Tape to Tape Achievement Guide

How Do You Get All 108 Achievements in Tape to Tape?

Track all 108 Steam achievements in Tape to Tape, complete the eight Benchwarmer Quests, and tackle difficult scoring, knockout, and squad challenges.

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How Do You Get All 108 Achievements in Tape to Tape?

Quick Answer

Open the in-game Unlockables menu to check unfinished challenge progress, then use the checklist below to track all 108 Steam achievements. Begin with the tutorial and Act victories before attempting conditions that require a specific skater or a single run.

Tape to Tape has 108 Steam achievements, but the hardest part of reaching 100% is not winning the campaign once. It is keeping several different kinds of objectives straight while your roster, abilities, and available Squads change from run to run.

Some challenges count actions across multiple attempts. Others require a particular skater to meet a condition before the run ends. A few are easy to lose through a single accidental goal, an early victory, or a lineup change that looked harmless at the time.

The distinction matters even more in version 1.0. Squad progression, Benchwarmers, Power-ups, and Relics have changed considerably from Early Access. The current achievement requirements include eight Benchwarmer Quests, full Squad completion, unusual Golden Helmet conditions, and several challenges that demand a very specific result from one game or one run.

All 108 Tape to Tape Achievements Checklist

Tape to Tape — 108 Steam Achievements

Check off finished trophies. Open a category to view the ones still missing.

0 / 108 completed
0%
Campaign & Match Results — 14 14 remaining 0 / 14
Squads, Players & Collections — 21 21 remaining 0 / 21
Benchwarmer Quests — 9 9 remaining 0 / 9
Goals, Shots & Passing — 24 24 remaining 0 / 24
Checking, Injuries & Opponents — 28 28 remaining 0 / 28
Abilities & Special Effects — 12 12 remaining 0 / 12

Check an achievement after it unlocks in Steam. Your checklist progress saves locally in this browser; it does not change your in-game achievements.

The in-game Unlockables menu tracks available content and its challenges, while Steam tracks achievements. Their completion totals are different, so check the relevant counter for the objective you are pursuing.

Each entry represents one Steam achievement. Peak Performance and its eight individual Benchwarmer Quests are separate entries, so completing a Quest does not automatically mean the entire Benchwarmer collection is finished.

A squad being available does not mean its matching achievement is complete. Check the achievement’s own condition before starting a run, and use the squad rules and unlocks when you need to choose or unlock a particular team.

The Best Order to Reach 100%

A productive achievement run starts with the objectives that can coexist, rather than trying to complete every challenge as soon as it appears.

Start With Campaign Wins and Normal Progress

Complete the tutorial for Future Legend, defeat an Elite team for Puck Dynasty, and work through the three Acts for Octo-Approved, Cult-Crusher, and Conquered Greens.

You can also earn Blowout King by winning an Elite game through the Mercy Rule. That objective does not require completing the entire campaign.

These achievements establish the normal progression you will repeat for later challenges. They also give you opportunities to unlock players, collect Relics, and become familiar with the opponents you must defeat repeatedly for achievements such as Relic Freezer and Sergei Lancelov.

If the route through the three Acts is still giving you trouble, use the Tape to Tape campaign walkthrough for the continuous progression and final Golfers encounter. You do not need to finish every optional achievement before beating the campaign.

Accumulate Progress Without Sacrificing Strong Runs

Several objectives can advance while pursuing ordinary victories:

  • Three-Peat Feat: Record 10 hat tricks.
  • Sweet Spot: Score 25 one-timer goals.
  • Totally Legal: Knock out 50 opponents using thrown sticks.
  • Twig Tax: Break 50 sticks.
  • Can of Worms: Visit Training 30 times.
  • Stats Squad: Reach the recorded achievement objective of 50 Training visits across runs.
  • Slapshot Squad: Score 50 slapshot goals across runs.
  • Solo Squad: Score 200 goals with Angus across runs.
  • Grandma’s Broth: Heal 25 injuries.

The useful distinction is in the wording. An objective specifying across all runs can be advanced gradually. An achievement requiring a result in the same game or in a single run needs a separate plan.

Do not end a successful campaign attempt early merely because an ordinary cumulative counter has not reached its target. You can continue building that counter on later runs.

Save Strict Run Conditions for Prepared Attempts

The next group is much less forgiving. Pressure Cooker can be spoiled by a goal from the wrong skater. Silent Hero requires 10 assists without a goal from the qualifying player. Shrink Serum checks the size composition of your active lineup when you win.

