Welcome to our comprehensive guide for unlocking all achievements and completing the game Forgotten Hill: First Steps. In this article, we will provide a step-by-step walkthrough to help you achieve 100% completion in just one playthrough. Let’s dive in and uncover all the secrets of Forgotten Hill!
Achievements
- 18 story achievements
- 8 death achievements
- 1 collectible achievement
- 7 miscellaneous achievements
- 1 no-hint achievement
The game is separated into five chapters. Only chapters 1, 3, and 5 can be selected via chapter select (accessed via options). The no-hint achievement will require a full playthrough if missed.
Achievements are listed in the order they become relevant throughout the course of the game, with the ones spanning the full game listed at the beginning.
Brainiac
Complete the game without hints
[MISSABLE] Simple enough. Hints are accessed via the question mark in the upper right corner. Don’t use it.
Collector
Collect all documents
15 documents are scattered throughout the game. They are all covered in the walkthrough below.
First Step
Move your First Step in Forgotten Hill
Storyline achievement. Pass through the front gate of the mansion.
Bitten
Meet the home puppy
Death achievement. Inspect the big spider before using the cleaver on it.
Kissed
Meet the home kid
Death achievement. Talk to the child in the basement without doing anything else.
Willy
Make a kid happy
Storyline achievement. Give Willy, the teddy bear to the child in the basement.
Electrician
Fix electricity
Storyline achievement. Fix the fuse box in the mansion.
Squanderer
Waste electricity
Miscellaneous achievement. Turn on the lights in every room in the first chapter (9 total).
Meet Daddy
Get killed by a wolf
Death achievement. Try to leave the mansion without picking up the silver cross.
In the Woods
Enter the woods
Storyline achievement. Unlocks after successfully exiting the mansion.
Lumberjack
Cut all trees
Storyline achievement. Cut all the trees blocking your way in the woods (4 total).
Out the Woods
Exit the woods
Storyline achievement. Exit the woods.
Daddy again
Get killed by a wolf, again
Death achievement. Enter your car after exiting the woods and play with the horn.
In the theater
Enter the theater
Storyline achievement. Simple enough. The theatre is the focus of this chatper.
Bell Ringer
Play a new sound
Miscellaneous achievement. Play the tune found in Lucy’s diary on the kitchen bells: large, small, small, medium, medium, large.
Vandal
Cut all posters
Storyline(?) achievement. Cut the three posters with the mirror piece. I’m unsure if it’s possible to solve the puzzles without cutting the posters.
Gambler
Win the card games
Storyline achievement. There’s only one card game to win.
Marionette
Position the marionette
Storyline achievement. Position the puppet correctly found after the card game.
Waiter
Feed the fat guy
Storyline achievement. Feed the fat man the eye, brain, and fingers.
Pain in the…
Hassle the nurses
Miscellaneous achievement. Spam the nurse call button in the hospital.
Apothecary
Prepare the medicine
Storyline achievement. Unlocks after finishing the scale puzzle to prepare the medication.
Bad Grandson
Hassle Grandpa
Miscellaneous achievement. Keep using the matches to light the candle in the second part of the chapter.
Grinder
Use the grinder
Miscellaneous achievement. Play with the grinder in the third part of the chapter after your mother leaves.
Wake Up
A bad awakening
Storyline achievement. Unlocks after the initial conversation with the nurse.
Flies
Get killed by flies
Death achievement. Flush the toilet without restoring the water.
Plumber
Fix hydraulic system
Storyline achievement. Solve the pipes puzzle in the maintenance room on the 1st floor.
Leech
Get killed by a leech
Death achievement. Use the hammer to break the glass container holding the leech in the basement laboratory.
Creature
Get killed by an unknown creature
Death achievement. Do nothing against the creature in the dungeon.
Joker
Hassle the Gambler
Miscellaneous achievement. Use your hammer on the gambler before using the hammer on all the places it’s needed.
Nurse
Get killed by a nurse
Death achievement. Talk to the nurse in the break room without doing anything else.
Killer
Kill the nurse
Storyline achievement. Get rid of the nurse.
