Project P.I.T.T. Beginner Guide – Achievements, Endings

Project P.I.T.T. can look completely chaotic when you first start playing. You are dropped into a strange facility built around a giant hole called The Maw, given access to increasingly ridiculous tools, and then basically told to figure out how to make money by throwing things into it.

The good news is that the game becomes much easier once you understand what actually matters. Project P.I.T.T. is less about manually throwing individual objects into The Maw and more about building a small production line that keeps products moving, maintains your combo, and gradually unlocks better tools and products.

This beginner’s guide explains the complete early-game progression, the important tools, factory setups, phases, hidden areas, achievements, and the steps you should follow if you want to eventually reach 100% completion.

There is also an important thing to know before starting: Project P.I.T.T. uses a single save, and nothing important requires a second playthrough. You can continue working toward achievements and endgame goals on the same save.

The game has 23 Steam achievements, and while a few achievements can be missed if you are careless with the Gambling Crates, most of the game’s content can be completed later.

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Project P.I.T.T. Beginner Guide – Achievements, Endings

The central feature of Project P.I.T.T. is The Maw, the enormous hole in the middle of the facility.

Your main job throughout the game is to put products into The Maw. Almost anything that you can pick up can eventually become part of your production process, although the most useful products change as you progress through the different phases of the game.

At the beginning, you mostly work with ducks. Later, you gain access to better products, machines, toys, strange objects, and eventually assembly-related systems.

The basic gameplay loop is simple:

  1. Produce or obtain products.
  2. Move those products toward The Maw.
  3. Keep your combo going while feeding them.
  4. Earn money from the products you feed.
  5. Spend that money on new tools and machines.
  6. Improve your production line.
  7. Continue feeding The Maw until the facility moves into another phase.

The biggest mistake new players can make is treating the game as if every product needs to be thrown into The Maw individually.

That is not really how Project P.I.T.T. wants you to play.

The game rewards you for feeding large numbers of products quickly. A good production line can make far more money than manually picking up ducks one at a time.

Understanding Combos

Your combo is one of the most important mechanics in Project P.I.T.T.

Putting a single duck into The Maw gives you money, but throwing a large number of products into the Maw within a short period creates a combo. The bigger the combo becomes, the more valuable your production becomes.

This is why achievements such as MORE!, EXTRA!, and MEGA! require you to think about how you move groups of products rather than individual objects.

You want to keep the combo or chain alive while the products are being fed.

If you allow too much time to pass between products, the combo can disappear. A factory that produces hundreds of items is not useful if those items reach The Maw too slowly.

This is also why fans, magnets, panels, and the Automater become so important later.

Money Comes From Keeping the Production Moving

The money system can be misleading at first because it is tempting to look at the value of one product and decide which item is worth the most.

In practice, speed and combo size matter enormously.

A large number of products going into The Maw together can be much more profitable than slowly feeding individual expensive-looking items.

As you unlock better products, they become increasingly valuable, but you should still prioritize keeping a steady production line.

This becomes particularly important when working toward the RICH! achievement, which requires a huge amount of money: $1,000,000,000,000.

That is one trillion dollars, so this is not an achievement you should try to grind by throwing individual ducks into The Maw.

Basic Controls

Project P.I.T.T. uses fairly straightforward first-person controls.

  • WASD lets you move around the facility.
  • Mouse controls your view.
  • Space makes you jump.
  • C makes you crouch.
  • Shift lets you sprint.
  • F is used to interact with machines, presses, terminals, fuse boxes, and other objects.
  • Left Mouse Button lets you pick up and drop objects.
  • Right Mouse Button allows you to throw objects once the throwing upgrade has been unlocked.
  • Middle Mouse Button allows you to freely rotate held objects.
  • R snaps an object into rotation.
  • G resets the object’s rotation.
  • Scroll Wheel changes the distance of a held object.

There is also an Unstuck option in the pause menu. Keep this in mind because the physics can occasionally leave you stuck inside an object, machine, or part of the environment.

You generally do not need to restart your save when something like this happens.

Flying With Held Objects

One of the stranger mechanics in Project P.I.T.T. is that you can effectively fly by holding an object and jumping.

This is intentional and becomes surprisingly useful.

You can use this technique to reach catwalks, upper platforms, and other areas that might initially appear inaccessible.

It is especially useful when you are trying to reach the upper section of the facility for the fuse box and 200 kg weighing platform.

So if you see a high platform and think there is no obvious staircase, try using a held object and jumping.

