The Casting of Frank Stone · Guides

The Casting of Frank Stone 100% guide

Published by Chubuggles

Chronological Xbox route through both main timelines, all 54 collectibles, every ending state, and all 224 Cutting Room Floor branches.

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  • ETA

    Estimated time, as the guide’s author estimates: 20-25 hours

  • Difficulty

    5/10, as the guide’s author rates it

Your Progress

32 achievements in this guide

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Guide contents

Completion Plan

Xbox Status and Route Plan

The Casting of Frank Stone has 32 Xbox achievements worth 1,000G on one Xbox achievement list shared by Xbox Series X|S and Windows PC. There is no Xbox One version.

All 32 achievements belong to the base achievement list. The Deluxe Edition add-on gives instant access to the Cutting Room Floor and eight costumes, but adds no achievements.

There are no online, co-op, multiplayer, or server-dependent achievements. Everything can be completed solo and offline.

As of 2026-10-15, no achievement is CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED.

Plan on two main chronological routes plus substantial Cutting Room Floor cleanup. The Standard Edition unlocks the Cutting Room Floor after completing the story once. Deluxe owners have it immediately, but this does not remove the need to establish the different timeline states used later.

There are no difficulty achievements. Use Observer difficulty.

The completion revolves around three goals:

  • First route: keep the five achievement-relevant protagonists alive, collect 53 of the 54 collectibles, establish the Madi drink-and-pendant timeline, and reach 105/224 Cutting Room Floor branches.
  • Cleanup: exhaust the first timeline's Chapter 14 endings and several otherwise awkward branches, reaching 169/224.
  • Second route: deliberately reverse the major choices, collect the final Trinket, kill the required protagonists, and finish the remaining Cutting Room Floor branches.

The game tracks 224 Cutting Room Floor branches, and All Seeing requires all of them.

Most individual mistakes are recoverable through the Cutting Room Floor. However, later scenes inherit earlier timeline state, so changing one choice and then jumping directly to a much later scene does not reliably propagate that new state. When this guide tells you to continue forward from an earlier branch, do so rather than jumping ahead.

Recommended Settings and Cutting Room Floor Rules

Start on Observer and use these accessibility options:

  • HOLD TO COMPLETE BUTTON MASH: ON
  • SKILL CHECK TIMEOUT: OFF
  • COMBAT TIMER: OFF

These do not disable achievements. They also do not prevent intentional failures. When this route says FAIL, deliberately press an incorrect input, shoot away from the target, or otherwise force the failure instead of assuming a disabled timer will fail automatically.

A Great Skill Check is the small white section inside the larger success zone. Ten Great Skill Checks are cumulative. Five ordinary successful Skill Checks must be consecutive.

When using the Cutting Room Floor:

  • Let the white save indicator finish before leaving a newly unlocked branch.
  • If an outcome depends on an earlier decision, start at that decision and play continuously forward until the dependent outcome is registered.
  • Collectibles remain recorded once collected, so you do not need to pick them up again on replayed scenes.
  • During repeated campfire endings, stay in the scene until Augustine begins her final narration ("Whether killing or surviving…") before returning to the Cutting Room Floor. Leaving earlier can fail to record the ending branch.
  • After reaching any new branch, confirm it shows as unlocked on the Cutting Room Floor before moving on. The tracker can lag until you load a scene and play a little further; if it still has not updated, fully relaunch the game.
  • Save-wipe reports while using the Cutting Room Floor exist on PlayStation and PC; none are confirmed on Xbox. Still, never close the game while the save indicator is showing.
  • Use the branch-count checkpoints in this guide. A mismatch means you missed a branch and should correct it before overwriting too much timeline state.
Tracker lag: if an achievement's requirement visibly shows complete but the achievement does not unlock, load a scene and play on briefly, rewatch the post-credit scene if the final item came from it, or fully quit and relaunch the game before replaying large sections.

Playthrough One: Everyone Survives Route

Chapter 1: The Burning Maw

Collectibles 5 collectibles
  • Iridescent King — Chapter 1: box behind the lit gap in the far-right fence at the Mill Entrance.

  • Staff File — Chapter 1: right-hand filing cabinet in the mill office.

  • Wooden Horse — Chapter 1: Stormdrain side room opposite the direct Furnace route.

  • Symbols — Chapter 1: markings on the wall beside the Furnace Access area.

  • The Hillbilly — Chapter 1: pipe-filled side area right of the low crawlspace.

This route needs Sam to trust Tom, retain the crowbar, and stop Frank Stone.

During the opening conversation with Tom, choose SERIOUS ("I need to ask you a few questions"), then CURIOUS ("Can I check your records?"). SERIOUS is required for CURIOUS to register the Log Book branch. At the grate, successfully open it with the crowbar. Passing this button mash keeps the crowbar intact, which Linda needs in Chapter 5 to reach the Wooden Oni Mask Trinket. When Tom hesitates about helping, choose REASSURING, “You're better off keeping a clear head,” or the equivalent Trusted Tom response available from your earlier dialogue.

Collect everything before advancing:

  • Iridescent King: at the Mill Entrance, squeeze through the lit gap in the far-right fence and check the box behind it.
  • Staff File: inside the mill office, interact with the right filing cabinet.
  • Wooden Horse: after entering the Stormdrain, explore the side room opposite the direct Furnace route and open the Trinket box.
  • Symbols: inspect the markings beside the Furnace Access area.
  • The Hillbilly: before continuing through the low crawlspace, check the pipe-filled side area to the right.

Choose LADDER when entering the Furnace Chamber and pass every Skill Check, combat sequence, and button-mash sequence against Frank.

Savior

Savior unlocks when Sam successfully stops Frank Stone at the end of Chapter 1.

Pass the combat sequence against Stone, escape from the pipe, and complete the final rescue inputs. Do not intentionally fail anything during this confrontation on the first route.

Chapter 2: In the House of Darkness

Collectibles 4 collectibles
  • Estate Letter — Chapter 2: small table under the upstairs windows.

  • The Huntress — Chapter 2: secret room opened by the piano.

  • The Epic of Gilgamesh — Chapter 2: book beside the fireplace in the manor parlor; read all of it.

  • Movie Poster — Chapter 2: wall display in the parlor.

When Madi encounters the hitchhiker, choose STOP. During the drive, choose CURIOUS and ask about Linda's work.

At Gerant Manor, explore upstairs before progressing:

  • Estate Letter: upstairs, on the small table near the windows.
  • Music Sheet (not a collectible): inspect the sheet on the lit upstairs table. This enables the piano interaction for Motif.
  • The Huntress: after playing the piano and opening the secret room, collect the Rellik inside.
  • The Epic of Gilgamesh: inspect the book in the parlor.
  • Movie Poster: inspect the wall display before leaving the parlor.

When Augustine offers Madi a drink, choose the relaxed response and accept the drink. This does not hurt the survivor ending and is required to expose several Chapter 14 branches later.

Fellow Traveller

Fellow Traveller unlocks immediately after Madi stops and picks up Linda on the country road.

Motif

After finding the music sheet upstairs, interact with the piano and play the discovered theme. The achievement unlocks when the tune is successfully played and the hidden passage opens.

Chapter 3: A Curiosity on Main Street

Collectibles 4 collectibles
  • Lost Movie Magazine — Chapter 3: Drugstore counter.

  • Waterlogged Shoe — Chapter 3: bottom shelf of the right-side Drugstore aisle.

  • Lawyer Letter — Chapter 3: left-side shelving in the Curiosity Shop.

  • The Trapper — Chapter 3: back-right of the Curiosity Shop.

This chapter establishes Jaime and Chris' relationship, the firecrackers, the pocket mirror, and several later Cutting Room Floor branches.

In the Storage Shed, pass the opening button mash and use:

  • DEFIANT
  • COMPLIANT
  • APOLOGETIC
  • DISAPPOINTED

When Bonnie arrives at Jaime's Garage, use:

  • JOVIAL
  • SHOCKED
  • SERIOUS
  • STEAL

Choose the DRUGSTORE first.

At the Drugstore:

  • Collect Lost Movie Magazine from the counter area.
  • Collect Waterlogged Shoe from the lower shelf in the right-side aisle.
  • Encourage Jaime during the conversation that leads to obtaining the firecrackers.
  • When Chris discusses Jaime with Linda, choose the romantic response affirming that she loves him.
  • Buy the firecrackers before leaving.

At the Curiosity Shop:

  • Collect Lawyer Letter from the shelving toward the left side of the shop.
  • Collect The Trapper from the back-right portion of the shop.
  • Choose the non-jealous route when discussing Robert.
  • Agree with Jaime (COMPLIANT) rather than encouraging Chris to steal.
  • Pick up the film canister, then choose DOUBTFUL ("It feels a little high") to register Price Haggled.
  • When the mirror is offered, choose POLITE ("We could use this as a prop…") to accept the Pocket Mirror (a story item, not a collectible) and register Mirror Gifted.

Five Finger Discount

Five Finger Discount unlocks when Jaime takes Bonnie's money after choosing STEAL during their Chapter 3 conversation.

This first route deliberately takes the money. The opposite Sam-bribe path is reserved for the second route. Five Finger Discount and Easy Money are mutually exclusive within one timeline: STEAL is not offered once Jaime has accepted Sam's bribe.

8 Bit Hero

Use the arcade cabinet in the Drugstore and beat the cabinet's 5,020-point high score.

If normal play is giving you trouble, clear several enemy columns on one side of the screen to create room, then stay in that safer space and keep firing at the 100-point saucers while dodging their shots. The achievement unlocks immediately when the required high score is reached.