Cheater
Win the bells game
Storyline achievement. Win the marble puzzle with the gambler.
Gardener
Grow a new species
Miscellaneous achievement. Create another potion with the formula written on bottom row of the wordsearch on the cover of MoonLogic Puzzles magazine and use it on the plant in the 1st floor office.
Marbles
Deliver all the marbles
Storyline achievement. Give the creature all the marbles, eyes, and metal ball you find throughout the chapter (7 total).
Step out
Escape the clinic
Storyline achievement. Finish the game.
Fall
- Examine the letterbox and take the key.
- Use the key on the gate and enter.
ACHIEVEMENT: First Step — Move your First Step in Forgotten Hill (1/35)
- Enter the house.
- Take the lighter on the table and key on the floor.
- Read Document 1 (Puppet Theater) on the table.
- Use the key on the door and enter.
- Take the hanging cleaver and cod, candle in the cupboard, and cheese in the freezer.
- Head right.
- Read Document 2 (Letter) on the table.
- Head right.
- Click on the spider.
ACHIEVEMENT: Bitten — Meet the home puppy (2/35)
- Take the piece of a picture on the shelf.
- Read Document 3 (Fabulous Fairy Tales) on the bookshelf.
- Head left.
- Solve the puzzle with 12 panels. The panels correspond with the picture of bugs and spiders on the Spider screen. Bugs have 6 legs and spiders have 8.
- Enter the door.
- Take the screwdriver on the floor, poison on the table, and the dead frog.
- Read Document 4 (Letter) on the table.
- Return to the spider screen.
- Use the cleaver on the spider and take the heart jewel.
- Head right.
- Solve the masks puzzle. Their heights correspond with the of the books on the top shelf on the Spider screen.
- Take the piece of a picture.
- Head right.
- Take the deer’s horn.
- Return to the deer.
- Place the deer’s horn on the deer to receive the ring.
- Return to the masks.
- Solve the door. The door is labelled: blood – dark – grass – sky. Find the colours of these things on cubes found on the previous screens and input the respective symbol.
- Enter the door.
- Take the candle on the floor.
- Return to the cross.
- Place both candles in the holders and light them with the lighter.
- Place the heart jewel in the cross.
- Take the key.
- Use the key on the door and enter.
- Solve the picture puzzles on both tombstones.
- Left picture:
- Left picture:
- Take the toy key on the floor.
- Click and put the ring on the hand.
- Take the piece of a picture.
- Return to the clown face.
- Use the toy key on the toy train and wind it.
- Take the piece of a picture.
- Return to the deer.
- Use the four picture pieces on the picture frame and take Willy.
- Return to the clown face.
- Solve the four smiling faces door. The four smiling faces can be rotated. The smiles correspond with the moons in the illustration in the “The Moon and the Big Beaver” story in the Fabulous Fairy Tales book.
- Enter the door.
- Talk to the child.
ACHIEVEMENT: Kissed — Meet the home kid (3/35)
- Give the child Willy.
ACHIEVEMENT: Willy — Make a kid happy (4/35)
- Take the fuse in the wall.
- Place the cheese on the stone, and poison it.
- Leave and come back.
- Take the dead rat.
- Return to the clown face.
- Solve the hanger puzzle. This puzzle refers to the “The Beautiful Frog and the Little Mouse” story in the Fabulous Fairy Tales book. Note the thing hanging.
- Hang the dead frog and dead rat on the first and third hooks respectively.
- Take the ruby.
- Return to the entrance.
- Use the screwdriver and fuse to repair the fuse box.
ACHIEVEMENT: Electrician — Fix electricity (5/35)
- Go to the lab.
- Turn on the machine and stuff the cod in it. Take the code.
- Now go to every room and turn on the lights: Entrance, Kitchen, Deer, Lab, Spider, Masks, Cross (do not take the silver cross on the floor), Clown Face.
- Return to the basement.
- Place the ruby in the demon’s eye.
- Enter.
- Turn on the light.
ACHIEVEMENT: Squanderer — Waste electricity (6/35)
- Solve the red door. Rotate the valves on the left side so they correspond with the symbols on the Celtic cross in the graveyard. The right side uses the code 7482. Each line corresponds to one digit, each notch a number 1 to 10. The roman numerals state which numbers at either end of the scale.
