I finished Cragne Manor last week, hint free (but I did use the coffee a lot). Really fun, some great writing and atmosphere. I didn't think any puzzles were "unfair", or required irrational or impossible to deduce actions. The closest it came to that was the
pantry and jar of peaches. I don't think I would have managed *any* of the puzzle steps without the game pretty much explicitly telling me what to do. After I got the information about the peach jar, it took me a bit to realize where I might find it, and the game confirmed my suspicion when I re-entered the pantry after getting the information. But then *everything* after that required the "in game hints": how to actually get the jar, using the stem rather than the pumpkin, entering the jar, talking to the speck, the topic to ask the speck about. Were all of those hints added in editing/playtesting? This room would be beyond unfair without them, I think.
The two rooms I had the most difficulty with were:
1) The boiler room. Utterly fantastic concept and writing here. I was *very* distracted by the various locations to visit, and the fact that you could take "precautions" for two of them, and that they all had well written deaths. I solved this room after the music room, work room, and plant bathroom, so I was in the mental space of it being another "big subgame" type room; it took me a while to realize the journal had a lot more topics to explore. Once I found the actual puzzle, I wasted a lot of time on incorrect solutions. The torn journal from the meat plant office looks like a letter, and it includes notes on the volume of blood in animals and men (and daily rate of extraction). I thought this was the "inspiration" from Charles' experimentation and tried dozens of hex representations of how much more blood you get from cows than humans. Nope.
2) The rec room. First, I convinced myself that the room was designed to look like the billiards room from Clue / Cluedo, so I did everything I could think of to try to get that game from the cabinet. It took me a while to circle back to the TV, because I *really thought* I had watched it while off, but I hadn't. I think this is the one room where "watch" and "look" are not synonymous, and that threw me off. I had *looked* at the TV while sitting in the chair and it was off, and I had *watched* the TV while sitting in the chair and it was on... but I hadn't watched while off. My bad, and I got two great sequences of jokes for figuring it out.
Now that I'm done, I want to know what I missed: What "optional puzzles" have I not solved? Or really: Is this thing a puzzle at all? Spoilers below are only for those who have finished the game.
On the top floor of the manor, I did get
Dr. Peanut revived, and was entertained by his antics over the last part of the game. Someone deserves an award for this. I've also listened to all of the commentary with the walkie-talkie, which was nice.
Three rooms south of the starting point,
I'm unsure whether the Chumbawamba earworm in the milkweed is an optional puzzle to be solved, or just a joke (i.e. repeatedly listening is the extent of it). Likewise with the sphere that isn't really there. Does this room have zero, one, or two optional puzzles?
Is there a way to open the
portcullis in the courtyard? It seems like there's something I should be able to put in the knight's hand (that looks like it's holding a handle), but nothing "fit[s] in the knight's fingers" as far as I can tell. Backwater doesn't have great urban planning, but it seems weird to have a courtyard and curio shop that requires visitors to go through a tunnel to access. Not great for business, I'd imagine. Actually, whoa, I just solved this. Neat! So, uh, are there other "secret passages" that I missed?
Is the man
in the town square just for flavor? It seemed like his ring was relevant, but then it wasn't. I haven't played Anchorhead, so maybe that's just a callback?
At the very end of the game,
are there only two rooms beyond the portal? I fumbled about in the purple unknown, finding lots of deaths and almost brute forcing the lock (which would be a hilarious final puzzle solution). The game just sort of ended, with no climax or resolution. The "big moments" happen before the end. Is there any sort of "double super secret ending" that I'm supposed to pursue?
Is there anything else I missed that's fun to explore? I should probably give Anchorhead a try. Thanks to all for making Cragne Manor!