Do not end Day 1 at the bonfire until Black Substance #1 is in your route. The story is linear, but several achievement interactions sit beside that line: Shuuna can hand over a substance only if you stay outside the boat on Day 2, Odeen’s former position must be revisited in 2048, and the two final endings require you to ignore breakfast long enough to find a gun.
This walkthrough follows the full-release path through Day 1, Day 2, the 2048 space station, Day 4, the 2133 submarine sequence, and the Ben ending branch. It also carries all five Black Substances to the workbench for Old Memories. It contains major story and puzzle spoilers, plus the game’s animal-injury and spider material.
Current-build boundary: the route was checked on August 12, 2026 against Steam AppID 1699710 and official updates through Ver.1.0.4. That patch changed rapid-tap prompts from Space to left-click and made several puzzle guides easier to see. If an older guide says to mash Space, use repeated left-clicks in the current build. Ver.1.0.3 also corrected a possible final-part progression block, so update before diagnosing a late-game dead end.
Before the first bonfire, secure the route
Take the zip bag before entering the Day 1 journal. In the cabin, prepare and eat the toast, then use the bag on the remaining slice. The bagged toast is not flavor inventory: it becomes bait after the knife is bloodied. Leaving it behind breaks the material chain at the spider.
On the beach, finish the first conversation, take the knife, and pick up the key on the right side. Move to the shed and collect the bucket. There are two ways to stain the knife:
- Use it on the map-holding hand for the optional Don’t Do It! achievement.
- Remove all four notes at the shed tree, clear the rapid-tap event with left-clicks, and use the knife during the encounter.
Either result is sufficient for progression. Apply the stained knife to the bagged toast. If the bait cannot be made, audit the chain in reverse: the toast must have been bagged, the knife must visibly be in its changed state, and both items must still be available rather than merely inspected.
Build the detector through three material chains
The yellow detector has three physical layers, so collect an opener for each before returning to it.
- Iron needle: use the beach key on the red metal box in the shed. Insert the needle into the smaller box below it. Its clue treats the circle as four and the triangle as three; match the displayed symbols with that many needles. The reward is a screwdriver handle. Use the iron needle again on the detector’s outer cover.
- Screwdriver: place the bloody toast near the beetle. When the beetle moves to the bait, interact with it so the spider takes it. Dig the exposed mound for a severed hand and screwdriver head. Join the head to the handle, then remove the detector’s three screws.
- Allen wrench: fill the bucket at the sea, extinguish the bonfire, and take the first doll head. The spider encounter releases the second head. Fit both heads to the headless family figure on the shed shelf and turn its crank; the detached L-shaped piece is the wrench. Use it on the detector’s two hex fasteners.
Once the covers are off, use the severed hand to take the black matter inside. Return to Yiivan with the repaired unit, then place that detector on the web to draw the spider away. Little Savior is the useful completion signal: if it does not appear, the machine has not yet passed through the hand-in and web steps.
Cross the web, tend the field, and bank Day 1
After crossing, stop for Numnum. Hold left-click over the dog’s head until the game confirms the bond; a brief click is not enough for Puppy Pal. At the field, ask Kinder what to do, inspect the seed packets, and plant the six packets that are intact. In the follow-up conversation, use the reassuring response rather than escalating Kinder’s fear.

Black Substance #1: complete the daytime field work, but do not begin the bonfire rest. Return toward the spider path and inspect the dark growth on the tree trunk to the right of the route. This is the safest collection window because ending the day advances the scene state.
Now rest at the bonfire, eat the fish, and speak with the group if desired. When Yiivan asks about Kinder’s private movement, leave the subject rather than reporting that Kinder boarded the ship; this keeps the verified route’s relationship state intact. Return to the cabin bed to finish the day.
Day 2 begins with one missable choice at the boat
After waking at the dock, speak to the group and interact with the boat door. Choose to stay outside. Talk to Shuuna and select the line about discussing the island’s situation. She gives Black Substance #2. Entering immediately skips the clean acquisition window, so confirm the item before the next transition.
At the forest fork, visit the field on the right before taking the new central road. The ultrasonic detector marks plants in red and lets you hear four pitch levels. Remove only the lowest-pitched plants with the shovel. Do not decide from color alone: red means the detector covers the plant, while pitch decides whether it is one of the bad seeds. Compare several sounds first, establish the bottom note, then dig that group for Weeding Success.
Collect three blocks before touching the mechanism box
Shuuna’s box needs three forest pieces. Collecting them as one loop prevents repeated navigation:
- Pick up the fruit, use it on the bird in the branches, and take the part it drops.