- Open the door and exit. Oops.
ACHIEVEMENT: Meet Daddy — Get killed by a wolf (7/35)
- Take the silver cross from floor under the cross.
- Return to the red door and exit.
- Continue forward and turn right.
- Solve the shed puzzle. The four symbols are on trees in the three screens outside.
- Enter the shed.
- Take the map, and axe.
- Solve the switches puzzle. Press switches 3, 5, 7, and 8.
- Take the key.
- Go back outside.
- Open the gate with the key.
Into the Woods
ACHIEVEMENT: In the Woods — Enter the woods (8/35)
- Use the map to get through the woods. You start at the face symbol in the bottom right.
- Go past the Triangle and Doll to Tree 1 and cut it down with the axe.
- Go to Tree 2 and cut it down with the axe.
- Go forward and take the key.
- Go to the Chest.
- Open it with the key.
- Take the candle and Document 5 (My Diary).
- Go to Tree 3 and cut it down with the axe.
- Go past the Three Sticks to Hangman.
- Take the piece of paper in his hand.
- Go to the Skeleton.
- Use the axe on its head and get the skull.
- Go to Tree 4 and cut it down with the axe.
ACHIEVEMENT: Lumberjack — Cut all trees (9/35)
- Go forward to the Shrine.
- Place the skull and candle on the stump and light it.
- Follow the ghost to the exit.
ACHIEVEMENT: Out the Woods — Exit the woods (10/35)
- Get in the car.
- Honk twice. Oops.
ACHIEVEMENT: Daddy again — Get killed by a wolf, again (11/35)
- Solve the dashboard puzzle. Basically, you have to input the move required to go from one i-symbol to the next.
- Take the theater ticket.
- Exit the car and continue down the road to the left.
- Follow the sign to the theatre.
Puppeteer
- Approach the theatre.
- Solve the door puzzle. Look on the ticket for the solution.
- Enter.
ACHIEVEMENT: In the theater — Enter the theater (12/35)
- Take Document 6 (Map) from the wall.
- Examine the ticket booth, talk to the clerk and give him the ticket.
- Enter the door.
- Enter the bathroom.
- Take the piece of mirror from the broken mirror.
- Go to the ticket office.
- Cut the poster with the mirror piece.
- Return to the vending machine and head right.
- Read Document 7 (Newspaper) on the table.
- Talk the man who wants something to eat.
- Enter the kitchen door.
- Cut the poster with the mirror piece.
- Play the bells in the order written on the last page of Lucy’s diary.
- Large, small, small, medium, medium, large
ACHIEVEMENT: Bell Ringer — Play a new sound (13/35)
- Solve the bells puzzle. The correct order to ring the bells is found in the Waiting Area.
- Medium, small, large, small, small, medium
- Take the eye that appears under the cloche.
- Take the sticky stuff on the plates on the floor.
- Exit the kitchen and head right.
- Cut the poster with the mirror.
ACHIEVEMENT: Vandal — Cut all posters (14/35)
- Enter the right door.
- Solve the cloak puzzle. The solution is found under the poster in the kitchen.
- Click blue, blue, red, red, blue, green, blue.
- Take the photo.
- Solve the blood and skulls puzzle. The solution is found under the poster in the ticket office.
- Numbering the panels like a keyboard numpad, click positions: 1, 2, 3, 6, 9.
- Enter the passage.
- Take the wrench and the card.
- Read Document 9 (Never Lose at Cards) on the table.
- Return to the hallway with the puppet poster.
- Zoom on in the beetle.
- Use the sticky stuff on the wall, guide the beetle into it, and take the green beetle.
- Back out and enter the left door.
- Solve the cards puzzle. You can try playing legit, but you’ll never win.
- Play the joker card instead to win.
ACHIEVEMENT: Gambler — Win the card games (15/35)
- Receive the coin.
- Walk onto the stage.
- Solve the puppet puzzle. The solution is found under the poster in the hallway.