Chapter 4: These Walls Have Eyes

Collectibles 2 collectibles
  • Blueprints — Chapter 4: lit desk in the hidden surveillance room behind the engraved portrait.

  • Face of Evil — Chapter 4: book on the upper landing of the manor.

At Gerant Manor, collect both available Artifacts before advancing:

  • Blueprints: reveal the hidden surveillance room behind the engraved portrait and inspect the plans on the lit desk.
  • Face of Evil: inspect the book on the upper landing.

When Linda urges Stan to lead the way, choose COMMANDING ("What are you waiting for?") to register Followed Stan. For the relationship route, use COMFORTING when Linda speaks with Madi, then NOSTALGIC and CONCERNED during the later conversation.

Continue into Chapter 5.

Chapter 5: The Phantom of Cedar Steel

Collectibles 9 collectibles
  • Old Newspaper Article — Chapter 5: table behind Robert in Jaime's Garage.

  • Oracle of the Omniverse — Chapter 5: in Jaime's Garage.

  • Tattooed Middle Finger — Chapter 5, CROSS route: beam to the small roof after the creek crossing.

  • The Wraith — Chapter 5: early side squeeze in the Stormdrain.

  • Wooden Oni Mask — Chapter 5: yard shed opened with the crowbar, which must have stayed unbroken in Chapter 1.

  • Blighted Rat — Chapter 5: Furnace Chamber platform moved with the crank.

  • The Iridescent Head — Chapter 5: inside the Casting Foundry, opened with the Casting Shed Key.

  • The Clown — Chapter 5: side hall after the camera tutorial, under the scaffold.

  • Weapon Designs — Chapter 5: document on the table in Stone's Lair, before the jar.

At Jaime's Garage, choose EXCITED, then SUBDUED.

Before speaking to Linda, collect:

  • Old Newspaper Article from the table behind Robert.
  • Oracle of the Omniverse from the garage.
  • The cassette tape beside the research material (not a collectible; it is the Lumpkin and Livin' item).

Play the cassette on the nearby cassette player before leaving the garage.

When talking to Linda, choose CONCERNED and ENCOURAGING. Do not choose INSECURE.

At the Creek, choose CROSS on this first route.

After crossing:

  • Tattooed Middle Finger: after the initial crossing sequence, use the additional beam leading to the small roof and open the box.
  • The Wraith: in the Stormdrain, take the early side route through the squeeze.
  • Casting Shed Key (progress item, not a collectible): after entering the larger room through the broken window route, search the rear-right area and take the key. It is required for The Iridescent Head. The Cutting Room Floor does not track the key, so if you ever replay Chapter 5 for The Iridescent Head, start from a scene before the key pickup.
  • Linda's Yard dialogue: choose INSISTENT ("We still have one more scene"), then COMPASSIONATE ("Give him a break, Bonnie!"). The opposite answer is reported to cost Jaime his firecrackers, which the Chapter 5 CONFRONT rescue needs.
  • Wooden Oni Mask: as Linda in the Yard, go to the Chapter 1 grate in the corner by the bend in the wall and pick up the crowbar tucked under the wooden beam in front of it. It is only there if Sam did not break it in Chapter 1. Cross the yard to the small slanted-roof shed, pry the door open with the crowbar, and open the Trinket box on the floor at the back.
  • Blighted Rat: in the Furnace Chamber, obtain the crank from the lower side area, install it in the mechanism above, move the platform, and open the box it brings into reach.
  • The Iridescent Head: use the Casting Shed Key on the Casting Foundry access, complete the climbing and rack route inside, and open the box near the upper route.
  • The Clown: after the camera-filming tutorial section, explore the side hall and crawl beneath the scaffold to the Rellik.
  • Weapon Designs: inside Stone's Lair, inspect the document on the table before interacting with the jar.

When you reach the first generator with Jaime and Robert, choose IMPATIENT ("I want a few minutes alone with Chris") when Jaime speaks with Robert. Collect both generator parts and repair it successfully. This is generator 1/3 for Tinkerer.

During the repair sequence, use the generator to finish both Skill Check achievements. Releasing the repair control between attempts lets you restart the repair sequence and create more checks. Avoid deliberately failing four repair attempts because Robert can finish the repair for you.

At the boxcar transition, choose HESITANT on this first route and deliberately fail the Robert-saving Skill Check. Continue into the Lair.

At the jar sequence, choose SHOCKED and APPRECIATIVE. When Frank takes Chris, choose CONFRONT and pass the firecracker Skill Check so Jaime survives.

Lumpkin and Livin'

Because Sam earned Tom's trust in Chapter 1, playing the cassette in Jaime's Garage reveals that Tom stopped drinking.

The achievement unlocks after the recording establishes that outcome.

Skills? Check!

Succeed at five Skill Checks consecutively.

The Chapter 5 generator is the safest controlled opportunity. Ordinary successes count; they do not all need to be Great Skill Checks. The achievement unlocks on the fifth consecutive success.

It's All in the Reflexes

Land ten Great Skill Checks by stopping the pointer inside the small white part of the success zone.

These are cumulative, so earlier Great Skill Checks count. Farm the remainder on the Chapter 5 generator by restarting its repair interaction before completing it. The achievement unlocks on the tenth Great Skill Check.

Power of Two

The relationship route should now pay off.

The important first-route relationship decisions were DEFIANT and COMPLIANT in Chapter 3, supporting the couple during the Drugstore and Curiosity Shop sequence, avoiding jealous or INSECURE responses, choosing IMPATIENT at the Chapter 5 generator, then choosing SHOCKED and APPRECIATIVE in Stone's Lair.

Power of Two normally unlocks immediately after APPRECIATIVE once Jaime and Chris' relationship reaches maximum. If you were one relationship increase short, choosing CONFRONT and successfully saving Chris with the firecrackers provides another favorable outcome without sacrificing Jaime.

Chapter 6: Beyond the Gate

Collectibles 8 collectibles
  • Fanzine Review — Chapter 6: round table upstairs.

  • The Legion — Chapter 6: upstairs rear-left floor.

  • Deed of Sale — Chapter 6: small table at the upstairs rear.

  • Demonic Statue — Chapter 6: display case in the Sanctum.

  • Riot Broadcast — Chapter 6: audio exhibit in the Sanctum.

  • Fiction Book — Chapter 6: near the seating and fire area of the Sanctum.

  • Victor's Soldier — Chapter 6: floor toward the far side of the Sanctum.

  • Broken Super 8 — Chapter 6: central Sanctum table; take it last because it advances the story.

Before solving the gate, collect:

  • Fanzine Review from the round table upstairs.
  • The Legion from the upstairs rear-left floor.
  • Deed of Sale from the small table at the opposite rear side.

For the gate puzzle, first take the small key from the upstairs table. Use it on the cabinet. Retrieve the Tree Model downstairs and place it into the cabinet's diorama to receive the Toy Hammer. Use the Toy Hammer on the Hillbilly display to obtain the missing tumbler.

Set the gate symbols from left to right to House, Tree with Lumberjack, Toy Hammer.

Inside the Sanctum, collect everything before interacting with the Broken Super 8:

  • Demonic Statue from its display case.
  • Riot Broadcast from the audio exhibit.
  • Fiction Book near the seating and fire area.
  • Victor's Soldier from the floor toward the far side.
  • Broken Super 8 from the central table last, because it advances the story.

During the coin interaction with Stan, choose MISCHIEVOUS and HEADS on this route. Pass the later combat sequence.

Open Sesame

Open Sesame unlocks when the gate is successfully opened using the completed three-symbol combination.

Chapter 7: A Perilous Place

Collectibles 1 collectible

Use RELUCTANT and DISMISSIVE during the opening conversation.

Once Linda has the 8mm camera, successfully ward off Frank every time he approaches. Raise the camera, keep Stone framed while recording, rewind before the film meter is exhausted, and repeat as needed.

In the Wagon Shed, follow the power cable to the generator, find the required part near the scissor-lift area, and repair the generator successfully. This is generator 2/3.

Continue warding off Stone while the lift lowers.

Before dropping into the Rear Yard, cross the balance beam from the elevated route and open the box containing Diamond Cufflinks.

Camera Shy

Camera Shy unlocks the first time Linda successfully wards Frank Stone away with the 8mm camera.

Do not deliberately let Linda be hooked on this first route. That alternate state is reserved for the second route.

Chapter 8: Mystery Manor

Collectibles 7 collectibles
  • Shrine — Chapter 8: corridor before the stairs to the Archive.

  • T-Shirt — Chapter 8: crate in the Archive.

  • Fake Prop Arm — Chapter 8: Archive shelves.

  • The Nurse — Chapter 8: rear portion of the Archive.

  • Flawed Lamp — Chapter 8: rear-right of the Archive.

  • Logan Chen Letter — Chapter 8: only appears if Linda took Sam's DIARY rather than the pouch; registers in the Archive.

  • Alt Movie Scene — Chapter 8: filmstrip viewer in the Archive; examine it last.

Use the survivor-oriented opening dialogue, including NOSTALGIC, CONCERNED, and HESITANT where those responses appear. Also choose SUPPORTIVE and PROBING ("Who is Logan Chen?") when offered; both are counted in the 105/224 checkpoint.

As Madi, solve the Horologium sequence and successfully complete the final button-mash input so she survives.

When Sam collapses and Linda gets the opportunity to search him, select the DIARY or letter rather than the pouch and pass both theft checks. Sam must retain his gun for the first-timeline Chapter 14 cleanup, while stealing the diary also allows the Logan Chen Letter to register later.

