Overview:
- Estimated achievement difficulty: 1/10 [Achievement Difficulty Rating]
- Offline: 37 [1000gs.png]
- Online: 0
- Approximate amount of time to 1000gs.png: 6-7 hours [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1 of the story mode and then all 100 levels of Theo's Dreams
- Missable achievements: None [level select]
- Does difficulty affect achievements: No. Can use Accessibility mode to make the story mode trivial
- Unobtainable/glitched achievements: All of the achievements related to Theo's Dreams are bugged but obtainable. See Note 1 in Theo's Ultimate Challenge (50G) for more information on how to get them to unlock

Introduction:
Welcome to Bright Paw: Definitive Edition, a puzzle game where you become trapped in a cat's body and need to tell it what to do to reach the exit of every level. Movements are presented in the forms of cards (don't worry; nothing is randomized), and you need to choose which movements to do in which order in order to reach the exit to each level. Along the way, you'll gain some psychic abilities such as the ability to move things with your mind and the ability to teleport. This is all while trying to solve a murder and follow a pretty lengthy narrative. Achievements come in the form of progress related, collectibles, and for dying certain ways. These can all be made trivial with Accessibility Mode and solutions. Let's get started.

Abbreviated Walkthrough:
Your only option when you start is story mode, so go ahead and jump in. The tutorial will teach you everything you need to know, both about solving each level and the collectibles. Speaking of which, there are at least one but upwards of three collectibles in every single level. Keep the guide in Analyst (50G) open as you progress, grab every collectible in each level right as you start, and you'll unlock all related achievements by the time you're done. If you miss any, mop up is easy with level select, which also shows if you're missing any collectibles.

As for progressing through the story, feel free to turn on Accessibility Mode. Not only does it highlight a path on the ground for you to follow to get to the exit properly, but it also literally forces you to select the correct move every turn, meaning there is no way to fail or mess up. Either along the way or afterward, you'll need to turn off Accessibility Mode to get the handful of achievements for dying in certain ways. Refer to those to mop them up quickly via level select when you're done.

After you've beaten the game, you open up a new option on the main menu: Theo's Dreams. This contains another 100 levels across 10 categories to complete. Unfortunately, Accessibility Mode doesn't work properly in this mode, so you do need to actually solve all levels. However, since this is a puzzle game with no randomization, level solutions are available in Theo's Ultimate Challenge (50G) for you to follow as needed to complete all the levels here. Once you finish with that, you'll have wrapped up this completion.

Conclusion:
I found this game to be pretty enjoyable. The narrative was entertaining and interesting, and the puzzles were just right: difficulty was increased by adding some complexity rather than just making you do dozens and dozens of moves to be successful. The rewind feature is perfect for this type of game too. It'll take some time to go through the nearly 200 total levels in the game, but it's a solid puzzle game.
 
[XBA would like to thank Necrophage33 for this Roadmap]

Bright Paw: Definitive Edition Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 37 achievements with a total of 1000 points

  • Complete Act 1

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 2

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 3

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 4

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 5

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 6

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 7

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 8

    Story-related; cannot be missed.

    Refer to Act 9: Escape (25G) for more information.
  • Complete Act 9

    Story-related; cannot be missed.

    All of these achievements don't need guides or walkthroughs because if you get stuck at any point or just don't want to solve any puzzles, you can pause, go to Options, and turn on Accessibility Mode. In the story mode, this not only shows you the path to follow on the ground to get to the exit of each level, it also forces you to make the correct move every turn, meaning there is literally no way to fail. Feel free to use this as much as you want to bypass any or all puzzles in the story mode.
  • Find all collectables in "The Family"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "The Killer"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Nathaniel"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Failsafes"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Underground"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Bright Paw"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Robotics"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Research"

    Refer to Analyst (50G) for more information.
  • Find all collectables in "Manufacture"

    Refer to Analyst (50G) for more information.
  • Curios

     

    25

    Find all collectables in "Curios"

    Refer to Analyst (50G) for more information.
  • Complete All Collectable Groups

    The collectible groups referred to in the achievement solutions above are just the way the collectibles are grouped up in game. They aren't related to specific acts of the game, and you won't be collecting them in any sort of order. You'll therefore be unlocking those above achievements late game (Acts 6 through 9) out of order.

    Collectibles are interactable objects present in every level of the game. Each level starts by showing you how many collectibles are there (magnifying glass icon), and you can press lb.png to switch to cursor mode to find them at any point before finishing the level. The tutorial teaches you this. Below is a list of all collectibles in all levels of the game. The level select screen will show you which levels you're missing collectibles on, in case you miss any along the way.

