Botany Manor 100% guide
Published by Chubuggles
A chapter-by-chapter route through Botany Manor that grows all twelve plants, finds every clue and duck, and clears all 36 Xbox achievements in a single relaxed playthrough.
- Published
- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 2-3 hours
Difficulty
1/10, as the guide’s author rates it
Your Progress
36 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
Botany Manor has 36 achievements worth 1,000 Gamerscore on Xbox One and Xbox Series X|S. The Windows version has its own separate list (30 achievements at launch plus 6 added in a free title update, 1,120 Gamerscore) with slightly different wording on a few achievements; this guide covers the 1,000 Gamerscore console list only.
- Online and co-op: none. Everything is single-player and offline.
- Playthroughs: one. Every achievement fits into a single playthrough.
- Difficulty settings: none.
- DLC: none. All 36 achievements are in the base game.
- Unobtainable achievements: none known as of October 2026.
- Easy to overlook: Let me in! asks you to rattle a locked door before you have its key. The first chance is the Entrance Garden gate just after you leave the Conservatory, so try it before picking up the gate key. Chapter Select back to Chapter 1 should give another chance, but it costs nothing to do it on the spot.
- Herbarium clues: for Botanical Researcher, fill every clue slot on every plant page, not just the twelve blooms. There are 65 plant clues in total; each one is routed where you find it below and listed in the Collectibles section.
- Point of no return: posting the herbarium at the Gatehouse post box ends the game. Interacting with the post box posts the book straight away, with no confirmation, so don't touch it until the final checklist is done. If you do post early, choosing Continue from the main menu is reported to return you to the post box with the manor open, which makes a useful fallback but not a tested cleanup route.
- Chapter select: the main menu has a Chapter Select option. Treat it as a fallback, not part of the plan.
▶Puzzle Solutions and How This Guide Uses Them
Every plant is a deduction puzzle built from clues found around the manor. This guide gives the finished answer for each plant so the route never stalls, but you still need to pick up every clue and pin it to the right plant page as you go. Each plant page shows its empty clue slots, and the last page of each chapter indexes the clues you have and haven't found. The answers are fixed, not randomized.
▶Achievements Worth Knowing Early
- Quack Quack Quack Quack!: five ducks spread across all five chapters. Each one is routed at the moment it becomes reachable.
- Flower Arranging: twelve saucers in the Flower Room, any plants, duplicates allowed. Progress it in Chapter 1 with spare Windmill Worts.
- Art Lover: two paintings, one in Chapter 3 and one in Chapter 5.
- Mountaineer: the Old Tower's fifth floor, which the Wolfglove puzzle never needs. Easy to forget, but not missable.
- Help?: send it on the telegraph before you grow Fool's Emerald with it.
▶Prologue and Chapter 1: A Fresh Start
▶The Conservatory
You start in a side room of the Conservatory. Open the parcel to receive the herbarium, then go through into the main Conservatory. Thick smog hides the way out and only clears once Windmill Wort blooms, so everything in the prologue happens in this room.
▶Windmill Wort
▶Collectibles · 3 3 collectibles
Postcard — Windmill Wort. Main Conservatory, on the table at the far end next to the newspaper.
Wildflowers — Windmill Wort. Poster on the blackboard on the right side of the main Conservatory.
Temperature Chart — Windmill Wort. On the same Conservatory blackboard.
The seed bag is on the potting station. Collect the three clues: the Postcard on the table beside the newspaper, and the Wildflowers poster and Temperature Chart on the blackboard on the right. Pin all three to the Windmill Wort page.
Fill a pot with soil, plant the seed and water it. The clues point to volcanic heat from Sicily: set the boiler dial to 60°C, put the pot in front of the heat vent by the newspaper, and press the red button. The plant blooms, the smog lifts and the exit opens.
▶Green Thumbs
Green Thumbs20G
Required: grow the same plant three or more times.
Repeat the Windmill Wort process twice more while the boiler and vent are in front of you. It's the quickest plant in the game to regrow. Keep the spare pots for In The Bin and Flower Arranging.
▶Leaving the Conservatory
▶Let me in!
Let me in!20G
Required: try to open any locked door or gate you don't hold the key for.
Outside, follow the path to the three-way junction. The gate on the left, into the Entrance Garden, is locked; its key is in the basket under the red post box toward the Gatehouse. Interact with the gate before fetching the key. The achievement unlocks as soon as it rattles.
▶Take a break
Take a break20G
Sit on any seat. Turn around as you leave the Conservatory: the first bench is against its wall.
