Welcome to the ultimate guide for Botany Manor! In this article, we will provide you with a detailed walkthrough of each chapter, including tips on how to access different areas, find keys and clues, and unlock all achievements. We will also mark any solutions that may contain spoilers. Additionally, we have included maps with item locations to help you navigate through the game. So let’s get started and conquer Botany Manor!
Prologue
Go pick up the shining object to your left to obtain a parcel, then open the parcel to obtain your unfinished herbarium book.
Once you have finished looking through the book, exit through the doors to your right to enter the main Conservatory.
CHAPTER 1 – A FRESH START
Using the Herbarium
Following the table of contents page, the book contains a maps section with currently accessible areas followed by separate sections for each of five chapters. There are lists of flowers and clues on how to bloom them for each chapter.
The left-hand page for each flower allows you to assign clues you’ve found regarding how to get that flower to bloom. Select the empty slot to assign a clue, and you will see an alphabetized list of clues you have discovered. (Clue names may not match the clue item titles exactly.)
Once all clues are assigned to a flower, they become permanently fixed. The clues are not required to be found or listed in order to bloom the flowers. Some clues will not be assigned to a flower but are important to progressing the storyline. You can track the full list of available clues and their locations on the last page of each chapter.
The right-hand page for each flower displays an outline of the flower’s bloom and its seed. The outlines become filled in when you find the seed or bloom the flower, allowing you to track your progress.
Clues and Connections
- The Wildflowers poster on the billboard reveals that the Windmill Mort is a volcanic flower.
- The Temperature Chart on the billboard tells you the soil temperatures for flowers based on type and region.
- The Postcard from Marianne sitting near the newspaper reveals that the Windmill Mort grows in Sicily.
Blooming the Plants
The Windmill Mort seed bag is located on the growing station in the main Conservatory. There is also an instruction paper at the growing station with steps on how to prepare a potted seed.
First, pick up the Windmill Mort seed bag. Make sure a pot is placed on the saucer at the potting station; there are more pots on the shelf below if you need them. Fill the pot with soil from the bag to the right, then take a seed from the drawers to your left and place the seed in the pot of soil. (When you find new seeds, they will appear in the drawers in the order you find them.) Use the watering can to your right to water the soil and germinate the seed.
Based on the clues from the Wildflowers poster and the Postcard, we know that the Windmill Mort is a volcanic flower from Sicily. Using the Temperature Chart, we can determine that the flower’s preferred soil temperature is 60 degrees Celsius.
With this information in mind, turn the valve on the boiler beside the potting station until the dial reads 60 degrees Celsius. Then, take the prepared Windmill Mort pot and place it on the saucer in front of the heat vent near the newspaper and postcard. After that, press the red button to open the vent and the flower will bloom, granting the “Windmill Mort” achievement.
To the Next Chapter
If you don’t want to keep your flower, you can dump it out in the Compost Bin below the seed drawers at a potting station, which will earn you the “In the Bin” achievement.
Go through the double doors and leave the conservatory.
As soon as you exit, turn around and you will see a bench near the wall of the conservatory. Sit on the bench to earn the “Take a Break” achievement, and stay there for at least 60 seconds to earn the “Taking a Nap” achievement. (Any bench or chair will do, but this is the first one available.)
Follow the path away from the conservatory until you come to a three-way junction in the path.
If you turn left, you will find the locked gate of the Entrance Garden. Attempts to open the gate without the key will rattle the gate and earn the “Let Me In!” achievement. (Any locked door for which you do not hold the key will do, but this is the first available.)
Follow the path to the right, away from the Entrance Garden and toward the Gatehouse. The Entrance Garden key is waiting in a basket below the red Post Box.
Open the gate of the Entrance Garden and approach the house on the other side of the fountain.
There is a potting station in the Vestibule near the front door to the house. To the left of the potting station is the Flower Room, which has 12 saucers. There are 12 different plants total available in the game, but any combination is valid for filling all 12 saucers, which will earn the “Flower Arranging” achievement. If you choose to grow the same flower multiple times, you will earn the “Green Thumbs” achievement after the third bloom.
The White Duck is sitting on a windowsill across from the potting station in the Vestibule. Inspecting your first duck will unlock the “Quack Quack” achievement. There are five ducks total, one per chapter.
Open the front door of the house and enter the Main Hall to begin chapter two.
CHAPTER 2 – SURVIVORS OF ADVERSITY
Finding Keys & Seeds
The door at the bottom of the Grand Staircase leading to the Apothecary is unlocked. Proceed through the Apothecary to the Dining Room and continue through to the Drawing Room. The key to the Back Terrace is sitting in a basket on the table between the harpsichord and the camera.
Play the harpsichord in the Drawing Room to earn the “Piano Woman” achievement.
Go to the Screens Passage on the other side of the Main Hall and open the door to the Back Terrace (located near the Painting Room door). Once outside, descend two flights of stairs to enter the Rose Garden.
The Ash Plume seed bag is located on a table in the Rose Garden just prior to the Formal Garden door near a stone archway.
Go through the stone archway and down the stairs to reach the Viewpoint. The key to the Kitchen is sitting in a basket on the ledge overlooking the water.
Return to the house and unlock the Kitchen door at the far end of the Screens Passage. Inside the Kitchen to your left is the Pantry, and on the far side of the Kitchen is the Servants’ Hall, which contains a set of stairs leading out to the Kitchen Garden and its smoke house.
The Porcelain Duck, second of five, is located in the Servants’ Hall, on the shelves of the china hutch at the base of the stairs.
Clues and Connections
- The three Photographs on the table at the bottom of the Grand Staircase indicate proper and improper use of the camera, hinting at the need for a bright flash to make a clear picture.
- The Folklore Book in the Dining Room indicates that the Fulguria needs something found in a thunderstorm in order to bloom.
