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Shadows Over Loathing
Cheat Codes:
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Submitted by: David K.
Chemistry Guide:
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Written by Kenny
For those without a brain who chose to take chemistry.
-=What You Need and Only What You Need to Continue=-
The Chemistry System is quite painful since you have to do chemistry the “Ol’
Fashion Way” by combining chemicals to make something that might be useful.
This guide is meant to both help people progress through the chemistry class
and give a list of what you can make with the machine (I forgot what its called).
Here is what you need to pass and what you should do with it.
Step 1: Make Options 2 + 1 + 1 + 2 to make a Vellum Softener Juice.
Step 2: Use Vellum Softener on Book.
Step 3: Read the book.
Step 4: Talk to the Professor about the missing Ingredient.
Step 5: Go to The Hilbert House and find the Arsenic.
Step 6: Make Options 3132 to make Bronze Revivifying Juice.
Step 7: In the room outside the main chemistry room use the juice on the statue.
Step 8: With new companion use machine (or book I can’t Remember)
back in the main Chemistry room.
Step 9: Talk to the Professor again.
Step 10: Go to Ocean City.
Step 11: Go to Soda House.
Step 12: Get the Lithium (I used magic).
Step 13: Make Options 4 + 1 + 2 + 3 to make Chrome Polishing Juice.
Step 14: Profit.
-=Advanced Chemistry (For Lazy Hobos)=-
If you are here you want to learn the chemistry board with a cheat sheet and
I suffered to make this so congrats I guess?
To make a certain Chemical Mixture Juice use the first 2 numbers for the Material
and the later 2 for what the concoction will do.
-=Material=-
11xx = Bologna
12xx = Umbraline
13xx = Chalk
14xx = Barnacle
21xx = Vellum
22xx = Asbestos
23xx = Rubber
24xx = Corduroy
31xx = Bronze
32xx = Glass
33xx = Smoke
34xx = Sandwich
41xx = Chrome
42xx = Gold
43xx = Leather
44xx = Hair
-=What It Does=-
xx11 = Bleach
xx12 = Softener
xx13 = Deodorizing
xx14 = Loosening
xx21 = Straightening
xx22 = Purifying
xx23 = Polishing
xx24 = Bending
xx31 = Strengthening
xx32 = Revivifying
xx33 = Removing
xx34 = Annihilating
xx41 = Insulting
xx42 = Doubling
xx43 = Thickening
xx44 = Dissolving
Dauphine House Quest Guide:
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Written by Fifi
This is a guide to help you navigate the Dauphin House quest. I couldn’t find
a complete guide for it anywhere so I decided I’d make one. I hope you find it
helpful!
-=Spoiler Guide to Complete the Dauphin House=-
You unlock this location by going to the Sunken Boxcar location and talking to
Pepperidge Dauphin. You’ll need a Wire Coat Hanger or the cursed key. However,
you will find a Wire Coat Hanger while going through the rooms in this questline
so it isn’t necessary to bring one, but using the cursed key is an option (as there
are 6 instances in which a hanger is required to open something but there are only 5
hangers in the game that I know of, please correct me if I’m wrong). Here are the
steps for the Dauphine House:
* Look in the tree hole to get the “mossy” key. Go inside to the Kitchen (first
door on right side). Fish the sink then “Rifle Through It” to get a padlock.
Use the “mossy” key to unlock the fridge which gives you a padlock and a key
in a block of ice. Look in the cupboard which gives you a “can of fruit cocktail”
which gives +1 to each “M” stat (you may want to save this item for end game).
* The room next to the kitchen is flooded. If you retrieved the Diving Helmet from
outside the S.I.T Fission Chips location (requires Muscle stat), equip it and go
in. You don’t get any keys or padlocks here but you do get several items including
a “pile of silver bars” which sells for 1000 meat and a scarf accessory that gives
+5 Hot armor.
* Go to the Bathroom which is the left-most door and thaw the key in the bathtub
to get a “cold” key which will unlock the medicine cabinet in that bathroom which
will give you another padlock and combat/potion items. Equip a fishing pole and
fish the toilet. Then flush it to find that “something’s wrong”. Check it out to
get the “wet” key, which unlocks the middle (non-flooded) door giving you both a
padlock and access to the 2nd floor. Don’t forget to flush the toilet a second
time to get “flush” credit towards that achievement.
* When on the 2nd floor go in the right side door to the Right Bedroom. Look in the
wardrobe to get some pants and a Wire Coat Hanger. Check under the pillow to get
the “shiny” key which unlocks the Left Bedroom and gives you a padlock.
* After unlocking the Left Bedroom with the “shiny” key, go inside and check the
table where the lamp is for a nice item. Look in the vanity drawers to get items.
Search the nightstand to find items and a “disappointing” key which unlocks the
Attic (middle upstairs) door and gives you a padlock.
* After unlocking the Attic door with the “disappointing” key, go up and pick up
the “Handmade Radio” from the table. It is automatically “equipped” and can be
used by pressing the space bar. About the Handmade Radio… use it in every single
room you go into. Use it by pressing the space bar. Listen to the clues, all of
them, each place you go… otherwise certain necessary key location “prompts” will
not be unlocked, which will prevent you from finding the keys needed to complete
the quest.
