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Spoilers ahead. The full achievement roster may reveal late encounters and progression.

Bressnath · Wiki

Achievements

All 100 achievements, with how the game counts each one.

All 100 achievements, in the four groups of the in-game Achievements screen. None is secret. Each is earned within a single run, the moment its condition is true, and kept for good; each entry says exactly how the game counts it.

Charted the Fen IDiscover 20 regions.
The Fen

A region is a 32 by 32 tile block and a fen has 64. One seen tile is enough to count a region, so reaching the edges and corners matters more than covering the middle. The count is updated every 240 ticks.

Charted the Fen IIDiscover 36 regions.
The Fen

A region is a 32 by 32 tile block and a fen has 64. One seen tile is enough to count a region, so reaching the edges and corners matters more than covering the middle. The count is updated every 240 ticks.

Charted the Fen IIIDiscover 50 regions.
The Fen

A region is a 32 by 32 tile block and a fen has 64. One seen tile is enough to count a region, so reaching the edges and corners matters more than covering the middle. The count is updated every 240 ticks.

Charted the Fen IVDiscover 62 regions.
The Fen

A region is a 32 by 32 tile block and a fen has 64. One seen tile is enough to count a region, so reaching the edges and corners matters more than covering the middle. The count is updated every 240 ticks.

Charted the Fen VDiscover 64 regions.
The Fen

A region is a 32 by 32 tile block and a fen has 64. One seen tile is enough to count a region, so reaching the edges and corners matters more than covering the middle. The count is updated every 240 ticks.

Grave-Delver IExcavate a ruin-cache.
The Fen

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

Grave-Delver IIExcavate 2 ruin-caches.
The Fen

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

Grave-Delver IIIExcavate 3 ruin-caches, 5 nights survived.
The Fen

Every part must be true at the same moment of one run.

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 5 is counted at tick 12000 (33:20 on the clock).

Grave-Delver IVExcavate 4 ruin-caches, 10 nights survived.
The Fen

Every part must be true at the same moment of one run.

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 10 is counted at tick 24000 (1:06:40 on the clock).

Grave-Delver VExcavate 5 ruin-caches, 15 nights survived.
The Fen

Every part must be true at the same moment of one run.

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 15 is counted at tick 36000 (1:40:00 on the clock).

Long Dark I3 nights survived.
The Fen

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 3 is counted at tick 7200 (20:00 on the clock).

Long Dark II6 nights survived.
The Fen

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 6 is counted at tick 14400 (40:00 on the clock).

Long Dark III10 nights survived.
The Fen

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 10 is counted at tick 24000 (1:06:40 on the clock).

Long Dark IV16 nights survived.
The Fen

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 16 is counted at tick 38400 (1:46:40 on the clock).

Long Dark V24 nights survived.
The Fen

A night counts at the dawn that ends it; nights are the second half of each 2400-tick day, so night 24 is counted at tick 57600 (2:40:00 on the clock).

Nothing Left UnseenReveal every walkable tile of the fen.
The Fen

Every walkable tile you can reach from the Holdfast must have been seen once; open water and sealed pockets do not count. The percentage rounds down, so one unseen corner holds it at 99. Sight is 9 tiles by day, 5 at night and 3 on a Fen-mist night.

Before the DarkExcavate a ruin-cache, at most 1 nights survived, 2400 ticks endured.
The Fen

Every part must be true at the same moment of one run.

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

Ticks endured is the run's own clock: tick 2400 reads 6:40 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

Every Digger HomeExcavate 3 ruin-caches, no villagers lost.
The Fen

Every part must be true at the same moment of one run.

A fen has five ruin-caches. Idle villagers dig them on their own, up to Orders → Dig crew at once (2 to start, 0 means never), always in a fixed order you cannot choose; each gives 8 tools and 40 coin.

Only raiders kill villagers (hunger costs mood, not lives), and any death anywhere in the run, not only among the workers you are watching, ends the attempt.

Timberwright IHarvest 30000 wood.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Timberwright IIHarvest 65000 wood.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Timberwright IIIHarvest 125000 wood.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Timberwright IVHarvest 250000 wood.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Stonewright IHarvest 17000 stone.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Stonewright IIHarvest 38000 stone.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Stonewright IIIHarvest 70000 stone.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Stonewright IVHarvest 140000 stone.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Ironmonger IHarvest 10000 iron.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Ironmonger IIHarvest 21000 iron.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Ironmonger IIIHarvest 40000 iron.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Ironmonger IVHarvest 80000 iron.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Reedcutter IHarvest 45000 reed.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Reedcutter IIHarvest 97000 reed.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Reedcutter IIIHarvest 180000 reed.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Reedcutter IVHarvest 360000 reed.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Toolwright IHarvest 5000 tools.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Toolwright IIHarvest 10500 tools.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Toolwright IIIHarvest 19500 tools.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Toolwright IVHarvest 39000 tools.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Granarykeeper IHarvest 25000 grain.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Granarykeeper IIHarvest 53000 grain.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Granarykeeper IIIHarvest 98000 grain.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Granarykeeper IVHarvest 195000 grain.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenfisher IHarvest 52000 fish.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenfisher IIHarvest 110000 fish.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenfisher IIIHarvest 205000 fish.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenfisher IVHarvest 410000 fish.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenhunter IHarvest 14000 game.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenhunter IIHarvest 29000 game.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenhunter IIIHarvest 55000 game.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

