Lumo
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Achievement guide, and maps of all collectibles
由 Black Heretic 制作
Waiting till the dice read five or eight won't work, this time.
   
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1. Introduction
If you have already completed a playthrough of this game (or if you are about to do so), you probably already know that most of Lumo's achievements are missable. In fact, the adventure is structured so that it's not possible to backtrack in case you missed something along the way, also the collectibles are very well hidden (I personally found some of them almost "unfair"). For this reason, I decided to create this guide and explain how/where to unlock all the achievements, creating supporting maps to help you find all the collectibles too.
2. Important info and tips
For the purpose of this guide, I grouped the achievements as follows:
  • Campaign achievements can be unlocked by progressing through the story or by fulfilling special tasks;
  • Collectible achievements are about collectibles in the game;
  • Warp Zone achievements can be unlocked by completing the Warp Zone minigames and related special tasks;
  • Other achievements feature the remaining ones.

Before we get to the actual guide, here is some important information:
  • The Campaign achievements have been sorted according to the time they are unlocked during the story, in order to make it easier to track them.
  • The game has an autosave system that kicks in whenever you exit/enter rooms. This is problematic for the achievements, because many of them require to perform certain actions on the first try without dying. Luckily, there is a simple workaround for this: since the game only saves when you move between rooms, you can force-close the game from the Steam client to prevent the game from auto-saving, without compromising the aforementioned achievements. For convenience, I will mention this trick throughout the guide whenever it applies to an achievement.
  • The appendix sections of the guide contain the maps I created for the collectibles. Please note that, although they are the same number, they do not correspond to those in the game and are structured differently.

Also, here are some useful tips:
  • You will often need to use your staff to reach rooms of interest. Whenever you come close to a room that requires using the staff, there should be some glowing powder nearby (usually in adjacent rooms). However, you can always refill your supply by simply exiting and loading the game. For obvious reasons, this trick does not work in Classic mode.
  • The cauldron room (at the end of the game) has four corridors, corresponding to as many areas to complete. Even though the completion order is arbitrary, I recommend starting from the top-left corridor: in fact, one of its rooms contains a hidden lever that turns off some torches in the area, but (due to a bug) other torches will also be turned off in the other 3 areas of the cauldron, which makes exploration (and collectibles hunt) easier.
3. Campaign achievements (1/2)
Ate Bit

Watch all of Pimp My Spectrum
At the very beginning of the game (in the section where you are still in the real world), run inside the house as quickly as possible, and stop in front of the large TV in the first room on the right. Now wait for the "Pimp My Spectrum" demo to start, and watch until it ends to unlock the achievement (it will take a few minutes).
BONUS TIP — The demo plays on loop, so it should be possible to unlock the achievement even if you enter the house too late, but I have not tried it personally.


"I can see my house fro… no, wait, I can't."

Collect the Agility Orb
This achievement is unlocked by collecting the "Agility Orb". Since this item is required to progress through the story, the achievement is unmissable.


SD Or Not SD?

Collect the SD Card
This achievement is unlocked by collecting the SD Card. Since this item is required to progress through the story, the achievement is unmissable.


You Can't Beat A Bit Of Bully

Hit the bullseye with the Boing Gun
In the first macro-area after the multi-level room flooded with toxic water, in one specific room you have to use an automated cannon and hit a target to open the door below. To unlock the achievement, you must hit the bullseye on your very first attempt (that is, exiting and entering the room does not work). You can use the "force-close" trick for this achievement.


The Hat Is Back!

Get to the end of the Rolling Ball corridor without dying
At the end of the second macro-area after the multi-level flooded with toxic water (liquid level lowered once), there's an Indiana-Jones-style section where you have to run to avoid being crushed by the huge metal ball unlocked in one of the previous rooms. To unlock the achievement, reach the end of the room on the first try, without dying. You can use the "force-close" trick for this achievement.


Multiface II: Judgment Day

Collect the Multiface
This achievement is unlocked by collecting the Multiface. Since this item is required to progress through the story, the achievement is unmissable.


Drop The Kids Off...

Flush the loo
In the mines area, a few rooms before the one with the minecart, there is a toilet: simply jump on it to unlock the achievement.


Manic Mining

Collect all of the coins in the Mine without dying
At the end of the mines, there is a section on a moving minecart, which requires you to jump from one rail to another to avoid falling. There are various coins along the way, you must collect them all to unlock the achievement.


RIP YST

Pay your respects to the Train Spotter
In the church area, there are two graves in the room containing the glow powder for the staff (necessary to continue in the story, therefore not missable). On the gravestone of one of them there is a picture of a person holding a magnifying glass: jump onto the corresponding grave and approach the gravestone to unlock the achievement.


