Walkthrough: Chapter 1
Greetings ghouls and ghosts, arkicade here!
This post is a first post in a series of walkthroughs for the game "A Monster's Insight". For part 1, this'll be a walkthrough for Fernweh: the first interlocutor.
Walkthrough list
You can find the walkthrough for Chapter 2 here
You can find the walkthrough for Chapter 3 here
You can find the walkthrough for the endings guide here
Before you read this, I'd highly recommend playing their route at least once before consulting this walkthrough. Even if you lose to Fernweh you can still get a good ending! (And if you want to unlock secret content you need to get 2 bad endings anyways).
Oh, and also spoiler warning!
For Fernweh, there are multiple strategies to defeat them. If you accomplish just one of these successfully then that's all you need! I'm just highlighting all the options for those who are interested but also to show that there isn't one "strict way" to win.
Here's how I'll be structuring this walkthrough:
- Adjustments to make in settings
- CHASM strategy (versions A and B separately)
- MAP strategy (versions A and B separately)
- LOST strategy
- SOUL strategy
- Conclusion
Adjustments to make in settings
If you're in "walkthrough mode" then you should be playing with the "Assist Mode" on. Playing in Assist Mode does *not* block you from getting any endings (likewise, playing in Challenge Mode doesn't grant you any special secrets either).
You get to choose the Assist Mode at the start of the game. But if you're already halfway through the game you can do the following set-up
- Emotion Hints: ON
- Interlocutor State: ON
- Test Labels: ON
- Insight Timer: OFF
Having Emotion Hints ON is crucial for any subsequent playthrough because it tells you *what stats each option gives you*. I wouldn't recommend using it if you're playing it for the first time, but you're looking for more endings/just can't get past a chapter then I recommend you to enable it.
Strategy 1: MAP (version A)
This strategy is based on getting the keyword "MAP". There are two versions of this strategy because the "MAP" keyword unlocks 2 possible ways to go. In version A, we'll discuss the LEERE route. In version B, we'll discuss the COMPASS route.
GETTING THE KEYWORD
Before the dialogue, choose to "Scout for information" and then choose -> "Go to the G'narg at the bar downtown". This will get you the keyword of "MAP".
You can also access the keyword of "MAP" when Fernweh says:
I've been thinking a lot about "what there is" and "what there isn't".
Respond with:
"I can't understand you"
And you must have Supreme lower than 0 to get it!
Personally, it's A LOT easier to choose "Scout for information" and "Go to the G'narg at the bar downtown" versus the latter option. But the latter option *does* allow you to get more points which is useful for interlocutors that come afterward.
THE QUESTIONING
When it's The Questioning, ask about "MAP". Then select the option
But did you really make it?
PUZZLES ANSWER
The answer to input is: LEERE/leere
PASSING THE TESTS
This requires you to pass the following tests:
Supreme > 0 Knowledge > 1 Intellect > 1
You can fail 1 of them but as long as you pass the other 2 you should be fine! You can get these stats by using the "Assist Mode" to help you.
Strategy 2: CHASM (version A)
This strategy is based on getting the keyword "CHASM" and is arguably one of the easiest ones to do. There are two versions of this strategy because the "CHASM" keyword unlocks 2 possible ways to go. In version A, we'll discuss the LEERE route. In version B, we'll discuss the SKEPTIC route.
GETTING THE KEYWORD
You automatically get this keyword in the opening section.
THE QUESTIONING
When it's The Questioning, ask about "CHASM". Then select the option
But what if there was someone before?
PUZZLES ANSWER
The answer to input is: LEERE/leere
PASSING THE TESTS
This requires you to pass the following tests:
Supreme > 0 Knowledge > 1 Intellect > 1
You can fail 1 of them but as long as you pass the other 2 you should be fine! You can get these stats by using the "Assist Mode" to help you.
Strategy 3: MAP (version B)
This strategy is based on getting the keyword "MAP". There are two versions of this strategy because the "MAP" keyword unlocks 2 possible ways to go. In version B, we'll discuss the COMPASS route.
GETTING THE KEYWORD
Before the dialogue, choose to "Scout for information" and then choose -> "Go to the G'narg at the bar downtown". This will get you the keyword of "MAP".
You CANNOT access this strategy if you got the keyword "MAP" during the dialogue, so you have to get this beforehand
THE QUESTIONING
When it's The Questioning, ask about "MAP". Then select the option
Is there only one copy of the MAP?
