
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
Start a survival run on King of the Jungle - it also satisfies the two achievements that only ask for Welcome to the Jungle or higher. Eat nothing but mushrooms and plants, kill nothing at all, break no bee nests, touch no traps, and keep one single fire burning at your base from the first day you build it.
- ✓▢Vegan! — Survive 25 days solely on mushroom and plant-based food on Welcome to the Jungle difficulty or higher
- ✓▢Pacifist — Survive 10 days on King of the Jungle difficulty or higher without killing animals, humans, destroying bee nests and interacting with traps
- ✓▢I made it — Survive 10 days on King of the Jungle difficulty or higher
- ✓▢Keeper of the flame — Keep a single fire burning for over 5 days on Welcome to the jungle difficulty or higher
These NEST: the 10 days of I made it and Pacifist pass on the way to the 25 of Vegan!, and Keeper of the flame only needs 5 of those days on one uninterrupted fire - so chase the 25-day target and the rest arrive on the way. CONFLICT to plan around: Self-defense, Tastes like chicken..., King of the jungle, Circle of Life and A new friend all require killing or capturing animals, and Gotcha! is most easily done with a fish trap, which Pacifist explicitly forbids - keep every one of them in a separate save. Sleep in a shelter every night so a mistake costs you a day rather than the run.
On a low difficulty with a full medicine chest already crafted, go out of your way to collect conditions instead of curing them: wade through water for leeches, eat raw and rotten food, drink unfiltered water, stay dirty, skip sleep for several nights running, and take a wound last so it is still open when the rest are active.
- ✓▢Mr... I don't feel so good — At the same time get leeches, worm, rash, fever, poison, food poisoning, parasites, insomnia, dirt and any wound
- ✓▢Got to catch them all — Experience 12 unique diseases and wounds
- ✓▢I don't need to sleep — Get 5 stacks of insomnia
- ✓▢Leeches, leeches everywhere — Remove 50 leeches from your body
- ✓▢Improvise, adapt, survive — Let maggots eat your infected wound
These NEST too: the ten conditions Mr... I don't feel so good lists are ten of the twelve distinct ones Got to catch them all counts, and the nights you skip for the tenth condition are the same nights that stack insomnia. Order matters at the end - fire Mr... I don't feel so good while the wound is still infected, THEN apply maggots for Improvise, adapt, survive, because curing it first removes one of the ten. CONFLICT: none of this belongs in the pacifist run above; raw meat breaks Vegan! and the stacked drain will kill you outright on King of the Jungle.
Open the notebook, pick up a stone and a stick, and craft anything in the tool list - a stone blade is the usual first craft. Unmissable in normal play.
You will get this by accident. If you want it deliberately, let hunger, a fall or an animal finish you - on the more forgiving difficulties death costs very little.
Build a small fire from the campfire section of the notebook and light it. Early on that means the hand drill, which takes a few attempts; later fire-starting tools make it instant. You need fire for cooking and safe water constantly, so this comes on its own.
Unsafe water gives you parasites, so this is specifically for drinking water that is safe: boiled water, a coconut, bamboo, or water from a filter. Boiling in a pot over a fire is the reliable early option.
Live through one in-game night. Sleeping it away in a shelter is the safe way; standing by a fire also works. Note the achievement shares its name with a difficulty setting, but the requirement is the plain one in the description.
You cannot save anywhere in Green Hell - sleeping in a shelter is the save. Build one, interact with it and sleep. Pairs directly with Home Sweet Home.
Hostile tribesmen attack on sight in several areas; a spear or bow handles one. Note this is directly incompatible with Pacifist, so do not go looking for it during a pacifist attempt.
Shelters are in the construction menu. The small leaf shelter needs only sticks and large leaves, and any shelter counts. You want one regardless, because shelters are also where you sleep and save.
