FATHOM

Guide

FATHOM Power and Fuses

Checked

Read three lines, not one. The objective bar for this job shows a title, a counter and a hint, and each one changes for a different reason.

Get the power back on      <- the job
Fuses found (1/3)          <- what you have collected
Find the last fuses. Try the prize booth.   <- where to look next

Stage 1: Read the title line

Get the power back on means the chapter is waiting on electricity. Until this finishes, most of the building stays dark and the next objective does not appear.

The counter reads three on the recorded run. If yours says a different total, trust your screen: the recorded runs were captured in late October 2026 and the objective text has changed at least once.

How you know it worked: the title line changes to the next job.

Stage 2: Find the hint line and act on it

The smallest line on screen is the useful one. It does not point you toward a fuse; it names the room to try.

Counter Hint seen in the recording What that asks you to do
0/3 Try the toy store Walk the toy store first, not the arcade
1/3 Try the prize booth Head for the prize booth after the pickup
2/3 Try the prize booth Search the same area more carefully

The hint changes as you collect. Re-read it after each pickup instead of finishing a route you planned at 0/3.

How you know it worked: the counter increments and the hint line either changes or repeats.

Stage 3: Pick up the fuse

A fuse counts when you collect it, not when you spot it. In the recorded run the counter moves one step at a time, and the hint line updates immediately after.

Search at crouch height. The vent stage before this one already taught you that the game puts objectives behind low gaps, and the toy store and prize booth are both cluttered rooms where the pickup sits below eye level.

How you know it worked: the counter goes up by exactly one.

Stage 4: Take the last fuse and take the next job

When the counter reaches its total, the bar stops talking about fuses. The next objective in one recorded run is Get through the gate.

The moment this happens, stop searching. Continuing to sweep the same room costs time and noise, and noise is the one resource you cannot get back once Grinsworth is moving.

How you know it worked: the objective title changes and the counter disappears.

Stage 5: Search with your ears

Every room you sweep creates footsteps. The monster reacts to footsteps, chat and microphone input, so the cheapest fix is to stop talking and crouch between rooms.

If a sweep is taking too long, leave and re-read the hint. A repeated hint usually means the object is in the room you think is already clear.

When the counter will not move

Work through these in order. Each one is something you can check on screen.

  1. Does the title still say fuses? If it changed, you already finished the job and are looking for the wrong thing.
  2. Does the hint name a room you have not entered? Finish that room before widening the search.
  3. Are you holding the fuse? The counter reflects collected fuses. If you have picked one up and the number did not move, note the room and re-enter it once.
  4. Have you changed session? Do not assume the counter survived. Read the title line and the counter as they are now instead of trusting the number you remember.

We did not verify that leaving and rejoining fixes a stuck objective, and we are not writing it as a fix. The two things that are confirmed are the counter and the hint line, both read off recorded Chapter 1 footage.

Where this fits

This objective sits in the middle of Chapter 1. The stage order before and after it is on the beginner guide. If you keep getting caught while searching, the reason is almost always sound: read Grinsworth before your next attempt.