The Last Case of Benedict Fox

The Last Case of Benedict Fox

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The Last Case of Benedict Fox General Guide - WIP
By bearsbearsbears
A rundown on achievements and gameplay basics
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Introduction
Metroidvanias are big and confusing, and The Last Case of Benedict Fox's focus on puzzles adds another layer of confusion into the mix. To this end, I've decided to write out my findings to help others.
Everything past the next section is going to be unavoidably spoiler heavy, so be warned.

To Do List
  • I don’t have the skillset for map making, but the second someone makes one, I’ll link it here
  • A big patch just dropped [5/11/24] and likely moved some things around
  • As a word of warning, I didn’t set out to make a guide until I was towards the end of my first playthrough, so earlier parts of the game aren’t wholly documented. I’m working on a second playthrough to get more information and some videos
  • I need to get a video of the bosses
Gameplay Basics
This section contains some spoiler free tips on how to get through the game.
  • It's never specifically pointed out, but this game has fall damage. In fact, falling from a great enough height is an instant kill
  • Every time you refill at an anchor, you get your flare bullets reloaded. If you're heading out to a fight, it's a good idea to fire your flares as an opening attack, so you can most efficiently recharge them
  • Getting hit while Benedict is in the air will send him flying. If you're trying to dodge an attack, shielding on the ground is likely a better an idea than jumping, as there's no threat of being thrown around.
  • Being helpless in the air also applies to enemies. Clever use of the Companion's Grasp can be used to kill enemies with stage hazards or momentarily stun them. The Dive and Tackle tattoos are also excellent at stunning enemies
  • The shield, the Companion's Barrier, can block just about anything, assuming you're facing the attack
  • When upgrading, it's for the best to prioritize movement upgrades over the combat upgrades, as being able to explore more of the map is more profitable. In particular, I would go for the Companion's Double Grapple, the triple jump, before the melee attack.
  • Whenever you gain a new combat ability, try to build up the muscle memory that it exists. I kept getting stuck on a difficult fight, and then remembering that the dive attack is a good way to start a fight, or that I have the ability to use the smoke grenade to run through enemies
  • The first six tattoos need to be gotten in linear order, while the last six are up to your discretion. The Companion's Shield, while extremely expensive, makes the game a good deal easier, as you can now block from multiple directions and can be more lenient with your timing. The Tackle is also a good choice, as it stuns and lets you slide through enemies
  • It's technically possible to run through the dark tunnels with the black tentacles by exploiting the healing potions, but it's not the best idea, as it's possible to lock yourself into a late game sequence doing that. Make sure you get the item that lets you head through them before doing anything you would regret
  • If a puzzle is not making sense to you, it might not be because you can't figure it out, but because you don't have the tools to input your answer
  • When the game opens up, there will be two separate Limbos to explore. If you've reached a dead end in one, try exploring the other. Additionally, most collectibles related to a specific person will be kept in their Limbo. For example, if you're trying to track down Marie's memoirs, her Limbo is the best starting point
  • Upgrading the Miracle Water is a very good early game priority. When fully upgraded, it gives out several quick full heals.
  • The Smoke Grenade is really useful, as it allows you to run through enemies without being hit, which is good for both avoiding fights and getting to an enemy's weakspot
  • The quest system keeps track of what you need to do for the main plot, but also several side objectives. If something's on the list, it likely pays out well, is an achievement, or upgrades you
  • I ended my first play through with a lot of spare Bnp and Ink. 2155 and 263, to be exact, and I didn't even get 100% completion. Don't be afraid to spend whenever you can, as more Bnp will follow
  • Whenever you die and you have loose ink in your inventory, it will either be left at your point of death or absorbed by the monster that killed you. Dying again will make it return to all the monsters you fought in the first place. If you're playing on normal or lower Exploration difficulty, the point with the ink will be marked on the map. Some ink, such as the sums you get from rifts and camps, is instantly secured.
  • Speaking of difficulty settings, the lowest Exploration setting, I Hate Being Lost, has a very useful feature where any section of the map with uncollected items or ink will be highlighted in red. If you're trying to find all the loose ends, this is a good place to start.
Game Progression [FULL SPOILERS]
Metroidvanias are a little weird to talk about, because a lot of how they're played (speedrunning, 100% completion) requires understanding how the game's laid out. To this end, I'm going to demystify and lay out the basic setup of this game. This is a big simplification and ignores most of the exploration fun, so only read this if you're ready to get down to brass tacks
For clarity’s sake, let's split the game into five chapters: Introduction, the Ritual Pages, the Book of Languages, The Last Case, and then the Point of No Return.

Introduction

  • The tutorial, becoming introduced to the manor and James’ Limbo, the first boss, the Librarian, meeting the Tattooist, and learning the start of the puzzle systems.
  • Ends with the discovery of Marie and her Limbo
  • Abilities Gained: Double Jump

The Ritual Pages

  • One page is on the library floor in the manor, but the other two can only be found in the limbos. We need to retrieve the Conundrum Machine and repair it with the weaponsmith that arrives when we get its parts from James’ Limbo
  • James burnt his page, so the only way to read it is through exploring the Laboratory part of his limbo and reliving the memory of him burning it
  • Marie’s is hidden, so we need to get to the extreme right upper corner of her Limbo to relive the memory of her hiding it. This involves defeating the game’s second boss, the Loneliness. After learning the truth, we retrieve her hair pin from her body in the manor and retrieve her page from her office
  • Abilities Gained: the Conundrum Device, the Companions’s Dive tattoo, the triple jump form the Double Grapple tattoo, Companion's Heave Tattoo, and the Kogai Pin

The Book of Languages

  • We need to get the flashlight from the upper right corner of James’ swamp, and then explore the library in Marie’s limbo. This will lead to a dark passage with the book, which will rapidly turn into a chase sequence and a segment where Benedict and the companion are separated and have to earn back all his powers one by one. Once done, we return to the manor and (with a detour to Marie’s Limbo) can get the last upgrade from the weaponsmith, which allows us to part ink pools and explore the final areas
  • Abilities Gained: Flashlight, Upgraded Bullets

The Last Case

  • We need to figure out how James and Marie died, and this information is trapped in the deepest parts of their limbos on the other side of a boss fight. It should be noted that, upon fighting your second of these two bosses, you will be locked into the ending sequence
  • In James’ Limbo, on the other side of three chess puzzles and a giant dark tunnel, is the Spider
  • In Marie’s Limbo, beneath two dark tunnels and a wall of ink is the Mirage

The Point of No Return

  • Final boss and credits.
  • The game explicitly warns you, but when you complete the previous boss, you will be locked into the final boss scenario with no way to return. Make sure you have all the upgrades you need to take the boss on
  • To be more clear, when the ending sequence triggers, the Tattooist and Weaponsmith will no longer offer their upgrades and all Anchors except the Foyer will vanish. You can still enter the Limbos through the two corpses, but the inability to fast travel will make everything far more inconvenient. Entering the study starts the boss fight.