ACHIEVEMENT: Marionette — Position the marionette (16/35)
- Enter the door.
- Solve the centre door puzzle. The solution is written on the back of the seats in the auditorium.
- Enter.
- Take the bucket and lighter.
- Solve the broom puzzle. This is just a Simon-style puzzle. Repeat what the guy in the vent says.
- Click twice, thrice, twice, once, thrice
- Take the yellow beetle.
- Note the new bells sequence.
- Return to the bloody room.
- Light the two candles.
- Take the key.
- Go to the kitchen.
- Input the new bells sequence: medium, small, large, small, medium, medium.
- Take the brains that appears under the cloche.
- Go to the vending machine.
- Use the coin on the vending machine.
- Take the heart.
- Enter the bathroom.
- Open the cabinet and place the bucket. Use the wrench to drain the sink.
- Take the bucket with blood and red beetle.
- Return backstage.
- Enter the room on the right.
- Solve the puppets puzzle. Click the puppet according to the hand picture.
- Click the third, first, fourth, second, third, and first puppet.
- Take the blue beetle.
- Zoom in on the empty frame and place the photo. Note the sequence.
- Exit the room.
- Solve the left door puzzle. Rearrange the pieces so the tiles under eight marked locations are in the number order of the sequence in the puppets room.
- Enter the door.
- Take Document 8 (photo) on the desk.
- Place the four beetles into the correct frames.
- Solve the safe. The hint is in the note on the desk, you need to cover all the eyes.
- Click the second button three times, third button twice, and the fourth button once.
- Take the two sketches in the safe.
- Return to the kitchen.
- Solve the bells puzzle again. The sketch with the sheet music is another bells sequence.
- Large, medium, large, small, medium, small
- Take the fingers that appears under the cloche.
- Exit.
- Feed the fat man the eye, brain, and fingers.
ACHIEVEMENT: Waiter — Feed the fat guy (17/35)
- Take the key.
- Return backstage.
- Open the hatch on the floor with the key and go down.
- Unlock the girl’s chest with the heart key and put the heart inside.
- Fill the container on the wall with the bucket of blood.
- Press the red button.
- Take the sketch at her feet.
- Return to the vending machine.
- Solve the vending machine. Find the symbols throughout the entire level and match them with the correct coloured background.
- Move the colours first, then everything should be in place already, except the symbol under button I, which needs to be moved to the second slot.
- Move the colours first, then everything should be in place already, except the symbol under button I, which needs to be moved to the second slot.
- Enter the passage.
- Note the pair of symbols on the cupboard.
- Go to the ticket office.
- Zoom in on the booth and solve the puzzle.
- Take the key.
- Go to the stage.
- Solve the clock puzzle. You must point the four clock hands to the correct position. Clues are found in the trap room, ticket booth, puppets room and the secret room.
- Take the key.
- Return to the secret room.
- Open both locks.
- Talk to, then use the silver cross on the woman.
- Take the exit ticket.
- Enter the door.
- Open the ticket booth.
- Give the clerk the exit ticket.
- Enter the door and leave.
Larson’s Nightmares
- Press the nurse call button four times.
ACHIEVEMENT: Pain in the… — Hassle the nurses (18/35)
- Solve the safe puzzle. Note the light flashes/buzzes when you press the nurse call button.
- Code is 1325.
- Take the syringe and pieces of mirror.
- Use the mirror pieces on the empty frame and rebuild the mirror.
- Take the glass and key.
- Use the key to open the cabinet.
- Take Document 10 (MoonLogic Puzzles) on the bottom shelf.
- Solve the scale puzzle. Read the medical record above the patient. It says to administer 38 grams of Placupam.
- Place the 27, 9, and 3 gram weights on one side. Place 1g on the other. Place enough Placupam with the 1g until the scale is balanced.
- Use the spoon to get spoon with medication.
ACHIEVEMENT: Apothecary — Prepare the medicine (19/35)
- Use the medication in the beaker, and the syringe in the beaker to get syringe with medication.
- Use the medication on the IV drip.
- After the conversation, take the note from the hand.
- Solve the sink puzzle. The hint is in the note. The colour and number indicate which tap, and the drops indicate how many times.
