Blue Prince

Blue Prince

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Mount Holly Archives - Collections of notes, books, letters and puzzles [Spoilers!]
By StephENT hawking
My name is Detective Bon Margle, Red Guard in service of Fenn Aries’ Ministry of Investigation.

By order of the royal court, I’ve been assigned to document every detail of the Mount Holly Manor.

This archive contains photographs and notes on the manor’s books, letters, locations, and the various puzzles scattered throughout the estate.

Should you come across any errors or inconsistencies (and I won’t pretend there aren’t likely a few), report them to me—I’ll see they’re corrected.

And if you happen to notice something I’ve overlooked, I’d appreciate the insight. Every clue helps.

Detective Bon Margle
Red Guard
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Archive Directory
Below are some sections + subsections. You can use Control + F to navigate to wherever you need to go.

Books
All the books that I originally had have been moved to Mount Holly Library
[Note: I was having trouble uploading files to Steam and mistakenly thought it was because I reached a file count limit. Turns out it was because of a naming conflict, but at that point I've already started moving the books.]

Useful section
  • Permanent Unlocks - details on all the things that can be permanently unlocked
  • Red Letters - a list of all the red letters in the manor and how to find them
  • Emails - a list of all the emails found within the various terminals of the manor
  • Blackbridge - a list of all the logs found in the Blackbridge grotto
  • Classrooms - a list of all the worksheets from grades 1 to 8 + final exam
  • Mailroom - letters from Randolph and Dad
  • Shrine - has details on the blessings
  • Trade Post - has details on what can be traded for what
  • Workshop - shows the list of contraptions that can be built
  • Rumpus - The transcript of Alzara's fortune, as well as some screenshots
  • Mora Jai Box - list of rule pages found
  • Memos - collection of all the colored memos

Notes based on Locations
Below is a table of all the rooms with either notes/photos
46th Room
Abandoned Mine
Antichamber
-
Aquarium
Archives
Attic
-
Basement
Bedroom
Billiards room
-
Blackbridge
Boiler Room
Bookstore
Bunk room
Casino
Catacomb
Cellar
-
Chapel
Classroom
Clock tower
-
Closed Exhibition
Coat Check
Commissary
Conference
Conservatory
Cloister
Darkroom
-
Dormitory
Dovecote
Draftroom
-
East wing hallway
Entrance
Freezer
-
Foundation
Foyer
Furnace
Gallery
Garage
Gemstone Cavern
Grounds
Her Ladyship's Chamber
Hovel
Kennel
Kitchen
Laboratory
Laundry Room
Locker Room
Lost and Found
Maid's Chamber
Mailroom
Master Bedroom
Morning Room
-
Mount Holly Gift Shop
Music Room
Nook
-
Observatory
Office
Orchard
Orindian ruins
Pantry
Parlor
Planetarium
-
Pool
Precipice
Pump Room
Reservoir
Root Cellar
Safehouse
Sauna
Schoolhouse
Sealed Entrance
Secret Passage
Secret Garden
Security
Servant's Quarters
Solarium
Study
Terrace
Tomb
Trade Post
Treasure Trove
Underpass
Utility Room
Vault
Weight Room
Workshop

Puzzle specific sections
  • A new clue puzzle - Analysis of the clues hidden in the book, A New Clue.
  • Music sheet puzzle - details on the music sheet found throughout the house
  • Chess puzzle - details on all the chess pieces found throughout the house
  • CASTLE puzzle - details on the secret CASTLE message found in the chess room
  • Angels puzzle - details on the 8 angles found throughout the house
  • Paired Painting puzzle - details on the paired art found throughout the house
Books
All the books that I originally had have been moved to Mount Holly Library as this guide was getting increasingly difficult to organize.

here is a list of books I currently have:

  • The Red Prince (Original Manuscript) - Can be found in the Catacomb when solving the angel statue puzzle using the secret order found in Herbert's will
  • The Red Prince - can be checked out from the library, there's also another one in the master bedroom
  • A New Clue (Original Manuscript) - Can be found in the Catacomb when solving the angel statue puzzle using the secret order found in Herbert's will
  • A New Clue - purchaseable in the bookshop for 50 coins, can be checked out from the library
  • Swim Bird - can be checked out from the library
  • The History of Orindia (First edition) - purchaseable in the bookshop for 50 coins, can be checked out from the library
  • The History of Orindia (Second edition) - can be checked out from the library
  • Realm & Rune - purchaseable in the bookshop for 20 coins, can be checked out from the library
  • The Fixed Stars: the stargazer's companion to constellations - can be checked out from the library, there's also another one found in the observatory.
  • A Signtseer's Guide to Reddington - can be checked out from the library
  • Drafting Strategy Architectural Digest (Vol. 1) - found in the dormitory
  • Drafting Strategy Architectural Digest (Vol. 2) - found in the drafting studio
  • Drafting Strategy Architectural Digest (Vol. 3) - can be checked out from the library
  • Drafting Strategy Architectural Digest (Vol. 4) - purchaseable in the bookshop for 8 coins, then checked out from the library
  • Drafting Strategy Architectural Digest (Vol. 5) - purchaseable in the bookshop for 8 coins, then checked out from the library
  • The Curse of Black Bridge - purchaseable in the bookshop for 40 coins, then checked out from the library
  • Gardener's Logbook - Found in the orchard
  • (The original) Gardener's Logbook - found behind a hidden wall in the green room, requires a power hammer to access it
  • Her Ladyship's Sleep Diary - Found in her ladyship's chamber, the key is hidden in the tomb (see section for more details)
  • Mount Holly scrapbook - Found in the far corner of the upper floor of the library
Permanent Unlocks
6 known fixtures of the manor can be permanently unlocked:
  • The Orchard - adds 20 extra steps (see the Darkroom section for more details)
  • The Gemstone Cavern - start each day with 2 gems - requires you to solve the utility room puzzle (see section for more details)
  • The West path - gain access to the outer rooms (see the Garage section for more details)
  • The Blackbridge grotto - gain 1 free use of any terminal from another terminal (see the Laboratory section for more details)
  • The Blue Tent - adds blue memos to rank 8 of blue rooms (see Gift Shop section for more details)
  • The Satellite Dish - gain access to advanced laboratory experiments + staff announcements (see A New Clue section for more details)

Below is a list of shortcuts that can be opened with various items
  • shortcut from foundation to basement - see foundation section
  • shortcut from ground to basement - see sealed entrance section
  • shortcut from abandoned mine to the precipice - see abandoned mine section
  • Hidden entry into rotating gear - see reservoir section
  • elevator to precipice - see precipice section
  • hidden greenhouse entrance - see greenhouse section
  • tomb to abandoned mine - see tomb section

There are also additional permanent resources/items that will help navigate through the manor.
  • Upgrade disk - these permanently upgrade various rooms, I recommend the Cloister of Draxxus (great source of dice), nursing room (allows you to abuse experiments when you get the -10 steps when opening the map experiment)
  • Allowance tokens - add +2 coins (cumulatively) to the envelope in the entrance. There are many ways of getting allowance tokens, but the most renewable is from the laboratory experiments.
  • Stars - can be used to gain powerful buffs/items from the observatory, see Observatory section for more details. multiple ways to gain stars, but the easiest way is from the laboratory experiments.
  • Chess buff - see Chess room puzzle section
  • Royal Scepter - see royal scepter section
  • Treasure Trove - Each time you visit the treasure trove, you add +5 coins to the room
  • Books - whatever you purchase from the bookstore shows up on the checkout catalog in the library
  • swim trunks - permanently add 2 chests to the pool room (see gift shop section)
  • lunch box - add a lunchbox to the dining hall that gives you +10 steps when you reach rank 5 (see gift shop section)
Red Letters
There are a total of 8 letters of which (based on Great Alzara) you will only ever find 7. The letters are listed below.

Red Letter #1
Letter #1 is located on the upper level of the rotating gears in the underground area. This requires activating the red door leading up to the inner sanctum which can be done by activating the long rectangular box in the boiler room.


The code to the lock is MAY8 this can be deduced by the fact that all locks are related to dates and there's only one digit (8) on the last row. By process of elimination, the only 3-letter month that is available on the pad is MAY.





Red Letter #2
This letter can be found in the safe in the study. The code is 1208, the hint for this is the position of the queen (i.e. D8 = Dec 08 = 1208)


Note: There was a "closed exhibit" floor plan on top of this blueprint

Red Letter #3
Note: not sure if this letter is actually accessible, as great Alzara mentioned (see Rumpus Room section, transcript #2), we will only find 7 of the 8 letters.

Red Letter #4
This letter is found in the safe in the Boudoir, hidden behind the dressing screen. The code is 1225, the hint is the photograph by the mirror, which shows Christmas decorations.

Red Letter #5
The letter can be found in the tiny safe in the drafting studio. This requires a magnifying glass to use. The code is 1108 11 from the calendar and 8 for the 8 gates in the calendar (there are hints to the gates when decoding the paired art puzzle).

Red Letter #6
The letter can be found in the safe inside the drawing room. The safe is hidden behind a painting that can be accessed by turning the candle handle (hint of this can be seen in herbert's painting). The code is 0415 04 from 4 paintings of women taking small steps and 15 from the 15 paintings of men taking small steps. (The hint is also part of the paired art puzzle i.e. count small gaits)

Red Letter #7
The letter can be found in the Shelter's time-locked safe. You would need to enter the current date/time (+ 1 extra hour) in the terminal for the safe to open. You can use the checkout cards inside the checked books in the library. Or add the current day to the starting date (Nov. 6 see drawing studio calendar)

Red Letter #8
The letter can be found in the hidden safe in the office. There's a dial inside the desk drawer. The code is 0303. The hint is the book title Count on March. In the Foyer there are 6 busts of prominent figures and one of them is Count Isaac Gates (notice also his last name is Gates). You can find 3 busts of the Count throughout the room. March + 3 busts = 0303.