Before starting any of these challenges, choose the player or group whose condition must survive until the end. Recheck your lineup when taking a Free Agent, changing positions, or applying an attribute upgrade.

Once you have a reliable approach to winning runs, these special objectives become more manageable than when every game is still a struggle for survival.

How to Complete All Eight Benchwarmer Quests

Peak Performance requires completing every Benchwarmer Quest, not simply unlocking every Benchwarmer.

The eight quests are individually tracked in the checklist. Their conditions are different enough that attempting all of them with the same lineup can work against you.

Tape to Tape Unlockables menu showing separate progress counters for abilities, talents, relics, free agents, benchwarmers, and quests
The Unlockables menu tracks different collections separately. Select Quests to check your Benchwarmer Quest progress before starting another run.

Buster Brewster — Use an Ability 100 Times in One Run

Buster needs 100 ability activations before the current run ends, so begin building the count in Tentacle Valley rather than leaving it until the Golfers. An ability that can be activated frequently is more useful for this objective than one depending on an unusual combat situation. When choosing upgrades, prioritize opportunities that let the qualifying player activate the ability repeatedly across several matches.

Reaching the final encounter with too few activations remaining can leave the Quest unfinished. Check the current count between matches and continue using the ability even when the opponent is relatively easy.

Freddy Kovalski — Score 20 Goals in One Run

Freddy needs 20 goals in a single run.

Keep Freddy involved in the attack and direct promising scoring chances toward him. Giving every easy chance to your strongest alternative scorer may help you win the match, but it does not advance Freddy’s individual requirement.

A long, successful run provides the most opportunity. Check the scoring totals between games so that you know whether Freddy is on pace before reaching the final opponent.

Do not confuse this with Three-Peat Feat. Ten hat tricks and Freddy’s 20-goal Quest measure different outcomes.

Mark Bench — Play Every Game Without Being Benched

Mark Bench must participate in every game, never be benched, and finish the run with a victory.

Add him to the active lineup as soon as he is available for the attempt. Before every match, check that he remains among the players who will take the ice.

This quest is especially vulnerable to an innocent lineup adjustment. Replacing an underperforming player may appear to improve your chance of winning, but sending Mark to the Bench breaks the stated condition.

The objective requires a completed run, so a successful sequence of early games without the final victory is not enough.

Maurice Cassoulet — Get 200 Knockouts in One Run

Maurice’s quest calls for 200 knockouts in a single run.

This is a large enough total that ordinary, occasional body checks may leave you short. Arrange your attacking and defensive play around creating frequent contact instead of relying on incidental knockdowns.

Checking-focused skaters and abilities that make body checks more reliable are useful. In a full run built around physical play, strong Checking attributes, guaranteed-hit effects, and repeated Enraged opportunities helped push the knockout total beyond 200, even though the final Golfers game was lost in overtime.

That distinction matters: the 200-Knockout challenge was completed despite the failed run. The attempt still produced the corresponding unlock result.

For this quest, concentrate on accumulating the required knockouts before the run ends. Finishing the campaign is not stated as an additional condition for the knockout total.

Stu Stumple — Have Four Injuries at the Same Time

Stu requires four injuries simultaneously.

Four separate injuries recorded at different points are not equivalent to four active injuries at once. Inspect the team’s current injury state before choosing treatment or making a lineup adjustment.

An Infirmary visit can be helpful during ordinary progression, but healing too early is counterproductive when trying to preserve several injuries for this quest.

Plan around keeping the injured status long enough for the required condition to register. Once the Quest is complete, you can return to normal injury management for the remainder of the run.

Boring Dude — Hold Eight Talents at Once

Boring Dude’s objective is to have eight Talents simultaneously.

A normal successful run can provide useful Talents without necessarily reaching eight at the same time. Focus on opportunities that add Talents rather than repeatedly choosing rewards that only improve an existing attribute.

The requirement concerns your active collection of Talents, not a total of eight unrelated upgrades selected over the entire run. Check the Talents displayed in the lineup or challenge interface as you accumulate them.

Prioritizing this objective may mean giving up an attractive Power-up during a reward decision. That trade is only worthwhile when you still have a realistic opportunity to reach eight before the run ends.

Ricky Kirby — Shoot With 100% Critical Chance

Ricky’s quest requires taking a shot with at least 100% Critical Chance.