Collect all Chapter 8 items before leaving the Archive:

  • Shrine in the corridor before the stairs.
  • T-Shirt in the Archive.
  • Fake Prop Arm in the Archive.
  • The Nurse from the rear portion of the Archive.
  • Flawed Lamp toward the rear-right.
  • Logan Chen Letter, which becomes available because Linda stole Sam's diary.
  • Alt Movie Scene from the filmstrip viewer. Examine it last, because it advances the scene.

Murder Mill

Chapter 8 contains three Murder Mill Artifacts: T-Shirt, Fake Prop Arm, and Alt Movie Scene. The set completes on whichever is collected last.

If the previous seven were collected as directed and you take T-Shirt and Fake Prop Arm first, Murder Mill unlocks when Alt Movie Scene registers in Chapter 8.

Chapter 9: Descent of the Damned

Collectibles 3 collectibles
  • Grandmother's Letter — Chapter 9: locker opened with the filing-cabinet key.

  • Frank's Journal — Chapter 9: side room off the underground corridor, through a crawlspace.

  • The Doctor — Chapter 9: hidden cage area near the Frank's Journal route.

This first route enters the Descent path because Linda escaped Chapter 7.

Collect:

  • Grandmother's Letter: obtain the filing-cabinet key around the locker area and use it to open the relevant locker.
  • Merlin's collar (the Bad Dog item, not a collectible): after restoring the steam system and descending farther into the mill, inspect the collar in the fenced or cage-like corner.
  • Frank's Journal: explore the later side room before leaving the underground section.
  • The Doctor: move through the hidden cage area near the journal route and collect the Rellik.

When inspecting Merlin's collar, rotate it until Linda identifies the name.

Bad Dog

Bad Dog unlocks when Merlin's collar has been found and properly inspected.

If the collar is recorded but the achievement does not appear, fully quit and relaunch the game before replaying Chapter 9.

Chapter 10: In the House of Madness

This route needs Chris to remain in 2024 and Stan to survive until Chapter 14.

Use SERIOUS during the Horologium discussion, then choose the fearful response that keeps Chris from attempting the return to 1980.

When Stan needs help, successfully complete his rescue Skill Check.

Do not experiment with the return-to-1980 outcomes yet. They are all routed during cleanup.

On this timeline (Chris stays in 2024), Chapter 11 is cutscene-only and has no collectibles. Continue normally into Chapter 12.

Chapter 12: Closing the Noose

Collectibles 4 collectibles
  • Grimoire Page — Chapter 12: book in Augustine's bedroom.

  • Session Tape — Chapter 12: recording equipment in the left hallway of the secret passage.

  • The Twins — Chapter 12: secret passage's left hallway.

  • Sacrificial Knife — Chapter 12: box in the secret passage's left hallway, before the right-hand double doors.

As Madi, search Augustine's bedroom thoroughly.

Collect:

  • Grimoire Page from the book. Turn through the book until the hidden key is obtained.
  • Use that key on the music box to open the secret passage.

At the bottom of the secret-passage stairs, go LEFT down the hallway first. The right-hand double doors trigger the closing cutscene and end the scene, so entering them first skips the next three items.

  • Session Tape from the recording equipment in the passage.
  • The Twins from the passage.
  • Sacrificial Knife from the small box further along the same hallway.

Only after all three, return and enter the right-hand double doors.

When the pendant is found, choose the ASSERTIVE response and have Madi keep the pendant.

This is intentional. Madi having both Augustine's drink from Chapter 2 and the pendant is what makes the first-timeline Phagocytosis and Friendly Fire branches available.

Use SUPPORTIVE and EMPATHETIC during the remaining survivor-route conversations.

Chapter 13: Murder Mill

Collectibles 1 collectible
  • The Spirit — Chapter 13: Sam's Stormdrain, through the orange-lit window after the first ward-off.

Keep everyone alive.

As Linda, successfully use the camera against Stone.

In the 2024 Screening scene, choose COMFORTING ("Don't look Madi") to register Madi Comforted.

When controlling Sam, pick up the camera and navigate the Stormdrain. After the first successful ward-off, go through the orange-lit window and immediately check the small side area for The Spirit Rellik.

Continue to Jaime. Raise the camera and successfully ward Stone away from him.

Proceed toward Linda, warding Stone off every time he appears. Pass every emergency Skill Check and final camera sequence.

Escape Artist

Escape Artist unlocks when Sam reaches Jaime on the hook and successfully uses the camera to drive Frank Stone away, freeing Jaime.

Failing the camera interaction here instead produces Memento Mori, which is deliberately saved for cleanup.

Chapter 14: The Massacre at Gerant Manor

Collectibles 4 collectibles
  • Blacksmith's Hammer — Chapter 14: side area of the corridor before the generator room.

  • ID Card — Chapter 14: Linda's generator room, beside a generator component.

  • The Trickster — Chapter 14: door on the right route at the Woods fork.

  • Bloodied Ring — Chapter 14: stump at the Woods fork, before the final squeeze.

The first objective is to keep Madi, Jaime, Chris, Sam, and Linda alive. Stan and Bonnie do not count against Entity Displeased.

As Sam, choose CONFRONT STAN and pass the resulting combat sequence. When Frank grabs Stan, deliberately fail the button-mash rescue. Choose BACK AWAY. Stan is consumed, protecting the playable survivors from being substituted into this death.

As Linda, collect:

  • Blacksmith's Hammer from the side area of the corridor before committing to the generator room.
  • ID Card from the generator room beside one of the generator components.

Collect both generator parts and successfully repair the final generator. This is generator 3/3.

Choose HELP MADI when Stone attacks in the hallway.

As Madi, answer Augustine with UNCERTAIN ("…I do"). Because Madi drank Augustine's drink and holds the pendant, any other answer, including FURIOUS, gets her hypnotised and killed.

As Linda, pass every escape Skill Check and button-mash sequence in the chase. When Linda encounters Sam, choose FLEE rather than trying to help him.

As Sam, pass every escape Skill Check.

As Madi, choose RESISTANT ("I can't").

As Chris, choose LEAVE at the projector screen. Chris is still holding the Pocket Mirror from Chapter 3, so PUSH THROUGH burns her and fails Entity Displeased.

When the Woods sequence begins, visit all four Prescriptions stands. At the fork:

  • Take the right route first and go through the door to collect The Trickster.
  • Return to the fork.
  • Collect Bloodied Ring from the nearby stump before entering the final squeeze.
  • Take the left squeeze route to the campfire.

Do not skip the credits. The final post-credit scene awards The Champion Rellik automatically.

Tinkerer

Tinkerer unlocks after successfully repairing the third required generator in Chapter 14.

The three required repairs are the Chapter 5 generator with Jaime, the Chapter 7 Wagon Shed generator with Linda, and the Chapter 14 generator.

The Champion

ID Card is the tenth Champion Artifact.

If the previous Champion Artifacts were collected as routed, The Champion unlocks after picking up and registering the ID Card in the Chapter 14 generator room.

The Storyteller

Bloodied Ring is the tenth Storyteller Artifact.

Collect it in the Woods after the four Prescriptions visions and before entering the final squeeze to the campfire.

That Belongs in a Museum

That Belongs in a Museum requires all 30 Artifacts: ten Champion, ten Storyteller, and ten Murder Mill.

With the route above, Bloodied Ring is the final Artifact and should take the total to 30/30.

Entity Displeased

Entity Displeased requires the achievement-relevant protagonists to survive: Madi, Jaime, Chris, Sam, and Linda.

Bonnie's unavoidable fate and Stan being consumed do not invalidate it.

The achievement normally unlocks as the successful ending resolves or the credits begin.

The Campfire

The Campfire unlocks for completing the story and reaching the campfire ending.

Let the ending finish rather than leaving as soon as the scene begins.

Plangonologist

Collectibles 1 collectible
  • The Champion — Post-credit scene after the first story completion; awarded automatically.

The first eleven Relliks were collected during Chapters 1 through 14.

The twelfth, The Champion, is awarded automatically in the post-credit scene. Let the credits finish. Plangonologist unlocks when the final Rellik registers.

After the post-credit scene, Standard Edition players now have the Cutting Room Floor.

If every first-route choice above was followed, you should have 105/224 Cutting Room Floor branches. You should also have 53/54 collectibles. The only missing collectible is the Mother Daughter Ring on Chapter 5's mutually exclusive CLIMB route.

Cutting Room Floor Cleanup I: First-Timeline Endings

Preserve the 105/224 Timeline

Do this entire section before beginning the second route.

The first timeline currently contains the combination that is hardest to recreate later: Madi accepted Augustine's drink, Madi kept the pendant, Sam retained his gun, Chris is alive in 2024, Stan reached Chapter 14, and the playable cast entered the finale alive.

Use the Cutting Room Floor and replay the following Chapter 14 outcomes. Unless a run specifically tells you otherwise, let the resulting survivor reach the campfire and remain there long enough for the ending branch to save.

Hunted Ending Matrix

Start each of these from HUNTED using the established first-route timeline.

