Book of Hours

Book of Hours

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How to Meet the Aspect Requirements: a Comprehensive Recipe Guide [UPDATED]
By eightroomsofelixir
THIS GUIDE IS NOW UPDATED FOR THE HOUSE OF LIGHT DLC.

An advanced gameplay guide centered around how to meet the requirements for unlocking rooms, reading books, crafting Inks, upgrading skills, writing history, and beating the game. The guide will offer much less grindy ways to progress the game that every player can take advantage of.

This guide also lists versatile skills worthy of upgrading and useful secret items you can find in the Hush House.
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Introduction
The core gameplay of Book of Hours involves unlocking rooms, reading books, upgrading Skills, crafting stuff, and eventually, writing a History to end the game.

Besides upgrading Skills, all other actions have an aspect (Principle) requirement, ranging from 2 to 25. In order to complete these actions, you need to ensure everything slotted into the interface can meet or exceed the required level of Principles, like solving an equation.

This guide is about reaching these requirements, about finding easy-to-access items and slotting them in. For inexperienced players, this guide will provide easy, simple, and repeatable ways to meet the requirements in most possible situations. For seasoned players, the guide should help you collect the endings faster.
  • Note that you can find a lot of the items listed in this guide in the Hush House, and you don't really need to craft every one of them. If you somehow used them up, then the crafting part of the guide will come in handy.
  • If you need to check specific recipes, please use ctrl+f to research the keywords. This guide also has a reference appendix that lists some of the most important Skills, in case you want to know which Skills are worthy of upgrading.

Note that all the equations in this guide only account for reaching the minimum aspect requirement of a recipe. If you have a higher level Skill or Soul that already meets the required number of aspects, then some items are no longer needed. You can simply ignore them rather than waste time collecting and gathering.

This is a guide for the base game of Book of Hours, updated with the DLC contents. For a guide specifically for the DLC, please check here -

https://sp.zhabite.com/sharedfiles/filedetails/?id=3380516708
General Tips
0. Probably the most important thing you should know -
  • When leveling up a Skill, you don't need to slot the same Lesson as the Skill; it just requires the Lesson to have at least one matching Principle. Leveling up a Skill is in fact relatively easy as long as you have a steady inflow of new books.

1. If you don't reply to the letter from the Rhonwen Trust, the game will not trigger any contamination in the books. You can use this trick to get 100% safe books in the early game. The downside is that you will not get any salaries unless you replied the Trust.

2. When unlocking rooms, try to make a beeline for these three places: Motley Tower, Kitchen, and the Well. For details, please see the sections below.

3. Some beverages have a "To Serve - " aspect, which can be broken down into multiple servings at the cupboard-looking workstations (located in the Keeper's Lodge and the Kitchen). Without this, the said beverage can be only served once.

4. Don't sleep on small ornaments scattered around the House. Some of them can be used to boost reading books in the early game when sources of Principles are scarce, and they won't be consumed after use. See the "Book-Reading" section of this guide.

5. There are also hidden items across the House, and they will be quite helpful if you can access them early.
  • Notably, in the Grand Ascent - Ground Floor, consider the Delightful Repose (the big red sofa) will reveal a Bronze Spintria. You can learn a Language from a Visitor very early with this Bronze Spintria.
  • For other hidden items, see the Appendix of this guide.

6. When learning and upgrading Skills throughout the game -
  • Keep most of your Skills at level 1, and concentrate on only upgrading a handful of useful Skills. Beginning from mid-game, the quality of a Skill matters much more.
  • Try to refrain from slotting high-level Skills into the lower levels of the Wisdom Tree. You are very likely to upgrade the useful Skills to maximum (lv9), and since the Tree's upper level slots require higher level skills, slotting a high level Skill into a lower level slot would be a "waste". Just slot those Skills you are never going to upgrade.
  • Similarly, it is better to slot the Language Skills into the 1st level of the Wisdom Tree rather than other Skills. You only need a lv1 Skill for a Language, slotting them into the Tree's lowest level is just handy. It also makes opening up the Tree's higher slots a bit easier.
  • In general, besides the must-have useful Skills, try to concentrate all the Lessons to upgrade one Skill per Principle.
  • For a more in-depth upgrading strategy, check the "Skill Upgrading" section of this guide.