- The Flash Lamp Manual page on the round table in the sitting area of the Drawing Room shows the steps of operating the camera.
- A Letter from Farmer Charles sits on the desk near the harpsichord and the camera in the Drawing Room. The letter makes the connection between camera flashes and the lightning of thunderstorms.
- The empty Flash Powder Bottle reveals the recipe for camera flash powder, which is two parts potassium, one part magnesium.
- The Dartmoor Poster in the Screens Passage contains a list of locations found in the forest, including Wistman’s Wood.
- The Pyrophiles book in the Screens Passage reveals that certain plants use fire to propagate and some need smoke to bloom. It also hints that the seeds of such plants will be tough to crack open.
- The Seed Log on the table in the middle of Rose Garden reveals the location of the Ash Plume seed’s origin as Wistman’s Wood.
- The Cooking Book in the middle of the table in the Kitchen reveals a method of using fire to crack tough shells.
- The Dartmoor Lecture page on a table near the cooking fire in the Kitchen reveals that fire was once used to clear trees from Dartmoor forests.
- The Poem on the wall in the Servants’ Hall reveals that Wistman’s Wood was full of oak trees.
- The Smoking Book in the Kitchen Garden near the smoking house reveals that different woods produce unique types of smoke.
Blooming the Plants
Prepare a Fulguria seed at any potting station. The one in the Vestibule is recommended for reducing travel time.
Based on the clues in the Folklore Book and the Letter from Farmer, we can deduce that the Fulguria will bloom if exposed to bright flashes of light.
Take the pot to the Drawing Room and place it on the saucer in the wall alcove near the camera.
The camera has no flash powder in the pan, so we have to find some. There is a Flash Powder Bottle on the desk next to the camera. The bottle is empty, but we find the flash powder recipe on the back of the bottle: 2 parts potassium, 1 part magnesium.
Go to the chemical mixing station in the Apothecary and add the ingredients to the flask. Take the flask to the Drawing Room and pour the contents into the camera pan. Then, close the pan door and press the red button to activate the camera, causing it to flash as it takes a picture. The Fulguria will bloom and grant you the “Fulguria” achievement.
To earn the “Boom” achievement, return to the Apothecary room with the empty chemicals flask. Mix any combination of chemicals other than the 2:1 Potassium-Magnesium recipe, then pour it in the camera’s flash pan, close the pan, and press the red button. The camera will fizzle, and you will get the achievement.
To earn the “Photographer” achievement, return to the Apothecary room with the empty chemicals flask. Mix the correct proportion of 2:1 Potassium-Magnesium powder, and pour it in the camera’s flash pan. Remove the Fulguria from the window alcove saucer and replace it with any fully bloomed flower other than the Fulguria. Finally, close the flash pan and press the red button to activate the camera and earn the achievement.
ASH PLUME
Prepare an Ash Plume seed at any potting station. The one in the Vestibule is recommended to reduce travel time. Unlike the others, this plant will not germinate a seedling and remains in seed form when watered.
Based on the Pyrophiles book and the name of the plant, we can deduce that fire is involved in its life cycle. Based on the last paragraph of the Pyrophiles book, we know that the Ash Plume has a tough shell. The Cooking Book reveals that roasting over a fire is one way of cracking tough shells. Take the pot to the Kitchen, then place it in the pan above the cooking fire to crack the seed shell. You will earn the “Crack” achievement.
Based on the Smoking Book, we know that certain plants use smoke as a cue to bloom. Based on the Dartmoor Lecture pamphlet, we know fire was used to clear certain forests, which according to the Dartmoor Poster include Wistman’s Wood, which according to the Poem in the Servants’ Hall was full of oak trees. Furthermore, the Seed Log in the Rose Garden confirms Wistman’s Wood as a location to gather Ash Plume seeds. Therefore, we need to make oak wood smoke to bloom this flower.
After the Ash Plume has germinated a seedling, take the pot to the Kitchen Gardens and place the pot on the saucer in the smoke house. Pick up a log of oak wood from the wood piles near the door back to the Servants’ Hall and place it on the coals of the smoke house firepit to generate wood smoke. The Ash Plume will bloom, granting the “Phoenix of the Forest” achievement.
To the Next Chapter
After you pick up the key, return through the Entrance Garden gate. While looking at the house from across the fountain, turn left and proceed through the plain door to find the Orchard door. Unlock the Orchard door and walk through it to start chapter three.
CHAPTER 3 – PECULIAR PETALS
Finding Keys & Seeds
On the other side of the Orchard are stairs leading back toward the main house, where you can enter the upper level of the Orangery. The Wolfglove seed bag is visible on the lower floor, but the stairs are broken and the seed currently unreachable. Part of the wall across from the seed is oddly colored and bears some kind of symbol, hinting at a secret passageway.
In the Orchard’s covered brick structure, there is a history book with an article on the existence of Priest Holes—secret rooms, many of them designed by a man named Nicholas Owen, to hide the then-persecuted Catholics. Beside the book is a Letter from a Historian, revealing that the manor has an undiscovered priest hole.
On the upper level of the Orangery across from the broken stairs, the Painting Room key sits in a basket on the windowsill. Nearby there is also a Note about Stairs, hinting that there may be another way to access the Orangery’s lower level.
Open the door on the opposite side of the broken stairs in order to unlock the shortcut to the Back Terrace area. Return to the Screens Passage and unlock the Painting Room door.
On the wall just inside the Painting Room is a picture of the Manor Plans. In the picture, we notice that The Lower Floor section shows a passage outside the Kitchen and the Servants’ hall, a passage not visible on the map in your herbarium book.
Across the room by the windowsill is a religious Symbology Book. In the book, the symbol for Catholicism is depicted as a lamb bearing a flag with a cross. This Mysterious Symbol is also found on the shelves in the Pantry next to the scales.