    Tutorial
    Unmissable rock on your path

    Act 1 - Murder
    Level 1 - Waking Up
    1. Obvious glowing cat bed in the corner
    2. Note on the couch cushion
    3. Portrait on the desk
    Level 2 - Disturbance
    1. The piano
    2. The family photo hanging on the wall
    3. The open suitcase in the middle of the floor
    Level 3 - Bodies
    1. The postcard on the fridge
    2. The food bowl right next to the door you start at
    3. The photo on the couch next to one of the bodies
    Level 4 - Light
    1. The overturned picture lying face down on the floor
    2. The robot right in the center of the floor
    3. The grandfather clock against the wall
    Act 2 - Chase
    Level 1 - Lasers
    1. The robot on the ground at the far wall from where you start
    Level 2 - Janitor
    1. The flatfish in the water next to you when you start
    2. The janitorial bot right in front of you
    3. The large red ad on the wall near where you start
    Level 3 - Stealth
    1. The starfish on the aquarium wall
    2. The cat statue by the door on the opposite wall from you
    3. The ad on the wall on the side you start
    Level 4 - Welcome
    1. The large vending machine in the corner
    2. The bot behind the reception desk
    3. The Bright Paw pawprint sign on the wall behind reception
    Level 5 - Showfloor
    1. The rightmost ad on the upper wall
    2. The disabled patrol bot
    3. The bomb in the fallen display case in the center of the room
    Level 6 - Boardroom
    1. A toppled chair right in front of you
    2. The big picture on the wall
    3. The ad to the right of the above picture
    Act 3 - Motive
    Level 1 - Storefront
    1. A white crate right in front of you
    2. Blueprint on the glass table in the corner
    3. Empty crate in front of the reception desk
    Level 2 - Depot
    1. Big open white weapon case on the top of the screen 
    2. Small open mine crate at the bottom of the screen
    Level 3 - Theft
    1. The open strew explosive crates right next to you
    2. The "completely average box" on the top shelf on the bottom right
    Level 4 - Take Cover
    1. The large white laser bot on the wall opposite you
    2. The algae container on the floor under the racks across from you
    3. The mysterious drawing on the red lower part of the wall near the exit point
    Level 5 - Scribbles
    1. The large white algae container next the exit
    2. The "odd cipher" on the wall near the exit
    Level 6 - Vandalism
    1. The big obvious mural on the wall
    2. The gun rack on the wall opposite the mural
    3. The AC unit high up on the wall opposite you
    Level 7 - Loading
    1. The large cargo container on the belt on the right
    2. The "obvious tie" which is red and not obvious at all, hidden near the exit between two crates
    Level 8 - Boarding
    1. The obvious glowing robot on the front of the train
    2. The obvious covered crate right next to it
    3. The map on the wall under the light right by the exit
    Level 9 - Locomotion
    1. Safety bot hovering off to the right of the train
    2. The obvious flaming bot toward the end of the level, which you can't see until you progress most of the way
    Level 10 - Disembark
    1. The obvious control panel right above you
    Act 4 - Help
    Level 1 - Locked In
    1. The stack of building materials against the wall
    2. The electrical bot right next to the exit
    Level 2 - Followed
    1. The ramshackle wall right next to you
    Level 3 - Switch It Up
    1. The yellow out of order sign on the ground
    2. The lava pipe behind the big bot by the exit
    Level 4 - Rupture
    1. The giant obvious damage machine next to you
    Level 5 - Foundry
    1. Any of the three foundry pipes at the top of the screen
    2. The barrier blocking the exit
    3. The generators on the opposite side of the room from the pipes
    Level 6 - Graveyard
    1. The blueprint on the floor on your path
    2. The dangling robot on the right side of your path
    3. A security camera by the door opposite the exit door
    Act 5 - Discovery
    Level 1 - Airlock
    1. The hazmat suit right next to you
    2. The hazmat sign right behind the suit
    3. The floating cubes in the blue area
    Level 2 - Mental Block
    1. Either of the big refinery columns on the bottom
    2. The sign on the wall by the exit
    3. The crate of red stuff on your path
    Level 3 - Bridging Gaps
    1. The orange goo near the exit. This is a little finicky to click on 
    2. A microscope barely visible in the dark on top of a panel under you
    3. A barely visible portrait on the computers below the catwalk
    Level 4 - Recognition
    1. The big heap of cat boxes against the wall
    2. The huge splicing machine in the corner
    3. A security camera up in the corner
    Level 5 - Denial
    1. The glowing clone pods on the right
    2. The sign on the big purple thing in the middle
    3. Security camera on the wall opposite you
    Level 6 - Anger
    1. A sign up on the top wall of the screen
    2. A sample cabinet on a desk on the bottom of the screen
    3. The large whiteboard in the corner
    Level 7 - Bargaining
    1. A coffee mug on the desk against the wall
    2. The big computer against the wall to the right
    3. The mop and bucket inside the glass room near the exit
    Level 8 - Depression
    1. Sign on the wall by the two robots fighting 
    2. Sign above the lasers next to you