7. Due to how the game works, it is possible to save/load the first book of a given era.
  • For instance, it is possible to s/l your first Nocturnal book to get An Exorcist's Field Manual, which will yield Edicts Martial, one of the most powerful Skills in the entire game.
  • The same mechanic also works for the first type of Cache (Box of Oddities, Box of Rarities, etc). It is possible to s/l a Yellowing Newspaper (provides a unique memory) in the first of such Boxes you found in the Foundry.

8. For House of Light DLC content - Try to give the first-time Visitors a consultation (a Book) if possible, as they will give you their address. With addresses and the Writing-Case, you can call these Visitors back to the House at any time.

9. For House of Light DLC content - Hold as many Salons as possible (1 Salon per Season). During Salon, you can steer a conversation using Soul cards, which will yield a Lesson.

Finally, in the mid-game, you can organize a reference library ("Memory Generator") for generating as many different Memories as possible. See the guide here:

https://sp.zhabite.com/sharedfiles/filedetails/?id=3239174950
Important Rooms and Workstations to Unlock


When progressing deeper into the Hush House, try to make a beeline for these three places first: Motley Tower, the Kitchen, and the Well.
  • Motley Tower is the 3-story high tower behind the Long Tower.
    • The 2nd floor of the Tower, the Dispensary, has the important workstation Dispensary, as well as a series of crafting materials such as the January Sanguinary.
    • Cataloging all the books in the Dispensary will always yield three guaranteed books (Perugian Diaries, What Does Not Bark, and The Locksmith's Dream vol.4: Stolen Reflections). They will give you three guaranteed skills (Strings & Songs, Edicts Inviolable, and Watchman's Paradoxes) that are going to be useful in the long run.
  • The Kitchen is the second room behind the Scent Garden.
    • The Kitchen has tons of Food and Drinks that can help you unlock more rooms, as well as the versatile Workstation: Kitchen Range.
    • Before unlocking the Kitchen, you will unlock the Servants' Hall, which has the Bronze Knife (1 Edge, 1 Grail, 2 Nectar, 1 Winter) that can be used for Kitchen Range recipes, especially Cooking.
    • The room behind the Kitchen, Pantry, has some more useful Food and Drinks.
    • The room below the Kitchen, the Foundry, has another important workstation, Foundry, that is central to many Forge and Knock recipes.
  • The Well is behind the Foundry room right below the Kitchen.
    • The Well is an unlimited source of cheap drinks (Isle-Water) which is very useful for curing Maladies (requiring a Beverage) and resting a fatigued Soul card during Numa season (also requiring a Beverage).

Other important rooms in the front part of the Hush House include:
  • Watchman's Tower: Observatory - The room on the 3rd story right above the entrance. It has the Telescope, a workstation that can slot two Memories or two Tools in, very crucial in Sky recipes.
  • All the gardens between the Long Tower and the House Proper, especially the St Brandan's Cloister, the Practic Garden, and the Scent Garden - These gardens all have gathering points for collecting important crafting items; detailed examples are shown below.
  • The Grand Ascent - This is the artery of the House. And as described above, you can get your first Spintria here. Behind the Grand Ascent - Ground floor is also the Reading Room, the room with the most shelf spaces in the game and usually the very room for further book organization.
  • Fludd Gallery - The room behind the Grand Ascent - Third Floor. It has the important workstation Alchemist's Glassware, the go-to place for Winter recipes, as well as a series of crafting materials.
  • Nave of the Abbey Church - The two-story room in the upper middle of the House. The workstation Solar Altar there is the go-to place for Sky and Lantern recipes.
Unlocking these rooms would be enough to craft most of the important items in the game.
Utility Recipes: Quick Memories
In the early game, when you don't have enough mastered books, getting different Memories for leveling up a Skill is not easy.

