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Phoix
Jul 20, 2006




LegoMan posted:

I never got the hammer or scepter off the wall in the cabin. The globe didn't do anything that I saw. In act 3, I never figured out the sequence on the spinning puzzle. I managed to spin the camera and time the flash to see the wall but it never really gave me any info.

I think the hammer and scepter are just meant to be references to P03 and whatever the wizard's name was. The globe is apparently just the game world. The camera bot lets you light up a skull that has a combination for the sigil pillar in the other room.

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Sokani
Jul 20, 2006



Bison

fr0id posted:

Right, I get needing to new game, but everyone gets stuck in the dark room as well? It just seemed weird to have the restricted movement part

You can see the room before grabbing the symbol, the symbol is the light source. I grabbed it immediately and ended up confused like you.

Pead
May 31, 2001
Nap Ghost
There is a way to use the campfires to make the first act really easy: If you let the weirdos eat a poisonous creature at the campfire, it kills them off for the rest of the run. You can make some ridiculous creatures at any of the now unoccupied campfires you encounter later on

Play
Apr 25, 2006

Strong stroll for a mangy stray

Pead posted:

There is a way to use the campfires to make the first act really easy: If you let the weirdos eat a poisonous creature at the campfire, it kills them off for the rest of the run. You can make some ridiculous creatures at any of the now unoccupied campfires you encounter later on

Do you do that by just not clicking anything at a certain point? Or will it do it automatically when you choose a poisonous creature? Because usually they don't get to eat it anyways

Pead
May 31, 2001
Nap Ghost

Play posted:

Do you do that by just not clicking anything at a certain point? Or will it do it automatically when you choose a poisonous creature? Because usually they don't get to eat it anyways

once the game opens up, after you have fought the third boss I think, you can leave them by the fire multiple times risking them getting eaten. When you get that option, just leave an adder on there until they snatch it

Lakbay
Dec 14, 2006

My eye...MY EYE!!!
Just beat it, I wish Magnificus had its own section, or the gem stuff was introduced earlier in act 3 rather than after beating one of the bosses. Wasn't as satisfying as The Hex overall but Inscryption had way better gameplay.

Bussamove
Feb 25, 2006

Just beat it and I feel like I missed a ton of secrets but that’s fine. Didn’t get into the mushroom hut in act 2 and never found an offering for the thing in the crypt either.

SavageMessiah
Jan 28, 2009

Emotionally drained and spookified

Toilet Rascal
Can you do anything with the sigil pillar in act 3? I used the flash from the camera to reveal a skull but that's only one and it didn't seem like brute forcing it was the intention. Also, what's with the red 4:00 in magnificus' place in botopia or the locked door in the botopia graveyard area, east of the boss. I activated the lock icon in P03's place but it didn't seem to do anything there. How about the passport-like photo in the secret area of magnificus' tower in act 2 and in the old_data? Is that just connected to the ARG somehow? I feel like the ending left way more questions than answers, which was a bit disappointing. I was hoping it would offer some explanation of why the disk was hidden and the coordinates put in the pack. This thread looks like a CIA FOIA release.

SavageMessiah
Jan 28, 2009

Emotionally drained and spookified

Toilet Rascal

Bussamove posted:

Just beat it and I feel like I missed a ton of secrets but that’s fine. Didn’t get into the mushroom hut in act 2 and never found an offering for the thing in the crypt either.

poo poo, yeah I forgot about those too. :|

Agnostalgia
Dec 22, 2009
Really disappointed when I found out the scissors don't work on The Moon. Perfect place to put in a funny reaction from the boss!

Phoix
Jul 20, 2006




SavageMessiah posted:

Can you do anything with the sigil pillar in act 3? I used the flash from the camera to reveal a skull but that's only one and it didn't seem like brute forcing it was the intention. Also, what's with the red 4:00 in magnificus' place in botopia or the locked door in the botopia graveyard area, east of the boss. I activated the lock icon in P03's place but it didn't seem to do anything there. How about the passport-like photo in the secret area of magnificus' tower in act 2 and in the old_data? Is that just connected to the ARG somehow? I feel like the ending left way more questions than answers, which was a bit disappointing. I was hoping it would offer some explanation of why the disk was hidden and the coordinates put in the pack. This thread looks like a CIA FOIA release.

