A Chair in a Room Trophy Guide: Mastering Day One

Day One in “A Chair in a Room” is crucial for setting up your path to multiple trophies. When I refer to “Day One”, I mean the day after the spider web cleaning day. While you can’t make significant story progress initially, this guide outlines the key actions to maximize your trophy gains. This guide focuses on optimizing your choices from the very beginning for efficient trophy acquisition, particularly utilizing a chair in the room.

Feeding Graham Strategically

Upon waking, you’re tasked with feeding the rat. Resist this urge! Instead, give the meat to Graham.

Consume your dinner cloth in your room. This provides Graham with two strength points. Immediately use this strength to remove two screws from the pipe in his room. You can remove the remaining screw later once he gains more strength.

Why this approach is superior:

While feeding the rat leads to an early cure potion by obtaining a chair, then a coin, and buying the cure, this path delays Graham’s progress. Additionally, initially feeding the Hobblepots is inefficient. Chester, one of the Hobblepots, can be partially healed by licking a frog – a resource obtainable after Graham gains two strength. Amaya is at full health and can’t eat, Mr. Fancycakes can only be cured, and Bramble can only eat after being cured. Thus, Graham is the optimal choice for day one.

Securing the Frog

Utilize the spider web on the lever at the second-floor entrance to access the second floor.

Proceed to the ladder at the back left of the room and pull the lever to open the paths to both the peapod and frog rooms. Enter the frog room to trigger the frog kissing cutscene. Navigate to the top of the frog kissing stage and wait for the boulder to rise. Activate the lever to move the boulder to the far left.

Once the boulder descends, activate the lever again, positioning the boulder to repeatedly press the button. When the boulder is on the button, drop through the newly opened door. The goblins will mistake you for their prince, granting you the frog.

Acquiring the Pea

This step can be completed before or after obtaining the frog. Approach the music box and input the following sequence: 4, 4, 5, 1, 4, 4, 5. Play the song, which will lull the goblin to sleep (ensure the song starts correctly). Retrieve the pea from the stack of mattresses.

Healing Chester with the Frog

Present the frog to the Hobblepots, specifically Chester. This revitalizes him without consuming meat, porridge, or sweetycakes. This action also initiates the weed-growing potion process. Chester will then request the eye of a fly.

Important Note: Lower the bridges leading to Amaya and the Hobblepots using Graham’s strength. Lowering the Hobblepots’ bridge is essential for a later task involving a fresh rose.

Catching the Fly

Venture to the second floor and enter the left room. Use the frog on the flies to catch one.

Brewing the Weed Growing Potion

Return to the Hobblepots with the fly. They will attempt to create a weed-rotting potion, but the process will yield a weed-growing potion. This potion can be used in two locations to cultivate weeds after resting. We can only use it in one location on day one. This interaction also initiates the bone bomb creation, requiring the pea and a fresh rose. You can give them the pea now, but it won’t make a difference.

Creating the Weed Ladder

On the second floor, apply the weed-growing potion to the center of the main room. This will result in a ladder appearing on day two, essential for accessing a coin and furthering your progress.

Obtaining the Frying Pan Sword

On the second floor, proceed to the right, passing the merchant and flour room. Locate the path leading to the sword in the stone and pull it out. Note that this frying pan sword is considered contraband and will be confiscated if you sleep with it in your inventory.

Claiming the Flour Room Key

This action will conclude the day, so ensure it is the last task performed. Present the frying pan sword to Amaya. You’ll be given a choice between the flour room key or a coin. Choose the goblin on the left for her to attack in order to obtain the flour room key.

Why the Flour Room Key is Crucial:

While acquiring the flour room key at the expense of a coin may seem counterintuitive, it’s a strategic decision. We have the weed ladder growing, guaranteeing at least one coin on Day Two (at the top of the weed ladder). Feeding Graham on Day Two allows removal of the final pipe screw and access to another coin. Alternatively, feeding the rat on Day Two yields a chair. This chair can then be used to access a coin near Wente & Bramble and the Hobblepots. Since we only need three coins (the chopsticks are not needed), coin scarcity isn’t a major concern. The key takeaway is securing at least one coin for the cure. Getting the flour key helps with the escape route with Wente & Bramble, otherwise we’d have to waste another day to get the flour key. This maximizes efficiency and trophy acquisition.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *