Ells Tales Chairbound Beginner Guide, Endings, Achievements
Welcome to this all-in-one achievement guide for Ells Tales: Chairbound! If you’re struggling to stay upright, dodge enemies in chairs, or just figure out what the heck that duck thing is—this guide’s got your back. Whether you’re hunting for specific unlocks or aiming for that full completionist run, here’s everything you need to know.
First things first—yes, you’re in a chair. No, it won’t get easier.
This game is all about balancing and maneuvering while avoiding weird enemies, managing a ticking timer, and collecting key items.
This guide is written post-update, so some mechanics (like chair physics) or spawns may vary slightly. Take your time, expect some failures, and don’t rush everything in one go. Most achievements are easier if tackled across multiple runs.
Ells Tales Chairbound Beginner Guide, Endings, Achievements
Chair Movement
- Tap movement keys instead of holding them to build momentum without overbalancing.
- Descending ramps is the hardest part. Never go down sideways—your balance will break instantly.
- When heading down ramps, tap the opposite direction to your momentum. It helps with control and prevents spinning out.
- Use objects like desks to block enemies or slow them down.
Shortcuts & Risky Skips
- Floor 7 Elevator Shaft: Jumping down skips to a glitched Floor 5 with random rising pillars. Good for saving time, but locks you out of the pistol (essential for final enemy kill).
- Floor 4 Elevator Shaft: Just kills you. Unless you’re hunting that specific death-related achievement, skip it.
Enemies Overview
Madman
- Similar to you: in a chair, slowly shuffling.
- Not lethal, but time-wasting if he corners you. Use furniture to get him stuck.
Duck Madman
- Slightly faster, smarter version of the regular Madman.
- Spawns in darker areas and is much harder to trap or escape from.
The Thing
- Only appears on the final floor.
- Fast, deadly, and unavoidable if not dealt with.
- Only way to win is shooting it—don’t descend to Floor 1 without a pistol.
Main Story Achievements
Got it!
Pick up your first item
Just grab the rubber duck in the starting room.
Useful Find
Find the mysterious keychain
- Head to Floor 7.
- Locate the office in the middle of the floor. Keychain is near a sign with the number 6.
- Avoid or trap the Madman while grabbing the item.
That’s a whole different thing!
Get the pistol
- With the keychain in hand, go to Floor 6.
- Use it to open the red-lit door in the center.
- Pistol is on the desk inside.
Freedom
Complete the game
- Descend to Floor 1 with pistol and at least 90 seconds remaining.
- Kill “The Thing” first, then flip the levers on both sides.
- Final descent activates after chest trap deactivates.
Helping the Girl Path
Weird thing
Look into the elevator shaft
- Go to Floor 7 and roll into the open elevator. Achievement unlocks immediately.
Help in the darkness
Complete the girl’s quest
- Go to Floor 4 and grab the flashlight.
- Avoid anarchist enemy and descend to Floor 3.
- In the dark office area, find the toy.
- Take it to Floor 2 and wait for the girl to ask for it.
- Note: She won’t appear if you’re holding a pistol, so avoid picking one up this run.
Optional Achievements
Yellow couple
Pick up two plastic ducks
- One is in the spawn room.
- The second often appears on desks on Floor 8 (with the girl). RNG-based.
One more time
Restart the game for the first time
- Simply press R or use the menu restart option.
Time is over
Let the timer expire
- Stay idle in the starting room and wait about 10–11 minutes.
Rest In Peace
Shoot a Madman enemy
- Obtain pistol (Floor 6).
- Return to any floor with Madman and shoot them.
Final Notes
- Don’t panic if you miss achievements—this game is built around trial and error.
- Doing one run for pistol ending and another for helping the girl is highly recommended.
- Keep an eye out for updates, as some spawn points and enemy behavior may change.