m2y6j9k

New Member
May 21, 2021
1
0
So i've run into a bit of a problem with getting past the scanner leading to the admin PC in the lab, I was forced to turn into Jessica in the manor before taking the elevator down to the lab( I was infected with unwidowed as Jessica). I went into the decontamination chamber to remove all infections before heading to the scanner leading to the admin room, but upon attempting to pass by the scanner, it says unknown organism detected. Is Jessica herself unable to pass through the scanner? Or did I do something that may have wrecked the save? I remember trying to pass the blue ghosts while infected with unwidowed, they had no effect in causing pregnancy and from there i made new paint to make the west wing key to get the level 4 card, could that have caused some problem?
 

69ztare

Member
Nov 7, 2018
373
408
Where do you find Malice in the forest? I've gone at night and its not there.
Personally, I remember playing through the forest at night many times and not finding it, but on recent tries, I found the black haired one and all (although i didn't go near her). So, she probably appears after some progress.
As for the blonde one, she appears always at the research outpost, except on the first time you go there (when you see Rin on a corpse party and she wakes you up because of it).
As for how you reach the research outpost, if you don't know how to reach there, and also want to know through here, but don't wanna go directly to the guides...
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killerfoxypro44

New Member
Nov 4, 2017
9
2
Cheat Engine Table v1 for version 20250706v2
Script based so you need to do in game action to get values. Activate corresponding script before action.

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Might crash the game on mentioned actions.

Feel free to do with it whatever you like.
hey how do i get cheat engine to work im confused
 

planologer

New Member
Jul 20, 2025
1
1
I'd like to suggest a future mechanic to unniex:

The game is extremely well designed and intricate, but that same intricacy somewhat works against it in the long run, because solving a convoluted puzzle the first time is satisfying but having to repeat it over and over to do the other things that rely on those steps gets tedious.

To that end, I think that a crucial function of the dream hub house could be to enable the player to start their next dream with an unlocked item.

There are two ways to do this, depending on ease of implementation and what level of restriction you would want to have on it.

Option 1 - Magic Bag: After progression conversations with Rin in the bedroom, Rin gives you a (for lack of a better term) "magic bag". The Magic Bag takes up an inventory slot, and does nothing on its own. However, while out in the dream world, you can place ONE item in the magic bag of your choice. When you wake up, the item stays in the bag. The next time you fall asleep, you can go back to Rin and she gives you the magic bag back, and it will still have the item you put there in it.
So essentially, it means that detouring to the dream house at the start of a run lets you nab one item and already have it available instead of having to go through the proper steps to unlock it. This would, presumably, be used to store items that are a bit of a pain to get and save yourself a bunch of steps. Like being able to start with the Snow Globe.
The tricky thing here is that you have to make sure that your item is back in the magic bag before you wake up, otherwise you'll lose it again. This also means that its of limited use on consumables: you could store a Paint or a Fragile Key or a Plasma Rifle if you wanted, but those things get used up so that only really helps you on the next run only, as opposed to other items that could potentially be kept around forever by properly using the bag.
In any case, the fact that you can only persist a single item at a time AND you have to already have that item in your possession to store it means that it can't help you solve a problem you don't know how to solve, it can just save you time on something you already know how to do. Which, in a complicated puzzle game like this, I think would be a good quality of life feature.

However, I can see why you might now want the player to be able to store ANY item in the bag, and want a much tighter control on what they can skip past if you are afraid of it breaking the flow of the game. In that case, consider as an alternative...

Option 2 - Milestone Rewards: This still uses Rin in the dream hub as a vehicle to get around acquiring certain items, but with a different method. Essentially, Rin has a secret list of items that she can make available to the player. It would start with something very basic to introduce that its a mechanic (probably a Flashlight, which is useful in multiple places but isn't exactly a powerful or unique item) and you can ask Rin to give it to you in a dialog option that costs Will. But as you explore the dreams and solve other puzzles, you might trigger Rin to make more items available to you. Maybe once you have acquired every Fragile Key in the game at least once, you can ask her for a Fragile Key. Maybe after you go through the steps to create extra Paint once, you can buy 1 Paint from her. And so one.
Like the previous example, this is not intended to help you solve a puzzle but rather be a reward for having already done things in the past. But whereas the magic bag gives the player the ability to decide what to pass forward, this leaves you with a much tighter control of what can and cannot be bought from Rin with will.
This does also open up the possibility of a player being able to buy multiple items from Rin in a run with enough Will, if you choose to allow that.
If you want to divorce this from Rin herself directly for story reasons, I guess it could also be a 'Trophy Case' in the dream house of some kind, which builds up 'trophies' of past dream accomplishments.