"Will you start the fans, please!"

Start the fan in the Orb Maze
At the end of the maze room, walk in the opposite direction to where the green orb is located, to find a fan on the floor. Go past it and keep walking to find a secret room with a lever: pulling it down starts the fan in the maze room and unlocks the achievement.
3. Campaign achievements (2/2)
*Hashtag RCFF*

Collect the #RCFF
This achievement is unlocked by collecting the #RCFF. Since this item is required to progress through the story, the achievement is unmissable.


Eddie The Eagle

Collect all coins and hit all gates without dying on the ski run
At the end of the frozen area, a few rooms after opening the two-gem door, there is a section where you have to slide down a slope. There are various coins and ski gates along the slope: to unlock the achievement, collect all the coins and go through all the gates on your first attempt without dying. You can use the "force-close" trick for this achievement.
BONUS TIP — To slow down or turn left/right better, simply jump and move (backwards or sideways) while in the air.


Who Ya Gonna Call?

Kill all of the Ghosts without dying
This achievement can be unlocked in one of the four areas reachable from the cauldron room (bottom-left corridor). At one point, you will find yourself inside a maze with 4 ghosts, similar to the classic Pac-Man game. To get out of the maze you must "catch" the ghosts using the glowing dust in the four corners of the maze, bringing the ghosts to the center of the maze one at a time. The achievement is unlocked by catching all four ghosts without dying. You can use the "force-close" trick for this achievement.


"I've quit better jobs than this…"

Look at the Fire Station
This achievement can be unlocked in one of the four areas reachable from the cauldron room (bottom-left corridor). After catching the four ghosts in the maze, there are two teleporters: the one on the right leads to the cauldron room, while the one on the left leads to one last room, containing a poster (and also a cassette). Take the teleporter on the left and, in the room mentioned, stand in front of the poster to unlock the achievement.


Operation Cat

Don't hit the 'Nipper
This achievement can be unlocked in one of the four areas reachable from the cauldron room (top-right corridor). At one point, you will find yourself in a room where you have to shoot moving targets with an automatic cannon to unlock a door. There are two types of targets: one is an armed character, while the other is a little white-colored character. If you manage to unlock the door without hitting the latter, you'll unlock the achievement. You can use the "force-close" trick for this achievement.


Bub 'N Bob

Fly the bubble to the end without dying
This achievement can be unlocked in one of the four areas reachable from the cauldron room (top-left corridor). At some point, you will have to cross a room inside a floating bubble, using the fans on the floor and dodging flames and spikes. To unlock the achievement, reach the other side of the room on the first attempt without dying. You can use the "force-close" trick for this achievement.


Mmmm, rPI

Collect the rPI
This achievement is unlocked by collecting the rPi. Since this item is required to progress through the story, the achievement is unmissable.
BONUS TIP — Some users have reported that leaving the rPI room without collecting it may still trigger the intended cutscene, preventing you from going back (essentially, the game saves and ends). As a result, it is best to exit the room only after collecting the rPI.


Paper Person

Deliver at least one paper on the way home
This achievement has a requirement, namely collecting all the bonus letters in the game. By doing so, at the end of the game (during credits) you can play an extra minigame in the real world, which consists of delivering newspapers on your way home by throwing them at houses (using the Jump button). Deliver at least one paper successfully (that is, hit any mailbox or house door correctly) to unlock the achievement.
BONUS TIP — You can use the walkways in front of the houses to calculate when to throw the newspapers.
4. Collectibles achievement
Quackers

Collect all 32 ducks – any way, any how
Collect all 32 ducks in one game.


Duck Hunt

Collect all 32 ducks without dying while holding a duck
Collect all 32 ducks in one game without dying, all on the first try. Specifically, this means that after collecting a duck, you must exit the room you are in without dying, for the duck being registered as "collected in one try". You can use the "force-close" trick for this achievement.
BONUS TIP — Please note that collecting maps immediately triggers a save. Although I have not personally verified this, the same should apply to levers, switches and items in general (e.g. keys). For this reason, I recommend dealing with the ducks separately from the other contents of the rooms, so that you can safely use the "force-close" trick. For example, if a room contains both a map and a duck, the best procedure is: collect the map (with or without dying); exit the room (to trigger the autosave); re-enter the room; collect the duck without dying.


Ordnance Surveyor

Collect all the map pages
Collect all 14 map pages in one game.


Cascade Cassette 50

Collect all 50 cassettes
Collect all 50 cassettes in one game.


Full Price

Collect all of the coins
Collect all 60 coins in one game.