Dealing With the I SEE YOU Warning

There is a height and camera system that can interfere with exploration.

If you climb too high without dealing with it, you can eventually trigger the I SEE YOU warning and be forced back.

The facility contains cameras that are connected to this system.

There are two main ways to deal with it. You can destroy cameras by throwing products at them, or you can find the lights positioned at the ends of the support pillars and use them to disable the height restriction.

If you are repeatedly getting caught while trying to reach the upper catwalks, do not assume that you are taking the wrong route. You probably need to deal with the cameras or the height-lock system first.

The Early Game

Your first few minutes should be spent learning the basic production loop rather than hunting for every secret in the facility.

Start by making your first duck and putting it into The Maw.

This gives you the QWACK! achievement and introduces the game’s central mechanic.

After that, use the press and continue feeding The Maw until the first useful upgrades begin appearing in the terminal.

At this stage, do not worry too much about exploring every dark room or finding every hidden item. Your immediate goal should be getting the basic production tools online.

Unlock the Throwing Tool Early

Once the throwing upgrade becomes available, purchase it.

Being able to throw objects makes almost every part of the game easier. It is useful for feeding The Maw, moving products, dealing with cameras, and manipulating objects around the facility.

The early game is intentionally awkward when you only have your hands available, so getting access to better movement and production tools should be a priority.

Unlock the Cash Register

One of the first important unlocks is the Cash Register, which is associated with the KACHING! achievement.

Keep feeding The Maw until the Cash Register appears in the terminal, then unlock it.

Once you have it, you can place it near your production line or create a separate route that sends products through it.

Later parts of the game may require you to interact with a Cash Register in specific locations, so be careful about throwing your only useful register into The Maw just because you have a spare moment.

If you can purchase another one later, this becomes less of a concern, but early on it is better to keep important machines accessible.

Unlock the Automater

The Automater is one of the most important early-game upgrades.

Once you have access to it, turn it on as soon as possible.

The Automater allows you to produce ducks without manually crafting every single one. This is where Project P.I.T.T. starts shifting from a physics sandbox into something resembling a small factory-building game.

Position the Automater so that its output is directed toward your production line.

Ideally, you want the ducks to move immediately into a funnel, panel, fan, or another mechanism that carries them toward The Maw.

Do not point the output directly at yourself.

It is surprisingly easy to become part of your own factory and block the products from moving.

Building Your First Production Line

Your first proper factory does not need to be complicated.

A simple setup can use:

Automater → Panels → Fan → The Maw

The Automater produces the ducks.

The panels create a controlled path that prevents the products from scattering everywhere.

The fan pushes the products toward the Maw.

The Maw receives the products and converts the production into money and combo progress.

This setup is much more effective than standing beside the Automater and manually throwing every duck.

You should also keep the production path short.

There is little benefit to building an enormous conveyor route when a compact line can accomplish the same thing faster.

Using the Broom

The broom is one of your first useful cleanup tools.

You can use it to sweep products toward The Maw and create early combos.

It is perfectly fine for the beginning of the game, especially while you are learning how the physics work.

However, the broom becomes less practical once your factory starts producing large quantities of products.

It can actually make things worse if you use it around a large pile because objects can become scattered or clogged.

Think of the broom as an early-game tool rather than the foundation of your final factory.

Using Fans

Fans are much more important once you start building an automated line.

Point your fans toward The Maw so that products are continuously pushed in the correct direction.

A common beginner mistake is pointing a fan toward a wall or another part of the facility and then wondering why the products are not moving.

Stand back and watch your line after setting up each fan.

If products are bouncing sideways, falling off the route, or accumulating behind another object, fix the problem before adding more machines.

A bad production line gets worse as production increases.

Using Magnets

Magnets are useful when you want to move a large pile of products at once.

If your Automater has produced a mountain of ducks, you can use magnets to grab the pile and move it toward The Maw.

This can be particularly effective when working on larger combo achievements.

You can also stack magnets to create larger lifts.

When using a magnet dump, make sure you clear yourself out of the way before releasing the pile. Getting caught underneath or inside your own product mountain can interfere with the physics and potentially ruin the combo.

Using Panels

Panels become much more useful once you unlock sticky tools.

A panel can act as a ramp, funnel, wall, or controlled section of your production line.

Instead of allowing products to roll randomly around the facility, you can use panels to create a predictable route.

A good beginner factory is usually more about controlling the products than adding more machines.

One properly placed panel can sometimes improve a production line more than several additional pieces of equipment.

Unlock Sticky Tools

Once sticky tools become available, purchase them.