I think that either of these mechanics would help both new and veteran players alike, and might help players that are frustrated with their progress in the dreams get just a little bit of positive reinforcement that their forward progress on puzzles means something/isn't erased between runs.
 
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unniex

Member
Game Developer
Mar 10, 2020
177
833
I'd like to suggest a future mechanic to unniex:

The game is extremely well designed and intricate, but that same intricacy somewhat works against it in the long run, because solving a convoluted puzzle the first time is satisfying but having to repeat it over and over to do the other things that rely on those steps gets tedious.

To that end, I think that a crucial function of the dream hub house could be to enable the player to start their next dream with an unlocked item.

There are two ways to do this, depending on ease of implementation and what level of restriction you would want to have on it.

Option 1 - Magic Bag: After progression conversations with Rin in the bedroom, Rin gives you a (for lack of a better term) "magic bag". The Magic Bag takes up an inventory slot, and does nothing on its own. However, while out in the dream world, you can place ONE item in the magic bag of your choice. When you wake up, the item stays in the bag. The next time you fall asleep, you can go back to Rin and she gives you the magic bag back, and it will still have the item you put there in it.
So essentially, it means that detouring to the dream house at the start of a run lets you nab one item and already have it available instead of having to go through the proper steps to unlock it. This would, presumably, be used to store items that are a bit of a pain to get and save yourself a bunch of steps. Like being able to start with the Snow Globe.
The tricky thing here is that you have to make sure that your item is back in the magic bag before you wake up, otherwise you'll lose it again. This also means that its of limited use on consumables: you could store a Paint or a Fragile Key or a Plasma Rifle if you wanted, but those things get used up so that only really helps you on the next run only, as opposed to other items that could potentially be kept around forever by properly using the bag.
In any case, the fact that you can only persist a single item at a time AND you have to already have that item in your possession to store it means that it can't help you solve a problem you don't know how to solve, it can just save you time on something you already know how to do. Which, in a complicated puzzle game like this, I think would be a good quality of life feature.

However, I can see why you might now want the player to be able to store ANY item in the bag, and want a much tighter control on what they can skip past if you are afraid of it breaking the flow of the game. In that case, consider as an alternative...

Option 2 - Milestone Rewards: This still uses Rin in the dream hub as a vehicle to get around acquiring certain items, but with a different method. Essentially, Rin has a secret list of items that she can make available to the player. It would start with something very basic to introduce that its a mechanic (probably a Flashlight, which is useful in multiple places but isn't exactly a powerful or unique item) and you can ask Rin to give it to you in a dialog option that costs Will. But as you explore the dreams and solve other puzzles, you might trigger Rin to make more items available to you. Maybe once you have acquired every Fragile Key in the game at least once, you can ask her for a Fragile Key. Maybe after you go through the steps to create extra Paint once, you can buy 1 Paint from her. And so one.
Like the previous example, this is not intended to help you solve a puzzle but rather be a reward for having already done things in the past. But whereas the magic bag gives the player the ability to decide what to pass forward, this leaves you with a much tighter control of what can and cannot be bought from Rin with will.
This does also open up the possibility of a player being able to buy multiple items from Rin in a run with enough Will, if you choose to allow that.
If you want to divorce this from Rin herself directly for story reasons, I guess it could also be a 'Trophy Case' in the dream house of some kind, which builds up 'trophies' of past dream accomplishments.

I think that either of these mechanics would help both new and veteran players alike, and might help players that are frustrated with their progress in the dreams get just a little bit of positive reinforcement that their forward progress on puzzles means something/isn't erased between runs.
First option is out of the question, as it would disrupt puzzles that require the player to choose a path through an item.
Tracking which items have been picked up is a solution, but would also be too great an effort. It might sound simple, but there's a plethora of logical problems with this.

Second option is what Coherence will do eventually anyway. Though perhaps not in the way you describe it.
i.e unlocking the conversation with Rin about her suit shall let the player use EGR suits without updating firmware or coordinates. I just didn't create a comprehensive system to track this yet.