The Games Machine

Collect all of the bonus letters
Bonus letters are gotten by completing the hidden Warp Zone minigames: to unlock the achievement, you must find and complete all of them in one game. Please note that entering Warp Zone costs 10 coins, therefore you must collect all 60 coins to achieve this one.


Mean Machines

Fail to collect any of the bonus letters
Bonus letters are gotten by completing the hidden Warp Zone minigames: to unlock the achievement, just complete the whole game without getting any of them. At some point in the story, you will reach the Warp Zone for the first time and be forced to try one of the available minigames: if you lose, you will leave the Warp Zone without having earned the bonus letter. After this "mandatory visit", you can simply ignore all the other access points to the Warp Zone (they are all optional), or simply lose at a minigame of choice if you accidentally get there again.
5. Warp Zone achievements
Sorted For Es And...

Collect the two bonus Es in the Warp Zone first
Complete the letters E minigames first in the Warp Zone (bottom-left and top-right roads).


Gimme An E!

Collect the first bonus E in the Warp Zone
Complete the first letter E minigame in the Warp Zone (bottom-left road). It consists of lighting up the entire floor by walking on it, trying to dodge the bouncing balls and not fall off. The minigame has several phases, and starting from the second phase the floor goes dark by walking on it twice. Game over occurs at the end of the countdown.


Qbrill

Paint the floor without dying
This achievement can be unlocked in the first letter E minigame, by completing it without dying. You can use the "force-close" trick for this achievement, if your attempt is not going well.


Gimme An X!

Collect the bonus X in the Warp Zone
Complete the letter X minigame in the Warp Zone (left road). It consists of rolling your dice close to the one already present, so that their top faces have the same color. The minigame has several phases, with increasing difficulty. Game over occurs at the end of the countdown.
BONUS TIP — This minigame is easier if you play with one of the classic command schemes.


Dicey

Clear the dice with 60 seconds (or more) remaining
This achievement can be unlocked in the letter N minigame, but its description is wrong: you must complete the minigame with 135 seconds (or more) remaining. You can use the "force-close" trick for this achievement, if your attempt is not going well.


Gimme A T!

Collect the bonus T in the Warp Zone
Complete the letter T minigame in the Warp Zone (top-left road). It consists of a scrolling shooter sequence, in which you control a ship and destroy/avoid enemy ships and various dangers. Game over occurs by losing all the available lives.
BONUS TIP — The ship shoots automatically, so just focus on the movement of the ship.


Zapped 64

Collect 64 logos
This achievement can be unlocked in the letter T minigame, by completing it with 64 logos (or more) collected. There are about 120 logos to collect, so you can miss many of them. You can use the "force-close" trick for this achievement, if your attempt is not going well.


Zax On, Zax Off

Collect 110 logos
This achievement can be unlocked in the letter T minigame, by completing it with 110 logos (or more) collected. There are about 120 logos to collect, so you can only miss a few of them. You can use the "force-close" trick for this achievement, if your attempt is not going well.


Gimme Another E!

Collect the second bonus E in the Warp Zone
Complete the second letter E minigame in the Warp Zone (top-right road). It consists of climbing a tower to the top, by using the platforms around it while trying to avoid various hazards. Game over occurs at the end of the countdown.


Pogo

Get to the top with 60 seconds (or more) remaining
This achievement can be unlocked in the second letter E minigame, by completing it with 60 seconds (or more) remaining. You can use the "force-close" trick for this achievement, if your attempt is not going well.
BONUS TIP — About halfway up the tower, there are two doors to enter but they are red herrings: the correct path is to the right, via the platforms above the lower door.


Gimme An N!

Collect the bonus N in the Warp Zone
Complete the letter N minigame in the Warp Zone (right road). It consists of running downhill over a rolling ball within the time limit, trying to dodge obstacles and not fall. There are a few checkpoints along the way, and you can extend the countdown by collecting clocks. Game over occurs at the end of the countdown.


Cerny Method

Roll to the end with 115 seconds (or more) remaining
This achievement can be unlocked in the letter N minigame, by completing it with 115 seconds (or more) remaining. You can use the "force-close" trick for this achievement, if your attempt is not going well.


Gimme A D!

Collect the bonus D in the Warp Zone
Complete the letter N minigame in the Warp Zone (bottom-right road). It consists of travelling a distance within the time limit, inside a bouncing ball. There are a few checkpoints along the way, and you can extend the countdown by collecting clocks. Game over occurs at the end of the countdown.


Bounding

Bounce to the end with 110 seconds (or more) remaining
This achievement can be unlocked in the letter D minigame, by completing it with 110 seconds (or more) remaining. You can use the "force-close" trick for this achievement, if your attempt is not going well.
6. Other achievements
Yes, It's In Here...

