Human: Fall Flat All Levels Walkthrough

Human Fall Flat Walkthrough with all levels! The diversity of Human: Fall Flat levels is incredible for a game made by the one-man company. It seems that the game is worth playing just to learn what’s next. Though completing levels and discovering the new ones yourself feels more rewarding, we’ll give a quick overview of the levels you’re to visit throughout this game.

Some achievements that await you on the levels are not required for completion, but they display your human passion for exploration, and so they’re worth it. If you’re afraid of spoilers, stop reading it. Otherwise, enjoy and exchange your fruitless efforts for knowledge.

Level 1: Mansion

This is the entry level, in all possible meanings. Here you are introduced to the mechanics and the way your character moves. The missions are rather easy, and they only involve walking to the doors and opening them by pressing the buttons. Here you learn to control the movements of your arms and their height.

As the first level, it’s rather easy and serves as an introduction, and it contains the tutorial video if you need it. To activate it. you just need to push the remote; although it requires some basic understanding of what’s what. So, trials and errors, baby, trials and errors.

Level 2: Train

This level greets you with a picturesque train that seems to have crashed into the wall. You’ll have to learn to grab objects and drag them. It’s easy when the objects are wheeled, but sometimes the combinations need some precise moves. It will take some time and effort with your ragdoll body. Don’t even try to guess how these trains appeared up there. They’re on rails, and that’s all you need to know to use them. You’ll need to do a lot of dragging.

The achievements include Choo Choo! (just finish it), Convertible Ride (get into the dumpster and ride for 50 meters), Public Service (drag five trash blocks to the dumpster), and Perfectionist (align the bench to the wall).

Level 3: Carry

On this level, you’ll see a lot of objects, first of all, boxes that you’ll need to carry around. The constructions required for your missions are complicated, so get ready to play a sort of Sokoban in 3D. Some of the missions are also reminding of 2D platformers, like Swordigo (and lots of others), where you need to put a block on a button to keep it pushed while you move on. Thus the essence of the game gets clearer: it’s a good old platformer, now in 3D.

There are four achievements here: Don’t Get a Splinter! (just finish it), Tourist (walk for 1 km), Tower (stack four boxes), It’s stuck (walk through a jammed door). And all of these are rather obvious, when compared to what comes after.

Level 4: Mountain

This level represents the game as a real 3D platformer, full of gaps to leap over. So prepare to jump around, and it’ll be the house of pain if you don’t learn well. This time you’ll have to use items – say, inside the mountain you’ll need a lantern.

On this level, the achievements are the following: What Goes Up (just finish the level), Silent Hour (deactivate the speaker), AH, EO, EO, EO, EO, OOOOO! (get over the abyss with the rope), and My Treasure (make a pile out of all the gems).

Level 5: Demolition

Something’s being demolished here, so this level greets you with surprisingly realistic excavators, bulldozers, and wrecking balls. This time its closeness to 2D platformer gets even more obvious when you need to rock a ball to activate the moving platform remotely or to jump multiple gaps. Frankly speaking, recognizing this suddenly makes Human: Fall Flat much easier to perceive.

The achievements are Brute Force (just finish the level), Primal (break four walls with your bare hands), Surprise! (unleash the boulder gate), Wrong Direction (use the window instead of crushing the wall), and Climber (climb for 100 m; yet you could have done it before).

Level 6: Castle

Now the whole level is an ancient castle stuffed with quests and halls to escape. The walkthrough involves endless climbing, jumping, and exploration. So, as your character is genderless, you may take the name “Indiana Croft”.

The achievements on this level include Storm the Gate! (for just finishing it), Improvised Ammo (for launching yourself like a missile from a catapult), Smooth moves (for parkouring a route in the castle off the ground), For Whom the Bell Tolls (for, of course, ringing the castle bell), and Zipline (for ziplining from the church tower).

Level 7: Water

The new liquid environment is introduced here. The quests on Water level involve diving and even nearly drowning, and navigating virtually anything, from a tanker to a small raft. This maritime level is probably the most unusual and the most brain-waking in the whole game.

Here you see a lot of achievements, mostly about water and move. Dive in the water head- and feet-first, drown 10 times, avoid drowning in 100 ms, travel 10 km, move objects for 1 km, and deal a lot with boats and the lighthouse. These achievements deserve a special description because they are too numerous and complicated for a brief review like this.

Level 8: Power Plant

This level takes you to – where do you think? – A power plant, where puzzles will involve handling electric equipment and turning everything in and off remotely. Red and blue cables are everywhere, and they aren’t to be confused or handled improperly. Here you’ll encounter probably the most complicated achievements to gain, including making short circuits, stealing batteries, delivering coals, and so on. This is as much of a mind adventure as the previous level, though it looks more ordinary because electricity cannot be seen as clearly as water.

Level 9: Aztec

Heh, Indiana Croft is back in your ragdoll body, and this time you explore the Mesoamerican style city. No wonder that one of the achievements here is called “The Adventurer”. Here you’ll have to use levers to make your way through abandoned temple walls and gates.

This level was added after the release and seems more like some fan service, with adventures for adventures. The lost Aztec town looks like an alien object in this highly abstract universe. On the other hand, if you’re here in a room to escape (though it has no walls), why not turn to this adventure?

In addition to just finishing the level, the achievements require looking at the scene from bird’s eye, walking on a rolling ball, and passing the pendulum trap in 60 seconds. This is much more exquisite than the introduction, right?

Level 10: Dark

And now it gets gothic. This level isn’t completely unlit, instead it pictures that very night that (as we know) is dark and full of terrors. No, it’s not inspired by Winterfell, it’s rather some averaged castle from European romantic fairytales, and it has a lot of traps and missions.

To get its achievements, you must complete it, and then complete it without moving a single plank that bars a door. If you do both on your first try, you must know better than reading this. Other achievements include Tick Tock (you need to climb the Clock Tower) and Fry Me to the Moon (switch off the light and hold on to EXIT lid).

So far (as for May 2019) it’s the final level (though it’s not official information, so there may be more). If there are any new ones announced, we’ll update this article and add as much material as we get. But not before these new levels are officially available.

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