Heartworm Walkthrough – The Neighborhood

This walkthrough for Heartworm will take you step by step through Sam’s haunting descent into a long-abandoned house said to connect the realms of the living and the dead. From exploring its chilling corridors to unraveling cryptic puzzles and facing echoes of the past, this guide is here to help you uncover every hidden secret, survive every haunting, and immerse yourself fully in the game’s unsettling story. Let’s get started.

In this part of the walkthrough, we navigate through a broken suburb beset by spirits. We explore the city and fight the first boss in the game.



After the cutscene you will meet a Blue Static Ghost. They are the basic enemy in Heartworm. They can shoot a wall of static which won’t hurt Sam, but will reduce her movement speed quite a bit. You can either fight the enemy using the camera or run away. Heading to the left across the street, the first house on your left that you can enter is a Safe Room.

Where is the house key?

If you go to the right from the stack of TVs where you started from is a corner store. You can pick up film from the phone booth outside.

Head inside. You can pick up a Film and an Antiseptic inside.

Get the House Key on the counter to the left.

Head back to where you started and use the House Key to unlock the door to the Old House (this is the one that Sam will comment that used to belong to her grandparents when she approaches it, it has the red glow to the right and the garage in the back)

Go through the house and then the door in the back, then follow the Void Hall to get to Sam’s Bedroom. Cool, X-files reference. Notice the missing baseball bat.

Tip

There is a side puzzle here with the chessboard in Sam’s Bedroom – the solution is to move the Bishop on E3 to G5. Completing this puzzle will get you the Burst Mod which, when combined with the camera, allows you to take three pictures at once. If you need to try again you can leave the room and come back.

Head back outside and go around the house to the garage. Use the House Key to unlock the door to the garage.

Go around the hole in the floor and move the shelf out of the way.

How do I solve the fuse box in the garage?

Interact with the fuse box. Hit the fuses to turn all the lights green. If you are having trouble, the solution is flip the first, third, and fifth switch to the right.

Upon completion, a set of stairs will appear. Upstairs, you will find a camera bag. Use the camera bag to increase your inventory slots to 8. Notice that the front car of the model train is missing.

Leave the garage. Go back towards the Corner Store, then turn right and head to the end of the street to go to the Baseball Field.

Where is the Baseball bat?

Grab the Baseball Bat from the bleachers on the left. There is also an Orange Static Ghost here. It is invincible, so just avoid it.

Where is the Model Train?

Go back to Sam’s House. Back in Sam’s room, place the baseball bat on the plaque to get the Model train.

Where is The Padlock Key?

Head back to the garage. Use the Model Train on the train set upstairs to get the Padlock Key.

Exit the garage and go directly to the left, behind the Old House. Interact with the chain link fence to use the Padlock Key and enter the Garden.

Where is the Garden Photo?

Shoot the static barrier to acquire the Garden Photo.

Tip

You will need this later to get a good ending. For now, it can stay in the item box in the safe room.

Head back to the road, and go all the way to the end of the street, towards the overpass, and enter the last house on the right (with the static windows in the door).

You will be in a snowy corridor (strange). Go through to find yourself on a snowy street. From where you come out you will see a Funeral Parlor. There are three unlit candles in the window. There is a not next to them, explaining that you need to find and light the three candles in the Neighborhood to unlock the door.

Where is the first candle?

Go to the end of the Snowy Street (to the left) and turn right into an alleyway and go up the stairs and enter the Apartment.

This will be your first encounter with Red Static Ghosts. While they can’t slow Sam down, they can turn invisible for brief periods of time, during which they can’t be hurt. They also have more health.

Head through the Apartment until you get to the other side of the chasm. At the end is a candle. Use your lighter on it. The first candle in the Funeral Parlor will light.

Exit the Apartment, pick up the medkit from the snowy street.

Where is the second candle?

Then go all the way back to the main street of the Neighborhood. Head all the way to the other end of the street, where the last house is the Water House (the one that Sam says her friend Sally lived in when you approach it) and enter.

The house is flooded, pick up the film from the table – while avoiding or fighting the Red Static Ghost. Head upstairs and down the hallway. There is another candle in the last door to the right.

Once again, use your lighter on it. The second candle in the Funeral Parlor will light. After that, you can leave the Water house.

Where is the third candle?

Head back to the Baseball Field. The third candle is in a cage on the pitcher’s mound.

To open the cage, you need to run all three bases and get back to home before the lights stop.

Once you do, use your lighter on it. The Funeral Parlor will be unlocked now.

Tip

This is the last time in the game you will need to use the lighter, drop it off at an Item Box.

Go back to the Funeral Parlor and turn to the left. There is a casket here. Inspect it to enter Downtown.

Go around the corner and you can find a medkit behind the fence.

Take the first door on the right (a shop front) to find a Safe Room.

Continue down the street and head down into an alleyway at the end of it. Go until you see a warehouse door with a red light on, and interact with it to enter the Warehouse.

Go up the stairs and run across the platform until you come across a door leading back to the main street. Unlock it.

Tip

I suggest you go out this door and save the game now.

Go down the stairs and enter the area with the shelves. Some boxes fall behind you, and then a monster spawns in, chasing you.

Keep running through the shelves, it will give you enough space to outrun it. But if he catches you you will die. Once you have gone through enough turns, more boxes will fall and block the monster off.

Where is the Crowbar?

Now make your way to the right and then all the way to end to find a Crowbar.

Go back to the start and remove the wooden planks on the side of the container.

Leave the Warehouse and head for the bus at the end of Main Street.

Tip

This is your last chance to explore The Neighborhood. If there’s any exploring you want to do, now is the time.

Use the Crowbar on the bus to open it. Once you do so, a cutscene will play leading to the game’s first boss fight. So prepare accordingly with Film and Med Kits.

Spider Boss

You can defeat the Spider by taking pictures of it, like any other enemy. It should take about 40 pictures to be defeated. The burst mod will come in handy here.

The more hurt the Spider is, the more static will appear around it. The Spider has two basic attacks: it will either lunge at Sam, or turn around and spray web at her. Both of them can be avoided by moving, though the web doesn’t do very much damage. The Spider will occasionally make some distance between it and Sam, then charge her. If you take a picture of it while it does this, it will interrupt the attack.

Sometimes the Spider will flee and smaller spiders will invade the arena. They will run up to Sam, stop, shake for a few moments, then explode. You can’t kill them, so make sure to avoid them. You know when this is happening because the music will change.

Back to the Archive

After defeating the Spider you received the Neighborhood Page and will be brought back to the Archive.

Tip

If you got the Garden Photo, make sure you use it at the machine to advance the good ending.

Use the Neighborhood Page at the tome in the middle of the room to unlock the center gate. Go through that gate and head to the end of the hallway. Go through the door to get to the Wilderness.

This concludes this part of the walkthrough for Primal Planet.



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