HEARTWORM

Complete 100% Guide — PC, 2025
5
Areas
18
Puzzles
10
Possums
3
Endings
4
Bosses
19
Achievements

Heartworm

Heartworm key art
Sam on a misty street

A fixed-camera survival horror game built to look and move like a PlayStation 1 title, released on 31 July 2025. You play Sam, who has lost someone and goes looking for a way to speak to the dead. Her weapon is a camera: you damage what haunts the house by photographing it.

The design follows the classic template closely — fixed camera angles with optional tank controls, a grid inventory, save rooms, key items that open specific doors — but the resource you manage is film rather than ammunition, and the game is short and dense rather than long.

Film is genuinely finite. There is no infinite fallback weapon. If you burn your film on enemies you did not need to kill and then reach a boss dry, the fight is unwinnable and you have to reload an older save. Keep a save from before each area, and walk past anything that is not blocking your path.
The systemswhat you are actually managing
SystemHow it works
The cameraYour only weapon. Combat switches to an over-the-shoulder aim and you cannot move while shooting, in either control scheme. There is also a flash you can fire without aiming, which does not consume film.
FilmYour ammunition. Scattered through the world and inside boss arenas. Every shot you take on an enemy you could have run past is a shot you do not have later.
Camera modsThe Burst Mod, from the chess puzzle in the Neighborhood, fires three shots at once and cuts roughly a third off every boss fight. Get it as early as you can.
InventorySix slots to start. The Camera Bag in the Neighborhood garage takes you to eight. Safe rooms have storage for everything you are not carrying.
SavingAt the desktop PC in each safe room. Every area has one, and the Archive's sits behind the central tome.
Challenge Modeadded 29 September 2025

A harder difficulty with tighter resources, rebalanced enemies and an adjusted final boss, plus an additional camera mod. Finishing it unlocks an exclusive costume for Sam and the achievement The Only Way Out Is Through. The same update added Steam trading cards and a separate soundtrack release.

Roadmap to 100%three runs, in this order
1
Run 1 — the full sweep. Explore everything, photograph all ten possums as you pass them, collect all three photos, and do not die. That gives you Immortal and every progression achievement in one pass.
2
Save before the Archive photo machine. Insert all three photos for Together, then reload and insert one for Leaves, then reload and insert none for Stays. All three endings from a single run.
3
Run 2 — Challenge Mode. Straight through for The Only Way Out Is Through and the costume.
4
Run 3 — the speedrun. Die once early to clear Died, then route the whole game for Dash under one hour, which also gives you Run under two.

Story Walkthrough — 5 Areas

Pick an area below, then use the Previous / Next buttons at the bottom of each one to move through the game.