Mora Jai Box
Clipboards

Mora Jai Box

Found in the master bedroom


Found in Orindia's inner sanctum room


Found in Arch Aries inner sanctum room


Found in Fenn Aries's inner sanctum room


Found in Eraja Arei's inner sanctum room


Found in Corarica inner sanctum room


Found in Mora Jai inner sanctum room


Found in Verra inner sanctum room


Found in Nuance inner sanctum room


Found in the throne of the blue prince
Memos
Found in the security room
Note: Under the "RED MEMOS = LIES" it says "unless written by hand" (readable with a magnifying glass)


Found in the Darkroom


Pinned in the security room


Found in the commissary


Found in the conference room


Found in West Wing Hall


Found in the Laboratory


Found in the Weight room


Found in the Locker room

Found in the Breakroom (upgrade of the billiards room)


Found in Servant's Quarters

Found in Randolph's 13th letter





Blue Tent Memos
Blue Tent memos start to appear in the 8th rank of blue rooms once you get the blue tent (see Mount Holly gift shop section). Beluw is a table of room/location/memo.

Room
Location
Memo
Notes
Attic
beneath the framed photo with two kids
S.H.S was born three years after H.S.S
-
Aquarium
In the bottom right of middle fish tank
This tank contains a red herring.
-
Ballroom
Underneath the bench on the right side, near the door opposite the piano.
The majority of gems found in the house are artificially produced.
Boiler Room
Steel beam near the elevator, first floor
The high pressure condenser box is connected to not one. but two remote power boxes.
hinting at the red door and the blue door
Classroom
In the chalk holder
The three advanced operations in modern mathematics are squaring, inversion, and rounding.
-
Clock Tower
on the table at the top of the tower, underneath broken sigil piece
Inneclipses only appear in the north sky.
-
Conference Room
Underneath the red memo
Red memos were created by Kirk Darren and approved by the baron and questionably served as the estate's primary security system.
-
Dovecote
In one of the holes next to the door, eye level.
Three members of the Sinclair family have attended school overseas in Corarica.
-
Drawing Room
left side of the cabinet below the painting of three men walking to the right
Months are slightly longer than days.
-
Gallery
Side of the bench next to the painting with 8
The titles are synonyms.
-
Laboratory
On the shelves with white bottles, in the middle of the central bench, opposite the side of the terminal.
Synka Inc. founded in 1933, has two facilities - Synka Labs in Reddington and Synka Court, a 16-story facility located in downtown Oris. Featuring 8 floors above ground, and 8 floors below ground.
-
Library
Second floor, on the middle row of the bookshelf diagonally opposite to the stairs.
If you have a hall pass, bookshop will be more likely to be drawn while drafting in the library
-
Locker Room
Next to green memo about "Kirk Darren is a pseudonym." it was in the locker closest to the far side door
The memo next to this is a lie.
-
Music Room
Behind the piano right side
There is a major key hanging on a wall in the safehouse.
-
Nook (reading nook)
On the shelf across from the rook
The rook can perform a special move with another piece.
Hint at the Castle puzzle (see section)
Office
on the bookshelf right of desk
The king can castle by swapping with another piece
A hint at Castle puzzle (see section)
Pool
On the ceiling near the pool rules sign
There is only one location in the estate where every room in the drafting pool can be drafted.
I think this is hinted at the outer room using monk blessing (see shrine section)
Pump Room
Below the pipe, underneath the pump panel
The Massive Reservoir below Mount Holly receives a natural filtration from the continuous flow of fresh water from two neighboring underground springs, before making its dramatic exit via a waterfall on the south-facing cliff.
-
Sauna
Right side of steaming rocks floor level.
Saunas are commonplace in both businesses and residences in Corarica.
-
Throne Room (after turning blue)
behind the right pillar facing away from the throne
The family core is kept in the family vault
-
Trophy Room
Under the rug underneath a chair
There were a total of eight gems removed from the ruby crown of Orinda Aries.
-
Rotunda
on the pillar in the center of the room
There are 4 different methods to rotate rooms.
-
Rumpus Room
Underneath TV
The Real Alzara was an Erajan soothsayer who belonged to the royal court of Aries. He was banished from the realm in the fifteenth year of Ejera for a prophecy that did not come to pass.
-
Security
Behind the paired paintings
Surveillance Recordings can only be accessed via the terminal located in security.
-
Vault
In the cart, bottom left corner of the painting
The family core is unlocked only by the sum of its digits
-
Walk-in Closet
Right side, eye level
Her ladyship Clara Epsen was laid to rest on the 11th of June 1983.
-
Workshop
In the wood pile in the corner
Certain rooms, like mechanical rooms, are more likely to contain security doors.
-
Emails
These emails below can be accessed from the respective terminals found in the manor. In order to access them, you will need to know the password "Swansong" which shows up as a hint through the manor. Most accessible of which is probably that found in security room or commissary (requires a magnifying glass to see).

The Staff announcements and Synka Experiment Update also require access to the satellite dish (see A New Clue section for more details)

  • Shelter
  • Office
  • Security
  • Laboratory
  • Blackbridge
  • Staff announcements
  • Synka Experiment Update

Shelter

Office
Security
Laboratory
Blackbridge

Staff announcements
These messages are only accessible after turning on the satellite dish (see A New Clue section on how to unlock this). This requires burning of the sundial base in Orchard, then rotating the base so the grooves line up.

Synka Experiment Update

Notes based on location (A-B)
46th Room
See the 46th Room section

Abandoned Mine
see Abandonded Mine section

Antichamber

Aquarium
The aquarium can be drained through the pump room. When done so, we see hidden markings next to some of the furniture.

Archives
See the Archive section

Attic
Found in a suitcase above the stairs to the right, this is related to the Home Surveillance System (see Security section for more details)
Not sure if this is significant, but a swan is a motif in the game.

Ballroom
Music sheets #6 and #7 can be found here (see Music Sheet Puzzle section for more details)

Basement
The basement can be accessed using a power hammer on the planked wall behind the grounds.
Notes were found on the desk tucked away in the upper right corner.



Bedroom
If you happen to have a treasure map that points to the bedroom, you can dig up a secret message. The easiest way to do this is to get the treasure map first, then try and draft the bedroom where the x is using rerolls.

The answers are:
  • in MAT e
  • m ART ini
  • NOT ary
  • mol TEN
  • not ICE
  • in SECT
The week's solution is - MANTIS

Billiards Room
The Billiards room contains a dartboard puzzle that, when solved, offers a couple of keys or 1 special key (silver key, keycard, etc)

The billiards room can be upgraded to a breakroom, adding a bulletin board containing a couple of memos (see Memo Section), a staff notice message from Mrs. Babbage (the same notice in the maid's chamber), and a staff notice message about passwords (the same notice in the security room)

Additional notes on the dartboard chalkboard.

Blackbridge
See the Blackbridge section

Boiler Room
The boiler room contains a central boiler that requires steam from three tanks to power. Once powered you can direct the power out of the room to power certain rooms for special effects, such as powering the garage door.

The room also contains a red rectangle which, when powered, can help open the red door (see underpass section) and the blue door (see blue room section)

There are these metal plates that block access to one of the steam tank. They can be moved by passing steam to certain pipes within the room. Looking at the grates carefully, each grate consists of 4x4 rectangles in two shades. Below is the list of shading encoded as 0s and 1s where 1s are dark rusted color starting from the top left corner moving to the bottom right:
  • Gap
  • 0000 1000 0000 0011
  • Gap??
  • 0000 0000 0000 0000
  • 0011 0100 0000 0000
  • 0000 0000 0000 0000
  • 0000 1100 1000 0000
  • 0000 0010 0010 0010
  • Large gap
  • 0100 0000 0001 0000
  • 0000 1000 1010 0000
  • 0000 0010 1000 0010
  • 0000 0000 0000 0000
  • 0000 0100 0100 0100
  • 0011 0001 0000 1000
  • 0110 0000 0000 0001
  • Gap?
  • 0000 1000 0000 0011
  • 0011 0100 0000 0000
  • 0000 0000 0000 0000
  • 0000 1100 1000 0000
  • 0000 0010 0010 0010
  • Large gap
  • 0100 0000 0001 0000
  • 0000 1000 1010 0000
  • 0000 0010 1000 0010
  • 0000 0000 0000 0000
  • 0000 0100 0100 0100
  • Gap?
  • 0011 0001 0000 1000
  • 0000 0110 0000 0000
  • 0110 0000 0000 0001
  • 0000 1000 0100 0000
  • 0000 0000 0000 1000
  • 0000 1000 0000 0011
  • 0011 0100 0000 0000
  • 0000 0000 0000 0000
  • 0000 1100 1000 0000
  • 0000 0010 0010 0010
  • Gap
  • 0100 0000 0001 0000
  • 0000 1000 1010 0000
  • 0000 0010 1000 0010
  • 0000 0000 0000 0000
  • 0000 0100 0100 0100
  • Gap??
  • 0011 0001 0000 1000
  • 0000 0110 0000 0000
  • 0110 0000 0000 0001
  • 0000 1000 0100 0000
  • 0000 0000 0000 1000
  • Repeat from the start

Bookstore
Could this be Mora Jai Box related?

Bunk room
Only two VCR tapes have legible text.