Sticky tools allow panels and other objects to remain where you put them instead of constantly moving around because of the physics.

This is when you can start building a more permanent factory.

A simple funnel made from sticky panels can prevent products from escaping the production line and dramatically improve your combo consistency.

Do not spend too much time trying to make the factory visually perfect, though.

Function comes first.

A simple ugly lane that sends everything into The Maw is better than a beautiful machine that loses half of its products.

Using the Golf Club

The golf club is an entertaining and surprisingly effective early-game tool.

You can use it to hit piles of products directly into The Maw.

This works especially well before your automated production line is fully developed.

Once you have good Automater and fan setups, however, the golf club becomes more of an active alternative than your main production method.

It is still useful when your factory is struggling or when you simply want to manually create a large burst of products.

Using the Remote

The remote is a relatively light object, weighing around 1 kg.

It becomes useful for certain weight-related puzzles, particularly the upstairs 200 kg platform.

It can also be used for remote dumps and other physics interactions.

Do not underestimate seemingly useless objects in Project P.I.T.T. Some objects become important later because of their weight, position, or interaction with another machine.

Using the Cash Register in a Factory

Once you have the Cash Register, you can create a separate short production route that sends products through it.

This is particularly useful when the game asks you to use a register in an upper section or when you want to keep one dedicated to a puzzle.

Avoid destroying important machines simply because they are currently in your way.

The game has several moments where an object that seemed unnecessary suddenly becomes relevant.

Unlocking the Pinata

Later, the Pinata becomes available through the terminal.

The Pinata is associated with the FIESTA! achievement.

Once you unlock it, use the bat to smash it.

The resulting candy becomes another type of product that you can feed into The Maw.

The important point is that you should not think of the Pinata as a completely separate minigame. It is another way of generating products for your production line.

You can smash the Pinata and send the resulting candy through the same general factory setup you already built.

Managing Your Workers Is Not the Goal

Unlike a traditional city builder or management game, Project P.I.T.T. does not require you to manage workers or assign villagers to different jobs.

Your progression revolves around machines, products, tools, and the physical production line.

That means your attention should be focused on improving the path from production to The Maw.

The best question to ask whenever your money generation feels slow is:

Where are my products getting stuck?

Usually, the problem is not that you need a completely new machine.

It is often because the products are being produced too slowly, falling out of the lane, getting stuck against an object, or taking too long to reach The Maw.

Spending Money on Upgrades

Do not spend the early game hoarding money.

New tools and machines are what increase your earning potential.

If the terminal offers an upgrade that improves production, movement, or automation, purchasing it can often generate more money than simply keeping the money in your account.

The game is designed around reinvesting your earnings into the factory.

You make money, spend it on better equipment, use that equipment to make more money, and repeat the process.

Understanding the Different Factory Styles

There is no traditional character class or build system in Project P.I.T.T.

Instead, your “build” is essentially the production system you create.

There are several approaches that work well.

The Standard Production Lane

The most reliable setup is a straightforward automated lane.

Use an Automater or later product machine to produce items, place sticky panels around the output to create a controlled route, and use fans to push everything into The Maw.

This is the setup I would recommend for most players because it requires very little manual work once it is running correctly.

As you upgrade your machines and improve the lane, it can eventually reach the requirements for the FAST! achievement.

The Magnet Dump

The magnet setup focuses on creating a huge pile and dropping it into The Maw at once.

Allow your Automater to create a large mountain of products, use stacked magnets to lift the pile, and then release it over The Maw.

If the entire pile enters the Maw quickly enough, you can build an enormous combo.

This is one of the better methods for working toward MEGA!, which requires a combo of 300.

The downside is that the physics can become messy, especially when you have hundreds of loose products.

The Golf Club Method

The golf club method is more hands-on.

Instead of relying entirely on fans, you gather a group of products and hit them into The Maw.

This can make good money during the early and middle portions of the game.

However, once your automated production line becomes faster than you can manually swing the club, there is little reason to continue using it as your primary method.

The Pinata Method

The Pinata gives you another source of products through candy.

Once you unlock it, smash the Pinata with the bat and move the resulting candy into your normal production line.

You do not necessarily need to choose between candy and other products. If you already have a functioning lane, simply feed the new products into it.

The Register Line

A small secondary lane leading into a Cash Register can be useful when you need to interact with a register separately from your main factory.

Keep this route short and simple.

You do not need to build an enormous second factory just for the register.

Keeping Your Factory Efficient

There are a few rules that make a huge difference.

