Sometimes I found that to be a help. You can ignore any interpretation where the gems end up in two boxes, since that couldn’t possibly be the case.
One trick I found helpful is that sometimes you get very limited information about which boxes have the gems. In that case, you can exclude the ambiguous situations. For instance, say only one box mentions the gems at all and says “The gems are in the blue box”. Since there’s nothing to disambiguate the answer if that message was false, then it must be true.
I did fail twice out of 40-something tries. The first was a dumb mistake when I was rushing. The second… well, I forgot to write it down, but I don’t believe I made a mistake. I wonder if it actually had an ambiguous answer.
Yeah, two keys is one of the upgrades. But since I had such I high success rate, I took the upgrade that gives you 3 gems instead. I forget what the third upgrade was.
That is kinda funny about the coat check thing. I guess you could do it without that upgrade, if you got the room that allows duplicate rooms, and thus two coat checks and two stored keys. Or is coat check storage shared?
A more spoilery thing about keys in general:
You can only have one basement key at a time. If you check it, the antechamber pedestal is empty. Kinda annoying since I needed that key and was getting bad luck with the coat checks.
Felt very stupid today after many runs figuring out that the pump room works without being powered up. You only need to power to fill up the giant tank. After that the rest of the motors work fine.
Last few runs have been mostly meh. Usually got myself running out of keys or flat out dead-ending everywhere.
Day 13 was also mostly uneventful except for I drafted the Tomb, which completed my outdoors list. And if it wasn’t apparent before (note: it was, especially considering the dark area accessible from the outside with the crates and the torches in wall sconces), it’s certainly apparent that now that I need a fire source. Because there are obviously candles that need to be lit here. The weird thing is WHY DOES THIS GAME OPPRESS MY CHARACTER BY NOT LETTING ME PICK UP ANY OF THE STRAY CANDLES JUST RANDOMLY LYING AROUND IN THIS ROOM AND FORCING ME TO FIND A FIRE SOURCE SOMEWHERE ELSE???!!!
Also, those statues clearly need have their arms moved in some manner or order I’ve yet to figure out. Unfortunately, I remembered after ending the day that I read a portion in a book about the statue of Rynna, and maybe that one needs to be moved first, or by itself, or maybe there isn’t a likeness of Rynna in the tomb.
Day 14 was a good run, though. Managed to draft the Office at the northern exit of the Entrance Hall. First time I’ve drafted it. (I think I’ve only run across it once or twice before.)
Oh, look! Another safe. I have the combo from the conference room, but I doubt that’ll work. It was on a red post-it after all. Yep, no luck. But hey, upgrade disk. Let’s see…Closet. Okay, I’ll make it a Bedroom Closet. Oh, Email! I can finally read it. Oh, look, the final instructions to reset the fusebox. I’ll definitely have to draft the Utility Room when I get the chance. Eventually I drafted the Utility Room. Fixed the fusebox. Pulled the lever. Opened the Mine. Saw the letter in the Mine. Saw the valve in the mine. Figure if I turn it, it’ll light the last torch. Sure enough, last torch lit, and elevator now available. Shame I’m going to run out of steps before getting there.
Other than the office and the spoilered stuff, not much else noteworthy, but spoilered stuff alone was worth the Day.
Another good day. 36 rooms drafted. Nothing earth shattering as far as changing game state in a rogue-lite manner, but a lot of new information. Managed to open the Antechamber for a second time and managed to not be able to reach the part that was open for a second time. Oh, well, maybe someday. Drafted the Pump Room for the first time. It was fun. Drained the Pool, got some cash.
Drafted the Laundry Room for the second time. Actually got use out of it this time for keys.
Drafted the Music Room for the first time. Got the Prism Key. Need to find out the rest of the message that starts with the music on the piano.
Got the silver key from a chest I sledgehammered open. Used it. Unfortunately, unlike the last time I drafted that room there wasn’t an upgrade disk.
Got my keycard from Coat Check. Was unable to return it before running out of steps, alas.
But there were three really important things that I figured out that pertain to three puzzles and made the day successful:
Getting to the Precipice unlocked from the previous day and seeing the chess puzzle and immediately knowing how to solve it. However, I haven’t been tracking which rooms have which pieces, so I’m going to have to start taking notes. I have at least one room for each piece at this point. And every room who doesn’t seem to have another piece or is completely undecorated (e.g. Pump Room) seems to have a pawn, it appears.
Drafting the Chapel and realizing that the figures in the stained glass correspond to the statues in the Tomb. And they’re numbered. Another puzzle apparently figured out.
Drafted the study. In the upper left corner of the estate. I now know the point of all the framed images on the walls. And find it amusing that the Pantry actually hints at this with an image on the wall next to one of its exits, but the likelihood at figuring it out from the pantry alone is next to none. And with 38 rooms drafted, I filled out a lot of the message. Interesting that some rooms are permanently undecorated. I have 21 of the letters filled. Ran out of steps before I could fill in more, but went mostly from top to bottom, so the bottom letters will be easy to fill out later.