Bare Minimum Guide - Introduction to Loneliness
The last section was a brief rundown of how to beat the game, and this section will be the written out rundown. We will completely ignore any side quests or collectibles and only do things integral to finishing the game. As a quick note, defeat any enemy you see in the early game, as you need the first six tattoos to beat the game.
  • The game starts with the tutorial. Follow the game's directions and head to the right
  • In the manor, start by heading right, grabbing the Torn Page from the library. In the study, note that the drawer is locked with a combination, take the Wallet from the coat rack, and take the first Key with Symbol from the Wallet. Head right to the kitchen and note that the greenhouse door is also locked with a combination. Enter the door in the kitchen to head downstairs.
  • In the basement, head left to find James' corpse and then enter his Limbo.
  • Head left past the swamp and game's first demon. You no longer have the double jump since the the Amplificator broke in the tutorial. When you reach the gap you cannot jump across, head right and then down. At the desert at the bottom, turn around and go left. At the paintings, interact with the wall to teleport upwards. Go left and defeat the enemies to unlock the Limbo Corridor Anchor.
  • Head left and down until you reach the room with the cluster of floating platforms. Defeat the scattered enemies for the Swamp Platform Anchor.
  • Head left and up for the game's first boss: The Librarian. This boss has three phases: One tentacle, two tentacles, and then the head. Since this is very early in the game, you have only the basic move set (attack, dodge, gun, and shield), so you need to make do with those moves.
  • Phase 1: The only threat is on the left. Fire off a flare at the start and then keep firing whenever you earn a new one. The shield is capable of blocking any attack, no matter how big or dangerous, so use that when the tentacle moves. Stay close to the tentacle, so it won’t use the dangerous long distance attacks. For the entire fight, the pink zone is the danger zone and telegraphs oncoming attacks.
  • Phase 2: There will be one tentacle on each side of you, both attacking at once. It doesn’t matter which one you wail on. This is the point where you need to learn that you have to be facing an enemy to shield their attack, so make absolutely sure you turn around when shielding from the tentacle you aren’t attacking.
  • Phase 3: Be very careful, as being hit when the head pops out is an instant kill! The goal is to hit the orange spots when the head pops out. When the head starts to move, run to an area out of the pink zone (dodging if necessary) and attack the weakspot. After enough damage, the head will pass out and you get to destroy the final weakspot in a QTE.
  • With the boss dead, enter the elevator. Go right and watch the memory to get the code for the study desk. Return to the mansion
  • Speak to Harry in the library to gain the Amplificator and the Double Jump. Use the code you just earned to open the desk. Get the second Key with Symbol.
  • Teleport to the Limbo Corridor. Use the double jump to head up to the platform to the mirror. Go left, interact with the crack to head downwards, and then follow the mirrors on the upper path to the left. After the large ink pool, head left up and fight the first Reflection to open the Safe Haven Anchor. Head up to enter the library.
  • Our new goal is to save the tattooist by pulling her out the mirrors three times. When doing that, make sure to mash the attack button or you'll be pulled in and killed. You can be attacked while helping her, so make sure to kill the flying enemies before doing anything. The first mirror is on the left side of the bottom level. The next is on the second level on the right, so use the mirror on the right to teleport up a level and then double jump across the gaps. Finally, she’ll be moved to the right side of the top level, so use the upper of the two mirrors in the second to get to her. After she leaves, use the exit at the bottom left and grab the Note with Symbols from the stone door with strange symbols. Return to the manor.
  • Head to the second floor bathroom, then talk to the Tattooist in the salon. You will likely have enough ink to get the first two tattoos from her. Then, use the code from the Note with Symbols to enter the greenhouse. Head right to find Marie’s corpse. Harry will ask you to get a sheet from the upstairs bedroom and when you return, you will enter Marie’s Limbo
  • Her Limbo starts off with slopes surrounded with carnivorous plants. At the forks, head left both times and jump over any plants. When you’re on solid ground, head right and double jump off the slope. Head down and then left, and defeat the enemy to open the Father Garden Entrance Anchor. Head up and left to see three Reflections guarding two valuable objects. To make the body easier, use a flare bullet to kill one and use the Companion’s Grasp to stun another. On the right is the Conundrum Key and on the left is the Conundrum Symbols Note.
  • This is as far as we can get in Marie’s Limbo for a good while, so return to the manor.
    Use the new key to open the garden to the left of the study and pick up the device on the table. This machine displays four part symbols that represent four digit numbers, but is currently broken so that the first two digits are stuck on 18. Inspect the keyhole and then the symbol on the back. Input that symbol and you’ll get the diary that contains useful puzzle information. If you'e been good about defeating enemies, you should have roughly enough ink for the Companion's Dive, so get that. Teleport to the Library in James’ Limbo
  • Head left to the locked door covered in symbols. There will be three numbers to input: 1832, 1888, and 1800. Use the note to translate that into symbols. 0 is represented by a straight line. After the door, head up through the garden, open the Father Garden Anchor, and head down through the camp and gears. Hit the lever to open a way down. Head left into the cavernous area and keep going. At the Golem Biom Anchor, head up and right over the tilting platforms and head into the doorway ahead with the green floor and sparkle. That sparkle is the hundreds wheel of the Conundrum device.
  • If you haven't gotten the Dive yet, return to the tattooist. If you have it, slam through the floor and continue onwards. Continue right, heading on the upper path at any forks. As you head, you will see a sparkle on a ledge above you to the right. That is the Thousands Wheel of the Conundrum Device, so make sure to get that. Head left. After you get through the room with totem-shielded enemies, head up and left. The page we need is in the Labrotory behind the blocked door, so we'll need to come back, but for now, just hit the lever to the left to open a gate and make backtracking easier. Teleport to the Manor
  • Head to the lab to meet the Weaponsmith. With the wheels, he'll repair the device for free. Get the hundreds and then thousands upgrade. Teleport to the Father Garden Entrance in Marie's Limbo.
  • Head left to where we got the Conundrum Key and kill the three enemies. Use the repaired device to open the door. Combine the foul symbols in line into one symbol, 1796. Now we can enter the labyrinth. There's three exits and all are equally good, but let's do the middle one, Head in, use the lever to open the right side gate and enter. Head up, left, and down at the gate. Continue downwards until you reach the Father Garden Anchor. To the right will be Numeric door in the ground. Input three numbers - 9316, 7195, and 4199- and head on down to the next sector of the map. Head left and down the slopes until you reach the Library Anchor.
Bare Minimum Guide - Loneliness Onwards WIP
  • It's time to fight the Loneliness. Interact with the snowglobe and inspect it. Run to the right and never stop moving. Jump twice, guard, then jump across the wooden boards. Back on land, jump twice, guard through the wood, and jump. Double jump across the wood planks. Guard, jump, double across the bridge, and then guard two more times before your reach the end.
  • With that taken care of, continue right and head to the upper right corner of the room beneath the bridge. Interact to head up, and defeat the enemies for the Cellar Anchor. We cannot get any further without the Heave, so return to the mansion and get that tattoo.
Abilities
Tattoos
There are a total of twelve tattoos to get. The first six are obtained sequentially and are necessary to fully explore the map and complete the game. The last six are powerful, expensive, and optional combat abilities. You need a total of 345 ink for all six necessary upgrades. You need a total of 1,405 ink to get all 12. I ended my first playthrough with 265 or so ink to spare, so the maximum amount of ink is about 1,670 ink.
Most of the combat abilities draw upon a meter that fills up over time.

The Companion's Grasp: Allows you to throw enemies and certain other objects. Good for opening them up to attacks, throwing them into ink pools to kill them, and instantly killing the exploding cyst enemies. Uses about a third of the meter. Costs 15 Ink

Second Tentacle: Makes the Grasp more effective. Costs 60 Ink

The Companion's Dive: Both a navigational ability, allows you to destroy those green wooden boards blocking paths from above, and an attack. This is a good way to start battles, as it sends enemies flying and allows you to get a couple hits in. Costs 80 Ink

The Companion's Heaving Strike: Allows you to use the Grasp to pull an enemy close for a strong attack. Costs 50 Ink

The Companion's Double Grapple: Allows you to triple jump, opening up new parts of the map. Costs 60 Ink

The Companion's Heave: Allows you to pull out the enemy blockages, opening up new parts of the map. Costs 80 Ink

The Companion's Reach: Increases the range of tentacle attacks like the grasp, making them less risky to use. Costs 40 Ink

The Companion's Tackle: While running you, can slide into enemies to send enemies flying upwards. This is good for starting fights, opening enemies up to harm, and bulldozing through enemies you want to run past, but is also good for reaching the vulnerable side of the giant Nest enemies. Uses most of the stamina meter.Costs 70 Ink

The Companion's Shield: By holding the shield button, you create a shield that will block attacks as long as your stamina meter can allow. Taking three hits to the shield will lead to it popping, but it will at least knock away close enemies. Extremely useful, as it removes the precision necessary for the basic parry, but can only last a couple of sustained seconds. Costs 300 Ink

The Companion's Deeper Dive: The dive attack now does additional damage and can kill weaker enemies in one hit. Costs 300 Ink

The Companion's Ambush: Press the button while holding still to place a trap on the ceiling above you. It will ensnare nearby enemies and hold them in place helplessly, allowing you to to wail on them with no risk. Uses a little meter. Costs 250 Ink

The Companion's Slam: Press the same button as the grasp to slam a flying enemy downwards. A nice quality of life upgrade to take out the more annoying enemies. Uses a little meter. Costs 100 Ink

Story Progression

Amplifactor: Unlocks the Double Jump. You start the game with it, but lose it at the end of the tutorial. Defeat the Librarian and then talk to Harry in the mansion library. The double jump only works when you can see the purple sparkle on a nearby surface.

Conundrum Device: Used to input answers to the various symbol/numerical puzzles in the map. Found in the garden to the left of the study in the Mansion. When you first receive it, the thousands and hundreds dials are locked to 1800. To repair it, find the Hundreds Wheel and Thousands Wheel (requires Dive) in James' Limbo and speak to the Weaponsmith in the secret lab.

Kogai Pin: Allows you to get pick the Kogai doors. Additionally, unlocks an upgradable throwing pin weapon that slows down enemies. Relive Marie's memory in the upper right corner of her Limbo, and then check her body.

Flashlight: Allows you to enter the dark tunnels throughout the Limbos without getting maimed. Whenever you're in a dark area, the flashlight battery will decay and, when fully dead, will leave you defenseless to the dark. It can be recharged by standing under the white glowing orbs spread throughout those sections. It is found in the upper right in the swamp in James' Limbo. Requires the Kogai pin.

