**Halo 5: Forge on Windows — all 22 achievement tasks**
This is the Windows Forge checklist, not the Guardians campaign or its console multiplayer list. The useful way through it is to build one clearly named practice map, test it yourself, then arrange the player-dependent sessions. Keep the map: several later tasks specifically care who authored it.
There is one important stop sign. At this **November 1, 2026** check, TrueAchievements still flags **Capped** as discontinued. Its flag-history post is dated **May 7, 2024**. That's community achievement tracking, not an official announcement that the entire game has closed. Don't plan around a guaranteed 1,000 Gamerscore. [Status and history](https://t.co/gjAyYEqC1J)
**Learn the editor and keep a usable map**
**Monitor Bootcamp** requires finishing the Forge tutorial. Open **Forge → Tutorials** and complete it before tackling the object tasks. Treat this as your control reference, especially if your key bindings differ from an older guide. Opening the tutorial isn't the same as finishing it.
**Cartographer** is your first map save. Begin a build, make an identifiable change, then save with a name you will recognize later. A practical naming choice is something like “Achievement Practice”; the important part is being able to select your own file rather than a similarly named community download.
**Test Run** asks you to enter a Custom Game alone on a map you created. Select your saved map through **Forge → My Data**, then its custom-game option. Load into actual play, not another editor session. Before inviting anyone, use this visit to check that the map gives you somewhere safe to spawn and move.
These three tasks establish the difference between a tutorial, a saved creation and a playable custom match. Keep that distinction in mind: later achievements don't all trigger from pressing Save.
**Add the objects and change the map**
You can organize the following work on the same practice map. Keep the new objects in separate patches of ground so you can inspect them without selecting the wrong thing.
**Rush Hour:** put at least five vehicles into the map. The documented object path is **+ → Gameplay → Vehicles → Land**. Five ordinary Warthogs are a straightforward choice. Use gameplay vehicles, not the vehicle-shaped objects under Props; an individual solution specifically warns that those do not count. Spread them out rather than stacking them over your spawn area, then save.
**Halo Trinity:** place the **Halo 2 BR, Halo 1 Magnum and SPNKr Rocket Launcher** together on the map. Pay attention to the variants: an ordinary modern Battle Rifle or Magnum is not the named classic weapon. Search the UNSC weapon categories and check the selected object's label before moving on.
**Fresh Paint:** change an object's color, matte/metallic setting or material. You only need one of those property types, not a complete makeover. Select a barrel and use **P** for its properties; changing its color provides an easy visual check that you edited the object you intended.
**Palette of Beauty:** change a category's reference color. This is a different operation from repainting one barrel. The documented route uses the **globe icon → Referenced colors**. Make a real change rather than merely opening the palette.
**Climate Control:** change the map's skybox. On Alpine, use **globe → Lighting → Theme/Skybox** and choose another option. Don't confuse an object's material or a lamp's color with the sky surrounding the map.
**Movie Magic:** add both a **Camera** and an **Animation Location**. They are in **+ → Extras → Cameras/Animations**. Place one of each and save. Moving the editor's own viewpoint around isn't the same thing as creating the required objects. You don't need to turn this task into a finished cinematic project.
[Documented editor menu routes](https://t.co/bhD7ikVv7s)
**Give an object a movement script**
**IT'S ALIVE!** requires a map containing an object scripted to move. An old documented example starts with a wall: select it, open **P → scripting**, add a script, choose a timer condition, and give it a **Move Offset** action with a nonzero X, Y or Z value. Save the map.
There is a naming wrinkle here. The original solution calls the condition **On Timer**, but later comments report that exact label missing while another timer-labelled condition works. That means this isn't a promise of a button-for-button match to every build. Look for the timer condition actually exposed by your editor, not a nonexistent label. [Movement-script solution and later comments](https://t.co/ObAabCh7v8)
For your own sanity, use a modest offset and leave clear space around the wall. If the object travels into terrain, it becomes harder to tell whether you made a scripting mistake or simply chose a poor test position. Don't overwrite a map you care about while experimenting.
