Hi again! I’m nearly done this little gem of a game, I’m just stuck on one last thing.
I need to get a cyst somewhere. I have done the letter opener bit, and gotten the wind chime, gone to the shack etc. But I don’t know where to find the cyst. someone elsewhere in the thread mentioned a curiosity shop, and I haven’t seen one of those. I suspect I may be able to get a cyst there, but I need help finding it. Thanks!
Can I have some help with the apparently obtuse meat plant bathroom puzzle? Someone mentioned there being some help ‘a few pages earlier’ but I couldn’t find it. That’s right, I’m asking for a hint for a hint-thread. That’s the kind of game Cragne Manor is.
The moldy journal you found in the tree is important. Aside from that:
A little math will reveal that there are indeed only six arches apart from the wooden one. There are four environments and the arches are the six possible connections between them.
The fun thing about this puzzle is…
[spoiler]Every possible three-stage journey a creature can make through the environments produces a completely unique creature. Not all of them simply leave immediately. Some even have fully written scenes when summoned, and only some of those result in your immediate and horrible death. Writing down all the possible combinations isn’t as daunting as it seems.
The moldy journal is your friend; it contains everything you need to know about the necessary creatures. Well, ALMOST everything - the specific journeys needed are listed only in part, but you’ll need less trial and error to complete them than you think. Welcome to the thrilling world of combinatorics![/spoiler]
And one extra tip:
Prodding a monster-in-progress will kill it. Very useful when undoing after a less-than-survivable summoning.
craiglocke’s very thorough and excellent Invisiclues for the meat plant bathroom start in this post. (Invisiclue-style, meaning that you can reveal them spoiler by spoiler and return to the puzzle when you get the hint you need.)
Ah! I hadn’t seen that. I think a lot of that didn’t wind up getting implemented, especially the alternate outcomes.
My judgment about the possible endings comes from
searching the code for TomeONaomi, which is the required object to end the minigame–the two circumstances I mentioned seem to be the only ways to get it to appear.
For an Easter egg:
Have you read the inscription on the teapot?
Look at what happened to that ship on that date.
Ben and Jack asked me to create a teapot and mentioned something like “Great-aunt’s teapot from the Queen Mary.” I looked at the Queen Mary and independently decided it would be cool to include an indirect mention of that incident–and it turned out to fit into their story quite nicely.
while some comments allow you to eliminate large areas of search space, there’s still a lot left. I went through a few of them based on what seemed most plausible to me, then started doing it in a more structured way. I’ve gone through ~70 permutations, and my question is just whether there will be some indication when/if I get it. Or if I’m even doing the right thing here by assuming there’s one specific correct thing to do.
I was assuming it wouldn’t feel “wrong” to the Weaver, but maybe I’m off-base. My assumption was that getting the right permutation would give you the correct Peter later, such that things don’t go Horrifically Wrong, but I’m starting to question that.
I can tell endgame is near because I haven’t discovered any new rooms or areas. I’ve solved all the puzzles I can but I’m stuck with a few unfinished rooms: there’s a Fake, unreachable Peter in the shack; no letter opener for the angry husband; and the coffee says I need to go elsewhere from the nursery, but I’ve fixed the appliance in there. I also have the ritual all set up in the observatory, but it tells me something is missing (perhaps I am mistaking the treasured memento). So close and yet so far away! any hints?
About the nursery, I hadn’t seen your comment about the coffee cup saying you need to go elsewhere. I’m pretty sure you should ignore it.
I tried and that’s what it says after you’ve fixed the vacuum cleaner and before you’ve used it. I think it’s testing for the presence of the vacuum component, and the vacuum component is internally removed from play once you fix the vacuum, so it’s getting confused.
About the inside of the shack, that applies only if you’ve got the appropriate object, which as of your previous post you didn’t get. You get it (major spoiler):
I suspected that I should ignore the coffee since I had nowhere else to go, but it was a silly verb issue for me. I had tried every variant of looking in rooms, and even listing specific rooms, and was just trusting the coffee that perhaps I should leave!
Thanks for the help! Looks like I’m finishing this game today.