Enhanced Bullets: A bullet that can be used infinitely with cool down peroids. Extremely damaging, cuts through the Inquistor's shields, and opens up certain glowing ink pools. Using the Enhanced Bullet does not deduct from the charged flare gun shots. Once you have this upgrade, if you're willing to wait, you'll always have a bullet in your chamber. After completing the Book of Languages detour and finding the Owl Rifle in Marie's Limbo, head to the Weaponsmith

Store
Harry will appear in the house after defeating the Librarian. He'll give you a 35% discount if you retrieve the Poster with Cheque from James' Limbo after getting the Flashlight

Miracle Water
Either hold the button to heal until you’re maxed or press for a little boost of health that increases with each upgrade.
  • Quantity 100/150 Gives additional uses
  • Quality 150/175/200 Upgrades from one health from the press to two, three, and then four

Stone Plate
Costs 100 BNP. Makes you immune to all damage for an upgradable amount of time at the expense of locking you in place. I personally never found a use for it (hard to time and worse than the late game shield)
  • Quantity 100/150 Increases how many times you can use, to a maximum of three
  • Quality 150/175/200 Increases the time you’re petrified for

Smoke Bomb
Costs 50 BNP. Makes you intangible in a limited area and limited time, letting you walk through enemies and avoid hits. This one is honestly a life saver and comes in handy against the giant Nest enemies
  • Quantity 100/150: More uses, up to a maximum of three
  • Quality 150/175/200 Makes the smoke last longer and cover a larger area

Flashlight
Needs to be found in James’ Limbo, after getting the Kogai Pin. Throughout the dark tunnels there will be white floating orbs. By shining your light on them, they’ll release some light that will recharge your flashlight. When the tentacles chasing you swarm and start turning white, turn around to dispel them. The flashlight upgrades are borderline necessary, as the Mirage and the Spider require long treks into dark tunnels
  • Quantity 100/150: Increases the amount of time you can use the flashlight. Default is 10 seconds, and the upgrades increase it by 15 seconds each for a maximum of 40
  • Quality 10/100/150: Increases the size of the flashlight light, making you safer, increasing visibility, and helping you trigger the white orbs

Weaponsmith
Appears in the manor after you retrieve the Thousands Wheel. After getting the necessary item, you can pay BNP for an upgrade

  • Piercing Bullets: Requires A Chalice of Dried Human Blood and 300 BNP. Your bullets will pierce through enemies, allowing you to hurt multiple in one shot. Great for crowd control
  • Faster Reloads: Rat's Mask Prototype and 100 BNP. Bullets are earned faster from bayonet attacks
  • Additional Bullets 1: Requires Silvery Mirror and 125 BNP. Allows you store another flare bullet. Massively useful
  • Additional Bullets 2: Requires Second Memoirs Record and 125 BNP. Gives you another flare bullet
  • Bullet Upgrade: Requires Owl's Rifle and Book of Languages. Costed 300 BNP at release, now costs 0 BNP. Gives you a powerful bullet on a cool down that lets you split certain ink pools. Once you get it, you'll always have a bullet to fire if you're willing to wait. Necessary to beat the game.
  • Combo Finish Boost: Requires Experimental Cap and 200 BNP.
  • Attack Speed Boost: Requires the Rattle and 300 BNP
  • Range Boost: Requires Obsidian Ritual Dagger and 250 BNP
  • Attack Speed Boost: Rattle and 300 BNP
  • Damage Boost: Requires Four-Sleeved Straitjacket and 300 BNP. Massively useful
Story Achievements - Part 1
These achievements will be unlocked as you proceed towards the ending. They're listed in roughly the order that you would unlock them.

Veni: Complete the tutorial
Learn the combat and basic controls and run towards the right.

First of Many: Find the first collectible
You’ll likely get this while exploring the house at the start of the game

Descent into the Limbo: Dive into the memories
Enter James' Limbo through the corpse in the basement

Nor here, nor there: Unlock the first anchor
If I recall correctly, this refers to the Limbo Corridor Anchor early in James' Limbo. Defeat the nearby enemies to open it.

Shhhh!: Defeat the Librarian
Defeat the game’s first boss in James' Limbo. Shortly after the Swamp Platform anchor, head left an up to the boss room temple.
This boss has three phases: One tentacle, two tentacles, and then the head. Since this is very early in the game, you have only the basic move set (attack, dodge, gun, and shield), so you need to make do with those moves.

Phase 1: The only threat is on the left. Fire off a flare at the start and then keep firing whenever you earn a new one. The shield is capable of blocking any attack, no matter how big or dangerous, so use that when the tentacle moves. Stay close to the tentacle, so it won’t use the dangerous long distance attacks. For the entire fight, the pink zone is the danger zone and telegraphs oncoming attacks.

Phase 2: There will be one tentacle on each side of you, both attacking at once. It doesn’t matter which one you wail on. This is the point where you need to learn that you have to be facing an enemy to shield their attack, so make absolutely sure you turn around when shielding from the tentacle you aren’t attacking.

Phase 3: Be very careful, as being hit when the head pops out is an instant kill! The goal is to hit the orange spots when the head pops out. When the head starts to lunge, run to an area out of the pink zone (dodging if necessary) and attack the weakspot. After enough damage, the head will pass out and you get to destroy the final weakspot in a QTE.

Damsel in distress: Rescue the Tattooist
After getting the double jump from Harry, return to James' Limbo and head upwards from the Librarian’s Lair. You will reach a library with several layers of mirrors, one in the right, one in the center, and one in the left. The goal is to pull the Tattooist out of the mirror she’s trapped in three times. She starts off at the bottom left, is moved to the upper right middle level, and finally back to the highest upper right level where we entered the room. Whenever you pull her from the mirror, you need to mash the attack button (left mouse button) as hard as you can. Failing to do so will lead to you being pulled into the mirror and killed.

Get Inked!: Get the first tattoo
After saving the Tattooist, return to the manor. Talk to her in the second floor bathroom, and then talk to her in the first floor salon. The first tattoo, the Companion’s Grasp, is cheap enough to get with the ink from the first groups of enemies.

Pioneer: Slam through the floor
After getting the Companion’s Dive (the third tattoo), smash through any green floor you find in Limbo

Now we can work: Fully unlock the Conundrum Device
First, after finding the key, grab the conundrum device from the outside garden to the left of James' office in the manor. Then, head to the Library anchor in James' Limbo and head left to the first puzzle. Unlock the door and head left. The thousands and hundreds dial are in the garden. After this, the weaponsmith will come to the house and enter the basement lab, allowing you to upgrade the device for free.

Alone Together: Defeat the Loneliness
Shortly after the Library anchor in Marie’s Limbo is a snowglobe on a pedestal. Pick it up and inspect it. This will start a very rough escape sequence.
Let’s break it down into three parts:

Part 1: Jump over three or so ground rocks and use your guard for the larger one. Jump across the moving platforms over the gap. Going too slow, guarding repeatedly, or forgetting that you can’t double jump will kill you.

Part 2: Head through more obstacles, block through the wooden wall and block, and then go across more boards over a gap. This time you CAN double jump, and need to, as one of the gaps is too big

Part 3: The homestretch. The camera will get annoyingly close to you. Guard through another wooden wall as you keep running. Double jump across the bridge as it breaks. Guard through at least couple of boulders. The scene ends shortly thereafter.

I’m a locksmith and I’m a locksmith.: Open a kogai door
After getting the Kogai Pin (head to the far upper right corner of Marie’s Limbo to watch her memory, and getting the pin from her corpse in the manor), open any of the teethed kogai doors in Limbo. To my knowledge, the kogai doors and chest in the manor don’t count.

Master Garret: Open the 7-element kogai door
After you get the Book of Languages and are brought to the chapel without you inventory, you’ll run into a kogai door with a 7 input lock. This one is very very hard and difficult to read. I was using a keyboard and was having so much trouble that I swapped out for a controller, which I found a little easier.

Kill it with fire!/Hans, brinde ze …: Defeat the Old Spider
In the bottom left part of James' Limbo, beneath the Golem Bio Anchor, is an area locked behind Kogai doors and a long dark tunnel that requires the flashlight. At the far side of the dark tunnel is a boss fight, so to speak. It’s kind of like the Scarecrow scenes in Arkham Asylum. Without any of your fighting abilities, and being winded every time you jump, go through three platforming stealth scenes.

Scene 1: Move through three pieces of cover. When the spider looks aways from you, move to the next. The only catch is that the second cover is low to the ground, so you need to crouch. Also, you CANNOT hold a crouch, Benedict will stand right back up, so you need to time it carefully

Scene 2: Jump across the gap and move right without ever stopping or getting distracted. Then, jump up the wall.

Scene 3: Hide under three roofs and move to the right. This is like the first one. One thing to note is that the third hut will NOT hide you. When you reach it, just keep walking right
Story Achievements - Part 2
Smoke and Mirrors: Defeat the Mirage
This is more of a sequence than a boss. This is located at the far bottom right of Marie’s Limbo, past the piano puzzle and dark puzzles. Let’s break this into multiple phases:

Phase 1: Defeat a couple of enemies at a rift, which only transport you to the manor. When you arrive, the tattooist, Harry, and then the Weaponsmith will all scorn you. Interact with the radio in the library, then the upstairs piano, and finally the gramophone in the salon

Phase 2: A filter is over the screen and the doors are now connected to other rooms. Entering the wrong door will send you back to the start, while the correct door will send you forwards. From the starting point of the salon, head left three times and then head right in the bedroom

Phase 3: Now the house is dark and you need the flashlight. The flashlight can be recharged in the library and bathroom. Left, Left, Right, Left, Left, Right, and then Left. The final room is Marie’s office. Interact with the glowing item. Finally, head right in the glasshouse to the door to watch a cutscene to finish the sequence.

The bigger they are…: Defeat Tomas
The final boss. After finishing Mirage and the Spider, you’ll only be able to teleport to the Manor. There, you’ll find the house overrun with strangers. There’s some new dialogue for the supporting characters. The main thing you can do is talk to Tomas in the study, who, after a long talk, will start a three phase boss fight. For this fight as a whole, The Companion’s Shield ability is massively useful and makes it way more manageable. Make sure to use the Upgraded Bullets as soon as they cool down.