▶Take A Nap
Take A Nap20G
Required: sit on a garden bench for one minute or more.
Stay seated on that same garden bench and leave the controller alone for a little over a minute. Both seat achievements pop from the one sit.
▶Entrance Garden, Vestibule and Flower Room
Collect the key from the basket under the post box and open the Entrance Garden. The vestibule beyond holds a potting station and, to the left, the Flower Room.
▶Quack Quack
Quack Quack20G
▶Collectibles · 1 1 collectible
White Duck — Vestibule windowsill across from the potting station, after opening the Entrance Garden in Chapter 1.
The first duck, a white duck, sits on the vestibule windowsill across from the potting station. Pick it up and inspect it.
This is duck 1 of 5 for Quack Quack Quack Quack!. Every duck must be picked up and inspected; just seeing it doesn't count.
▶In The Bin
In The Bin20G
Empty a pot into the compost bin at the potting station. Any grown flower works, so tip one of your spare Windmill Worts.
▶Flower Arranging
Required: a plant on every saucer in the Flower Room.
There are twelve saucers, and a couple sit on the floor, so look low as well as on the shelves. Duplicates count, so the fastest method is to grow more Windmill Worts back at the Conservatory vent and carry each bloomed pot onto a saucer until all twelve are filled. Extra pots are on the shelf below the potting station. If you run short of pots or would rather not grind it now, fill the remaining saucers with later plants at any point before posting the herbarium. If all twelve saucers are filled with duplicates and the achievement still doesn't unlock (a historically reported issue, not normal behavior), swap in one of each of the twelve different plants.
Chapter 1 ends when you step into the Main Hall.
▶Chapter 2: Survivors of Adversity
▶Main Hall, Dining Room, Apothecary and Drawing Room
The ground floor opens up. The Drawing Room holds the harpsichord and the flash lamp camera, and the Apothecary holds the chemicals for the flash powder. The Back Terrace key is in the basket on the table between the harpsichord and the camera; take it for later.
▶Piano Woman
Piano Woman20G
Interact with the harpsichord in the Drawing Room.
▶Boom
Boom20G
Required: fire the flash lamp with a faulty chemical mix.
Fill the Apothecary flask with anything other than the correct recipe (sodium, zinc and barium works), pour it into the flash tray, close the tray and press the button. The lamp fizzles and the achievement unlocks. Doing it before the real photo costs nothing.
▶Fulguria
Fulguria30G
▶Collectibles · 5 5 collectibles
Photographs — Fulguria. Table with the lamp at the bottom of the Grand Staircase.
Folklore Book — Fulguria. Dining Room, on the table at the far end.
Flash Lamp Manual — Fulguria. Drawing Room, round table in the sitting area by the fire.
Letter from Farmer — Fulguria. Drawing Room, on the desk near the harpsichord and camera.
Flash Powder Bottle — Fulguria. On the same Drawing Room desk; rotate it to read the recipe.
The Fulguria seed bag is on a chair at the bottom of the Grand Staircase. As with every plant, pot it in soil and water it first.
Five clues: Photographs on the lamp table at the bottom of the Grand Staircase, the Folklore Book on the table at the far end of the Dining Room, the Flash Lamp Manual on the round table by the Drawing Room fire, and the Letter from Farmer and Flash Powder Bottle on the Drawing Room desk near the camera (rotate the bottle to read it).
Mix 2 parts potassium to 1 part magnesium in the Apothecary flask, pour it into the flash tray, close it, put the potted Fulguria on the saucer in the alcove, and press the red button to take the photo. The flash makes it bloom.
▶Photographer
Photographer20G
Required: photograph a flower that isn't the Fulguria.
Mix another 2:1 potassium and magnesium batch, swap a bloomed Windmill Wort onto the saucer, and take a second picture.
▶Screens Passage, Rose Garden and Kitchen
▶Collectibles · 8 8 collectibles
Porcelain Duck — China hutch at the bottom of the stairs in the Servants' Hall, once the Kitchen key opens that wing in Chapter 2.
Pyrophiles — Ash Plume. Screens Passage, on a table.
Dartmoor Poster — Ash Plume. Screens Passage, on the wall.
Seed Log — Ash Plume. Rose Garden, on the table beside the Ash Plume seed; needs the Back Terrace key from the Drawing Room.
Cooking Book — Ash Plume. Kitchen, on the large centre table; needs the Kitchen key from the Viewpoint.
Dartmoor Lecture — Ash Plume. Kitchen, on the table by the cooking fire.
