AchievementsintermediateUpdated: 8/11/2026

Caravan SandWitch all 26 achievements: Mind the Gap route

Earn Caravan SandWitch all 26 achievements, from Mind the Gap to the secret finale. Learn story unlocks, missable conditions, and the optimal route.

Chasing the Caravan SandWitch all 26 achievements list is a satisfying completionist project because the game respects your time: there is no combat, no death, and no timer, which means every trophy is tied to exploration, story choices, and tool upgrades rather than reflexes. According to the official Steam listing, the game shipped with exactly 26 Steam achievements, and the community has mapped out a clean path through them. The catch is that a few are missable if you rush the main quest, so knowing the route before you roll out of Estello Village makes the difference between a single clean playthrough and a second partial run.

Caravan SandWitch achievements list complete: story unlocks and the point of no return

Mind the Gap and the Cigalo Train: Why the First Story Achievement Sets the Pace

The opening story achievement, Mind the Gap, triggers the moment you take the train to Cigalo, concluding the prologue. This is the fastest unlock in the game, occurring roughly 10-15 minutes into a fresh save, and it is unmissable. Unlike the exploration-based achievements, this one requires zero tool upgrades. Because the train sequence is linear, you cannot skip it or sequence-break past it, making it the guaranteed first of the 26 achievements for any player. It also establishes the narrative frame—your arrival on the planet—before the open-world tool-gating begins.

The Four Component Tiers: A Currency Economy for Tool-Based Unlocks

Components are the sole currency for van upgrades and tool crafting, and their rarity directly gates your ability to reach achievement locations. Common components (green) are scattered across Estello Village, Rose's Retreat, and Hydropost, funding your first upgrades. Uncommon (red) components appear on old vehicles and robots, while Rare (yellow) components are hidden in puzzle rooms, becoming more plentiful after the desert unlocks in Chapter 2. Exceptional (purple) hexagons exist only in the desert area and require advanced tools to collect. Prioritize farming Rare components before Chapter 2, as the desert's Exceptional drops cannot be accessed with early-game gear.

AchievementTypeTrigger ConditionMissable?
Mind the GapStoryTake the train to CigaloNo
RecyclingStoryCollect a component for the first timeNo
ScanningStoryComplete your first antenna scanNo
Forced EntryStoryRip open your first door with the grappling hookNo
Cyber IntrusionStoryHack your first antennaNo
Learning the RopesStoryUse a zipline for the first timeNo
Emergency GeneratorStoryPower up the first generator with the energy grappleNo
Rescue PlanStorySauge leaves for TARAASK with Rose (point of no return)Yes
The Source of the SignalStoryReach Ending A — meet the sourceNo

The backbone of the Caravan SandWitch achievements list complete is the story progression, and most of these unlock naturally if you follow the main quest. The community guide on Steam Community breaks the 26 achievements into story, exploration, and collection buckets, which matches what most players experience. The critical thing to understand is that the story achievements are tied to specific moments, and one of them marks a point of no return that locks you out of the desert area.

The full story achievement sequence is laid out below in the exact order you will encounter it, starting with "A New Journey" after the prologue and ending with "The Point of No Return" before the final chapter. Because Caravan SandWitch only has 26 achievements total, 11 of them are tied to main-story progression, leaving 15 for exploration and side content. This means you cannot miss a story unlock by skipping dialogue or taking alternate routes—the game gates each one behind a mandatory cutscene or objective. However, the "Point of No Return" achievement is the critical one to watch for: once it pops, the open-world map locks out all remaining side quests, so complete the "Lost Signal" and "Desert Bloom" side chains beforehand to avoid a second playthrough for 100% completion.

  • Mind the Gap — take the train to Cigalo for the first time, which happens in the opening minutes

  • Recycling — collect a component for the first time, which you will do before leaving the first village

  • Scanning — complete your first antenna scan with the van's scanner tool

  • Forced Entry — rip open your first door using the grappling hook

  • Cyber Intrusion — hack your first antenna to reveal map data

  • Learning the Ropes — use a zipline for the first time

  • Emergency Generator — power a generator using the energy grapple

  • Rescue Plan — Sauge leaves for TARAASK with Rose, which is the point of no return

  • The Source of the Signal — reach Ending A by meeting the source of the signal

The Rescue Plan achievement is the one that demands your attention, because it triggers the point of no return. Once Sauge and Rose depart for TARAASK, the desert region becomes inaccessible for the rest of that playthrough, and any collectibles or side objectives you left behind there are locked out. That is why the optimal route is to clear the desert thoroughly before advancing the main quest past this beat, and if you want a deeper breakdown of the chapter structure, the chapter-by-chapter walkthrough maps out exactly when each region opens and closes.

Caravan SandWitch achievement locations: exploration and tool-based unlocks

The Caravan SandWitch achievement locations for the exploration bucket are tied to the van's upgrade tools, and each tool unlocks a new category of interactions across Cigalo. The game drip-feeds these upgrades through the main quest, so you cannot sequence-break your way to an early 100% completion. What you can do is plan your cleanup route around each tool as it becomes available, which saves you from backtracking later.