The opening tutorial teaches crafting, fire and the wound-inspection system. Play it to the end before starting a real run; it also gets you used to the inspection screen, which you will be living in for the rest of the game.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
Leeches attach whenever you swim or wade, and you pull them off in the inspection menu. Fifty is cumulative across the save, so deliberately swimming rivers speeds it up considerably.
Wound infection shows in the inspection menu. Instead of curing it the normal way, apply maggots - found on carcasses and rotten food - to the infected wound. Unpleasant and effective, but easy to miss if you reflexively cure every infection.
After killing a tribesman, harvest the body and cook the meat before eating it - raw human meat carries the usual disease risk on top of everything else. Cannibalism has story consequences in the campaign, so many players do this in a sandbox save instead.
A pure distance counter across the save. It ticks over on its own during a long campaign or Spirits of Amazonia run; if you want it sooner, walk the map rather than taking the direct route between story points.
The counter is for distinct conditions, not repeats: leeches, worms, rash, fever, food poisoning, parasites, insomnia, dirt, wounds and so on. Playing carelessly on purpose gets there fast - eat raw meat, drink dirty water, skip bandages. Keep remedies stocked so a stacked set does not kill you.
Injured tribe members can be treated with the right plant remedy. One is enough, and it also builds trust with that tribe.
Fire-starting tools unlock as you craft them - the hand drill, the fire bow and the others that appear in the notebook once you have the materials. Four different tools, not four copies of one.
Toxic waste piles sit around the polluted areas; light each with a torch. Ten total, cumulative, so clear them as you pass rather than making a dedicated trip.
Bodies at raided village sites can be burned with a torch. Ten total. They are where the tribes have been attacked, so it progresses naturally as the story takes you through those areas.
Captives are held in cages at enemy camps - nine across the map, which means visiting most of the camps. You do not have to fight: sneaking in and opening the cage counts.
Nine lost children to find and escort back. They are spread across the map rather than clustered, so it runs alongside the other rescue counters.
Five separate fishermen to assist at water locations, cumulative across the save.
Build an animal pen from the construction menu, then catch a small live animal and place it inside. Capybaras and small birds are the usual choices.
Skills level by use: crafting, running, blade and blunt weapons, archery. Pick the one you already lean on - running usually maxes first without any special effort.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
A hunting checklist, and the dangerous half is why it is rated hard: jaguars and pumas hit very hard, and caimans ambush from water. Bring a bow and keep your distance. The three arachnid types are the easy part but the ones people forget - kill every distinct spider you meet instead of avoiding them.
Kill a tortoise, then cook the soup in the shell itself rather than in a pot - put the shell over a fire with water and ingredients. Easy to miss purely because most players never think to use the shell as a vessel.
Reach the Mu'agi village. It is on the critical path of the Spirits of Amazonia story rather than hidden away.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
Fish, crabs and other water animals all count. A fish trap does the work while you get on with something else, or spear them in the shallows. Nine comes quickly at any decent river.
Insomnia stacks each time you go long enough without sleep. Stay awake through consecutive nights, keeping food and water topped up, until the fifth stack shows in the inspection menu. Sanity and stamina both suffer, so save first.
Walk up to a tame or penned animal and use the interact key. Pure flavour, no requirements.
An easter-egg hunt: snowman packages are hidden at specific spots and you need three distinct ones. Locations are not given in the achievement text, so use a community map if you are chasing it.
It has to be the same fire the whole time, so build it in a base you actually live in and feed it before it burns out. Stockpile a large pile of wood first and stay close - wandering off on a long expedition is how people lose this. It will not count below Welcome to the Jungle difficulty.
Broken totems can be repaired with the right materials. Ten of them across tribal territory, and repairing them also builds tribe trust, so it doubles up with the Friend achievements.
Notes and documents scattered through camps and story locations. You have to actually read them, not just pick them up. Fifty is most of what is on the map, so read everything as you go rather than backtracking later.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
The same discovery for the second tribe - reach their village.
You must be carrying the gold sack when the story ends, which makes it missable if you drop it or leave it behind for inventory space. Keep it in your backpack from the moment you have it.
