Gameplay Guide [Alpha 14 Patch 1]
So been playing this a lot, and managed to beat the default mode. Going to give some tips on what I found to be the best ways to approach the game. This isn't a comprehensive guide, so at least look at the manual a bit, but it should help you win the EtM scenario.
Some Less Obvious Basics:
- Clicking on a card brings up stuff to do, while dragging it somewhere else does a lot of other stuff. If you drag the card to another card, including items, it will bring up an interaction menu. Not all cards will have interactions though.
- Dragging the item cards to another location allows for teleporting, but if you use a maid, you may be able to do additional things, like destroy or trap clothing.
- You can move visitors by dragging maids on them while they are incapacitated or deeply asleep.
- Doors can be dragged onto, but only if the person is nearby.
Converting Initial Visitors:
It may seem odd not to start by talking about all the other mechanics first, but the best way to deal with visitors, who are your enemies in this game, is to quickly convert several of them at the start, as it keeps concerns much more manageable and gives you more power and options.
The easiest, safest, most consistent, and least expensive power wise way to do this is by trapping clothes, and doing so on the west side of the manor. One way to start is to take your initial two maids and have one of them move the disperser to the dining room then change it to sleep and turn it on, one of them turns the radio on, and have one of them idle as cook as the other idles as instructor.
- Set default for food to either sleep or forget concerns.
Guests may come in either bored, hungry, or sleepy. If they are hungry it won't take long before they are sleepy as well. If a guest is going to sleep, start moving a maid over to the room, ideally so she arrives a turn after they enter the bedroom. After they take off their clothes, have the maid take them and trap them.
Trapping takes ten power and five turns, plus travel time to and back again. If the guest is on the east side, drop the trapped clothes as soon as the maid finishes in the laundry room. They will come directly to the laundry room and transform, and unless someone needs clothes or is wandering visitors rarely if ever enter the laundry.
- Avoid have someone transform while another guest is present. This is pretty easy to avoid.
Once a trainee, the simplest way to handle things is to have them move into the master suite. As long as they are green they'll move there, and its only two move commands from the west side, but if they turn yellow, especially in the west hallway, things get more complicated. Safest way is to have an instructor be with them. As long as no one knows the person yet and interrupts them, the instructor will usually get the trainee moving again. Once in the master suite, as long as the master is present, the trainees tend to stay put until converted as the master will constantly instruct them. Locking the door helps make sure the trainee doesn't leave, but usually isn't necessary unless you have two or more.
- You can also train them directly in the bedroom or laundry room with instructor(s), but if another guest decides to sleep/move there you'll probably need to lock the door.
Keep them away from guests who knew them while training. Once converted, its still a good idea to have the new maids avoid everyone they used to know until you can do a quick forget that successfully applies to everyone who knew her (quick forget is even better done at training stage). Aim for two or three converts to begin with.
Managing Concern:
Concern is pretty complicated, but the methods for dealing with it aren't. You either prevent it, or treat it. There are essentially three decent ways to treat concern. Lower concern food, medicine, and calming dreams. Food is inconsistent and weak, but guests are constantly eating, so it helps out over time. Medicine is one of the best ways, but requires ten power for the medicine itself and a diffuser for best results to get them sick (back hallway, pool, or baths depending on gender are all good choices). Calming dreams require succubi, and can only apply to one guest at a time per succubus, though they can really help. In an emergency, you can use spells to lower concern, but those seem to be rather ineffective long term.
Prevention is more difficult, but there are still some relatively simple things you can do to slow down or prevent certain concerns:
If you have a trainee or (to a lesser degree) maid who someone knew, use forget person or quick forget, alternatively if power is low have them do uncommon jobs like librarian or nurse (if no sick diffuser) or have them stay away completely in the shed or reliquary with the door locked and settings for idle maids to not open locked doors. Master suite, laundry room, and bedroom also works but is less consistent, but is usually needed for trainees since guests seeing them is so dangerous that even being spotted once on the way to the rear yard may end up causing awareness on a bad roll. Time everything to avoid them being seen (by people who know them) on the way to their jobs/hiding places.