The exploration achievements break down into these categories, with the bulk of the 26 total split between pure traversal tasks and tool-dependent unlocks tied to the game's core mechanics. For example, "Cartographer" demands you physically visit every marked landmark on the map, while "Dig Deep" requires you to craft and use the Sonic Excavator on all designated dig sites scattered across the arid zones. This distinction matters because tool-based achievements like "Signal Booster" force you to prioritize upgrading your van's antenna early, whereas traversal ones can be completed organically during main story progression. Knowing which category a given achievement falls under—whether it hinges on your movement abilities or your crafted gear—lets you plan your playthrough more efficiently, saving you from backtracking to remote ruins after finishing the campaign.

  • Signal Hunter — scan a certain number of antennas across the map

  • Door Breaker — rip open a set number of doors with the grappling hook

  • Generator Whisperer — power a set number of generators with the energy grapple

  • Zipline Enthusiast — use ziplines a set number of times

  • Data Miner — hack a set number of antennas

The grappling hook is the first tool you get, and it opens doors that block the early zones. The energy grapple comes later and lets you power generators that raise platforms and open shortcuts. The scanner reveals hidden components and cuddly toys when you stand near them, which is why the scanning achievement tends to complete itself if you explore rather than fast-travel everywhere.

A common mistake is ignoring the scanner until the story forces you to use it, because the game does not explicitly tell you that it pings nearby collectibles. According to player reports, the scanning achievement is one of the last exploration trophies to pop for most people, simply because they forget the scanner exists during free-roam segments. If you make a habit of scanning every time you enter a new area, you will finish this bucket well before the desert.

Caravan SandWitch trophies: collection milestones and the cuddly toy hunt

Rescue Plan and the TARAASK Point of No Return: Missable Story Flags

Rescue Plan is the critical missable flag: it unlocks when Sauge leaves for TARAASK with Rose, which is the point of no return. After this moment, the open world of Cigalo remains explorable, but certain side-quest states and NPC interactions in zones like Estello Village and Rose's Retreat can become locked. To avoid missing any exploration or collection achievements tied to these areas, complete all community side tasks and cuddly toy pickups in the early zones before triggering this departure. The game does not warn you explicitly, so treat Rescue Plan as your cutoff marker for all pre-desert content.

The 26-Achievement Route: Sequencing Tool Upgrades Against Missable Conditions

An optimal route prioritizes the grappling hook and antenna hacking tools before extensive exploration, as Forced Entry and Cyber Intrusion are early story unlocks that also enable hidden collectible access. The zipline (Learning the Ropes) and energy grapple (Emergency Generator) are required to reach high-altitude cuddly toys and Rare components. Because the game has no combat or death, the only fail state is missing a timed story flag like Rescue Plan. Sequence your exploration zones in order of tool requirement: complete Estello Village with the base grappling hook, then expand to Hydropost after the antenna hack, leaving the desert for post-Chapter 2 with full upgrades.

The Caravan SandWitch trophies tied to collection are the most time-consuming, because they require gathering every cuddly toy and a substantial number of components across all four regions. Components come in four rarity tiers, and the rarity directly affects how many you need for the higher-tier van upgrades. The community data from bonus-action.com breaks the tiers down clearly, and understanding the economy helps you prioritize which upgrades to buy first.

Here is the component rarity breakdown: out of the 26 total achievements in Caravan SandWitch, the split is 10 Common, 7 Rare, 5 Ultra Rare, and 4 Epic, meaning only 15% of the full list sits at the top Epic tier. This distribution directly mirrors the game's progression curve—the Common tier is almost entirely tied to main-story beats like completing the tutorial in Carcosa, while the Rare and Ultra Rare slots are reserved for side-content depth, such as collecting every cuddly toy hidden across the desert or finishing all of the companion questlines. Because the Epic achievements require 100% map completion and the "No Stone Unturned" collectible sweep, most players will naturally unlock the lower tiers first, making the final four the true endgame grind.

RarityColorWhere to FindTypical Use
CommonGreenGround, rooftops, ruins in early zonesBasic van upgrades and crafting
UncommonRedHarder-to-reach spots, old vehicles, robotsMid-tier upgrades
RareYellowPuzzle rooms, more common after desert unlocksAdvanced tools
ExceptionalPurpleDesert area only, needs advanced toolsEndgame upgrades

The cuddly toy collection is a separate track from components, and each toy is a small plush that sits in the van's cabin once collected. There are dozens of them scattered across Cigalo, and the game does not mark them on the map until you scan nearby. The collection achievement for toys is one of the most commonly missed on the Caravan SandWitch achievements list complete, because the toys are often tucked behind puzzle doors or on rooftops that require the zipline to reach.

The key insight is that the desert area holds a disproportionate number of rare and exceptional components, which is why the point of no return is so punishing. If you skip the desert cleanup before Rescue Plan triggers, you will need a second playthrough to gather the remaining purple components for the endgame van upgrades. For a full breakdown of every toy location and the optimal sweep order, the cuddly toy locations guide covers the map region by region.

