Walkthrough: Chapter 3


Greetings ghouls and ghosts, arkicade here! 

This post is the third post in a series of walkthroughs for the game "A Monster's Insight". For part 3 this'll be a walkthrough for Deulithoteq: the third interlocutor.

I'll have to once again reiterate that I recommend you playing through Chapter 3 without this walkthrough, because you still need to get bad endings if you're interested in "secret" bonus content.


Walkthrough list

You can find the walkthrough for Chapter 1 here

You can find the walkthrough for Chapter 2 here

You can find the walkthrough for the endings guide here


Oh, and also spoiler warning!

!! Important note !!

The following walkthrough has been updated for A Monster's Insight version 1.3

If you're using version 1.15 or version 1.2, then some ways of obtaining KEYWORDS won't work.




Adjustments to make in settings

I've stated this in the previous walkthrough, but just in case you haven't seen Part 1/2  and skipped to Part 3, I'll say it here:

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: SECRET (draft outcome)

This route is achieved by obtaining the keyword "SECRET".

GETTING THE KEYWORD

 First, during The Questioning you ask about "EARWURM" (this keyword is given to you at the start of the dialogue).

After, choose the option:

What do your earwurms do for you?

Which will unlock the keyword "INFORMATION".

Another way to get the keyword "INFORMATION" is during The Questioning, you ask about the keyword "SURVEIL".


Then go back to The Questioning, and ask about the keyword "INFORMATION".

As long as you do not choose the option:

How do you make sure none of your INFORMATION gets leaked?

Or you do not click on the prompt "CONTRACT" and do not click on the prompt "GOALS", then you'll get the keyword "SECRET".

THE QUESTIONING

When it's The Questioning, ask about "SECRET". Then select the option

I want it to see me as complicit

PUZZLES ANSWER

The answer to the first tablet is the input: CAVEAT/caveat

This will unlock the door that was previously locked.

The answer to the second tablet is the input: OBSCURITY/obscurity

This will unlock the door that was locked in the first tablet room.

The answer to the final tablet is the input: POWER/power

PASSING THE TESTS (DRAFT OUTCOME)

This requires you to pass the following tests:

Intellect > 2
Supreme > 3
Charisma < 2

If you do, you succeed! This will technically count as a "victory" but the game will read it as a draft outcome. Draft outcome affects your ending (which will be detailed in the ending guide).



Strategy 2: RECRUIT (win/draft outcome)

This route can be achieved using the "RECRUIT" keyword, or by using the "SECRET" keyword and switching to Strategy 2

GETTING THE KEYWORD

 First, during The Questioning you ask about "EARWURM" (this keyword is given to you at the start of the dialogue).

After, choose the option:

What do your earwurms do for you?

Which will unlock the keyword "INFORMATION".

Another way to get the keyword "INFORMATION" is during The Questioning, you ask about the keyword "SURVEIL".


Then go back to The Questioning, and ask about the keyword "INFORMATION" and select the option:

How do you make sure none of your INFORMATION gets leaked?

After, you'll do a perception test:

Perception > 1

If you pass, you'll get access to the pointer "CONTRACT"click on the word "CONTRACT" and that will unlock the keyword "CONTRACT".

Then go back to The Questioning, and ask about the keyword "CONTRACT".

This will lead you to getting the keyword "RECRUIT".


THE QUESTIONING

When it's The Questioning, ask about "RECRUIT" and you will be on the "RECRUIT" route.

You can also ask about the keyword "SECRET" and then select the option:

Another way, is if you have the keyword "RECRUIT" and "SECRET", when it's The Questioning, ask about "SECRET". Then select the option

I want it to see me in a high regard

PUZZLES ANSWER

The answer to the first tablet is the input: BRAZEN/brazen

This will unlock the door that was previously locked.

The answer to the second tablet is the input: COMMISSION/commission

This will unlock the door that was locked in the first tablet room.

The answer to the final tablet is the input: HIRE/hire

PASSING THE TESTS (WIN/DRAFT OUTCOME)

This requires you to pass the following tests:

Charisma > 2
Knowledge > 2
Reputable > 2

If you do, you succeed... slightly.