There is also a Botanical Painting in the Painting Room, one of two paintings on the property needed for the “Art Lover” achievement.
To open the passage leading to the priest hole, take note of the Religious Blessing posted on the wall of the Kitchen:
To those who serve the Lord,
Who seek their Sanctuary,
Remember the year of construction,
For this, friends, is the key.
At the bottom, the author is listed as Nicholas Owen—the one who built many of the priest holes. Based on the Religious Blessing and the Manor Plans, the key to entering the passage is the year 1593.
There is a “Note about Scale” in the Painting Room near the window which hints that the scale system has been around a long time. If we assume the scales are related to the priest hole, we can deduce that they are the method of inputting the year number. Therefore, the passage will be unlocked by putting the 1oz, 5oz, 9oz, and 3oz weights on the scale in order from left to right.
When the passage unlocks, follow the passage to reach a room containing a desk and a note. Entering the room will grant you the “History Sleuth” achievement. The Tufted Duck is located behind you near the room’s entrance, the third of five ducks.
To the left are stairs leading up to the Orangery lower level. Once you enter the Orangery, the passage will eventually close behind you. Pick up the Wolfglove seed bag from the dry fountain in the center of the room.
Across the room, leaning against the wall, are some boards which can be used to “repair” the Orangery stairs and grant access to and from the upper level. Repairing the stairs will grant the “Fixer Upper” achievement.
Clues and Connections
- The Nursery Rhyme book sits on a table beside a box with a toy pig near the Orchard entrance. The book reveals that Wolfglove grows on mountains with strong, whistling winds.
- A box of Microscope Slides is on the table in the covered brick structure. The specimen placed third from the right reveals that Pixie Tears do not have green dots visible in their cells, unlike most other plants and the remaining slides.
- The Chloroplasts Book on the table near the Microscope Slides reveals that the green dots are chloroplasts and recommends adding sugar to the soil for plants without chloroplasts.
- Cider Apples poster on the wall in the covered section of the Cider Garden shows the names and appearances of twelve apple varieties.
- The Cider Making and Apple Blending chart on the table near the various apple photos lists the amount of sugars present per apple for each variety.
- The Pot Notes in the wooden shed of the Orchard reveals the amount of soil additives required per pot size.
- Letter from Builder is located on the table near the covered brick structure, on the side closer to the Old Tower. The letter hints that the Old Tower experiences winds strong enough to whistle. (Note: The Herbarium wrongly lists this clue’s location as the Old Tower.)
- The Old Tower Wind Research book on the table across from the potting station outside the Orangery contains a list of configurations for the Old Tower’s windows which cause specific windspeed readings.
- The Alpine Weather (a.k.a Alpine Exploration) poster is also on the table across from the potting station outside the Orangery. The back of the poster contains a list of windspeed measurements for various mountain peaks.
- The Letter about Alps from Natty is on the table on the upper level of the Orangery above the broken stairs. The letter associates whistling with a flower in the mountains of the Alps.
- Envelope with Stamp beside the Letter about Alps on the upper level of the Orangery has a symbol of a ram with a star on the stamp.
- Souvenir Coin Collection boxes are atop tables on opposite sides of the Orangery lower level. The box positioned nearer the secret passage door has a coin in the center position depicting an image of a ram with a star on the front of the coin. The back of the coin identifies the image with Weisshorn, Switzerland.
Blooming the Plants
Prepare a pot of Pixie Tears at any potting station. The one near the Cider Garden is recommended to reduce travel time.
Based on the Microscope Slides and the Chloroplasts Book, we identify that the plant needs sugars added to the soil. Using the Pot Notes pamphlet and comparing the images to the pots located at any potting station, we can determine that the pots we use are the one on the top right, and therefore 97 grams of sugar are needed.
In the Cider Garden, the Cider Apple poster identifies twelve apple varieties. One of each of the twelve apple varieties is present in the following locations:
- Location 1, table by the cider press: Dabinett, Brown Snout, Cat’s Head, Greenup’s Pippin (left to right)
- Location 2, in box near apple poster: Pitmaston’s Pine (back left), Seymour’s Delight (front left), Merlin’s Mist (back right), Bitter Greenstreak (front right)
- Location 3, on table by apple photos: Knobbly Russet, Foxwhelp, Kingston Black, Lord Peckover (left to right)
Based on the Cider Apples poster and the Apple Blending chart, we can determine that there are 15 valid solutions. (All 15 have been tested and are valid.)
Three-apple solutions:
• Knobbly Russet (40g) + Kingston Black (35g) + Lord Peckover (22g)
• Knobbly Russet (40g) + Seymour’s Delight (34g) + Bitter Greenstreak (23g)
• Knobbly Russet (40g) + Brown Snout (31g) + Dabinett (26g)
• Knobbly Russet (40g) + Cat’s Head (30g) + Merlin’s Mist (27g)
Four-apple solutions:
• Kingston Black (35g) + Dabinett (26g) + Greenup’s Pippin (21g) + Foxwhelp (15g)
• Kingston Black (35g) + Pitmaston’s Pine (25g) + Lord Peckover (22g) + Foxwhelp (15g)
• Seymour’s Delight (34g) + Merlin’s Mist (27g) + Greenup’s Pippin (21g) + Foxwhelp (15g)
• Seymour’s Delight (34g) + Dabinett (26g) + Lord Peckover (22g) + Foxwhelp (15g)
• Seymour’s Delight (34g) + Pitmaston’s Pine (25g) + Bitter Greenstreak (23g) + Foxwhelp (15g)
• Brown Snout (31g) + Cat’s Head (30g) + Greenup’s Pippin (21g) + Foxwhelp (15g)
• Brown Snout (31g) + Dabinett (26g) + Pitmaston’s Pine (25g) + Foxwhelp (15g)
• Brown Snout (31g) + Bitter Greenstreak (23g) + Lord Peckover (22g) + Greenup’s Pippin (21g)
• Cat’s Head (30g) + Merlin’s Mist (27g) + Pitmaston’s Pine (21g) + Foxwhelp (15g)
• Merlin’s Mist (27g) + Dabinett (26g) + Bitter Greenstreak (23g) + Greenup’s Pippin (21g)
• Merlin’s Mist (27g) + Pitmaston’s Pine (25g) + Bitter Greenstreak (23g) + Lord Peckover (22g)
Bring the prepared pot of Pixie Tears to the Cider Garden and place it in the saucer at the foot of the cider press, located farther into the Cider Garden just past the covered area.