- Turn the 2nd red tap thrice.
- Turn the 1st blue tap once.
- Turn the 1st red tap twice.
- Turn the 3rd blue tap twice.
- Turn the 3rd red tap once.
- Turn the 2nd blue tap thrice.
- Use the glass to collect the liquid.
- Give it to the patient.
- Solve the heart rate monitor puzzle. Instructions are in the MoonLogic Puzzles document. You need to manipulate the lines to get all the hearts and they must never touch.
- 1st puzzle: 1, 4, 2, 2, 1, 3, 5, 6, 6, 5, 7, 8, 9
- 2nd puzzle: 2, 5, 4, 3, 1, 6, 10, 10, 8, 7, 9
- 3rd puzzle: 1, 2, 9, 4, 7, 5, 10, 3, 3, 8
- 4th puzzle: 6, 3, 2, 1, 4, 5, 8, 7
- 5th puzzle: 7, 9, 1, 2, 9, 7, 4, 8, 5, 3, 6
- 1st puzzle: 1, 4, 2, 2, 1, 3, 5, 6, 6, 5, 7, 8, 9
- Solve the wordsearch puzzle on the desk.
- Standard wordsearch. As far as I can tell, this puzzle is random.
- Solve the shelf wheel puzzle. Input the bloody code you get for solving the wordsearch.
- Take the matches from the shelf.
- Use the matches to light the candle. Repeat six times.
ACHIEVEMENT: Bad Grandson — Hassle Grandpa (20/35)
- Lift up grandpa’s hat and take the key.
- Use the key to open the left cupboard door.
- Solve the cupboard puzzle. It’s a basic find the difference puzzle.
- Take the paintbrush.
- Zoom in on the painting of the pipe.
- Use the paintbrush on the text and take the pipe.
- Give the pipe to grandpa and listen to his story.
- Solve the coin puzzle. The correct order is the order of appearance in grandpa’s story.
- Head, deer, bee, dragon, cat, crown
- Take the second key.
- Use the key to open the right cupboard door.
- Solve the marble puzzle. Send the marbles to the correct slots.
- Rows are numbered top to bottom and column buttons lettered left to right.
- Click each group of buttons quickly, to not drop the marble early.
- 222 3 AAA to drop the orange marble into its slot.
- DDDDD to drop the red marble into its slot.
- AAA BBB to drop green marble once.
- AAA to drop green marble once.
- AAAA to drop green marble into its slot.
- 2 CCCC to drop purple marble once.
- 333 CCCC to drop purple marble into its slot.
- EEEEE to drop turquoise marble once.
- 333 DD to drop turquoise marble into its slot.
- FFFF to drop the brown marble once.
- 222 to drop the brown marble into its slot.
- Rows are numbered top to bottom and column buttons lettered left to right.
- Take the tobacco from inside the case.
- Give the tobacco to grandpa and light his pipe.
- Solve the desk puzzle. Zoom in on grandpa and note the pattern in the pipe smoke.
- Click on buttons 3, 1, 2, 5, 6, 4, 2, 3.
- Take the medallion and give it to grandpa.
- Solve the pet mouse puzzle. Just direct the mouse through the correct cheese so the total is 58.
- Play with the grinder six times.
ACHIEVEMENT: Grinder — Use the grinder (21/35)
- Solve the ice cube puzzle. Hint is on page on the fridge.
- Catch 5 yellow bugs, 5 red bugs, 5 green bugs in that order.
- Catching an empty cube erases the last bug caught.
- Take the ruler and mayonnaise.
- Zoom in on the oven and squish the bug. Take the green insect.
- Solve the grid puzzle on the cabinet. Use the ruler to begin a nonogram puzzle.
- Take the rag.
- Use the rag on the blood on the floor.
- Solve the flowers puzzle. Hint is in the calendar picture.
- Take the detergent.
- Zoom in on the palette. Add the mayonnaise, insect, rag, and detergent. Take the palette.
- Solve the painting puzzle. Basically, no touching sections can have the same colour, not even in the corners.
- Solve the Tower of Hanoi.