The 4:00 in botopia is to unlock the clock. That gives you another one of the sigils for the pillar. I forget where the third one is. ARG/post-game story spoilers The ID in act 2 is related to the ARG yeah. There's some insane poo poo about WW2 and the Department of Defense but I don't know how far it has gone.

edit: oh and the locked door There are two keys you can get in act 2. One from the mycologists that unlocks a secret boss in act 3 and one from the Bonelord that unlocks a room where you can speak to him in act 3.

Phoix fucked around with this message at 01:15 on Oct 23, 2021

lih
May 15, 2013

Just a friendly reminder of what it looks like.

We'll do punctuation later.
early on in Act 3 and it's definitely mechanically weaker than what came previously. a lot of the interesting tactical decisions are gone because drawing from your deck vs. empty vessels is nowhere near as interesting as deck vs. squirrels from act 1. you just have to play defensively until you end up with enough energy to actually play anything good, so the interesting decision of whether to draw a squirrel is totally gone.

Artelier
Jan 23, 2015


Okay, I am not getting how to build a deck to beat the Trapper. He always starts with so many cards, but I feel like I'm always forced to draft a big deck by the time I get to him, then I get a bad draw and die turn 2/3, even if I beeline all the sacrifice spots on the map. Fought him 5 times in a row and counting. Been trying to hoard a Black Goat or something for this kind of situation but haven't been lucky that way either.

Bussamove
Feb 25, 2006

Artelier posted:

Okay, I am not getting how to build a deck to beat the Trapper. He always starts with so many cards, but I feel like I'm always forced to draft a big deck by the time I get to him, then I get a bad draw and die turn 2/3, even if I beeline all the sacrifice spots on the map. Fought him 5 times in a row and counting. Been trying to hoard a Black Goat or something for this kind of situation but haven't been lucky that way either.

Things to keep in mind: His hoppy frogs will turn into traps when they die, and traps will only kill the card directly opposite them when they die. So you can use bi/trifucated attack to take out several at a time to clear lanes for you if need be, though you'll want to either let one snap up a card of yours or have a pelt from earlier in the run in your hand for phase 2. Ideally, you'll want lethal on the field when going into phase 2, and use your pelts to clear out the front lanes immediately in front of your biggest hitters so the match is over before they even act or you'll quickly be overwhelmed. I recommend keeping an eye out for Mantis God and either pumping it up via campfires or sacrificing it to something bigger for huge attack to three different spaces.

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.

lih posted:

early on in Act 3 and it's definitely mechanically weaker than what came previously. a lot of the interesting tactical decisions are gone because drawing from your deck vs. empty vessels is nowhere near as interesting as deck vs. squirrels from act 1. you just have to play defensively until you end up with enough energy to actually play anything good, so the interesting decision of whether to draw a squirrel is totally gone.

There are some mechanics tied to it that don't come into play immediately. It ends up being potentially pretty useful by the end.

Artelier
Jan 23, 2015


Thanks for the Trapper tips, I have gone on to beat the moon and take a photograph and I'm not sure what to do now. Everything is black, there's a candle in the distance that I can't get closer to? I'm just messing with my graphics settings now.

Bussamove
Feb 25, 2006

Artelier posted:

Thanks for the Trapper tips, I have gone on to beat the moon and take a photograph and I'm not sure what to do now. Everything is black, there's a candle in the distance that I can't get closer to? I'm just messing with my graphics settings now.

You found something in that room that was missing from elsewhere in the game. Get meta with it.

Artelier
Jan 23, 2015


Bussamove posted:

You found something in that room that was missing from elsewhere in the game. Get meta with it.

I...don't get it? I'm clicking everything and WASDing everywhere. Don't seem to have access to items? I can't remember what this was honestly. I thought it kind of looked like the painting area so I tried walking backwards out or clicking something but no luck so far.

EDIT: Never mind, I figured it out! Thanks!

EDIT 2: I didn't manage to edit my response in time but I appreciate the answer below nonetheless!

Artelier fucked around with this message at 03:55 on Oct 23, 2021

Bussamove
Feb 25, 2006

Artelier posted:

I...don't get it? I'm clicking everything and WASDing everywhere. Don't seem to have access to items? I can't remember what this was honestly. I thought it kind of looked like the painting area so I tried walking backwards out or clicking something but no luck so far.