Pick up the apples from the solution of your choice and place them on the flat surface of the cider press. The combination of Knobbly Russet + Brown Snout + Dabinett is preferred due to fewer apples required and most of them being located near the press. Regardless of which combination you choose, all apples must be placed on the press before activating the handle; repeated apple pressing will not be counted. (Used apples will reappear in their original locations.)
When the apples are in position, use the handle on the right side of the press to activate the mechanism, crushing the apples and causing the juice to run into the pot. If the correct apples were chosen, the Pixie Tears will bloom and grant the “Pixie Tears” achievement.
WOLFGLOVE
Prepare a pot of Wolfglove at any potting station. The one on the terrace near the Orangery is recommended to reduce travel time.
Based on the Letter about Alps, the Envelope with Stamp, and the Souvenir Coin Collection, we learn that the Wolfglove grows in the Alps of Switzerland on Weisserhorn.
Based on the Letter from Builder, we learn that the Old Tower’s winds are strong enough to whistle, which according to the Nursery Rhyme book is associated with the Wolfglove. The Alpine Weather chart identifies the windspeed for Weisserhorn as 40 f/s.
The anemometer is broken in the Old Tower, but using the Tower Wind Research we can recreate the conditions to produce the required windspeed per Wind Test 5 of 6.
Take the pot of Wolfglove to the Old Tower and place it in the saucer by the window. Use the crank to raise the platform to the first floor and open one of the windows (it doesn’t matter which one). Skip the second floor, and open both windows on the third and fourth floors. The Wolfglove will bloom on the fourth floor—and only the fourth floor—once the windows have been configured properly, granting the “Wolfglove” achievement.
Raise the platform to the fifth floor to earn the “Mountaineer” achievement.
To the Next Chapter
Based on her name, Elizabeth, we can deduce that the first letter is E. Based on the heading of her letter, we can deduce that her last name is Hopgood, so the final letter is H.
The next hint is located in the Main Hall in the picture of the Family Tree, which shows the name Elizabeth Ann Greene to the left of Arabella Greene—the player’s character—in the bottom row. The Letter from Genealogist placed below the Family Tree notes that the tree displays maiden names instead of married ones. In either case, Elizabeth’s middle name is Ann, so the second letter of the code is A.
Therefore, the code to the Library Hall door is EAH.
Ascend the stairs of the Grand Staircase and you will see the door to the Library Hall sealed with a letter-lock. Enter the code, open the lock, and go through the door to earn the “Lockpicker” achievement.
To your left will be a locked door leading to the Study. Proceed through the door to your right instead and approach the staircase to begin chapter four.
CHAPTER 4 – BOTANICAL ALLIES
Finding Keys & Seeds
There are clues scattered throughout the Library (and recorded in the complete list of clues at the end of the chapter).
On the lower level, there is an open book near the entrance containing the tale of The Fox and the Crow. On the far side of the room in a nook by the window on the same side as the vault is a book called Wonders of the Night Sky.
On the upper level, the half of the room opposite the vault has an open book containing the tale of The Golden Fish. The other side has an open book containing the tale of The Hare and the Tortoise, as well as a book called The Rising Sun.
Two of the books are closed, but the covers have symbols that match those on the vault. The other three books each take place at a specific time of day and can be associated with one of the animals pictured on the vault. We can assume the code will be in order of time of day, resulting in the following solution:
- 3rd button – based on the cover of the “Sunrise Book”
- 2nd button – based on “Fish Fable” taking place in the morning
- 5th button – based on “Hare Fable” taking place at midday
- 4th button – based on “Crow Fable” taking place in the evening
- 1st button – based on the cover of the “Night Sky Book”
If the buttons are pushed in the wrong order, all five will need to be pressed before they will reset. Once the code is entered correctly, the vault door will swing open. Enter the vault to earn the “Grandmother’s Vault” achievement.
The key to the Study is sitting in the basket across the room near an open book. The Nightfall seed bag is in the far corner, away from the entrance.
Go back toward the Library Hall entrance and unlock the Study. The Sapphire Gloom seed bag is across the room on a little table near the Bird Egg collection.
The first floor passage above the Main Hall has a door leading to another Corridor, but the door is blocked by a branch of the tree in the Main Hall. You will need to grow the Sapphire Gloom in order to open the door.
Once the door is unblocked, enter the Corridor and turn left, following the passage to the Bell Tower. The key to the Attic is sitting in a basket near the cork board on the lower level of the Bell Tower.
Across from the Bell Tower is the Master Bedroom. The Cradle Fern seed bag is located atop the desk near the entrance.
Go to the other end of the Corridor and unlock the door to the Attic. Ascend the stairs and go all the way across the room to find the Brook Chalice seed bag sitting on a table near the stained glass window.
The Mallard duck, fourth of five, is located near the stained glass window sitting on a crate.
Clues and Connections
- Crow Fable book found on the lower level of the Library near the entrance. One of five clues needed to open the library vault.
- Night Sky Book found on the lower level of the Library in an alcove across the room on the same side as the vault. One of five clues needed to open the library vault.