Poem — Ash Plume. Servants' Hall, on the wall.
Smoking Book — Ash Plume. Kitchen Garden, near the smokehouse.
Ash Plume's seven clues are spread along this wing, so collect them as you go:
- Screens Passage: Pyrophiles on a table and the Dartmoor Poster on the wall.
- Rose Garden (Back Terrace key): the Ash Plume seed bag and the Seed Log on the same table. The Kitchen key is in the basket at the Viewpoint, below the Rose Garden stairs.
- Kitchen: the Cooking Book on the centre table and the Dartmoor Lecture on the table by the cooking fire.
- Servants' Hall: the Poem on the wall. The porcelain duck sits in the china hutch at the bottom of the stairs here: inspect it for duck 2 of 5.
- Kitchen Garden: the Smoking Book near the smokehouse.
▶Crack
Crack20G
Plant the Ash Plume seed in soil and water it (it stays a seed), then set the pot on the pan above the Kitchen fire. The seed cracks open and the achievement unlocks.
▶Ash Plume
Ash Plume30G
Carry the pot out to the smokehouse in the Kitchen Garden and place it on the smokehouse saucer. Grab an oak log from the wood piles by the Servants' Hall door and put it on the smokehouse coals; the smoke does the rest.
Chapter 2 ends when the Orchard key arrives by delivery at the Gatehouse.
▶Chapter 3: Peculiar Petals
Chapter 3 opens the Orchard, Cider Garden, Orangery, Painting Room and Old Tower. The order matters here: the Painting Room key is in the upper Orangery, the code for the priest hole is in the Painting Room, and Wolfglove's seed is only reachable through the priest hole.
▶Orchard and Cider Garden
▶Collectibles · 7 7 collectibles
Microscope Slides — Pixie Tears. Orchard, covered brick structure, on the table with the microscope.
Chloroplasts Book — Pixie Tears. Small round table beside the microscope slides.
Pot Notes — Pixie Tears. Wooden shed in the Orchard, on the bench by the seed bag.
Cider Apples — Pixie Tears. Poster on the wall of the Cider Garden's covered area.
Apple Blending — Pixie Tears. Cider Garden, on the table near the apple photos.
Nursery Rhyme — Wolfglove. Table near the Orchard entrance, beside the toy-pig box.
Letter from Builder — Wolfglove. Table by the Orchard's covered brick structure, Old Tower side. The herbarium wrongly labels this location as the Old Tower.
Two Wolfglove clues are out here too: the Nursery Rhyme on the table near the Orchard entrance by the toy-pig box, and the Letter from Builder on the table by the covered brick structure. The herbarium labels the letter's location as the Old Tower; it's in the Orchard.
▶Pixie Tears
Pixie Tears30G
The seed bag is in the Orchard's wooden shed. Five clues: the Microscope Slides and Chloroplasts Book in the covered brick structure, the Pot Notes on the bench in the shed, and the Cider Apples poster and Apple Blending chart in the Cider Garden's covered area.
The target is 97 g of sugar, which matches the standard top-right pot on the potting stations. Plant and water the seed in that pot, set it on the saucer at the foot of the cider press, load every apple at once, and turn the handle a single time. Pressing in separate batches is the usual reason it fails.
Each apple variety's sugar content is listed on the clues. Two combinations that work:
- Knobbly Russet, Cat's Head and Merlin's Mist
- Knobbly Russet, Brown Snout and Dabinett
Other combinations that total exactly 97 g also work.
▶Upper Orangery and Painting Room
▶Collectibles · 4 4 collectibles
Wind Research — Wolfglove. Terrace table outside the upper Orangery, across from the potting station.
Alpine Weather — Wolfglove. Same terrace table; the wind speeds are on the back.
Letter about Alps — Wolfglove. Upper Orangery, at the end of the walkway above the broken stairs.
Envelope with Stamp — Wolfglove. Next to the Letter about Alps.
From the far side of the Orchard, climb the stairs to the upper Orangery. The Wind Research and Alpine Weather sheets are on the terrace table across from the potting station (read the back of Alpine Weather), and the Letter about Alps and Envelope with Stamp are at the end of the walkway above the broken stairs. The Painting Room key is in the basket on the windowsill.
The Painting Room is off the Screens Passage, near the Back Terrace door. Inside, inspect the Botanical Painting on the easel in the middle of the room; it's the first of the two paintings for Art Lover, which finishes in Chapter 5. Also read the Manor Plans on the wall, which give the manor's build year, 1593.