On the other hand, there is plenty of stuff sitting around the Hush House that can generate a quick Memory when considered for 30 seconds or doing a brief action in the background. Having these early will help you tremendously.

Memory: Loss (1 Edge, 1 Winter)
  • Toss something into the Sea's Edge - such as a Penny - will grant you this Memory. Preferably with the Isle-Water from the Well, since it can be repeatedly obtained en masse.

Memory: Touch (1 Forge)
  • Consider any Armchair or Chair in the House.

Memory: Taste (1 Grail)
  • Consider (consume) a Food or Drink. Preferably with the Isle-Water from the Well, since it can be repeatedly obtained en masse.

Memory: Sound (1 Heart)
  • Consider the Hush House Key. After using the Key to unlock the House, you can recover it again randomly from Gathering.

Memory: Sight (1 Lantern)
  • Consider a Quire of Paper, located in the Watchman's Tower: First Floor.

Memory: Scent (1 Nectar)
  • Consider the Paradise Palm in the Grand Ascent - Ground Floor. Among the few reusable sources of Scent, this is the earliest you can unlock.

Memory: Salt (1 Knock, 1 Moon, 1 Winter) and Memory: Solace (2 Heart, 1 Sky)
  • There is a Basket of Towels located in the Infirmary.
  • If you go Swimming at Sea's Edge (using Health), swimming with Towels will yield Memory: Salt and Memory: Solace. The towels will become wet, and they will revert back to normal towels the next morning.

Memory: Fear (2 Scale, 1 Edge)
  • Consider the Nighted Chair in the Severn Chamber. It is the only non-consumable item for generating Fear.
Utility Recipes: Useful Items
There are certain versatile items that can be used in a lot of situations, and you can also get them relatively early in the game. Prepare these important items at any time.


Amethyst Ampoule
  1. Amethyst Ampoule: 5 Knock = Any Workstations: lv1 Lockworks & Clockworks or Glassblowing & Vesselcrafting (2) + Shapt (2) + Memory: Salt (1, from Swimming; see above)
In the early game, this item is the bread and butter for almost all the Knock-related craftings, helping both Gervinite and Curious Hunch down the road. You can drop it in the mid-game once your Skill is high enough.


Dearday Lens
  1. Dearday Lens: 5 Lantern = Any Desk: lv1 Disciplines of the Scar or Glassblowing & Vesselcrafting or Glaziery & Lightsmithing or Pyroglyphics (1 or 2) + Phost (2) + Weather: Sunny (2) or Microscope (1)
Dearday Lens is a 1 Edge, 1 Forge, 2 Lantern, 2 Sky item with a Tools aspect, which means it can be used for both reading and room unlocking. Easy to make and helpful in the early game; you can drop it in the mid-game once your Skill is high enough.

Note: Dearday Lens is not reusable and will be consumed/destroyed after use.


Essential Periost
  1. Essential Periost: 10 Moon = Necropsy Table: lv2 Wolf Stories (3) + Health (0) + Fog (3) + Mackerel (2) + Mackerel (2)
  2. OR Necropsy Table: lv3 Wolf Stories (4) + Health (0) + Moon Memory from Books (2) + Mackerel (2) + Mackerel (2)
Essential Periost (2 Moon, 4 Nectar, 4 Scale, 4 Winter) is an important source of Winter and Scale for some mid- and late-game recipes. It is also very crucial for crafting the Hive's Lament (see below).
Considering an Essential Periost will generate Memory: Old Moment (4 Scale), useful for unlocking Scale Rooms. It is also the required Memory to make the persistent memory Earthquake Name (6 Scale).


Isle-Water and Mist-Kissed Water
  1. Unlocking the Well.
    The Well requires Nectar 7, which can be achieved with Assistant: the Orchard-Keeper (2, hired in Autumn) + Health (1) + Weather: Rain (2) + Dandelion Wine (2).
  2. You can draw a pitcher of Isle-Water (1 Heart, 1 Moon, 1 Winter) from the Hush House Well during normal seasons.
  3. You can also draw a pitcher of Mist-Kissed Water (1 Heart, 2 Knock, 2 Moon, 1 Winter) from the Well during the Numa season.
The Isle-Water is a cheap Beverage for curing Maladies (requires a Beverage) and resting a fatigued Soul card during Numa season (also requires a Beverage).
The Mist-Kissed Water can be used for boosting Knock and Moon in crafting and room unlocking.