First, try to have one strong dump target.

Two half-working production lines can be worse than one properly optimized line because both routes may lose products.

Second, use sticky tools before worrying about decoration.

Third, keep your production path short.

Fourth, do not allow thousands of objects to accumulate without a reason.

Large piles can hurt performance, interfere with the physics, and eventually make it harder to maintain a combo.

Finally, move yourself out of the production path.

You are not part of the conveyor belt.

Standing inside the Automater’s output or in front of a fan can cause your own character to become the biggest obstruction in the factory.

Understanding the Game’s Phases

Project P.I.T.T. is divided into different phases as The Maw grows and the facility changes.

The exact progression can feel confusing because the game does not always tell you exactly what you need to do next.

The general progression is:

  • Feed The Maw.
  • Unlock new tools and products.
  • Improve your production system.
  • Continue buying upgrades.
  • Explore newly accessible parts of the facility.
  • Reach the upper areas.
  • Activate the fuse system.
  • Complete the 200 kg challenge.
  • Continue upgrading your factory.
  • Unlock later products and assembly systems.
  • Continue feeding The Maw until the later ending sequences become available.

The First Phase

The first phase is essentially your introduction to the facility.

You learn about The Maw, the press, the broom, fans, the Automater, and the Cash Register.

This is where you should establish your first proper production lane.

Do not overcomplicate things here.

Automater, panels, fan, Maw.

That is enough to get started.

Later Products Become More Important

As you progress, new products appear.

This is important because ducks are not necessarily going to remain the best thing to feed forever.

If you are reaching a point where the game appears to stop progressing even though you are constantly throwing ducks into The Maw, there is a good chance that the game expects you to unlock and use newer products.

Do not assume that every progression gate can be solved by throwing more ducks.

The 200 kg Pad

One of the major mid-game milestones is the 200 kg weighing platform.

This is not asking you to place 200 objects on the platform.

It requires a total weight of 200 kilograms.

You can use various objects to reach the required weight, including:

  • Gambling crates
  • Bumpers
  • Remotes
  • Other suitable heavy objects
  • A panel box filled with crates

The important thing is simply reaching the required weight.

Once the platform has been activated, additional parts of the facility become accessible.

Reaching the Upper Area

The upper section contains several important progression steps and hidden achievements.

You can reach the catwalks by using the game’s physics, including the held-object flying trick.

If the I SEE YOU system keeps sending you back, deal with the cameras or pillar lights before continuing.

Once you reach the upper area, look for the fuse box.

Finding the Three Fuses

You need to find three fuses and place all three into the appropriate fuse box.

This is directly connected to the UP? achievement.

Simply climbing to the upper area is not enough to unlock it.

You must complete the fuse-related interaction.

If you reach the catwalks and the achievement does not appear, check whether all three fuses have actually been placed.

Opening the Upstairs Area

Once the fuse section has been completed and the 200 kg requirement is satisfied, additional mechanisms become available.

You may encounter a chute, grate, door, or similar structure with a number display and percentage bar.

This is where many players can become confused because throwing basic ducks into it may leave the progress sitting at 0%.

That does not necessarily mean the puzzle is broken.

It means you are probably using the wrong product.

Understanding the Upstairs Pipe

The numbered pipe or chute is connected to later progression.

If you throw basic early-game ducks into it and the percentage does not move, stop wasting time feeding it ducks.

The facility eventually expects newer or assembled products.

Continue progressing through the main production system, unlock the later equipment, and return when you have access to the products the pipe actually accepts.

This is one of the places where understanding the game’s phases is more useful than simply throwing more objects into a hole.

Finding the Gambling Crates

The GAMBLING! achievement requires you to find the Gambling Crates around the facility.

This is one of the achievements you should pay attention to because it is more easily missed than the standard progression achievements.

Gambling Crates can appear around different areas of the facility, including:

  • Main floor
  • Catwalks
  • Dark rooms
  • Delivery pipes
  • Other explored sections
  • Areas that become accessible after unlocking additional machines

Do not immediately throw every mysterious crate into The Maw.

If you are trying to get 100% completion, explore the facility and make sure you have found the required crates before using them as disposable production material.

If you are stuck at one crate missing, do not assume it is a random bug.

Walk through the facility again and check the upper areas, pipes, dark rooms, and locations that became accessible after turning on new machines.

Dealing With Phase Debris

Later phases can change the facility and drop debris onto your previously established production line.

This can make a factory that worked perfectly five minutes earlier suddenly become useless.

Do not assume that your save is broken.