    3. Portrait on the desk by the two robots fighting
    Level 9 - Acceptance
    1. A document on the crate next to you
    2. The fire extinguisher next to the exit door
    3. The first aid kit on the wall in the blue room
    Level 10 - Resolve
    1. The hazmat suit on the ground 
    2. The doorstop bot holding up the exit door
    Act 6 - History
    Level 1 - Memories
    1. The big obvious tree
    2. The whiteboard by the exit
    3. A security camera above the entrance door
    Level 2 - Jury Rigging
    1. The tripod lamp in the upper left corner
    2. The big flower in the same room as the lamp
    3. The dead plant in the lower right corner
    Level 3 - Hydroponics
    1. Any of the hydroponic racks in the center
    2. The huge computer against the wall
    3. A document on the floor near the exit
    Level 4 - Catch A Ride
    1. The log near you at the start
    2. The portrait on the ground near the exit
    3. A document under a piece of wall near the panel by the start
    Level 5 - Airflow
    1. A plant against the wall in the square room
    2. A patrol bot on the wall all the way down the hall by the exit
    Level 6 - Hunted
    1. A security camera above the exit door (you should unlock Glitch (50G) here)
    2. A computer in the water in the center
    3. A document on the terminal near the exit
    Level 7 - Switcheroo
    1. A document on a crate opposite you
    2. The large bot in the water
    Level 8 - Burning Bushes
    1. The disabled bot against the wall
    2. The document on the desk by the exit
    Level 9 - Roots
    1. A document on the ground right by you
    2. Another document on a computer down in the water
    Level 10 - Construction
    1. A picture off to your right from where you start, at the end of the bot path
    2. The electrified panels in the water under the central room
    Act 7 - Family
    Level 1 - One Giant Leap
    1. The bot trapped in roots
    2. The giant snow scene on the screen
    Level 2 - Hopscotch
    1. The pile of toys
    2. A document on the shelves on your path
    3. The graffiti on the wall
    Level 3 - Stunning
    1. The portrait on the ground in front of you
    2. The electric reactor
    3. The wall panels above the exit door
    Level 4 - Shutting Down
    1. The flower trellis
    2. The snow scene on the screen
    Level 5 - Pushing Back
    1. Picture on the floor next to you
    2. Document on top of shelves right by the exit
    Level 6 - Making Room
    1. Picture on the floor right next to you
    2. Toy figures in the shelves on your path
    3. Document on a crate near the exit
    Level 7 - Bait and Switch
    1. The big snow scene
    2. The green watering can right next to the screen
    3. The planter in the center
    Level 8 - Working Out
    1. The smaller of the two screens
    2. The punching bag by the bigger screen
    3. The weights on the floor by you
    Level 9 - Other Side
    1. The broken exit doorway
    2. The document on the shelves across from where you start 
    Level 10 - Crash
    1. The striped monkey doll under the bench
    2. The crashed helicopter at the exit
    3. The parachute in the hole by the exit
    Act 8 - Remains
    Level 1 - Gutters
    1. The fishbone right behind you
    2. The guy sitting on the floor by the door cracked open
    Level 2 - Recycling
    1. The broken weapon across the water from your right
    2. The chair in the rubble pile in the center
    3. The duffle bag against the wall on your path
    Level 3 - Ghost Town
    1. A document on the desk next to the bomb
    2. A photo on the crates next to you
    3. A disabled bot by the tunnel entrance
    Level 4 - Quiet Streets
    1. The big neon sign above the exit
    2. The pile of bits near the exit
    3. The lookout way up on the rooftops
    Level 5 - Praise Be
    1. The huge organ
    2. The pope bot at the altar 
    Level 6 - Ascension
    1. The graffiti on the wall on your side where you start
    2. The drawings on the opposite wall
    3. The bot way down in the water
    Level 7 - Lost
    1. The shirt on the ground by the tent
    2. The toy on the ground by the chair in front of the orange screen
    3. The souvenir on the top shelf opposite the orange screen
    Level 8 - Descent
    1. The laser bot tucked in the corner near where you start
    2. The pile of suits against the wall across the gap
    Level 9 - Breaking Through
    1. The massive bot across from you
    2. The leaflets on the wall near the exit
    Act 9 - Escape
    Level 1 - Slipping By
    1. The generator next to you
    2. One of the patrol bots
    3. The crate just outside the fence
    Level 2 - Cornered
    1. The foreman bot in the corner by the lava
    2. The spotlight near the end by the lava
    Level 3 - Lit Fuse
    1. The dynamite in the pit in front of you
    2. The bot on the train tracks
    Level 4 - Panic
    1. The minecart bot by the wall
    2. The discarded gun near the exit
    Level 5 - Tangled
    1. The giant roots in the center
    2. The red lava rocks near the edge
    Level 6 - Upstream
    1. The bot down in the lava
    Level 7 - Piggyback
    1. The lifter bot in the center of the room
    Level 8 - Last Call
    1. The big map on the wall
    2. The train car with rocks in it
    Level 9 - Burnout
    1. The burning covered crate toward the end. You need to progress farther to see it
    Level 10 - Wreckage
    1. The huge train bot at one end of the lava tunnel
  • Glitch

