2025-08-16 22:39:17 +02:00

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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.