Phase 1: You might recognize this attack pattern from the no-gear section. When you get a couple hits in on him in a row, he’ll knock you back with a harmless blast. He will regularly surround himself with a shield like the inquisitor's that needs to be dispelled with the upgraded bullets.
Attacks include: a ground pound shockwave the fires laterally, a boulder from above that does a lot of damage, and shooting a line or cosine wave of fire that vanishes when either you or him take damage

Phase 2: This one’s the hard one. He has all his attacks from the first phase and the same shield, but he’s added new difficult attacks to the mix.
New attacks: a bullet hell attack where he hangs in the air shooting waves of fire and a dive that he spams. Be very careful with the dive, as he can be very fast with it

Phase 3: It took me a cartoonish amount of time to figure out what to do in this phase. Basically, several patterns of icy spears will attack you. By shielding the orange spears, you can use the throw attack to use them against Tomas. Three hits and he’s down. The achievement will trigger when the credits roll
The patterns for spears are: a spaced out vertical attack that comes down all at once, a dense vertical attack that comes from middle to outer or left to right, a symmetrical pattern of seven that attacks one at a time, and three rows that come one a row at a time from the side

Vidi: Finish the game
Same conditions as The bigger they are, and unlocks at the same time
Optional Achievements
These achievements are optional, and require going out of your way or doing most of the game's content. Make sure you have any you want done by the Point of No Return!!

Tinker, tailor…: Buy the first upgrade
After defeating the Librarian, Harry Houdini will appear in the manor’s library and sell upgrades and two new items. For this achievement, upgrade any of the available tools.

…soldier, spy: Buy everything from the shop
This is easier than it sounds. Harry sells two new items, the Smoke Bomb and Stoneplate Device, in his shop for cheap.

My favorite things: Fully upgrade one item
Get all the quality and quantity upgrades for any item in Harry’s shop. This is easier if you have the discount from the Poster With Cheque

Tools of the trade: Completely upgrade all the items
This refers to the items sold by Harry, not the weaponsmith. There is more than enough BNP to buy everything, but this is even easier if you have the Poster with Cheque from the dark tunnel in James' Limbo for a 35% discount

The Canvas: Completely upgrade your character
This refers to getting all of the tattoos. I ended my playthrough with 269 ink to spare, so this is very doable if you thoroughly check the map, defeat every enemy, and do all the rifts and camps

You can’t see me!: Use a smoke bomb
Buy the smoke bomb from Harry’s shop and use it on any enemy in the Limbos.

Can't reach me!: Catch an enemy in a trap
After getting the Companion's Ambush tattoo, use it to ensnare an enemy

NO CAMPING!: Clear out the first camp
Unlock the lock box at one of the seven camps. This will likely be Camp Zeta in James' Limbo, to the left of the Library

NO TRESPASSING!: Clear out all of the camps
See the camp section for more information on the seven camps.

Can’t catch me!: Slow an enemy down
After getting the Kogai Pin, throw it at any enemy to slow them down.

Cannonball!: Knock an enemy down with a slide
Get The Companion’s Tackle Tattoo and slide into an enemy

Everything is connected: Unlock all the Anchors
Unlock every anchor. Almost all of them are either on the path you need to take to beat the game or are unlocked through the story. The one quirky, out of the way one is the Father Study Secret Room in Marie's Limbo (Companion Dive through a floor in the first sector). Anchors you haven't found yet are visible on the map and are dotted out on the list of anchors
NOTE: This was glitched when the game came out, but was fixed on 5/11/23. If you completed the requirements, open the game again and it will unlock

You can't make me!: Watch all of the cutscenes without skipping them
Don't skip any cut scenes in one play through. This includes the stinger scene after the credits

Curiosity killed the cat: Jump to the secret place
I’m not certain if this has been translated correctly? I got this after entering the secret lab behind the fountain statue in the manor’s right garden. This requires the Kogai Pin and the Fool, Magician, and Chariot tarot cards.
First, use the conundrum device (2358) and the 100, 10, and 1 keys to shut off the water. Then, there will be a kogai door, a three part numerical door, and finally a tarot door. The first two are simple, but the Tarot door is a little more complicated.
“At noon, a fool declares war on laziness.”
The answer is: upright Fool, inverted Magician, upright Chariot. Maneuver the sun to the six o clock mark

What the autor had in mind: Find all the notes for the Conundrum Device
Find all the pages that go into the diary you see when you use the device
  • Conundrum Keys Note: James' Limbo, entrance sector. At the platform that is a double jump away from the Limbo Corridor path to the left, head right and jump up to a sparkle
  • Note with Symbols: James' Limbo, Library. After saving the Tatooist, head left and interact with the Numeric Door
  • Conundrum Symbols Note: Marie's Limbo. Head left from the Father Garden Entrance, to the Numeric Door in the pit with the three monsters. There will a sparkle (Conundrum Key) on the right side. The note is on the door.
  • Conundrum Note: James' Limbo, requires the Conundrum Device. Head left from the Father Garden Anchor and jump across the gap for the sparkle
  • Golem Revival Note: James' Limbo, requires the Conundrum Device. From the Golem Biom Anchor, head up to the two hanging platforms that tilt as you walk on them, minding the flying eyes as you do. Tilt the second platform and then double jump up to the high ledge. An order member will instantly run out of the room to the right to attack you, so be careful. The first sparkle in the room tells us the three ingredients and their order to animate a golem
  • Secret Behind the Statue Page: James' Limbo, requires the Dive. In the cavernous lab area, on a ledge directly beneath the Librarian's Lair Anchor. Climb up and right for the page
  • Secret Door Page: Requires Enhanced Bullet and to complete all three chess puzzles. Head left from the Spider Anchor. Instead of going up for the dark tunnel, head down for a weak floor. Beneath the Dive floor is a dead end with a memory of Marie hiding a letter from James.p
  • Piano Page: James' Limbo, requires the Kogai pin on the door. Head left from the Swamp Panorama Anchor and Dive through the weak floor. When you see the memory of James getting the order, jump the platform in the upper left.

Connoisseur: Listen to all the shellac disks
Listen to the Plot Twist record and all five of Marie's audio memoirs on the gramophone in the manor. The broken record is not relevant to this achievement, as it instead raises your health
  • Plot Twist Record: Next to the gramophone in the manor
  • First Memoirs Record: In the first section of Marie's Limbo. From the Father Garden Entrance Anchor, go left. up, and double jump up the rightward ledge. In a room with a Torment.
  • Second Memoirs Record: The small room to the right next to the big room with the floating paintings in Marie's Limbo. Either open the numeric door with the device, or, alternatively, use the dive in the entrance area to open up the Father's Study Secret Room anchor and teleport in early
  • Third Memoirs Record: Requires the flashlight and Enhanced Bullets. Head right from the Stay Away Anchor into the dark tunnel. Head into the upper right corner of the first room and it's on a platform
  • Fourth Memoirs Record: Marie's Limbo, requires Kogai Pin. Head right of the Salon Anchor, past the exploding enemies and head to the Kogai door beneath the elevators. Head left through the first elevator to the sparkle on the platform
  • Fifth Memoirs Record: Behind the tarot door due north of the Stay Away Anchor. "At midnight, life made its way into the lovers house," so the solution to the door is Inverted Death, Upright Lovers, and Upright Tower, then moving the moon to 12
Ink
Ink is gained by fighting enemies, completing camps, and solving rifts. It is exclusively used to gain tattoos, which costs 345 for the first six needed to travel the whole map, and then a total of 1,405 for all of twelve. After doing all five rifts, all seven camps, and getting 100% for ink in all sectors, I had an excess of 269 Ink, for a total of 1,674 Ink

Story Ink
Certain actions, like defeating bosses, give you sums of secured Ink as an reward.
  • 50 Ink for beating the Librarian
  • 60 ink for saving the Tattooist from the library in James' Limbo

Rifts
There are five purple rifts hidden across limbo that will reward you with ink when you input a correct answer with the Device. The nearby environment will have clues
  • James - In the desert area in the bottom left of the first sector. Translate the roman numerals into numbers, so 2023. Worth 15 ink
  • James 2 - Next to the Librarian’s Lair Anchor. Head right and it’s in a nook. The symbol you need to input is carved into the nearby wall and will give you a handful of BNP. Worth 5 Ink
  • James 3 - Behind an ink fall in the swamp to the right of the Panaroma Anchor, in a room with four enemies and a totem. Needs upgraded bullet. There’s an orange light that pulses out three patterns. Count the lights in each pulse. Answer is 0256

  • Marie - Starting from the true entrance (the one you reach from her body), jump on right and up. Translate the roman numerals by the rift into numbers, so 0024. Worth 10 Ink.



  • Marie 2 - Behind the first tarot door, right and down of the Cellar Anchor, at the dead end. The answer to the door (In the moonlight, the vanity feeds the dream to disrupt the harmony) is inverted Fool, upright Lovers, inverted Death, then move the moon to the 12 spot. At the rift itself are four leaks of purple fluid from the ceiling. Sum them up how many drops for each leak to get 1374. Worth 10 Ink


Burrows
In several areas of the game, there’s swampy water with red tentacles sticking out. You might think that these are decorations, but they’re actually a monster and, more importantly, they’re stuffed to the gills with ink. Several of them are holding 30 points of ink. All you need to do is use the ground pound attack, the Companion’s Dive, and then defeat them. Their locations are below.



