Okay, one more. I’m at what seems like it must be nearing the end, namely the boss battle with Atlantida.
Here’s my thought process so far:She won’t let me gel her by hand, she doesn’t anagram, and I don’t think there’s a letter I can remove from her. I can tell from looking through the monocle at her that she’s originally an “atlantida,” lowercase. So if there were some sort of miniscule-making device, that would work, but I have no idea what exactly it would be called, which makes it hard to think of how to fabricate it. I haven’t used the homophone-swap power of the dais in a productive way yet, so I feel like that the answer should lie there. Since this is a generally-kind game, I think I should be able to find the necessary items to solve this within the Bureau basement rooms. I’ve tried fiddling with variations on the things Alex won’t let me leave behind – I got so excited at the idea of producing a manacle from the monocle, until I realized I’d actually get a munucli, and I thought maybe I had to turn the remover to a specific letter and anagram it, but all I can get out of that is “moreover,” “evermore,” and “removers” – and the things in Atlantida’s chambers. I’ve tried incapacitating her with the sword, the stick, and the sill, but she is very quick. The rump stabber seems more interested in me than her.
What made my decision to ask for a hint here was the realization that the game had, in fact, printed a refusal to let me leave the roundabout without the restoration gel rifle (in the handcuffed-teens scene) in an earlier playthrough of that scene, that I’d somehow circumvented in a later one. So it might be possible that I was supposed to have the gel rifle all along? I’ve been doing the magpie thing for most other items, but I thought stealing the rifle would get me arrested.
You can probably tell that patiently mulling over tricky puzzles is not really my forte – I usually would have given up long before now. It’s a testament to Emily’s storytelling ability that I’ve just gotta finish this one.