▶Pantry and the Priest Hole
▶History Sleuth
▶Collectibles · 1 1 collectible
Tufted Duck — On a crate near the entrance of the priest hole, opened from the Pantry scales in Chapter 3.
Read the Manor Plans before trying the scales; the passage is reported not to open until you have. Then go to the Pantry scales and place the 1, 5, 9 and 3 weights in that order, left to right. The priest hole opens and the achievement unlocks.
Inside, the tufted duck sits on a crate near the entrance. Inspect it for duck 3 of 5.
▶Fixer Upper
Fixer Upper20G
▶Collectibles · 1 1 collectible
Coin Collection — Wolfglove. Lower Orangery, in the two boxes on opposite sides; reachable only through the priest hole.
Follow the passage through to the lower Orangery and repair the broken staircase with the planks. Down here, pick up the Wolfglove seed bag at the dry fountain and the Coin Collection, split between two boxes on opposite sides of the room.
▶Old Tower
▶Wolfglove
Wolfglove30G
The clues point to Weisshorn's 40 f/s wind. Put the potted plant on the saucer on the tower platform, ride up with it, and set the shutters like this:
- Floor 1: open one shutter only. Use the right-hand one; either side is reported to work.
- Floor 2: leave both closed.
- Floors 3 and 4: open both shutters.
Bring the plant to floor 4 and it blooms.
▶Mountaineer
Mountaineer20G
Required: reach the top of the tower.
Wolfglove only needs floor 4, so keep riding the platform up to the fifth floor before you leave.
▶Library Hall Letter Lock
▶Lockpicker
Lockpicker20G
After the next Gatehouse delivery, the Library Hall door has a letter lock. The code is Elizabeth Ann Hopgood's initials: E, A, H.
▶Chapter 4: Botanical Allies
Chapter 4 opens the Library and its vault, the Study, the upstairs corridor, the master bedroom and bathroom, the Bell Tower and the Attic. It has four plants with real dependencies between them: the vault holds the Study key, the Study holds the Sapphire Gloom seed, Sapphire Gloom's bloom clears the way upstairs, the Attic key is in the Bell Tower, and the bathtub plant needs its seed and an item from the Attic. Follow this order.
▶Library and Grandma's Vault
▶Grandma's Vault
▶Collectibles · 2 2 collectibles
Grandma's Research — Nightfall. Inside Grandma's Vault, on a table.
Sunset Paintings — Nightfall. The paintings on the vault walls; several paintings, one clue.
Press the five vault buttons in the order 3, 2, 5, 4, 1: sunrise, fish, hare, crow, moon. A wrong press needs all five pressed before the sequence resets.
Inside, collect Grandma's Research from the table and inspect the Sunset Paintings on the walls (one clue for the whole set). Pick up the Study key from the basket across the room and the Nightfall seed bag from the far corner.
▶Study
▶Collectibles · 3 3 collectibles
Mushroom Book — Sapphire Gloom. Study, on the writing desk; needs the Study key from Grandma's Vault.
Tree Diseases — Sapphire Gloom. Study, on the table at the far side.
Bird Eggs — Cradle Fern. Study, beside Tree Diseases.
Open the Study with the vault key. The Sapphire Gloom seed bag is on the small table by the bird egg collection. Collect the Mushroom Book from the writing desk, Tree Diseases from the table on the far side, and Bird Eggs beside it (a Cradle Fern clue).
▶Sapphire Gloom
Plant the seed, then put the pot on the saucer at the base of the tree by the Main Hall fireplace, and it blooms. Its bloom clears the tree blocking the upstairs corridor, which every remaining Chapter 4 clue sits behind.
▶Upstairs Corridor, Master Bedroom and Bathroom
▶Collectibles · 7 7 collectibles
Fern Painting — Cradle Fern. Upstairs corridor wall, once Sapphire Gloom clears the way.
Fairy Painting — Nightfall. Upstairs corridor wall.
Letter about Weeds — Brook Chalice. Upstairs corridor, on the table near the Attic door.
Petition — Cradle Fern. Master Bedroom, on the desk by the entrance.
Weed Removal — Brook Chalice. Master Bedroom, in the bin by the desk.
Fairy Story — Nightfall. Master Bedroom, across from the entrance.
Bath Geyser — Brook Chalice. En-suite bathroom off the Master Bedroom.
Collect as you pass through:
- Corridor: the Fern Painting and Fairy Painting on the walls, and the Letter about Weeds on the table near the Attic door.