How to read the tags. Every pickup, puzzle and detour carries a coloured tag, so you can skim an area for one kind of thing without reading all of it.
TagWhat it marks
KEY ITEMOpens a specific door, lock or device
ITEMFilm, healing, a camera mod or an upgrade
PUZZLEA puzzle that gates progress — the answer is in the step
PHOTOOne of the three ending photos
POSSUMOne of the ten possums to photograph
BOSSA named fight
MISSABLEGone once you leave the area
SAVEA safe room with a PC
The Archive is the hub, and you come back to it four times. It is not an area of its own, so it is not in the list below — each visit is written at the end of the area that sends you there.
In the roomWhat it does
The central tomeTakes three Pages — Neighborhood, Wilderness, Clock Tower. The Abandoned House does not give one. Each Page you place opens a different gate out of the room.
The machine on the leftThe only thing in the game that decides your ending. Feed it the three photos. None → Stays · one or two → Leaves · all three → Leaves+.
The PC behind the tomeYour save point, there from the first visit.
The route outAreas are one-way. The Archive is the only place you return to, and after the fourth visit you do not come back to it either.
AREA 1The Abandoned Housetwo emblem pieces and a code
1
ITEM Take the Camera from your car, then walk up the mountain to the house.
Sam heads toward the house
Sam heads up the mountain
2
The front door is boarded over. Go in through the side door on the left.
The abandoned house exterior
The front is boarded — go around to the left
3
SAVE POSSUM The safe room is through the left door off the foyer. A possum is in here — photograph it.
Inside the parlor
The foyer and parlor
4
ITEM Search the dining room and the bathroom for a bandage and an antiseptic, then combine them into a first aid kit.
The dining room
The dining room — bandage here
5
POSSUM A second possum sits on top of the shelving in the kitchen.
6
Upstairs, read the poem on the bed in the small bedroom. It gives you a time: 12:15.
The small bedroom
The small bedroom — read the poem on the bed
7
PUZZLE In the northeast room, set the grandfather clock to 12:15. A hidden library opens behind it.
The room with the grandfather clock
The northeast room and its clock
Grandfather clock set to 12:15
Hands set to 12:15
8
KEY ITEM Inside: Emblem Piece 1, plus tapes and a wall picture, both labelled ROSE.
The hidden library
The room the clock opens
The rose painting
The picture labelled ROSE — that is the code
9
KEY ITEM Attic Key is on the nightstand in the master bedroom.
The Attic Key
The Attic Key on the master bedroom nightstand
10
PUZZLE Back at the code lock in the foyer, enter R-O-S-E. The basement opens.
The foyer code lock
The foyer code lock
Entering the code
Enter R-O-S-E
11
PUZZLE KEY ITEM The basement is a shelf-pushing maze. Work the shelves aside to reach Emblem Piece 2.
The basement
The basement shelf maze
12
KEY ITEM Combine the two pieces into the Heart Emblem.
The Heart Emblem
Combine both pieces into the Heart Emblem
13
The Attic Key opens the attic, and the Heart Emblem opens the red door inside it.
The map screen
The map screen
Unlocking the attic
The Attic Key opens the attic
Placing the Heart Emblem
The Heart Emblem opens the red door
14
BOSS MISSABLE Down the long staircase the Tape Keeper corners you at a locked door. You cannot fight it. Turn around, run back, and interact to escape. This is the point of no return for the house.
The long staircase
The staircase down — the point of no return
You can never come back here. Once the Tape Keeper chases you out at the end of this area, the house is closed for the rest of the run. Take both possums and everything else before you go down the staircase.
Back at the Archivevisit 1 of 4 — the room the rest of the game is built around

Down the long staircase, through the door and across the bridge, and the Archive opens up. You will stand in this room four times, and it looks the same every time — what changes is what you are carrying.

In the roomWhat it is for
The tome, dead centreWhere the area Pages go. Three of them exist — Neighborhood, Wilderness, Clock Tower — and each one opens a different gate out of this room. The Abandoned House does not give you one, so the tome does nothing on this visit.
The machine, left of the tomeThe ending machine. It takes the three photos, and it is the only thing in the game that decides how the story ends. You have no photos yet.
The PC, behind the tomeA save point, identical to the ones in the safe rooms.
The storage chest, behind the tomeYour item box. Sam carries very little, so park spare film, healing and anything you are not about to use here — the same chest follows you into every safe room.
The chess tableA full game of chess against the computer, and it plays to win. Entirely optional. See the step below.
The hallway, left of the tomeThe way out, sealed behind a wall of static until you deal with it.
SAVE Save at the PC behind the tome, then open the storage chest beside it and drop everything you are not carrying for a reason. Your inventory stays small for the whole game, and this chest is shared with every safe room.
The Archive
The Archive — the hub between areas
The chess table is a real game, not a puzzle with a fixed answer — you sit down and play the computer out, and it is a genuinely hard opponent. It is optional, it blocks nothing, and you can walk away and come back to it. Winning it hands you a first aid kit.
PHOTO Walk up to the machine on the left of the tome so you know where it is. Nothing to do yet — the first of the three photos is in the Neighborhood. Read the box below before you go looking for them.
The three photos are the whole ending system. Nothing else you do — not the journal entries, not how fast you finish — changes which ending you get.
Photos insertedEnding
NoneStays — the bad ending.
One or twoLeaves — the good ending.
All threeTogether, which most players write as Leaves+ — the good ending plus an extra scene.

One photo per area: the Garden photo in the Neighborhood, the Cave photo in the Wilderness, the Subway photo in the Clock Tower. Feed each one into the machine on your next visit here. The fourth visit is the last chance — once you leave for the cathedral the room is closed. Save at the PC before you insert anything on that last visit and you can reload it to take all three ending achievements out of a single run.

