Camp Whittlewood is an indie retro horror adventure developed by NickSchemes that drops players into the boots of Conis, a newly minted Bark Scout attending an idyllic outdoor retreat. What begins as lighthearted summer camp rivalries soon unravels into a terrifying encounter with an ancient woodcarver legend and a deadly woodland monster.
To survive the weekend and earn every badge, you must carefully manage daily camp activities, complete specific camper side quests, and manipulate key inventory items before the final night. This complete Camp Whittlewood full walkthrough covers day-by-day puzzle solutions, inventory locations, all five Steam achievements, and exact steps to unlock all three distinct endings.
Day 1: Welcome to Camp Whittlewood
Your journey starts at home before boarding the camp bus.
- Board the Bus: Talk to your parents to say goodbye. Open your inventory to view your Bark Scout ID Card (confirming Conis in Cabin Squirrel, blood type O+). Show the card to the bus driver to depart.
- Meet the Campers and Staff: Upon arriving at the front gate, familiarize yourself with the campground. Meet Counselor Green and Counselor Haley outside, head into the administration office to speak with Miss Star, and converse with fellow campers Billy, Clipper, Pool, Pierce, Ivy, Annabel, Bugs, and Tiffany.
- Attend the Campfire Story: Proceed to the campfire to meet camp owner Mr. Whittlewood. He shares the history of Sawdust County: an 1899 wildfire trapped a logging crew, and firefighters later discovered carved wooden statues in their place with screams trapped in their expressions.
- Night 1 Scavenging:
- Head to the cabin area south of the smile trail.
- Enter Bear Cabin (the girls' cabin): Pull the wooden chair in front of the large grizzly bear statue, climb up, and retrieve a Quarter from the bear's mouth.
- Grab the Spile sitting on the crate outside the cabins.
- Enter Squirrel Cabin, save your game in the memory journal, and interact with your bunk bed to sleep.
Day 2: Flag Hunt, Tug of War, and the Historic Trail
Day 2 introduces competitive camp games and your first excursion into the deeper woods.
Winning the Flag Hunt
After breakfast at the lodge, gather at the cabins for the Bark Scout Flag Hunt:
- Check behind cabins, near the outdoor barbecue pits, around the administration perimeter, along the smile trail, and near the archery range.
- Collect the red flags scattered across the grounds. Returning all the red flags ensures you finish as the top scout alongside Billy.
Winning the Tug of War (Magnifying Glass)
Winning the flag hunt makes you a team captain for tug of war. Winning this minigame is mandatory for obtaining the Magnifying Glass, a critical tool for multiple late-game puzzles.
- Optimal Roster: When drafting your team, prioritize size and strength. Select heavy hitters like Clipper and Pool or Pierce.
- Pro Tip: Save your game right before reporting your flags. If your team slips and Billy wins, reload your save to re-draft until you secure victory and receive the Magnifying Glass.
The Old Camp Trail Hike
Counselor Green hands you a Leaf Book to collect four local plant specimens along the historic trail:
- Hydrangea Leaf: Found on the lower path near where Tiffany is watching Billy.
- Japanese Maple Leaf: Located near the middle trail fork.
- Redwood Violas: Found along the rocky stream path.
- Dark Heuchera: Located inside the old red lumber mill at the end of the trail.
Old Mill and Cave Exploration
- Enter the dilapidated lumber mill. Examine the 1899 Old Clipper team photograph pinned under the saw.
- Inspect the workbench covered in cobwebs and use your Wide-Mouth Jar (found earlier in the lodge kitchen) to catch the Spider.
- Push the crate beneath the broken ladder, climb through the high window, and collect the Shovel barricading the outside door.
- After Billy pranks you in the dark and drops a Lantern, turn it on and explore the hidden cave opening beneath the massive roots along the stream.
- Inside the cave, collect the Mary Flint Locket embedded in the soil and note the dry, hard ground beneath the roots.