  • James 1 - Next to the Limbo Entrance Anchor
  • James 2 - Swamp water to the upper left of the Limbo Corridor Anchor, by the door that unlocks from that side
  • James 3 - Left of Panorama Anchor

  • Marie 1 - Head left from the Bedroom Anchor, and head up at the camp. At the intersection, head right to the swampy water with the wood paneling and portraits.
  • Marie 2 - Plateau with ramp at the bottom of the area with the Forgotten Cliff Anchor

Camps
Every camp has a locked cache that you get a sum of ink and BNP for opening. Additionally, opening the cache will stop the Order enemies there from respawning, which is good because a couple of camps are in very cumbersome places. From the second cache onwards, inputting the answer gets more and more difficult. They're not too bad to brute force, but I'l write down an answer for the harder ones. The code is put in from the inside out
After the presenting the Rat's Mask from Camp Epsilion to the Weaponsmith, the next camps will be circled on the map

  • Camp Zeta: James' Limbo. You will almost certainly walk through this one, as it’s the only path left from the James Garden Anchor. Defeat the enemies and then input the code into the lockbox. No tricks on this one. Worth 6 BNP and 10 Ink. Requires the conundrum device
  • Camp Epsilon: Marie’s Limbo, to the left of the Bedroom Anchor. This is the first one with the larger guards with the shields. Using the grab attack can strip them of their shield. 6 BNP and 15 ink
  • Camp Omega: James' Limbo, beneath the Limbo entrance in the sandy area with the rift and the Splinters. 6 BNP and 20 Ink
  • Camp Gamma: James' Limbo, in the room to the lower right of the Swamp Platform Anchor. Requires triple jump to enter. All enemies will already be dead and hanging from the ceiling, so grab the code parts from their bodies. 20 BNP and 40 Ink
  • Camp Delta: Marie’s Limbo. The closest anchor is the Salon Anchor. Head right and head down instead of up by the Rattle/memory area. On the way down will be a straggler of the order, who you need to kill. Jump on the ramp and double jump into the nook on the right. This one has a riflewoman. 6 BNP and 22 Ink
  • Camp Beta: James' limbo. On the border between the green swamp area with the Panorama Anchor and the clockwork lab area. The enemies are widely spread out throughout the area. Worth 12 BNP and 30 ink
  • Camp Alpha: Marie’s limbo. To the left of the Forgotten Cliff Anchor, which means you’ll need the flashlight to have gone through the previous dark room. The lockbox is on a ledge to the left in the room with the gramophone, by the Owl's Rifle. This lock box can’t be bruteforced, unfortunately. The inner ring moves the outer ring by three and the middle ring moves the outer by four. The outer ring, meanwhile, moves the middle one in the same direction and the inner one in the opposite direction. To solve the lock box: move the outer one notch right, the inner ring three notches right, and then the middle ring two notches right. Worth 30 BNP and 60 Ink


Puzzles
Conundrum Device
These symbols are read in a backwards Z: lower left, lower right, upper left, and then upper right. They encode four digit numbers. If your answer is, say, two or three digits, then set the digits not used to zero. The dials can be set to ten settings, and the one that isn't specifically pointed out in the note, the straight line pointing up, is zero. Most of the puzzles involving the device are repeating a symbol, completing a pattern, or solving for a numerical answer.
When your first get the device, the thousands and hundred dial are broken and stuck on 18XX, so only a handful of puzzles can be solved in that state


James' Limbo, left of Library;
Basically a comprehension check to see if you understand how to encode numbers. 1832, 1888, and 1800

James' Limbo, above Swamp Platform
Complete the pattern. Ten symbols, seven of which are completed, and are all made of nothing but the pattern for a specific number. 0, 7, and 9 are missing, so input 0000,7777. and 9999


James' Limbo, right of Golem Biom Anchor
This is the one where it's the streaks of written out numbers with three strings of numeral code in them. This one has a trick: The first two are straightforward, but the bottom line is upside down (the threes are backwards and the sevens are line down), so that specific input is also upside down. The first digit is actually the forth. 1196



Marie's Limbo, left of Father's Garden Entrance
A line of four digits, which would be 1796 if translated. Combine all four digits into one symbol

Marie's Limbo, right of Father Garden Anchor
Three lines of symbols to input, but this time they're not necessarily in order. Combine the orientations of the four symbols, so 9316, 7195, and 4199.


Marie's Limbo, Chapel
Each number is thirty five more than the previous with the ninth place empty, so the answer is 0315


Manor, Garden Chest
What minus 89 equals 1810? 1899


Manor, Statue
What plus 111 equals 2469?2358


Chess
Chess moves are documented in algebraic notation. There are 8 rows and 8 columns. The 8 columns are left to right, on the white side, A through H, while the 8 rows are down to up 1-8. The lower left corner is A1 and the upper right corner is H8
https://en.wikipedia.org/wiki/Algebraic_notation_(chess)

Puzzle 1:
It's not frequently mentioned, but on the bottom of the Conundrum Symbols Note with all the numbers is an alphabet encoded with similar symbols.

Puzzle 2:
A piano with keys labelled H1-H8, E1-E5, and F1-F5 is playing notes on a loop. This is algebraic notation, so the notes played are code for a series of moves. The colors of the keys refer to the chess colors, so the first notes are your move, the next two are the opponent, and then the final two are yours
Move the white rook on H1 to H8. Then, move the bishop from E2 to H5

Puzzle 3:
No algebraic notation here. This one is simply about moving the pieces so that it matches the pictures
Move the white rook from E3 to G3. Then, move the rook from G3 to G6
Important Collectibles
Important is defined here as upgrade materials, plot objects, or puzzle keys

Keys
  • 1 Key: Inside the Wallet, found on the coat rack in the manor study
  • 10 Key: On the key rack puzzle by James in the manor basement
  • 100 Key: Inside the study desk, requires the code from the Library in James' Limbo
  • Conundrum Key: Marie's Limbo. At the locked door at the left side of the first sector

The Tarot
The Hanged Man Card vanishes when picked up [5/9/23]

  • The Fool: Early in Marie's Limbo, in the labyrinth
  • The Lovers: Marie's Limbo, requires triple jump. Head down from the Father's Garden Anchor, then take the middle left path down. Head down and when you see a high platform on the right, triple jump on over.
  • The Magician: After using the Heave to enter the third sector of Marie's Limbo, continue right to see a second Heave door with the card behind it
  • The World: Requires the Heave. In Marie's Limbo, in the room beneath the upper tarot doors surrounding the Death card, past a Heave door
  • The Hanged Man: In James' Limbo, behind a Kogai Door to the left of the Limbo Corridor Anchor. For whatever reason, this one vanishes when picked up
  • The Chariot: Marie's Limbo, requires Flashlight. Directly beneath the Forgotten Cliff Anchor on a platform to the left with a dangerous enemy
  • The Tower: Requires Flashlight. From the Forgotten Cliff Anchor, head to the bottom left corner of the sector in a big alcove
  • The Empress: Requires Flashlight and to pick up the Book of Languages. Dead center of the right dark tunnel in the Chapel area
  • Death: In Marie's limbo, in the room beneath the one with the floating painting platforms. It has two doors, and they're both locked with same Tarot riddle. When the sun peaks, inertia grows into stagnation. Solution is Upright Empress, Inverted World, Inverted Tower. For the sun, just hit space, it starts in the right spot, at the top

Upgrade Materials

  • Conundrum Wheel Hundreds: James' Limbo, requires the Device. At the Golem Biom Anchor, jump up and cross the two platforms. This is next to the green weak floor ahead.
  • Conundrum Wheel Thousands: James' Limbo, requires Dive. As you loop through the cavernous fourth sector, you'll see a sparkle on a ledge due south of the Librarian's Lair, double jump up to get it.
  • A Chalice of Dried Inhuman Blood: Requires the Enhanced Bullets. Behind the ink waterfall in the swamp of Jame's Limbo, left from Panorama Anchor
  • Rat's Mask Prototype: James' Limbo, requires the Device to be repaired. Head right from the Golem Biom Anchor for a numerical door. This one is tricky. The upper two lines can be simply translated into one symbol, but the bottom one is upside down. Input 2448, 5841, and 1196. Past the door is a pit with three dangerous enemies
  • Silvery Mirror: In Marie's Limbo, requires the Kogai Pin. From the Cellar Anchor, go right through the Nest and go through the Kogai door. Head right and, at the tarot card door, head upwards for a yellow tormentor by a sparkle
  • Second Memoirs Record: The small room to the right next to the big room with the floating paintings in Marie's Limbo. Either open the numeric door with the device, or, alternatively, use the dive in the entrance area to open up the Father's Study Secret Room anchor and teleport in early
  • Owl's Rifle: Marie's Limbo, requires the Flashlight. Head left from the Forgotten Cliff Anchor past the gramophone and triple jump up to a ledge with a sparkle
  • The Book of Languages: Plot item, needs both ritual pages, the flashlight, and to go through a long sequence with no gear
  • Rattle: Marie's Limbo, upper right corner in the treehouse above where you relive her memory. Requires Heave
  • Ritual Obsidian Dagger: James' Limbo, requires triple jump. Start at the Swamp Platform Anchor and head to the lower right path, towards a wide pool of ink. Triple jump over. On the bottom level of this room with multiple enemies is the shiny
  • Experimental Cap: Marie's Limbo, requires Flashlight, In the bottom sector, with the Forgotten Cliff Anchor. To the left of the ink pool with two platforms
  • Snow Globe: Unavoidable. Defeat Loneliness in Marie's limbo. requires the Device to fully fixed
  • Four-Sleeved Straitjacket: The hidden lab behind the statue in the manor garden. Requires the Pin, Fool, Magician, and Chariot cards


Health Upgrades
There are two items that can increase your max health: the Mother's Embrace in James' Limbo and the Broken Memoirs Record in Marie's. However, both of them are broken into four pieces each and all need to be collected for the bonus. The Kogai pin is necessary to complete both.

