![]() A path leads from the front door using Green Pons on the right to the back. The front door is locked, so you have to enter through the cellar doors in the back, which leads to the basement. It contains a chest with a Time Piece.Īfter going a long path toward the Manor, the Manor appears in a vast, open area. The Attic is the final area Hat Kid enters. It has a Nursery, Master Bedroom, Bathroom, and upward stairs to the Attic. The second floor is the third area to be in. Queen Vanessa will go around the kitchen and the living room mainly. The parlor links to the locked door that leads to the Second floor. It has a kitchen, living room, and parlor connected by a short hallway with many doors. An optional shortcut to the Attic is located between two barrels, allowing the player to skip the entire encounter with Queen Vanessa if they wish to do so.įirst Floor is the second area in the Manor to be in. A door is present in the basement, where it requires a key found in the adjacent room to go to First Floor. One of them represents a human chained to a wall. The Dweller Mask can be used to see certain invisible marks. ![]() The basement is where the Hat Kid first enters in order to sneak into the Manor. The uppermost point of the roof, presumably where the Attic is, is entirely reachable. It is also worth noting that the entire Manor has collision, allowing it to be climbed and rewarding the player with a relic should they successfully do so. The Manor's outside does have two Headless statues that will try to attack the player when they reach the front door. This open area is vast but has nothing of interest outside of the frozen lake immediately seen upon entry. It includes the path to the Manor, starting from the frozen village, the open area around it, and the Manor itself. While the outside is not part of the Manor per se, it does hold a small amount of interest. A fourth "Third Floor" is also present in the game files and was initially planned to have been used between the second floor and Attic but has been left unused, although the player can still access this room using console commands. Exiting this room with or without picking up the evidence sends the player back to the beginning of the Act to declare whom is the murderer.The Manor in-game comprises three floors: The basement, First Floor, Second Floor, and the Attic, as well as the outside section. Can be partially bypassed by double jumping from the second box and wall running on the adjacent wall to the left, skipping a majority of the platforming.įound in the Lounge Room, guarded by two C.A.W Agents circling around the floor.įound in the unlabeled room painted in red "KEEP OUT". Requires some platforming up to a switch and speaking to your Pet's Pet. The player must jump onto the walls and wall jump for long enough for the C.A.W Agent to move past, or for the player to jump onto the ledge on the right path.įound in the VIP Room, where a C.A.W Agent circles the evidence.įound in the Engine Room. Failing to do so prevents their piece of evidence from being provided, effectively barring the player from completing the achievement and needing to return to the Spaceship.įound in the Luggage Room, in the corner guarded by two C.A.W Agents. One piece of evidence to be wary of is the one held by the player's Pet's Pet, where they are put over impending doom and required to be rescued. Also, entering the room labeled "KEEP OUT" will inevitably finish the Act, so planning it as the last piece the player is to obtain is advised. Since the first three pieces of evidence are restricted once the player has progressed into the rooms heavily guarded by C.A.W Agents, it is important to collect them before progressing further. ![]() Since the biggest obstacle to collecting all of the clues is locating each of them before the Act ends, it is important for the player to be diligent in exploring all the rooms and having a general sense as to where the evidence is hidden. Other clues however are also sometimes guarded by multiple C.A.W Agents and require specific timing by the player in order to not be caught and escape from the situation unharmed and undetected. Since entering the rooms containing clues is what progresses the clock of the chapter towards the end of the hour and the deadline set by the C.A.W Agents, collecting these clues as the Act moves along is typically an easy task given the low security of some of the clues. The player can obtain it by locating and collecting all of the clues found within Murder on the Owl Express by the end of the Act. True Detective is an Achievement in A Hat in Time.
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