- Return to camp for the evening hot dog dinner, return to your cabin, save, and sleep through another disturbing nightmare.
Day 3: Merit Badges and Crucial Pre-Night Setup
Day 3 is your primary preparation window. To prepare all three endings on a single save file, complete these steps before initiating the evening campfire.
Side Quests and Collecting S'mores
Completing camper requests guarantees they will give you a S'more during the final evening, which is required for specific ending routes:
- Bugs (Soda Quest): Collect 75 cents in quarters (from the Bear Cabin statue, the archery range grass, and the treehouse piggy bank). Purchase a can of Fizz Terror soda from the office vending machine and give it to Bugs. He reveals that Billy is terrified of spiders.
- Pierce (Headphones Quest): Check Ivy's bulging backpack inside Bear Cabin to recover Pierce's headphones. Return them to Pierce at the lodge or lake.
- Tiffany (Love Letter Quest): Deliver Tiffany's love letter directly to Billy or back to Tiffany.
| Side Quest Target | Required Item | Reward / Effect |
|---|---|---|
| Bugs | Soda Can (75¢ from vending machine) | Billy's spider phobia intel + Evening S'more |
| Pierce | Headphones (found in Ivy's backpack) | Relationship resolution + Evening S'more |
| Tiffany | Love Letter (received from Annabel) | Side story progress + Evening S'more |
Securing Key Tools and Crafting the Grafting Kit
- Archery Range & Wooden Squirrel: Visit the archery range. Release your captured spider into the arrow barrel to frighten Billy away. Use the bow to hit the target for your Archery Badge, then aim high at the tree branch to shoot down the Wooden Squirrel Carving.
- Office Basement Key: Take the Wooden Squirrel to the administration office and place it in the large fish tank. Miss Star will panic about the drowning squirrel, allowing you to grab the Cellar Key hanging behind the counter.
- Dining Hall Basement: Use the Cellar Key on the locked cellar door beneath the lodge. Inside, pick up the Bolt Cutters and the botany guide Botany and Esoteric Propagation.
- Move the Trampoline: Head to the playground above the front office. Use your Bolt Cutters to cut the chain on the trampoline, then drag it down to the parking lot near the main camp entrance gate.
- Smuggling the Flint: Pick up the Flint & Steel and Wet Moss at the lodge fire-starting station. Do not use the flint to light the kindling. Instead, hold your Magnifying Glass over the kindling to ignite it and claim your Fire Safety Badge. This allows you to keep the Flint & Steel in your inventory.
- Harvesting Beeswax: Dry your Wet Moss near a heat source. Return to the beehive on the hiking trail, place the dry moss underneath, and ignite it with the Magnifying Glass to smoke out the bees. Harvest the Beeswax. Re-soak the moss in the nearby stream afterward.
- Soften the Cave Soil: Return to the underground root cave. Place your re-soaked Wet Moss directly onto the hard ground beneath the roots so it softens by nightfall.
- Wire, Turpentine, and Grafting Kit:
- Use your Bolt Cutters on the damaged barbed wire fence at the archery range to reach the industrial yard.
- Collect a segment of Wire.
- Collect Turpentine from the leaking storage tank with your jar.
- Open your crafting menu via the botany book to combine the Beeswax, Turpentine, and Wire into a Grafting Kit.
- Refill your jar with another batch of Turpentine from the chemical tank.
- Friendship Bracelet: Visit the arts and crafts table by the lake. Combine the Mary Flint Locket with twine and beads to create a special Friendship Bracelet. Gift it to a camper (such as Ivy or Bugs).
The Point of No Return
Speak to Counselor Green to begin the evening badge ceremony. When Clipper gets caught in the rusted bear trap, Billy frames Conis. Counselor Haley and Counselor Green send you to your cabin and confiscate your backpack to the front office.
Visit the campfire to collect your earned S'mores from the grateful campers. Return to Squirrel Cabin, record your progress in the memory journal, and create a dedicated master save file.
