The Medium ยท Route
A medium who reads two worlds at once, drawn to an abandoned resort by a stranger who knows too much. Both worlds, tracked.
The Medium is a walk-and-look horror, not a fight: there are no weapons and nothing to upgrade, so the "system" is reading two realities at once and staying unheard. In the spirit world you get a few tools — Spirit Blast, Spirit Shield, Out of Body and Insight — all fed by energy sources, plus mirrors to cross between worlds. The one real threat is the Maw: you cannot kill it, you hold your breath and hide. Because there is no build, this guide is three tabs: First Hours is the systems primer; The Route is all five acts across the chapters, with every collectible shown inline in the chapter it lives in so you can watch for it as you play; Collectibles is the same items gathered by type as one shared checklist. Tick a collectible in either place and it syncs. Keep an eye out for echoes; you do not need them all, but they are the story. Every tick saves on this device as you go.
There is no combat and nothing to upgrade. The whole game is reading two realities at once and not being heard. Your spirit-world tools (Spirit Blast, Spirit Shield, Out of Body, Insight) run on energy sources, and mirrors move you between worlds. The one thing that can kill you is the Maw — you never fight it, you hold your breath and hide. Collectibles show up inline in each chapter so you can grab them as you pass.
Watch both screens. When the view splits, the puzzle answer is almost always "do something in one world to change the other" — power a mirror in the spirit world to open a door in the real one, calm a spirit to clear a path. When it is NOT split, you are in one world and usually being hunted. Slow down, look at both halves, and you will rarely be stuck.
Light. Systems and the opening only. For the full route with collectibles shown inline use The Route; for the same collectibles gathered by type use Collectibles.
The habits that carry a no-combat horror game. Items marked โ shared also live on The Route.
It looks like a boss and it is not. Every Maw encounter is a stealth or chase sequence with a route out. Standing your ground gets you killed and sends you back to the last checkpoint. Learn the path, hold your breath at the pinch points, and move.
The game hides puzzle answers and collectibles in whichever half you are not looking at. When the screen splits, stop and read both sides before you touch anything. Most "I am stuck" moments are just the other world holding the key.
| Tool | What it does | When |
|---|---|---|
| Insight / Spirit sight | Highlights interactables and spirit-world detail | Constantly, to find the way and the collectibles |
| Spirit Blast | Clears spirit barriers, briefly stuns, buys a moment | Blocked paths; a beat of breathing room near the Maw |
| Spirit Shield | Protects from moth swarms and spirit hazards | Crossing a swarm; hold, then drop to save energy |
| Out of Body | Spirit leaves the body to pass barriers the body cannot | Reach switches and paths across a gap, on a timer |
| Mirrors | Cross fully between the real and spirit worlds | Fixed crossing points that gate progress |
The breath-hold is on the same button throughout. Get into the habit of tapping it the instant a chase or a Maw section starts, not when you are already spotted. Silence bought a second early is the difference between a clean pass and a checkpoint reload.
| Threat | The answer |
|---|---|
| The Maw | Hold your breath, break line of sight, follow the route out. Spirit Blast only to buy a step. Never fight. |
| Moth swarms | Raise the Spirit Shield to cross, drop it once clear to save energy. |
| Spirit-world barriers | Spirit Blast, an energy source, or Out of Body to reach what the body cannot. |
| Being stuck | Not a threat, a signal: check the other world. The answer is almost always on the half you are not watching. |
Every collectible here is the same tickable item that appears inline in its chapter on The Route. Tick it while you play (on the chapter) or tick it here (by type) and it stays in sync, counted once. This tab is the overview and the completion count; the Route is where you catch them in the moment.
Echoes and Postcards feed the stat cards up top. Locations are spoiler-safe pointers; open the wiki ๐ on a group for exact spots. You do not need them all to enjoy the game — this is here so you can keep an eye out.
| Type | Verdict | Why |
|---|---|---|
| Echoes | โ Worth it | Short played-out memories; they ARE the story, and most are right on your path. |
| Frank's Postcards | Worth it | Small set, tied to a completion reward, clustered around the resort grounds. |
| Memory Shards | Worth it | Reconstructed memories, some of the game's best moments. Watch for the shard glints. |
| Diary pages & Notes | Skip-if-rushing | Deeper lore for readers. Fine to leave on a first pass and mop up later. |
The per-type totals are firm (32 Echoes, 11 Postcards, 15 Memory Shards, 7 diary pages, 19 notes, 4 Henry's Echoes). The chapter each is filed under here is a solid draft placement from the location clusters, but a few exact spots need a verification pass before publish; Claude Code will flag them with the wiki resolve.
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