PUZZLES ANSWER
The answer to input is: COMPASS/compass
PASSING THE TESTS
This requires you to pass the following tests:
Supreme > 0 Knowledge > 1 Intellect > 1
You can fail 1 of them but as long as you pass the other 2 you should be fine! You can get these stats by using the "Assist Mode" to help you.
Strategy 4: CHASM (version B)
This strategy is based on getting the keyword "CHASM" and is arguably one of the easiest ones to do. There are two versions of this strategy because the "CHASM" keyword unlocks 2 possible ways to go. In version B, we'll discuss the SKEPTIC route.
GETTING THE KEYWORD
You automatically get this keyword in the opening section.
THE QUESTIONING
When it's The Questioning, ask about "CHASM". Then select the option
So you do acknowledge that this place exists
PUZZLES ANSWER
There is NO puzzle section here.
PASSING THE TESTS
This requires you to pass the following tests:
Intellect > 1 Reputable > 1
You should pass both of these.
Strategy 5: SKEPTIC
This strategy is based on getting the keyword "SKEPTIC".
GETTING THE KEYWORD
One way of getting the keyword is when Fernweh says:
I've been thinking a lot about "what there is" and "what there isn't".
Respond with:
... (let them keep talking)
And if your knowledge > 1, then you get the keyword.
Another way is after the first phase/introduction, Fernweh will talk about the layers of the CHASM (first, second etc.) During this section there's the following test:
Perception > 0 Intellect > 0
If you succeed, you will get a POINTER (the word is "KNOW"). Click on the word "KNOW", and you will unlock the "SKEPTIC"keyword.
THE QUESTIONING
When it's The Questioning, ask about "SKEPTIC".
PUZZLES ANSWER
There is NO puzzle section here.
PASSING THE TESTS
This requires you to pass the following tests:
Intellect > 1 Reputable > 1
You should pass both of these.
Strategy 6: LOST
This strategy is based on getting the keyword "LOST", there are multiple ways to get them but they can easily be missed.
GETTING THE KEYWORD
You can get this keyword in multiple ways.
1) One is before the dialogue, you talk to Globin at the Melduvian River.
2) Another way is when Fernweh asks:
Anyways, I wanted to ask what brought you here?
You respond with:
I was hoping you could tell me that...
Then you have to pass a negative supreme check (supreme < 0), if you succeed you get the keyword.
You can also respond with:
Well does that even matter?
Then you have to pass a positive charisma check (charisma > 0), if you succeed you get the keyword.
3) If you have "SOUL" in your keywords you automatically get "LOST"
4) If you have neither "SOUL" nor "LOST", if your perception is greater than 0, you get the "LOST" keyword (but not the "SOUL" keyword)
THE QUESTIONING
When it's The Questioning, ask about "LOST".
Then respond with:
Are you LOST?
PUZZLES ANSWER
The answer to input is: BROKEN/broken
PASSING THE TESTS
This requires you to pass the following tests:
Supreme > 1 Knowledge > 1
You should pass both of these.
Conclusion?
I'm being transparent in that even these 6 strategies don't cover everything. After all, there are 2 ways you can get the "SOUL" keyword (which automatically grants you the "LOST" keyword for strategy 6).
You can pick and choose which one you'd like to do from the ones above (you don't have to do all of them). The reason I'm writing almost all combinations is just for documentation purposes but also to reassure players that even if you fail tests, that's ok! Because there are (at least) 5 other strategies you can do.
That's why I have the option to disable "test labels" because maybe it can cause worry and panic in the players. All that's an indicator of is there was a possibility to advance one of many strategies. As long as you succeed the tests you need to then that's ok!
If you're even looking at this walkthrough at all, it means that you're playing a game that I put my heart into, and for that, I sincerely thank you and hope you enjoy the game as much as I enjoyed making it :)
Get A Monster's Insight
A Monster's Insight
Gaslight eldritch horrors or die trying
Status | Released |
Author | arkicade |
Genre | Visual Novel, Interactive Fiction |
Tags | Atmospheric, Horror, Monsters, Multiple Endings, Mystery, Psychological Horror, Sci-fi, Spooky, Story Rich |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- A Monster's Insight - All Indie InterviewMay 07, 2021
- A Monster's Insight Patch 1.55Apr 21, 2021
- Walkthrough: EndingsApr 17, 2021
- Walkthrough: Chapter 3Apr 11, 2021
- Taking questions for the Indiepocalypse Radio!Apr 07, 2021
- Walkthrough: Chapter 2Apr 07, 2021
- Lofi for Monsters to steal souls to?Apr 06, 2021
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