Подсказки и решения головоломок после игры
GHub Platform · Гайд · 0 ответов · 17 просмотров

Many thanks to people in the comments section for finding things I didn't. After reaching room 46 for the first time and seeing the credits sequence, there's a very long "post-game" with increasingly difficult puzzles. Some you can solve yourself, a few you've probably already solved before reaching room 46, and others you're not going to solve without a few nudges unless you're a puzzle supergenius. Most of these aren't technically post-game, but you're likely to find room 46 before finishing them. This guide assumes you've reached room 46, unlocked the four permanent additions ( west path, orchard, cavern, and grotto ), and understand some of the simpler puzzles like how to turn on the power in the boiler room. Two next steps after you reach room 46: One is to reach it a second time so you can actually see what's in it, and the other is to solve the paintings puzzle if you haven't already. The post-game is going to take significantly more time than reaching room 46 did. Due to the randomness involved in the game, you'll want to always be working on multiple things if possible. Play the game normally and if you luck into one of those things (and you usually will), go for that. Otherwise you're going to spend a lot of runs accomplishing nothing due to poor RNG. Before we delve into puzzles, it's going to help immensely to know about this, in ways that may not be immediately obvious. Blessing of the Monk is a shrine blessing. While active, when you call it a day in any room that appears in the directory, you can then draft that room in the outer room the following day (even if the blessing expires overnight), and it's guaranteed to show up in the first 3 rooms drawn for the outer room. It will generally not be draftable within the house itself for that day, even if you haven't drafted it in the outer room yet. Calling it a day within this outer room (and while the blessing is still active) will again allow you to draft it as the outer room the following day. If you don't feel like trial-and-erroring your way into the correct gold amounts, here they are: 3-day blessing: 13 gold 4-day blessing: 29 gold 5-day blessing: 45 gold 6-day blessing: 61 gold 7-day blessing: 77 gold The only hint I can really give for these is to keep checking the workshop whenever you have any significant amount of items and you'll find all eight combinations eventually, especially later in the game when your inventory is overflowing with items. Of all the contraptions, only the power hammer and the burning glass are needed to accomplish certain tasks, and you'll eventually unlock a much easier to find alternative to the latter. The other 6 are convenient but not needed for anything except unlocking the trophy. Item Combinations: Burning Glass : Magnifying Glass + Metal Detector. Detector Shovel : Metal Detector + Shovel. Dowsing Rod : Compass + Shovel. Electro Magnet : Battery Pack + Compass. Jack Hammer : Battery Pack + Broken Lever + Shovel. Lucky Purse : Coin Purse + Rabbit's Foot. Pick Sound Amplifier : Lock Pick + Metal Detector. Power Hammer : Battery Pack + Broken Lever + Sledge Hammer. Someone already wrote a guide on the gallery , just read that. What to do with your reward, the 8 key ? Use it to unlock a door leading to a room on rank 8. The puzzle in room 8 is much easier than the gallery puzzle, and you should be able to solve it yourself. Nonetheless, the solution: Hubris : Monkey Envy : Lion Lust : Swan Wrath : Elephant Gluttony : Penguin Sloth : Bear Avarice : Rabbit Mundanity : Dog Hint: You'll need information from a certain non-outer room. Hint: An ordering of something in particular that appears in the tomb. Solution: Lower the tools the angel statues are holding in the order of the stained glass windows in the chapel: The garden hoe The pizza peel (the thing the chef one is holding) The pitchfork The chimney brush (the thing the one in a top hat is holding) The broom The jockey whip The scepter If you've done all that, a secret passage will open, leading to the 8th angel whose scythe you can then lower to reveal a secret exit to the abandoned mine. The secret passage to the catacombs is permanent, but unfortunately the secret exit to the mine is not. There may or may not be another puzzle in here... you'll have to see a later section for that. If you haven't found this place yet, try lighting the four braziers outside the house. You can find two in places locked behind combination locks, and two in outer rooms. Specifically: the orchard, the gemstone cavern, the schoolhouse, and the hovel. As for the puzzle itself notice how it looks just like the map of the estate? Just put the pieces on the locations of rooms you've drafted that have those pieces. Color does not matter. If you weren't taking notes on chess piece locations , here they are: King: Office, Throne Room Queen: Her Ladyship's Chamber, Study Bishop: Attic, Bookshop, Chapel, Rumpus Room Knight: Observatory, Security, Treasure Trove , Armory (which you can't access without having first solved this puzzle anyway) Rook: Nook, Vault, Clock Tower , Conservatory Pawn: Bedroom, Bunk Room, Den, Dining Room, Drafting Studio, Drawing Room, Freezer, Guest Bedroom, Parlor, Secret Passage, Storeroom, Nursery, Walk-in Closet, Dormitory , Lost & Found , Solarium An unmissable puzzle, and the beginning of this massive rabbit hole. Most rooms in the game contain two sketch-like paintings. If you've reached room 46 and haven't figured out what to do with them yet, there are hints in various rooms, and the study spells it out for you. Putting it together is another matter, as you're going to have to visit every room in the house. The solution: IF WE COUNT SMALL GATES, EIGHT DATES CRACK EIGHT SAFES What to do with it? Well, refer to the next section. There's eight combination locks in the game and to solve them you're first going to have to solve the paintings puzzle . All but one contain one of the eight red letters. So, what does the solution to that puzzle mean? First, it means there's eight combination locks in the game, most of them on safes. The codes for all of them are valid dates, all in MM/DD format (except the one that's got letters on it). Second, that 44-letter message contains several double meanings that will help you on the more difficult locks. You can also find a note in the freezer (after melting the ice) that explains none of the dates are found in writing on the estate, and none of them are of any particular significance to the story. Dates from newspaper clippings won't help you. Most of the puzzles can only be solved by referring to the solution of the paintings puzzle and relevant clues within the same room. In order of the red letters contained within: Lock/Letter #1: Underground Gear Room, before the Underpass. Location Hint: Significantly more difficult to find than it is to solve. Try checking all eight alcoves in the underground room with the giant gear. Including the one that looks empty. Location Hint: You've probably figured out how to raise the gear, but how to get up there? Try searching the underpass. Location Hint: There's a red gate in the way! The box it's connected to may look familiar, but if that doesn't ring a bell, you can find instructions to open it in the basement. Location Solution: Draft the boiler room and turn on the red box, then go to the gear room. Use the control clockwise from the underpass entrance to raise the gear, then go through the semi-hidden tunnel in the underpass, through the red gate, and across the raised gear. Puzzle Hint: Once past the red gate, you can actually find the lock. This one's got letters on it, but all you need to remember is that the combinations to these locks are all dates. Puzzle Hint: There's no numbers on this lock, except on the fourth segment, which has an 8. Puzzle Solution: MAY8. It's the only valid date you can make with this particular lock. Also, "small gate" is "mayait" in Erajan. L
ИсточникGHub Platform · автор04.09.2026, 19:26:17
Many thanks to people in the comments section for finding things I didn't. After reaching room 46 for the first time and seeing the credits sequence, there's a very long "post-game" with increasingly difficult puzzles. Some you can solve yourself, a few you've probably…
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