**Setting the Stage: the description and reports disagree**
**Setting the Stage** is listed as creating **50 maps with at least 50 props apiece**. Historical solutions and player reports disagree about how much work the unlock actually demands: some report one sufficiently populated map; others describe repeated saves advancing it.
Start by placing at least 50 actual props on your practice map and saving. Boxes are easy to count; selected objects can be duplicated with **Ctrl+D**. Do not assume that 50 total objects means 50 props if your count includes weapons, vehicles and other categories.
Check progress after that first qualifying save. If it unlocks early, there is no reason to manufacture another 49 files. If it doesn't, the literal listed target is still 50 qualifying maps; the one-map/repeated-save shortcut should be treated as a reported behavior, not a guaranteed current rule. The conflicting reports aren't a good basis for confidently declaring either wording universally correct. [Description dispute](https://t.co/ULEqTApylU)
**One other player: build, then fight**
**Friendly Forging** needs a Forge session with another player. Have your partner join your fireteam and enter a build together. Being in a voice call or looking at the same map listing is not the requested activity.
**What's Yours is Mine** requires bookmarking another player's map. The documented browser route is **Forge → Most liked**; choose a map and bookmark it. Keep this separate from saving your own creation or simply liking someone else's file.
For the combat tasks, agree on the match setup before starting. A short, uncomplicated custom game on your practice map makes the ownership and score conditions easier to track:
- **Home Court Advantage:** win a one-versus-one match on your own authored map. When your partner takes a turn, switch to their map; your authorship doesn't become theirs because they won.
- **Hats Off:** earn seven headshot kills within one custom match. Use a precision weapon and count actual headshot kills, not seven hits to a shielded enemy's helmet.
- **Elitist:** finish a custom match with KDA of at least 10. Don't mistake that for ten total kills regardless of deaths. Check the finished match's result rather than assuming a midgame lead settled it.
Choose a score limit that leaves enough room for the headshots and KDA attempt. A match that ends after the first kill clearly can't supply seven headshot kills. In an arranged private session, let everyone know whose attempt is underway and take turns fairly.
**Four players, then eight**
**Squad Goals** is for being in a fireteam of at least four. That's you plus three others, not four guests in addition to you.
**Playtest** lists a completed custom game with four or more players on a map you created. **Community** instead needs a completed match with seven other players—eight total—on a user-created map. A community map can satisfy the latter without being yours.
The efficient arrangement is to gather eight players and use each participant's authored map in turn. That comfortably exceeds Playtest's stated minimum while also meeting Community's headcount. Wait until the required players are actually in the game, and finish the match. A full lobby that never loads or a session that falls apart before completion is not a dependable substitute.
**The longer counters and the screenshot hold**
**Nice Work Dawg!** asks for 25 custom-game wins. **Running Riot** asks for 117 custom-game completions on player-created maps. Keep separate win and completion counts: losing a qualifying match can still serve the completion target, but a loss isn't a win.
Use normal completed matches as your baseline. Older guides describe quitting or draws contributing under some circumstances, but this route doesn't depend on reproducing those shortcuts. Check recorded progress before committing to a long session of repeated games.
Finally, **Capped** asks you to attach a screenshot to your Forge map. Taking a picture by itself is not the same operation. Because the screenshot-linking achievement remains community-flagged discontinued, leave it on a clearly marked hold rather than treating an old Game DVR tutorial as a verified fix. Buying Guardians or changing Windows settings is not something this guide can promise will restore it.
You've now accounted for every achievement name, with the screenshot problem and the ambiguous prop-count behavior kept visible. Work on the tasks that suit your group, save the map you built, and judge success by the achievements and counters actually recorded—not by an old “easy completion” estimate.
**Halo 5: Forge on Windows — all 22 achievement tasks**
· Games / Halo 5: Guardians