Surviving the Final Night: Core Mechanics
When Conis awakens, the campsite is eerily abandoned, Dale and Miss Star have been turned into rigid wooden statues, and a fast, wooden creature roams the grounds.
- Monster Evasion: The creature sprints toward you whenever you stay in open areas for too long, signaled by snapping twigs and heavy thudding footsteps.
- Hiding Mechanic: The creature cannot enter standard camp buildings. Ducking inside the administration office, the lodge, or a cabin immediately resets the monster's aggro, allowing you to reposition safely.
- Retrieve Your Backpack: Immediately enter the front office to reclaim your backpack and lantern from the desk.
How to Unlock All 3 Endings
From your master save on the final night, you can unlock every ending and achievement without replaying the entire game.
Ending 1: Escape (Solo or Escort)
This route focuses on breaching the reinforced perimeter gate.
- Reclaim your backpack from the administration office.
- Head to the playground and ensure the trampoline has been dragged to the locked front exit gate.
- (Optional for Full Achievement): Enter the dining hall or lodge, locate the camper who received your Friendship Bracelet, and instruct them to follow you.
- Lead the camper directly to the camp gate.
- Use the trampoline to bounce over the gate and flee down the road until your parents arrive in their car.
- Achievements Unlocked:
- Running Badge (Escaped Camp Whittlewood)
- Bark Scout's Honor (Escorted a camper to safety, if accompanied)
Ending 2: Ritual (The Scion)
This route fulfills the dark lore hinted at by the woodcarver legends and Conis's recurring dreams.
- Reload your master save and reclaim your backpack from the front office.
- Avoid the creature and run down the historic trail to the subterranean root cave.
- Approach the patch of soil you softened earlier with the Wet Moss.
- Equip your Shovel to dig deep into the pulsing roots.
- Apply the Grafting Kit to the exposed wood.
- Conis lies down to complete the ritual, offering his flesh to become the forest's new Scion. This sacrifice lifts the wooden curse, turning the petrified campers back into humans at sunrise while Conis becomes the new legend of the woods.
- Achievement Unlocked:
- Botany Badge (Made an offering to the trees)
Ending 3: Firestarter (Wildfire)
This route destroys the ancient anomaly once and for all through aggressive fire safety violation.
- Reload your master save, collect your backpack, and retrieve your extra jar of Turpentine and Flint & Steel.
- Run to the old red lumber mill on the historic trail.
- Place a S'more inside the building as bait.
- Lure the wooden creature into the mill. Once it stops to devour the treat, slip outside and jam the Shovel into the door mechanism to trap it inside.
- Douse the entryway with Turpentine.
- Strike the Flint & Steel to set the mill ablaze.
- Sprint to the front gate and clear the fence with the trampoline. A towering wildfire consumes the woods behind you as your parents rescue you on the highway.
- Achievements Unlocked:
- Irresistible (Avoided danger with a delicious distraction)
- Fire Safety Badge (Put an end to the campfire legend)
Frequently Asked Questions (FAQ)
How do I shake off the wooden creature if it spots me?
Run into the nearest indoor structure, such as the Administration Office, the Lodge Dining Hall, or your Cabin. The creature's AI is programmed not to enter interior rooms, which completely cancels its chase state and resets its spawn distance.
Why won't Counselor Haley let me keep the Flint & Steel during the day?
Counselor Haley insists on taking back the flint if you use it to light the fire at the lodge. To keep the flint in your inventory for the Firestarter ending, hold the Magnifying Glass over the kindling to focus sunlight and ignite it.
Can I save all the campers in a single playthrough?
In Ending 1, you can escort a single companion (whoever wears your Friendship Bracelet) to safety over the fence, but the remaining campers remain turned to wood. Ending 2 (Ritual) is the only scenario where the curse is reversed for the entire camp, though it requires Conis to sacrifice himself to the roots.