Enter the Konami Code during the splash screen
On the very first screen with the company logos (right after starting the game), enter the input sequence corresponding to the Konami code (up, up, down, down, left, right, left, right, B, A) to unlock the achievement.


I Don't Ken

Perform a Fireball in the Dojo
After selecting to start a "new game", when you get to the control scheme selection menu, test the active scheme by pressing the "Test Selection" button (any scheme should do). Doing so will allow you to test the controls in a practice room similar to those in fighting games: at this point, correctly enter the input sequence corresponding to the Hadoken (quarter turn of the left analogue stick from bottom to right, followed by the A key/button), and the achievement will unlock.


Spec Chum

Set controls to QAOP Space
Go to the "Settings > Controls" menu, and set the Up/Down/Left/Right/Space buttons to Q/A/O/P/Space keys. In case the achievement doesn't pop up, try to use the edited controls while actually playing.


Kiss Chase

Get the Love Box to follow you for 50 metres without stopping
Love boxes are the googly-eyed boxes that move towards you (releasing little hearts) when you are nearby. The first box is encountered in the early stages of the game, in room X. To unlock the achievement, have the box follow you uninterruptedly for 50 metres.


Kamikaze Bear

Die 250 times in one game
Die 250 times in one game.


Old Skool Daze!

Complete the game in Old School mode
Complete the game in "Classic mode". This mode features limited lives (you start with 3) and no map pages, also you must complete it in one sitting because saves are disabled: if you lose all lives, it's game over and you have to try again from the start. I recommend leaving this achievement for last because it requires in-depth knowledge of the game, knowing which rooms are mandatory/optional, and how to tackle the more difficult sections of the game. Here are some tips:
  • For jumps, use the shadows on the ground as a reference to calculate position and distances.
  • For bouncing on objects (e.g. ducks), hold down the jump button after jumping (instead of pressing it again just before landing).
  • During the adventure you will find some extra lives, also all rooms that normally contain a map page, now contain an extra life. However, sometimes it's better to skip an extra life if it's too risky to collect.
  • In the church area there is one particularly challenging room, consisting of a series of jumps from one chain to another. The jumps are extremely tight, so I recommend practicing well in "Adventure mode" to avoid losing a lot of lives in this particular room.
7. Conclusion
Thank you for reading this far, I really appreciate it!
If the guide has been useful for you, please consider giving it a "thumbs up" (👍), adding it to your favorites (⭐), and assigning it a community award (🎖️). Also, feel free to add a comment below in case of doubts or mistakes, feedbacks are welcome.
A1. Maps of all collectibles (1/2)
Map 1

  • Cassette 1 = In the hidden room above the shelf.
  • Cassette 2 = In the hidden room at the bottom-right corner, reachable by jumping on the box in the water.
  • Cassette 3 = In the hidden room above the shelf.
  • Cassette 4 = In the hidden room above the shelf.
  • Cassette 5 = In the hidden room above the shelf.
  • Cassette 6 = In plain sight.
  • Achievement = "I can see my house fro… no, wait, I can't."
  • Achievement = SD Or Not SD?

Map 2

  • Cassette 7 = In plain sight.

Map 3

  • Cassette 8 = In plain sight.


Map 4

  • Cassette 9 = In the hidden room above the shelf.
  • Cassette 10 = In the hidden room above the bottom door, reachable from the wooden platform.
  • Cassette 11 = In the hidden room reachable from the wooden platform, to the right.
  • Achievement = You Can't Beat A Bit Of Bully

Map 5

  • Cassette 12 = In the hidden room above the tallest stack of boxes (slightly on the left).
  • Cassette 13 = In the hidden room above the sacks at the end of the room.
  • Achievement = The Hat Is Back
  • Achievement = Multiface II: Judgment Day

Map 6

  • Cassette 14 = In the hidden room at the bottom-left corner of the room, reachable by jumping from the bottom door.
  • Cassette 15 = In the hidden room above the door at the end of the room.
  • Cassette 16 = In the hidden room above the shelf.
  • Coin 1 = In plain sight.
  • Coin 2 = In the hidden room above the wooden beam.
  • Coin 3 = In the hidden room behind the sacks on the wooden platform.
  • Coin 4 = In plain sight, along the tracks.
  • Achievement = Drop The Kids Off...
  • Achievement = Manic Mining