- Fish Fable book found on the upper level of the Library on the side opposite the vault. One of five clues needed to open the library vault.
- Hare Fable book found on the upper level of the Library directly above the vault. One of five clues needed to open the library vault.
- Rising Sun Book found on the upper level of the Library on the same side as the vault in an alcove near the window. One of five clues needed to open the library vault.
- Sunset Paintings are hung on the walls of the library vault. They identify the color bands visible at sunset at different times of the year.
- Grandma’s Research is located in the Library vault on the side of the room opposite the vault entrance and makes the connection between the Nightfall blooming and sunset.
- The Mushroom Book is located on the desk in the middle of the Study and reveals that some mushrooms feed on parasites or other fungi.
- Tree Diseases book is in the study on the side opposite the entrance. It contains images and descriptions of various tree diseases.
- A Bird Eggs collection is beside the Tree Diseases book on the far side of the Study. The eggs are labeled with the type of bird each comes from.
- The Fern Painting in the Corridor pictures a fern with a clutch of eggs.
- Trapped Fairy Painting in the Corridor pictures a fairy with an unusual wing pattern sitting in a flower at night.
- Letter about Weeds is on a table at the end of the Corridor near the door to the Attic. The letter describes Brook Chalice blooming in Somerset as an unusual event, hinting that something unusual must have happened to cause the plant to bloom.
- The River Trust paper is on the cork board hanging on the wall of the Bell Tower’s lower level. (Note: The Herbarium wrongly lists this clue’s location as the Master Bedroom.) The paper identifies several rivers considered part of Somerset, including River Frome.
- A Government Notice is a slim paper on the right half of the cork board hanging on the wall of the Bell Tower’s lower level. It reveals that several rivers were contaminated with rust pollution and that the River Frome was somehow cleared of that pollution.
- Letter about Melodies is on the desk in the back room of the Bell Tower on its lower level and indicates that some plants are sensitive to sounds.
- Somerset River Poster is on the wall across from the desk in the back room of the Bell Tower on its lower level. The chart lists information for several Somerset rivers, including their average temperature.
- The Bird Calls book is on the upper level of the Bell Tower across from the chimes and contains musical scores for several different bird calls.
- Weed Removal ad is in the trash can beside the desk near the entrance of the Master Bedroom. It describes Brook Chalice as an aquatic weed.
- The Petition is on the desk near the entrance of the Master Bedroom and reveals that certain bird calls sound similar to chimes.
- The Trapped Fairy Story is in the Master Bedroom across from the entrance. The book tells a story of a fairy becoming trapped in a Nightfall flower.
- Bath Geyser manual is on the piece of furniture near the bathtub in the Bathroom. It describes how to operate the heated bath.
- Trapped Moths pamphlet is just inside the door to the attic on the lower level and describes the phenomenon of moths becoming trapped in flowers.
- The Moths Poster is on the wall across from the entrance to the Attic lower level and pictures several varieties of moths.
- Moth Calendar wheel sits below the Moths Poster on the Attic lower level and can be used to identify when specific moth species are active.
- Sight of Plants book article found near the stairs on the Attic upper level reveals that some plants are sensitive to variations in color.
Blooming the Plants
(Note: Even though the Nightfall is the first plant listed, the first plant that can be bloomed this chapter is the Sapphire Gloom.)
Prepare a pot of Sapphire Gloom at any potting station. The one in the Vestibule is preferred to reduce travel time.
Based on the Mushroom Book (a.k.a. Fungi Book), we know that certain mushrooms will eat fungi and parasites. The underlined section and accompanying note indicate that such mushrooms may be beneficial to other plants.
Based on the Tree Diseases book and by looking at the tree in the Main Hall, we can tell the tree has been infected with a Root Parasite fungus. Based on the Mushroom Book, we can deduce that the Sapphire Gloom is one of the mushrooms that will consume other fungi and may help the infected tree.
Place the pot of Sapphire Gloom in the saucer at the base of the tree in the Main Hall. The Sapphire Gloom will remove the fungus, allowing the tree to recover and open up the upstairs passage, and you will earn the “Sapphire Gloom” achievement.
CRADLE FERN
The next plant that can be bloomed is the Cradle Fern. Prepare a pot at any potting station, preferably the one outside the Bell Tower to reduce travel time.
In the Letter about Melodies, we learn that some plants are sensitive to sound, and the Petition hints that Somerset birds have chime-like calls. We can use the Bird Calls music book in the Bell Tower to re-create these calls.
Based on the Fern Painting and the Bird Egg collection, we identify a relationship between the Cradle Fern and the Crested Owl, so we can deduce that the call of the Crested Owl is the significant sound.
Place the Cradle Fern on the saucer in the Bell Tower below the chimes. Play the song of the Crested Owl by hitting the chimes in the following order: E C D E G F. The Cradle Fern will bloom, giving you the “Cradle Fern” achievement.
BROOK CHALICE
The third plant that can be bloomed is the Brook Chalice. Prepare a pot at any potting station, preferably the one outside the Bell Tower to reduce travel time.
Based on the Weed Removal advertisement, we learn that the Brook Chalice is an aquatic Plant, and the River Trust paper reveals that it can be found in Somerset rivers.
The Letter about Weeds, dated August 10, 1860, hints that the Brook Chalice needs some sort of environmental trigger to bloom. The Government Notice, dated two days prior on August 8, indicates that something removed the rust pollution from the River Frome, which we learn is one of the Somerset Rivers in the River Trust paper. Therefore, we can deduce that the Brook Chalice needs rust present as a catalyst to activate its bloom and that it grows in the River Frome.
Using the River Poster chart, we learn that the average temperature of the River Frome is 25 degrees Celsius. As we learned with the Windmill Mort, certain plants need the right temperature conditions to bloom.