I don't think outright giving the player items is an interesting work around and prefer creating organic shortcuts.
i.e accessing the computer with a level 4 card lets you check the password, which in turn gives you full access without any card in future dream. Or how turning into Jessica once lets you access the transformation freely, thus making the door requirements unnecessary. Or going to the Fairy Lake tells you about the staff, which lets you circumvent the Festival of Life requirements.
True Sight literally lights the paths to Void Woods and the Outpost glow. And there's a way too access it almost immediately, without any mushroom.
So, in a sense, the game is already doing what you want, but you're not acknowledging it. You seem well versed in game mechanics, so why is that? Perhaps the issue is that milestones are too far apart.
 

Jt909hxob

Member
Jul 3, 2024
124
101
First option is out of the question, as it would disrupt puzzles that require the player to choose a path through an item.
Tracking which items have been picked up is a solution, but would also be too great an effort. It might sound simple, but there's a plethora of logical problems with this.

Second option is what Coherence will do eventually anyway. Though perhaps not in the way you describe it.
i.e unlocking the conversation with Rin about her suit shall let the player use EGR suits without updating firmware or coordinates. I just didn't create a comprehensive system to track this yet.

I don't think outright giving the player items is an interesting work around and prefer creating organic shortcuts.
i.e accessing the computer with a level 4 card lets you check the password, which in turn gives you full access without any card in future dream. Or how turning into Jessica once lets you access the transformation freely, thus making the door requirements unnecessary. Or going to the Fairy Lake tells you about the staff, which lets you circumvent the Festival of Life requirements.
True Sight literally lights the paths to Void Woods and the Outpost glow. And there's a way too access it almost immediately, without any mushroom.
So, in a sense, the game is already doing what you want, but you're not acknowledging it. You seem well versed in game mechanics, so why is that? Perhaps the issue is that milestones are too far apart.
Any chance you could implement a Cheat console for lazy gamers :'D I wouldnt mind being able to just bump up my hunger and thirst whenever I want.
 
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69ztare

Member
Nov 7, 2018
373
408
How do I put in the save files?
Tip: You can use the search here. At least one of the first results for "save" is the answer you are searching for.
But since it is indeed not the most common result, since over 90% of them are people complaining about saves taking time...
The save location/save path is C:\Users\<username>\AppData\Local\Coffee_Story_Extra (or "Local\Coffee_Extra", like the result said, so I'm not sure if it's the same for everyone).
And then, if you have a save file, just put it there. I'm not sure if it's this simple, however, since I never used other files.
 

Fra_

Member
Dec 22, 2021
242
215
I'm just starting out and I'm lost. This first mission of searching for things is difficult. The objects are barely visible because they're so small or hidden. The flashing light helps, but after finding the skull, panties, comb, and pregnancy test, I can't find anything else.
1754802364325.png

I haven't even started the game and I'm already stuck. I can't imagine how boring it will be later on, but I'll give it a try. Can someone help me with this?
 

one.grit

Newbie
Jan 23, 2024
17
7
I'm just starting out and I'm lost. This first mission of searching for things is difficult. The objects are barely visible because they're so small or hidden. The flashing light helps, but after finding the skull, panties, comb, and pregnancy test, I can't find anything else.
View attachment 5130128

I haven't even started the game and I'm already stuck. I can't imagine how boring it will be later on, but I'll give it a try. Can someone help me with this?
You just need to find any one of them, mate, you can use any of them to move forward. Just talk to Rin about the item you want to use.
 
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Jt909hxob

Member
Jul 3, 2024
124
101
Here's a layout of some of the mansion.
Blue boxes are doors.
Some doors do teleport you to different areas
Ps.. kept saying image was too big so I had to post it somewhere to share it.

 

Dr...

Newbie
Dec 1, 2020
42
18
I'm just starting out and I'm lost. This first mission of searching for things is difficult. The objects are barely visible because they're so small or hidden. The flashing light helps, but after finding the skull, panties, comb, and pregnancy test, I can't find anything else.
View attachment 5130128

I haven't even started the game and I'm already stuck. I can't imagine how boring it will be later on, but I'll give it a try. Can someone help me with this?
Oké, oké. I get where you are lost, and that got me too (Took me 6 months before realise)

The first time you play, You are totally unfamiliar to how difference "useful" things from the background. Sometimes is intended others time it isn't.
You will find this issue in many followed puzzles in the game, so take this in mind. Not all the puzzles are solve with clicks.

In this case, You first interact with Rin, tell her that's fine, and step into the the middle of the oval looking machine with a danger triangle in the middle.
This will trigger a transformation, with which you will be able to cross the scanner door, and continue with the tutorial.

Note ·
I know this is almost a week late, but this might help someone else in the same issue, if not you.
 
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