Mazarine Fife
  1. Go to the Moor, and gather Yew Blank on the Moor.
  2. Unlock the Grand Ascent up to the Nave, the huge two-story room in the upper middle of the House. There should be a Workstation called Solar Altar.
  3. Wait for a Gale, Hail, Snow, or Storm day. Alternatively, consume a Historywax Candle (can be found in the Chancel of the Abbey Church) for a 3 Sky Memory.
  4. Mazarine Fife: 10 Sky = Solar Alter: lv5 Sacra Limiae (5) + Phost (1) + Weather (3-4) or Memory: Wild Surmise (3) + Phost (1) + Yew Blank (Fuel, Wood)
Mazarine Fife is a 3 Sky, reusable Tool. Its reusable trait means it can easily boost Assistants and help reading books. It is also a crucial element for crafting many Sky Memories.

Note: The Skill we used here, Sacra Limiae, when used together with any Soul at the Chancel of the Abbey Church, will grant you the earliest Numen Book in the game. The book will yield Numen: the Sun's Weakness (Grail 5, Lantern 5, Moth 5), which can be used as a very versatile Memory.


Pyrus Auricalcinus
  1. Gathered from the Practic Garden during the Numa season.
Pyrus Auricalcinus, or "copper pear", is a Food with 4 Forge and 4 Nectar. This is not only a powerful boost to Assistant for unlocking rooms but also an essential item in many Forge and Nectar crafting recipes. Stock them up during Numa.


The Three Early Inks
  1. Catwink: 5 Moon = Any Desk: lv1 Edicts Inviolable (1) + Trist (1) + Memory: Confounding Parable (2) + Lunar Globe (1)
  2. Perhibiate: 5 Heart = Any Desk: lv1 Stitching & Binding or Weaving & Knotworking (1 or 2) + Chor (2) + Heart Memory from Books (2)
  3. Yewgall Ink: 5 Nectar = Any Desk: lv1 Insects & Nectars or Leaves & Thorns (2) + Health (1) + Memory: Scent (1, from Plants) + Quire of Paper (1).
Catwink is a 1 Edge, 1 Grail, 2 Moon, 2 Scale Ink; Perhibiate is a 2 Heart, 2 Lantern, 2 Scale, 1 Winter Ink; and Yewgall Ink is a 1 Moth, 2 Nectar Ink.
These Inks can cover most of the Principles and are very easy to craft. In the early and mid-game, they will be very helpful in reading books.
It is worth noting that Edicts Inviolable is one of the three guaranteed Skills you can get from the Dispensary.


Swaddled Thunder
  1. Catalogue all the Nocturnal books from the Dispensary, which will always yield a copy of Perugian Diaries. Read the book and learn the Skill: Strings & Songs.
  2. Thunderskin's Paean (10 Heart) = Hallowed Drum (instrument): lv2 Strings & Songs (2) + Chor (2) + Heart Memory from Books (2) + Chor (2) + another Heart Memory from Books (2)
  3. Swaddled Thunder (15 Heart) = Dispensary: lv5 Strings & Songs (5) + Chor (2) + Thunderskin's Paean (4) + Canned Ham (2) + Canned Ham (2)
Skill: Drums & Dances can also do the Thunderskin's Paean - Swaddled Thunder crafting chain, but it is not a guaranteed Skill, unlike Strings & Songs.

How to use Swaddled Thunder
  • Swaddled Thunder, when considered, will yield Weather: Storm (4 Heart, 4 Sky), a powerful 4 Principle Memory that can be used to boost a lot of reading and crafting checks.
  • In addition, Swaddled Thunder has the Fabric aspect, and can be given to Mrs. Kille to unlock Heart rooms.
  • However, as of the House of Light DLC update, Swaddled Thunder will be destroyed after one use, which fundamentally reduces its practicality.
  • On the other hand, Swaddled Thunder is still the only way to consistently generate Weather: Storm. I highly recommend leveling up Drums & Dances or Strings & Songs as high as possible to make your life easier.
Utility Recipes: Persistent Memories
There are a total of 12 craftable Persistent Memories in the game. Among those Memories, there are some powerful Memories that are relatively easy to craft if you have the necessary Skills, items, and Tools.