Take the pot of Brook Chalice to the Bathroom adjacent to the Master Bedroom and place it on the saucer in the bathtub. We will need to add two things: water of the correct temperature and something with rust.
There is also a flush toilet in the Bathroom. Use the handle to flush the toilet and earn the “Clean and Tidy” achievement.
The Plumbing Quote on the table beside the flush toilet indicates that the pipes of the water boiler in the Bathroom need repair. There are six pipe pieces, all of which are located in the Bathroom. Repair the water boiler by replacing the pipes, and you will get the “Who Needs a Plumber?” achievement. Then, set the boiler to 25 degrees Celsius and fill the bathtub using the faucet.
Retrieve the Rusty Pig toy from the table at the top of the Attic stairs and place it in the bathtub. The Brook Chalice will bloom, giving you the “Brook Chalice” achievement.
NIGHTFALL
Finally, we are ready to bloom the Nightfall. Prepare a pot at any potting station, preferably the one near the Bell Tower to reduce travel time.
Per Grandma’s Research, we know that the Nightfall blooms at sunset. Per the Sight of Plants chapter, we learn that the trigger to bloom is based on the plant’s detecting certain bands of color. In the Sunset Paintings, we can see that sunsets have different color bands throughout the year.
In the Trapped Fairy Story, the Nightfall closes its bud and traps a fairy in its petals. The Trapped Moths pamphlet describes a similar situation, only with moths instead of fairies, so it makes sense to assume the Nightfall tends to trap moths in its petals.
The Trapped Fairy Painting shows a fairy sitting on a Nightfall bloom. The fairy has an unusual set of wings, which we compare to the Moths Poster and identify as the wings of the Garden Tiger Moth.
Using the Moth Calendar, we find that the Garden Tiger Moth is active only in September. Among the Sunset Paintings in the vault, the one for September is located near Grandma’s Research book and depicts color bands of blue, yellow, orange, and red, which we can mimic using the projector in the Attic.
Take the Nightfall pot to the upper level of the Attic and place it on the saucer by the “Magic Lamp” projector. Insert the slides into the projector in order of blue, yellow, orange, and red from left to right. Press the button to activate the projector and display the four colors, and the Nightfall will bloom, granting the “Nightfall” achievement.
To the Next Chapter
Return to the main house and go through the Screens Passage to the Back Terrace. Once outside, descend the stairs to the Rose Garden and walk past the entrance to the Viewpoint until you reach the other end of the Rose Garden to find the Formal Garden door. Unlock the door and walk through to begin chapter five.
CHAPTER 5 – CLIMBING UP
Finding Keys & Seeds
The Springdance Shrub seed bag is located in the Folly structure in the Formal Garden next to the path leading down toward the pond.
On the far side of the pond is an Unfinished Painting, the second of two on the property. Inspect the painting to earn the “Art Lover” achievement. (If the achievement doesn’t trigger, go back to the Painting Room and inspect the Botanical Painting there.)
The Note about Lawn clue at the entrance to the Gardening Workspace hints that there is a mower near the pond that ran over some sort of object—probably something important.
The abandoned lawn mower can be found on the grass near the pond and the door to the Boathouse. In front of the mower is a strange metal handle. Bring the handle to the water control station at the Formal Garden near the picnic area and the dry pool. Install the handle to restore water to the Grotto pool, granting access to the Grotto cave and earning the “Frogger” achievement.
The key to the Boathouse is located in the skylight structure at the end of the Bird Garden, accessible through the Garden Paths by way of the Gardening Workspace on the side of the house.
The Egyptian Goose, the fifth and final duck, is sitting on a crate at the base of the steps leading up to the Boathouse door. Inspecting all five ducks will earn you the “Quack Quack Quack Quack!” achievement. (If the achievement doesn’t activate, check the list of ducks in the “All About Ducks” section.)
Open the door to the Boathouse, then follow the path and enter the Boathouse. The Oscilette seed bag is located on the far side of the room near the Phonograph.
Clues and Connections
- The News Article near the picnic in the Formal Garden describes blinking lights in a cave matching the same pattern as the Morse code for “attention”.
- Bioluminescence book on the table near the whiteboard in the corner of the Side Terrace indicates that some plants produce their own light due to a chemical called Luciferin.
- The Plant Chemicals paper lists the Fool’s Emerald as one of the plants containing Luciferin, which means the plant produces light.
- The Greeting Card on the table near the whiteboard at the Side Terrace hints that some plants are pollinated by birds.
- The Note about Lawn at the entrance to the Gardening Workspace reveals the location of a potentially important item.
- The Military Codes book in the Gardening Workspace contains a list of Morse code shorthand terms, including KA for “attention”.
- Growing Hydrangeas pamphlet is inside the wooden shed at the Gardening Workspace and indicates that plants containing anthocyanins will produce different colors of flowers depending on soil pH.
- The Pot Catalogue in the wooden shed at the Gardening Workspace indicates the material of each special plant pot based on their appearances.
- Pigment Research page shows the color value of Springdance Shrub flowers based on soil pH.
- Soil pH Research chart lists pH readings for each combination of special-material plant pots and various fertilizers.
- Bird Seeds container is in the Bird Garden beside the second Bird Feeder in an alcove between the two arches leading back to the Garden Paths. The back of the container lists types of birds the seeds attract.
- Bird Poster on the wall inside the skylight structure at the end of the Bird Garden shows pictures of various bird species and their preferred flower colors.
- Note about Telegraph reveals that a telegraph machine has been shipped to the manor and is sitting at the dock of the Boathouse.
- A Morse Code chart is posted inside the Telegraph machine box.
- The Weeds and Seeds (a.k.a. How Weeds Spread) book article located near the entrance inside the Boathouse indicates that some animals pick up seeds and bring them back to their nests.