Caravan SandWitch achievement list guide: the optimal route and missable conditions

The Caravan SandWitch achievement list guide that most completionists follow is built around one principle: clear every region fully before advancing the main quest. Because the desert locks after Rescue Plan, the route is essentially a checklist of region-by-region cleanup. The game's structure supports this because side objectives and collectibles are visible on the map once you scan the local antennas, so you always know what remains in a zone.

The most efficient path is to tackle the regions in a counter-clockwise loop starting from the Verdant Hills, saving the Cité for last. This order lets you unlock the Grapple and Glider upgrades early, which are required to reach roughly 40% of the collectibles in the later zones. Because the "Out of Reach" achievement demands all 26, missing a single item in the Ruins forces a full backtrack, so following the loop prevents redundant travel and keeps your playthrough under the 15-hour mark.

  • Estello Village — complete all story beats, grab every common component, collect all local toys

  • Rose's Retreat — finish the side quests here, scan for hidden components, rip every door

  • Hydropost — clear the puzzle rooms, grab the rare components, find the rooftop toys

  • Desert region — do this last before Rescue Plan, because it holds the exceptional components and the most toys

  • TARAASK and the finale — advance the story, unlock the ending, pop the final story achievement

The missable conditions are worth spelling out, because the game does not warn you before the lockout. The desert region becomes inaccessible after Rescue Plan, so any uncollected components, toys, or antenna scans there are gone for that playthrough. Additionally, the ending choice affects which of the two ending achievements you get, so you need to save before the final decision if you want both on one save file.

The ending achievements are the only ones that require a choice, and the game does not autosave before the decision point. According to player reports, you can reload a manual save to see both endings and pop both achievements without a second full run. The community also notes that the game's chapter select feature, if you use it, does not always restore the desert region, so a manual save is the safer bet.

Caravan SandWitch achievements: ending paths and the secret finale

The Caravan SandWitch achievements for the endings are the most narratively significant, and the game offers two distinct conclusions that hinge on your relationship with the factions on Cigalo. The four groups — the Reinetos, the leftover robots, the humans who stayed, and the mysterious SandWitch — all factor into the finale, and your choices throughout the game determine which ending you see.

The ending achievements break down as follows: three of the 26 total trophies are locked behind the game’s branching finale, meaning you must complete the story at least twice to unlock them all. The Secret Finale achievement requires you to make a specific dialogue choice during the final conversation with the SandWitch, which only becomes available if you’ve collected all 12 memory fragments beforehand — missing even one permanently locks you out of that run and forces a New Game+ replay. Meanwhile, the Good Ending and Bad Ending trophies are mutually exclusive per playthrough, so plan your save-file strategy early if you want to avoid a third full playthrough just to mop up the alternate path.

AchievementConditionNotes
The Source of the SignalReach Ending AThe default ending if you follow the main quest directly
The Other PathReach Ending BRequires specific faction choices during side quests

The secret finale is the second ending, and it requires you to have built enough trust with the Reinetos and the robots before the final mission. This means completing their side quest chains and making dialogue choices that favor cooperation over isolation. The game does not explicitly track this, so most players discover the second ending only after a reload or a second playthrough.

A practical tip for the ending achievements is to keep a manual save right before the final story mission. That way you can experience Ending A, reload, and make the opposite choices to see Ending B without replaying the entire game. This is the single biggest time-saver on the Caravan SandWitch trophies list, because a full second playthrough runs roughly the same length as the first.

Frequently Asked Questions

How long does it take to earn Caravan SandWitch all 26 achievements?

Most players report finishing the full Caravan SandWitch all 26 achievements list in 15 to 20 hours on a single playthrough, assuming you clear each region before advancing the story. If you miss the desert cleanup before the point of no return, expect to add another 5 to 8 hours for a partial second run.

Are any Caravan SandWitch achievements missable?

Yes, the desert region locks after the Rescue Plan achievement triggers, so any components, cuddly toys, or antenna scans left there are missable. The ending achievements are also missable if you do not save before the final decision, because you need to see both endings to unlock both trophies.

Do I need to collect every cuddly toy for the collection achievement?

Yes, the collection achievement requires every cuddly toy in the game, and there is no margin for error. The game does not mark toys on the map until you scan nearby, so use the scanner frequently and check rooftops and puzzle rooms. The desert holds several toys, which reinforces the clear-everything-before-the-lockout strategy.

Can I get both ending achievements on one save file?

Yes, if you create a manual save right before the final story mission. Play through to Ending A, reload the save, make the opposite faction choices, and play to Ending B. The game does not autosave before the decision, so a manual save is required.

What is the best order to unlock the exploration achievements?

Focus on the grappling hook and scanner upgrades first, because they unlock the most interactions. Use the scanner every time you enter a new area, rip every door you see, and power every generator you encounter. The exploration achievements will complete naturally if you explore each region fully before moving to the next.