Herbert's Journal was found on the side of the bed. Contains writing from his brother Simon in red.
Notes based on location (C-E)
Casino

Catacomb
The catacomb can be accessed by activating the 7 statues in the tomb in the correct order. (see Angels puzzle) In it, you see a statue of Draxxus that you can activate by pulling on its sythe. Depending on the order in which you activate the 7 statues, you can unlock a secret passage to the abandoned mine or a secret room containing the original manuscript for the red prince and a new clue.
The table below the statue also contains a piece of map. The other two pieces of this map can be found in the circular room in the abandoned mine and behind the breakable wall in the Weight room.

If you activate the Grim Reaper, it unlocks a secret passage to the abandoned mine.

Cellar

Chapel
The walls of the chapels contain stained glass murals of the 8 angels. This is related to the angle puzzle in the tomb (see Angle puzzle section)
The chapel also contains two lightable candles that, when lit, raise the podium to reveal a piggy bank which when broken return all the gold you lost to the chapel, Note that this can only be done once the next time you return to the chapel the podium is lowered and the candles are already lit.

Not sure if these statues are important, but added just in case

Classroom
See the classroom section

Clock Tower
See Clock Tower section

Coat Check
Not sure if it's significant, but you can see numbers in the back of the room

Commissary
The commissary is a shop that sells various items (salt shaker, shovel, running shoes, etc.) or resources (keys, gems, bananas)
The commissary also contains a bulletin board with a staff notice with the terminal password (same as one seen in the Security room), as well as two memos (see Memo Section)

Conference
There's also a red memo on the table (see Memo section)

Conservatory
This room allows you to set the rarity of 3 randomly chosen floor plan when drafted. The blueprint for this room can be found after completing the music sheet puzzle. (See Music Sheet Puzzle section)

Cloister
The inner courtyard can be accessed by clicking the bottom of the pillars facing the statue (see Solarium note). The markings behind the statue are for the CASTLE puzzle (see section)

Darkroom
See the Darkroom section

Dormitory
You can find the draft strategy vol. 2 book on the desk (see Mount Holly Library for more details)

Banner for Cornarica University, a hint for the inner sanctum

Dovecote
The dovecote is a blueprint that can be added through the drafting studio. It allows you to rotate floor plans if it's within the drafting drawing.

In one of the alcove there's a box containing additional letters from Mary.




Drafting Studio
Note there's a small safe in the diorama that can be opened with a magnifying glass (See red letter section).

Drawing Room
Note there's a safe hidden in this room that requires you to pull a candle handle (see Herbert's painting). The code to the safe is 0411.

East wing hallway

Entrance
Entrance Letter after Inheritance
Notes based on location (F-H)
Foundation
The foundation is a room that, when drafted, will be permanently set in that location for future runs. To remove it you need to draft it in the outer room using the monk's blessing (see shrine section). Which will add a repellent spray at the entrance the next day. This item can remove the foundation for a week.

The foundation contains an elevator that can be lowered by sliding the lever from the back of the foundation room. This requires another room leading to the wall of the foundation.

Foyer



Freezer
When the freezer is opened, it freezes your coins and gems, making them inaccessible until the next day. You can reverse this effect by stepping into a furnace room or sauna afterward.


The item encased in ice (except for things within the mini freezer), as well as the ice wall in the freezer, can be thawed in the following ways.
  • using a burning glass on the iced objects
  • Refreezing your asset after it melts increases the freezer temperature
  • Having the freezer closer to the furnace (at least 2 rooms) will melt the ice (thanks @RuneCrypt The One for the info)



There's a letter by Herbert encased in ice in the mini freezer. You need to melt the ice with a burning glass to get it out. There might be a puzzle involved with the dots on the servers; these are likely from the blackbridge grotto (see section).






There is also an ice wall to the left side that can also be melted, revealing two server racks and a letter from Denny Revance.



Gallery
See the Gallery section.

Garage
To open the garage door, you would need to either connect power from the boiler room to the garage. Or turn on the power to the garage through the utility closet (the easier method IMO), once open, you are able to gain access to the outer room as well as permanently unlock the west path to the outer room for future runs.


Note: found inside the car, requires a car key to open, which can sometimes randomly be found in the manor. The keys can also open the trunk, revealing an upgrade disk the first time and a couple of items the next time.

Gemstone Cavern
The Gemstone cavern is a permanent unlock that can be accessed by solving the VAC indicator in the utility room (see section), once opened it provides 2 free gems at the start of each day.

Greenhouse
Music sheet #5 can be found here (See Music Sheet puzzle section for more details)
There's a broken Antichamber lever here that can be activated with a broken lever.
There is also a secret breakable wall to the left of the room that can be broken with a power hammer. This will reveal a secret logbook of the old gardener, which can be read in the Mount Holly Library

Grounds

At the south end of the grounds, you will encounter a dark tunnel. If you go deep into it, there are two lightable torches that, once lit (burning glass), you gain access to the tunnel floor plan and the clipboard. The crates here can also be removed with advanced experiments (see the Laboratory section)


Once you have the option to perform advanced experiments (see laboratory section), you have the option to "remove a crate from the Tunnel." If you perform enough of this, you gain access to a door to the Unknown (see section) as well as a filing cabinet for the abandoned mine (see section).

Her Ladyship's Chamber


There's a locked diary that can be opened by finding the key in the Tomb (see Tomb section for more details)
To read the diary head to Mount Holly Library

Hovel


I believe the "coincidence" is referring to the fact that ((45*2)/9)-2 = 8, which is a prominent number. The operation is based on the color (similar to the dart game).
notes based on locations (I-L)
Inner Sanctum
See the Inner Sanctum section

Kennel
Note, this is a secret for the CASTLE puzzle (See CASTLE puzzle section)

Kitchen
You can purchase food from the kitchen, which will add steps. Some common food items are:
  • 2 coins - Banana (+3 steps) - there's always 5 bananas available for purchase
  • 8 coins - Chef Sandwich (+15 steps) - always available
  • 8 coins - Bacon & Eggs (+10 steps and adds morning room to the draft pool) - not always available
  • 5 coins - Tomato soup (+5 steps for every red room) - not always available

Note the kitchen also has a working faucet, it requires water to be pumped from the pump room (see Pump Room Section). This allows you to refill the watering can with additional water.


Laboratory
The laboratory contains a terminal that allows you to run experiments as well as check emails (See emails in the email section for additional information)
The terminal can be further upgraded with the satellite dish (see A New Clue puzzle section)




If you order the chemical symbol in the order shown by the other table's numbers, you get the message.

Pu S H Th Re Eu Pa F Te Rn I Ne -> Push three up after nine

A clue to the machines with the handles in the corner of the lab. In order to activate the machine, you will need to direct power from the boiler room to the lab room, then if you pull the 9 lever after the 3, you gain permanent access to the Blackbridge Grotto.
Number on a box, not sure if it's significant.
Notes on a wall, not sure if significant.

Laundry Room
The laundry room allows you to exchange different resources for a small coin fee:
  • 5 coins - Spin cycle - swap all gems with all coins
  • 5 coins - Wash & Dry - swap all keys with gems
  • 10 coins - Fluff & Fold - swap all keys with coins

There's also an additional washer that can be powered up with the power from the boiler room, which allows you to exchange more advanced resources:
5 coins - Shoe Shine - swap all steps with gems
5 coins - Star Treatment - swap all Stars with Allowance Tokens
5 coins - Die cleaning - Swap all dice with keys

Note there's also a dig spot in front of one of the dryers (hinted at in the aquarium) that reveals a filing cabinet key which can be used in one of the filing cabinets in the archives.

Library

This is where you can order books from by filling out the catalog card. The book will arrive the next day. On the second floor, there are also two books, one is just filled with various statistics about your game, and another shows additional details such as stamp collections, number of contraptions you built, etc.

The empty shelves on the second floor turn to windows when the library is next to the outer wall.

Locker Room
Note: likely from the original gardener
First time seeing a green apple in one of the locker idk if it means anything, the room was powered by the boiler if it makes any difference.

Lost and Found
Notes based on locations (M-O)
Maid's Chamber

Mailroom
See the Mailroom section

Master Bedroom
The room contains a copy of The Red Prince. There's a small illegible scribble, but I didn't have a magnifying glass to see it clearly.

Found in the typewriter, my guess is that Herbert died while writing the letter.
The coat of arms, the same one can be found in the wine cellar. required to open vault 53 (see Vault section)

Morning Room

Mount Holly Gift Shop
Once you reach the 46th room, the gift shop becomes a draftable location. The shops sell various items



The lunch box, once acquired, will show up in the dining room in future runs. Picking the box up in the dining room will add 10+ steps once you reach rank 5 of the house. Also note that the box contains a hint to the Angels puzzle (see section)


Blue Tent can be purchased for 400 coins after acquiring at least 8 trophies. Once purchased, you are able to find new blue memos in blue rooms on rank 8 of the manor (See Memo section for more details)


Postcards on the carousel

Music Room

The music room contains 4 music sheets (see music sheet section for more details) as well as a note hidden behind a music stand in the music room.

Note, this area also provides an inner sanctum key (see inner sanctum for more info)

Nook
Zooming in on the book shows hints to the billiard dart rules as well as the message "Sinclair has many rare(?) secrets that he will take to his Grave(?)"

Observatory
See observatory section

Office


The office contains a terminal that you can activate to spread coins to the rest of the manor. The terminal also provides access to some emails (see email section for more details).

In the desk drawer, you see a switch (not sure if the color means anything here) for a hidden safe (see red letter for more details)

Orchard
This is located behind the campsite (outside the mansion). The combination for the padlocked is 1128, the combo can be found through one of the darkroom images.
There is a valve that turns on one of the four blue flames.
The shed in the back contains the gardener's logbook (See Mount Holly Library in the books section). There's also a gem stand in the corner of the room.
The sundial in the back can be activated by scorching the base with burning glass and then turning the base so that the grooves match. This activates the satellite, which is required for advanced experiments + staff announcements Hints to this can be found in A New Clue (see section).

Orindian Ruins
Once you open the metal sealed entrance in the Blackbridge Grotto (see section), you will see a winding steps to an old stone ruins.


At the center of the ruin is a slab of stone that has the throne blueprint resting on top.

In the distance, you can see a castle, I believe this is Featherfall Keep from the Sightseer's Guide to Reddington book.
Notes based on locations (P)
Pantry

Parlor

Patio
Note, there's a filing cabinet key for a cabinet in the archive that is buried in front of the grill. Hints of this can be seen in the aquarium when drained.

Planetarium
The planetarium floor plan is hidden within the telescope in the Observatory (see section).

Note, if you have the telescope item, you can gain a permanent buff to the planetarium by using it in the room.

Pool
Drafting the pool allows you to draft the Sauna, Pump room, and Locker room. Once the pool is drained using the Pump Room, you are able to find some coins at the bottom of the pool. You can also purchase a pair of swim trunks from the Gift Shop, which will add two trunks to the bottom of the pool in future runs.

Precipice
To access the precipice, you would need to open four valves that reveal an elevator on the grounds. The four valves can be found in the Schoolhouse, Hovel, Orchards, and Gemstone Mine.

Taking the elevator down, you will find the chess room (see chess room section for more details). There is also a hidden entrance to the "Unknown" (see the Unknown section for more details)

A worn-out copy of Realms and Runes is also in the far corner.
The locked door can be accessed from the other side by lighting the candles in the circular room in the abandoned mine.


Note that in the chess room of the precipice, there is a cracked wall that can be broken with a power hammer, which reveals the below. See the CASTLE puzzle section for more details.

Pump Room
The pump room is added to the draft pool once the Pool is added. This room allows you to change the water level in various rooms, each with its own benefit.

Additional details on how to operate the pump can be found in the EPCW guide book from the library (See Mount Holly Library)


Some of the rooms are:
  • Fountain (level 0) - Drains the fountain in front of the manor. This gives you access to a basement door (requires basement key to open), which gives you access to the south side of the abandoned mine.
  • Reservoir (level 13) - allows you to move the boat from the south of the underground (abandoned mine) to the north (the reservoir)
  • Reservoir (level 6) - gives you access to the saferoom. Requires the boat to be on the reservoir side.
  • Reservoir (level 0) - gives you access to the chests at the bottom of the reservoir, which contain an inner sanctum key (see Inner Sanctum section). Note, in order to drain the reservoir fully, you would either need to fill the reserve tank in the pump room (by supplying power from the boiler room) or by using an advanced experiment (see Laboratory Section)
  • Aquarium (level 0) - draining the aquarium reveals some hidden clues (see Aquarium section)
  • Kitchen (level 3) - Working faucet to refill the watering can
  • Greenhouse (level 5) - Working irrigation system (I believe this allows the gem flowers to bloom)
  • Pool (level 0) - reveals the bottom of the pool, which contains coins or trunks (if swim trunks are purchased from the gift shop)

notes based on locations (Q-T)
Reservoir
See Reservoir section

Room 8
Accessible with the room 8 key from the Gallery (see Gallery section). The puzzle here is to place all 8 animals in the right bins.


  • Bear: If we spend a min or ten lounging in the den, you’ll know which bin I’m often in
  • Dog: You won’t find my bin in between sin, for I deserve to be in a bin down on the end
  • Elephant: To my chagrin, my neighbor’s sin is written thin to fit it all in
  • Lion: To first begin, place me within a bin with an “N” within its sin
  • Monkey: The bin I tend to wind up in is near the bend in the tail of the skin
  • Penguin: The sum of my sin, as it is penned, is a number within the room we are in
  • Rabbit: I share a trend with my neighbor’s sin: a letter and its twin appear on each bin
  • Swan: I recommend you think again if I am ever in a bin far from the fin

Answer in order of solving for me.
  • Penguin: GLUTTONY - only sin with 8 letters
  • Monkey: HUBRIS - bin next to the tail of the rug
  • Dog: MUNDANITY - only bins that are not between bins is hubris (taken by monkey) and mundanity
  • Bear: SLOTH - closest sin relating to "lounging", bears also hibernate in a den.
  • Elephant: WRATH - the neighbors of GLUTTONY are sloth (taken by bear) and wrath
  • Lion: ENVY - only other sins with N's are mundanity (taken by dog) and gluttony (taken by penguin)
  • Swan: LUST - only two bins are next to the fin painting and ENVY is already taken.
  • Rabbit: AVARICE - Only words with same letters are neighbors are avarice and mundanity. Since dog is in mundanity rabbit is in avarice

Once all the animals are placed, an alcove opens up that reveals an allowance coin and a trophy.

Root Cellar

Rumpus Room
See the rumpus room section

Saferoom
See saferoom section

Sauna
Not sure if this is just texture, but there are some symbols below the XII on the clock hanging on the wall.

Schoolhouse
Found as one of the outer rooms.

A valve for one of the blue flames



Sealed Entrance
A hint for the underpass secret



Secret Garden
The secret garden is a room that spreads fruit throughout the estate when drafted. The garden can be accessed by unlocking a door to a side room (west or east wing) with the secret garden key. The key can sometimes be found as a reward in the billiards room, a major key in the music room, a special key in the locksmith, etc.

On the far side of the garden, there's a weather vane with a swan on top and 3 valves (one hidden behind a breakable wall) that rotate the three arrows on the vane.


Turning the valves until all three arrows align will rotate the alcove to the pointed cardinal direction:
  • North - Rogue Moon
  • East - east antechamber lever
  • South - Orindian sigil
  • West - Western antichamber lever

Secret Passage
The secret passage contains 5 colored books, each of which corresponds to a room type. When one of the books is selected, the passage will lead to the chosen colored rooms.

The code can be seen on the back of the secret passage. See the CASTLE puzzle for more details.

Security
See the Security section

Servant Quarter
The servant's quarters contain bells for each of the bedrooms. Not sure if anything happens if all the bedrooms are present.

Shelter
The shelter contains a letter, a safebox and a terminal. The safe box can be opened by entering the current ingame time (+ 1 extra hour ahead) in the terminal interface. The safe contains red letter #7 (see red letter section).

The terminal can also be used to measure radiation level in the house, when level exceeds a certain threshold it open all locked doors within the manor. The traditional threashold can be exceeded by performing 3-4+ laboratory experiments (see Laboratory section)

Solarium
Noticed a crescent moon on the ceiling, not sure if there's any significance.
Shaded region within one of the window panes, again, not sure if significant.
Storage Room

Study
Note this room contains a safe with a red letter (see Red Letter section) as well as major hints for the paired painting puzzle (see Paired Painting puzzle section)

Terrace
Saw a statue from the Terrace outlook with a boat nearby. East wing, rank 4, I think.

Tomb
See the Tomb section

Trade Post
See the Trade Post section

Treasure Trove
See the Treasure Trove section
notes based on locations (U-Z)
Underpass
See the underpass section

Utility Room
The utility room contains a fuse box, shown below. At the top is a breaker switch that turns off all the key access. This is useful if the keycard system is set to unlock in the security room.
The following switches can be turned off or on for various benefits

  • Garage - when turned on, allows you to open the garage door, which gives you access to the west path
  • Gymnasium - when turned off, negates the -2 steps debuff when travelling through that room
  • Darkroom - the darkroom lights turn off when you enter the room; you will need to flip this switch back on to reactivate the room lights.

The next section shows VAC indicator lights. There are hints in the mailroom and the office on how to solve the VAC system. You need to turn the lights to [Off] [Blue] [Green] [White] [Red] [Purple]
This can be done by:
  • turning all lights to green
  • Turn lights 1-5 to blue
  • turn 6th light to red
  • Repeat the previous step for light 5 to 1 until every light is purple
  • make 4th light WHITE.
  • make 6th red
  • make 5th red (turns 6th purple)
  • make 3rd light green
  • make first light off
Once this is done, the wall opens up to reveal a lever to open the gemstone cavern, which gives you +2 gems for all future days.

Vault

Found in Vault 233
Found in Vault 149


Found in Vault 304


Found in Vault 370 along with an inner sanctum key

Opening vault 53 with the room 8 key (see gallery) reveals a letter. The number 53 is the family core and can be derived from computing the numeric core (foreman's office in the abandoned mine) of the family crest (Found in the master bedroom and the wine cellar).

Weight Room
There is a breakable wall behind one of the punching bags that can be opened up with a power hammer. There is a memo, an antechamber lever, and a piece of a map (two other map pieces can be found in the abandoned mine and the catacomb)

Workshop
See workshop section
46th Room

Once you reach the 46th room (the second time) you will see a blue crown on the desk. I've heard online that if you have the blue crown already in your inventory, the red paper crown from the closed exhibition shows up. Also, note if you somehow have both the blue crown and the paper crown, you don't get anything. I encountered this myself :(



clue for the angels puzzle in the tomb (see angels puzzle for more detail)


Note about hints to the keys to the 8 inner sanctum rooms (see inner sanctum section for more details)

Note: likely written by the old gardener. Evidence is behind the hidden wall in the greenhouse.

Herbert's Will - Found in room 46 behind the map

Deed - Found in room 46 behind the map

Found in room 46 behind the map
Abandoned Mine
Part of a map piece that is found on top of the sigil table in the circular room with candles. Another piece can be found in the Weight Room and the catacombs.
In the dark tunnel south of the grounds, if you clear the crates by performing the advanced experiment, you will gain access to a file cabinet key on top of a coffin.
This allows you to unlock a filing cabinet in the room hidden on the SW tooth of the rotating gear. which reveals the letter below.