- Master Bedroom: the Cradle Fern seed bag and the Petition on the desk by the entrance, Weed Removal in the bin by the desk, and the Fairy Story across from the entrance.
- Bathroom: the Bath Geyser manual.
▶Clean and Tidy
Pull the chain on the en-suite toilet.
▶Who needs a plumber?
Required: connect all the pipes.
Six pipe pieces are scattered around the bathroom: on and beside the toilet, by the sink and on the floor beneath it, on the small table, and on the lower shelves of the furniture. Check the floor as well as surfaces. Fit them into the boiler pipework until the circuit is closed. This repair is also what lets the bath fill for Brook Chalice.
▶Bell Tower
▶Collectibles · 5 5 collectibles
Letter about Melodies — Cradle Fern. Bell Tower lower level, on the desk in the back room.
Bird Calls — Cradle Fern. Bell Tower upper level, across from the chimes.
River Trust — Brook Chalice. Bell Tower lower level, on the cork board. The herbarium wrongly labels this location as the Master Bedroom.
Government Notice — Brook Chalice. Right half of the same Bell Tower cork board.
River Poster — Brook Chalice. Bell Tower lower level, on the wall of the back room.
On the lower level, the River Trust and Government Notice are on the cork board (the herbarium labels River Trust's location as the Master Bedroom; it's here), and the back room holds the Letter about Melodies on the desk and the River Poster on the wall. The Attic key is in the basket near the cork board. Upstairs, Bird Calls is across from the chimes.
▶Cradle Fern
Cradle Fern30G
Pot, plant and water the Cradle Fern seed, then place the pot on the saucer beneath the bells. The clues spell out the crested owl's call: ring the bells in the order E, C, D, E, G, F.
▶Attic
▶Collectibles · 5 5 collectibles
Mallard — On the crates on the Attic's upper level near the stained-glass window and grandfather clock, Chapter 4.
Trapped Moths — Nightfall. Attic, just inside the door at the bottom of the stairs.
Moths Poster — Nightfall. Attic lower level, on the wall.
Moth Calendar — Nightfall. Attic, on the table below the Moths Poster.
Sight of Plants — Nightfall. Attic upper level, at the top of the stairs.
With the Attic key, head up. Trapped Moths is just inside the door, the Moths Poster is on the lower-level wall with the Moth Calendar on the table beneath it, and Sight of Plants is at the top of the stairs on the upper level.
The mallard sits on the crates on the upper level near the stained-glass window and grandfather clock: inspect it for duck 4 of 5. Collect the Brook Chalice seed bag from the table by the stained-glass window and the rusty pig from the table at the top of the Attic stairs; the bath needs both.
▶Nightfall
Nightfall30G
The projector is on the Attic's upper level with a saucer beside it for the pot. The clues describe the September 12th sunset. Slot the coloured glass into the projector slots from left to right, blue, yellow, orange, red. Put the potted Nightfall on the saucer in front of the projector, then press the projector's button to switch it on.
▶Back to the Bath
▶Brook Chalice
Put the potted plant in the bathtub, drop the rusty pig in, set the water to 25°C (the River Frome) and fill the bath.
Chapter 4 ends when the Formal Garden key arrives by delivery.
▶Chapter 5: Climbing Up
The final chapter opens the Formal Garden, Side Terrace, Pond Garden, Grotto, Gardening Workspace, Bird Garden and Boathouse.
▶Formal Garden and Side Terrace
▶Collectibles · 4 4 collectibles
Greeting Card — Springdance Shrub. Side Terrace, on the green table near the whiteboard.
News Article — Fool's Emerald. Formal Garden lawn, on the bench near the picnic area.
Bioluminescence — Fool's Emerald. Side Terrace, on the table by the blackboard.
Plant Chemicals — Fool's Emerald. The Side Terrace blackboard itself.
On the Side Terrace, the Fool's Emerald seed bag and the Greeting Card (a Springdance Shrub clue) are on the green table near the whiteboard, Bioluminescence is on the table by the blackboard, and Plant Chemicals is the blackboard itself. The News Article is on the bench near the picnic area on the Formal Garden lawn. The Springdance Shrub seed bag is in the Folly on the Formal Garden.
▶Frogger
Frogger20G
Pick up the handle lying in the grass in front of the abandoned lawnmower near the pond and fit it to the water-control pedestal in the Formal Garden, by the picnic area overlooking the Grotto pool. The water rises, lily pads appear, and the achievement unlocks as soon as the handle goes in. The lily pads are also your route to the Grotto for Fool's Emerald.
▶Art Lover
Art Lover20G
Required: inspect Arabella's paintings.
Take the path to the right of the bandstand that leads down toward the Boathouse; the Unfinished Painting is on an easel on the left side of that path, across the pond. With the Chapter 3 Botanical Painting already inspected, the achievement unlocks. If it doesn't, go back to the Painting Room and inspect the Botanical Painting again. If it still hasn't popped, also inspect the easel by the gazebo in the Formal Garden and the Sunset Paintings in Grandma's Vault. They aren't confirmed as required, but checking them is a cheap precaution.
▶Gardening Workspace and Bird Garden
▶Collectibles · 8 8 collectibles
Hydrangeas — Springdance Shrub. Wooden shed in the Gardening Workspace.
Pot Catalogue — Springdance Shrub. Same Gardening Workspace shed.
Pigment Research — Springdance Shrub. Garden Paths, on a table.
Soil pH Research — Springdance Shrub. Garden Paths, on a table.
Bird Poster — Springdance Shrub. White skylight building at the end of the Bird Garden, where the Boathouse key sits.
Bird Seeds — Springdance Shrub. Bird Garden, beside the second feeder between the arches.
Note about Telegraph — Fool's Emerald. Gardening Workspace entrance.
Military Codes — Fool's Emerald. Gardening Workspace, on the table.
Collect as you go:
- Gardening Workspace: the Note about Telegraph at the entrance, Military Codes on the table, and Hydrangeas and the Pot Catalogue in the wooden shed.
- Garden Paths: Pigment Research and Soil pH Research on the tables.
- Bird Garden: Bird Seeds beside the second feeder between the arches, and the Bird Poster in the white skylight building at the end, where the Boathouse key also sits.
▶Springdance Shrub
Plant the seed in the sandstone pot (top middle of the Gardening Workspace shed), water it, and add seaweed at the fertilizer station, then place it on the saucer under the Bird Garden skylight. Lure the robin in with the two bird feeders, moving them along the hooks toward the plant. Move slowly and don't rush up to the bird, or it flies off.
▶Boathouse
▶Collectibles · 5 5 collectibles
Weeds and Seeds — Oscilette. Boathouse, near the entrance.
Boardgame Rules — Oscilette. Boathouse board-game table; rotate it to read the back.
Playing Cards — Oscilette. In the centre of the board.
Animal Heartbeats — Oscilette. Far side of the board-game table.
Morse Code — Fool's Emerald. Inside the telegraph box's lid on the Boathouse dock; needs the Boathouse key.
Inside the Boathouse, Weeds and Seeds is near the entrance, and the board-game table holds Boardgame Rules (rotate it to read the back), the Playing Cards in the centre, and Animal Heartbeats on the far side. The Oscilette seed bag is on the far side near the phonograph. The telegraph sits on the dock; the Morse Code chart is inside its lid.
▶Quack Quack Quack Quack!
▶Collectibles · 1 1 collectible
Egyptian Goose — On the boxes at the bottom of the Boathouse steps, left of the potting station, Chapter 5.
Required: inspect all five ducks.
The last duck, an Egyptian goose, sits on the boxes at the bottom of the Boathouse steps, left of the potting station. Inspect it and the achievement unlocks if the other four are done.
Missed one? All five stay where they are; the Ducks checklist in the Collectibles section lists every location.
▶Oscilette
Oscilette30G
Plant the Oscilette seed in a soil-filled pot (watering is optional). The clues lead to the red squirrel's resting heartbeat, 120 BPM. Load the Meadow's Bliss cylinder, the 120 BPM record on the windowsill by the phonograph, put the pot on the saucer beside it and play it.
▶The Grotto Telegraph
Pot, plant and water the Fool's Emerald seed, carry it across the lily pads, and place it on the saucer in the Grotto cave. Then carry the telegraph from the Boathouse dock to the cave and set it on the shelf beside the pot. Once it has been picked up and put down, the latch opens.
The left button sends a dot and the right button sends a dash; one guide reports the reverse, so tap each once to hear the short and long tones before sending.
▶Help?
Help?20G
Send S.O.S. first, before growing Fool's Emerald: three dots, three dashes, three dots. The telegraph has been reported to stop responding once the plant blooms; if that ever happens, close the lid, move the telegraph to another spot and reopen it.
▶Fool's Emerald
Now send KA: dash dot dash, then dot dash. The plant blooms.
▶Before Posting the Herbarium
▶Botanical Researcher
Required: complete all the plants in the Herbarium.