Mother's Embrace Pieces
  • Mother's Embrace 1/4: Requires double jump. Head to the entrance sector of James' Limbo and climb up the high platform to the right of where the Conundrum Key Note was
  • Mother's Embrace 2/4: Requires double jump. After getting the double jump, head to the desert in the bottom right corner of the first section in James' Limbo and climb up the first high platform. It is right next to the rift
  • Mother's Embrace 3/4: Requires double jump. Head up and left from the Limbor Corridor Anchor. When you're right above the Swamp Platform Anchor, head down and left for this piece in a group of Parasites
  • Mother's Embrace 4/4:Requires Kogai Pin. Head left from the Swamp Platform, then dive through a green weak floor. Head right towards a Kogai door

Broken Memoirs Record Pieces:
  • Broken Memoirs Record 1/4: Head left from The Fool and down. On the ground is the first chunk of the record.
  • Broken Memoirs Record 2/4: Requires Kogai Pin. Head right of the Salon Anchor, past the exploding enemies and head to the Kogai door. Head down on the first elevator and then up the second elevator to the right, by a riflewoman
  • Broken Memoirs Record 3/4: Requires the Kogai Pin. Head right from the Limbo Entrance for a Kogai door in the room with the slopes. Jump up to the platform in the upper right corner.
  • Broken Memoirs Record 4/4: Requires the Kogai Pin. Head right from the Cellar Anchor and through the Nest enemy, then go downwards for a Kogai door. Head forward and jump up to the left when you the turn the corner for a sparkle with a Parasite

Withered Hand: From the Limbo Corridor Anchor, head left and down. At the ink pool, go right and then up at a one way door. After a difficult jump off a slope, there will be this sparkle. Decreases the meter cost of Companion attacks.


Store Discount

The Poster with Cheque can be found in the dark tunnel left and down from the Limbo Corridor Anchor. This requires the Companion's Dive and Flashlight. Returning this to Harry will give your a permanent discount on his prices. Gives a 35% discount

The One That's Worth 1000 BNP

Throughout the game, you'll run into the inquisitor, who forces you into a small area. You either have to destroy their sources or, if you have the upgraded bullets, destroy their force field and defeat them. You'll face the inquistor three times and during the final battle, you can finally kill them and take the Inquisitor's Leg, which is worth 1000 BNP

Inquisitor Spots
  • Head through the lower right exit of the clockwork gear in James' Limbo and head right, then up to a loop of platforms. The shield generator is on the upper level, beneath the Kogai door platform
  • Head right from the Forgotten Cliff Anchor to the next sector of Marie's Limbo. A massive chunk of the Limbo is the inquisitor area. Either destroy the three spread out generators or use the Enhanced Bullets to cut through their shield
  • The sandy area with the small platforms by the Splinters in James' Limbo, to the right of the Limbo Corridor
Collectibles - Manor
I will define collectible as anything you can either pick up or interact with for BNP

  • Damaged Amplificator: In your inventory at the start of the game. Examine it for 100 BNP
  • Sleepers: Upstairs in Marie's office to the left. Worth 10 BNP
  • Torn Page: Dead center of library. Worth 10 BNP
  • Wallet: Coat rack in study. Worth 10 BNP and also contains the Key with Symbol
  • Key with Symbol/"1 Key": Obtain the Wallet and then inspect it. Worth 5 BNP
  • The Plot Twist Band Record: On the floor next to the gramophone. Worth 5 BNP
  • Photograph: On Salon table. Worth 10 BNP
  • Key with Symbol/"10" Key: On the lock puzzle in the basement, next to James' corpse. Worth 0 BNP
  • Key With Symbol/"100" Key: Inside the study desk. The code is obtained after beating the Librarian and reliving the memory. If you don't remember it, check the notes in the pause screen. Worth 5 BNP
  • Medieval Woodcut: In the basement lab, in front of the wall covered in papers. Worth 5 BNP
  • Burnt Ritual Page: In front of the basement lab's furnace. Worth 5 BNP
  • Golem: Left side of basement lab. Worth 10 BNP
  • Stroller: By the door in the greenhouse. Worth 50 BNP
  • Mandrogora: In the planter to the right of the fountain in the greenhouse. Worth 50 BNP.
  • Bedsheet: Bedroom after finding Marie's corpse. Worth 20 BNP
  • Rope: After entering Marie's Limbo for the first time, return to where we found her corpse. Worth 20 BNP
  • Horn of Unknown Origin: After getting the Conundrum Device, head to the stairs in the right garden and interact to head down. There will be chest with an arithmitc problem where we have to use the device to create a key that equal 1810 when 89 is subtracted from it. The answer is 1899. Worth 20 BNP 70 BNP . You get 20 for the Horn and 50 for opening the Garden Chest.
  • Book of Shadows: Use the staircase in the basement lab and go up two floors. Once you completely fix the Device, you can use it to open the numeric door and find this on the library balcony. Worth 20 BNP
  • Head of Victorian Doll: Once you've repaired the Device fully, head to the second floor room with the piano. Input the symbol on the middle of the piano to start a weirdly difficult simon says minigame. Repeat three patterns of notes with either the sticks on your controller or the WASD and IJKL keys. Keys was a little easier for me. Once done, you will unlock the attic. This is on the left side. Worth 20 BNP
  • Kogai Pin: After reliving the memory in the upper right corner of Marie's Limbo, examine her corpse in the greenhouse. Worth 100 BNP
  • Marie's Ritual Page: After getting the Kogai Pin, head to her second floor office and pick the lock on the chest on the left wall. Worth 0 BNP
  • Pocket Watch: With the Kogai Pin, unlock the door in the secret room above the study. Worth 20 BNP
  • Organisation Photo: With the Kogai Pin, unlock the door in the secret room above the study. Worth 100 BNP and unlocks a conversation with Harry
  • The Unbeing - Golem Quest: This one requires five items (Golem Revival Note, Spark of Genius, Wooden Ox Heart, Last Breath, and Crystallized Blood) and the Enhanced Bullet. Head to the Laboratory Anchor in Jame's Anchor and place the three golem ingredients in accordance to the directions on the note (Ox Heart on center, Last Breath on lower center, Spark on head). This will create a purple trail to the fifth sector, ending to the left of the Partitioned Bedroom Anchor. Past a pair of dangerous enemies and a totem (the smoke bomb is a great way to get past) is a moving plaform over ink. The platform will move left to a ink wall to open with the bullet. On the other side is the Golem's consciousness. With the Crystallized Blood, you can interact (4 on keyboard) to store it and bring it back to the Weaponsmith. Head to the Weaponsmith at the manor for 300 BNP
  • Mother's Farewell: After getting all three chess pieces from James' Limbo, head to the attic and to the chess board. Place the three pieces where they should be (queen, bishop, knight). Worth 0 BNP. The BNP is from the other half on the Fountain Pen
  • Four-Sleeved Straitjacket: Requires the Kogai Pin, Fool, Magician, and Chariot cards. In lab behind the statue. Solve the Kogai door, then the Numeric Door, then the Tarot Puzzle. Upright Fool, inverted Magician, Upright Chariot, then move the sun to the six o clock mark. This is in the lab. Worth 20 BNP and unlocks the very useful bayonet damage boost upgrade
  • Madman's Muzzle: See above. On the right in the secret lab. Worth 20 BNP
Collectibles [BIG WIP] - James' Limbo
Sector 1
The very first Limbo sector. Contains one Burrow and Rift.



Collectibles:
  • Conundrum Keys Note: After you get the little scene about how you can't cross the gap without the double jump, head right and jump up the two platforms for the sparkle. Awards 15 BNP
  • Splinters: Bottom right corner, in the far end of the desert area. On the kitchen table. Awards 20 BNP
  • Deformed Skull: As you head left on the lowest part and go past a solitary enemy, you'll see a sparkle beneath a platform you jump over. Worth 15 BNP
  • Operation's Rat Painting: Right next to the way up at the left side of the area. Worth 10 BNP
  • Decorative Comb: Jump on the ledge next the painintg and head right. Jump across two platforms that will fall apart to find a sparkle next to a Parasite and door you can open. Worth 15 BNP
  • Mother's Embrace 1/4: After getting the double jump, head to the high platform to the right of the Conundrum Key's Note. Worth 50 BNP
  • Mother's Embrace 2/4: After getting the double jump, head to the desert in the bottom left corner and climb up the first high platform. It is right next to the rift. Worth 20 BNP
  • The Inquisitor's Leg: Defeat the Inquisitor in three other locations and then kill him once and for all in the desert area. Requires the Enhanced Bullet. Worth 1000 BNP