- Disc 1 to peg B.
- Disc 2 to peg C.
- Disc 1 to peg C.
- Disc 3 to peg B.
- Disc 1 to peg A.
- Disc 2 to peg B.
- Disc 1 to peg B.
- Disc 4 to peg C.
- Disc 1 to peg C.
- Disc 2 to peg A.
- Disc 1 to peg A.
- Disc 3 to peg C.
- Disc 1 to peg B.
- Disc 2 to peg C.
- Disc 1 to peg C.
Surgery
- Talk to the nurse.
ACHIEVEMENT: Wake Up — A bad awakening (22/35)
- Take Document 12 (Jimmy Larson) from the wall on the left.
- Exit your room.
- Head right and enter the right door.
- Take Document 14 (Note) on the desk.
- Solve the desk puzzle. The hint is on the calendar. October 4th and 21st are circled.
- The code is 10421.
- Take the bunch of keys.
- Exit and use the keys to unlock the other door.
- Note the diagram.
- Exit the room.
- Solve the switch puzzle. Hint is the hand in the 2F Operating Room.
- Move switch #2 to the bottom.
- Move switch #4 to second from bottom.
- Move switch #1 up one slot.
- Take the key.
- Enter the 2F Doctor’s Office.
- Unlock the cabinet with the key.
- Take the bulb, scalpel, and bottle with acid.
- Exit the room.
- Head left and unlock the left door.
- Zoom in on the patient and take the map behind him.
- Return to your room.
- Use the scalpel to open the mattress and take the mandrake.
- Exit your room and enter the bathroom.
- Flush the toilet.
ACHIEVEMENT: Flies — Get killed by flies (23/35)
- Look inside the sink. Try to grab the plate. Use the acid on the finger. Note the symbols.
- Exit to the hallway.
- Go down to the end of the hall.
- Take Document 11a (2F Escape Plan) on the wall.
- Take the lift down to the first floor.
- Take Document 11b (1F Escape Plan) on the wall.
- Head left and enter the room.
- Take the blue marble.
- Note the symbols on the hats of the founders in the picture.
- Exit and head left.
- Solve the door puzzle. The clue is in the sink in the 2F bathroom.
- Enter the room.
- Solve the pipes puzzle. Just make sure everything is connected.
- Turn the valve.
ACHIEVEMENT: Plumber — Fix hydraulic system (24/35)
- Return to the bathroom upstairs.
- Turn on the sink tap and take the metal disc in the sink.
- Flush the toilet and take the key.
- Return downstairs and unlock the door next to the 1F Maintenance Room with the key.
- Take the red marble.
- Take Document 15 (Mary Williams) from the table.
- Solve the circuit board puzzle. Add the lightbulb and direct the laser into the nodes.
- Examine the bottom right monitor and take the printed sheet.
- Go upstairs to the 2F Operating Room.
- Solve the clock puzzle. Hint for this is the bottom left monitor in the Surveillance Room. The time was 12:15:35.
- Press the left button twice.
- Press the middle button 4 times.
- Press the right button 5 times.
- Take the metal disc and piece of medallion.
- Return to the 1F Surveillance Room.
- Solve the laser eyes puzzle. Hint for this puzzle is upstairs, the flower picture between Patient Room II and the Bathroom.
- Take the key and piece of medallion.
- Use the key to take the elevator down to the basement.
- Take Document 11c (Basement Escape Plan) on the wall.
- Head left and enter the room on the right.
- Enter the room on the right.
- Take the hammer.
- Break the glass container with the leech.
ACHIEVEMENT: Leech — Get killed by a leech (25/35)
- Take the eye from the glass container by smashing it with the hammer.
- Exit the room and enter the other door.
- Solve the cold lockers puzzle. This one’s easy. Just follow the numbers on the feet.
- Open 1, 4, 2, 3, 1, 4, 2.
- Take the key.
- Solve the skulls puzzle. The hint for this one is the Founders picture in the Waiting Room.
- Click on slots 3, 5, 6, 4, 3, 1.
- Take the vial.
- Return to the laboratory and unlock the door with the key.
Surgery (Part 2)
- Talk to the guy.