The debris is part of the progression.

Move or rebuild your production line using the newer equipment available in that phase.

Later fans can also be used to push debris into The Maw, which can help clear the area.

This is one of those situations where trying to preserve the original factory forever is usually more trouble than simply rebuilding it.

Assembly and Late-Game Products

Eventually, Project P.I.T.T. introduces assembly mechanics.

At this point, products are no longer simply individual objects that you produce and throw into The Maw.

Some later objects need to be assembled from multiple pieces.

This becomes especially important for the upstairs pipe and late-game progression.

If a pipe refuses to accept your normal products, continue unlocking the newer machinery and look for the assembly-related progression.

The game is gradually asking you to move from:

Make → Throw

to:

Make → Assemble → Move → Feed

That change is important for reaching the later phases and endings.

Working Toward 100% Completion

If you want all achievements, it is better to work on several goals at the same time instead of leaving everything until the very end.

The following route gives you a much smoother progression.

Start With the Basic Achievements

Begin by getting QWACK!.

Craft or obtain your first rubber duck and place it into The Maw.

Then continue feeding until the Cash Register becomes available and unlock KACHING!.

After that, begin working toward the early combo achievements.

Reach a Combo of 100

For MORE!, build up a large pile of products and dump them into The Maw quickly.

The Automater is useful here because it can generate a large number of ducks without requiring you to manually craft every item.

A broom, magnet, or golf club can then be used to move the pile.

The key is maintaining the same combo.

Reach a Combo of 200

Once you have improved your production line, work toward EXTRA!.

The same basic technique works, but you need to increase the size and speed of the dump.

A better production line and a larger pile make this much easier.

Reach a Combo of 300

MEGA! is where the physics can become much more demanding.

A large magnet pile or a late-game automated product dump is usually a better approach than trying to manually throw 300 products.

Clear any clogs before attempting it.

If hundreds of loose objects are already causing the game to slow down, clean up the factory first.

A low frame rate can make maintaining the combo much harder.

The MESS! Achievement

The MESS! achievement requires you to have 500 loose products sitting around the world rather than being fed into The Maw.

For this achievement, temporarily stop your production line from feeding the Maw and allow products to accumulate.

Once you have enough loose products in the facility, the achievement should trigger.

Afterward, clean the mess up.

Leaving hundreds of objects scattered around can interfere with later achievements and make your factory much less efficient.

The LAG! Achievement

LAG! requires 1,000 loose products.

The method is essentially the same as MESS!, but you need to reach a much larger number.

Because 1,000 physics objects can put considerable pressure on the game, it is a good idea to save before attempting this.

Once the achievement unlocks, clean up the products.

You do not want to attempt FAST! or MEGA! while your facility is still filled with a thousand unnecessary objects.

The STUFFED! Achievement

STUFFED! requires you to feed a total of 15,000 products into The Maw.

This is a lifetime feeding requirement, so you do not need to throw 15,000 products into the Maw at once.

The easiest way to get it is simply to keep your factory running.

An automated lane that produces products consistently will eventually take care of this achievement naturally.

If you are deliberately farming it, make sure your lane does not clog while you are away.

The FAST! Achievement

For FAST!, you need to reach a sustained rate of 400 products per minute.

This is not simply about producing 400 products and then stopping.

Your production system needs to maintain the required rate.

A good setup is an upgraded Automater or later product machine feeding into a short route with multiple fans pointing toward The Maw.

Keep the route compact, remove debris, and make sure your character is not standing in the production path.

If the game starts struggling with performance, reduce visual settings and remove unnecessary loose objects before attempting this achievement.

The RICH! Achievement

RICH! requires you to accumulate $1,000,000,000,000.

That is one trillion dollars.

This is a long-term achievement and should not be approached by manually feeding early-game ducks.

Instead, improve your production line as you unlock later products.

Maintain large combos, use better products, and keep your automated factory running.

The further you progress, the more efficient your money generation becomes.

The FIESTA! Achievement

For FIESTA!, continue feeding The Maw and purchasing new terminal unlocks until the Pinata becomes available.

Purchase it and use the bat to smash it.

The candy produced by the Pinata can then be fed into The Maw.

You do not need to treat the Pinata as a separate system. Once it is unlocked, simply incorporate the resulting products into your existing factory.

The WEIRD! Achievement

The WEIRD! achievement is tied to unlocking the Anomaly.

Continue progressing through the game, feeding The Maw and purchasing the new upgrades that appear in the terminal.

When the Anomaly becomes available, unlock it.

