No Means Nothing Missable Achievements: One-Shot Badges and How Not to Lose Them

What "Missable" Actually Means Here

In No Means Nothing, a missable achievement is not necessarily one that disappears after a story beat. It is one whose trigger window closes — either because the scene that fires it moves on, because the in-game timer expires, or because accepting a different choice locks the branch. Understanding which is which is the difference between a clean completionist run and a third restart.

This page separates the genuinely one-shot badges from the ones that look one-shot but are not. Every classification below is badged by data confidence — verified facts from the game's own files are marked A, mechanism-only facts are B, and community-sourced triggers are C.

The Three Categories

Every achievement in No Means Nothing falls into one of three missable profiles. Knowing which profile a badge sits in tells you how much pressure you are under.

  • Truly one-shot: the trigger window closes after the scene. If you miss it, you have to replay from before that scene.
  • Timer-gated: the trigger is open during a timed segment. Miss the timer, miss the badge — but the segment itself can be replayed from a save.
  • Run-spanning: the trigger accumulates across the run. No single moment is one-shot, but the running total has to cross the threshold by the finale.

Truly One-Shot Badges

These are the badges where the trigger window closes for good once the scene moves on. Anchor a manual save before the listed scene if you are chasing them.

Beer Pressure (BEER, enum 3)

The beer offer at Radek's place is a single-scene window. If you refuse the beer consistently and the scene ends, the badge does not fire and you have to replay from before the scene to try again. The verified drunk-effect field exists with a 0–1 range, but the exact compliance threshold is community-sourced.

Anchor save: before entering Radek's place for the first time.

Hidden Cats (KITTY_1 through KITTY_4, enums 11–14)

The four cats sit in fixed spots with no in-game prompt. If you walk past one and the scene moves on, you can backtrack in some cases but not all. The safest approach is to pet every cat the moment you see one. Locations themselves are community-sourced; treat any specific spot you read online as community guidance, not verified fact.

Anchor save: at the start of each workday, so you can replay the day if you realize you missed a cat.

Timer-Gated Badges

These badges fire inside a timed segment. The timer itself is verified from the per-day config files; the badge trigger that uses it is community-sourced.

First Shift Speedrun (FAST, enum 2)

FAST fires when you finish the Day 1 work shift inside the visible timer window. The Day 1 config confirms a visible time of 600 seconds and a real time of 550 seconds. The badge trigger itself is community-sourced. The timer pauses with the game, so use pauses to plan without losing the badge.

Anchor save: at the start of the Day 1 shift. If the timer runs out, reload and try again.

Run-Spanning Badges

These badges do not have a single one-shot moment, but they still require planning because the running total has to cross a verified threshold by the finale.

Money Master (MONEY, enum 10)

The verified target coin amount is 1000. The visible Coin stat caps at 999, so the achievement tracks a separate running total. Each workday is hard-capped at 200 coins banked. A clean Day 1–3 sweep on a fresh run lands at 943 — short of 1000 by 57. See the coin achievement bug explainer for the full math and a two-run route.

Anchor save: Day 2 evening, after the Day 1 sweep is complete. From this save you can replay Day 2 and Day 3 to optimize pickups without losing Day 1 progress.

Cassette Collector (CASSETTE, enum 9)

The Boombox framework gives you one start track and one bonus track per workday. If you exit a day without picking up the tracks, you cannot get them back on that run. The exact tape list and locations are not text-extractable from the available sources; treat any list as community-sourced.

Anchor save: at the start of each workday, before picking up the start track.

Ending Variants Are Mutually Exclusive, Not Missable

The four ENGING variants (Ideal, WTF, OK, Worst) are mutually exclusive on a single playthrough — you can only land one per run. That is not missable in the usual sense; it just means you need a separate playthrough for each. The All Endings badge (ENGING_ALL) unlocks when you have hit all four variants across runs.

Anchor save: end of Day 3, before the finale. From this save you can branch into different endings on subsequent runs without replaying Days 1–3.

Badges That Cannot Be Missed

Two badges are effectively unmissable on a fresh playthrough.

  • You've Been Warned (DISCLAMER, enum 0) — fires automatically when you acknowledge the content warning at the main menu. The only achievement with a directly verified in-code trigger.
  • Job Application (JOB_APPLICATION, enum 1) — fires when you accept Radek's informal job offer. Cannot be skipped on a normal first run.

The Anchor Save Strategy

One manual save at the right moment saves more time than any other technique. The recommended pattern is two anchor saves: one at the end of Day 2 evening, one at the end of Day 3 before the finale.

  1. Day 2 evening save: protects your Day 1 coin sweep, lets you replay Day 2 and Day 3 for cassette and cat cleanup, and is the cleanest fork point for ending variants.
  2. Day 3 pre-finale save: protects everything you have built across the run, and is the fork point for the bath finale branches (Willpower, Anger, Labyrinth, Escape, Caught).

With these two saves in place, the only badges that can permanently slip away are the truly one-shot ones — and even those can be retried by reloading the relevant anchor.

Common Panic Patterns

Players tend to assume the worst when a badge does not fire. Before you restart a run, rule out the following.

  • "I missed the cat, I have to restart the whole run." You do not. Reload the day's anchor save and replay the day.
  • "The timer ran out, FAST is gone forever." It is gone for this run, but reloading the Day 1 anchor save and retrying is faster than restarting.
  • "I am at 999 coins and Money Master did not fire, the achievement is bugged." It is not. Read the coin achievement bug explainer — the visible stat caps at 999, the running total does not.
  • "I picked the wrong ending choice, I lost the badge." Ending variants are mutually exclusive, not missable. Reload the Day 3 pre-finale save and pick a different branch.

One-Page Summary

Two badges cannot be missed. Two badges are truly one-shot. One is timer-gated. Two are run-spanning. Four are mutually exclusive ending variants. Four are hidden cats. Anchor saves at Day 2 evening and Day 3 pre-finale cover everything except the truly one-shot scenes, and those have their own per-scene anchors listed above.

Plan your run:

Sources & Further Reading