Now there'll be a choice which determines whether this was a "win outcome" or a "draft outcome" (win versus draft will be explained in the endings guide)

If you select the option:

I think you're the only one who could give the supply I need

And you pass a reputable test:

Reputable > 3

Then you obtain a win outcome!

If you do anything else/fail the reputable test, then this will result in a "draft outcome".


Strategy 3: GOAL (win outcome)

This is the unideal route for Cor, but it's still possible to complete it.

GETTING THE KEYWORD

You can get the "GOAL" keyword through 2 ways.


FIRST WAY:

In order to continue this way, you need to obtain the "MUTANT" keyword, which can (also) be done in two ways.

The first way  is during, The Questioning you ask about the keyword "EARWURM" and respond with:

Are you an earwurm?

Then you have to choose:

Something deformed

And pass a reputable test OR a supreme test:

Reputable > 2
OR
Supreme > 2

If you pass one of the two tests you get the keyword "MUTANT".


The second way is during, The Questioning you ask about the keyword "EARWURM" and respond with:

Are you an earwurm?

Then you have to choose:

I'm not sure...

And you have to pass a perception test

Perception > 1

Once you do there will be a POINTER of the word "SAME", click on the word "SAME" to obtain the "MUTANT" keyword.


At this point, using the first or second way, you should have the "MUTANT" keyword.

When you obtain the keyword "MUTANT", you go to The Questioning and ask about "MUTANT".

When you do you need to pass a perception check:

Perception > 2

If successful, a new POINTER will be there "GOAL", click on the word "GOAL" to unlock the GOAL keyword.


SECOND WAY:

 First, during The Questioning you ask about "EARWURM" (this keyword is given to you at the start of the dialogue).

After, choose the option:

What do your earwurms do for you?

Which will unlock the keyword "INFORMATION".

Another way to get the keyword "INFORMATION" is during The Questioning, you ask about the keyword "SURVEIL".

Then go back to The Questioning, and ask about the keyword "INFORMATION".

As long as you do not choose the option:

How do you make sure none of your INFORMATION gets leaked?

Or you do not click on the prompt "CONTRACT". Then you need to pass a perception check:

Perception > 1

If you do, there will be a pointer "GOALS", click on the word "GOALS" to unlock the GOAL keyword.

THE QUESTIONING

When it's The Questioning, ask about "GOAL"


PUZZLES ANSWER

The answer to the first tablet is the input: CHRONIC/chronic

This will unlock the door that was previously locked.

The answer to the second tablet is the input: CATHARSIS/catharsis

This will unlock the door that was locked in the first tablet room.

The answer to the final tablet is the input: SIPHON/siphon

PASSING THE TESTS (WIN OUTCOME)

This requires you to pass the following tests:

Intellect > 2 
Knowledge > 2
Reputable > 3

If you do, this will result in a WIN outcome!


Conclusion

You may think that there are significantly less strategies here compared to the previous walkthroughs. Turns out, it's because I decided to combine 2 strategies into "one"! For Fernweh's walkthrough, I made "CHASM (version A)" and "CHASM (version B)" be different despite the fact that they result in the same game end loop. The sole difference between the strategies are their beginnings. Technically speaking, these two strategies should've been merged into one.

Here, I decided not to make them 2 separate strategies but one, and within the first GETTING THE KEYWORD section, I simply divided them into TWO WAYS. Take a look at strategy 3 and see there is "first way" and "second way". For strategy 2, there are two ways to get to it, which (in previous walkthroughs) would be two separate strategies.

I may go over the previous walkthroughs but I think they're comprehensible enough, the reason I changed this walkthrough's structure is because I wanted to highlight the importance of DRAFT versus WIN outcomes for each of the strategies.

What are the significance of these? That will be explained in the ENDINGS guide, but with part 3 of the walkthroughs concluded, you have all the tools you need to complete the game and receive the good endings you want!


Get A Monster's Insight

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.