  1. Linda, Sam, Chris survive: repair the generator, HELP MADI, choose FURIOUS, pass Linda's Skill Check and button mash, FLEE, pass all Sam checks, choose LEAVE, then reach the campfire. This advances the branch count to 110/224.
  1. Madi, Linda, Sam survive: repair the generator, HELP MADI, choose UNCERTAIN, pass Linda's Skill Check and button mash, FLEE, pass all Sam checks, choose RESISTANT and PUSH THROUGH, then reach the campfire. This advances to 113/224.
  1. Madi, Sam, Chris survive: fail Linda's generator repair, pass Madi's Skill Check and button mash, FLEE, pass all Sam checks, choose LEAVE, then reach the campfire. This advances to 116/224.
  1. Madi, Linda, Chris survive: repair the generator, HELP MADI, choose UNCERTAIN, pass Linda's Skill Check and button mash, FLEE, deliberately fail Sam's escape checks, choose RESISTANT and LEAVE, then reach the campfire. This advances to 119/224.
  1. Madi and Linda survive: repeat the preceding route but choose PUSH THROUGH instead of LEAVE at the final Chris branch. This advances to 120/224.
  1. Madi and Chris survive: repair the generator, HELP MADI, choose UNCERTAIN, pass Linda's first Skill Check but fail the following button mash, choose RESISTANT and LEAVE. This advances to 123/224.
  1. Madi and Sam survive: fail Linda's generator repair, pass Madi's Skill Check and button mash, FLEE, pass all Sam checks, then choose PUSH THROUGH. This advances to 124/224.
  1. Madi survives: repair the generator, HELP MADI, choose UNCERTAIN, deliberately fail Linda's escape Skill Checks, choose RESISTANT, pass Madi's button mash, FLEE, fail Sam's checks, then PUSH THROUGH. This advances to 126/224.
  1. Chris survives: repair the generator, choose GO FOR ELEVATOR, then choose LEAVE and reach the campfire. This advances to 130/224.
  1. Madi dies on the stairs: fail Linda's generator repair, then fail both of Madi's Skill Checks. This records 131/224.
  1. Madi dies at the door: fail Linda's generator repair, pass Madi's Skill Check, then fail the following button mash. This records 132/224.

Curtain Call: Madi Consumed

Start from CURTAIN CALL while Madi still has both the drink and pendant.

Choose ACCUSE AUGUSTINE. Pass the button mash, then deliberately fail the combat check by shooting neither Madi nor Stone.

Madi becomes hypnotised and is absorbed by Frank Stone.

Continue the same run by failing Linda's generator repair, then pass Linda's combat sequence, Skill Check, and button mash. Choose FLEE. Deliberately fail Sam's escape checks. Choose LEAVE and reach the campfire.

This records the Madi Consumed state plus the related Linda-and-Chris ending and should bring the count to 135/224.

Phagocytosis

Phagocytosis unlocks when Madi, after having accepted Augustine's drink and kept the pendant, is hypnotised and absorbed by Frank Stone during the Curtain Call route.

The actual achievement trigger is Madi's absorption, not merely becoming hypnotised.

Hunted Follow-Up Runs

Continue cleaning the same first-timeline ending states.

  1. Linda and Sam survive: from HUNTED, fail the generator, pass Linda's combat sequence, Skill Check, and button mash, FLEE, pass all Sam checks, choose PUSH THROUGH, then reach the campfire. This records 136/224.
  1. Sam survives: fail the generator, pass Linda's combat sequence, Skill Check, and button mash, choose TRY TO HELP, pass all Sam checks, choose PUSH THROUGH, then reach the campfire. This records 138/224.
  1. Linda dies in the generator room: fail the generator, then fail Linda's combat sequence and following Skill Check. This records 139/224.
  1. Linda is sacrificed: repair the generator, make no UP or DOWN selection when the timed choice appears, then choose LEAVE. Once the Woods scene begins and the branch has saved, return to the Cutting Room Floor. This records 141/224.

Curtain Call: Sam Shoots Madi

Start CURTAIN CALL again.

Choose ACCUSE AUGUSTINE and pass the button mash. During the combat check, deliberately shoot Madi, not Frank Stone. Choose BACK AWAY afterward.

Continue with Madi as the generator-room character. Repair the generator, choose UP, pass Madi's Skill Check and button mash, choose TRY TO HELP, pass all Sam checks, choose LEAVE, then reach the campfire.

This route should take the branch count to 146/224.

Friendly Fire

Friendly Fire unlocks immediately when Sam shoots Madi during the Curtain Call combat sequence.

Shooting Frank Stone does not satisfy the achievement.

Final First-Timeline Chapter 14 Branches

Two partial Madi outcomes remain in this state.

  1. Madi captured: from HUNTED with Madi alone in the generator section, repair the generator and deliberately make no UP or DOWN choice. This records 147/224.
  1. Madi killed in the generator room: fail Madi's generator repair, fail the combat sequence, then fail the following Skill Check. This records 148/224.

Your Cutting Room Floor should now show 148/224.

Cutting Room Floor Cleanup II: Chapters 3, 5, 10, 11, and 13

Drugstore and Firecracker Branches

Before replacing the first-route timeline, clean the paths that depend on the Drugstore-first and firecracker states.

In Chapter 3, use the lower CURIOSITY scene belonging to the Drugstore-first route:

  1. Choose CYNICAL, inspect the film reel, choose DOUBTFUL, then DUBIOUS. This records Mirror Refused and reaches 149/224.
  1. Restart that CURIOSITY scene. Choose CYNICAL, inspect the film reel, then choose APPRECIATIVE. This records Price Accepted and reaches 150/224.

In Chapter 5, start LAIR with the firecrackers available. Inspect the jar and trapdoor, choose SHOCKED, PESSIMISTIC, and CONFRONT, then deliberately fail all of Jaime's subsequent checks.

This records the breakup, failed firecracker rescue, and Jaime's death, bringing the count to 153/224.

Chapter 10: Failed Return Outcomes

Start HOROLOGIUM with Madi alive.

For the machine-breaking outcome, choose SERIOUS and HOPEFUL, fail both button-mash inputs, then choose HELP STAN. This records 154/224.

Restart HOROLOGIUM. Choose SERIOUS and HOPEFUL again, fail both button mashes, then choose GO. Continue forward into Chapter 11 instead of jumping ahead.

Tsap …eht ot Kcab

After the failed Chapter 10 return, continue into Chapter 11 until Chris' attempted return resolves incorrectly and the portal closes.

The achievement unlocks when the game confirms that Chris was sent to 1980 but died during the failed transfer. This also records the two associated branches, reaching 156/224.

Back to the... Past

Restart Chapter 10 HOROLOGIUM.

Choose SERIOUS and HOPEFUL, then pass the return button-mash sequence. Continue into Chapter 11.

Back to the... Past unlocks when Chris arrives successfully in 1980.

Continue forward. After arriving, go through the nearby route toward the Machine Shop and choose INSISTENT. The Cutting Room Floor should reach 160/224.

Continue through Chapter 12 from this timeline. Search the bedroom, obtain the key from the book, use it on the music box, enter and leave the secret passage, then use the right-side door. Choose RESISTANT and OUTRAGED.

Continue directly into Chapter 13. When Linda gets the camera opportunity, deliberately fail to use it so Chris is killed. This records 161/224.

Chapter 13: Jaime's Alternate Death

Immediately replay from the Chapter 13 FURNACE state while Chris is still present in 1980.

As Linda, successfully use the camera against Stone and choose OUTRAGED.

As Sam, obtain the camera and traverse the Stormdrain. Ward Stone off at the first required encounter, then approach Jaime.

This time, deliberately fail to ward Stone away from Jaime.

Memento Mori

Memento Mori unlocks when Frank Stone kills Jaime at the hook encounter and removes his jaw.

After the achievement unlocks, continue the same timeline. Find the alternate squeeze that produces the Chris encounter, then return to the main Stormdrain route.

Continue warding Stone away until Sam's final confrontation. At the final section, successfully reach the confrontation, then fail Sam's camera use and fail his Skill Check.

This sequence records Sam Confronted, Jaime Killed, Chris Stayed Hidden, Sam Killed, and Robert Defeated Stone, bringing the count to 166/224.

Chapter 13: Final Stormdrain Failure Route

Restart STORMDRAIN.

Pick up the camera and follow the direct exit route. Ward Stone away during the required traversal encounters, but ignore the optional Jaime and Chris detours.

At the final sequence:

  • Fail Sam's camera use.
  • Fail Sam's Skill Check.
  • Fail Linda's camera use.
  • Fail Linda's button mash.

This records Sam Knocked Aside, Linda Weakened Stone, and Linda Killed.

Your Cutting Room Floor should now show 169/224.

Playthrough Two: Opposite Timeline and Death Route

Chapter 1: Break the Crowbar and Fail Sam

Use the Cutting Room Floor to return to Chapter 1's Mill Entrance and begin building the second timeline. From this point, continue forward whenever a later outcome depends on these changes.

At the grate, deliberately fail the crowbar button mash. This records Crowbar Broken and moves to 170/224.

Pass the follow-up opening interaction, then choose FRUSTRATED with Tom. This records Sam Snapped and reaches 171/224.

In the Stormdrain, deliberately fail the early flashlight Skill Check to record the alternate state, reaching 172/224.

At the Furnace Chamber, choose RAMP, reaching 173/224.

During the Stone confrontation, pass the first required combat interaction, then deliberately fail the subsequent survival sequence:

  • Fail the button mash that causes the eye injury.
  • Fail the pipe escape.
  • Fail the final baby-saving button mash and Skill Check.

The resulting Eye Gouged, Seriously Injured, and Sam Failed states should bring the total to 176/224.

The resulting Sam Failed outcome, from failing this Chapter 1 sequence, is what makes Sam's later bribe available.

HISTORICALLY REPORTED BUG: intentionally failing this combat (shooting) input was reported to crash the game on Xbox in a 2024 walkthrough; it is not confirmed current. Passing it costs nothing, so fail only the button-mash and Skill Check inputs listed above.

Chapter 2: Drive Past Linda and Refuse the Drink

When Madi reaches the hitchhiker, choose DRIVE PAST. Linda will still arrive at Gerant Manor through the alternate path.

At the manor, refuse Augustine's drink using the RELUCTANT response.

These changes move the alternate timeline to 179/224 and remove the Madi hypnosis setup used during the first route.