     

    50

    Find all Security Camera Collectables

    The security camera collectibles are just a subset of the collectibles you'll be finding in every level. From what I saw, there were only three or four of them. Either way, if you follow the guide in Analyst (50G) and collect all collectibles along the way, you'll unlock this achievement in Act 6 - Level 6.
  • Use all of Theo's Powers

    Story-related; cannot be missed.

    This will unlock during Act 7 - Level 1 when you teleport for the first time. 
  • Beacon

     

    25

    Be disintegrated 10 times

    Act 6 - Level 8

    Walk onto the log and then drag yourself into the laser. Rewind and repeat nine more times to unlock this. 
  • Be run over 10 times

    Act 6 - Level 5

    Right at the start of the level, simply move up into the path of the bot to get run over. Rewind and repeat nine more times to unlock this. 
  • Be burned to death

    Act 5 - Level 2

    Simply walk forward into the fire shooting out of the pipe to unlock this achievement. 
  • Dynamo

     

    25

    Be electrocuted 5 times

    Act 6 - Level 3

    Simply go around the corner of the hydroponic racks and walk straight across the electrical panels so you get shocked when the robot activates then. Rewind and repeat four more times to unlock this. 
 

Secret achievements

  • Complete Level 10 of "The Code"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "Escher"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "Blockout"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Subconscious Part 1"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Retelling Part 1"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Retelling Part 2"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Subconscious Part 2"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "Retro"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Subconscious Part 3"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Level 10 of "The Temples of Daz"

    Refer to Theo's Ultimate Challenge (50G) for more information.
  • Complete Bright Paw's Ultimate Challenge!

    After beating the game, the Theo's Dreams option will be available on the main menu. Choose this option to be brought to ten different settings you can choose, each with ten levels, for an additional 100 levels (!) you need to complete for all respective achievements above.

    NOTE 1: these are achievements are all slightly buggy but will unlock. They all unlock when you complete another level after finishing the ten required levels. For example, after beating level 10 of The Code, Checkmate (25G) won't unlock. You need to complete any other level (whether it be a new level or replaying a previous one). If you're going in order, don't worry - your achievement for completing one section will unlock after beating the first level of the next section. Alternatively, you can replay The Code - Level 7 because it only needs two moves to finish, making it very easy to force your achievements to unlock.

    NOTE 2: even though you can pause and choose to "Skip" each level, and the achievements say to finish Level 10 in each category, you unfortunately CANNOT simply skip levels 1-9 to get to level 10, beat it, and then unlock the achievement. I tried multiple times, as well as using the above note, but the achievements only unlock by finishing all ten levels in that category (then playing another level)

    NOTE 3: Accessibility Mode doesn't really work in these levels properly. It will still show you the path to follow on the ground to get to the exit, but you are unable to choose any moves with it activated. You could enable it, look at the path on the floor (or take a screenshot) and then turn it off and choose moves to follow that path, but that's a waste of time. The guide below has the solutions

    Like most puzzle games, solutions exist to make these puzzles trivial. Use THIS GUIDE over on Steam for all level solutions for each category.

You might also like