Map 7

  • Cassette 17 = In plain sight.
  • Cassette 18 = In the hidden room behind the revolving bookcase, accessible by pushing the books sticking out.
  • Cassette 19 = In the hidden room above the door.
  • Cassette 20 = In plain sight.
  • Cassette 21 = In the hidden room above the shelf.
  • Cassette 22 = In the hidden room past the fan on the floor, at the end of the maze.
  • Warp zone = Mandatory.
  • Achievement = RIP YST
  • Achievement = "Will you start the fans, please!"
A1. Maps of all collectibles (2/2)
Map 8

  • Cassette 23 = In the hidden room in front of the elevated exit on the left.
  • Achievement = *Hashtag RCFF*

Map 9

  • Cassette 24 = In the hidden room above the left wall, reachable by bringing the ice block to the top-right corner and jumping on the invisible platforms.
  • Cassette 25 = In the hidden room at the top of the room, on the right.
  • Cassette 26 = In the hidden room above the wall opposite the door, reachable by jumping from the moving platform onto the invisible platforms.
  • Cassette 27 = In the hidden room to the right of the upper door, reachable by jumping on the invisible platforms.
  • Cassette 28 = In the hidden room at the top of the room, opposite the upper exit.
  • Cassette 29 = In plain sight.
  • Coin 5 = In plain sight, along the slope.
  • Warp zone = In plain sight.
  • Achievement = Eddie The Eagle

Map 10

  • Cassette 30 = In the hidden room at the top of the room, opposite the upper exit.
  • Achievement = Mmmm, rPI

Map 11

  • Cassette 31 = In plain sight.
  • Cassette 32 = In plain sight.
  • Coin 6 = In plain sight.
  • Coin 7 = In plain sight.
  • Coin 8 = In plain sight.
  • Warp zone = In plain sight.
  • Achievement = Who Ya Gonna Call?
  • Achievement = "I've quit better jobs than this…"

Map 12

  • Cassette 33 = In the hidden room above the wall opposite the boxes, reachable by jumping on the invisible platforms.
  • Cassette 34 = In the hidden room above the wall opposite the exits, reachable by jumping from the chain.
  • Cassette 35 = In plain sight.
  • Cassette 36 = In the hidden room above the long visible wall, reachable by jumping from the falling platforms in the middle.
  • Cassette 37 = In the hidden room above the wall opposite the entrance.
  • Cassette 38 = In the hidden room above the wall opposite the long visible one, reachable by jumping on the invisible platforms.
  • Coin 9 = In plain sight.
  • Coin 10 = In plain sight.
  • Coin 11 = In plain sight.
  • Warp zone = In the hidden room above the long wall near the boxes, reachable by jumping on the invisible platforms.

Map 13

  • Cassette 39 = In the hidden room above the left wall (invisible), reachable by jumping from the moving platform.
  • Cassette 40 = In the hidden room above the wall opposite the door, reachable by jumping on the invisible platform in the middle of the room (over the pit). Please note that you only get one chance to jump because, after falling into the pit, it is no longer possible to come back to this room. If you realize you're going to fall, immediately pause the game and return to the main menu before entering the pit (thus preventing the game from saving there).
  • Cassette 41 = In the hidden room above the lever.
  • Cassette 42 = In the hidden room above the rightmost spikes, reachable by jumping on the invisible platforms.
  • Cassette 43 = In plain sight.
  • Coin 12 = In the hidden room above the left wall (invisible), reachable via the upper path of invisible platforms that begins three rooms earlier, to the right.
  • Coin 13 = In the hidden room above the long wall, reachable via the same path used for coin 12 and jumping on the metal grill. Please note that If you go down the pit to the right of the room containing cassette 42, the metal grill will disappear and you will no longer be able to collect this coin.
  • Coin 14 = In plain sight.
  • Warp zone = In plain sight.
  • Achievement = Operation Cat

Map 14

  • Cassette 44 = In the hidden room above the tallest stack of boxes.
  • Cassette 45 = In plain sight.
  • Cassette 46 = In plain sight along the upper path of invisible platforms that begins in the adjacent room with the boxes.
  • Cassette 47 = In the hidden room above the door, reachable by jumping on the invisible platforms.
  • Cassette 48 = In the hidden room above the bottom wall (invisible), reachable via the upper path of invisible platforms that begins two rooms earlier, in the one adjacent to the key room.
  • Cassette 49 = In plain sight.
  • Cassette 50 = In the hidden room at the top of the room, opposite the upper door.
  • Coin 15 = In plain sight.
  • Coin 16 = In the hidden room above the visible wall without doors, reachable via the upper path of invisible platforms that begins one room earlier, to the left.
  • Coins 17 = In plain sight.
  • Warp zone = In the hidden room underwater, towards the wall with the fan.
  • Achievement = Bub 'N Bob