Curious Hunch
  1. Curious Hunch: 10 Knock = Foundry: lv1 Preliminal Meter (2) + Shapt (2) + Knock Memory from Books (2) + Amethyst Ampoule (2) + Amethyst Ampoule (2)
Curious Hunch is a 3 Heart, 4 Knock, 3 Lantern, and 3 Moth Persistent Memory, very useful for Knock-and Moth-boosting recipes.
Once you level up the Skill, you may drop the Amethyst Ampoules or replace them with other better crafts.


Essential Periost - Hive's Lament
  1. Prepare a Mazarine Fife, which has the Instrument aspect.
  2. Prepare an Essential Periost. You can either use the ones found in the House or craft one.
  3. Hive's Lament: 10 Nectar = Necropsy Table: lv3 Drums & Dances (3) + Health (1) + Memory: Earth-Sign (2) + Essential Periost (4) + Mazarine Fife (0, but this recipe requires an Instrument)
A quick and important Memory for boosting Nectar.
Note that Drums & Dances is the only Skill that can craft Hive's Lament; otherwise, you need to face the randomness of gathering from the Beehive in Numa.


Old Wound - Wormwood Dream
  1. Old Wound: 5 Moon = Any Desk: lv1 Edicts Martial (2) + Trist (1) + Memory: Salt (1, from Swimming) + Lunar Globe (1, from Map Room).
    • Or just use Weather: Fog (3).
  2. Wormwood Dream: 10 Moon = Telescope: lv3 Edicts Martial (4) + Trist (1) + Old Wound (2) + Lunar Globe (1) + Moon Memory from Books (2)
    • Or if you have enough books, just use two Moon Memories from Books.
Wormwood Dream is a 3 Edge, 6 Moon, 6 Winter Persistent Memory, a crucial element in almost all the Moon- and Winter-boosting recipes.
This is the first time we encountered the Skill Edicts Martial. It is the only Skill that can craft Old Wound (3 Winter) with only a 5 Moon requirement, and the only Skill that can craft Wormwood Dream (6 Winter and Moon) with only a 10 Moon requirement. The entire Moon and Winter crafting needs this Skill to work.


Wind-in-Waiting
  1. Prepare two Mazarine Fifes.
  2. Ascendant Harmony (4): 10 Sky = Telescope: lv1 Strings & Songs (2) + Phost (1) + Sky Memory from Books (2) + Mazarine Fife (3) + Mazarine Fife (3).
    • Yes, it is possible to slot two fifes in the Telescope.
  3. Wind-in-Waiting (6): 15 Sky = Telescope: lv3 Strings & Songs (4) + Phost (1) + Ascendant Harmony (4) + Mazarine Fife (3) + Mazarine Fife (3).
With a relatively easy way to craft two Mazarine Fifes, Wind-in-Waiting (3 Grail, 3 Moth, 3 Scale, 6 Sky) becomes one of the easiest 6-Principle Memory to craft. You can also use it to boost Moth and Scale.
Strings & Songs is also one of the guaranteed Skills from the Dispensary in the Motley Tower, making this recipe consistently repeatable.
Room-Unlocking Recipes: Easy
You need to hire an Assistant to unlock rooms in the Hush House. Then, you can dump a lot of stuff onto the said Assistant - Souls, Memories, Foods, Drinks, Tools, and some specific items - to boost their stats and meet the requirement. Foods and Beverages are usually your best friends.

Some Principles are much easier to stack than others. If you found a room with one easy Principle requirement and one much harder, always pick the easy one.


