Yes. In the documented launch behavior, dying makes you lose the stuffed animal you are carrying. To complete that delivery, restart the level, collect its toy again and reach the pedestal without dying. An ordinary checkpoint respawn does not protect the carried toy in the same way it preserves your place in the story.
This applies to the You Go Here placement challenge in the full game. It is a deathless delivery from pickup to pedestal, rather than a requirement to complete the entire campaign without a death.
What actually has to be deathless
Each of the four levels has its own stuffed animal and its own pedestal. Pick up the toy near the beginning of that level and carry it to the placement point farther along the route. Collecting the toy is only the beginning of the challenge; placing it is the completion event.
The dangerous interval is the trip between those two actions. A fatal fall or being caught by a creature can end the delivery even though the game allows you to continue the level afterward. That is why a successful story retry can still leave you unable to interact with the pedestal as intended.
You do not need to carry one toy through every chapter. Keep each delivery separate in your checklist and concentrate on the level you are attempting.

A delivery attempt includes surviving the level’s traversal sections.
What to do after losing the toy
- Decide whether you want to finish the story section first or immediately retry the delivery.
- For a new delivery attempt, return to the main menu.
- Use Level Select to restart the relevant level.
- Collect that level's stuffed animal again.
- Follow the required route to its pedestal without dying.
- Place the toy before treating the delivery as complete.
Do not spend the rest of a failed delivery repeatedly trying the pedestal. If the toy was lost at death, reaching the destination later does not recreate it. The useful next action is another pickup attempt in the relevant level, not searching for a duplicate toy near the pedestal.
A checkpoint is not a completed placement
The distinction explains why the loss can feel inconsistent. The campaign may restore you near a failed jump, but the carried toy can still be absent. Restoring your position and retaining every carried challenge item are different behaviors.
For the same reason, manually reloading after a forced failure should not be assumed to rescue the attempt. Players have reported encounter faults that required a reload and left them without the toy. There is no verified universal checkpoint trick that makes the challenge safe after any death.
Before a risky section, ask whether you already placed the toy or are still delivering it. That is more useful than assuming a recent save message means the placement challenge is secured.
Make delivery attempts after learning the route
The most practical approach is to finish the level normally first, then return for a focused toy attempt. During a first run, you are learning both the movement and the encounter sequence. Searching for ordinary collectibles at the same time can add unfamiliar jumps and detours.
On the delivery attempt, use the route you know. Finish any separate collectible investigation beforehand so your attention stays on the required traversal. This does not remove the challenge, but it avoids introducing extra uncertainty into a run that already depends on surviving.
Keep launch bug reports separate from the rule
The loss after death is documented in both achievement advice and the trophy route. A community suggestion that it might change in a future patch is a prediction, not confirmation that it has changed.
Steam patch 1.0.9 fixes several control, cutscene and progression issues, but it does not explicitly establish a new stuffed-animal retention rule. Its fixes also should not be assumed to have reached every console version. If an encounter repeatedly forces a death, record the platform, installed version and exact scene before committing to another long delivery attempt.
A bug that kills Jordan can cost the toy under the launch behavior just as an ordinary failed jump can. That makes identifying a repeatable technical problem more useful than trying to perfect a route around an unexplained movement lock.