If someone finds a concerning item, like maid outfit blueprints, confiscate it. The easiest way to do this is when they sleep, put them under a deep sleep by spell, then have your maid take it and send it to the reliquary. They can also do this with just about anything on the person, including buff items. Do this early or they will share the thing with everyone.
Avoid blatantly suspicious things. Any kind of transformation is likely to cause immediate awareness, so avoid those directly in front of others. Don't give a succubus mark if there is another person awake or a turn or two away from being so, as the succubus takes a turn to hide. Ironically dragging incapacitated or deeply asleep people in front of others isn't as bad as you would think, but its still something to avoid unless necessary.
Ultimately until you get your concern reducing engine fully running, which is not possible until you have at least two cooks (ideally with 10+ social), one librarian, one nurse (10+ social), and at least three or so succubi assuming a full seven guests, along with three or more dispensers in common areas with at least two making visitors sick, you will eventually have a guest become aware due to concern building up.
Aware Visitors:
Having a visitor become aware is like being spotted in a stealth game. Its bad news and unless you deal with it quickly its likely to lead to game over. They are one roll away from convincing anyone to become aware too, and meanwhile they will be destroying things, shouting for help, knocking out and tying up maids, researching forbidden knowledge which eventually leads to fights with the master and game over, and generally just being a pain in the ass.
There is unfortunately only one semi-consistent way to stop an aware guest; combat. Basically have your maids dogpile the guest as soon as possible. If you have some power to spare, you can use disorient to stun him. If you're lucky he'll have a faulty taser, but he'll only use that if he doesn't think he'll win easily, and he is far less likely to pick up cursed stuff once aware.
If you manage to incapacitate him (or he gets exhausted by sleep need and you put him into a deep sleep), there are quite a few options at that point. The simplest is to drag him to the master suite, then convert him to trainee directly by the master. Note powers are cheaper when done in the master suite, especially by the master themselves. You can also trying forcing a maid outfit on him. If you make him a trainee, he will be VERY disobedient.
You could also drag him to an isolated room (shed or reliquary works well) and give him a succubus mark if you have a succubus, though you will need to incapacitate him several times mostly likely until he reaches a point where the lust takes over. Other forms of transformation might be an option too. (Haven't experimented with forcing food/injections/flowers yet.)
Monsters, Traitors, and Secret Maids:
The succubus is helpful, everything else...meh.
Other monsters don't really do a whole lot, or take a lot of effort to recruit. Alraunes just chill in the garden, while bees are good fighters but take time and Alraunes to show up, are initially hostile, and are RNG dependent to recruit unless you beat them in a fight. They also sometimes just fight and kidnap your maids on their own, which is even more bad news.
Traitors take a while to get as corruption itself builds slowly, but even after you have one they are something of a detriment to unaware guests as the suspicion they spread doesn't seem to do much and guests can be suspicious of them themselves. Aware guests might be different, (I avoid having them around for long so I don't know), but generally the best option for that is to knock them out, so again of limited use.
Secret maids are similar to traitors but at least have the praise maid idle, which if they have high social, can make others like and trust maids more. Still too slow and limited to make enough of an impact though except in long, drawn out games.
Succubi on the other hand do several useful things. They can passively increase sleep need, use calming dreams to significantly reduce concern across the board, and give a succubus mark which, if the guest doesn't research it in time and assuming the succubus follows the guest around, will inevitably cause a transformation into another succubus, even to aware guests.
Power:
There's quite a bit you can do with power, but you need to get it first. By default you get two power every turn from the two maids you have. Each maid = one more power for each turn (not sure if monsters/traitors/etc. count) Thus you have a strong incentive to convert guests into maids, in addition to the other useful stuff maids do. The main obstacle in the game is balancing the desire to convert more visitors into maids so you get more power and help, and avoiding those new maids exposing your manor through being recognized or being left alone and asking nearby guests for help with their involuntary servitude.
Conclusion:
Its a pretty good game, though definitely has a learning curve and is something of a slow burn. Hope this helps.