Book of Hours – How to Get Off the Beach

Weather Factory games don’t hold your hand. It’s part of the fun. But sometimes, it’s not fun to be stuck. If you’re stuck, I will hold you hand with this guide. It contains spoilers, but that’s what you came here for.

Guide to Get Off the Beach

Сrеdit gоеs to Teagana!

Getting Off the Beach

The storm so scattered your thoughts. Click the eyeball icon on the left side of the screen, known as the consider verb, to collect your things: your journal, your health (half-drowned), and your memory of the storm.

Open the consider verb, and add your book, then add the memory: storm. Press start, and let the timer run.

You will be presented with a choice of elements of the soul. This is the character creation. Click on the cards to read their descriptions, and choose one to keep (You can pause the game while you read by hitting the space key.). If you can’t decide, my favourite is shapt, because my experience with cultist sim taught me that knock aspect is always useful. You’ll have the chance to gain the others, and more, later.

Once you’ve made your choice, open consider, and add your book, and then the element you’d like to keep. Press start and let the timer run.

Then you’ll get a choice between four more cards. This will cement your past, and determine which of the 4 possible people in town is your frend. Phost is the rector, ereb is the midwife, wist is the coffinmaker, and the other one (which I haven’t tried yet) is presumably the blacksmith. Your friend will always offer you assistance for free, while you’ll have to pay the others money. I found phost and the rector to be useful enough, but my new favourite is to take either ereb or wist, since the coffinmaker and the midwife are married, if one is your friend, they both give you assistance for free. Two for the price of one.

Once you’ve read the descriptions and made your choice, repeat as you did for the other soul card. You’ll gain the card “An Old Friend’s Address.”

Once the timer runs down and you collect your cards, it’s time to call for help. Open the other verb (mouth icon), talk. You can click the slot to see which of your soul cards can be added, as they’ll light up. Drag in a suitable card, and run the timer.

You’ll spawn a fisherman, but you’re a stranger, and he doesn’t trust you. Put him in the talk verb with your old friend’s address, and run it.

You’ll be presented, finally, with a usable fisherman’s assistance card.

Click on the stairs to Brancrug Village at the edge of the beach, add the fisherman’s assistance, and press unlock. Let the timer run.

Congratulations! You made it into town!

An Old Friend

Now that you’re in town, you’ll want to visit your old friend to warm up. Mr. and Mrs. Kille live in the top left, the rector lives in the top right, and Denzil the smith lives in the bottom right. Click on your friend’s house, and add the card “an old friend’s address.” Press start, and then add your health (half-drowned) to the slot that appears while the timer ticks. Let the timer run, and recover your health.

While you’re here, you might as well also dry out your journal. Click on the house again, add whichever element of the soul it accepts, and press start again. This time, add your journal to the slots that appears while the timer is running. When it’s done, collect your dry journal.

Now, on to the library!

Egor Opleuha
About Egor Opleuha 7617 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

1 Comment

  1. If I don’t choose Shapt which leads to Knock at the start, how do I then get Knock? I’m totally stuck after an hour and it’s very frustrating.

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