Found in the shortcut tunnel leading to the precipice from the circular room (requires lighting the candles in the room)
Archives
Scrapbook


Found in the bottom drawer of one of the cabinets (key is in front of the grill and requires a shovel, see aquarium "x")

Found in the middle drawer of one of the cabinets (key is in front of one of the dryers in laundry room see aquarium "x")
Blackbridge
Blackbridge Grotto is a cavern to the east of the grounds that can be accessed once you solve the machine puzzle in the laboratory (see section for more details)

In it, you see a podium with microchip slots. Once all the chips are collected (see A New Clue puzzle section for details), you will open up a passage to the Orindian Ruins (see section).

You also see a terminal that requires an admin key, the keys are in the form XxxxY, where X is the first 4 letters of the last name and Y is the first letter of the first name.

Found on the side of the wall in the cavern, a clue for the CASTLE puzzle (see section)

User Database

admin logs LeeB
Note: these logs are when you are logged in as LeeB



admin logs ThomK

admin logs RibbJ
You get a hint to RibbJ and WithP in the checkout slip for the book "EPCW Pump System User Manual" (see book section for more details)







admin logs WithP
Classrooms
The classroom is one of the rooms that can be drafted in the drafting studio. It's also available from the schoolhouse. Note that each classroom drafted the grade increases; each grade covers a different subject. A total of 9 grades are available (requires both the schoolhouse and already drafted from the drafting studio).

Not sure if the banner color means anything, as far as I know, they are the same order for every classroom.

Grade 1

Grade 2



Grade 3

Grade 4
Grade 4 contains two large maps that contain a lot of details about the world.


Grade 5







Note the paired art in the back spells: NOT CLUE

Grade 6

Grade 7

Grade 8

Final exam

Exam Results
The day after you finish the exam, you get your test result back. If you aced the exam, you are rewarded with a trophy.
Clock Tower
Clock tower is one of the draftable floor plan from the drafting studio.


If you are at the top of the tower when the clock strikes 1:30 a secret passageway opens up to reveal 8 clocks with memos contained in each clock.


The goal is to set the correct time for each clock based on the memos provided.

  • #1 - Blue (True) - Each of these clocks should be set to a different time
  • #2 - Blue (True) - Five of these clocks should be set to a time ending on the hour
  • #3 - Red - Set this clock to a time containing all different numbers
  • #4 - Blue (True) - This clock's neighbors should both be set to a time containing a 7.
  • #5 - Red - This clock should not be set 'on the hour' (ending in :00)
  • #6 - Blue (True) - None of these clocks should be set to times that contain the number 1,2,3 or 4
  • #7 - Blue (True) - This clock should be set to a time that contains the same three numbers of another clock here but in reverse order
  • #8 - Handwritten Red (True) - The clocks are positioned so that their times will go up in ascending order

Here is how I solved it through logical deduction:
  • Since #4's neighbors must have a 7 and #5 has to be on the hour, it has to be 7:00.
  • Since 1,2,3, and 4 can't appear in any of the clocks, that only leaves hours 5-9 and minutes 00,05-09,50,55-59 as possible clock time.
  • since there are only 5 possible hours and 5 clocks have to be on the hour, 5:00, 6:00, 7:00, 8:00, and 9:00 have to appear on the clocks.
  • since all the clocks are ascending and there are only three clocks after 7:00, and it's impossible for #7 to be on the hour, #6 and #8 have to be 8:00 and 9:00, respectively
  • since 5:00 is the lowest time and 5:00 has to appear on the clock,s #1 needs to be 5:00
  • only 5:57 contains a 7 and has at least one same number,r so #3 has to be 5:57
  • #4 has to be 6:00 since it's between 5:57 and 7:00
  • By process of elimination, the only times that are still available are 8:05 and its reverse, 5:08 for #7 and #2, respectively.

Solving this reveals another sanctum key.

Darkroom
By default, when you enter the darkroom the lights turns off. To prevent this you can use the shelter room buff that negates any negative effect of red rooms. Or turn the light back on by flipping the switch in the utility closet.






Note that Hartley is the longest serving servant in the manor, and his room is likely referencing the servants' quarters.


Gallery
The goal of the Gallery is to guess the names of the 4 paintings that are hung on the wall.

There is a small hint in Herbert's will (behind the map in the 46th room) that reveals the first letter of each painting (T, P, R, R)


Another hint in the glossary of terms that can be found on the terminals. If you look in the room directory for Parlor (room 5), Billards (room 6), Gallery (room 7), Room 8 (not accessible until after solving the gallery) you will see the answer to the puzzle hidden in the descriptions.



Hints:
  • starts with T (Herbert's will)
  • thin K
  • no clue what the chains and flying hand mean
Title: Think


Hints:
  • Apple, rose, stop sign, wagons are all red things
  • The stop sign the P is on is mirrored (RED | DER)
  • P on DER
Title: Ponder


Hints:
  • Actual Objective -> Real eyes
  • VERI table
  • Genu wine -> genuine
Title: Realize


Hint:
  • fINs, pINs, sINs, animal skIN rug, bINs
  • (room IN) eight (I'll admit I'm reaching a bit)
Title: Ruminate

Once each of the titles is solved, it opens two chests in the middle of the room, one containing the keys to room 8 (see section)

Fun fact: the gallery is actually made by a real artist, Christopher Manson. He created the book MAZE which was a large inspiration for this game.

Inner Sanctum
Sigils


Note: Found in the secret garden, you might need to break the nearby wall.

Orindia Room

Fenn Aries Room

Arch Aries Room

Eraja Room

Corarica Room

Mora Jai Room

Verra Room

Nuance Room


Once all the sigil puzzles are solved, a trophy appears in the main room.
Mailroom
Misc Notes

letter from dad in mailroom

Randolph's Letters
You can run experiments in the laboratory that deliver these letters to the mail room. Below are the letters I've received so far from Randolph.

Randolph's Letter #1
Randolph's Letter #2
Randolph's Letter #3
Randolph's Letter #4
Randolph's Letter #5
Randolph's Letter #6
Randolph's Letter #7
Randolph's Letter #8
Randolph's Letter #9
Randolph's Letter #10
Randolph's Letter #11
Randolph's Letter #12
Randolph's Letter #13
Note: 5 memos came with this letter; these can be found in the memo section.
Randolph's Letter #14
Randolph's Letter #15
Randolph's Letter #16

Drafting Sweepstake
If you are able to get 20 or more dead ends in the manor, you will receive a trophy and 200 coins the day after in the mailroom.


Observatory
Note there's a hidden floor plan for the Planetarium inside the head of the telescope; you can access it by rotating the telescope counter clockwise, raise it parallel to the floor, then clockwise until it reaches face level.




When the sail constellation is observed (first one @15 stars), posters can be found throughout the manor.

When you reach 50 stars, you get the ink well constellation, which allows you to use stars as dice.


At 100 stars, the spiral of stars constellation appears. Each time it's activated, a new word is added.


Below is a list of constellations found for various star counts. Not really sure what the exact pattern the stars appear in.
  • 35 - Florealis, sail,
  • 39 - Clavis, Farmer's apple, Diamondus minor, Florealis
  • 44 - Twin, Slice, Diamondus minor, Farmer's apple, clavis, Florealis
  • 59 - ink well, diamondus minor, southern cross

Reservoir
The full map can be found in one of the teeth of the rotating gear room.

Note: there's also another map split into three pieces that can be found hidden in the weight room, abandoned mine, and the catacombs. The map here is photoshopped together of those three pieces.

If you have the magnifying glass, you can also see a hidden 10. Digging at that spot reveals the "lost and found" floorplan.



When the reservoir is fully drained, you can access the bottom where there are a bunch of scattered boxes. I'm not sure if the position of the boxes changes each run but I found the box with sanctum/and 3 allowance token marked below and made some notes on the color/symbol/note color/note.

Below are memos from the locked boxes in the empty reservoir. This table is not exhaustive.

Locations
Box Color
Symbol
Card Color
Memo
Notes
Reservoir
Blue
Sun
Blue
Green memos in boxes near this box are both lies.
*
Reservoir
White
Wave
Green
Green memos are lies
Was near *
Reservoir
Black
Wave
Green
The sanctum Key is not in a box. It is buried.
Was near *
Reservoir
Pink
Moon
Red
A black box contains allowance tokens.
-
Reservoir
Black
Moon
Red
The box containing allowance tokens is marked by crescent moon.
-
Reservoir
Black
Wave
Red
Sanctum key is in a blue box.
This box was in the water.
Reservoir
White
Sun
Blue
This box contained 3 allowance tokens!
This box was in the water. Contained 3 tokens
Reservoir
Pink
Moon
Green
Only one box in the reservoir has a prize.
This box was in the water.
Reservoir
White
Sun
Blue
Only one blue box in the water contains a memo with a true statement.
This box was in the water.
Reservoir
Pink
Sun
Blue
Green memos in white boxes are lies.
-
Reservoir
Pink
Sun
Blue
Pink boxes marked by sun always contain blue memos.
-
Reservoir
Pink
Sun
Blue
All boxes marked by sun contain memos that are true.
-
Reservoir
Pink
Sun
Blue
The sanctum key is not in a box in the water.
This box was in the water.
Reservoir
Blue
Moon
Green
The box containing allowance token is white.
-
Reservoir
Black
Moon
Blue
This box contained a sanctum key.
Contained sanctum key, near the pillar
Reservoir
Blue
Moon
Green
The sanctum key is in a black box.
-




The upper levels of the rotating gear room can be reached from the Red Door on the way to the north lever. The door requires steam power to open the rectangular box in the boiler room.
Rumpus Room
Transcript #1
And, as it was foretold,
I am awakened by at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
The image is becoming clear...
I see a boy,
a boy standing on a shore of white sand.

He is looking for something...
...something he was told he would not find.

I see a black cat tied to a red flag.
I hear the wind blowing
but the flag does not stir.

I see...
a door marked by a rogue moon
a door that is always locked...
yet it has no key
It is the door that you have been searching for
yet it will not find
a lost room beyond the dark waters...
what you have heard here has been foreseen
by the great Alzara.
Until the dawn of the following day.
I will have nothing more to say.

Note the vision of the rogue moon door is very similar to the saferoom entrance (see the Saferoom section)

Transcript #2
And, as it was foretold,
I am awakened by at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
I see the darkened cloud of ruin,
now decrepit, rundown and in disrepair.


I see eight red envelopes
resting upon eight pedestals.
And in these eight envelopes
I see eight letters penned by eight different hands.
Eight letters of which you will only ever find and read
seven.
Just like the art hanging on the walls of these rooms,
there is a letter missing...
what you have heard here has been foreseen
by the great Alzara.

Transcript #3
And, as it was foretold,
I am awakened at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
Yes...
...the fog is clearing.
I see a shadow in the doorway.
Silent footsteps in the hallways...

An unlatched gate, you did not open...

A missing item, you did not take...

I see a young boy watched from afar,
a young boy who once was brave,
but now...
...afraid.
what you have heard here has been foreseen
by the great Alzara.
Until the dawn of the following day.
I will have nothing more to say.

Transcript #4
And, as it was foretold,
I am awakened at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
The image is becoming clear...
I hear the pattering steps of children
running in the forest.
The joyful echos of laughter in the courtyard.
I see an old man
an old man sitting in an even older chair.
A seat that has served many generations.


each with their own stories...
each with their own secrets...
each with their own endings.


But all...
...in the same chair.
What you have heard here has been foreseen
by the great Alzara.
Until the dawn of the following day.
I will have nothing more to say.

Transcript #5
And, as it was foretold,
I am awakened at the sound of a dropping coin.
You find yourself
face to face with the great Alzara.
And... I suspect you wish me
to look into your future.
Faintly in the mist...
I see a figure.
A statue cradled in a courtyard of sentinels.
You will find yourself one day wandering these paths.
Walking in the footsteps of the past,
wandering...
...and waiting.
Searching for a shadow that will never be cast.
Longing for the day to end...
...the hours to pass.
What you have heard here has been foreseen
by the great Alzara.
Until the dawn of the following day.
I will have nothing more to say.

Transcript #6
And, as it was foretold,
I am awakened, for one last time,
By the sound of a dropping coin.
You find yourself face to face with the great Alzara.
And I suspect you wish me to impart to you
one final vision...




in the dim,


I see cavern walls of stone...

A hollow, lit by a sea of a thousand burning stars...


I see a treasure, buried beneath the cliff rocks...
A black mirror, hidden...
...among the memories of falling sands.

And within the black mirror...
I see a figure...
a figure standing in sullen snow.
All of what I have told you my young baron,
I wish you to now know.
Until we meet again some distant day,
I will have nothing more to say.
Safehouse
How to get to the Safehouse
To get to the safehouse, you would need to ride the boat into the hole on the side of the reservoir. Hints to this can be seen behind the red door (see underpass section). These are the steps required:
  • Drain the reservoir by 1 level from the pump room
  • Move the rowboat from the south side to the north side
  • Drain the reservoir to level 6 from the pump room
  • get on the rowboat
Interestingly, the entrance to the safehouse looks like a vision found in the Rumpus room (see section)



The sketch seems to match the monitors in the security room. Zooming in on the "A" monitor shows footage from the archive. This is a hint on how to access the Home Surveillance System (see satellite dish puzzle section)




The map here shows a hint on how to get the paper crown in the closed exhibition.


This is a hint to the Home Security System (see Security section for more details)


Note, this is a hint to the breakable chess room wall. See CASTLE puzzle.


Security
Note: the scribbled-out password is "Swansong," which can be seen with a magnifying glass


Home Surveillance System
A note in the saferoom and in the attic points to a secret message in the monitors in the Security room.

When taking the first letter of each room that appears in the monitors, it spells out `Swansonghss`

This is a password to the home security surveillance system, which can be accessed through the security terminal.

This brings up a directory of camera footage by year; however, only 1993 and 1987 have any footage.

1987
1987 gives you access to 3 footage.


One labeled library shows footage of presumably Herbert and Mary in the library


The one for the entrance shows Herbert moving a vase (a hint at one of the microchips)


The one in security shows Mary holding what looks like a standing cat.

This is a reference to the train station map, an alternative clue used in solving A New Clue puzzle (see section)

1993
Opening year 1993 shows various cutscenes that you have acquired so far (e.g., Alzara cutscenes, intro, etc.). Note that there's a curious blank spot between BB Grotto and 4th Rumpus Room. Not sure what the significance of this is.
Shrine
The shrine is a room selectable from the Outer Room. In it there's a statue of a monk where you can offer it coins to get a certain blessing. The coin cost and blessing type can be found in the list below.

Shrine Blessings
  • 1 - Dancer: While drafting, you may pay 1 gem to spin floorplans.
  • 3 - High Roller: Each time you draft a shop, gain an ivory die. Gain 10 gold whenever you roll an ivory die.
  • 5 - Gardener: Add 8 Courtyards to today's draft pool.
  • 7 - Chef: For each different type of spread that you do today, add an extra dish to the Dining Room.
  • 8 - General: After you draft a red room, if you have at least 5 different ranks containing red rooms, gain 5 gems.
  • 11 - Tinkerer: Whenever you draft a Mechanical Room, trigger your current experiment.
  • 13 - Monk: If you call it a day in a room on your estate, you will draw that room while drafting from the grounds the following day (see below for specific room/monk blessing interactions)
  • 15 - Berry Picker: While drafting, instead of picking a floorplan, you can pick a berry; if you do, draft a random floorplan from your draft pull, disregarding rarity.
  • 17 - N/A: Repeat from the start, but all buffs last for 4 days instead of 3 days
  • 33 - N/A: Repeat from the start, but all buffs last for 5 days instead of 3 days

Note, if you take the coins back, you will be cursed for a few days; each room costs an additional resource (step, coin, key, or gem) depending on the room type.

There is also a cursed coffin that you can purchase from the Mount Holly gift shop, which, once purchased, appears in this room. The coffin contains a stone effigy that is required for a throne room puzzle.

Monk Blessing
The monk blessing allows you to draft the room that you called it a day on the previous day to the outer room. Below are some unique interactions.
Entrance - doesn't seem anything special, the vase can be broken for allowance, any experiment results with "adding a small chess to the entrance hall" also apply here.
There seems to be some weird glitch with the reflection of the paintings. Words are ineligible
Antechamber - The center podium reveals the basement key and allowance (if you have the Quest bedroom), the note, however, is changed to "So close, yet so far away"
The side doors (if opened) are blocked by rubble, but the far door reveals the shrine with a note showing a clue on how to reclaim the throne room (see throne room section).

Throne Room
The throne room is a blackprint that can be obtained from the Orindian Ruins (see section). This requires the gathering of the three microchips (see microchip puzzle section)

The room costs 5 gems to draft, and you will find a lever to open the 46th room behind the throne.

The following note can be found when drafting the antechamber in the outer room, using the blessing of the monk from the shrine (see shrine section)

This note is a clue on how to reclaim the throne. To do this, you need:
  • The blue crown - found in the 46th room
  • The royal Scepter - see Royal Scepter puzzle section
  • The cursed Effigy - found in the shrine room after purchasing it from the Mount Holly gift shop
The easiest way to gather all the items is by getting the cursed effigy into the coat check in an early run. Then on another day, with the scepter in hand (this item stays with you between days if you follow the item's condition) reach the antechamber to get the blue crown, draft the throne room, and the coat check close to each other to have all three items together while visiting the throne room.

Reaching the throne room will open a cutscene and upgrade the throne room to the throne of the blue prince. Which is a necessary precondition to open the blue door (see blue door puzzle section)

Once converted to the blue throne, there's a new mora jai box with blue tiles.
Tomb
The tomb is one of the rooms that can be selected from the Outer Room slot. This room contains a secret passage to the Catacomb, which leads to the abandoned mine underground. (see Angle puzzle section for more details)


Deep in the tomb, you can find a letter from Herbert:

There are two hidden chambers that can be accessed by lighting the candles on the ruby candle stands using a burning glass. One contains some allowance/upgrade disk, while the other contains a secret passageway to Clara Epsen's Coffin. Clara's area contains a note written in a different language as well as a diary key behind the portrait for the diary that can be found in Her Ladyship's chamber. The key is hinted at in Herbert's will (See 46th Room section)
Trade Post
Trade Post is one of the Outer Room. Where you can exchange items for another one.

Below is a list of trading exchanges I encountered, not sure what exactly determines what they will offer, but I found some patterns:
  • Some items are grouped, for example, car keys, silver key, and coupon book often cycle between themselves.
  • The trader will only trade you things you don't have and will refresh the offer if you gain the item. For example, if a lockpick trade with car keys and you happened to get a car key some other way, it might turn into a silver key.

Trade Post exchanges
  • Basement Key - Prism Key, Keycard, Gear wrench
  • Battery Pack - 2 gems, magnifying glass, 1 key
  • Blue Crown - Cannot be traded
  • Broken Lever - Battery Pack, salt shaker, magnifying glass, 2 gems, 1 die
  • Burning glass - lock pick, hallpass, lucky rabbit's foot
  • Car Keys - salt shaker, compass, magnifying glass, coupon book, coin purse
  • Chronograph - Keycard, 4 dice, hallpass
  • Compass - Car Keys, salt shaker, Magnifying glass, 2 gems, coupon book, battery pack
  • Coin purse - car keys, coupon book, 2 dies, compass
  • Coupon Book - Compass, magnifying glass, car keys, 2 ivory dice, coin purse
  • Cursed Effigy - Allowance token
  • Detector Shovel - hallpass, prism key,
  • Electro Magnet - Gear Wrench
  • Emerald Bracelet - Upgrade disk, allowance token
  • Filing cabinet key - untradable
  • Gear wrench - Prism key, telescope, Secret garden key, lock pick,
  • Hallpass - Silver key, lock pick, gear wrench
  • Jackhammer - 4 ivory die
  • Keycard - Silver Key, coupon book, 3 ivory dice, car keys, 2 gems, lucky rabbit's foot, compass
  • Knight's shield - Silver Key, lock pick, keycard, lucky rabbit's foot, running shoes,
  • Lock pick - Keycard, silver key, car key, 1 key, coupon book, metal detector
  • Lucky Purse - Gear wrench
  • Lucky Rabbit foot- Gear wrench, keycard, running shoes, coupon book, lock pick
  • Magnifying glass - 2 gems, salt shaker, sleeping mask, 1 ivory dice, 1 key
  • Master key - 5 ivory die
  • Metal detector - coupon book, lock pick, lucky rabbit's foot, coin purse, running shoes, silver key
  • Moon pendant - Keycard, Car keys,
  • Ornate compass - Upgrade disk, Allowance token,
  • Prism Key - Metal Detector, telescope, lock pick, hallpass, secret garden key, gear wrench, running shoes
  • Powered Electromagnet - secret garden key, hallpass, prism key, gear wrench,
  • Power hammer - hallpass, gear wrench,
  • Rabbit foot - Car keys, 1 key, compass
  • Running shoes - 3 ivory die, coupon book, lock pick, coin purse, car keys
  • Salt shaker - 2 gems, 1 key, magnifying glass, battery pack
  • Secret Garden Key - Gear Wrench, prism key, hallpass
  • Shovel - Car Keys, coupon book, salt, coin purse, compass
  • Silver key - Keycard, 3 ivory dies, lock pick, car keys, 1 key, Coin purse
  • Silver Spoon - Keycard, Car keys,
  • Sledge Hammer - Coin purse, Magnifying Glass, 2 dies, coupon book, car keys, compass
  • Sleeping mask - 2 gems, magnifying glass, 1 ivory dice, 1 key
  • Telescope - 4 dice, silver key,
  • Treasure map - 2 gems
  • Upgrade disk - Gear wrench, prism key, lock pick,
  • Vault key (370) - Car keys
  • Watering can - Hallpass, gear wrench, prism key
  • Wind-up key - car keys, 2 gems

there's also a dynamite in this room on the left side. When blown up (i.e. ignited with a burning glass), you get access to a room with moonshine distallery, 40 coins, and a letter from Denny.






Treasure Trove
Treasure Trove Memos
Below is a table of memos found in Treasure Trove.

Box Color
Symbol
Card Color
Memo
Notes
White
Didn't note it down
Green
The green memos you find in this room will always be true.
-
Blue
Didn't note it down
Green
The green memos in white boxes are always lies.
-
Blue
Sun
Green
The true treasure of the trove is not in the house
-
White
Waves
Red
The previous box in this room contained a true statement.
handwritten
White
Waves
Green
Two Realms have the same color banner
-
Black
Moon
Green
Boxes marked with Moon always contain false statements.
-
White
Wave
Red
The True treasure of the trove is not in this room
-
Black
Sun
Blue
All boxes marked by sun contain memos that are true
-
Blue
Moon
Green
Pink boxes marked with moon always contain false statements
-
Red
Moon
Green (handwritten)
There is no realm that flies the white flag.
-
Red
Wave
Red
The Previous box in this room contained a true statement
-
Black
Sun
Green
You will need a key to obtain the true treasure of the trove
-
Blue
Moon
Blue
Blue boxes marked by wave contain false statements.
-
White
Wave
Red
Green memos in blue boxes are sometime false
-
Blue
moon
green
Fenn Aries Borders a poetric realm
-
White
Wave
Green
It never rains in arch aries
-
White
Sun
Blue
Green memos in pink boxes are always false.
-
Pink
Moon
Green
You have seen all the memos that appear in this room
-
Blue
Sun
Blue
The next four boxes marked by moon contain false statements.
-
Red
Wave
Green (handwritten)
Red memos in blue boxes are always true.
-
Black
Sun
Blue
Handwritten green memos are always false, but would be true if you changed one color in the text.
-
White
Wave
Green (handwritten)
The next three green memos you find in this room will all be true.
-
Black
Moon
Green
As you have always suspected, there is more to the den than meets the eye.
-
Underpass
The underpass is the section that can be accessed behind the rotating gears of the underground section.



This location leads to the inner sanctum, there's also a little nook (on the right) that leads you to a red door. To open the door, you would need to power the red box in the boiler room.


This red door will lead to the upper level of the rotating gear. There are two paths, on the left it leads you to a locked gate where you can get red letter 1 (see red letter section for code) as well as a view of the black castle and a clipboard.



On the right path, you can see a hint about the water levels in the reservoir as well as another clipboard.

Workshop
Note you can find music sheet 8 on the table (see music sheet puzzle for details)


Workshop contraptions
  • Burning Glass = Magnifying Glass + Metal Detector -> Can ignite certain surface and light candles.
  • Detector Shovel = Shovel + Metal Detector -> Greater chance of finding Coins and Keys. Much greater chance of finding Coins and Keys while digging.
  • Dowsing Rod = Shovel + Compass -> While drafting, points toward rooms that may contain more items than usual.
  • Electromagnet = Compass + Battery Pack -> You are more likely to draft Mechanical Rooms while drafting. Automatically collects Coins and Keys when entering a room.
  • Jack Hammer = Shovel + Battery Pack + Broken Lever -> Vastly increased rewards from mining Dig Spots.
  • Lucky Purse = Coin Purse + Rabbit's Foot -> Doubles the amount of Coins gained.
  • Pick Sound Amplifier = Lockpick + Metal Detector -> Has a greater chance of picking high sensitivity locks.
  • Power Hammer = Sledgehammer + Battery Pack + Broken Lever -> A stronger Sledgehammer that can also knock down weak brick walls.
Music sheets puzzle
There are a total of 8 music sheet which can be found in the following rooms
  • Music Room — Pages 1, 2, 3 and 4
  • Green House — Page 5
  • Ballroom — Pages 6 and 7
  • Workshop — Page 8




When examining the sheets closer you can notice that each sheet contains a bolded word. Piecing them together, you get the phrase:

"First words on the sheets are true message"

Taking the first word in each music sheet you get another phrase:

"Find among the white trees under two stones"

There is a location behind the campsite with two stones surrounded by a bunch of white bark trees. Digging this spot with a shovel will reveal a hidden conservatory blueprint.
A New Clue puzzle
A new clue is a book written by Marion Marigold (see full book in Mount Holly Library)

Microchip location
On one of the pages, you notice faint numbers next to some of the words
Using a magnifying glass, you are able to see the numbers more clearly. Putting the words next to the numbers in order, it spells out the sentence: "all checked corner case rooms, had a low case clue found in the rooms."

This message is a hint at another page with a list of corner rooms with checks next to them. Specifically, Patio, Nook, Office, Pantry.

Looking through the notes in each room, you will find words that are written in lowercase. Putting them all together, you get the message "Buried Beside West Bridge". Using a shovel by the bridge connecting to the outer room, you are able to find one of the microchips.

Blackbridge Admins
On one of the pages in the book, there's a list of names with ages next to them.

There's also a blue note on one of the pages with the message "The suspect is minor"

Combining these clues, three names pop out:
  • Bo Lee, Age 16
  • Sandra Dillon, Age 14
  • Richard Scott, Age 12

When using these names in the Blackbridge terminal using the admin key format (see BlackBridge section), you are able to access specific admin logs.

Train route
The first clue On one of the pages, there's a message, "seen all the signs?". There are signs found throughout the book; collecting them together, you get the following.
In the safehouse, there's a map of the metro. Following the instructions from above with the map, you get the following path through the stations. We will keep this in mind for later.
  • 8 - Royal Station
  • 7 - Angel Tower
  • 3 - Aries Crossing
  • 10 - Tanner Fork
  • 1 - Oris Train Hall
  • 13 - Dead End.
Note that a similar hint can be found in one of the recordings in the home surveillance system (see Security section)

Word search
There are three clues you need a magnifying glass to find:
Clue #1
The color refers to the book titles found earlier in "A New Clue" (i.e. clue #3).

Clue #2
The train station number found above can be used to map "x->y->z->a->b->c" to "8->7->3->10->1->13"
Clue #3
These titles can be rearranged to review their true title.

  • Tender Cipher -> Red Prince
  • Lunar Renamed -> Realm and Rune
  • Uncle Awe -> A New Clue
  • Draft the Sixes -> The fixed Stars


Putting it together, you get:
  • Red Page A Word X -> Red Prince Page 10 Word 8 -> Turn
  • Green Page C Word A -> Realm and Rune Page 13 Word 10 -> Scorched
  • Violet Page B Word Y -> A New Clue Page 1 Word 7 -> Sundial
  • Blue Page Z Word X -> The fixed Stars Page 3 Word 8 -> Base

"Turn Scorched Sundial Base".

