This commit is contained in:
Rph :3
2025-08-12 23:21:27 +02:00
commit faae2e24b1
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#! /usr/bin/env nix-shell
#! nix-shell -i bash -p bash xdotool
WINDOW="134217729"
attempt_unlock() {
xdotool mousemove -window $WINDOW 2184 1042
sleep 0.5;
xdotool click 1;
sleep 0.5;
}
increment_1() {
xdotool mousemove -window $WINDOW 2416 1773
sleep 0.5;
xdotool click 1;
sleep 0.5;
}
increment_2() {
xdotool mousemove -window $WINDOW 2416 1620
sleep 0.5;
xdotool click 1;
sleep 0.5;
}
increment_3() {
xdotool mousemove -window $WINDOW 2416 1456
sleep 0.5;
xdotool click 1;
sleep 0.5;
}
increment_4() {
xdotool mousemove -window $WINDOW 2416 1296
sleep 0.5;
xdotool click 1;
sleep 0.5;
}
for a in {1..10}; do
for b in {1..10}; do
for c in {1..10}; do
for d in {1..10}; do
attempt_unlock
increment_1
done
attempt_unlock
increment_2
done
sleep 10;
attempt_unlock
increment_3
done
attempt_unlock
increment_4
done

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sessions/12.08.2025.md Normal file
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# 12 of August, 2025 playthrough notes
First impressions:
- Loading screen for the main menu lol
- This game sure loves loading
- The opening movie is way too dark, give me a gamma adjustment slider *first*
- The opening movie could have been a block of text, thanks for wasting my time.
- Walking is SOOO SLOW jesus christ
- The game really loves wasting your time on pointless bullshit
- Game started at 1080p instead of 4K. -1 point.
- Almost all UI interactions feel somewhat clunky and slow. It's a combination of animations taking too long and click hitzones being way too small. (Good example: pump room levers, they feel really bad to use)
- The story seems to be holding up and the worldbuilding is solid.
- The few puzzles i got to solve were the highlight of the playthrough. Getting stuck repeatedly in dead ends and having to slowly walk around is the lowlight. A "Fast travel between rooms" feature would be really good.
- The story and puzzles feel very held-back by the technicalities and extreme jank of the rest of the game.
Facts:
- The testament requires us to find "the 46th room" awesome, i've heard of that already
- Testmanet is written 13th of March 1993
Timeline:
- Wait for the boring fucking opening movie to end
- Find [The first letter](../objects/first_letter/index.md)
- On the wall, a Queen of Diamonds and Ace of Clubs
- Place bedroom
- On the walls, [Tree](../objects/paintings/tree.png) and [Safety Pin](../objects/paintings/safety-pin.png)
- Locked trunk
- [Photo of some woman](../objects/rooms/bedroom/woman_photo.png) next to the bed
- [Greeting card](../objects/rooms/bedroom/greeting_card.png) on the table
- Place corridor, nothing significant
- Place parlor
- Parlor room puzzle is an easy truth table, only one wind-up key in the room. This room doesn't seem to contain any interesting things.
- Place another corridor
- See [an interesting red note](../objects/notes/red_note_1.png). Unsure if this is a per-day clue or a general one. Doors in the west wing are more likely to be locked.
- Place Den. Seems extremely uninteresting.
- Place drawing room. Seems full of paintings, the paintings seem to just be flavor so i will stop making note of them for now.
- Waste time on a spare room, the door is locked.
- Place nook. Painting on the wall seems to depict the same card as the starting room.
- Place west wing hall. Find a [staff notice](../objects/rooms/west_wing_hall/staff_notice.png)
- Place patio. Fucking dead end. Time to back-track back to the den. Other den door is locked. Backtracking further. Get key out of storeroom.
- Place chapel. The game seems dead-set on not letting me progress.
- Chapel has a chess piece in it (bishop)
- Stained glass in the chapel seems to be in the wrong order.
- Backtrack even further. Go all the way to the start, and place a pantry. In the pantry, a notice about five apples, five bananas and five oranges. So far found 1 apple and 1 banana.
- Observatory, which has a book in it: [book](../objects/observatory_book/index.md)
- No more places to explore. All doors are locked it seems. Sucks.
- Time to explore the outside a bit more. Orchard. Seems locked. Will try bruteforcing a little bit every day, maybe 300 codes each, unless I find a clue. Might write an xdotool script for this and leave my computer running over night lmfao.