- The Boardgame Rules on the table in the Boathouse lists several small animals and their preferred habitats.
- The Playing Cards stacked in the center of the game board in the Boathouse list various forageable seeds and their associated habitats. (The cards can be drawn from the center of the board and looked at individually.)
- The Animal Heartbeats book on the other side of the Boathouse board game table lists the active and resting heartbeats of several wild animals.
Blooming the Plants
Based on the Greeting Card, we can deduce that the Springdance Shrub is pollinated by birds. By comparing the appearance of the bird at the Garden Paths entrance to the Bird Poster, we can determine that there is a population of Robins on the manor, which prefer red-colored flowers.
The Growing Hydrangeas pamphlet indicates that plants containing anthocyanins will be sensitive to soil pH level. The Pigment Research confirms that Springdance Shrub is one of these plants, and that the soil pH will need to be between 12 and 14 to produce the flower color we need.
Soil pH research lists recorded pH levels based on pot material and fertilizer type. By comparing it to the Pigment Research, we find only one combination within the desired pH range, which is a Sandstone pot with Seaweed as fertilizer.
Go to the Gardening Workspace and enter the wooden shed. There will be five special-material pots and a Pot Catalogue matching appearance with material type. Pick up the Sandstone pot (top middle) and bring it to any potting station. The one in the Formal Garden across from the Grotto is preferred to reduce travel time.
Place the special-material pot on the saucer at the potting station, and go through the usual steps of adding soil, the seed, and water. (If you started planting in a regular pot, you can empty the contents into the Compost Bin to start over.) Then, bring the prepared pot to the fertilizer station in the Gardening Workspace and add Seaweed.
Next, bring the pot to the skylight structure at the end of the Bird Garden, and place it on the saucer atop the table below the skylight.
In the alcove between the arches leading back up to the Garden Paths, there is a table with a Bird Feeder. Bring the feeder to the Garden Paths near the entrance to the Gardening Workspace. There is a second feeder by the entrance; you will need both to lure the bird to its destination.
If approached too closely, the bird will give an alarm, visible by white rays emanating from the bird. If you continue to approach, the bird will fly away and return to the bird house near the Gardening Workspace entrance. You will need to place the Bird Feeders on the hooks stationed throughout the Garden Paths and Bird Garden and get the bird to follow one location at a time.
There are twelve hooks throughout the gardens. Place a Bird Feeder at the next-closest hook and stand back enough that the bird will fly to it. If the bird fails to be lured to the next location, try standing farther back or picking up and replacing the Bird Feeder to reset the lure.
The feeder stations are in the following locations:
- at the entrance to the Gardening Workspace (the original location of the first Bird Feeder; not needed for luring)
- near the path beside the bird house
- next to the hedge near the bird house
- across the path, near the hedge by the patio area with Pigment Research clue
- other side of the patio area, near the garden outer hedge wall
- across the path at the top of the stairs on the side of the garden by the patio*
- at the bottom of the stairs by the side of the garden
- at the top of the arch leading down to the Bird Garden
- at the bottom of the arch leading down to the Bird Garden, near a bench
- across the path from the bench
- outside the skylight structure
- inside the skylight structure beside the table.
*Note: Once you lure the bird to the first set of stairs, you will need to start going around the bird’s location in order to prevent scaring it off.
Once the bird reaches the table with the prepared pot, the Springdance Shrub will bloom and give you the “Springdance Shrub” achievement.
FOOL’S EMERALD
Prepare a pot of Fool’s Emerald at any potting station. The one in the Formal Garden across from the Grotto is preferred to reduce travel time.
Based on the Bioluminescence article and Plant Chemicals paper, we learn that the Fool’s Emerald produces its own light, which plants may use to communicate.
Based on the News Article, we learn that lights have been observed blinking in a specific pattern. The Military Codes book reveals that pattern to be the Morse code letters KA.
(The Spiritualism Book on the table by the pond hints that these flickering lights have been found in caves, so it makes sense that the Fool’s Emerald would prefer a dark environment where its lights are more visible.)
Take the Fool’s Emerald pot to the Grotto at the base of the house near the picnic area in the Formal Garden. If you haven’t already, retrieve the handle from the grass in front of the hand mower in the Pond Garden and install the handle at the water control station overlooking the Grotto pool. When filled with water, lily pads will appear on the surface of the pool, giving you a way across to the Grotto’s cave.
From the Note about Telegraph, we learn that the Telegraph machine is waiting beside the docks at the Boathouse. Retrieve the Telegraph machine and place it on the shelf beside the pot in the cave. After you pick up and put down the Telegraph the first time, you will be able to open the latch and access the machine.
To earn the “Help?” achievement, input the code “S-O-S” on the Telegraph: three short, three long, then three short bursts ( . . . – – – . . . ).
Place the plant pot on the saucer in the cave. The Morse Code chart inside the Telegraph machine box reveals the code for KA as one long, one short, one long followed by one short and one long ( – . – . – ). Input the code as described, using the “long” burst button on the left and the “short” burst button on the right. When correctly transmitted, the Fool’s Emerald will bloom, giving you the “Fool’s Emerald” achievement.
OSCILETTE
Prepare a pot of Oscilette at any potting station. The one outside the Boathouse is preferred to reduce travel time.
Based on the Weeds and Seeds article, we know that the plant’s life cycle is somehow tied to small animals sleeping after taking the seeds to their nest.
The board game on the table in the Boathouse can be used to identify local small animals. By drawing cards from the middle of the board, we find the Oscilette Seed card and learn that the seed is associated with field environments, which the Boardgame Rules correlate to the Red Squirrel only.
(The Letter from Grace on the table at the top of the stairs leading down to the Viewpoint from the Rose Garden hints that red squirrels have disappeared from the property, likely leading to the absence of Oscilette blooms.)