Fenhunter IVHarvest 110000 game.
The Holdfast

Everything that enters your stores in this run counts: loads when they are delivered, workshop output, ruin-cache finds and caravan purchases. Refunds from demolishing do not, and spending never lowers it.

A Growing Holding IReach 25 villagers.
The Holdfast

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 25 cannot come before tick 5460 (15:10).

A Growing Holding IIReach 45 villagers.
The Holdfast

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 45 cannot come before tick 13860 (38:30).

A Growing Holding IIIReach 65 villagers.
The Holdfast

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 65 cannot come before tick 22260 (1:01:50).

A Growing Holding IVReach 90 villagers.
The Holdfast

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 90 cannot come before tick 32760 (1:31:00).

Raised From the Mud I50 raised.
The Holdfast

Every foundation you place and every upgrade you order counts once, when it is paid for; a site you cancel still counts, a wreck raised again after a raid does not.

Raised From the Mud II110 raised.
The Holdfast

Every foundation you place and every upgrade you order counts once, when it is paid for; a site you cancel still counts, a wreck raised again after a raid does not.

Raised From the Mud III190 raised.
The Holdfast

Every foundation you place and every upgrade you order counts once, when it is paid for; a site you cancel still counts, a wreck raised again after a raid does not.

Raised From the Mud IV300 raised.
The Holdfast

Every foundation you place and every upgrade you order counts once, when it is paid for; a site you cancel still counts, a wreck raised again after a raid does not.

Mended I800 damage mended.
The Holdfast

Hit points mended: menders restore 2 per tick of work and each point costs 1 wood and 1 stone, except on a raid wreck, which mends free.

Mended II3000 damage mended.
The Holdfast

Hit points mended: menders restore 2 per tick of work and each point costs 1 wood and 1 stone, except on a raid wreck, which mends free.

Mended III9000 damage mended.
The Holdfast

Hit points mended: menders restore 2 per tick of work and each point costs 1 wood and 1 stone, except on a raid wreck, which mends free.

Guild Work I3 specialists trained.
The Holdfast

Specialists trained over the whole run. A finished Guildhall or Scriptorium makes at most one every 700 ticks, only while Orders → Specialise villagers is on (it starts on) and while specialists are fewer than half the villagers.

Guild Work II10 specialists trained.
The Holdfast

Specialists trained over the whole run. A finished Guildhall or Scriptorium makes at most one every 700 ticks, only while Orders → Specialise villagers is on (it starts on) and while specialists are fewer than half the villagers.

Guild Work III20 specialists trained.
The Holdfast

Specialists trained over the whole run. A finished Guildhall or Scriptorium makes at most one every 700 ticks, only while Orders → Specialise villagers is on (it starts on) and while specialists are fewer than half the villagers.

Content in the Damp185 contentment.
The Holdfast

Contentment runs 0 to 200 with 100 neutral and is set every 100 ticks: 100, plus the Mood of every finished building, plus 10 when two kinds of food each hold a tenth of the larder or 20 for all three, minus 40 if any upkeep went unpaid. The peak is kept.

The Long Road BegunLay the foundation of The Causeway.
The Holdfast

Counts from the moment the foundation of The Causeway is placed and paid for; it need not be finished. Placing it needs its unlock first.

Every Trade PliedBuild Lumber Camp, build Quarry, build Fishing Hut, build Forager's Hut, build Fen Farm, build Reed Cutter's Stand, build Smithy, build Fen Mine.
The Holdfast

Every part must be true at the same moment of one run.

Counts a finished Lumber Camp or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Quarry or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Fishing Hut or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Forager's Hut or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Fen Farm or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Reed Cutter's Stand or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Smithy or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Counts a finished Fen Mine or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Not a Hand LostReach 40 villagers, no villagers lost.
The Holdfast

Every part must be true at the same moment of one run.

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 40 cannot come before tick 11760 (32:40).

Only raiders kill villagers (hunger costs mood, not lives), and any death anywhere in the run, not only among the workers you are watching, ends the attempt.

Fenwarden I500 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Fenwarden II2500 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Fenwarden III6000 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Fenwarden IV15000 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Fenwarden V35000 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Unmaker I1 lairs broken.
The Sundered

Only soldiers sent to storm a Sundered Place damage it (Orders: March on, then March now); towers cannot. A lair has 600 hit points. Each fen rolls 6, 7 or 8 lairs from its seed.