* When you leave the Attic and are in the upstairs hallway, press the spacebar, listen
to the clue and then walk to the far right where an empty pot sits and you will get a
prompt allowing you to Look Inside it where you’ll find the “dirty” key which unlocks
the nightstand in the Right Bedroom.
* Go into the Right Bedroom. Be sure to press the space bar while in there and listen
to the clue. The nightstand gives you another padlock and some items.
* Go into the Left Bedroom, press the spacebar and listen to the “painting” clue then
head downstairs to the main area and you should get a prompt when you are close enough
to the “eye-patch” portrait to look behind it where you will find the “sticky” key
which will unlock the tool case in the garage. Press the spacebar and listen to the
clue.
* use a Wire Coat Hanger or cursed key to open the car, get the “tarnished” key which
unlocks the garage and gives a padlock.
* Go into the garage and press the space bar to listen to the clue. Use the “sticky” key
to unlock the tool case which gives you another padlock and a weapon (“handsaw”) as
well as a “rusty” key for the China Cabinet. Stay in the garage and go over to the
workbench towards the left. If you listened to the clue you should get a prompt that
has you look under the work bench where you will get the “loose” key that opens the
cedar chest upstairs in the Left Bedroom.
* Go back into the house, unlock the China Cabinet on the main floor and the cedar
chest in the 2nd floor left bedroom for your final two padlocks.
Wire Coat Hanger Locations:
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Written by Fifi
Here are the 5 locations I know of where you can find a Wire Coat Hanger.
This guide is, by nature, a spoiler.
* Ocean City – tentacle house (2nd floor, right door, in cabinet).
* Crystaldream Lake – junkyard, on the ground in the tunnels.
* S.I.T. – Frat party house (Zeta Omega Omicron) I think it was on the 2nd floor, just
look around, it was easy to find. Note: If you do the mob questline, you won’t be able
to unlock this location until you do some of the mob quests. It will be unlocked after
the second time you talk to Greasy Steve in the Fission Chips restaurant who sends you
there.
* The Big Moist – Dauphin House (2nd floor right-side Bedroom in wardrobe). You’ll
need to discover the sunken railroad car to get this location and then you’ll need
to unlock the 2nd floor by partially completing this quest.
* Gray County – Maize Maze.
I’ve read that there are only 5 Wire Coat hangers in the game but that there are 6
situations that require their use. If that is the case, and you want to unlock them all,
you will need to use the cursed key to unlock one of the situations. I’ve been informed
that some of the situations the Wire Coat Hanger is needed for include only rewards such
as items, loot or meat which are not crucial to finishing the game or getting an achievement.
The Proper Solution to Mudhenge Puzzle:
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Written by moomal
This is how you are intended to solve the puzzle at Mudhenge.
-=How to conquer Mudhenge without trial and error=-
First, you need to move aimlessly through random henges? After some time, you'll
stumble upon the phase "Drown'd Mary"s crown is buried past the hewed tower." (This
is found on both a pillar that requires some Mysticality to read, and in a bag which is
guarded by a Gatorman.).
How does this phrase help us figure out which path to go through? Well, the answer is
simple: we need to separate out the letters which correspond to one of the four cardinal d
irections.
"droWN'd mary'S croWN iS buriEd paSt thE hEWEd toWEr"
WN S WN E S E EWE WE
But what sort of direction is "west-east", anyway? Well, if you’ll recall what the lighthouse
keeper in Crystaldream said, "west" as we know it was actually rebranded as "new north" a
while ago. This means that we need to replace "west" with "north" and "north" with "west",
like so:
NW S NW S E S E ENE NE
North-west, South, North-west, South, East, South, East, East-north-east, North-east.
If you'd rather think in terms of numbers, then that's 121252543 (from left to right).
-=Extra Tips=-
It may be best to go somewhere else and then come back to Mudhenge, just to ensure that
your progress on the puzzle is reset. There is a subtle difference in the sounds that play
when walking through a correct vs. an incorrect henge, too, but you don’t need to be able
to hear them to solve this puzzle.
The Optimal Path:
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Written by nnnobodyy
-=Spoilers and Prerequisites=-
First off, this is a straightforward guide with no hints. If you want to solve the puzzle
on your own, probably don’t look at this.
Secondly, this guide starts the moment before you walk into Delphine House, BEFORE you
talk to any of your future selves. If you have already spoken with a future version of
yourself, the following order of events is still applicable, however, you will now have
to figure out when in the sequence you must fulfill the role of the self you interacted
with. This is easily done through trial and error, and the future selves will give you
hints through their dialogue.
-=The Guide=-
The correct order of events is as follows:
* Enter House
* Pick up candlestick. (Main room)
* Raid medicine cabinet. (Bathroom)
* Pick up hatchet. (Main room)
* Throw candlestick at the trapdoor in the ceiling. (Bedroom)
* Go up the stairs.
* Rummage through the boxes.
* After the dialogue, jump down the hole.
* Unlock the door, and exit back into the main room.
* Collect plant food from the kitchen. (Main room)
* Flush the toilet. (Bathroom)
* Feed the plant. (Bedroom)
* Open the box. (Previously locked room)
* Leave the house.
* Good luck.
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