MISSABLE When you are done, take the hallway to the left of the tome. A wall of flickering static blocks it — raise the camera and photograph it to destroy it. This is the game teaching you what the camera is really for.
Follow the hallway to the end and interact with the red static. That drops you into the Neighborhood.
AREA 1 OF 5
AREA 2The Neighborhoodthe Burst Mod, the Camera Bag and three candles
Get the Burst Mod early. The chess puzzle takes two minutes and the mod cuts roughly a third off every boss fight in the rest of the game. Do it before you do anything else here.
1
SAVE The first house you can enter, on the left, is the safe room.
The Neighborhood at night
The Neighborhood
2
KEY ITEM POSSUM The House Key is on the counter in the corner store. A possum is outside the store by the bins.
The corner store
The corner store on Platt St
Inside the corner store
Inside the store
The House Key
The House Key on the counter
3
POSSUM The House Key opens the Old House. A possum is in Sam's old bedroom.
The Old House
Sam’s grandparents’ house
Inside the Old House
The hallway inside
4
PUZZLE ITEM The chess board in Sam's bedroom: move the Bishop from E3 to G5. That gives you the Burst Mod.
The chess board puzzle
The chess puzzle — Bishop E3 to G5
5
KEY ITEM The Baseball Bat is under the bleachers at the baseball field. Place it on the wall plaque in Sam's bedroom and you get the Model Train.
The wall plaque
The wall plaque in Sam’s bedroom
6
PUZZLE ITEM The garage key is on its right-hand side. Inside, the fuse box opens the stairs: flip switches 1, 3 and 5. Upstairs is the Camera Bag, which takes your inventory from six slots to eight.
The garage
The garage and its fuse box
7
KEY ITEM Use the Model Train on the train set upstairs. That gives you the Padlock Key.
The model train set
The model train set upstairs
The completed train
Placing the Model Train completes it
8
PHOTO The Padlock Key opens the chain-link garden fence. Shoot the static barrier inside and take the Garden Photo — the first of the three that decide your ending.
The garden
The garden behind the chain-link fence
9
PUZZLE POSSUM Find the Lighter, then light three candles. The first is in the apartment building past the stop sign — a possum is in its snowy hallway. The second is upstairs in the flooded house across from the store.
Candle 1
Candle 1 — the apartment building
Candle 2
Candle 2 — upstairs in the flooded house
10
PUZZLE The third candle is at the baseball field, inside a cage on the pitcher's mound. Release it by running the bases in order — first, second, third, home — before the lights go out. Lighting all three opens the Funeral Parlor.
11
SAVE After the casket scene you reach downtown. There is a safe room here that is very easy to walk past — find it before you go into the alleys.
Downtown
Downtown after the casket scene
12
KEY ITEM The warehouse is a chase with a pursuer you cannot kill. Do not stop to fight. Weave through the shelving, grab the Crowbar, and get out.
The warehouse
The warehouse chase
13
BOSS The Crowbar pries open the bus. Spider: roughly forty photos, or twenty-five to thirty with the Burst Mod. Keep moving to dodge the lunge and the web spray, and photograph it mid-charge to interrupt it. The small spiders it spawns shake and then explode — run from those rather than shooting them. Film and healing are scattered around the arena; pick them up between phases.
14
KEY ITEM The fight gives you the Neighborhood Page. Take it to the Archive tome to open the centre gate.
Back at the Archivevisit 2 of 4 — the Neighborhood Page

Put the Neighborhood Page into the central tome. A new gate opens, and that is your route to the Wilderness.

Feed the Neighborhood photo into the machine on the left before you leave, and save at the PC behind the tome. The Neighborhood is closed behind you.

AREA 2 OF 5
AREA 3The Wildernessseven switches, a piano and a telescope

The most open area in the game, and the one where it is easiest to lose your bearings. The whole region is gated behind one thing: bringing the power station console up to 100% by flipping seven switches scattered across the map.