Sector 2



Collectibles:
  • Withered Hand: Requires double jump. From the Limbo Corridor Anchor, head left and down. At the ink pool, go right and then up at a one way door. After a difficult jump off a slope, there will be this sparkle. Decreases the meter cost of Companion attacks. Worth 100 BNP
  • Family Planning Papers: With the double jump, climb up the upper platform with the mirror to the left of the Limbo Corridor Anchor. Head left until you reach the end, then turn around and go right. In the swampy water with the Burrow tentacles is this sparkle. Worth 50 BNP
  • Mother's Embrace 3/4: Right above the Swamp Platform, but is only accessible from the double jump path.Continue left from the last collectible. At the cross roads where the way left is an ink pool and the way lower right is a numerical door, head lower left. Next to a swarm of Parasites is this sparkle. Worth 100 BNP
  • Fountain Pen: Above the Swamp Platform Anchor, requires a fully fixed Device. There will be a numeric door with three crossed out symbols. Answer is 0000, 7777, and 9999. This is on the other side. Worth 0 BNP, but you can inspect it for the bottom half of the Note to Future Self, which is worth 75 BNP
  • Obsidian Dagger: Requires triple jump. Head right from the Swamp Platform and triple jump across the wide pool of ink. In the room below in the center is the dagger. Worth 20 BNP and unlocks a weapon upgrade
  • The Hanged Man: Requires Kogai Pin. Head left from the Limbo Corridor Anchor and through the Kogai Door. Worth 100 BNP
  • Mother's Embrace 4/4:Requires Kogai Pin. Head left from the Swamp Platform, then dive through a green weak floor. Head right towards a Kogai door. Worth 100 BNP
  • Poster With Cheque: Located in the dark tunnels in the bottom right of this sector. Requires the Companion's Dive to enter the area, and then the Flashlight to obtain. Worth 150 BNP and provides a permanent discount in Harry's Store

Sector 3
This section has many varied locations, such as the Librarian's Lair, the Library, the outdoor garden, and the lab. Contains a Rift



Collectibles:
  • Carved Symbol: To the right of the Librarian's Lair is a rift and symbol carved into the wall that answers the rift. The symbol is worth 10 BNP.
  • Note With Symbols: After saving the Tattooist from the library mirror, head left and interact with the door covered in numerical symbols. This is code for the greenhouse door. Worth 20 BNP
  • Snake Knot: After opening the library door with the Device, head down and left. Beneath the entrance to that room is the collectible. Struggle with the collapsing platforms on your way out. Worth 20 BNP
  • Conundrum Note: Head up and through the garden. After opening the Father Garden Anchor, jump across the gap to the left. Worth 20 BNP.
  • Code to Camp Zeta's Lock: Kill the two guards in the camp beneath the Father Garden Anchor. Worth 0 BNP
  • Mother's Embrace 4/4: Requires Kogai Pin. Head left from the Swamp Platform Anchor and dive through the floor, then head right to the Kogai Door. Worth 100 BNP

Collectibles [BIG WIP] - James' Limbo Part 2
Sector 4
A section of cavernous mines filled with gears. When you first enter, it will be from the northern entrance from Sector 3, after you use the device to open the library door



Collectibles:
  • Atrocity: Head left in the first room until you reach the three suspended, tilting gear platforms in the air. Platform across them and this will be on third gear. Worth 50 BNP
  • Golem Revival Note: From the Golem Biom Anchor, head up to the two hanging platforms that tilt as you walk on them, minding the flying eyes as you do. Tilt the second platform and then double jump up to the high ledge. An order member will instantly run out of the room to the right to attack you, so be careful. The first sparkle in the room tells us the three ingredients and their order to animate a golem. Worth 20 BNP
  • Spark of Genius: Exactly same place the Golem Revival Note. Second sparkle in the room, worth 50 BNP
  • Conundrum Wheel Hundreds: Beneath the above two items. From the Golem Biom Anchor, jump up the two tilting platforms. In the room ahead is a green dive platform and the sparkle on the left. Worth 50 BNP
  • Wooden Ox Heart: Use the Dive to smash through the platform next to the hundreds wheel. Head down and right to see a platform above you with a sparkle. Worth 50 BNP
  • Conundrum Wheel Thousands: Ahead from the heart will be a fork where the lower path heads to a huge gear and the upper path loops towards the entrance to the sector. Head up. When the path forks (right for Heave door, left for entrance, up for wheel), you will see a sparkle on a ledge above. Double jump on up. Worth 50 BNP.
  • Secret Behind The Statue Page: As you loop counterclockwise around the area towards the Laboratory Anchor, there will be a ledge directly beneath the Librarian's Lair Anchor. Climb up and right for the page. Worth 20 BNP
  • Last Breath: As you loop counterclockwise around the area and get ti the part south of the Laboratory Anchor, there will be a Torpor boosting two other demons. Jump up the tilting platform and head past it to find a sparkle. Worth 50 BNP
  • Rat's Mask Prototype: Requires a fully repaired Device. Head right from the Golem Biom Anchor for a numerical door. This one is tricky. The upper two lines can be simply translated into one symbol, but the bottom one is upside down. Input 2448, 5841, and 1196. Past the door is a pit with three dangerous enemies. After defeating them, grab the mask from the pit. Worth 0 BNP but unlocks a weapon upgrade.
  • James' Ritual Page: Requires Heave. Enter the Laboratory Anchor area. Inspect the furnace on the right wall to relive the memory of James burning the page. Examine it at the end of the memory. Worth 100 BNP
  • Ritual Book with Missing Pages: Requires the Kogai Pin and Flashlight. Either head right from the Golem Biom Anchor to a Kogai door (If you're on a keyboard, the last digit of input is a down arrow) or do the Kogai Door on the upper left of the giant gear. In the dark tunnel, head left and jump up the series of ledges. Turn around and jump to the floating platform to the right. Worth 150 BNP

Sector 5
A ginormous area with a huge rotating gear, swamps, and the Spider's lair behind dark tunnels.



Collectibles:
  • Astral Globe: The lower left entrance of the giant gear by the Bent Bridge Anchor. Worth 80 BNP.
  • Piano Page: After defeating the inquisitor and using the Kogai pin on the door. Head left from the Swamp Panorama Anchor and Dive through the weak floor. When you see the memory of James getting the order, jump the platform in the upper left. Worth 80 BNP.
  • Crystallized Blood: Head right through the Kogai door, at the Swamp Panorama Anchor. In the room with the suspended platforms and the flying enemies, check the lower right corner. Worth 100 BNP
  • Flashlight: Requires Kogai Pin. Head right from the Swamp Panorama Anchor, through the Kogai Door. At the memory of Jamess, on the phone, jump to the upper left corner to find a sparkle by two exploding enemies. Worth 140 BNP
  • Act of Capitulation: Head right of the Partitioned Bedroom Anchor to find a Kogai Door on the right wall. After the door opens, instantly fire a flare bullet and run back to the ledge, as there are three dangerous enemies in there. In the room is the sparkle. Worth 100 BNP
  • White Queen Piece: Complete the chess puzzle by the Partitioned Bedroom Anchor. Move the white knight from G1 to H3, then move the queen from D1 to H5. Pick it up and inspect it in your inventory for 20 BNP. You also get 100 BNP for completing the puzzle
  • A Chalice of Dried Human Blood: Requires Enhanced Bullet. Head left from the Panorama Anchor until you hit the far wall beneath the vertical climb to the camp. There will be a ink wall that can be split with the bullet. Worth 150 BNP and unlocks a weapon upgrade
  • White Bishop Piece: Requires Enhanced Bullet and to complete the first chess puzzle. Head past the first chess puzzle and down to an ink wall. Cut through with a bullet to find a field with a chess puzzle and piano. Move the white rook on H1 to H8. Then, move the bishop from E2 to H5. Worth 20 BNP when examined in inventory and 100 when the puzzle is completed
  • Piano: At the second chess puzzle, examine the piano for 100 BNP
  • White Knight Piece: After completing the second chess puzzle, continue onward to find a third. Move the white rook from E3 to G3. Then, move the rook from G3 to G6. Worth 100 BNP for completing the puzzle and 20 for interacting with in inventory
  • Chess Symbols: Next to the third puzzle. Worth 100 BNP for examining
  • Secret Door Page: After completing all three chess puzzles, head left from the Spider Anchor. Instead of going up for the dark tunnel, head down for a weak floor. Beneath the Dive floor is a dead end with a memory of Marie hiding a letter from James. Worth 80 BNP.
  • Framed Spider: In the first room of the dark tunnel leading to the Spider, there will be a fork on the left side to head up or down. Head down to a dead end path with a sparkle. Requires Flashlight and to complete all three chess puzzles. Worth 80 BNP
Collectibles [BIG WIP] - Marie's Limbo
Sector 1

This section opens with the slides over the carnivorous plants (and a rift) before becoming a frigid area with many slopes. A major landmark is a labyrinth with moving gates
To Enter: Get the door code from James' Limbo and interact with Marie's body after finding it in the garden


Collectibles:
  • First Circles Members Photo: Directly above the Father Secret Study Room Anchor, on an upper ledge in a room with three Reflections. Worth 15 BNP
  • Dead Canary: Left and up from the Father Garden Entrance Anchor. Worth 15 BNP
  • First Memoirs Record: After the canary, head up and double jump up the rightward ledge. In a room with a Torment. Worth 20 BNP
  • Conundrum Key: Past the canary to the left is three Reflection in a pit with a locked door. This is on the right side and worth 20 BNP
  • Conundrum Symbols Note: Same pit as the key, on the door to the left. This is our Rosetta stone for the symbol puzzles. Worth 15 BNP
  • Signet Ring: After opening the labyrinth to the left of the Father Garden Entrance rift, use the lever in the lower part of the maze to open the gate on the upper left exit. In the vetrtical room with the slopes, keep right. On a platform with a single enemy is the sparkle. Worth 25 BNP
  • The Fool: Head back to the labyrinth. Now use the lever to set the gate on the right to it's upper position and climb down. In an alcove on the right of the path downwards is this card. Worth 50 BNP
  • Broken Memoirs Record 1/4: Head left from The Fool and down. On the ground is the first chunk of the record. Worth 20 BNP
  • Siamese Twin Heart: Enter the labyrinth and use the level in the upper right corner to place the right gate in its upper position. Use the lower right exit and you'll a see a platform that will fall apart. Run and jump across it, then double jump to a ledge in the right side of the room. Worth 100 BNP
  • Broken Memoirs Record 3/4: Requires the Kogai Pin. Heads right from the Limbo Entrance. Beneath the door in the room to sector 3 with the slopes is a Kogai door. Jump up to the platform in the upper right corner. Worth 20 BNP.