Unmaker II3 lairs broken.
The Sundered

Only soldiers sent to storm a Sundered Place damage it (Orders: March on, then March now); towers cannot. A lair has 600 hit points. Each fen rolls 6, 7 or 8 lairs from its seed.

Unmaker III5 lairs broken.
The Sundered

Only soldiers sent to storm a Sundered Place damage it (Orders: March on, then March now); towers cannot. A lair has 600 hit points. Each fen rolls 6, 7 or 8 lairs from its seed.

Unmaker IV8 lairs broken.
The Sundered

Only soldiers sent to storm a Sundered Place damage it (Orders: March on, then March now); towers cannot. A lair has 600 hit points. Each fen rolls 6, 7 or 8 lairs from its seed, so this needs a fen that rolled all eight.

Held the Line I10 waves held.
The Sundered

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 10 is due at tick 6960 (19:20). A Still Night that sends nobody still counts.

Held the Line II22 waves held.
The Sundered

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 22 is due at tick 14640 (40:40). A Still Night that sends nobody still counts.

Held the Line III36 waves held.
The Sundered

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 36 is due at tick 23600 (1:05:33). A Still Night that sends nobody still counts.

Held the Line IV55 waves held.
The Sundered

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 55 is due at tick 35760 (1:39:20). A Still Night that sends nobody still counts.

Muster I25 soldiers at once.
The Sundered

The most soldiers alive at one moment; it never goes down when they die.

Muster II70 soldiers at once.
The Sundered

The most soldiers alive at one moment; it never goes down when they die. The Orders panel's Army cap stops at 60, so set it to none.

Muster III150 soldiers at once.
The Sundered

The most soldiers alive at one moment; it never goes down when they die. The Orders panel's Army cap stops at 60, so set it to none.

Not One Soul10 waves held, no villagers lost.
The Sundered

Every part must be true at the same moment of one run.

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 10 is due at tick 6960 (19:20). A Still Night that sends nobody still counts.

Only raiders kill villagers (hunger costs mood, not lives), and any death anywhere in the run, not only among the workers you are watching, ends the attempt.

Stone Upon StoneBuild Castle.
The Sundered

Counts a finished Castle or any upgrade of it; one mid-upgrade, or a raid wreck still being mended, does not count.

Every Kind of Wrong25000 slain.
The Sundered

Raiders killed by your soldiers or by a building that attacks (towers and the Castle line) both count; villagers never fight.

Few Spears15 waves held, at most 12 soldiers at once.
The Sundered

Every part must be true at the same moment of one run.

Waves are counted as they come due, not as they are beaten: the first at tick 1200 (the first nightfall), then one every 640 ticks, so wave 15 is due at tick 10160 (28:13). A Still Night that sends nobody still counts.

The run's soldier peak must never pass 12: set Orders → Army cap to 12 or lower before your first Barracks trains anyone, because soldiers are recruited automatically.

The Wide-Crossing WayWin a run.
The Crossing

Finish the Causeway: the run ends as a win on the tick its last work is done.

Swift PassageWin a run, at most 16800 ticks endured.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Endured I9600 ticks endured.
The Crossing

Ticks endured is the run's own clock: tick 9600 reads 26:40 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

Endured II16000 ticks endured.
The Crossing

Ticks endured is the run's own clock: tick 16000 reads 44:26 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

Endured III24000 ticks endured.
The Crossing

Ticks endured is the run's own clock: tick 24000 reads 1:06:40 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

Endured IV32000 ticks endured.
The Crossing

Ticks endured is the run's own clock: tick 32000 reads 1:28:53 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

Endured V48000 ticks endured.
The Crossing

Ticks endured is the run's own clock: tick 48000 reads 2:13:20 on the HUD at any speed (keys 1, 2 and 3 run 6, 18 and 48 ticks a second; paused time does not count).

UnbrokenWin a run, no buildings lost.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Any building of yours a raid brings to 0 hit points counts, unfinished sites and wrecks included; pulling one down yourself does not.

Fen Made QuietWin a run, 6 lairs broken.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Only soldiers sent to storm a Sundered Place damage it (Orders: March on, then March now); towers cannot. A lair has 600 hit points. Each fen rolls 6, 7 or 8 lairs from its seed.

Old WaysWin a run, no specialists trained.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Orders → Specialise villagers starts on: turn it off before any Guildhall is finished, or the first specialist ends the attempt.

A Holding Worth the NameWin a run, reach 60 villagers.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Villagers alive at that moment, not a peak, and soldiers are not villagers. The holding grows by at most one every 420 ticks, and only while there is free housing and at least 20 food; from the 12 you start with, 60 cannot come before tick 20160 (56:00).

Measured TwiceWin a run, no buildings demolished.
The Crossing

Every part must be true at the same moment of one run: the run ends on the tick the Causeway is finished, so the rest has to hold then.

Every demolish order counts, and cancelling a half-built foundation is a demolish.