The Animal Heartbeats chart lists 120 beats per minute (bpm) as the resting heart rate of a Red Squirrel, so we need to recreate 120 bpm. Pick up the Meadow’s Bliss record cylinder, located second from the left on the windowsill by the Phonograph. Upon inspection, we can see that the record is played at 120 bpm.
Place the pot on the saucer next to the Phonograph, then insert the record into the Phonograph and activate the handle to play the record, causing the Oscilette to bloom and give you the “Oscilette” achievement.
Finishing the Chapter
You will be prompted to go to the Gatehouse one last time. At the red Post Box, select “Post Herbarium” to send your completed book off to the publisher.
Credits roll.
Epilogue
Approach the staircase and continue into the Library to see a classroom set up. Head to the front of the class, and at the chalkboard look to your left to see a desk with a note and a book.
Pick up the book and place it on the lectern beside the Windmill Mort to trigger “The End” achievement and complete the game.
Full Map with Locations (Spoilers)
Complete List of Clues
- CHAPTER 1
Windmill Mort- Postcard
- Wildflowers
- Temperature Chart
- CHAPTER 2
Fulguria- Folklore Book
- Photographs
- Letter from Farmer
- Flash Lamp Manual
- Flash Powder Bottle
Ash Plume
- Pyrophiles
- Cooking Book
- Dartmoor Lecture
- Dartmoor Poster
- Seed Log
- Poem
- Smoking Book
- CHAPTER 3
Pixie Tears- Microscope Slides
- Chloroplasts Book
- Pot Notes
- Cider Apples
- Apple Blending
Wolfglove
- Nursery Rhyme
- Letter About Alps
- Envelope with Stamp
- Coin Collection
- Alpine Weather
- Letter from Builder*
- Wind Research
Miscellaneous
- Priest Holes
- Letter from Historian
- Manor Plans
- Mysterious Symbol
- Symbology Book
- Religious Blessing
- CHAPTER 4
Nightfall- Grandma’s Research
- Fairy Story
- Trapped Moths
- Fairy Painting
- Moths Poster
- Moth Calendar
- Sunset Paintings
- Sight of Plants
Sapphire Gloom
- Mushroom Book
- Tree Diseases
Cradle Fern
- Letter about Melodies
- Petition
- Fern Painting
- Bird Eggs
- Bird Calls
Brook Chalice
- Weed Removal
- Letter about Weeds
- Government Notice
- River Trust**
- River Poster
- Bath Geyser
Miscellaneous
- Rising Sun Book
- Fish Fable
- Hare Fable
- Crow Fable
- Night Sky Book
- CHAPTER 5
Springdance Shrub- Greeting Card
- Bird Poster
- Hydrangeas
- Pigment Research
- Soil pH Research
- Pot Catalogue
- Bird Seeds
Fool’s Emerald
- Bioluminescence
- Plant Chemicals
- News Article
- Military Codes
- Note about Telegraph
- Morse Code
Oscilette
- Weeds and Seeds
- Boardgame Rules
- Playing Cards
- Animal Heartbeats
Miscellaneous
- Note about Lawn
*Chapter 3 note: The Herbarium incorrectly lists this clue’s location as the Old Tower. It’s actually located in the Orchard.
**Chapter 4 note: The Herbarium incorrectly lists this clue’s location as the Master Bedroom. It’s actually located in the Bell Tower.
Achievements List by Chapter
- CHAPTER 1
- In the Bin
- Windmill Mort
- Green Thumb
- Take a Break
- Taking a Nap
- Let Me In!
- Flower Arranging
- Quack Quack
- (Quack Quack Quack Quack!, part 1/5)
- CHAPTER 2
- Piano Woman
- (Quack Quack Quack Quack!, part 2/5)
- Boom
- Photographer
- Fulguria
- Crack
- Phoenix of the Forest
- CHAPTER 3
- (Art Lover, part 1/2)
- Pixie Tears
- Mountaineer
- History Sleuth
- (Quack Quack Quack Quack!, part 3/5)
- Fixer Upper
- Wolfglove
- Lockpicker
- CHAPTER 4
- Grandmother’s Vault
- Sapphire Gloom
- Clean and Tidy
- Who Needs a Plumber?
- Cradle Fern
- (Quack Quack Quack Quack!, part 4/5)
- Brook Chalice
- Nightfall
- CHAPTER 5
- (Art Lover, part 2/2)
- Frogger
- Springdance Shrub
- (Quack Quack Quack Quack!, part 5/5)
- Help?
- Oscilette
- Fool’s Emerald
- Botanical Researcher
- EPILOGUE
- The End
Note: Achievements not part of the main storyline may be earned at any time during the game but are listed at their first accessible point.
All About Ducks
- White Duck: located across from the potting station in the Vestibule of the main house, sitting on a windowsill. Available starting in Chapter 1 after obtaining the Entrance Garden key.
- Porcelain Duck: located in the Servants’ Hall on the ground floor of the main house, on the shelves of the china hutch at the base of the stairs. Available starting in Chapter 2 after obtaining the Kitchen key.
- Tufted Duck: located in the priest hole near the room’s entrance, sitting on a crate. Available starting in Chapter 3 after opening the secret passage to the priest hole.
- Mallard Duck: located near the stained glass window on the upper level of the Attic, sitting on a crate. Available starting in Chapter 4 after obtaining the Attic key.
- Egyptian Goose: located on a crate at the base of the steps leading up to the Boathouse door. Available starting in Chapter 5 after obtaining the Boathouse key.
Note: The first duck inspected will grant the “Quack Quack” achievement regardless of which duck you choose. Each duck must be picked up and inspected at least once to trigger the second achievement.
And that wraps up our share on Botany Manor: Complete Walkthrough with Achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by lawrence, who deserves all the credit. Happy gaming!