Beghost Achievement Roadmap: Endings, Letters, Treasures, and the Knight

Bee asking about password systems while the player explores the Beghost dungeon

Beghost’s 15 achievements do not belong to one continuous route. The last fountain in Level 2 can remove the enemies and Blacksmith you need in Level 3, while BEE123 opens a second version of the adventure with treasures in place of letters. Treating all of that as one checklist is how a clean run turns into a restart.

This roadmap is spoiler-heavy and is bounded to the PC game through the official v2.10 update. A supplied v2.08 playthrough reaches the credits, but it does not cover the separate Part 2 achievement route. The community achievement guide was last updated before v2.09 changed the final reaction sequence, so current warning prompts, settings, and timing take priority wherever they differ.

Split the list before you touch the last Level 2 fountain

The official Steam list contains 15 achievements. Three are automatic level clears. Four more belong to the normal version of the dungeon, one opens Part 2, and seven are tied to that second route.

Route block Achievements to leave with What can break the plan
Normal Part 1 Welcome to the Dungeon, Dungeoneer, Dungeon Master, Dear Mazarine, Zomb Disposal, Goodbye Choosing the betrayal outcome at the last Level 2 fountain removes the normal Level 3 setup.
Betrayal outcome You Did This This branch is not a safe cleanup path for the last letter or bomb-versus-zombie task.
Part 2 via BEE123 BEE123, Ensnared, Seriously?, Enlightenment, What Your Name?, Left Behind, 2-Bit Meddler, To Infinity Ignoring Rotbrand, advancing the abyss scene before checking Jelly Bean, or crossing a point of no return with a treasure missing.

That is an outcome plan, not a promise that every installed file can be rewound. v2.05 added soft warnings before points of no return, and v2.09 plus v2.10 fixed cases where those warnings could disappear or be bypassed. A warning lets you go back before committing; it does not prove that a completed ending can be undone. Keep distinct saves when the current menu permits it, and record which fountain choice each file is for.

Clear Part 1 without sacrificing the Blacksmith

On the normal route, the three level achievements need no special detour: finishing Levels 1, 2, and 3 awards Welcome to the Dungeon, Dungeoneer, and Dungeon Master. The real work is preserving the five-letter chain and the Level 3 bomb tasks until they are complete.

Use these five letter checkpoints

  1. Level 1, after the sword: check the route to the right immediately after taking the weapon. Do not let the new combat tool pull you past the nearby letter.
  2. Level 2, beside the spike-and-plate room: search the left side of the area next to the room built around spikes and a pressure plate.
  3. Level 2, the grounded lost soul: keep talking until the soul gives you a key. Use it on the room to the right, then inspect the coffin in the lower middle of that room.
  4. Level 2, the fountain corridor: before following the corridor toward the fountain on the right, clear its left side.
  5. Level 3, the Blacksmith room: obtain a bomb and use it on the cracked wall to the right. Confirm the hidden space is open and the letter is collected before leaving the room for good.

Dear Mazarine should unlock when the fifth letter registers. If it does not, stop at the next safe point and audit the list by landmark. The available guide supplies these locations, but not an official per-letter counter or a chapter-select guarantee. Re-running the exact checkpoint is safer than assuming a letter will be credited after the ending.

Bee and the player beside a dungeon pressure plate and spike trap in Beghost
Pressure plates are not background decoration. Both routes use plate rooms as collectible or achievement landmarks, so clear the interaction before moving on.

Spend a bomb on Zomb Disposal only with the letter secured

Zomb Disposal requires the bomb, not an ordinary knife kill. The clean setup uses the room containing a single zombie: draw it toward the left side, leave long enough to collect a bomb from the Blacksmith, then return and throw the bomb at the isolated target. Isolation matters because a wandering enemy or a plate state can make the throw harder to read.

The fifth letter also asks for a bomb at the cracked Blacksmith wall. Do not spend the first bomb on the zombie unless the wall letter is already safe or the current room clearly provides another bomb. v2.09 fixed a bug in which a bombed zombie could leave its pressure plate in the wrong state; on v2.10, treat a plate that remains visually or mechanically stuck after the kill as a fault signal, not as the intended puzzle solution.