Collectibles can now be ignored because everything available on this path was already saved globally.

Chapter 3: Sam's Bribe

At the Storage Shed, pass the opening button mash and choose:

  • HOPELESS
  • DEFENSIVE
  • RELUCTANT
  • COMPLIANT

The final COMPLIANT response accepts Sam's offer to pay Jaime to leave.

Easy Money

Easy Money unlocks immediately when Jaime accepts Sam's bribe.

The bribe is only offered because this timeline carries forward the Sam Failed state from the failed Chapter 1 sequence. It is also unavailable in a timeline where Jaime already stole Bonnie's money.

After the achievement, return to the Storage Shed and repeat HOPELESS, DEFENSIVE, and RELUCTANT, but choose DISAPPROVING to refuse the bribe. This records Bribe Refused and takes the branch count to 182/224.

Chapter 3: Curiosity-Shop-First Route

Continue the new timeline.

At Jaime's Garage, choose PUZZLED and QUESTIONING.

During the Bonnie conversation use JOVIAL, SHOCKED, SERIOUS, then CALL. This records Jaime Honest and reaches 183/224.

Restart from Casa Rivera while preserving this route. Use PUZZLED and QUESTIONING again, then EMPATHETIC and NERVOUS to receive Bonnie's money. This records 184/224.

On Main Street choose CURIOSITY SHOP first. This records the alternate shop order and reaches 186/224.

Run the Curiosity Shop outcomes:

  • Choose DOUBTFUL and POLITE for the first route, reaching 188/224.
  • Replay the upper Curiosity branch and choose APPRECIATIVE, reaching 189/224.
  • Replay again with DOUBTFUL and DUBIOUS, then continue into the Drugstore route, reaching 191/224.

Do not rebuild the first-route firecracker state. The second timeline needs the opposite Chapter 5 outcomes.

Chapter 4: Lower the Madi Relationship Branch

Continue the alternate route through Gerant Manor.

Use PROBING and DISMISSIVE to record the alternate relationship path, reaching 192/224.

In the Parlor sequence use CYNICAL with Madi, PROBING with Stan, then CURT and FLIPPANT upstairs.

Continue to Chapter 5. The alternate manor and relationship branches should take the timeline to 193/224.

Chapter 5: CLIMB and Jaime Flees

Collectibles 1 collectible
  • Mother Daughter Ring — Chapter 5, CLIMB route: keep left after the fence and squeeze through the rocks.

At Jaime's Garage use AGITATED, SUBDUED, and DUBIOUS.

Pick up and play Tom's cassette again. Because Sam snapped at Tom in Chapter 1, this timeline records the opposite Tom outcome and reaches 194/224.

Use INSECURE ("Should I be worried about Robert?") and PETTY during the relationship conversation. Together with SUBDUED in the garage and AGGRESSIVE at the generator below, these are required for the Feelings for Linda branch.

At the Creek choose CLIMB, not CROSS.

After scaling the fence, immediately keep left and squeeze through the rocks. Open the box on the ground to obtain Mother Daughter Ring.

The alternate route branches should bring the count to 196/224.

As Linda in the Yard, choose DISAPPROVING, then RELAXED. As Chris after the ramp, choose HESITANT, then RESTRAINED.

At the generator, Jaime must choose AGGRESSIVE ("Are you making a move on my girlfriend?"). This option only appears because Chris chose INSECURE earlier.

At the later boxcar crossing choose COMMANDING and pass the Robert-saving Skill Check, recording Jaime Saved Robert at 197/224.

In Stone's Lair inspect the jar and hatch, then choose SHOCKED and SURPRISED. This records the alternate relationship outcome at 198/224.

When Frank takes Chris, choose FLEE. Jaime survives but abandons the rescue, recording 199/224.

Plunderer's Instinct

Mother Daughter Ring is the only Trinket that could not coexist with the first route's Tattooed Middle Finger because CLIMB and CROSS are mutually exclusive.

With the other eleven Trinkets already collected, Plunderer's Instinct unlocks when Mother Daughter Ring registers as 12/12.

After your first story completion, the Plunderer's Instinct ability is available on replays (immediately if you pre-ordered). Press its button, shown in the game's controls list, to highlight the aura of nearby Trinket chests. Use it on any Cutting Room Floor replay to find a missed Trinket. It does not highlight Artifacts or Relliks.

Chapters 6 and 7: Alternate Coin and Hook Route

Continue forward.

In Chapter 6, solve the gate as before if required. During Stan's coin interaction choose MISCHIEVOUS and TAILS. This records the alternate result at 200/224.

Deliberately fail the later combat sequence to record the next branch at 201/224.

In Chapter 7, use APPRECIATIVE and PLAYFUL during the opening conversation.

When Stone first attacks Linda in the Wagon Shed, deliberately fail the camera defense. Let Linda be hooked instead of escaping.

This records the hooked route at 202/224 and changes Chapter 9 from Descent to Hunting Ground.

Chapter 8: Kill Madi and Take Sam's Gun

During the opening use SHOCKED, SKEPTICAL, DEFENSIVE, and ANGRY where those route choices appear.

At the Horologium, progress through the puzzle but deliberately fail both final button-mash attempts. Madi dies. This records the alternate Madi state at 203/224.

Later, when Linda searches Sam, choose POUCH. Pass the theft Skill Check and choose KEEP GUN.

This records Linda taking Sam's gun and reaches 204/224.

That gun must remain in Linda's timeline through Chapter 14 for Nothing Personal. Do not jump directly to an old Chapter 14 state later. Continue this changed timeline forward.

Chapter 9: Hunting Ground

Because Linda was hooked in Chapter 7, Chapter 9 now uses the Hunting Ground branch.

During the first Yard run, deliberately fail the button mash and then fail the Skill Check so Jaime dies. This exposes the required death branch and should bring the count to 206/224.

Return to the Yard through the Cutting Room Floor, pass the initial button mash this time, and continue with Jaime alive long enough to preserve the alternate later branches.

Chapter 10: 1980 Detour and Stan's Death

First collect the remaining return-related branches before committing to Chris staying in 2024.

At the Horologium choose the response that has Chris insist on returning to 1980. Continue into Chapter 11 and successfully pass the combat sequence involving Chris and Jaime. This records the alternate reunion path and reaches 208/224.

Continue into Chapter 12 long enough for Linda's alternate confrontation, choose DEMANDING, then pass the combat sequence. This records the Stan Slapped branch at 209/224.

Now return to Chapter 10 HOROLOGIUM.

Keep Chris in 2024 using FEARFUL, “I don't think I can.”

When the Skill Check to save Stan occurs, deliberately fail it.

Stan of Cleaves

Stan of Cleaves unlocks when the failed rescue causes Stan to be cut apart by the Horologium.

The achievement triggers on Stan's death, not merely by starting the Horologium sequence.

This also establishes branch 210/224.

Chapters 12 and 13: Set Up the Full Death Ending

With Madi dead, Chris occupies the relevant Chapter 12 role.

When the pendant becomes available, have Chris TAKE the pendant for the upcoming death-route branch.

Continue into Chapter 13.

When Linda first has the opportunity to ward Stone away from Jaime, do not use the camera. Let Jaime die, recording the next branch at 211/224 if that state has not already propagated from Chapter 9.

When controlling Sam, pick up the camera but deliberately fail to use it against Stone during the first fatal confrontation. Allow Sam to die. This records Sam Died and the related weakened-Stone state.

During the subsequent Linda sequence, deliberately fail the required button mash. The timeline should now be at 214/224.

Chapter 14: Nobody Survives

Sam appears in three eras. The 1963 Sam from Chapter 1 is the same man you control in 2024, while the middle-aged sheriff Sam of 1980 is a different version. The Sam who dies in Chapter 13 (1980) is therefore not the Sam in these Chapter 14 (2024) scenes, and the same split applies to young 1980 Linda and older 2024 Linda.

Frank will grab Chris. Deliberately fail the rescue button mash and choose BACK AWAY. Chris is consumed, recording 215/224.

Restart CURTAIN CALL from the current death timeline.

Fail the rescue button mash again, then choose SACRIFICE YOURSELF so Sam is consumed. This records 216/224.

As Linda, deliberately fail the final generator repair, fail the combat sequence, and fail the following Skill Check.

When Chris' pendant route resolves, choose PUSH THROUGH. Because Chris took the pendant, the attempted return burns her. This records 217/224.

Continue through the ending without saving anyone. The resulting Nobody Escaped and Woods states advance the total through 219/224.

Walk the final survivorless Frank viewpoint to the campfire and let the ending register. This records Nobody Survived at 220/224.

Merciless Killer

Merciless Killer requires Madison, Jaime, Chris, Sam, and Linda to be dead.

Stan and Bonnie are not part of the achievement condition.

The second route established Madi's death in Chapter 8, Jaime's death in the alternate mill route, then Chris, Sam, and Linda's deaths across Chapters 13 and 14.

Let the Nobody Survived ending reach the credits. Merciless Killer unlocks when the complete five-character death state is resolved.

Your Cutting Room Floor should now show 220/224.

Final Timeline: Linda Shoots Augustine

Four branches remain.

Return to Chapter 12 OBSERVATION using the second-route state where Madi is dead and Linda previously stole Sam's gun.

This time, when the pendant choice occurs, have Chris LEAVE the pendant.

Play continuously forward.

In Chapter 13, do not have Linda ward Stone away during the first relevant camera encounter.

As Sam, retrieve the camera but do not use it successfully during his first fatal confrontation. Allow Sam's death state to remain.

After the following cutscenes, pass the required button mash. When Linda receives the next camera opportunity, successfully use the camera against Frank Stone. This records Linda Defeated Stone at 221/224.

