach Donna after she rises from the ground but before placing the light that makes her friendly.
- Glitzberg: Try the entrance beside Dick Tater's booth.
- Tree trunk near Town Hall: Approach Dan Shaw before giving Durango a house and drawing Dan out safely.
- Ringing phone behind Town Hall: Answer while Gramma Phone still has a red aura.
- Fishing docks: Approach Reel McKoi while he is moving and still red.
- Train platform: Approach Durango before reaching his Confidence requirement.
- Glass factory: Let Confidence drain to zero before the building is fully powered and Tulip is friendly.
- Haunted house: Let Confidence reach zero inside an unpowered ghost house.
- Red workshop: Lift the stuck door and receive Grandfather Clock's scare during his rescue.
- North Side streets: Run into Tawny before Pop Bottle's family receives the Foreman House key.
- Train platform at night: Approach Wilbur before using the midnight bell to meet him safely.
- Forest-to-Glitzberg route: Catch Timberly during her afternoon or evening walk while she is red.
- Venn Chance's Mine: Enter and approach Bea inside before befriending her outside.
- Mine interior: Visit while Bea is absent and let Confidence drain for Fats Chance's wooden-doll scare.
- Swamp fireflies: Reach Cliff before he leaves the fireflies and begins his friendly walk home.
- South Side path: Keep moving and run into Ward during his afternoon or evening route.
- Food truck: Use the counter, step outside, and approach Scout before five different meals make him friendly.
- Town Hall basement: Enter after receiving the basement key and approach Kath before lighting the basement.
- West Side crashed ship: Approach Grover before giving them the OK Bouquet.
- Hunker Bunker: Trigger Ivy's frightening hallway encounter before completing the repeating-hallway sequence.
Streetlight Sweep by Landmark
The full route uses 23 Street Light Kits. Several placements are inside or beneath fixed fixtures and require the Hammer Cam, which is why counting ordinary lamp posts can leave one gloomy little loophole.
- Behind the fountain in front of Town Hall.
- Beside the mailbox.
- Between Town Hall, the red workshop, and the church.
- In front of Glitzberg at the start of the dock path.
- At Reel McKoi's fishing spot.
- Inside the first covered bridge; aim at the ceiling with the Hammer Cam.
- Immediately beyond that bridge.
- At the next light pad along the same road.
- Above the vegetable garden near Foreman House.
- Above the vegetable garden near the PanTree.
- At the forest entrance near Mentz House and King House.
- At the top of the stairs leading down to the mines.
- On the far side of those stairs.
- Overlooking the mine entrance near Sycamore House.
- Inside the tunnel leading to the West Side; use the Hammer Cam.
- Beside Pastrami House.
- Inside the gazebo; use the Hammer Cam.
- On the approach to Flower House.
- In front of Chestnut House.
- On top of the wall over the shelter entrance.
- On the opposite side of the same shelter wall.
- Behind Witch House.
- Under Foxtrot Station; aim at the underside with the Hammer Cam.
Efficient Final Cleanup Order
After the main story: No collection, counter, or quest achievement is treated as safely available after HAR HAR HAR!. Keep a pre-finale save and finish the remaining work there.
- Check scares first. Compare the 21 checkpoints before completing more friendships, lighting dark buildings, or finishing the repeating hallway.
- Finish access projects. Open the underpass, power the shelter, complete the mansion, and reach Foxtrot Station.
- Run one lighting circuit. Carry Street Light Kits, House Batteries, and the Hammer Cam. Complete all 23 streetlight placements and inspect all 27 house sockets.
- Finish records and requests. Play every remaining record through the Edjukebox, then clear Zojiro's food requests.
- Collect loose hoopajoobs. Recheck roofs, stations, quest rooms, and newly opened West Side paths.
- Combine repeatable counters. Fish junk at the docks, recycle it at the junkyard, then bowl in the mine.
- Retry the Jeans Splicer. Complete a perfect run after the machine is powered and opened.
- Finish the story last. Preserve the separate pre-finale save before starting the final sequence.
If an Achievement Does Not Trigger
- Check that Steam is online, return to the title screen, and reload the save.
- For repeatable counters, perform one more qualifying action: recycle another piece of junk, catch another lake item, or knock down another pin.
- For one-time story or quest triggers, reload a save from before the final interaction and repeat that interaction. Do not overwrite the earlier save first.
- For Lamp Lighter, audit all 23 placements, especially the covered bridge, West Side tunnel, gazebo, shelter wall, and underside of Foxtrot Station.
- For Some Light House Work, inspect all 27 stove sockets. If Jack Daw placed batteries, check the houses yourself for any socket he did not fill.
- For The Final Vinyl, open the Edjukebox and replay the last record you obtained.
- For Thrill Seeker, compare all 21 checkpoints. A green aura means that creature's frightening state has already ended; use the earlier save if its scare is missing.
- For S Rank, confirm the glass factory has power, Tulip has opened the Jeans Splicer through dialogue, and the score was perfect rather than merely completing a pants item.

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