- At the roots, repeatedly left-click the tendrils until they retract, then grab the dog bone before they close. Hold the bone near Numnum so the dog follows. Lead the dog to the lowest tree hollow; after the centipede is dealt with, take the rectangular block.
- Take the long swaying branch elsewhere in the forest. At the tree with the glinting object, use the branch to knock down the red block.
Return to Shuuna, inspect the mechanism box, and install all three blocks. If the box accepts fewer than three, the missing-part diagnosis is geographic: bird, root hollow, or high branch. Searching the box screen cannot create the absent piece.
Treat the mechanism box as four board states
The goal is to route the marble through a square channel by moving the spare horizontal and vertical rods between storage slots. A rod placed in a slot changes a gate inside the maze. The mistake is to rearrange several rods while the ball is moving; that destroys the relationship between the last action and the new ball position.
- Begin with the tall gate in the left channel and the long floor across the lower-right passage. Let the marble settle at the lower-right corner.
- Create a mid-height catch on the right, then a matching short catch on the left. The ball should transfer through the middle rather than dropping out of the loop.
- Add the tall gate in the right channel. Keep the bottom passage open until the marble reaches the lower-left corner.
- Once it is parked there, move the remaining spare vertical rod and the two horizontal rods into the empty upper/left storage slots. The last gate change releases the marble to the exit and awards Secrets Unlocked.
If the marble sits on the opposite side from the checkpoint described, do not keep cycling random rods. Restore the previous visible gate layout, wait for the marble to stop, and move only the rod associated with the next catch. Ver.1.0.4 improved this mini-game’s visual guidance, so use the highlighted live slots if they differ from an older screenshot.
Reach the undersea institute without losing the route
Use the key from the box on the forest door, explore the room, and return to Shuuna. In the conversation, choose the observations that the upper layer is newer than the lower one, question whether the formation is really a vein, and identify a one-person round trip. Select the Undersea Magnetic Research Institute on the profile.
Rapid-click the obstruction aside with left-clicks, remove the yellow tape, and enter. Advance six times. The following scene is a viewpoint puzzle: turn back, take the right-side turn, turn back again, repeat the right-side turn and reversal, then align the scene with the white fracture. Select the crack, inspect the three red objects, and enter through the middle one. If the crack never becomes selectable, the camera order—not an inventory item—is wrong.
In 2048, turn one battery into Odeen’s interface
Explore the station enough to establish its sectors, then go down from the connector into the B-area food store and speak with Yorgos. In the E-area fluid laboratory, start the computer and continue the task. Take the ice pack and cloth. Put the ice pack on the sealed hatch so it becomes a water bag, combine that with the cloth, apply the wet cloth to the handle, and rotate the hatch open.
In the connector, take the mobile battery from above and remove the lower panel. Proceed to the airlock window. Yiivan’s finger-writing establishes Morse input; enter R (.-.) to receive the password QUEST. Before leaving, open the helmet of the suit on the right and take the blue key.
At the R-area biology lab, enter QUEST in the floating terminal. The cable board has two jobs: use an L-shaped lead to route the mouse to the center node, then join the center and left nodes with the long lead plus the remaining L lead. Take the lab mouse, return to the connector, and feed it to the pink organism below. It leaves a metal mold.
Turn back at the connector and take the warm copper caught in the hatch seam. At the red-lit fluid-lab panel, place the copper and mold, connect the mobile battery at the lower right, and pull the upper-right lever. Recover both the formed interface and the battery; the same battery still has another job.
Use the blue key on the flashing purple plant chamber in the biology lab and take the camera. Fit the camera, interface, and battery into Odeen, then select the available project/task. This is the dependency check: if the robot remains incomplete, audit those three items rather than revisiting the password terminal.
Return from the airlock for Black Substance #3
After repairing Odeen, the story moves to the airlock. When that sequence finishes, return to the place where the robot had been lying. Black Substance #3 now occupies that spot. The sample is easy to miss because the repaired robot has already pulled the player’s attention toward the core door.
Bring Odeen to the clover-shaped connector beside the core hatch. Exhaust all three interaction options, rotate the hatch mechanism, and enter. When the dialogue offers three conclusions, choose the statement that there has never been a power outage. The chapter ends after the resulting sequence.
Day 4 is the Old Memories cutoff
Speak with Kinder and investigate the forest until the exhaustion message appears. Interact with Numnum, advance four times, then rapidly left-click to push Kinder away. Return the injured dog to the cabin workbench and complete the required sewing interaction. The sequence is deliberately distressing; the store’s animal-injury warning applies here.