Continue into Chapter 14.

Fail the opening rescue button mash and choose SACRIFICE YOURSELF.

As Linda, successfully repair the final generator.

Choose DOWN.

During the Horologium confrontation, pass the combat input. Because Linda stole Sam's gun in Chapter 8 and Madi is dead, Linda shoots Augustine. This records 222/224.

Pass the following Skill Check and button mash.

As Chris, choose PUSH THROUGH. With the pendant left behind, this records Chris Returned? at 223/224.

Continue into the Woods as Linda.

Visit the four Prescriptions stands, then take the left route at the final fork and enter the squeeze to the campfire.

This records Linda Survived at 224/224.

Nothing Personal

Nothing Personal unlocks when Linda shoots Augustine in the Horologium.

The required causal state is:

  • Madi is already dead.
  • Linda stole Sam's gun from the POUCH in Chapter 8 and kept it.
  • That state was carried forward into Chapter 14.
  • Linda repaired the generator.
  • Linda chose DOWN.
  • Linda passed the combat input against Augustine.

The achievement unlocks when the shot is fired.

All Seeing

All Seeing unlocks when every one of the released game's 224 Cutting Room Floor branches has been registered.

The final branch in this route is Linda Survived after the last Woods sequence.

The intended checkpoints were:

  • 105/224 after Playthrough One and its post-credit scene.
  • 148/224 after the first Chapter 14 cleanup.
  • 169/224 after the remaining first-timeline cleanup.
  • 199/224 at the end of the alternate Chapter 5 route.
  • 220/224 after the Nobody Survived ending.
  • 224/224 after Linda's final survivor route.

If a checkpoint count does not match, do not keep advancing. Use the All Seeing Branch Checklist below to find which branch in the chapters you just played is missing, and recover it before moving to a later timeline state.

If the Cutting Room Floor visibly shows all 224 branches but All Seeing does not immediately unlock, let the final scene finish saving, return to normal gameplay or the main menu, and fully relaunch the game before replaying anything.

All Seeing Branch Checklist

Use this list to find a missing branch. Each entry gives two numbers:

  • P is the node's position on that chapter's Cutting Room Floor map, counted left to right and, for nodes the same distance from the left, top to bottom.
  • # is the count at which this guide's route unlocks it: #1–105 come from Playthrough One, #106–169 from the two cleanup sections, and #170–224 from Playthrough Two.

Several nodes share a display name. Use the P position to find the right one on the map, and the condition to know which run unlocks it.

To find a missing branch:

  1. On the Cutting Room Floor, count the unlocked nodes in each chapter and compare with the chapter totals below.
  2. In a chapter that comes up short, walk its map left to right, then top to bottom, matching each node to its P position until you reach a locked one.
  3. Read that entry's condition and check it against the visible paths: the red line traces your current timeline back through the nodes that led to it, so you can confirm which earlier choices are active before replaying.
  4. Replay from the scene where the condition begins and play forward until the branch unlocks. Branches that depend on an earlier state, such as Chris in 1980, Madi dead, the pendant, or Linda's gun, need that state rebuilt first by playing forward from the chapter that creates it.

Chapter 1: The Burning Maw — 18 branches

  • P1 · #1 Cedar Steel Mill — automatic at chapter start.
  • P2 · #2 Log Book — Sam: SERIOUS, then CURIOUS with Tom.
  • P3 · #3 Mill Entrance — automatic after the Tom conversation.
  • P4 · #4 Crowbar Used — pass the grate button mash.
  • P5 · #170 Crowbar Broken — fail the grate button mash (Playthrough Two).
  • P6 · #5 Trusted Tom — REASSURING or SCORNFUL when Tom hesitates.
  • P7 · #171 Sam Snapped — FRUSTRATED with Tom.
  • P8 · #6 Storm Drain — automatic.
  • P9 · #172 Flashlight Dropped — fail the Skill Check after the squeeze.
  • P10 · #7 Furnace Chamber — automatic after climbing the ladder.
  • P11 · #173 Furnace Ramp — choose RAMP.
  • P12 · #8 Furnace Ladder — choose LADDER.
  • P13 · #9 Stone Blinded — Sam must not have dropped the flashlight earlier; pass all three checks against Stone.
  • P14 · #174 Eye Gouged — pass the combat, then fail the button mash.
  • P15 · #10 Pushed Off Pipe — pass the pipe button mash.
  • P16 · #175 Seriously Injured — fail the pipe button mash.
  • P17 · #176 Sam Failed — fail the baby-saving button mash and Skill Check.
  • P18 · #11 Stone Stopped — pass the final two button mashes.

Chapter 2: In the House of Darkness — 10 branches

  • P1 · #12 Faded Memory — automatic at chapter start.
  • P2 · #13 Lonely Road — automatic.
  • P3 · #14 Pulled Over — choose STOP.
  • P4 · #177 Drove On — choose DRIVE PAST.
  • P5 · #15 Filmmaker — CURIOUS during the drive.
  • P6 · #16 Lobby — automatic.
  • P7 · #178 Linda Arrived — automatic on the Drive Past route.
  • P8 · #17 Parlor — automatic.
  • P9 · #179 Drink Declined — refuse the drink (RELUCTANT).
  • P10 · #18 Drink Accepted — accept Augustine's drink (RELAXED).

Chapter 3: A Curiosity on Main Street — 25 branches

  • P1 · #19 Storage Shed — automatic at chapter start.
  • P2 · #180 Sam Defied — needs Sam Failed: HOPELESS, DEFENSIVE, then RELUCTANT registers it, before the bribe answer.
  • P3 · #20 Jaime Apologized — APOLOGETIC in the Storage Shed.
  • P4 · #182 Bribe Refused — after Sam Defied, choose DISAPPROVING.
  • P5 · #181 Bribe Taken — after Sam Defied, choose COMPLIANT (Easy Money).
  • P6 · #21 Casa Rivera — automatic.
  • P7 · #183 Jaime Honest — PUZZLED, QUESTIONING, then JOVIAL, SHOCKED, SERIOUS, CALL.
  • P8 · #22 Money Stolen — choose STEAL with Bonnie.
  • P9 · #184 Bonnie Gave Money — EMPATHETIC, then NERVOUS ($20).
  • P10 · #23 Main Street — automatic.
  • P11 · #185 Curiosity Chosen — choose CURIOSITY SHOP first.
  • P12 · #24 Drugstore Chosen — choose DRUGSTORE first.
  • P13 · #186 Curiosity — automatic; the upper Curiosity node (Curiosity-first route).
  • P14 · #25 Drugstore — automatic on entering (Drugstore-first route).
  • P15 · #187 Price Haggled — DOUBTFUL in the shop (Curiosity-first route).
  • P16 · #26 Firecrackers Bought — automatic after talking to Linda in the Drugstore; Jaime needs $20 (from STEAL or asking Bonnie for twenty).
  • P17 · #189 Price Accepted — upper Curiosity node: APPRECIATIVE.
  • P18 · #190 Mirror Declined — upper Curiosity node: DOUBTFUL, then DUBIOUS.
  • P19 · #188 Mirror Gifted — POLITE when the mirror is offered (Curiosity-first route).
  • P20 · #27 Curiosity — automatic; the lower Curiosity node (Drugstore-first route).
  • P21 · #28 Price Haggled — DOUBTFUL in the shop (Drugstore-first route).
  • P22 · #150 Price Accepted — lower Curiosity node: CYNICAL, film reel, APPRECIATIVE.
  • P23 · #149 Mirror Refused — lower Curiosity node: CYNICAL, film reel, DOUBTFUL, DUBIOUS (the map labels this node Mirror Declined).
  • P24 · #29 Mirror Gifted — POLITE when the mirror is offered (Drugstore-first route).
  • P25 · #191 Drugstore — automatic on reaching the Drugstore second (Curiosity-first route).

Chapter 4: These Walls Have Eyes — 6 branches

  • P1 · #30 Gerant Manor — automatic at chapter start.
  • P2 · #31 Followed Stan — COMMANDING.
  • P3 · #192 Stayed With Madi — PROBING, then DISMISSIVE.
  • P4 · #193 Parlor — same choice as Stayed With Madi.
  • P5 · #32 Atrium — automatic.
  • P6 · #33 Memory Shared — NOSTALGIC.

Chapter 5: The Phantom of Cedar Steel — 26 branches

  • P1 · #34 Production Meeting — automatic at chapter start.
  • P2 · #35 Jaime's Garage — automatic.
  • P3 · #194 Tom Drunk — play the cassette (needs Sam Snapped).
  • P4 · #36 Tom Sober — play the cassette (needs Trusted Tom).
  • P5 · #37 Stormdrain — automatic.
  • P6 · #195 Gate Climbed — choose CLIMB.
  • P7 · #38 River Crossed — choose CROSS.
  • P8 · #196 Creek North — same choice as Gate Climbed.
  • P9 · #39 Creek South — automatic on the CROSS route.
  • P10 · #40 Storm Drain — automatic.
  • P11 · #41 Shoot — automatic.
  • P12 · #42 Yard — automatic.
  • P13 · #43 Furnace Chamber — automatic.
  • P14 · #44 Machine Shop — automatic.
  • P15 · #45 Passageway — automatic after the camera tutorial.
  • P16 · #46 Chris Saved Robert — HESITANT at the boxcar, then fail the Skill Check.
  • P17 · #197 Jaime Saved Robert — COMMANDING at the boxcar, then pass the Skill Check.
  • P18 · #47 Lair — automatic.
  • P19 · #198 Feelings for Linda — needs SUBDUED, INSECURE, PETTY, AGGRESSIVE; then SHOCKED, SURPRISED.
  • P20 · #151 Broke Up — Lair with firecrackers: jar, trapdoor, SHOCKED, PESSIMISTIC.
  • P21 · #48 Stayed Together — SHOCKED, then APPRECIATIVE.
  • P22 · #49 Helped Chris — choose CONFRONT.
  • P23 · #50 Firecrackers Used — pass the firecracker Skill Check.
  • P24 · #152 Firecracker Failure — same run: CONFRONT, fail Jaime's checks.
  • P25 · #199 Jaime Ran — choose FLEE.
  • P26 · #153 Jaime Killed — Lair with firecrackers: Jaime fails every check after CONFRONT.

