This walkthrough for Heartworm will take you step-by-step via Sam’s haunting descent right into a long-abandoned home mentioned to attach the realms of the residing and the lifeless. From exploring its chilling corridors to unraveling cryptic puzzles and going through echoes of the previous, this information is right here that can assist you uncover each hidden secret, survive each haunting, and immerse your self absolutely within the sport’s unsettling story. Let’s get began.
On this a part of the walkthrough, we navigate via a lush and harmful wilderness the place we finally struggle a Deer god.
The place is the Watermill Key?
After the cutscene, make your solution to the bridge. As soon as there, head right down to the docks to choose up the Watermill Key. Use the Protected Room as nicely.
Across the wilderness are three indicators describing constellations you possibly can see within the sky, in addition to the which means behind them – observe these.
The place are the constellations clues?
One could be discovered within the middle of the wilderness, close to the 2 paths main up the hill.
The second is within the car parking zone.
The third is one is up the left path heading up the hill.
The place is the First Marker Swap?
For now, cross the bridge and comply with the path to the tip to succeed in a tree with an enormous coronary heart rising out of it. It’s tendrils are main out to the facet they usually must be activated. There’s a Marker Swap (1) subsequent to it.
Activate it. There are seven of those across the wilderness, and each should be turned on (inexperienced gentle) for a later puzzle. This space may even introduce the brand new Statue enemies. They may stand in a single spot till you get shut, at which level they’ll create an enviornment round you, forcing you to struggle them till defeated. In addition they have a ranged assault the place they will shoot spiky rocks alongside the bottom. Return into the Wilderness and cross again over the bridge.
The place is the Second Marker Swap?
Head via the door with the signal “Welcome to Satan’s Den” and enter the car parking zone.
On the finish of the trail within the Parking Lot you possibly can activate the Marker Swap (2).
Head down the exit subsequent to the swap to get to the Watermill. Watch out as there are canines right here. They may lunge at Sam if she will get shut, knocking her down in the event that they hit her.
Not like different enemies within the sport, when you begin an encounter with a Canine, they’ll proceed to pursue Sam till you alter scenes or defeat them.
The place is the Third Marker Swap?
There may be an antiseptic close to the tall grass on the proper of the watermill. Outdoors the watermill, on the alternative facet of the stream alongside the shore there may be one other Marker Swap (3) – activate it. That you must cross the waterfall to seek out it. Cautious, there may be one other canine right here.
Return to the watermill and use the important thing. Go inside and verify the piano.
How do I resolve the piano puzzle?
Learn the poem for mnemonic clue – the start of every line is a observe on the piano. “Eb” is also referred to as “D#”, so the answer is C-D-D#-G-F-D-D#-F – play that on the piano in that order.
The place is the Fourth marker swap?
The waterfall now opens and divulges a cave. Head into that cave and within the again you’ll discover the marker swap (4) subsequent to the ladder.
Go down the ladder and go searching. There are statues right here so take them out or keep away from them.
The place is the Bolt Cutters?
Choose up the Bolt Cutters subsequent to the locked gate.
The place can I discover the Blood Assortment Package?
Return up after which up the trail subsequent to the waterfall after which go previous the 2 statues over the wood walkway to get to the Overlook. Use the telescope and choose the three following constellations: Cetus (prime proper), Cassiopeia (prime left), and Andromeda (backside left), then take the Blood Assortment Package from the locked field.
Head proper previous the electrical gentle pole scene and unlock the gate on the Energy Station utilizing the Bolt Cutters.
The place is the Fifth Marker Swap?
There may be marker swap (5) subsequent to this machine which must be activated.
The electrical panel will learn “100” when all of the swap markers are activated, after which it is possible for you to to show it on utilizing the button, so the sunshine on the prime turns inexperienced.
Throughout the facility station there’s a path main right down to a ship. Take it again to the secure room and save. Then come again right here.
The place is the Sixth Marker Swap?
Reverse the doorway facet, take the left path to the practice scene and resolve the push puzzle by pushing the highest rightmost field up, then going again to the opposite facet of the puzzle and pushing the leftmost block up. From right here push the block closest to you to the proper, then the brand new block you possibly can entry down. Then push the block to the proper additional proper so you may get to the blocks close to the swap. Push the one on the left up, then push the middle one so you possibly can entry the swap. Activate the marker swap (6) there, then head again in the direction of the Energy Station.
Take the proper path up now. Take out the canine that instantly reveals up within the Clearing. Go previous the corn maze and within the middle use the Blood Assortment Package on the deer corpse.
The place is the Seventh Marker Swap?
After leaving the home with the blood pattern, go left into the corn maze – there’s a canine on the proper – to seek out marker swap (7) that must be activated.
As soon as finished, exit via the center path to move into the outside library, and use the Blood Package within the middle altar. Quite a few statues right here, keep away from or struggle them – its as much as you.
Return to the facility station and it must be at 100% so activate it utilizing the button.
The sample of inexperienced/purple lights on the opposite facet for an optionally available puzzle later on this chapter
The place Can I discover the Hexagon Crank?
Now, make your approach again to the Coronary heart of the Wilderness – the place the center tree is. Choose up the Hexagonal Crank.
Return out and down the trail overlooking the waterfall.
Use the crank and decrease the water stage and descend the steps and into the cave.
As soon as contained in the cave, head to the gate with the solar on it.
The place is the Cave Picture?
Work together with the pc outdoors of it and insert this sequence to open it:
Go contained in the gate and use the digital camera to destroy the static barrier. You’ll be able to then decide up the Cave Picture. Exit the gated space and head to the pc within the north to save lots of, and in addition put the Cave Picture within the merchandise crate if you need. That is your final probability to discover The Wilderness. When prepared, hold going via the cave.
Deer Boss
The Deer boss could be defeated by taking photos of it. It’ll take about 30 photos, and there can be extra static round it the extra it’s harm.
Not like the Spider, which fought you immediately, the Deer makes use of hit-and-run ways. It’s going to conceal within the woods and drive you to chase after it, leaping out of canopy to assault you.
In the event you dodge its ambushes, the Deer is left open for assault, and it’ll get shocked by assaults. As soon as it’s within the open, its solely assault is to simply hit you, as long as you possibly can hold distance, you possibly can harm it simply.
When you’ve harm it sufficient, it should yell, beautiful Sam, and discover a new hiding spot. Just like the Spider: take note of the music. The observe adjustments if the Deer is hiding or attacking.
The world can also be filled with Canine enemies. You’ll be able to defeat them, however you can even ignore them. Nonetheless, as soon as a Canine begins attacking you, they gained’t cease till you’ve defeated it. Because the Canine can harm you when the Deer stuns you, be careful!
Again on the Archive
After defeating the Deer, you obtain the Wilderness Web page and can be introduced again to the Archive. In the event you obtained the Cave Picture, ensure you use it on the machine to advance the great ending. Use the Wilderness Web page on the tome in the course of the room to unlock the gate to the proper. Undergo the gate and head to the tip of the hallway, then up the steps. Use the ladder to start out a cutscene. After the cutscene, head to the proper, then throughout the large stone bridge to enter the Clock Tower.
This concludes this a part of the walkthrough for Heartworm.
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