Sector 2

A cavernous frozen area with many elements of castles and the manor. Major landmarks include the open area where you face the Loneliness and a rope bridge
To Enter: When you have the device and it's hundreds wheel fixed, go through the labyrinth and head down.


Collectibles:
  • The Lovers: Requires triple jump. Head down from the Father's Garden Anchor, then take the middle left path down. Head down and when you see a high platform on the right, triple jump on over. Worth 40 BNP
  • Letter of Request Denial: After completing the numeric door with the fixed device to the right of the Father Garden Anchor (9316, 7195, and 4199, head down and right. To the right of the memory of Marie being denied is the sparkle. Worth 50 BNP
  • Snowglobe: Right of the Library portal. Defeat the Loneliness. Worth 0 BNP but unlocks a weapon upgrade.
  • Universe Vibration Metronome: Right to the left of the Cellar Anchor. Worth 20 BNP

Sector 3

A large area with artistic and floral motifs. Landmarks include moving paintings, a tree house, and several elevators
To Enter: Defeat the Loneliness in Sector 2, then use the Heave to open the entrance


Collectibles:
  • Black Flame Candle: After entering the sector from the Heave entrance, head right over the first group of platforms. Turn around for a Numerical door. Interpret the three numbers and enter. All three enemies in this room will explode when killed, so be careful. The sparkle is beneath the entrance. Worth 20 BNP.
  • The Magician: To the right of the candle. There will be a Heave gate ahead. Right inside is the card. Worth 50 BNP
  • Rat Mask: When you come across the Order camp, check on a box to the left. Worth 100 BNP. Hand this to the Weaponsmith and the next camps will be marked on the map.
  • The World: In the room to the left beneath the two tarot doors surrounding the Death card, past a Heave door. Worth 50 BNP
  • Second Memoirs Record: In the little room to the right of the giant room with the floating paintings and the giant Nest enemy. This has two ways to obtain. The obvious is the numerical door in the previous room. Alternatively, head right from the Father Garden Entrance and use the dive to slam through the floor and enter the Father Study Secret Room. The anchor here will teleport 50 BNP and unlocks a gun upgrade
  • Envelope: From the Salon Anchor, head right and Dive through the floor. Head down through the plumbing, fighting through several Order members to the right. When you see the memory of Marie getting the letter, grab the sparkle. Worth 20 BNP
  • Rattle: From Salon Anchor, head right and up to the upper right corner of this sector. Head past the totem enemies and use the Heave to unblock the door. Interact with where you relive the memory to head upwards to a treehouse with the collectible. Worth 50 BNP and unlocks an upgrade
  • Fourth Memoirs Record: Requires Kogai Pin. Head right of the Salon Anchor, past the exploding enemies and head to the Kogai door beneath the elevators. Head left through the first elevator to the sparkle on the platform. Worth 20 BNP.
  • Broken Memoirs Record 2/4: Same Kogai door as the Fourth Memoirs Record. Head down on the first elevator and then up the second elevator to the right, by a riflewoman. Worth 20 BNP
  • Venus Stature: Requires the Kogai Pin, head left from the Bedroom Anchor tand head down from the camp to find a Kogai door. Head through and use the moving platform over the ink pool to find this sparkle on the lower left. Worth 50 BNP
  • Broken Memoirs Record 3/4: Requires the Kogai Pin. Head right from the Cellar Anchor and through the Nest enemy, then go downwards for a Kogai door. Head forward and jump up to the left when you the turn the corner for a sparkle with a Parasite. Worth 20 BNP
  • Silvery Mirror: Same Kogai door as above. Head right and, at the tarot card door, head upwards for a yellow tormentor by a sparkle. Worth 20 BNP and unlocks a gun upgrade
  • Death: Requires Empress, World, and Tower tarot cards. In the room with the Tarot doors on both sides beneath the painting room. Both doors have the same solution: upright Empress, inverted World, inverted Tower. For the sun, just hit space, it starts in the right spot, at the top. I've seen reports that the door is bugged, and I've had problems with the door on the right, but one on the left worked. Worth 100 BNP
Collectibles [BIG WIP] - Marie's Limbo 2
Sector 4

An isolated section which is mainly a linear sequence after you collect the Book of Languages. The only Anchor is in the chapel at the top.
To Enter: Collect the Book in Languages in Sector 2, which in turn requires the Flashlight and to have collected all three Ritual Pages


Collectibles:
  • The Empress: Plain in the middle of the dark tunnel on the right. Worth 100 BNP

Sector 5



Collectibles:
  • Owl's Rifle: Requires the flashlight. After getting through the tunnel and reaching the Forgotten Cliff Anchor, head left past the gramophone. Triple jump up the ledge to the left and grab the sparkle. Worth 180 BNP and half of the Enhanced Bullet upgrade
  • Experimental Cap: To the left of the two platforms over the ink pool in the bottom. Worth 100 BNP and unlocks a weapon upgrade.
  • The Chariot: Directly beneath the Forgotten Cliff Anchor on a platform to the left with a dangerous enemy. Worth 100 BNP.
  • The Tower: In the lower left corner of the sector, in a big alcove. Worth 100 BNP

Sector 6



Collectibles:
  • Wax Stamp From Geneva: On the middle level, on a floating platform. You'll probably see it while running away from the Inquisitor. Worth 100 BNP.
  • Fifth Memoirs Record: Requires Death, Lovers, and Tower cards. Behind the tarot door due north of the Stay Away Anchor. The solution to the door is Inverted Death, Upright Lovers, and Upright Tower, then moving the moon to 12. On the platform above is the sparkle. Worth 100 BNP

Sector 7

This sector is mostly a dark tunnel leading up to the start of the Mirage
To Enter: Complete the piano puzzle and use an Enhanced Bullet to split the ink fall in Sector 6


Collectibles:
  • Third Memoirs Record: In the first room after you drop in, head to the right and jump across the gap. When you reach the wall, turn around and climb up the floating platform. Worth 100 BNP
  • Iron Cross: Towards the end, in front of a memory of Marie visiting her father's grave. Worth 150 BNP
12 Comments
Sanai 14 Jan @ 1:54pm 
@bearsbearsbears I managed to figure it out in the end. You have to use the stronger shield against the golden spears, melee it, which makes it spin, and then you have to time it correctly with another melee hit to make it hit the boss in question. It took a few tries since the spears would go all over the place.
bearsbearsbears  [author] 13 Jan @ 7:42pm 
@Sanai
That's not a bad question at all. I was looking at some let's play footage to jog my memory and I saw multiple people spend like ten minutes trying to work it out
You would use the The Companion's Grasp, the same way you would throw an enemy around
Sanai 12 Jan @ 3:53pm 
Silly question, but how do you grab the golden spears? I'm able to deflect it, but can't seem to go from there.
April 5 Jul, 2023 @ 1:18pm 
Thank you @bearsbearsbears !!!! This guide is amazing, it helped me with the records and other things. I loved the game but some bugs (the character falled out of the map or got stuck in a platform unable to move, the hanging man tarot and such things) and problems understanding some mechanics of the game almost made me leave it unfinished and thanks to your guide I finished it!!! THANK YOU!!!
ZuzUBA 27 May, 2023 @ 7:47am 
@Skaamit

For "Lazy is the fool, that starts the war at noon":
The Chariot normal.
The Fool normal.
The Magician rotated.
Then, the moon at the top.
AlexDiesTwice 18 May, 2023 @ 9:13am 
Any idea how you return to James Limbo after the endgame? I was able to do so with Marie but it doesn't work with James.
Melony 11 May, 2023 @ 12:34pm 
So I doubt I'll ever see a reply to this, but in Marie's Limbo, near the "Father Garden Anchor" -- to the "North" of it (above it) to be precise, off to the left - or to the NorthWest, whichever you prefer, is a little ledge. You can't seem to get to it because you slide down the ramps nearby and there's no way to even use the companion's grapple to get there. But when you fall down the ramp right there it LOOKS LIKE there's something up there.
Is there any way to get up there? IS THERE something up there?? Because I swear I think there is and I want to 100% this game and it's driving me crazy.
ULITOS 8 May, 2023 @ 11:18am 
Thanks.

Well, do you know how to open the Tarot Door in the garden "Lazy is the fool, that starts the war at noon"?
bearsbearsbears  [author] 4 May, 2023 @ 9:03am 
@Vahnkiljoy
https://steamproxy.com/sharedfiles/filedetails/?id=2971296227
It's located where the cursor is in this screenshot. I'm going to start making a map when I get home from work for more clarity
Vahnkiljoy 4 May, 2023 @ 12:00am 
Your explanation as to where the Experimental Cap is located is completely useless as there is no ink pool with 2 platforms in this section anywhere.