I didn’t forget this project, it just took me 6 days to beat Cragne Manor again! I told myself I probably wouldn’t replay it, but here I am.
I almost immediately thought, “I’m going to include this in my top 10 list”. Then I hit the middle and thought, "No way. This is not refreshing; some of this is infuriating (though I did use walkthroughs a lot, thank heavens they exist now).
But the ending was very satisfying too.
I’m going to treat each room like its own game and throw it into different categories as I think this through.
For those who haven’t played, this game has no continuity. Each author was given the name of a room. Some signed up for puzzles that block transportation, others for puzzles that give informational clues that are used in other rooms, some for a big information puzzle, some a trading game, others keys.
For many of its authors, it’s their only published game. For almost all authors, it is the highest-rated game of theirs on IFDB. It’s common to go to someone’s page and see Cragne Manor as the number one. No author has enough games better than it to push it off the page (it’s number 3 for Emily Short and Andrew Plotkin).
I’d like to first highlight the unsung heroes. With a game this big, I deeply appreciated those who had plain, simple rooms with very little extra activity, just atmosphere.
This is self-praise, because I did the same thing, but I only did that because I didn’t have time to do much more. At the time, I felt bad, but Ryan assured me that players would appreciate a simple room at the end of one of the puzzle lines. Here, on my second replay, he’s right! I appreciated those who did that (this isn’t hating on puzzle rooms, I’m going to praise them later. But first, these people!)
These rooms have essentially nothing in them, nothing to solve, no story segments or fancy events, just movement (and possibly locked things).
(I know some people just gave descriptions to Jenni and asked her to make them, so maybe some of them were these rooms).
Simple transit rooms
Church Exterior (Andy Holloway)
This did a good job of setting up the church as interesting, which I couldn’t get into for quite along time.
Circular Room (JP)
This is a relatively early example of the game’s discontinuity. It’s reach by going down a well, but is described as " This room really looks like a capped well, but its location in the building suggests otherwise."
Constabulary Road (Harkness Munt)
This room has more stuff than the others (like archaeology student) and a gate that opens, but all that can be skipped. Fun to check out though.
Narrow Straits (Mathbrush)
That’s me! Looking back, I’m glad I made it gross. Maybe could have added more drama to the thing you get here.
Amorphous Tunnel (Bill Maya)
I’ve enjoyed Bill’s other games. This is one of the few places to mention non-Euclidean geometry.
Outside the Greenhouse (James Eagle)
This room fits so well with the other outside-manor locations and inside the greenhouse itself, nice serendipity.
Foyer (Greg Frost)
This room has some special interactions, and you’ll see the room a lot. But the interactions are subtle. Some walkthrough writers omit them entirely, others are not sure of the use of what you find here. Thematically very cool.
Dining Room (Roberto Colnaghi)
This has some story, essentially ghosts or time travelers you can listen to and a machine to fiddle with. But you can pass by and/or be passive.
The Kitchen (Edward B)
I like this description a lot for some reason. Very ambient.
The Cragne family kitchen. Light from a naked bulb feeds shadow down the spaces between old cabinets, counters and bookshelves. A dusty, doorless fridge overlooks an oven just as worse for wear. You’d guess it’s been a minute since anyone’s used this room to cook. A doorway leads east, and a wooden door set in the floor appears to lead to a cellar or basement.
Malign Tunnel (Damon L. Wakes)
This room by the acclaimed author of several genitalia-themed games as well as Uninteractive Fiction 1 and 2 is surprisingly understated, and works well here:
The space beneath the boiler room is damp and narrow, little more than a dogleg corridor set into the earth. Something about its shape, its proportions, is deeply unsettling to you. There is a rusting iron ladder leading to the floor above, and a green door leading to the southwest, its paint flaking onto the uneven stone floor. The curving brick walls on either side of you arc gracefully inwards to form a vaulted ceiling. You would be able to stand comfortably were it not for the pipes that stretch like tendons above your head.
Next are some rooms that sent me running to the walkthroughs. This doesn’t mean they’re bad, just that their puzzles were so complex or required specific synonyms that I knew I couldn’t do it alone.
Rooms I dreaded
The Old Well (Reed Lockwood)
Pokemon simulator! Kind of. You need a special item to get started, then you find an entire miniature world with eggs you can pop out and then raise into creatures by first forcing them to go through different arches that change their evolution. Even getting started is hard, and the winning solution requires very specific combinations. Fair, but hard.