- Black Substance #4: after the workbench sequence, inspect the dark lump by the Day 4 bonfire/beach area.
- Black Substance #5: in the upper-right forest, inspect the material attached to Meng’s grave marker beside the Y-shaped branch. It remains available around Numnum’s burial sequence, but collecting it before leaving is safer.
Return to the cabin and inspect all five substances individually on the workbench. Possessing them is not the final trigger; the analysis views close the ledger and award Old Memories. If the achievement does not unlock, count the visible samples and revisit each one instead of assuming the fifth pickup registered its analysis automatically.
Use the eye’s gaze as the fishing-boat timer
Go to the dock and clear the QTE. After entering the boat and climbing the stairs, hide behind the cargo on the left. Wait until the eye looks away, then open the floor hatch on the right. Moving while the gaze is centered is the failure signal; the safe window is visual, not a fixed count.
Below deck, the black interiors of the side rooms are hiding spaces. Take the flashlight from the right-hand door. For Door Slammed, let the eye enter the other room, then close the door by its handle before the creature fully opens again. The action is about trapping it on the far side, not merely shutting an empty door.
There is also a hidden interaction in the room behind the flashlight position: enter without taking the flashlight first and switch on the wall light. Afterward, take the key from the red box at the rear, return to the corridor, unlock the second door on the left, and use the flashlight to advance the scene.
In 2133, make the magazine rewrite the room
During the opening climb, the verified rock choices are first on the right, first on the left, then second on the left. Continue to the base and collect the wire cutters and scissors. Turn right, cut the red child from the small black poster, and inspect the note beneath the picture frame in the central cabinet. Set the pocket watch to 7:00 and back out to trigger the change.

- Open New Science and cut the outlined screwdriver from the first page.
- Place the red child on the page asking for another child. On the next page, wait until the fan breaks, then cut out its lamp.
- Read the fifth-page experiment: the current display is 2:35 and the elapsed time is 15 minutes, so the start is 2:20.
- Turn over the camera, remove its four screws, and take the paper trapped inside.
- Set the table timer to 2:20. Reopen the magazine; its experiment now reads as unstarted and the brain is intact. Cut out the brain.
- Fit the camera paper into the cabinet frame to obtain a key. Open the white box below it for the sonar.
If the brain remains damaged, the calculation may be right but the wrong clock was changed. The 7:00 pocket-watch event reveals the room; the separate 2:20 experiment timer rewinds the magazine state.
Enter both symbol equations before boarding the submarine
Cut the chain from the green device and insert the paper brain. The magazine pages establish four symbol values: the corner-like cover mark is -1, concentric circles are 2, the human-shaped mark is 3, and the earth-over-six-dots mark is 5.
- Set the three dials from left to right to 5, 2, 3, expressing 5 – 2 = 3, then pull the side lever.
- Set them to 2, -1, 3, expressing 2 – (-1) = 3, and pull the lever again.
The device converts the brain into a mechanical arm. Install the sonar, arm, and magazine lamp on the submarine. During the escape sequence, keep advancing rather than searching for another item; the story ends the attempt when Yiivan pushes Ben onward.
Choose Ben fast, then delay breakfast
The identity QTE determines whether the route continues toward the two explicit Ben branches. When asked who you are, select Ben at every prompt and do it quickly. Repeating Maria, repeating Meng, or choosing at random diverts to other endings instead of the route below.
Back in the cabin, Mother says breakfast is waiting. Do not touch the plate yet. Turn to Yiivan’s bed and take the gun. If the Friendship state is unlocked, Shuuna’s diary can also be opened with 2090; it is optional for reaching the choice.
Now inspect the plate to start the scratching scene. When the white creature appears, select the gun immediately and click the creature. After the transition to the white area, the first room on the left is a storeroom with Numnum, the second is the Hall of Fame, and the third contains Ben’s mentor.
- Stay with the dog for Their End.
- Leave with the mentor for Ben’s End.
Those choices share the entire route up to the final room, which is why they belong in one walkthrough. The point to protect is earlier: choosing Ben in the identity sequence and collecting the gun before breakfast are the two gates that keep both options alive.
Current-build references
Game identity, controls, content warnings, and the six official screenshots come from the Steam store and the PLAYISM game page. The input correction and latest research boundary come from Mini-Update Ver.1.0.4, with the late-game blocker boundary from Ver.1.0.3. Achievement names were checked against the current Steam achievement page. Puzzle ordering and missable windows were cross-checked against readable community guides and the supplied full-release English gameplay recording; no community images or video frames are republished here.