1
KEY ITEM The Watermill Key is at the docks near the bridge. It opens the watermill house.
The Wilderness
The bridge into the Wilderness
2
PUZZLE POSSUM Inside the watermill is the piano puzzle. The poem beside it gives the notes — the first letter of each line. Play C, D, D#, G, F, D, D#, F. A possum is also in the watermill house.
The stone piano
The piano puzzle in the watermill
3
PUZZLE At the overlook, the telescope asks for three constellations. Set Cetus top right, Cassiopeia top left and Andromeda bottom left. Three signs out in the world teach you these if you want to work it out yourself.
The telescope puzzle
The telescope at the overlook
Second constellation
The second constellation
4
KEY ITEM The telescope unlocks a box holding the Blood Collection Kit. Use it on the deer corpse in the corn-maze house, then at the outdoor library altar.
The Blood Collection Kit
The Blood Collection Kit
5
PUZZLE Seven marker switches must all be flipped. They are at: the willow heart tree at the heart of the Wilderness, the end of the parking lot, the shore opposite the watermill, the back of the cave near the ladder, the power station machine itself, the train-yard puzzle area, and the centre of the clearing.
A marker switch
One of the seven marker switches
6
POSSUM A possum is in the centre of the clearing while you are there.
7
KEY ITEM The Bolt Cutters are by a locked gate in the lower cave. They open the power station.
The Bolt Cutters
The Bolt Cutters by the locked gate
8
PUZZLE The train yard is a crate-pushing maze. Work the blocks around to reach the switch in the top-right corner.
9
KEY ITEM The Hexagonal Crank is at the base of the giant heart tree. Using it lowers the water in the cave.
The heart tree
The giant heart tree
10
With all seven switches flipped, the power station console reads 100%. Press the button.
The power station at 100%
The console at 100%
11
PUZZLE PHOTO POSSUM In the cave, solve the light console outside the sun-marked gate, then photograph the white static for the Cave Photo — the second ending photo. A possum hides behind the waterfall in this cave.
The cave light console
The light console outside the sun gate
12
BOSS Deer, in the cave. Around thirty photos, or twenty to twenty-five with the Burst Mod. It hides in the trees and then ambushes — shooting it while it is hidden is free damage, and the music changes to tell you which state it is in. Dodging an ambush leaves it open. It spawns dogs; sidestep their lunges.
13
KEY ITEM The fight gives you the Wilderness Page. Take it to the Archive tome.
Back at the Archivevisit 3 of 4 — the Wilderness Page

Put the Wilderness Page into the tome. The gate on the right opens: stairs, a ladder and a stone bridge take you to the Clock Tower.

Feed the Wilderness photo into the machine, and save. The Wilderness is closed behind you.

AREA 3 OF 5
AREA 4The Clock Towerfour emblems, four sub-worlds, four keepsakes

The Clock Tower is a hub rather than a level. Four themed sub-worlds hang off it, each locked behind an emblem, and each one gives you a keepsake. Collect all four keepsakes and the display case opens the way to the Cathedral.

1
KEY ITEM The Delta Emblem is on the table by the fireplace. It opens the Hospital lobby door.
The approach
The approach through the cemetery
The Clock Tower entrance hall
The Clock Tower entrance hall
2
PUZZLE KEEPSAKE In the Hospital's delivery ward, four screens read Complacency, Uncertainty, Mediocrity, Mortality. Match each to the room that shows it: the couple watching TV is Complacency, the person falling is Uncertainty, the person at the desk is Mediocrity, and the flower room is Mortality. Press them in the order 2, 3, 1, 4. That gives you the Crucifix from the crib.
Hospital reception
Hospital reception
Hospital stairwell
The stairwell up
3
ITEM The side door of the gallery holds the Multigrade Developer. You need it later in the School.
The gallery hallway
The gallery hallway
4
PUZZLE KEY ITEM On the balcony level, push a box into the empty cage to climb across. That gives you the Beta Emblem, which opens the School through the library.
5
POSSUM Mannequins here cannot be killed. A photo disperses one for about a second so you can get past — do not waste film trying to clear them. A possum is at the school swimming pool.
The School
The School
Mannequins
Mannequins — you cannot kill these
6
PUZZLE KEEPSAKE The classroom TV quiz is seven questions with no wrong answers — work through it and you get the Videotape.
The classroom TV
The classroom TV quiz
7
PUZZLE ITEM Find the Film in the darkroom and develop it with the Multigrade Developer. The resulting photograph shows the safe route across the Hole.
8
KEY ITEM Cross the Hole using that photograph. On the far side is the Gamma Emblem, which opens the Subway.
9
KEY ITEM PHOTO The Lower Track Key is taped to a service door. It opens the gate to the lower tracks — shoot the static barrier there for the Clock Tower Photo, the third and last ending photo.
The Subway entrance
The Subway
10
PUZZLE KEEPSAKE In the Office, print four colour-coded papers and deliver each one to its matching receptacle while avoiding the enemies. Completing all four gives you the Work ID from the copier.
The Office
The Office and its printer
11
PUZZLE KEY ITEM Read the notes in the four separate gallery rooms for four words — DWELL, DESIRE, DEPRIVE, DREAD. Enter them into the emblem device for the Omega Emblem, which opens the Spooky House.
A gallery note
One of the four gallery notes
12
PUZZLE Inside the Spooky House, look at the eleven grandfather clocks first. Each one carries a symbol and a stopped time, and the time tells you which slot that symbol goes in. The order is: 1 Moon, 2 Book, 3 Ship, 4 Candle, 5 Cloud, 6 Water, 7 Widow, 8 Time, 9 Death, 10 Earth, 11 Devil.
The hallway junction
The junction near the Spooky House
13
PUZZLE KEEPSAKE The sliding puzzle upstairs is shuffled differently every playthrough, so there is no fixed set of moves. Slide the tiles into the clock order above. Solving it puts the Eulogy on a floating path.
14
POSSUM A possum is in the Clock Tower storage room. Sweep for it before you finish here.
The display case hall
The hall with the display case
15
Place all four keepsakes — Crucifix, Videotape, Work ID and Eulogy — in the display case. The elevator to floor R opens.
Back at the Archivevisit 4 of 4 — the last stop

Put the Clock Tower Page into the tome. A cutscene plays and the Ancient Key appears by the door you came in from.

This is the last time you stand in this room. Feed the Clock Tower photo into the machine, check the count — three photos is the best ending — and save. Then use the Ancient Key on the cathedral front door.

AREA 4 OF 5
AREA 5The Cathedralthe Tape Keeper, and the ending
1
BOSS The Tape Keeper, in two phases. You cannot damage it directly. The lanterns are the whole fight.
The Tape Keeper arena
The Tape Keeper arena
2
Phase 1: dodge the smashes, the sweeps and the falling debris. When the arena turns purple, photograph the four corner lanterns. That stuns the Keeper — then photograph the Keeper itself.
3
Phase 2: the same loop, but now five lanterns including one in the centre, and it adds film attacks from below and from its chest. Staying in a corner avoids most of what it throws.
4
KEY ITEM Beating it gives you the Clock Tower Page from the crypt.
Before you take the elevator. Make sure you have all ten possums and all three photos, and save. Once you insert photos into the Archive machine you are committed to that ending unless you reload — and saving here is what lets you collect all three ending achievements from one run.
5
PHOTO Return to the Archive photo machine and insert your photos. Three photos gives the best ending. See the All Endings tab for exactly what each count gives you.
AREA 5 OF 5

All Puzzle Solutions

Every puzzle in the game with its answer, in the order you meet them. Two of them are shuffled per playthrough — for those you get the method instead.