An ordinary build with a modest Critical Chance bonus will not be sufficient. Combine upgrades and effects that increase the relevant chance, then inspect the skater’s active modifiers before shooting.

The requirement specifies taking a shot at the threshold. It does not say that the shot must become a goal, so concentrate on satisfying the Critical Chance condition rather than delaying the attempt while waiting for an ideal scoring position.

Keep an eye on temporary modifiers. A displayed bonus that only applies during a particular state is useful only while that state is active.

Sally Poppins — Score 10 Enraged Goals in One Run

Sally’s Quest requires 10 goals scored while Enraged during a single run.

The scoring player must be in the relevant state when the goal is made. Becoming Enraged earlier in a game and scoring later does not necessarily satisfy that condition after the effect has ended.

Look for opportunities to gain or sustain Enraged, then create a scoring chance while it is active. A strong shooter helps, but the timing of the state matters as much as the player’s shooting attributes.

The separate Sally Poppins achievement requires five goals while Enraged in one run. Pursuing the longer 10-goal Quest gives you an opportunity to work on the smaller total along the way.

Pressure Cooker: Win With Your Highest OVR Skater on Zero Goals

Pressure Cooker requires winning a run while your highest OVR skater has zero goals.

The awkward part is that normal roster optimization often makes your strongest player the easiest person to score with. For this challenge, that instinct works against the objective.

Choose a strong player to contribute through passing, checking, or other support while your other skaters handle the finishing. You want to win with the highest-OVR player contributing, but without being credited with a goal.

Watch for two ways this plan can fail.

First, a loose puck or deflection can create an unexpected goal credit. Check the scoring statistics rather than assuming the skater you intended to shoot was the one who received the goal.

Second, your highest-OVR player can change after upgrades. If another skater becomes the highest-rated member of the team and already has goals, the original plan may no longer satisfy the requirement.

Before the final match, inspect both the current OVR ranking and each skater’s goal total. The winning run must finish with the required condition intact.

Silent Hero, Extra Gravy, and Purgatory

These three achievements all depend on an individual skater’s performance across multiple games, but they reward different behaviors.

Silent Hero — Ten Assists Without Scoring

For Silent Hero, one skater must collect 10 assists in a single run without scoring a goal.

Pick a reliable passer and give that player an offensive support role. Move the puck through the designated skater before sending it to your finisher.

The most obvious mistake is taking an easy shot with the passer. A goal can help the team win while making that player ineligible for the zero-goal condition.

Check the player’s goal and assist totals between games. Once the assister has accidentally scored, continuing to feed that same player assists will not restore the missing zero-goal requirement.

Extra Gravy — Fifteen Assists by One Skater

Extra Gravy requires 15 assists by the same skater in one run.

This fits a passing-focused lineup, particularly when one strong playmaker repeatedly creates chances for a dependable finisher.

Unlike Silent Hero, the listed condition does not forbid the assister from scoring. That makes Extra Gravy a more flexible target during an ordinary run.

You can pursue both achievements with a single pass-first player when the opportunity arises, provided the Silent Hero zero-goal restriction remains intact.

Purgatory — Score in Eight Consecutive Games

Purgatory requires the same skater to score in eight consecutive games.

Start building the streak early. A player can score several goals in one match and still fail to maintain a consecutive-game streak when the next game ends without a goal from that skater.

Check the scorer before allowing a match to end, especially when the team is already comfortably ahead. A quick victory is not always desirable if your designated player has not contributed the required goal.

This is a good challenge to pursue during a long run where the intended scorer remains active for most of the campaign.

Hidden Ace: Score a Goal Worth More Than One Point

Hidden Ace requires scoring a goal worth more than one goal on three occasions.

The condition refers to the scoring value of the goal, not simply scoring three ordinary goals.

Special scoring effects create opportunities to make progress. For example, a Money Puck can award a larger score change than a standard goal.

Tape to Tape Money Puck scoring event displaying a plus-three scoring modifier
A Money Puck can award more than one goal's normal value. Hidden Ace requires three qualifying multi-goal scoring events.

Pay attention to rewards and match conditions that explicitly change goal values. In one run, a late-game effect made goals scored during the final 45 seconds worth two goals. That creates a scoring opportunity very different from simply increasing Shot Power.

The safest way to track Hidden Ace is to check progress after each qualifying event rather than assuming that every unusual scoring animation counts.

