Fear Me Album Guide: Complete the Extras Gallery and All 40 CGs
Type: Completion Guide · Updated: Aug 15, 2026 · Tags: fear me album, fear me day 3 album, extras menu, 40 CGs, gallery, missing scene, álbum
Players finish Fear Me, unlock all nine endings, open the Extras album — and find one or two stubbornly empty frames. The same slots come up again and again in public itch.io comments: the first image on Day 3 (“scene 1/2”), a Day 5 image showing Cindy and Salazar caught by Jeff, the 2/3 Day 5 frame, and a hospital scene. If you searched fear me album, fear me day 3 album, or how to get all the album pictures, this page explains how the gallery is built, why finishing every ending does not fill it, and how to close the gaps without wrecking your good-ending save.
Short Answer
Endings and CGs are tracked separately. The album fills from scenes you witness, not from endings you unlock — so a player can hold all nine endings and still be missing images, because some CGs only appear on route branches that a clean high-affection run never touches. Filling the album means deliberately replaying days on branch saves with different tone and different ally choices, not grinding the finale again.
Why the Official Guide PDF Does Not Help Here
This is the part almost nobody realizes. The official Fear Me Guide.pdf on the itch.io download page is dated November 19, 2025. The Extras menu — the album itself — did not ship until v1.2.5, months later. The official guide was written for a version of the game that had no gallery, so it covers ending and score logic but contains nothing about CG slots or which scene fills which frame.
That gap is why the question keeps circulating in comments instead of getting answered: players download the official guide expecting a checklist and find endings advice. For version and file details, see the FearMe-1.2.6 version guide; for score logic, the Guide PDF and 50 hearts page.
How the Album Is Organised
- Where it lives: the Extras menu, added in v1.2.5 and present in the current FearMe-1.2.6 builds. If you have no Extras menu, you are on an older build — update before you start collecting.
- Grouped by day: frames are listed under the in-game day they belong to, with numbered slots per day (players refer to them as “1/2 on Day 3,” “2/3 on Day 5,” and so on).
- Total artwork: the creator lists 40 CGs alongside 34,000+ words and 9 endings on the official page.
- Locked frames are the map: an empty slot tells you which day to replay. That is the most useful signal the menu gives you — read the gaps by day before planning a run.
The Four Most-Missed Frames
These are the slots that dominate community questions. Causes below are the patterns that fit both the game's route structure and repeated player reports; treat the specific branch notes as strong leads to test on a branch save rather than a single guaranteed click path.
| Missing frame | Why it stays locked | How to approach it |
|---|---|---|
| Day 3, image 1/2 — the single most-asked slot | Sits on a colder, more suspicious Day 3 branch than a good-ending run takes. Players with everything else missing exactly this one. | Branch from a Day 3 start save and play sharper: less eager kindness, more dry suspicion, less comfort around authority figures. |
| Day 5, image 2 — Cindy and Salazar caught by Jeff | Requires the Day 5 night to resolve with a specific ally configuration you likely never chose. | Clear the Day 5 affection gate first, then replay the night from a Day 5 save cycling the ally choice. |
| Day 5, image 2/3 — a character stabbed | A violent branch outcome, not a romance one. Good-ending runs route around it. | Deliberately take the darker Day 5 branch on a throwaway save. |
| Hospital scene CG | Tied to the Day 2–3 medical branch that high-affection runs skip past. | Use the hospital guide and enter that branch on purpose. |
A Save Map That Actually Works for Collecting
The mistake that costs people the most time is collecting on their main file. Build the map first, then hunt.
- Slot A — Day 1 start. Untouched. Your reset point for a full alternate personality run.
- Slot B — Day 3 start. The workhorse. Most missing early CGs are reachable from here.
- Slot C — before the hospital sequence. For the medical-branch images.
- Slot D — Day 5 start. Only useful once you have cleared the Day 5 affection gate; see the Day 5 guide.
- Slot E — completed high-affection run. Never overwrite. This is your proof the good route still exists.
- Slot F — rotating scratch slot. Everything experimental goes here.
Then work one day at a time: open Extras, note which day has gaps, load the branch save for that day, change tone rather than replaying identically, and check the album after each attempt. Unlocks persist, so you never have to finish an ending to bank an image you have already seen.
Collecting Without Losing Your Good Route
Two rules cover most of it. First, treat cruelty and coldness as tools rather than mistakes — several missing frames sit on branches a kind playthrough deliberately avoids, and you cannot fill them while optimising for Jeff's trust. Second, never run a CG experiment on the file you want for Ending 9. Album work is genuinely easier after you have banked at least one full good ending, because then you can be reckless without cost.
Guía rápida en español (álbum)
- El álbum está en el menú Extras (añadido en la v1.2.5). Si no lo ves, actualiza a FearMe-1.2.6.
- Los finales y las imágenes se cuentan por separado: puedes tener los 9 finales y que te falten escenas.
- La escena 1/2 del día 3 es la que más se pregunta: prueba un tono más frío y desconfiado desde una partida guardada del día 3.
- Las imágenes del día 5 dependen de a quién dejas contigo esa noche — necesitas afecto suficiente primero.
- Usa partidas separadas. No busques escenas en el archivo del buen final.
- La guía PDF oficial es de noviembre de 2025 y no incluye el álbum, por eso no encuentras la respuesta ahí.
Frequently Asked Questions
How many CGs are in Fear Me?
The creator lists 40 CGs on the official itch.io page, alongside 9 endings and 34,000+ words.
I have all 9 endings but the album isn’t full. Is it broken?
No. Endings and CGs unlock independently. Some images live on branches that a route optimised for endings never visits.
Why can’t I find the Day 3 first picture?
It is the most commonly reported gap, and it sits on a colder Day 3 branch than most players take. Replay Day 3 from a branch save with a sharper, more suspicious tone.
Do album unlocks carry across saves?
Gallery progress is tracked at the game level rather than per save file, so an image you unlock on a scratch save stays unlocked. Keep your main file protected anyway — saves and gallery serve different jobs.
Does the Extras menu show endings too?
Yes. Reviewing unlocked endings is what the v1.2.5 Extras menu was added for; the artwork gallery sits alongside it. Locked ending titles often hint at their conditions.
Does updating to 1.2.6 reset my album?
Updating packages should not clear progress, but back up your save folder before any update. See the update and save guide.
Bottom Line
The Extras album fills from scenes, not endings, which is why a completed game can still show empty frames. Update to a build with the Extras menu, read the gaps by day, build branch saves at Day 1, Day 3, pre-hospital, and Day 5, then replay those days with a deliberately different personality. The official Guide PDF predates the gallery entirely, so the day-by-day approach here is the practical route to 100%.