The message here is telling you to burn the base of the sundial in the orchard. This can be done with a burning glass and when done so the base is able to rotate. Aligning all the grooves in the base will open up slots to insert the microchip. Inserting the chips from the Blackbridge grotto will activate the satellite dish.

This dish allows you to gain access to advanced experiments done in the laboratory, as well as additional staff announcements in the terminals.
Chess puzzle
In various rooms within the manor, sometimes you encounter a chess piece. Below is a list of chess pieces found in each room.

Chess rooms
Pawn Rooms
  • Bedroom
  • Bunk Room
  • Den
  • Dining Room
  • Drawing Room
  • Drafting Studio
  • Freezer
  • Guest Room
  • Lost and Found
  • Nursery
  • Parlor
  • Secret Passage
  • Solarium
  • Storeroom
  • Walk-In Closet

Rook Rooms
  • Clock Tower
  • Conservatory
  • Nook
  • Vault

Knight Rooms
  • Armoury
  • Observatory
  • Security
  • Treasure Trove

Bishop Rooms
  • Attic
  • Bishop
  • Bookshop
  • Chapel

Queen Rooms
  • Her Ladyship's Chamber
  • Study

King Rooms
  • Office
  • Throne

Within the Precipice, there's a room with a chessboard in the shape of the manor and 6 pieces lying next to it. To solve this puzzle, you would need to activate each chess piece by placing them on the board corresponding to a room within a manor that you have the corresponding piece in.

For example, if you placed an office (which contains a king piece) in the top right corner of the manor, then placing the king on the chessboard in the same position will light it up.


Once all pieces are activated, the wall in the back opens up, revealing large chess pieces. You are able to obtain the power of one of the chess pieces, the powers are listed below.

  • Pawn: When you reach Rank 8 each day, you may choose Knight, Bishop, Rook or Queen. Gain the power of that piece until the end of the day.
  • Knight: Add the Armory to your draft pool.
  • Queen: Each time you draft a room on the Queenside (West Wing) of your house, lose 5 steps and gain 1 key.
  • King: Each day, you may choose a color. Rooms of the chosen color are more likely to be drawn while drafting.
  • Bishop: You do not have to pay tithes. Instead, gain 30 gold the first time you enter the Chapel each day with this power.
  • Rook: You may draw floor plans up to 4 times when drafting the 4 corner rooms of your house.

Once obtained, you are able to keep the power permanently, unless you want to switch to a different piece you will have to reactivate the board again on a different day.

This room also leads you to a secret hidden room Unknown (see unknown section for more detail)



CASTLE puzzle

In the precipice (an underground area accessible once you light the four blue flames) there's a room with chess pieces. There's a crack on the left side of the room that can be broken with the power hammer, revealing the image below


Around various parts of the manor, you can also see various letter markings

Kennel

Secret Passage - behind

Cloister - behind the statue of

Locker room - in one of the lockers

Vault - in safety box 149

BlackBridge

If we stack all these letters on top of each other, we get the following.



Which is another clue for a puzzle in the Unknown (see Unknown section for more details)

Angels puzzle
Throughout the manor, you see references to 8 angles. Each angel has a name and holds a particular object which we are able to pair by finding clues from various locations (Drafting strategy book, statuses throughout, notes, etc)

In the Tomb, there are statues of these angels with movable arms. By moving each angel's arm in a certain order, you are able to access a couple of secret areas. There are two numerical orders for these angels. One can be found by looking at the stained glass windows in the chapel (see the chapel section for more details). The other order is from Herbert's will found behind the map in the 46th room. (thanks to @spookybroom for the tip!)

The table below shows the angel's name, item, and orders.

Name
Item
Chaple Numbers
Order in the Will
Notes
Rynna
Hoe
1
3
-
Veia
Duster
4
6
-
Draxus
a scythe
8
8
-
Mila
Broom
5
7
-
Lydia
horse whip
6
2
-
Joya
pizza peel
2
4
Found on the lunch box, from the gift shop
Dauja
pitch fork
3
5
-
Orinda
staff
7
1
The Orindia stamp shows her with a staff

When activating Draxius (in the catacomb) you either open up a passage to the abandoned mine (using chapel order) or to the original manuscript of the red prince and the new clue (using the order in the will)


Paired Painting puzzle
In each room of the manor (besides the antechamber, outer room, and 46th room), you are able to find 2 paintings. The painting depicts objects where one is an exact spelling of another with an additional letter. For example, a stage is a stag with an extra e.

If you were to record each letter in the 44 rooms, it spells out the message. IF WE COUNT SMALL GATES EIGHT DATES CRACK EIGHT SAFES

This is a clue to the locked safe boxes you can find throughout the manor.

Minor note: the foundation also has a pair of paintings, but you need to take the elevator shaft down below to find it.
Royal Scepter puzzle
To access the royal scepter you will need to activate the King's power followed by the Rook's power or visa versa (see chess puzzle for more detail on how to activate the pieces). This swaps the two pieces performs the casting move in chess which reveal a hidden corridor to the Unknown room.


In the center of the room is a coffin and surrounded by statues holding Mora Jai Boxes. And a portrait of an old man in the back.


When solved, each box contains a cryptic note.









The hint implies that you need to go back to this crypt at 1:30 (sacred hour) without any items or resources (empty arms without gifts nor gold nor mannered charms) and with the southern cross installation activate from the observatory (a sullen cross as five stars align)

Once all the conditions are met the crypt rises up to reveal an adjustable clock.



Using the clues from the CASTLE puzzle (see section) you would know to set the clock to 1:09 (CIX=109 in roman numeral) then to 1:15 (ADD SIX) and finally rotate counter-clockwise (TOR in Erajan) the minute hand to the word east (LOR ETT in Erajan)

This will reveal the Key of Aries.


This Key can then be used to open the treasure trove chest, revealing the royal scepter

This item is needed for the Throne room (see section for more details)

Interestingly, each color has its own symbol.

If you ever lose the scepter, you can find it back in the treasure trove



Blue Room
At the southern end of the grounds, there's a dark tunnel. This tunnel can be lit up (with a burning glass) to reveal the tunnel floor plan. The rest of the tunnel is blocked by crates. Later on, you also gain access to an advanced experiment in the laboratory (see laboratory section) that allows you to remove one crate from the tunnel. If this experiment is conducted multiple times, it will reveal an entrance to a door.

Opening the door with a regular key reveals a basement door.
Opening the basement door with a basement key reveals a keycard door.
Opening the keycard door with a keycard reveals a room with a breakable wall to the right.

Breaking the breakable wall with a power hammer reveals a steam-powered door.
Opening the steam-powered door by providing power to the red box in the boiler room (see the boiler room section) reveals two lightable candles. (Note this door does not stay unlocked and will always require the red box powered in the boiler room in order to stay open.)


Lighting the candles with a burning glass will reveal a room with microchip slots
Inserting the microchips from Blackbridge Grotto (or the sundial) will reveal the blue door. (Note for some reason the chips do not stay on this pedistal it resets to the blackbridge grotto the following day for me)

To open the blue door, you must first reclaim the throne room (see the throne room section), then draft 8 blueprints consecutively to unseal this door.

In the blue room are three parlor boxes.

The left contains a copy of The Blue Prince; see Mount Holly Library to read the book.


The one in the middle is empty.


Opening the one on the right shows a cutscene of a disappointed Simon opening the empty box.





Note there's an unusual spiral within the box.


Also if you are curious, opening all three boxes on the same day did not do anything special. Believe me, I tried...
25 Comments
StephENT hawking  [author] 22 hours ago 
@Zeal Iskander thank you, I corrected it!
Zeal Iskander 23 hours ago 
> You get a hint to RibbJ and WithP in the checkout slip for the book "a new clue" (see book section for more details)
It's from EPCW Pump System User Manual.
quiltedstars Apr 26 @ 9:58pm 
There also seems to be different buffs for the planetarium , as I got Veia, add one dirt pile . Honestly just so impressed at the level of depth to the game..
StephENT hawking  [author] Apr 26 @ 10:24am 
Thanks @Fifi for your info! I still haven't done much exploration of the monk shrine but I will definitely check that out next!
Fifi Apr 26 @ 9:43am 
Mechanarium has a secondary west antechamber lever
Fifi Apr 24 @ 10:01pm 
An easier way to access the note kmageq mentioned.

Instead of putting the Antechamber in the outer room and opening up North, you can also put in the Garage and give it power via breaker to access the same shrine-looking area with a note. Since I have not done it with the Antechamber I don't know if the notes are the same.

Also this brings up the question what happens if you open the east/west side of the antechamber, are there more notes?
StephENT hawking  [author] Apr 22 @ 9:09pm 
@CrazyNinjaJedi7 good catch! there's also another hint behind the greenhouse breakable wall with cut up letters used for the blackmail

@kmageq already gotten that one, it's under the underpass section.
CrazyNinjaJedi7 Apr 22 @ 8:00pm 
Something I found in the gardener's hut, in the orchard, is if you look down between the push mower and the soil/fertilizer bags. There will be a gem holder like the ones that are next to red letters. Possibly to hint at who was sending the blackmail to Hubert.
StephENT hawking  [author] Apr 22 @ 10:01am 
@Sazandorable thank you so much! I will add it into the guide

@VoltaicGRiD I will add a section for how to get to the saferoom thank you for the suggestion
VoltaicGRiD Apr 22 @ 7:12am 
Been trying to figure out how to get to the safehouse / saferoom for a while now and still haven't figured out where to go or what to do to get there.