Act 1 spoilers: It was the missing New Game option from the main menu. Back out to the title screen.

WhatEvil
Jun 6, 2004

Can't get no luck.

SavageMessiah posted:

Can you do anything with the sigil pillar in act 3? I used the flash from the camera to reveal a skull but that's only one and it didn't seem like brute forcing it was the intention. Also, what's with the red 4:00 in magnificus' place in botopia or the locked door in the botopia graveyard area, east of the boss. I activated the lock icon in P03's place but it didn't seem to do anything there. How about the passport-like photo in the secret area of magnificus' tower in act 2 and in the old_data? Is that just connected to the ARG somehow? I feel like the ending left way more questions than answers, which was a bit disappointing. I was hoping it would offer some explanation of why the disk was hidden and the coordinates put in the pack. This thread looks like a CIA FOIA release.

I also had this happen, where I activated the lock in Act 3 but then nothing happened. I had the key for it...

scaterry
Sep 12, 2012
Sigil Pillar:
Top: look left from table at wall, cuckoo clock will appear. Put in 11:00 (part 1 reference). This is where to put in 4:00 to get a broken card.
Middle: Time the camera flash on the grave.
Bottom: Create a custom bot that matches the screen to the left of the table.
Of course once you have two, you can bruteforce the third.

Locked Doors:
Bone Graveyard: You need a key from part2, by offering a complete obol (broken left +broken right in battle) to the part2 offering coffin. Very important lore.
Secret Area in a bottom right direction: You need a key from part2, by completing the mycologist’s quests. You can buy the cards required in the shop. Located in roughly the same place in part3.
P03: It opens a door corresponding to the real-world location. Try getting up from the table…

I loved part1, I just wish part2 and part3 were roguelikes so they were more replayable.

Bussamove
Feb 25, 2006

scaterry posted:

Sigil Pillar:
Of course once you have two, you can bruteforce the third.

I actually tried that and it won’t let you, it just spins endlessly. You have to at least fulfill the requirement to get the sigil to show up.

Orb Crabmelt
Jan 16, 2011

Nyorp.
Clapping Larry
I made it to act 2.

I really miss act 1.

scaterry
Sep 12, 2012

Bussamove posted:

I actually tried that and it won’t let you, it just spins endlessly. You have to at least fulfill the requirement to get the sigil to show up.

That’s weird, I only had the top two when I got it to work. It might work slightly differently than part2 sigil puzzles in that you have to click away for each one you’re testing

Orb Crabmelt posted:

I made it to act 2.

I really miss act 1.

I had 14 hours of playtime in act 1 and when I finished the game I went back to act 1 to find out it doesn’t preserve cabin status :(

scaterry fucked around with this message at 06:13 on Oct 23, 2021

Artelier
Jan 23, 2015


Orb Crabmelt posted:

I made it to act 2.

I really miss act 1.

Yeah this is a slog. Goodbye fun squirrel mechanic, hello praying for lands.

Arzaac
Jan 2, 2020


You don't have to pray for lands if you're running a primary robot deck.

Artelier
Jan 23, 2015


Made it to Act 3. I really miss Act 1 now.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
So is there a way to farm foils?

Arzaac
Jan 2, 2020


You can repeatedly fight the training dummy in the magic tower. Find your favorite way to overkill him and go nuts.

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


During the final boss fight in act 1 I was pleasantly surprised when I played a card that reduced the moon's power to 0 and the trapper reacted to that with outrage

HORSEPORN
Oct 7, 2008

Phoix posted:

The 4:00 in botopia is to unlock the clock. That gives you another one of the sigils for the pillar. I forget where the third one is. ARG/post-game story spoilers The ID in act 2 is related to the ARG yeah. There's some insane poo poo about WW2 and the Department of Defense but I don't know how far it has gone.

edit: oh and the locked door There are two keys you can get in act 2. One from the mycologists that unlocks a secret boss in act 3 and one from the Bonelord that unlocks a room where you can speak to him in act 3.

Post-Endgame spoilers please don’t click until you’ve played through once.