Do not ignore strange machines simply because they do not appear useful at first. Project P.I.T.T. frequently uses unusual equipment as part of later progression.

The CONSUMERISM! Achievement

CONSUMERISM! requires you to unlock and purchase everything available.

Owning many of the items is not enough.

If an item is still locked, continue feeding The Maw or exploring until its requirement is satisfied.

Once everything has become available, use your money to purchase the remaining upgrades.

This includes things such as:

  • Pinata
  • Anomaly
  • Tools
  • Machine upgrades
  • Throwing upgrades
  • Sticky tools
  • Automater upgrades
  • Toys
  • Lights
  • Other terminal unlocks

If you have a large amount of money but CONSUMERISM! has not unlocked, check the terminal carefully for something you have unlocked but not actually purchased.

The UP? Achievement

The UP? achievement is connected to the upper section of the facility.

Reach the catwalk area and locate the fuse box.

Find all three fuses and install them.

Remember that simply reaching the upper area does not complete the achievement.

If the I SEE YOU system keeps stopping you, deal with the cameras or use the pillar lights to disable the height restriction.

Using the held-object flying trick is also one of the easiest ways to navigate the vertical parts of the facility.

The BAD? Achievement

The BAD? achievement is connected to the facility’s watcher and camera system.

Pay attention to the observation window and the areas where the camera system becomes active.

You may need to deliberately trigger the surveillance system and encounter the watcher.

If simply looking at the observation window does not trigger the achievement, interact with the camera-related mechanics and allow yourself to be detected.

The achievement is associated with the unsettling surveillance sequence rather than ordinary exploration.

The INVISIBLE? Achievement

INVISIBLE? is connected to becoming unseen by the surveillance system.

Once you have dealt with the cameras or disabled the height/watch system using the pillar lights, explore the areas that were previously monitored.

The idea is essentially to reach and occupy a location that previously would have triggered the watcher system without being detected.

If the achievement does not immediately appear, make sure the relevant cameras have actually been disabled rather than simply avoiding their field of view.

The HEAVY? Achievement

The HEAVY? achievement requires you to reach 200 kg on the upstairs weighing platform.

This is a weight requirement, not a number-of-items requirement.

Gambling crates are useful because they are relatively heavy, but you can also use bumpers, remotes, and other objects.

Continue placing objects on the platform until the total reaches 200 kg.

Once the requirement is satisfied, the next part of the upstairs sequence becomes available.

The OPEN? Achievement

After completing the upper progression involving the fuses and weighing platform, a grate, door, or chute becomes available.

Interact with it to progress the puzzle.

This is associated with the OPEN? achievement.

If you have reached the upper area but nothing seems to be happening, make sure you have completed the previous requirements instead of simply looking for a hidden button.

The LOOP? Achievement

The LOOP? achievement is connected to the numbered chute or percentage pipe in the upstairs area.

One important detail is that basic ducks may not increase the percentage.

If you throw ducks into the pipe and the display remains at 0%, do not keep feeding ducks endlessly.

Continue progressing through the facility until you have access to the appropriate later-phase or assembled products.

Then feed those products through the pipe.

The pipe is part of the game’s later progression system, so reaching it early does not necessarily mean you can complete it immediately.

The SECRET? Achievement

The SECRET? achievement is associated with completing the hidden upstairs chain and dealing with the remaining facility secrets.

Make sure you have:

  • Activated the three fuses.
  • Reached 200 kg on the upstairs scale.
  • Opened the resulting door or grate.
  • Used the correct products with the upstairs pipe.
  • Explored the dark rooms.
  • Activated the relevant lights.
  • Purchased the necessary machines.

If you have already completed CONSUMERISM! but SECRET? has not unlocked, revisit areas that were previously dark.

A dark room often means that you have not yet unlocked or activated the machine associated with that area.

The END? Achievement

The END? achievement represents the first ending sequence.

Continue progressing through the facility and feeding The Maw until the game reaches the relevant internship/statistics sequence.

This is not necessarily the final end of the game.

If the game appears to finish after this point, continue playing and checking for remaining progression.

Project P.I.T.T. has another ending sequence beyond the first one.

The END! Achievement

The END! achievement is associated with the later and more complete ending.

After reaching END?, continue progressing through the remaining phases.

Make sure you have continued unlocking new equipment, progressing through assembly, completing the upstairs sequence, and purchasing the required upgrades.

Once the remaining progression is complete, continue through the final sequence and allow the game to finish.

If you have only received the first ending achievement, you are not finished with the game yet.