- Orchard bruteforced and unlocked. Code: 1128. Took 50 minutes and I made myself some tea and ate dinner.
- Orchard contains [soil guide](../objects/rooms/orchard/soil_guide.png)
- Turned on gasoline, lit up one of the 4 lights.
- Day 1 over. Final impressions: I wish I had discovered more, but the orchard seems helpful.
### Day 2:
- The cards on the paintings on the wall have not changed. Good to know.
- Breaker room discovered. Keycard access system turned off.
- First time I reset a day. Will have to re-discover the breaker room. Got stuck with a really bad selection of rooms.
- Breaker room available as the very first option on day 2. Nice.
- The den has chess pieces in it.
- Guest bedroom has a letter mentioning billiards, math puzzles and the rules of darts. Also a keycard, but that's moot since I already disabled the keycard system.
- Parlor leads into hallway, leads into 2 deadends. time to backtrack.
- Bedroom has no locked box this time.
- Comissary unlocked with some stuff on the corkboard. Apparently days 12 to 16 the comissary will be closed [IT WILL NOT BE! RED NOTES ARE A LIE!], and on day 20 and 21, there is a 50% discount. The staff notice seems interesting, i should try figuring out the password.
- Dark room you bitch, thank god for the breakers lmao
- **Red rooms seem to be generally bad to encounter.**
- Laboratory discovered. This is where the game seems to actually start to get interesting.
- **PERIODIC TABLE PUZZLE:**
- 1: Pu
- 2: S
- 3: H
- 4: Th
- 5: re
- 6: Eu
- 7: pa
- 8: f
- 9: te
- 10: rn
- 11: i
- 12: ne
push three up after nine
seems to be a solution to the machine, which i need the boiler room for first.
- Got sledge hammer and key, making this run not be a dead end as feared.
- Got bpoudoir
- **Figured out that the passcode is 1225** from the christmas photo and trying both ways to format the christmas day date.
- **Safe Code: 9083** (this was a fucking lie!! no it wasn't.)
- Office discovered. Money made.
- 5 books:
"flight of the queen"
"march of the count" (not in red, all others in red)
"fall of the lord"
"passing of the barons"
"herrings of the major"
- Bought magnifying glass
- **Network password: swansong**
- From the terminal, last message was on november 7th targeted to Simon.
- All work ended on the 4th
- Could the first day have been 8th?
- Have to go to the office to check email.
- Office emails:
- Mentions of holidays next week on november 1st 1993 [image](../objects/rooms/office/email/mail1.png)
- Mentions about fusebox repair [image](../objects/rooms/office/email/mail2.png)
- Talks about the estate [image](../objects/rooms/office/email/mail3.png)
- More about the fusebox [image](../objects/rooms/office/email/mail4.png) (white lights only appear after all indicators are purple)
- Will try the fusebox thing, seems to be the only lead remaining for today.
- Fusebox seems to have weird rules about colors.
- After some trial and error, fusebox unlocked, and gemstone cavern reached.
- Second outside gas burner turned on
- Gemstone cavern has a note mentioning "the reservoir" and an extra minecart stuck somewhere.
### Day 3
- Uneventful start
- Reaching security room gave a cutscene
- Blue memos = true
- Red memoes = lies unless written by hand
- Dart
- Blue: Addition
- Yellow: subtraction
- Purple: Multiplication
- Puzzle in the billiard room only gave me the keycard, which seems unnecessary because I tyurned the keycard security system off.
- Pump room
- Bunk room, and a journal.
- Simon seems to have been writing in red?
- Did something in the pump room to make the fountain be at 0. Idk what value that has.
- Died to exhaustion before I could see the result on the fountain.
### Day 4:
- The basement door is locked.
- Didn't really discover much in this day, just kinda explored around. Nothing new found, still don't know where to put the microchip.
- I should probably try to discover more rooms, that seems to be the way to go.
- No major leads so far except reaching the boiler room and trying the kitchen + pump room combo.
- I feel like i'm slowly getting stuck, each day I mostly reached roughly the same distance with the rooms and didn't really unlock much new.

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# 13 of August, 2025 playthrough notes
### Day 5:
- Start off slow. Pick up microchip, go to pantry.
- Got security room fairly early.
- Got lab early too, started experiment.
- Got to library. Seems like this is the first relevant clue. The book request form is number 124.