The arg has now managed to complete three separate cyphers that involved various things such as replaying the game jam version of inscryption with a word file added in its directory, placing specific cards on the table to match a code from a several century old card game, using the words MIRROR and FLOOR to figure out where to count specific missing assets to produce a code to put in the console, and just recently researching a booster set the dev made for a different card game to find a solution. Right now the ARG is stuck at a website that took physical addresses to send out “orders” before shutting down and calling everyone crazy, and uhh… Hitler. Yeah… progress kind of slowed down after that element was introduced.

Buckwheat Sings
Feb 9, 2005
Act 2 question What the heck does the ghost key do after you do all the mushroom combos? Also does the sailboat go anywhere ? At the end, when you pick which scrype it 'feels' like there's a secret choice with how the dialog box is but I couldn't find anything. Also act 3 isnt bad but man I miss act2 and really miss act 1.

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.

HORSEPORN posted:

Post-Endgame spoilers please don’t click until you’ve played through once.

This is probably the worst Dumb Guy post I've never made but with all the code and cipher stuff I never made the connection with the game's name and "Encryption" until this very second

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

This is the first time I think I've heard of a game have a act 1 so strong that people just loving hate act 2/3 and wish the ARG poo poo was left on the floor.

Kinda hard to blame folks but still, I haven't seen anyone really like what happens after the cabin.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
i don't think act 3 is bad, i still enjoyed it. but it's pretty clearly worse than act 2, which is worse than act 1, in terms of basically every single thing. the further the game goes up its own rear end the worse it gets imo.

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.

ThisIsACoolGuy posted:

This is the first time I think I've heard of a game have a act 1 so strong that people just loving hate act 2/3 and wish the ARG poo poo was left on the floor.

Kinda hard to blame folks but still, I haven't seen anyone really like what happens after the cabin.

I loved Act 2, not as crazy about 3 though. I think a lot of it depends on how much nostalgia you have for the Gameboy Pokémon Trading Card Game

Arzaac
Jan 2, 2020


Act 2 rules imo, I had a lot of fun.

Act 3 is kinda purposely bad as a joke? Definitely makes it less fun though.

Pirate Jet
May 2, 2010

Palpek posted:

During the final boss fight in act 1 I was pleasantly surprised when I played a card that reduced the moon's power to 0 and the trapper reacted to that with outrage

I didn’t understand why people found The Moon to be so hard for a while until I YouTubed it because I instakilled it with a card with an Adder’s sigil on it.

I guess I wasn’t too upset at the turn taken after Act 1 because using kinda crappy game mechanics in service of a story has just always been Mullins’ thing, like none of this is a surprise if you’ve already played The Hex, but it was still a disappointment because Act 1 and all the marketing being focused around it lead me to believe he had finally found a way to marry that kind of thing with actually-engaging gameplay and that he’d really grown as a designer. So acts 2 and three didn’t disappoint me because I wasn’t expecting it but because of missed potential.

In act 1, I once got a card that was glitched and staticky, but then died before I could draw it. Does anyone know what it was?

Catpain Slack
Apr 1, 2014

BAAAAAAH

Pirate Jet posted:

I didn’t understand why people found The Moon to be so hard for a while until I YouTubed it because I instakilled it with a card with an Adder’s sigil on it.

I guess I wasn’t too upset at the turn taken after Act 1 because using kinda crappy game mechanics in service of a story has just always been Mullins’ thing, like none of this is a surprise if you’ve already played The Hex, but it was still a disappointment because Act 1 and all the marketing being focused around it lead me to believe he had finally found a way to marry that kind of thing with actually-engaging gameplay and that he’d really grown as a designer. So acts 2 and three didn’t disappoint me because I wasn’t expecting it but because of missed potential.

In act 1, I once got a card that was glitched and staticky, but then died before I could draw it. Does anyone know what it was?


Re the staticky card: It just becomes a rando card when you draw it.

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goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.

Arzaac posted:

Act 2 rules imo, I had a lot of fun.

Act 3 is kinda purposely bad as a joke? Definitely makes it less fun though.

There is a portion of Act 3 where most of the mechanics have finally been introduced, but you haven't unlocked the truly busted poo poo like custom card creation, and I found the flow to be really fun there. I also really enjoyed the boss fights in that chapter. Outside of that though the pacing felt off.

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