140 lines
7.4 KiB
Markdown
140 lines
7.4 KiB
Markdown
# 12 of August, 2025 playthrough notes
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First impressions:
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- Loading screen for the main menu lol
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- This game sure loves loading
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- The opening movie is way too dark, give me a gamma adjustment slider *first*
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- The opening movie could have been a block of text, thanks for wasting my time.
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- Walking is SOOO SLOW jesus christ
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- The game really loves wasting your time on pointless bullshit
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- Game started at 1080p instead of 4K. -1 point.
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- 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)
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- The story seems to be holding up and the worldbuilding is solid.
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- 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.
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- The story and puzzles feel very held-back by the technicalities and extreme jank of the rest of the game.
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Facts:
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- The testament requires us to find "the 46th room" awesome, i've heard of that already
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- Testmanet is written 13th of March 1993
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Timeline:
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- Wait for the boring fucking opening movie to end
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- Find [The first letter](../objects/first_letter/index.md)
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- On the wall, a Queen of Diamonds and Ace of Clubs
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- Place bedroom
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- On the walls, [Tree](../objects/paintings/tree.png) and [Safety Pin](../objects/paintings/safety-pin.png)
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- Locked trunk
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- [Photo of some woman](../objects/rooms/bedroom/woman_photo.png) next to the bed
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- [Greeting card](../objects/rooms/bedroom/greeting_card.png) on the table
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- Place corridor, nothing significant
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- Place parlor
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- 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.
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- Place another corridor
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- 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.
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- Place Den. Seems extremely uninteresting.
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- Place drawing room. Seems full of paintings, the paintings seem to just be flavor so i will stop making note of them for now.
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- Waste time on a spare room, the door is locked.
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- Place nook. Painting on the wall seems to depict the same card as the starting room.
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- Place west wing hall. Find a [staff notice](../objects/rooms/west_wing_hall/staff_notice.png)
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- 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.
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- Place chapel. The game seems dead-set on not letting me progress.
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- Chapel has a chess piece in it (bishop)
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- Stained glass in the chapel seems to be in the wrong order.
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- 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.
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- Observatory, which has a book in it: [book](../objects/observatory_book/index.md)
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- No more places to explore. All doors are locked it seems. Sucks.
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- 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.
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- Orchard bruteforced and unlocked. Code: 1128. Took 50 minutes and I made myself some tea and ate dinner.
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- Orchard contains [soil guide](../objects/rooms/orchard/soil_guide.png)
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- Turned on gasoline, lit up one of the 4 lights.
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- Day 1 over. Final impressions: I wish I had discovered more, but the orchard seems helpful.
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### Day 2:
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- The cards on the paintings on the wall have not changed. Good to know.
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- Breaker room discovered. Keycard access system turned off.
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- First time I reset a day. Will have to re-discover the breaker room. Got stuck with a really bad selection of rooms.
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- Breaker room available as the very first option on day 2. Nice.
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- The den has chess pieces in it.
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- 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.
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- Parlor leads into hallway, leads into 2 deadends. time to backtrack.
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- Bedroom has no locked box this time.
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- 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.
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- Dark room you bitch, thank god for the breakers lmao
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- **Red rooms seem to be generally bad to encounter.**
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- Laboratory discovered. This is where the game seems to actually start to get interesting.
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- **PERIODIC TABLE PUZZLE:**
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- 1: Pu
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- 2: S
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- 3: H
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- 4: Th
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- 5: re
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- 6: Eu
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- 7: pa
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- 8: f
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- 9: te
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- 10: rn
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- 11: i
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- 12: ne
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push three up after nine
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seems to be a solution to the machine, which i need the boiler room for first.
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- Got sledge hammer and key, making this run not be a dead end as feared.
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- Got bpoudoir
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- **Figured out that the passcode is 1225** from the christmas photo and trying both ways to format the christmas day date.
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- **Safe Code: 9083** (this was a fucking lie!! no it wasn't.)
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- Office discovered. Money made.
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- 5 books:
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"flight of the queen"
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"march of the count" (not in red, all others in red)
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"fall of the lord"
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"passing of the barons"
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"herrings of the major"
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- Bought magnifying glass
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- **Network password: swansong**
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- From the terminal, last message was on november 7th targeted to Simon.
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- All work ended on the 4th
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- Could the first day have been 8th?
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- Have to go to the office to check email.
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- Office emails:
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- Mentions of holidays next week on november 1st 1993 [image](../objects/rooms/office/email/mail1.png)
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- Mentions about fusebox repair [image](../objects/rooms/office/email/mail2.png)
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- Talks about the estate [image](../objects/rooms/office/email/mail3.png)
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- More about the fusebox [image](../objects/rooms/office/email/mail4.png) (white lights only appear after all indicators are purple)
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- Will try the fusebox thing, seems to be the only lead remaining for today.
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- Fusebox seems to have weird rules about colors.
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- After some trial and error, fusebox unlocked, and gemstone cavern reached.
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- Second outside gas burner turned on
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- Gemstone cavern has a note mentioning "the reservoir" and an extra minecart stuck somewhere.
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### Day 3
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- Uneventful start
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- Reaching security room gave a cutscene
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- Blue memos = true
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- Red memoes = lies unless written by hand
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- Dart
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- Blue: Addition
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- Yellow: subtraction
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- Purple: Multiplication
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- Puzzle in the billiard room only gave me the keycard, which seems unnecessary because I tyurned the keycard security system off.
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- Pump room
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- Bunk room, and a journal.
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- Simon seems to have been writing in red?
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- Did something in the pump room to make the fountain be at 0. Idk what value that has.
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- Died to exhaustion before I could see the result on the fountain.
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### Day 4:
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- The basement door is locked.
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- Didn't really discover much in this day, just kinda explored around. Nothing new found, still don't know where to put the microchip.
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- I should probably try to discover more rooms, that seems to be the way to go.
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- No major leads so far except reaching the boiler room and trying the kitchen + pump room combo.
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- 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. |