This checklist tracks objects that open or power the main route. It is not a 100% collectible list.
Early underground
- Rusty Spoon: picked up early; clears marked rubble and pests.
- Lever handles / key items: collect highlighted mechanical parts and return them to nearby inactive levers or locked gates. The exact display names vary by pickup; follow the matching environment rather than carrying them past the next signed route.
Storage and Surface facility
- Foreman’s Key: a launch-day player independently identifies a door opened by this key and reports sheet music behind it. The complete key-chain order still needs direct reproduction, so use the facility signs to locate the matching branch.
- Uncharged Capacitor: recovered before the charge-station sequence. Bring it to the Battery Charge Station only after resetting the signal equipment.
- Charged power item: retrieve the capacitor after charging and install it in the downstream power panel to open the route onward.
Late route
- Nursery Key: opens the Nursery and Julian objective chain.
- Missing blanket/objective item: found in the connected late-game route and returned to advance Julian’s sequence.
- Lantern: obtained after the symbolic Merkert sequence; press
Fto toggle it and use it through the remaining red tunnels.
Pick up highlighted side-room objects when convenient, but do not assume every painting, toy or sheet is required for story completion. The all-collectibles route remains under verification.
Evidence boundary
This guide covers the released launch route. It does not turn incomplete collectible reports, Demo-only details or unverified fixes into confirmed instructions.