Lantern
There are 19 rooms with a Lantern requirement, and the highest requirement is 12.
  • The majority of the late-game rooms in the House require 14 or 15 corresponding Principle to unlock; this means Lantern is *the* easiest aspect to fulfill.
  • However, most of the Lantern items only have 2 Lantern. This means if the room requirement goes above 8-10 Lantern, it will be more effective to use other Principles to unlock it.
Example Recipes
  • Wait for a Sunny Weather. Should be very common.
  • Keep the Dawnlion Coffee you found in the House around.
  • 8-10 Lantern Room
    • Assistant: Reverend Timothy (2) + Phost (2) + Weather: Sunny (2) + Dawnlion Coffee (2) and/or Dearday Lens (2)


Nectar
There are 18 Nectar rooms, and the highest requirement is 14.
  • Those glowing copper pears will be our best friend. There are also tons of drinks with Nectar scattered across the House.
  • In addition, since the update 2024.8.h.12, the Bronze Knife (has 2 Nectar) has become a Tool that can be given to the Assistants.
Example Recipes
  • Gathering a couple of Pyrus Auricalcinus; recipe see above.
  • Prepare a Hive's Lament; recipe see above.
  • Sacrament Malachite
    • 15 Nectar = Kitchen Range: lv1 Leaves & Thorns (2) + Health (1) + Nectar Memory from Books (2) + Pyrus Auricalcinus (4) + Pyrus Auricalcinus (4) + Bronze Knife (2)
  • 14 Nectar Room
    • Assistant: Orchard-Keeper (2) + Hive's Lament (4) + Pyrus Auricalcinus (4) + Sacrament Malachite (6)
  • There should be plenty of Sacrament Malachites in the House, you may not even need to craft one. Hive's Lament and Pyrus Auricalcinus should cover most of your needs.


Moth
There are 12 Moth rooms, and the highest requirement is 15.
  • The 4 Moth drink, Leathy, is relatively easy to craft. The 6 Moth drink, Skinshuck Mead, can be commonly found across the House (but not very easy to craft; just use the ones you found in the House).
Example Recipes
  • Gather the Cuckoo-Honey from Beehive during the Numa season.
  • Leathy
    • 10 Nectar = Kitchen Range: lv1 Insects & Nectars (2) + Health (1) + Nectar Memory from Books or Rain (2) + Pyrus Auricalcinus (4) + any Beverage + Kitchen Bowl or Bronze Knife (1 or 2).
    • For the Beverage, just use the Isle-Water from the Well, which is cheap and renewable.
  • 15 Moth Room
    • Assistant: Elegiac Poet or Surrealist Painter (4) + Trist (2) + Wind-in-Waiting (3) + Cuckoo-Honey (3) + Leathy (4)
    • OR replace the Cuckoo-Leathy combo with the Skinshuck Mead (6)


Forge
There are a total of 27 rooms with a Forge requirement, and the highest requirement is 15, although many of them are at or below 12 Forge.
  • Forge unlocks benefit a lot from the Pyrus Auricalcinus mentioned above, which has 4 Forge.
Example Recipes
  • Gathering the Pyrus Auricalcinus in the Practic Garden during Numa season.
  • Rooms at 12 Forge
    • Assistant: Denzil (2) + Mettle (2) + Forge Memory from Books (2) + Pyrus Auricalcinus (4) + Veiled Goddess Lapsang Souchong or Honeyscar Jasmine Tea (2)
  • Rooms above 12 Forge
    • Iotic Essence: 10 Forge = Alchemist's Glassware: lv1 Transformations & Liberations (2) + Mettle (2) + Forge Memory from Books (2) + Honeyscar Jasmine (2, gathered from the Scent Garden in Autumn) + VGLS or HJT (2)
    • Assistant: Consulting Engineer (4) + Mettle (2) + Forge Memory from Books (2) + Pyrus Auricalcinus (4) + Iotic Essence (4)
    • Denzil + Wire (Orichalcum) can also get to 15. However, repeatedly crafting Orichalcum requires Gervinite, and their recipes combined are more convoluted than Iotic Essence.