PuzzleWhereSolution
Grandfather clockAbandoned HouseSet the hands to 12:15. The poem on the bed in the small bedroom gives you the time.
Foyer code lockAbandoned HouseR-O-S-E. The tapes and the wall picture in the hidden library are both labelled ROSE.
Basement shelvesAbandoned HouseA push-block maze. Slide the shelving aside to open a path to Emblem Piece 2 — there is no fixed sequence.
Chess boardNeighborhoodMove the Bishop from E3 to G5. Reward: the Burst Mod.
Garage fuse boxNeighborhoodFlip switches 1, 3 and 5.
Baseball fieldNeighborhoodRun the bases in order — first, second, third, home — before the lights go out. Releases the caged candle.
Watermill pianoWildernessC, D, D# (E flat), G, F, D, D#, F. The first letter of each line of the poem is the note.
TelescopeWildernessCetus top right, Cassiopeia top left, Andromeda bottom left. Three signs in the Wilderness teach these.
Train yardWildernessCrate-pushing maze. Work the blocks around to reach the switch in the top-right corner.
Power stationWildernessFlip all seven marker switches across the region until the console reads 100%, then press the button.
Cave light consoleWildernessOutside the sun-marked gate, after the Hexagonal Crank lowers the water. Opens the way to the Cave Photo.
Hospital delivery wardClock TowerScreens read Complacency, Uncertainty, Mediocrity and Mortality. Couple watching TV = Complacency, person falling = Uncertainty, person at the desk = Mediocrity, flower room = Mortality. Press 2, 3, 1, 4.
Cage puzzleClock TowerPush a box into the empty cage on the balcony level and climb across. Reward: the Beta Emblem.
Classroom TV quizClock TowerSeven questions, and none of the answers are wrong. Reward: the Videotape.
The HoleClock TowerDevelop the darkroom Film with the Multigrade Developer. The photograph shows which tiles are safe.
Office deliveryClock TowerPrint the four colour-coded papers and deliver each to the matching receptacle. Reward: the Work ID.
Gallery wordsClock TowerDWELL, DESIRE, DEPRIVE, DREAD — one word from a note in each of the four gallery rooms. Reward: the Omega Emblem.
Sliding puzzleClock TowerShuffled every playthrough. Read the eleven grandfather clocks downstairs first: each carries a symbol and a stopped time, and the time is the slot number. The order is 1 Moon, 2 Book, 3 Ship, 4 Candle, 5 Cloud, 6 Water, 7 Widow, 8 Time, 9 Death, 10 Earth, 11 Devil.

Enemies

Aiming the camera at an enemy
Combat switches to over-the-shoulder aim
The rule that saves your run. Three enemy types in this game cannot be killed at all, and one is invulnerable half the time. Every photo you spend on them is film you will not have at a boss. If something is not blocking your path, walk past it.
EnemyWhat it doesHow to handle it
Blue static ghostThe baseline enemy. Fires slow walls of static that slow you down.Circle-strafe and shoot. Cheap to kill.
Red static ghostMore health, and turns invisible periodically.Invulnerable while invisible — hold your shots until it reappears or you are throwing film away.
Orange static ghostInvincible.Do not engage. Move around it.
StatuesSeal you into a forced-combat arena.Fight at maximum range and keep circling.
DogsTelegraphed lunge.Sidestep the lunge. Two shots each with the Burst Mod.
HeadlessDrop on you from ceilings. Extra health.Dripping water above you is the tell — back off before it lands.
MannequinsSchool and Office. Cannot be killed.One photo disperses one for about a second. Use that to run past, nothing more.
Warehouse pursuerNeighborhood chase. Cannot be killed.Keep running and weave through the shelving.

Bosses

Three real fights, and one scripted encounter you are supposed to lose.

Tape Keeper — first encounterAbandoned House — not a fight
1
At the bottom of the long staircase the Tape Keeper corners you at a locked door. There is no way to win. Turn around, run back up, and interact to escape. Do not spend film here.
SpiderNeighborhood, inside the bus
1
Roughly forty photos to kill, or twenty-five to thirty with the Burst Mod. This is the fight that punishes wasted film hardest.
2
Its lunge and web spray are both dodgeable by simply keeping moving. Photographing it mid-charge interrupts the charge — that is the single most useful thing to know here.
3
It spawns small spiders that shake and then explode. Run from those; shooting them wastes film and you still take the blast.
4
Film and healing items are scattered around the arena. Pick them up between phases rather than mid-attack.
DeerWilderness, in the cave
1
Around thirty photos, or twenty to twenty-five with the Burst Mod.
2
It alternates between hiding in the trees and ambushing you. Shooting it while it is hidden is free damage — it cannot retaliate from there.
3
Listen to the music. The track changes depending on whether it is hiding or winding up an ambush, which is your only reliable warning.
4
Dodging an ambush leaves it open for a burst. It also spawns dogs — sidestep their lunges rather than shooting them.
Tape Keeper — the real fightCathedral
1
You cannot damage it directly. The lanterns are the entire fight.
The Tape Keeper
The Tape Keeper arena
2
Phase 1: dodge the smashes, sweeps and falling debris. When the arena turns purple, photograph the four corner lanterns to stun it, then photograph the Keeper.
3
Phase 2: same loop with five lanterns, including one in the centre. It adds film attacks that come from below and from its chest.
4
Fight from a corner. Most of what it throws does not reach the corners cleanly, and it keeps the lanterns in your sightline.