Twelve blooms alone may not be enough. Open the herbarium and make sure every plant page has all of its clue slots filled: 65 clues across the twelve plants. The last page of each chapter indexes found and missing clues, and the Collectibles section lists every clue's location. The index also lists a few puzzle notes with no plant slot (the priest hole and vault notes, and the lawn note); they aren't part of the 65. The achievement normally unlocks when the twelfth plant blooms with every clue in place; if it doesn't, fill the missing clues and it should follow. If every clue is assigned and all twelve plants have bloomed but it's still locked, try regrowing a plant or replaying a chapter through Chapter Select; neither is a guaranteed fix.
Before going near the post box, check:
- Botanical Researcher has unlocked.
- Flower Arranging: all twelve saucers filled.
- Mountaineer, Art Lover and Quack Quack Quack Quack! are done.
- Boom, Photographer, Piano Woman, Help? and the two seat achievements are done.
▶Ending
▶Posting the Herbarium
▶The End
The End60G
Post the herbarium at the Gatehouse post box and watch or skip the credits. In the epilogue classroom in the Library, pick up the book from the desk and place it on the lectern. The achievement unlocks the moment the book goes on the lectern. The game doesn't save during the epilogue, so don't quit before placing it.
▶Post-Game Cleanup
Treat the pre-posting checklist as the real plan. As a fallback, choosing Continue from the main menu after the credits is reported to return you to the Gatehouse post box, just before posting, with the manor still open. It hasn't been confirmed for every achievement, so treat it as a safety net rather than a guarantee. Chapter Select on the main menu is the second fallback. If a plant's achievement didn't register, regrowing that plant should trigger it.
▶Collectibles
Reference
▶Ducks
5 in the game
Quack Quack unlocks on the first duck you inspect and Quack Quack Quack Quack! on the fifth. Each duck must be picked up and inspected. None can be missed; every one stays in place for the rest of the game. This checklist is your own record and does not read Xbox progress.
White Duck — Vestibule windowsill across from the potting station, after opening the Entrance Garden in Chapter 1.
Porcelain Duck — China hutch at the bottom of the stairs in the Servants' Hall, once the Kitchen key opens that wing in Chapter 2.
Tufted Duck — On a crate near the entrance of the priest hole, opened from the Pantry scales in Chapter 3.
Mallard — On the crates on the Attic's upper level near the stained-glass window and grandfather clock, Chapter 4.
Egyptian Goose — On the boxes at the bottom of the Boathouse steps, left of the potting station, Chapter 5.
▶Chapter 1 Clues
3 in the game
These are the 65 clues that fill the plant pages in the herbarium, split by chapter. Each plant page shows its empty slots, and the last page of each chapter indexes found and missing clues. Puzzle notes with no plant slot are not listed. This checklist is your own record and does not read Xbox progress.
Postcard — Windmill Wort. Main Conservatory, on the table at the far end next to the newspaper.
Wildflowers — Windmill Wort. Poster on the blackboard on the right side of the main Conservatory.
Temperature Chart — Windmill Wort. On the same Conservatory blackboard.
▶Chapter 2 Clues
12 in the game
See Chapter 1 Clues for how the herbarium tracks clue slots.
Photographs — Fulguria. Table with the lamp at the bottom of the Grand Staircase.
Folklore Book — Fulguria. Dining Room, on the table at the far end.
Flash Lamp Manual — Fulguria. Drawing Room, round table in the sitting area by the fire.
Letter from Farmer — Fulguria. Drawing Room, on the desk near the harpsichord and camera.
Flash Powder Bottle — Fulguria. On the same Drawing Room desk; rotate it to read the recipe.
Pyrophiles — Ash Plume. Screens Passage, on a table.
Dartmoor Poster — Ash Plume. Screens Passage, on the wall.
Seed Log — Ash Plume. Rose Garden, on the table beside the Ash Plume seed; needs the Back Terrace key from the Drawing Room.
Cooking Book — Ash Plume. Kitchen, on the large centre table; needs the Kitchen key from the Viewpoint.
Dartmoor Lecture — Ash Plume. Kitchen, on the table by the cooking fire.
Poem — Ash Plume. Servants' Hall, on the wall.
Smoking Book — Ash Plume. Kitchen Garden, near the smokehouse.
▶Chapter 3 Clues
12 in the game
See Chapter 1 Clues for how the herbarium tracks clue slots.
Microscope Slides — Pixie Tears. Orchard, covered brick structure, on the table with the microscope.