Bridge (Daniel Stelzer and Jemma Briggeman)
The bridge! The accursed bridge! Well, not accursed. This is the big filter to Cragne Manor. It’s the first room that is completely out of character with the rest of the map (a deep underground bridge which is adjacent to two sunny outdoor areas). It has hard puzzles, as I’ll mention next. It requires an item from outside (or at least interacts with such an item) in a way that’s not obvious, especially when you have dozens of items by now. Removing it wouldn’t help anything, since there are many other rooms that do these things, but it’s the first one that is unavoidable, as it gates most of the map. Regarding the implementation, now that it’s 8 years later and Daniel Stelzer is one of the best IF authors with numerous award-winning games, I’ll say it: this is a bit clunky. I think modern Daniel Stelzer could completely fix it up in 2-3 hours, but right now, it’s hard to guess some of the right verbs and knowing what interactions work can be tricky. It is better than many other rooms, but I just bring this up precisely because Daniel Stelzer is currently what I consider an IF star.
The Shambolic Shack (Michael Fessler)
This infamous room has a mold effect that can spread to every item in the game. I definitely followed the walkthrough strictly! It also for some reason has multiple keys that work in it, something I think no other room has, and must be visited at two different times and with some actions that are hard to figure out. Tricky place! But memorable.
Cragne Family Plot (Mark Britton)
This one isn’t quite as hard as the others, but with a bunch of pillars with doors and urns and some unexpected actions, I definitely had to get help on it. Again, the writing was fun here.
Boiler Room (Eric W. Brown)
Super hard room! tons of punch cards that can be tricky to differentiate, lots of red herrings, a bunch of machinery to hook together, lots of ways for things to go wrong. When I think of ‘walkthrough immediately’, this is what I think of, though technically I didn’t use the walkthrough at first.
Hillside Path (Jack Welch)/Carol’s Room (Ben Collins-Sussman)
The two rooms with by far the highest amount of code. Nothing really wrong here, just a huge amount of actions and text. I was able to get through without a walkthrough except checking every now and then to see if I had the right idea. Lots of funny parts here, lots of good writing, just an enormous amount of content that slows the play through down.
Science Tower (Riff Conner)
Another room with a lot of complicated devices and patterns to find out, similar to Boiler Room but with slightly easier puzzles and more red herrings (including one particularly important red herring).
Bathroom of the Meatpacking Plant (Chris Jones)
This room! This crazy room. The boneless horse, the extended puzzles, the trilobyte milking, the Minnesota erotic magazine, the naked space corpse, the huge journal. My two playthroughs are both divided into ‘before boneless horse bathroom’ and ‘after boneless horse bathroom’. Maybe that’s how my how life is divided. Certainly the room I most associate with this game.
Disheveled Studio (Katherine Morayati)
Actually has awesome writing and puzzles are interesting. I just never can figure out how to do the puzzles on my own, I definitely need walkthroughs but the walkthroughs, I think, don’t cover everything.
Next up are rooms that have either obvious puzzles that are easily solved or that solve themselves.
Very light Puzzles, no big story chunks
Upstairs Hall, North End (Jason Love)
This had a unique feature where a puzzle solves itself quietly. Also going north from here is interesting, but I can’t tell if it’s from Jason Love or the room north of here.
The Meatpacking Plant (Kenneth Pedersen)
This has a bit more interaction than the no-puzzle rooms, in that you cut open a gutted animal. Its placement between intense rooms makes it an important hub. (I’m not including this as a puzzle since it’s clear what to do once you have an item).
Balcony (Reina Adair)
Just have to look for a key. Fun writing, nice new trolley line.
A Shadowy Closet (Molly Ying)
This room felt like a different take than a lot of the other rooms, and though it’s just a simple item-use puzzle it took the game a different direction (the idea is that it’s a really messy closet).
Invasive Library (Justin de Vesine)
So nice to find a well-described, interesting room near the very end of the game with almost no puzzle at all. Huge relief.
Front Walk/Mudroom (Matt Weiner)
I think this implements some of Cloak of Darkness, which is cool. Also has a lock and a vital item, along with some cool descriptions.
Top of Stairs (Q. Pheevr)
Just need a little bit of examination to solve this one. Also has a cool clock.
Wine Cellar (Nathaniel Edwards)
A little tricky, but drinking a lot helps.
Abandoned Nursery (Harrison Gerard)
Some red herrings here, and I had some trouble with typing, but it’s pretty simple (and spooky).
Train Station Restroom (David Petrocco)
This room looked trickier than it was. These people need more opsec! Fun side interactions.
Courtyard (Finn Rosenloev)
I thought this was just a transit room but apparently I missed a puzzle with a knight. Very distinct style, sticks out completely.
Chapel (s. hammack)
Lots of red herrings with interesting religious implications. A little bit tricky solving the main puzzle, just because there are so many items.
Family Crypt (Justin Melvin)
Not too hard, but I still missed something important here this play through.