Finish Goodbye before isolating the betrayal file

Follow Bee’s normal route through Level 3 for Goodbye. Before accepting the last Level 2 fountain decision, use the current warning to verify the first four letters are recorded; the normal Level 3 Blacksmith supplies the final letter and the bomb setup.

You Did This belongs to the opposing fountain choice. Taking Bee into the last Level 2 fountain despite her warning produces the betrayal path: the following level loses its normal enemies and Blacksmith, which is why it cannot substitute for the Dear Mazarine or Zomb Disposal cleanup. Use another file or a replay method that your current menu actually exposes. Do not cross that choice expecting the warning itself to work as a post-ending restore point.

Turn BEE123 into a separate Part 2 file

Part 2 is opened by entering BEE123 as the password or using it as the save-file name. The BEE123 achievement marks the transition. From this point onward, stop looking for the five Part 1 letters: the second route replaces that collectible plan with seven secret treasures and changes the ending work.

Run Part 2 with three standing rules:

  • Check a secret interaction before crossing every soft point-of-no-return warning.
  • Do not ignore Rotbrand. Advance his conversations until he moves, because his route affects a button, a later request, and the Jelly Bean scene.
  • At the abyss gathering, talk before looting and talk again after the cast changes. Two achievements and one treasure share that scene.

Ensnared is a three-cycle trap kill

In the spike room, use Bee to control the pressure plate while the spider approaches. Let the spider commit far enough that its shadow covers your character, move out of the danger line, then switch the spikes. One hit is not the finish. Repeat the bait-and-toggle cycle three times.

If the spider stops short, the plate was switched before the approach committed. If you are caught with no escape space, you waited for the sprite rather than reading the shadow. Reset the spacing; do not mash the plate and hope the spider walks into an already active trap.

Pair Rotbrand, Jelly Bean, and the abyss scene

The efficient Part 2 route treats these character events as one dependency chain rather than three unrelated achievements.

  1. Speak with Rotbrand instead of leaving him untouched. Continue the exchange that makes him move.
  2. When his old position exposes the hidden interaction, press the secret button for one of the Level 2 treasures.
  3. Find him again at the split passage, then follow his route to the abyss.
  4. When Rotbrand explicitly asks for no buttons, release every input and wait. Do not move, open a menu, or test an interaction. His follow-up line is the trigger for Seriously?
  5. After Animus is introduced at the abyss, speak with Jelly Bean before the scene advances.
  6. Talk through the gathering until Animus returns and Mazarine leaves her position. Collect the newly exposed chest, then speak with Jelly Bean again for What Your Name?

The failure signals are specific. If Rotbrand never gives the no-input request, an earlier conversation is incomplete. If the chest remains blocked, the gathering has not advanced far enough. If Jelly Bean does not produce the name event, check whether you spoke both before and after Mazarine moved; the community route describes the trigger cautiously, so do not convert a missed conversation into a claim that the achievement is bugged.

The Beghost player examining a chest in a dark dungeon chamber
A chest can be visible before its scene is ready. In the abyss sequence, finish the required conversations and wait for Mazarine to move before treating the treasure as available.

Finish the seven-treasure ledger before Level 3 closes

Enlightenment is the Part 2 collectible achievement. The available route evidence gives reliable landmarks but not a formal in-game numbering system, so number these on your own checklist:

  1. Level 1 green-door loop: find the green pressure plate, open the green door, and locate the two controls that let you backtrack to it. Do not count the door as solved until you can return and take the treasure.
  2. Level 2, second-letter landmark: revisit the place that held Part 1’s second Mazarine letter. In Part 2, look for the secret-button interaction there.
  3. Level 2, third-letter landmark: return to the Part 1 third-letter location and take the treasure occupying that same checkpoint.
  4. Level 2, Rotbrand’s position: complete enough of his dialogue to make him leave, then use the button that was behind him.
  5. Level 2, fourth-letter landmark: search the same left-side fountain-corridor area used by the fourth Part 1 letter.
  6. Level 2, the abyss: advance every required conversation until Animus returns and Mazarine moves, then open the chest that had been behind her.
  7. Level 3, the Blacksmith secret: find the concealed control in the Blacksmith room and complete the extended pressure-plate puzzle it opens.