- Books requested on day 2:
"flight of the queen"
"march of the count" (not in red, all others in red)
"fall of the lord"
"passing of the barons"
"herrings of the major"
- None of them seem available here.
- Requested some book, reached rank 9, didn't really gain much. Got myself into a dead end now.
- Good run, but annoyingly not much discovery again.
- Still don't know what to do with the microchip.
- Fuck forgot to screenshot summary
### Day 6:
- Security room red note mentions the antechamber and "access levels no longer being required" that's a lie, so I need access levers.
- Rumpus room. Seems like another weird cutscene. "Door marked by a rogue moon. Door that is always locked."
- "A lost room beyond the dark waters"
- Took the video from the asset rip and put it in the rumpus room folder for future reference.
- I guess I might have to travel somewhere by boat?
- Another dead end day without any progress. The only new room is alzara, which seems like a minor lore drop.
### Day 7:
- Treasure map
- Observation: The library staircase animation is more motion sickness inducing than VR.
- Found the garage, thanks to foresight i could open it already.
- Unlocked the west gate forever
- Gotta remember to place an outside room every time.
- Found an antechamber access lever in a room with 7 locked doors [Great hall]. Sadly, I have no way to reach the antechamber. Great hall seems to be the room with one of the levers, possibly only the east one?
- Checked security room, there seems to be an item "car keys" somewhere.
- Car keys in gymnasium
- Car keys gave me an upgrade disc.
- Note left in the car
- Note seems interesting. Unable to find shovel -> unable to dig up treasure map. Still, made some minor progress today.
### Day 8:
- Started with a schoolhouse outside.
- Blackboard text: "within a timely manor"
- Schoolhouse had the 3rd valve
- Found a classroom. Not sure of it's purpose yet.
- The worksheets might be some puzzle? Idk, the game doesn't let me make any inputs.
- Got to the foundation. Will have to think where to put it.
- Another classroom, another set of worksheets.
- Boiler room puzzle was trivial.
- Laboratory thingy got.
- Seemingly unlocked the last(?) permanent.
- Assembled a detector shovel. Useless at this stage of the run, but good to know I can.
- Went to the unlocked grotto
- Microchip went into the slot.
- I should explore outside a bit more.
- Nothing really found.
- Shame i couldn't use my 7 keys and got dead-ended so hard. My constraint seem to be gems usually.
### Day 9:
- Start with the hovel
- Last of the 4 gas valves, will investigate.
- Take the fire elevator down. "The precipice".
- Chess puzzle (seems to be related to each room having a puzzle piece. Will need to start tracking that.)
- Alzara:
- I will only get seven red letters
- There is a piece of art missing(?)
- Placed room behind foundation, seemingly activated some mechanism
- Taking elevator in the foundation down.
- Basement needs some special key to unlock.
- Finish the day in the sauna after reaching 0 steps. The hovel is brutal.
- Annoyingly still have not reached the antechamber once. This sucks. I need to improve strategy, but it really seems the RNG is just not acting in my favor at all. The past few days have sucked, I haven't made as much progress as I wish I had.

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# 16 of August, 2025 playthrough notes
### Day 10:
- Restarted 6 times, made some interesting discoveries. Mostly notes and superflous stuff. I will try to actually finish it, but my requirement is to reach rank 9 to actually finish. Otherwise I will keep restarting forever
- Got a great hall early, opened the antechamber east. Hopefully I can FUCKING GET IN.
- Time lock safe is a higher priority, if I can get that (I HOPE I DID IT RIGHT! WHY DOES IT TAKE SO LONG!) maybe I won't see the need to reach the antechamber.
- Got the time lock safe, and Letter VII. I don't really see any value to my progression here, but I'll take it.
- Found a secret garden key, but I can't seem to be able to do anything with it.
- Decided to finally finish the day. Dead-ended myself but ehh, it was relatively good.
- The restarts made this the longest day (like 3 hours) but i finally got good RNG.
### Day 11:
- Got to the tomb.
- Second time the game has given me a secret garden key. Seems like it *really* wants me to go there.
- Extremely trivial puzzle, leads to discovering the west antechamber lever.
- Dead-ended myself, but at least got some fair bit of allowance.
*Post-session note: The moon pedant randomizes what you preserve at the end of current day, not at the start of next day, so I can't cheese it by restarting over and over*