Rooms with light puzzles but a quick, interesting story
Study (Ian Holmes)
This room has great character in terms of descriptions. It takes a bit of work to get the key you need from here, and I think it is possible to die, but overall you can be in and out in just a few turns.
Master Bedroom (Rowan Lipkovits)
Kafka’s metamorphosis in a short, optional story sequence with minor puzzles. This was fun; I looked forward to it.
Mausoleum (Gary Butterfield)
Cool room that makes you retread the entire game up to that point (story-wise). I came here as one of my very last rooms so it’s fun to imagine redoing the whole thing.
Outside the Library (Gavin Inglis)
This room has stories that I think actual schoolchildren wrote, incorporated onto a noticeboard.
Drinking Fountain (Lucian Smith)
This is kind of not a simple puzzle since it’s tied into the books, but the main story happens automatically as you play the rest of the game. Meaningful, interesting.
Sitting Room (Buster Hudson)
This room has an awesome flashback to a historical time; kind of reminds me of the great game The Spectators. Pretty intense story!
Landing at the Bottom of Stairs (Mark Sample)
Very atmospheric, adds an element of danger, easily finished.
Curiosity Shop (Rachel Spitler)
A charming area, cute and simple. Lots of red herrings (including a particular one). Good writing.
Rooms that I look forward to for helping the game in general
Train Station Lobby (Shin)
The first simple room you experience. The coffee cup was placed here, which tells you (extremely important!) whether you’re ready to solve a room or not yet. This gives a grimy, neglected feel to Backwater and meshed well with nearby rooms.
Attic (Lane Puetz)
A room I like to see, because it has the solution to a puzzle from long ago, is the opening to the final main area, and has the final ‘author’s notes’ walkie-talkie
Exterior of Train Station (Emily Short with additions from Graham Nelson)
This has a light puzzle, but gives you a cool doll with procedural generation that can help you find things).
Estate Agent’s Office (Jenni Polodna)
The backpack is essential! This puzzle is actually kind of hard for me, I think I used the walkthrough for a command or two. But man I love the backpack. Ironically, I kept wishing there was a main pocket, only to realize near the end I could put stuff in the backpack, and not the pockets.
These next rooms stuck out to me more for puzzles than writing (though many had good writing) and were non-trivial.
Puzzly rooms with moderately tricky puzzles
Railway Platform (Naomi Hinchen)
The very first room, and fortunately it’s good. Has a lot you can do right away but requires a much later item to fully solve it. Very glad this room was first.
Padded Cell (Marius Müller)
The puzzles in this room are actually pretty hard. You lose all items and have your arms tied. Reminiscent of a similar room in Anchorhead, I think (unless I’m mixing it up). Needed walkthrough.
Steeple (Michael D. Hilborn)
Lots of reading to do and some takeouts. Cool bells, makes me think of Poe. The end of one long puzzle line.
Church Office (Llew Mason)
Has a hard puzzle box to solve. I like the atmosphere in this room.
The Churchyard (David Jose)
Should have been easy but still threw me for a loop. Has the flashlight that connects to the bridge.
The Cragne Manor’s Back Garden (Austin Auclair)
The atmosphere is great here, and there’s a lot more to the puzzles than you might expect. Several stages to solve this tricky area that fits in well with the rest of the map.
Outside Pub (Jason Lautzenheiser)
I always have trouble with this one, even if I know what I need to do. Doesn’t say it’s set in night time, but gives me a major liminal nighttime feel. Fun to walk through.
Branching Corridor (Zachary Hodgens)
Solved without hints, but you can die and it’s honestly pretty tricky experimenting here.
Rec Room (Zack Johnson)
Not too bad except for figuring out the first game to look at, which is pretty hard.
River Walk (Adam Whybray)
Really hard for me to figure out how to use the objects. ‘Hook’ and ‘pole’ not meaning the same things and trying to hook the buoy really threw me off. Cool finish thought.
Under the Bridge (Tenth)
The payphone is really memorable. Reminds me of the one in Ryan Veeder’s Authentic Fly Fishing. Is it related? Not sure.
Library (Mike Spivey)
Mike and I raced to beat the game first. I think he won? Such great memories. I wrote him while playing this game, reminiscing. Cool math puzzle here.
Basement (Ivan Roth)
I always use the walkthrough here. Is this the one with the fake keys? Ivaaaannn!!!
Tunnel Entrance (Grueslayer)/Subterranean Tunnel (Drew M)
This area seems pretty bugged. One room removes your items and light sources and you have to go the next one. The one with the candelabra is quite a complex and interesting area and the creepy woman in the other area was directly copied by me in the Stranger area of the horror area of Never Gives Up Her Dead. But the item dropping thing didn’t happen to me this play through and some light source didn’t get extinguished. I’ve heard of others having similar issues.