Collectibles

The three photosthese are the ending items

Three photographs, one in each of the three main regions, all hidden behind a static barrier you have to shoot. They are the only thing that changes your ending.

#PhotoWhere
1Garden PhotoNeighborhood. Open the padlocked chain-link garden fence with the Padlock Key from the model train set, then shoot the static barrier inside.
2Cave PhotoWilderness. Lower the water with the Hexagonal Crank, solve the light console outside the sun-marked gate, then photograph the white static.
3Clock Tower PhotoClock Tower. Take the Lower Track Key from the service door in the Subway, open the gate to the lower tracks, and shoot the static barrier.
Where they get used. Photos go into the machine to the left of the tome in the Archive, and you can do it any time before the finale. Save first — inserting different numbers of photos and reloading is how you collect all three ending achievements in a single run.
The ten possumsphotograph each one
Several of these are in areas you cannot return to. The two in the Abandoned House are gone the moment the Tape Keeper chases you out. Take each possum as you pass it rather than planning a sweep at the end.
#AreaWhere
1Abandoned HouseIn the safe room
2Abandoned HouseThe kitchen, on top of the shelving
3NeighborhoodOutside the corner store
4NeighborhoodSam's old bedroom in the Old House
5NeighborhoodThe snowy hallway in the apartment building
6WildernessInside the watermill house
7WildernessThe centre of the clearing
8WildernessIn the cave, behind the waterfall
9Clock TowerThe school swimming pool
10Clock TowerThe storage room

All Endings

Three endings, and one thing decides which one you get: how many of the three photos you insert into the machine in the Archive before the finale. No dialogue choice, no other action, and nothing you do in combat changes it.

EndingPhotosWhat happens
Stays0Sam is caught by the tapes and stays.
Leaves1 or 2Sam escapes.
Leaves+3Sam escapes, with an additional scene back at home. This is the achievement Together.
All three in one run. Save immediately before you use the photo machine. Insert all three photos and finish for Together, then reload and insert one for Leaves, then reload and insert none for Stays. There is no reason to play the game three times for these.

Achievements

Nineteen in total. Most come from simply finishing; the work is in three of them.

Progressionthese unlock as you play
AchievementHow
HomeEnter the Abandoned House
ArchiveEnter the Archive
NeighborhoodEnter the Neighborhood
WildernessEnter the Wilderness
ClockEnter the Clock Tower
SpiderBeat the Spider
DeerBeat the Deer
KeeperBeat the Tape Keeper
EndFinish the game
Endingsall three from one run if you save first
AchievementHow
StaysFinish having inserted no photos
LeavesFinish having inserted one or two photos
TogetherFinish having inserted all three photos
The ones that need planningmissable, exclusive or long
AchievementHow, and what to watch for
PossumPhotograph all ten possums. MISSABLE Two are in the Abandoned House, which closes permanently.
ImmortalFinish the game without dying once. MISSABLE One death ends it for that run.
DiedDie once. This and Immortal cannot both be earned in the same run — get this one on your speedrun.
RunFinish in under two hours
DashFinish in under one hour. The longest single task on the list — it needs a routed run with the puzzle answers memorised.
The Only Way Out Is ThroughFinish on Challenge Mode. Also unlocks an exclusive Sam costume.
Cold TurkeyShips with no description on Steam, and it is the rarest achievement in the game.

100% Checklist

The three things that end a 100% run. Everything else can be picked up later.
Run 1 — the full sweepno deaths
Run 2 and 3what is left