Just some basic information I found useful for playing this game.
Getting Started
- Collect from Consider
- Consider Book + Storm
- Consider Book + First Element
- Consider Book + Second Element
- Collect from Talk
- Talk First Element
- Talk Fisherman’s Assistance + An Old Friend’s Address
- Unlock Brancrug Villlage with Fisherman’s Assistance
- Visit Contact An Old Friend’s Address + Health [Half-Drowned]
- Visit Contact Appropriate Element with Journal as the topic
- Consider Journal + Second Element
- Post Office Journal
- Sweet Bones Ten Shilling Note
- Sweet Bones Shilling
- Unlock Bridge with Miner
- Unlock the gatehouse (the Blacksmith, Midwife, or Rector can do this)
- Move in (use Heart)
Work
Based on the aspect you use at the Sweet Bones, you can earn money. Using Heart, Forge, or Lantern will earn you 6 pence, and using Moth will earn you 2 pence.
Rest
Resting at the Sweet Bones takes 60s, 2 pence, and will restore 1 aspect.
Resting in your bed takes 90s, a beverage of some kind, and will restore 1 aspect.
Books
Once you’ve catalogued a book, you can study it. You can use Memories (including the weather), Skills, and your Soul aspects to buff your research. In addition, if you’re short on the required number, you will get three random opportunities to add additional things to increase the aspects.
Some mechanics details: these opportunities are randomised only after all effects have been taken. So if you have already taken 3 risky study actions, all of which gave you 3 Element of the Soul opportunities, the chances below are shifted. For example, the chance of getting another Element of the Soul opportunity is now (25-9)/(66-9) => 16/57, or about 28% vs the base 38%.
* These are special effects, each simply raises the relevant aspect by 1
Elements of the Soul
Here are all the Elements of the Soul, what their aspects are, and what aspect is needed to cure a malady. Malady cures always require 5 of the aspect for the Element.
Chor
- Heart (2)
- Grail
Malady Cure: Moth (5)
Ereb
- Grail (2)
- Edge
Malady Cure: Forge (5)
Fet
- Rose (2)
- Moth
Malady Cure: Grail (5)
Health
- Heart
- Nectar
- Scale
Malady Cure: Heart (5)
Mettle
- Forge (2)
- Edge
Phost
- Lantern (2)
- Sky
Malady Cure: Nectar (5)
Shapt
- Knock (2)
- Forge
Malady Cure: Winter (5)
Trist
- Moth (2)
- Moon
Malady Cure: Sky (5)
Wist
- Winter (2)
- Lantern
Malady Cure: Lantern (5)
Assistance
All of the various sources of assistance you can get
Barber (Sweet Bones – Summer)
- Moth (2)
- Rose
Blacksmith (Denzil)
- Forge (2)
- Edge (2)
Coffinmaker (Mr. Kille)
- Winter (2)
- Sky
Fisherman (Sweetbones – Winter)
- Moon (2)
- Sky
Midwife (Mrs. Kille)
- Grail (2)
- Heart
Miner (Sweet Bones – Spring)
- Scale (2)
- Forge
- Moon
Orchard-Keeper (Sweet Bones – Autumn)
- Nectar (2)
- Heart
Rector (Reverend Timothy)
- Lantern (2)
- Knock
Unlock Requirements
An Introduction +
- Knock
- Lantern
- Sky
The Smithy
An Introduction +
- Edge
- Forge
- Heart
Mrs & Mr Kille
An Introduction +
- Grail
- Heart
- Lantern
- Moon
- Sky
- Winter
Sweet Bones
- Assistance
- Pence (12)
- Mettle
- Chor
- Shapt
Post Office
- Readable
- Journal
Mist-Soaked Bridge (Cucurbit Bridge)
Assistance +
- Forge
- Lantern
- Sky
Tidal Flats
- Winter (2)
- Moon (2)
Gate
- Forge (2)
- Heart
- Knock
The Great Gate of the House
Use the key in Gatehouse
Essential: Thing + Knock (3)
Detailed Starting Information
Depending on what you choose for your initial aspects, your journal picks up different traits.
Additionally, your second choice affects what mystery your journal starts with.
Depending on what you use when considering your dried journal, you get one of the following starts. Each start grants you an additional Element of the Soul.
Thanks to EnglishRobin for his excellent guide; all credits belong to his effort. If this guide helps you, please support and rate it via Steam Community. Enjoy the game.