Dusty Office (Matthew Korson)
Good match for the meatpacking plant. A little tricky.
Balanced story and puzzle mid-size rooms
Station Security Room (Monique Padelis)
Can’t get here till very late but has a neat puzzle that requires close reading and an interesting story.
Milkweed (Caleb Wilson)
A great room to have early on. Cool surrealness, common with Caleb Wilson, and has strange geometry, weird plants, and Chumba Wumba.
The Invisible Worm (Sam Kabo Ashwell)
Very solid writing, some of the best of this author imo, and a relatively simple puzzle that feels satisfying once you realize you can do it.
Church Basement (Sean M. Shore)
Very cool combination of story and puzzle. Realizing how to turn on the vcr is truly awesome (even if you need a hint or two).
The Dim Recesses of the Forest (Jacqueline A. Lott Ashwell)
Subtle enough that many people didn’t realize there was a puzzle at all (thank heavens for coffee cup!). Great writing, the talents of the author of Fire Tower used for evil (or, in this case, horror).
Shack Exterior (Michael Lin)
Creepy writing doll is a great setup, fun to see.
Town Square, Backwater, VT (Marco Innocenti)
Kind of hard to know what to do, but the guy at the first is one of the most interesting PCs, and the puzzle is unique.
Backwater Jail (Marshal Tenner Winter)
Some light puzzles, very dramatic ending.
Gallery (YerrikTRB/Erica Newman)
I copied this in Never Gives Up Her Dead, adding an art area where you have to tear stuff down to proceed. Memorable.
Greenhouse (Petter Sjölund)
I never quite know what I’m doing with this room or what’s happening but it’s very visual distinctive and fun. It reminds me of other things somehow like Babel’s animals section or some part of that Monkfish game.
Great story-based areas with light puzzles that I look forward to
Narthex (Hanon Ondricek)
I always look forward to this one, and one hallucinated library in the horror area of my game Never Gives Up Her Dead is based on the library here. Makes have use of hallucination, surprise, possession. In the Magnus archives lingo, this is a realm of the Spiral. High school story with sad ending.
Inside the Shack (Daniel Ravipinto)
Excellent end to another long puzzle sequence. Amazing story about multiverses, agency, etc. I wonder if the spider in this also influence NGUHD’s horror area, where I have a spider pulling strings.
Laboratory (Michael Gentry)
Couldn’t remember how to deal with this without walkthrough. Great story, many have enjoyed how the original Anchorhead author responded to Cragne Manor.
Hallway South (Matt Schneider)
Such a deeply cool idea. I love this. Kind of makes the rest of the game make more sense. @mattlaschneider tagging so you know I love your room.
Pantry (Chris Conley)
I do need hints in this room but the concept is really funny and I like the whole information chain. Also who would have thought two rooms next to each other would independently use peaches so distinctively? Makes me scared of peaches.
Culmination areas
Backwater Public Library (Carl Muckenhoupt)
You spend a lot of time here. A dozen or more books have to be deposited here. Funny ending, good area.
Court (Ryan Veeder)
I speed ran getting here so I didn’t have to take notes. Getting here on a first play through makes you brain make a major connection and is super cool. Nice atmosphere.
The Observatory (Joey Jones)
Second to last room. Very fun assembling everything, feels appropriate powerful. Good work.
The Great Purple Unknown (Adri)
Love agri’s games. Usually small and fluffy in a good way. This room adds a lot of poignancy. Puzzle a bit tricky, needed walkthrough/hints both times.
This last category are sections that fulfill all my criteria for favorite games (refreshing, impressive, emotionally resonant)
Rooms I really look forward to for puzzles and story
The Music Room (Wade Clarke)
Very intense and gruesome area, fun location shifting system. Very, very creative puzzles. Could be its own game.
Outside the Plant (Chandler Groover)
Very gross, but also not gross. Puzzles aren’t too long but require creativity. I get walkthrough help. Look forward to this.
Cold Storage Room (Jeremy Freese)
Funny and fun to look forward to. Much easier since I played Hitchhiker’s Guide to the Galaxy first. Don’t think I fully understand what happens here but I like it.
Workroom (Andrew Plotkin)
Probably the room I most look forward to. Like Hadean Lands, but I actually think this room is harder than any comparable segment of Hadean Lands, since that game relies on its large size and numerous rituals and objects to make it harder for you to know what to do next, while this game requires more intuition leaps.
Overall
I think I’ll keep it in the top 25, maybe top 10, maybe not. Has some incredible parts, some great payoffs, some amazing writing, as well as some awful parts, some writing I don’t enjoy, and some bugs. Games in general feel like a way to communicate and be part of a community, and this game excels. Very interesting. Easy top 10 if it weren’t for my criteria, so when we go from 25 to 10 I’ll have to examine that.