Metal armour needs metal scraps, which come from human camps and wrecks rather than the jungle. Craft every piece of the set and have all of them equipped at the same time; a partial set does not count.
The same ten days as Pacifist without the behaviour restrictions, so a successful pacifist attempt grants it along the way. On its own you can hunt and trap freely - the difficulty is in the harsher hunger, thirst and sanity drain, not in the rules.
Map pickups sit around camps and abandoned sites. Only five are needed, but they are easy to walk past - check tents, tables and crates at every human camp. Exact locations are not in the achievement text, so use a community map if you stall.
Follows on from A new friend: you need two compatible animals in the same pen and enough food for them, then time. Keep them fed or nothing happens.
A story beat - use the radio to report in when the campaign asks you to. It sits on the critical path rather than needing a detour.
Trust is earned by helping that specific tribe: healing members, freeing captives, returning children, rebuilding totems and completing their tasks. 800 is substantial, so do their side content rather than only the story steps.
Each tribe sets a trial once you have their trust. This is the Mu'agi one, available after their Friend threshold.
This one is hidden on Steam, so the trigger is not published in the achievement list. It sits with the story rather than anything you can farm, and we have not verified the exact moment it fires - see a community guide if you are hunting it specifically rather than guessing.
The third village discovery. All three come as the Spirits of Amazonia story opens the map up.
The fourth and furthest village. Getting there is the journey the campaign is built around, so it lands late rather than needing a detour.
The same trust requirement for the second tribe. Trust is tracked per tribe, so helping one does not advance the others.
The second tribe trial, unlocked the same way through their trust track.
Legends are the tribe questlines beyond the trial, and completing every one for a tribe is a long-tail task - expect it after the Friend and Ritual achievements are already done.
Third tribe, same requirement - work through their tasks and rescues while you are in their territory.
The third tribe trial.
The second tribe's full legend set.
The final village trial. It comes last mostly because the Yabahuaca village is the furthest point of the story.
Locations unlock as you physically reach them. Sixty is a wide sweep, so fold it into your exploration for the map fragments and village discoveries rather than treating it as a separate chore.
The completion achievement for the whole Spirits of Amazonia campaign, the prequel story added after launch. Everything with a village or tribe name in it belongs to this campaign.
Build planter boxes or mud beds and grow twelve distinct species, not twelve of one. Seeds come from the plants themselves, so collect every new plant you come across rather than only the ones you eat.
The third tribe's full legend set.
A long discipline run: no meat, no fish, no insects, for twenty-five consecutive days. Protein is the hard macro on plants alone, so get a garden going early and learn which mushrooms and nuts carry it. One slip ends the attempt, so sleep-save in a shelter every night. It stacks cleanly with Pacifist and I made it if you run it on King of the Jungle.
The restriction list in the description is the whole achievement: no kills of any kind, no bee nests, no traps. That means plants, mushrooms and coconuts for food, and running or hiding from tribesmen instead of fighting. King of the Jungle also strips away most of the help the lower difficulties give you, so build a defensible base early and travel light.
The hardest difficulty applied to the whole story mode, and the marquee achievement of the list. Learn the campaign route on a lower difficulty first so you are not exploring and surviving at the same time.
The hardest illness achievement, because everything has to be active simultaneously and several conditions tick down on their own. The description lists exactly what is needed, so treat it as a checklist and set it up in one session: skip sleep for insomnia, stay filthy for dirt, wade for leeches, eat rotten and raw food, drink bad water, and take a wound last. Do it on a low difficulty with medicine stockpiled - the combined drain will kill you if the attempt runs long.
The meta achievement: every other Spirits of Amazonia entry has to be done first, including all three tribes' trust, trials and legends. Use the rest of the campaign list as its checklist.
Challenges are the self-contained scenarios outside story and survival mode, each with its own objective and pressure. Seven completed. They are short next to a campaign but unforgiving, so treat each as its own puzzle.