Chloroplasts Book — Pixie Tears. Small round table beside the microscope slides.
Pot Notes — Pixie Tears. Wooden shed in the Orchard, on the bench by the seed bag.
Cider Apples — Pixie Tears. Poster on the wall of the Cider Garden's covered area.
Apple Blending — Pixie Tears. Cider Garden, on the table near the apple photos.
Nursery Rhyme — Wolfglove. Table near the Orchard entrance, beside the toy-pig box.
Letter from Builder — Wolfglove. Table by the Orchard's covered brick structure, Old Tower side. The herbarium wrongly labels this location as the Old Tower.
Wind Research — Wolfglove. Terrace table outside the upper Orangery, across from the potting station.
Alpine Weather — Wolfglove. Same terrace table; the wind speeds are on the back.
Letter about Alps — Wolfglove. Upper Orangery, at the end of the walkway above the broken stairs.
Envelope with Stamp — Wolfglove. Next to the Letter about Alps.
Coin Collection — Wolfglove. Lower Orangery, in the two boxes on opposite sides; reachable only through the priest hole.
▶Chapter 4 Clues
21 in the game
See Chapter 1 Clues for how the herbarium tracks clue slots.
Mushroom Book — Sapphire Gloom. Study, on the writing desk; needs the Study key from Grandma's Vault.
Tree Diseases — Sapphire Gloom. Study, on the table at the far side.
Bird Eggs — Cradle Fern. Study, beside Tree Diseases.
Fern Painting — Cradle Fern. Upstairs corridor wall, once Sapphire Gloom clears the way.
Petition — Cradle Fern. Master Bedroom, on the desk by the entrance.
Letter about Melodies — Cradle Fern. Bell Tower lower level, on the desk in the back room.
Bird Calls — Cradle Fern. Bell Tower upper level, across from the chimes.
Letter about Weeds — Brook Chalice. Upstairs corridor, on the table near the Attic door.
Weed Removal — Brook Chalice. Master Bedroom, in the bin by the desk.
River Trust — Brook Chalice. Bell Tower lower level, on the cork board. The herbarium wrongly labels this location as the Master Bedroom.
Government Notice — Brook Chalice. Right half of the same Bell Tower cork board.
River Poster — Brook Chalice. Bell Tower lower level, on the wall of the back room.
Bath Geyser — Brook Chalice. En-suite bathroom off the Master Bedroom.
Grandma's Research — Nightfall. Inside Grandma's Vault, on a table.
Sunset Paintings — Nightfall. The paintings on the vault walls; several paintings, one clue.
Fairy Story — Nightfall. Master Bedroom, across from the entrance.
Fairy Painting — Nightfall. Upstairs corridor wall.
Trapped Moths — Nightfall. Attic, just inside the door at the bottom of the stairs.
Moths Poster — Nightfall. Attic lower level, on the wall.
Moth Calendar — Nightfall. Attic, on the table below the Moths Poster.
Sight of Plants — Nightfall. Attic upper level, at the top of the stairs.
▶Chapter 5 Clues
17 in the game
See Chapter 1 Clues for how the herbarium tracks clue slots.
Greeting Card — Springdance Shrub. Side Terrace, on the green table near the whiteboard.
Hydrangeas — Springdance Shrub. Wooden shed in the Gardening Workspace.
Pot Catalogue — Springdance Shrub. Same Gardening Workspace shed.
Pigment Research — Springdance Shrub. Garden Paths, on a table.
Soil pH Research — Springdance Shrub. Garden Paths, on a table.
Bird Poster — Springdance Shrub. White skylight building at the end of the Bird Garden, where the Boathouse key sits.
Bird Seeds — Springdance Shrub. Bird Garden, beside the second feeder between the arches.
News Article — Fool's Emerald. Formal Garden lawn, on the bench near the picnic area.
Bioluminescence — Fool's Emerald. Side Terrace, on the table by the blackboard.
Plant Chemicals — Fool's Emerald. The Side Terrace blackboard itself.
Note about Telegraph — Fool's Emerald. Gardening Workspace entrance.
Military Codes — Fool's Emerald. Gardening Workspace, on the table.
Morse Code — Fool's Emerald. Inside the telegraph box's lid on the Boathouse dock; needs the Boathouse key.
Weeds and Seeds — Oscilette. Boathouse, near the entrance.
Boardgame Rules — Oscilette. Boathouse board-game table; rotate it to read the back.
Playing Cards — Oscilette. In the centre of the board.
Animal Heartbeats — Oscilette. Far side of the board-game table.