If the game awards a multi-goal effect to the opponent instead, it does not meet the objective to score the qualifying goal yourself.

Golden Helmet Achievements

Several achievements use the Golden Helmet in different ways. They are easy to confuse because the same piece of equipment appears in all of them, but the qualifying states are not interchangeable.

Golden Goose — Reach 200 Checking

Golden Goose requires a skater wearing the Golden Helmet to have 200 Checking.

Choose a player who can realistically reach that attribute through available upgrades and effects. The Helmet must be on the qualifying player when the requirement is met.

A highly upgraded checker who does not hold the Helmet is not sufficient. Likewise, owning the Helmet without the required Checking value does not finish the challenge.

Check the active modifiers and the player’s actual displayed Checking attribute rather than adding together upgrade descriptions from memory.

Royal Rest — Ten Games With the Helmet Wearer Benched

Royal Rest requires playing 10 games with a Golden Helmet wearer on the Bench.

This is a lineup-management challenge. Before entering a match, confirm that the player currently holding the Helmet is actually in a Bench position.

The player with the most goals may normally be one of your strongest offensive choices, so benching that skater can weaken your attack. Keep another capable scorer available while working on this requirement.

A completed Royal Rest unlock was recorded after the player had spent the required games managing the Helmet wearer on the Bench.

Tape to Tape challenge completion notification for Royal Rest after games with the Golden Helmet wearer benched
Royal Rest counts games played with the Golden Helmet wearer on the Bench. Check the lineup before entering each match.

Royal Treatment — Get Injured Five Times With the Helmet

Royal Treatment is almost the opposite of Royal Rest. It requires five injuries while wearing the Golden Helmet.

Putting the Helmet wearer safely on the Bench does not help you acquire injuries. You need the appropriate skater exposed to situations that can cause an injury.

Avoid choosing protective effects that prevent injuries when they would directly interfere with this achievement.

The important distinction is the state at the moment of injury: the player must be wearing the Helmet when the injury occurs.

Shrink Serum: Win With Three Small Skaters

To complete Shrink Serum, win a run with at least three S- or XS-sized characters in your active lineup. Check the size of each active skater before the final match; three small characters sitting on the Bench will not satisfy the stated lineup requirement.

Before the final encounter, check each skater’s size and position. Three small skaters sitting on the Bench are not the same as three small skaters in the active group.

Size-changing rewards can help construct the necessary lineup. However, do not sacrifice all your defensive strength merely to meet the size requirement early in the run. You still need to finish with a victory.

How to Get 200 Knockouts, 100 Knockouts, and Palace of Pain

These three objectives sound similar but use very different counting rules.

Violence Squad’s recorded achievement challenge and Quest: Maurice Cassoulet both use a target of 200 Knockouts in one run. Cripple requires more than 100 Knockouts in a single game, while Palace of Pain requires all opposing skaters to be knocked down simultaneously.

A Run-wide total cannot substitute for the more restrictive single-game or simultaneous conditions.

Cripple Needs One Extremely Physical Game

For Cripple, the condition is over 100 Knockouts in a game.

A long Run containing 150 total Knockouts does not satisfy this objective unless the required amount occurs in the same match.

Seek an encounter in which you can generate repeated contact and continue playing long enough to build the total. Ending the game quickly through scoring can work against this particular goal.

Check the game statistics before pursuing another attempt. A high Run total is not a reliable indication of how many Knockouts occurred in the match you just finished.

Palace of Pain Needs Simultaneous Knockdowns

Palace of Pain requires every opposing skater on the ice to be knocked down at once.

The strongest approach is to increase the number of opponents your team can disrupt simultaneously rather than attacking them one at a time while earlier targets recover.

Checking-oriented Talents such as Marauder, Berserk, and Home Wrecker can help automate pressure when those options are available in your run. That allows your controlled skater to keep the puck moving while other players pursue opponents.

The condition is satisfied by the simultaneous state. Knocking down all opponents at different points during the match is not enough.

Highlight Reel and Dental Toughness: Special Shot Goals

These are not ordinary scoring achievements. The method of delivering the puck matters.

Highlight Reel — Score Directly With the Yo-yo

Highlight Reel requires a Yo-yo goal.

A regular shot taken after using Yo-yo does not meet the same requirement as scoring directly through the ability.

A useful setup is to move toward the goal, send the Yo-yo puck across the net, and skate around or behind the goal before pulling it back. The return movement can create a scoring angle different from a straightforward shot into the goaltender.

The goalie can still stop the attempt. Repeat the return-shot setup when you have room rather than immediately switching back to an ordinary shot.

Pay attention to how the game credits the goal. The achievement requires the qualifying ability, not just a goal from a player who has Yo-yo equipped.

Dental Toughness — Score With Headshot Redirect

Dental Toughness requires a goal scored through Headshot Redirect.

First obtain access to the relevant ability. Then create repeated opportunities for the redirect effect to send the puck toward the net.

A player with enough offensive support and time around the attacking zone gives you more attempts than a short rush ending in a single ordinary shot.

The last touch is important: a goal scored normally after a redirect attempt may not satisfy the requirement if the actual scoring action is not credited to Headshot Redirect.

D20, Blowtorch, and Ricky Kirby: Critical Shot Challenges

Critical Shot achievements should be prepared together whenever your available upgrades allow it, but their completion requirements are different.

D20 requires triggering eight Critical Shots in the same game. This is not eight across a Run, and it is not ten Critical Shots simply because another challenge or playthrough used that number.

Choose a match that gives you enough shooting opportunities. Increasing Critical Chance can help, but ending the match too quickly may prevent you from reaching eight triggers.

Blowtorch adds a second condition: the Critical Shot must become a goal while the player is Enraged. A Critical Shot made while calm does not count, nor does a normal goal scored during Enraged.

For Quest: Ricky Kirby, the displayed chance itself must reach at least 100% when you shoot.

These objectives can reinforce each other if you assemble enough Critical Chance and can activate Enraged during play. The challenge is coordinating the state and the shot rather than simply improving Shot Power.

Injury Achievements: Preserve the Right Condition

Injury-related objectives often conflict with what you would normally do to keep a team strong.

Frozen Peas requires three injuries to the same skater during one Run. Turbo Crutch requires three injured players simultaneously on the ice. Pain Points requires five goals from injured skaters within a Run. Foiled requires injuring opponents five times in one game.

These are different states. Injuring an opponent does not advance your own injury-count challenge, and three injuries distributed across a long period may not satisfy an objective that requires several active injuries at once.

For Pain Points, the scoring player must still count as injured when the goal is awarded. Check injury status before entering a game and avoid healing the qualifying skater before completing the scoring objective.

For Turbo Crutch, inspect the actual on-ice lineup. Three injured reserve skaters do not meet an objective that explicitly requires three injured players on the ice.

Injury-heavy attempts are less suitable for a Run where the primary objective is simply defeating the final Boss. A weakened lineup can make an already demanding match harder, so combine these challenges only when the reward and your remaining roster justify the risk.

From Tape to Tape: Win With Every Squad

From Tape to Tape requires a winning Run with every Squad.

This is considerably larger than beating the campaign once. Tape to Tape 1.0 has 19 playable Squads, and their special conditions can change both the difficulty and your usual method of winning.

Check your completed Squad victories before choosing the next team. A Crown or other completed-run indicator on the selection screen helps distinguish Squads you have already won with from those that remain unfinished.

Do not assume a victory with Vanilla also counts for another Squad with a similar roster. The achievement calls for every Squad individually.

There is also no reason to confuse this completion requirement with a Squad’s initial unlock condition. A Squad can be selectable without having recorded a winning Run, particularly after the October 24 Steam changes.

Work through the Squad rules and strategies when one of the unusual team restrictions is stopping your next victory. That is especially useful for Trio, Double Decker, Dominator, Speedrun, and the other Squads that change normal scoring or roster behavior.

Three Easy-to-Miss Achievement Conditions

The Fungus requires seven Goalie Assists in the same Act. Track the credited assists after each game; an ordinary goalie save or a skater’s assist does not advance this count. Choose a stretch of matches where your goalie can repeatedly participate in puck distribution, and check the running total before leaving the Act.

For Clive Chickensneeze, a skater must score five goals while having 0 Shot Power. Inspect that player’s current attributes before assigning shooting upgrades. Improving Shot Power may help your normal offense but can remove the attribute condition needed for this achievement.

Bean Diet requires three skaters equipped with fart Power-ups to be on the ice simultaneously. Arrange all three in active positions before the match. Having the required Power-ups on reserve skaters will not satisfy an on-ice lineup condition.

Once these unusual requirements are complete, use the remaining unchecked achievements to select your next run objective. Keep cumulative challenges separate from those requiring a single game, a single run, or a completed victory.