Before the Level 3 warning, count seven confirmed pickups, not seven rooms visited. If the total is six, the fastest audit is by dependency: green-door backtrack, both old letter landmarks, Rotbrand button, fountain-corridor landmark, abyss chest, Blacksmith puzzle. v2.10 fixed a crash that could occur when a secret treasure was collected while no music was playing, but that patch note does not promise retroactive credit for a pickup lost in an older crash.

Treat the Knight as a cue test, not a damage race

The Part 2 path toward Elysia leads to the Knight and 2-Bit Meddler. The old route advice described very tight inputs. The current build is more forgiving: v2.09 removed one glint cycle from the critical endgame sequence and slightly widened the response window, while the Reaction Assist setting can lengthen reaction events further. Enable that option before the encounter if the cue is the obstacle. Full controller support is official, and a gamepad can also keep movement, attack, and Bee’s action under separate fingers.

Phase one: make the sword commitment create your opening

Walking into the Knight’s guard and attacking at random produces blocks and can get the dagger knocked away. Wait for the sword attack to commit, use Bee’s interaction to restrain the weapon, then strike during that interruption. After the Knight blasts you backward and charges a larger attack, recover toward him rather than surrendering the whole arena. Bee’s defensive action needs usable spacing; being pushed to the extreme edge is the failure state.

Phase two: track the last honest cue, then expect the side switch

When the arena goes dark, keep moving back and forth so the incoming ghosts do not pin you while the Knight prepares the next attack. Watch the visor glints. On the first pattern, attack from the direction indicated by the last flash. Later, the strike can come from the opposite side; when the visual and the real approach diverge, stop trying to out-swing it and use Bee to hold the sword again.

The Knight then repeats close teleports and downward attacks. Reserve Bee’s action for each committed strike, not for movement noise. When Bee leaves the Knight exhausted and held in place, that is the damage window: attack until the recovery animation begins, then return to cue-reading. Entering the encounter with less than full health or leaving the knife behind on the Level 3 bridge caused older soft locks; v2.09 fixed both, but arriving healthy and visibly armed is still a useful pre-fight check.

Take the Part 2 endings without trusting an undocumented rewind

Left Behind comes from the BEHIND outcome after Level 3, when the player leaves Bee following the curse-loophole sequence. To Infinity belongs to the BELIEVE outcome after defeating the Knight and choosing to go with Bee to Elysia.

The community route reports that the BEHIND choice still permits the other Part 2 ending, unlike the Part 1 betrayal branch. Use that as an order recommendation, not a universal save-system promise: take BEHIND first only after noting the current point-of-no-return message and preserving any save option the v2.10 menu offers. Then continue or resume toward the Knight and BELIEVE if the client exposes that path. If it does not, use the preserved Part 2 file rather than overwriting the completed ending.

Audit the 15 icons before starting another full route

  • Automatic clears: Welcome to the Dungeon, Dungeoneer, Dungeon Master.
  • Normal Part 1: Dear Mazarine, Zomb Disposal, Goodbye.
  • Separate Part 1 outcome: You Did This.
  • Part 2 access: BEE123.
  • Part 2 route: Ensnared, Seriously?, Enlightenment, What Your Name?, Left Behind, 2-Bit Meddler, To Infinity.

If one icon is missing, diagnose its route before replaying all three levels. A missing letter or treasure belongs to its numbered landmark. Zomb Disposal needs bomb damage. Ensnared needs three spike cycles. Seriously? needs deliberate inactivity after Rotbrand’s request. What Your Name? needs Jelly Bean conversations on both sides of the Mazarine transition. The hidden ending icons require the correct outcome, not merely another credit roll.

Verified video checkpoints

The supplied Steam guide links the following community recording by LozenAdalbert. Its title and channel were independently verified through YouTube metadata. Use it to locate ambiguous Part 2 rooms; use the v2.10 client for reaction timing and warning behavior.

  • 1:39:53 – Part 2 Level 1 green-door treasure route.
  • 1:55:25 – first Level 2 secret-button checkpoint.
  • 2:09:15 – fountain-corridor treasure landmark.
  • 2:34:20 – abyss conversation and chest sequence.
  • 2:43:40 – Level 3 Blacksmith pressure-plate secret.
  • 3:05:27 – Knight encounter.

Beghost on Steam