# 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.