- Examine the body.
- Take the metal disc with the scalpel.
- Return to the basement hub.
- Solve the door puzzle. You need to recreate the picture on the printed sheet.
- Do nothing.
ACHIEVEMENT: Creature — Get killed by an unknown creature (26/35)
- This time, feed it the mandrake.
- Examine the slot on the floor and place both medallion pieces.
- Take the key.
- Return to your room.
- Solve the map. Count the tiles in the diagram and break the correct tile.
- Break the 5th tile from the door with the hammer.
- Take the slip of paper.
- Go to 1F Hallway.
- Go to the screen with the gambler.
- Use the hammer on him twice.
ACHIEVEMENT: Joker — Hassle the Gambler (27/35)
- Go to the screen with the Surveillance and Maintenance rooms.
- Tear down the cracked wall with the hammer and take the metal disc.
- Enter the 1F Maintenance Room.
- Smash the glass container with the hammer to free the creature.
- Use the scalpel on it and take its eye.
- Go to the 2F Operating Room.
- Place the four metal discs in the machine.
- Solve the machine puzzle. The patient in Patient Room II tells you the solution. Eye, mouse, scalpel, fly, sun.
- Rotate clockwise
- Shuffle left twice
- Rotate counter-clockwise 3 times
- Shuffle left
- Rotate counter-clockwise 3 times
- Shuffle left
- Rotate clockwise twice
- Shuffle right
- Take the heart.
- Go to 2F Patient Room II.
- Give the patient the heart and take the eye.
- Go to the Basement Laboratory.
- Place the vial in the machine.
- Solve the vials puzzle. Rearrange the vials according to the formula on the slip of paper.
- The formula is: Y2X X2A FE XX2 FE4 AU AU2.
- Work left to right and everything will fall into place.
- Take the serum.
- Use the machine again. This time, create the formula on the bottom row of the wordsearch in the MoonLogic Puzzles book.
- The formula is: AU2 XX2 FE4 Y2X FE X2A AU.
- Take the fioridrinkSEL.
- Go the dungeon.
- Solve the red bricks. The correct sequence appeared in the lab after mixing the serum.
- Press buttons 5, 3, 1, 4, 2.
- Take the key.
- Go to the Basement Hub and enter the room on the left.
- Unlock the door with the key.
- Chat with the nurse. Nothing else.
ACHIEVEMENT: Nurse — Get killed by a nurse (28/35)
- Use the serum on the nurse.
ACHIEVEMENT: Killer — Kill the nurse (29/35)
- Search her clothes to take her key.
- Open the cupboard and take the jar of flies.
- Return to the morgue.
- Zoom in on the embalming table and use the jar of flies.
- Note the position of the flies.
- Exit the room.
- Solve the teeth and flies puzzle. We just revealed the solution in the Morgue.
- Take the magnet.
- Return to the gambler.
- Place the magnet on the gambler’s table and play his game. Open the central bell and take the metal ball.
ACHIEVEMENT: Cheater — Win the bells game (30/35)
- Enter the Waiting Room and unlock the door with the key.
- Use the fioridrinkSEL on the plant.
ACHIEVEMENT: Gardener — Grow a new species (31/35)
- Solve the skull tiles puzzle. Make sure adjacent colours match.
- Take the key and green marble.
- Use the key on the wall.
- Take Document 13 (Baxter Anderson) on the wall.
ACHIEVEMENT: Collector — Collect all documents (32/35)
- Return to the hallway.
- Head to the end of the hallway and give the creature the marbles, eyes, and metal ball.
ACHIEVEMENT: Marbles — Deliver all the marbles (33/35)
- Use the key on the keypad.
- Solve the keypad puzzle. The solution for this is written on the body in the Basement Operating Room.
- Code is 1635.
- Leave.
ACHIEVEMENT: Step out — Escape the clinic (34/35)
ACHIEVEMENT: Brainiac — Complete the game without hints (35/35)
And that wraps up our share on Forgotten Hill: First Steps: Forgotten Hill First Steps Achievements + 100% Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by alphabetsoup, who deserves all the credit. Happy gaming!