Chapter 6: Beyond the Gate — 7 branches

  • P1 · #51 Sanctum — automatic at chapter start.
  • P2 · #52 Atrium — automatic.
  • P3 · #53 Sanctum — automatic (Linda's section).
  • P4 · #54 Coin Toss Lost — MISCHIEVOUS, then HEADS.
  • P5 · #200 Coin Toss Won — MISCHIEVOUS, then TAILS.
  • P6 · #201 Intruder Revealed — fail the combat sequence.
  • P7 · #55 Intruder Kicked — pass the combat sequence.

Chapter 7: A Perilous Place — 5 branches

  • P1 · #56 Pursued — automatic at chapter start.
  • P2 · #57 Furnace Chamber — automatic.
  • P3 · #58 Escaped Wagon Shed — ward Stone off and ride the scissor lift.
  • P4 · #59 Wagon Shed — automatic.
  • P5 · #202 Linda Impaled — fail the camera defense so Linda is hooked.

Chapter 8: Mystery Manor — 12 branches

  • P1 · #60 Corridors — automatic at chapter start.
  • P2 · #61 Corridor — automatic (Madi's section).
  • P3 · #203 Madi Killed — fail both Horologium button mashes.
  • P4 · #62 Madi Threw Switch — pass the Horologium button mash.
  • P5 · #63 Search — automatic 1980 cutscene.
  • P6 · #64 Archive — automatic.
  • P7 · #65 Linda Stole Letter — DIARY, then pass both theft checks.
  • P8 · #204 Linda Took Gun — POUCH, pass the theft check, KEEP GUN.
  • P9 · #66 Archive — automatic at the Archive door.
  • P10 · #67 Linda Watched Film — use the filmstrip viewer.
  • P11 · #68 Linda Read Letter — automatic after stealing the diary.
  • P12 · #69 Linda Confronted Sam — PROBING "Who is Logan Chen?".

Chapter 9: Descent of the Damned / Hunting Ground — 3 branches

  • P1 · #205 Yard — automatic at chapter start (Hunting Ground route).
  • P2 · #70 Underbelly — automatic at chapter start (Descent route).
  • P3 · #206 Jaime Killed — Hunting Ground Wagon Shed: fail the button mash, then the Skill Check.

Chapter 10: In the House of Madness — 10 branches

  • P1 · #71 Horologium — automatic at chapter start.
  • P2 · #207 Chris Found Corpse — automatic at chapter start when Madi is dead.
  • P3 · #72 Chris Met Madi — automatic while Madi is alive.
  • P4 · #157 Chris Chose to Return — SERIOUS, HOPEFUL, pass the button mash.
  • P5 · #73 Chris Stayed — AFRAID / FEARFUL.
  • P6 · #155 Something Went Wrong — SERIOUS, HOPEFUL, fail both button mashes, GO.
  • P7 · #154 Failed to Return — SERIOUS, HOPEFUL, fail both button mashes, HELP STAN.
  • P8 · #158 Chris Left the Present — same run as Chris Chose to Return.
  • P9 · #210 Stan Crushed — FEARFUL, then fail Stan's Skill Check.
  • P10 · #74 Stan Saved — pass Stan's Skill Check.

Chapter 11: All Paths Must Cross — 5 branches

  • P1 · #75 Reunion — automatic when Chris stayed in 2024.
  • P2 · #159 Chris Returned — continue from Chris Left the Present; INSISTENT at the Machine Shop.
  • P3 · #156 Chris Died — continue from Something Went Wrong until the portal closes.
  • P4 · #160 Machine Shop — same run as Chris Returned.
  • P5 · #208 Chris Punched Jaime — requires Jaime Ran (#199) in Chapter 5; Chris in 1980 with Madi dead, then pass the combat (map may read Jaime Punched).

Chapter 12: Closing the Noose — 3 branches

  • P1 · #76 Observation — automatic at chapter start.
  • P2 · #77 Corridor — automatic.
  • P3 · #209 Stan Slapped — Chris-in-1980 route with Madi dead: DEMANDING, pass the combat.

Chapter 13: Murder Mill — 25 branches

  • P1 · #78 Furnace — automatic at chapter start.
  • P2 · #211 Jaime Killed — Furnace: Chris stayed in 2024; Linda never wards Stone off Jaime.
  • P3 · #161 Chris Killed — Chris in 1980 (after RESISTANT, OUTRAGED in Chapter 12); Linda fails the camera in the Furnace.
  • P4 · #79 Warded Off Stone — Linda wards Stone off Jaime.
  • P5 · #80 Bonnie Hooked — automatic.
  • P6 · #81 Screening — automatic (2024).
  • P7 · #162 Sam Confronted — Chris in 1980: at Screening, Linda chooses OUTRAGED instead of COMFORTING.
  • P8 · #82 Madi Comforted — COMFORTING "Don't look Madi".
  • P9 · #83 Haunted — automatic (Sam's section).
  • P10 · #84 Stormdrain — automatic.
  • P11 · #212 Sam Died — Sam picks up the camera but never uses it.
  • P12 · #164 Chris Stayed Hidden — Chris in 1980: Sam takes the alternate squeeze to Chris.
  • P13 · #85 Jaime Saved — Sam wards Stone off Jaime on the hook.
  • P14 · #163 Jaime Killed — Stormdrain: Sam fails to ward Stone off Jaime on the hook (Memento Mori).
  • P15 · #86 Sam Weakened Stone — ward Stone off after the door cutscene.
  • P16 · #167 Sam Knocked Aside — direct Stormdrain run ignoring Jaime and Chris: Sam fails the camera and Skill Check.
  • P17 · #213 Robert Weakened Stone — automatic after Sam Died.
  • P18 · #168 Linda Weakened Stone — automatic after Sam Knocked Aside (#167).
  • P19 · #87 Final Stand — automatic with Sam Weakened Stone.
  • P20 · #221 Linda Defeated Stone — after Sam Knocked Aside (#167) and Linda Weakened Stone (#168), pass the button mash and use the camera on Stone.
  • P21 · #214 Linda Failed — requires Sam Died (#212) and Robert Weakened Stone (#213); then deliberately fail Linda's button mash and any camera defense presented.
  • P22 · #169 Linda Killed — separate path from Linda Failed: requires Sam Knocked Aside (#167) and Linda Weakened Stone (#168); then fail Linda's camera use and her button mash.
  • P23 · #165 Sam Killed — Sam's final confrontation: fail the camera, then the Skill Check.
  • P24 · #88 Sam Defeated Stone — final camera ward-off.
  • P25 · #166 Robert Defeated Stone — registers automatically after Linda Failed (#214), Linda Killed (#169), or Sam Killed (#165).

