In the retro-style indie horror RPG Camp Whittlewood, players face an urban legend turned terrifying reality. To earn the Fire Safety Badge achievement—officially described on Steam as having "Put an end to the campfire legend"—you must complete Ending 3: Firestarter.
Achieving this ending requires specific preparation across multiple days to smuggle restricted items and trap the woodcarver beast. Following this guide ensures you secure the required tools and unlock both the Fire Safety Badge and the related secret achievement, Irresistible, in a single run.
Required Items for the Firestarter Ending
To execute Ending 3 on the final night, you must smuggle and prepare several specific items before triggering the final cookout:
| Item | Location / Method | Purpose in Ending 3 |
|---|---|---|
| S'more | Rewarded by campers at the final cookout for completing a side quest | Used as monster bait inside the logging building |
| Magnifying Glass | Won during the Day 2 Tug of War activity | Ignites the Day 3 camp fire without consuming the Flint |
| Bolt Cutters | Found in the Dining Hall basement | Cuts down the Trampoline and opens the Archery fence |
| Flint | Smuggled from the Day 3 Dining Hall fire activity | Ignites the Turpentine to set the building on fire |
| Turpentine | Found in the upper Archery Area behind the damaged fence | Accelerant poured outside the logging building |
| Shovel | Carried in your inventory/backpack | Blocks the logging building door to trap the monster |
Step-by-Step Preparation Walkthrough
The steps for Ending 3 must be laid out carefully starting from Day 1 to ensure you have the necessary items before reaching the point of no return.
1. Secure a S'more (Before Day 2)
To get monster bait for the final night, you must complete at least one camper side quest before Day 2. Exhaust dialogue with the campers and finish any of the following tasks:
- Deliver the Soda to Buggs.
- Deliver the Headset to Pierce.
- Deliver the Love Letter to Tiffany.
Completing any of these requests guarantees you will receive a S'more during the cookout.
2. Win the Magnifying Glass (Day 2)
Collect all the Red Flags on Day 2, but do not turn them in to the Camp Leader immediately. Save your game first. Participate in the Tug of War activity and win to receive the Magnifying Glass. If your team falls over, reload your save and attempt the mini-game again.
3. Smuggle the Flint and Gather Tools (Day 3)
When Day 3 begins at the Dining Hall, do not begin the Fire Starting activity right away. Head to the Archery Area first:
- Get the Bolt Cutters: Shoot down the Wooden Squirrel during Archery practice and pick it up. Take it to the Aquarium inside the Administration Room to receive the Basement Key. Enter the Dining Hall basement with your Lantern to collect the Book and the Bolt Cutters.
- Reposition the Trampoline: Go to the Playground situated above the Administration Room. Use the Bolt Cutters to detach the Trampoline, then drag it down to the bottom-left corner of the parking lot, positioning it directly beneath the Treehouse.
- Smuggle the Flint: Return to the Dining Hall and pick up the Flint and Wet Moss. Do not use the Flint to start the fire. Instead, light the campfire using your Magnifying Glass and claim your reward from the Camp Leader.
- Escape the Treehouse with the Flint: Dry your Wet Moss at the fireplace inside the Dining Hall. Pick up the Peg beside the bench on the right exterior of the Dining Hall, place it into the tree behind the building, and climb into the Treehouse. Knock down the Piggy Bank and jump through the hole while holding the Flint. Landing on the Trampoline below allows you to bypass camp rules and keep the Flint in your inventory.
- Collect the Turpentine: Head back to the Archery Area. Cut the damaged fence using your Bolt Cutters to access the upper section. Pick up the Wire and collect the Turpentine from the container.
Triggering the Firestarter Ending (Final Night)
Once all preparations are complete, you are ready to proceed to the game's finale:
- Speak to the Camp Leader to initiate the evening cookout.
- After the events in the Administration Room unfold, do not go to sleep yet.
- Walk back to the campfire and talk to the campers whose side quests you completed earlier to collect your S'mores.
- Return to your cabin, go to sleep, and save your game. This save allows you to reload and see the other endings without replaying earlier days.
- Retrieve your Backpack from the Administration Room.
- Head directly into the Hiking Area and locate the old logging building.
- Place a S'more inside the building.
- Lure the monster toward the logging building. When it steps inside and begins eating the treat, quickly step outside and block the door using your Shovel.
- Pour the Turpentine across the entrance.
- Use the Flint to ignite the Turpentine and set the structure ablaze.
Watching the resulting cutscene completes Ending 3 and pops your achievements.
Achievements Unlocked
Completing the steps above unlocks two achievements simultaneously:
- Fire Safety Badge: Put an end to the campfire legend.
- Irresistible: Avoided danger with a delicious distraction (unlocked when the monster stops to eat the S'more bait).
Frequently Asked Questions (FAQ)
Can I unlock all Camp Whittlewood achievements on a single save file?
Yes. If you complete all preparation tasks across Days 1 through 3—including smuggling the Flint, softening the cave dirt for the ritual, and setting up the Trampoline—you can create a master save right before bed on the final night. Reloading that save allows you to complete Ending 1 (Escape), Ending 2 (Ritual), and Ending 3 (Firestarter) back-to-back.
What happens if I use the Flint during the Day 3 Fire Starting activity?
If you use the Flint to start the fire normally, the Camp Leader will confiscate it as part of the activity. You will no longer have an ignition source for the Turpentine at the logging building, locking you out of the Firestarter ending for that playthrough. You must use the Magnifying Glass instead.










