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All puzzles were challenging, but fairly straightforward. Although I much appreciate the concept of not labeling items with Book and Key tags (makes it too easy), there were an awful lot of red herrings; I definitely got turned around a bit. Otherwise, an intelligent and impressive format. Well done!
Besides those two things though, definitely some of the most brilliant puzzles and overall design I've seen from a workshop room so far.
Mask done, map done. Couldn't understand what I'm supposed to do next, no hint found, and only one needle of the clock can be moved. I was fixated on the clock since the short ones can be moved, and wondering is that part of the puzzle or not.
What's the name of the piano music that plays in the last room?
Otherwise cool map c:
Not allowing most items to be picked up because they are indeed useless was a deliberate design choice and not a bug. This map was created before trashcans were added to the editor, and so limiting the items that could be in your inventory was a good thing.
We got O-N-E from the masks, 9 from the magnifying glass, but the last number I guessed randomly. We translated O-N-E to three symbols on the 4x4 spear fight grid, but couldn't figure out what we were supposed to do with the three spear fighters. Was it related to the direction in which the spear fighters were pointing their spears? We looked into it a bit, and suspected that it had something to do with the clock, but we couldn't access the clock unless we semi-clipped through the glass pane to access the clock hands. Would appreciate an explanation of what we were supposed to do...
the bookcase puzzle made me almost give up tho haha
got the one easily but the 4 and 9 I only got by accident... I checked what "o n e" would translate to in orali and checked which numbers that would correlate to counting for the top left. got 4, 9 and 10 and when i put this into the bookshelf- voila! maybe you can imagine my surprise over how my stupid last resort worked somehow!