Chapter 14: The Massacre at Gerant Manor — 69 branches

  • P1 · #89 Curtain Call — automatic at chapter start.
  • P2 · #90 Stan Punched — CONFRONT STAN, pass the combat.
  • P3 · #142 Madi Shot — Curtain Call: shoot Madi (Friendly Fire).
  • P4 · #91 Stan Consumed — fail the rescue button mash, BACK AWAY.
  • P5 · #215 Chris Consumed — death timeline: fail the rescue mash, BACK AWAY.
  • P6 · #216 Sam Consumed — fail the rescue mash, SACRIFICE YOURSELF.
  • P7 · #143 Linda Consumed — same run.
  • P8 · #133 Madi Consumed — Curtain Call: ACCUSE AUGUSTINE, shoot neither (Phagocytosis).
  • P9 · #92 Hunted — automatic.
  • P10 · #144 Madi Fixed Generator — same run.
  • P11 · #93 Linda Fixed Generator — pass the generator repair.
  • P12 · #145 Madi Escaped — Sam-shoots-Madi run: Madi repairs the generator and escapes the generator room.
  • P13 · #147 Madi Captured — Madi alone at the generator room elevator: repair, then no UP or DOWN choice (map may read Madi Captive).
  • P14 · #148 Madi Killed — Madi alone in the generator room: fail the repair, combat and Skill Check.
  • P15 · #134 Linda Escaped — Linda alone in the generator room after Madi was consumed; Linda escapes.
  • P16 · #140 Linda Captured — Hunted follow-up 4: no UP or DOWN choice.
  • P17 · #139 Linda Killed — Linda alone in the generator room: fail the repair, combat and Skill Check.
  • P18 · #94 Both Escaped — HELP MADI.
  • P19 · #114 Madi Escaped — Hunted matrix run 3: Linda fails the generator and Madi escapes the generator room.
  • P20 · #127 Madi Captured — Hunted matrix run 9: Linda repairs and chooses GO FOR ELEVATOR.
  • P21 · #106 Madi Refused Augustine — Hunted matrix run 1 (FURIOUS).
  • P22 · #95 Madi Accepted Proposal — UNCERTAIN.
  • P23 · #222 Linda Shot Augustine — Madi dead, Linda has the gun: repair, DOWN, pass the combat.
  • P24 · #107 Madi Hypnotized — run 1.
  • P25 · #115 Madi Escaped — Hunted matrix run 3, second node: Madi survives the mansion chase.
  • P26 · #131 Madi Killed — Hunted matrix run 10: in the chase, Madi fails both Skill Checks.
  • P27 · #96 Linda Escaped — Linda survives the mansion chase, then FLEE.
  • P28 · #121 Linda Killed — Hunted matrix run 6: in the chase, Linda passes the first Skill Check, fails the button mash.
  • P29 · #132 Madi Killed — Hunted matrix run 11: in the chase, Madi passes the Skill Check, fails the door button mash.
  • P30 · #125 Linda Killed — Hunted matrix run 8: in the chase, Linda fails her escape Skill Checks.
  • P31 · #97 Sam Escaped — Sam passes all four hallway Skill Checks.
  • P32 · #117 Sam Captured — run 4 (fail Sam's checks).
  • P33 · #98 Chris Stayed in the Present — Chris chooses LEAVE.
  • P34 · #111 Chris Chose to Return — run 2 (PUSH THROUGH).
  • P35 · #217 Pendant Burned Chris — Chris took the pendant: Linda fails everything, Chris PUSH THROUGH.
  • P36 · #112 Mirror Burned Chris — run 2.
  • P37 · #122 Sam Used Machine — run 6.
  • P38 · #223 Chris Returned? — pendant left behind: PUSH THROUGH.
  • P39 · #99 Altar — Woods cutscene.
  • P40 · #108 Madi Betrayed — run 1.
  • P41 · #128 Madi Sacrificed — run 9.
  • P42 · #141 Linda Sacrificed — same run, then LEAVE.
  • P43 · #118 Sam Sacrificed — run 4.
  • P44 · #100 Augustine Betrayed — Woods cutscene.
  • P45 · #101 The Campfire — Woods cutscene.
  • P46 · #218 Nobody Escaped — automatic after Pendant Burned Chris.
  • P47 · #129 Chris Escaped — run 9.
  • P48 · #137 Sam Escaped — end of game, Sam alive (Hunted follow-up 2).
  • P49 · #109 Linda Escaped — end of game with Madi dead and Linda alive (Hunted matrix run 1).
  • P50 · #102 Madi Escaped — end of game, Madi alive (Woods cutscene).
  • P51 · #219 Woods — Woods cutscene on the Nobody Survived path.
  • P52 · #103 Woods — Woods cutscene when someone survives.
  • P53 · #220 Nobody Survived — walk Frank to the campfire (Merciless Killer).
  • P54 · #116 Madi, Sam, and Chris Survived — run 3.
  • P55 · #130 Chris Survived — run 9.
  • P56 · #224 Linda Survived — Linda reaches the campfire on the final run.
  • P57 · #126 Madi Survived — run 8.
  • P58 · #138 Sam Survived — Hunted follow-up 2.
  • P59 · #146 Sam and Chris Survived — same run.
  • P60 · #135 Linda and Chris Survived — same Curtain Call run.
  • P61 · #136 Linda and Sam Survived — Hunted follow-up 1.
  • P62 · #110 Linda, Sam, and Chris Survived — run 1.
  • P63 · #123 Madi and Chris Survived — run 6.
  • P64 · #124 Madi and Sam Survived — run 7.
  • P65 · #120 Madi and Linda Survived — run 5.
  • P66 · #119 Madi, Linda, and Chris Survived — run 4.
  • P67 · #113 Madi, Linda, and Sam Survived — run 2.
  • P68 · #104 Everyone Survived — reach the campfire with all five alive.
  • P69 · #105 Figure Emerges — post-credit scene.

Collectibles

Reference

The Champion Artifacts

10 in the game

All ten are required for The Champion and count toward That Belongs in a Museum. Highlighting a scene on the Cutting Room Floor shows which collectibles it contains and whether you have them, and collected items stay recorded when you replay scenes.

  • Staff File — Chapter 1: right-hand filing cabinet in the mill office.

    View in guide

  • Symbols — Chapter 1: markings on the wall beside the Furnace Access area.

    View in guide

  • The Epic of Gilgamesh — Chapter 2: book beside the fireplace in the manor parlor; read all of it.

    View in guide

  • Face of Evil — Chapter 4: book on the upper landing of the manor.

    View in guide

  • Old Newspaper Article — Chapter 5: table behind Robert in Jaime's Garage.

    View in guide

  • Weapon Designs — Chapter 5: document on the table in Stone's Lair, before the jar.

    View in guide

  • Grandmother's Letter — Chapter 9: locker opened with the filing-cabinet key.

    View in guide

  • Frank's Journal — Chapter 9: side room off the underground corridor, through a crawlspace.

    View in guide

  • Session Tape — Chapter 12: recording equipment in the left hallway of the secret passage.

    View in guide

  • ID Card — Chapter 14: Linda's generator room, beside a generator component.

    View in guide

The Storyteller Artifacts

10 in the game

All ten are required for The Storyteller and count toward That Belongs in a Museum.

  • Estate Letter — Chapter 2: small table under the upstairs windows.

    View in guide

  • Lawyer Letter — Chapter 3: left-side shelving in the Curiosity Shop.

    View in guide

  • Blueprints — Chapter 4: lit desk in the hidden surveillance room behind the engraved portrait.

    View in guide

  • Demonic Statue — Chapter 6: display case in the Sanctum.

    View in guide

  • Fiction Book — Chapter 6: near the seating and fire area of the Sanctum.

    View in guide

  • Shrine — Chapter 8: corridor before the stairs to the Archive.

    View in guide

  • Flawed Lamp — Chapter 8: rear-right of the Archive.

    View in guide

  • Logan Chen Letter — Chapter 8: only appears if Linda took Sam's DIARY rather than the pouch; registers in the Archive.

    View in guide

  • Grimoire Page — Chapter 12: book in Augustine's bedroom.

    View in guide

  • Bloodied Ring — Chapter 14: stump at the Woods fork, before the final squeeze.

    View in guide

Murder Mill Artifacts

10 in the game

All ten are required for Murder Mill and count toward That Belongs in a Museum.

  • Movie Poster — Chapter 2: wall display in the parlor.

    View in guide

  • Lost Movie Magazine — Chapter 3: Drugstore counter.

    View in guide

  • Oracle of the Omniverse — Chapter 5: in Jaime's Garage.

    View in guide

  • Fanzine Review — Chapter 6: round table upstairs.

    View in guide

  • Deed of Sale — Chapter 6: small table at the upstairs rear.

    View in guide

  • Riot Broadcast — Chapter 6: audio exhibit in the Sanctum.

    View in guide

  • Broken Super 8 — Chapter 6: central Sanctum table; take it last because it advances the story.

    View in guide

  • T-Shirt — Chapter 8: crate in the Archive.

    View in guide

  • Fake Prop Arm — Chapter 8: Archive shelves.

    View in guide

  • Alt Movie Scene — Chapter 8: filmstrip viewer in the Archive; examine it last.

    View in guide

Trinkets

12 in the game

All twelve are required for Plunderer's Instinct. Tattooed Middle Finger (CROSS) and Mother Daughter Ring (CLIMB) sit on mutually exclusive Chapter 5 routes, so one is always collected on a Cutting Room Floor replay.

  • Iridescent King — Chapter 1: box behind the lit gap in the far-right fence at the Mill Entrance.

    View in guide

  • Wooden Horse — Chapter 1: Stormdrain side room opposite the direct Furnace route.

    View in guide

  • Waterlogged Shoe — Chapter 3: bottom shelf of the right-side Drugstore aisle.

    View in guide

  • Tattooed Middle Finger — Chapter 5, CROSS route: beam to the small roof after the creek crossing.

    View in guide

  • Mother Daughter Ring — Chapter 5, CLIMB route: keep left after the fence and squeeze through the rocks.

    View in guide

  • Wooden Oni Mask — Chapter 5: yard shed opened with the crowbar, which must have stayed unbroken in Chapter 1.

    View in guide

  • Blighted Rat — Chapter 5: Furnace Chamber platform moved with the crank.

    View in guide

  • The Iridescent Head — Chapter 5: inside the Casting Foundry, opened with the Casting Shed Key.

    View in guide

  • Victor's Soldier — Chapter 6: floor toward the far side of the Sanctum.

    View in guide

  • Sacrificial Knife — Chapter 12: box in the secret passage's left hallway, before the right-hand double doors.

    View in guide

  • Blacksmith's Hammer — Chapter 14: side area of the corridor before the generator room.

    View in guide

Relliks

12 in the game

All twelve are required for Plangonologist. The twelfth is awarded automatically in the post-credit scene.

  • The Hillbilly — Chapter 1: pipe-filled side area right of the low crawlspace.

    View in guide

  • The Huntress — Chapter 2: secret room opened by the piano.

    View in guide

  • The Trapper — Chapter 3: back-right of the Curiosity Shop.

    View in guide

  • The Wraith — Chapter 5: early side squeeze in the Stormdrain.

    View in guide

  • The Clown — Chapter 5: side hall after the camera tutorial, under the scaffold.

    View in guide

  • The Legion — Chapter 6: upstairs rear-left floor.

    View in guide

  • The Nurse — Chapter 8: rear portion of the Archive.

    View in guide

  • The Doctor — Chapter 9: hidden cage area near the Frank's Journal route.

    View in guide

  • The Twins — Chapter 12: secret passage's left hallway.

    View in guide

  • The Spirit — Chapter 13: Sam's Stormdrain, through the orange-lit window after the first ward-off.

    View in guide

  • The Trickster — Chapter 14: door on the right route at the Woods fork.

    View in guide

  • The Champion — Post-credit scene after the first story completion; awarded automatically.

    View in guide

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