Sky
There are 19 Sky rooms, and the highest requirement is 15, although the majority of them are at or below 12 Sky.
  • We already have Mazarine Fife at this point, and we can also make Memory: Wind-in-Waiting.
  • However, besides the Wind-in-Waiting (6) and the Fife (3), there are not a lot of other Sky items. This means once the room requirement goes above 12 Sky, it would be more effective to use other Principles to unlock it.
Example Recipes
  • Prepare two Mazarine Fifes and craft a Wind-in-Waiting; recipes see above.
  • 10 Sky Room
    • Assistant: Mr. Kille (1) + Memory: Wind-in-Waiting (6) + Mazarine Fife (3)
  • 12 Sky Room
    • In Spring and Winter, gather Blue Crown flowers from St Brandan's Cloister.
    • Cooking: Blue Crown + Any compatible Soul = Blue Crown Tea (2)
    • Assistant: Mr. Kille (1) + Memory: Wind-in-Waiting (6) + Mazarine Fife (3) + Blue Crown Tea (2)
Room-Unlocking Recipes: Medium
These rooms are not as easy as the ones above - you usually need to hire an Unusual Helper (4) to meet the highest requirements (14 or 15) - but still very much doable.


Grail
There are 17 rooms with a Grail requirement, and the highest requirement is 15. A couple of very late-game rooms are locked behind Grail.
  • There are two Grail-boosting drinks, Rubywise Ruin (4) and Sacrament Calicite (6), which are not only craftable in the same crafting chain, but can also be found throughout the entire House.
Example Recipes
  • Witching Tisane
    • 5 Grail = Any Desk: lv1 Leaves & Thorns (1) + Ereb (2) + Grail Memory from Books (2) + Spice Scales (1)
  • Rubywise Ruin
    • 10 Grail = Alchemist's Glassware: lv2 Leaves & Thorns (2) + Ereb (2) + Grail Memory from Books (2) + Fragrant Chalice (2) + Witching Tisane (2)
  • Sacrament Calicite
    • 15 Grail = Kitchen Range: lv2 Leaves & Thorns (2) + Ereb (2) + Grail Memory from Books (2) + Rubywise Ruin (4) + Rubywise Ruin (4) + Bronze Knife (1)
  • 15 Grail Room
    • Assistant: Surrealist Painter or Unusual Nun (4) + Grail Memory from Books (2) + Ereb (2) + Sacrament Calicite (6) + Normal Pears (1, gathered in Summer and Autumn)


Knock
There are a total of 25 Knock rooms, and the highest requirement is 16 - that is one of the highest requirements in the game.
  • Knock boosting, unlike other Principles, is entirely evolved around one particular Skill, the aforementioned Lockworks & Clockworks. It has a self-contained crafting chain; however, if you don't have the Skill, there is almost no alternative.
  • There is also Edicts Liminal, which is a guaranteed Skill once you unlock the Keeper's Lodge, and can make the Sacrament Ascite, a 6 Knock drink. However, it requires at least two other Skills to support its crafting chain, not necessarily the "simple recipes" we are looking for. Just use the Sacrament Ascite found in the House, you don't need that many.
Example Recipes
  • Prepare a couple of Amethyst Ampoules; recipe see above.
  • Gervinite
    • Early Game: 10 Knock = Foundry: lv1 Lockworks & Clockworks (2) + Shapt (2) + Knock Memory from Books (2) + Amethyst Ampoule (2) + Amethyst Ampoule (2)
    • Mid Game: 10 Knock = Mirrors: lv3 Lockworks & Clockworks (4) + Shapt (2) + Librarian's Glasses (0, found in the Librarian's Quarters) + Curious Hunch (4)
    • Gervinite only requires an item with the Glass aspect as the prerequisite, and Librarian's Glasses is a reusable source of Glass. In the mid-game, you can replace AA with the Glasses.
  • Chronsichord (Note: This item specifically is not that easy to craft, I suggest leveling up L&C first)
    • 15 Knock = Foundry: lv4 Lockworks & Clockworks (5) + Shapt (2) + Knock Memory from Books (2) + Gervinite (4) + Amethyst Ampoule (2)
  • 15 Knock Room
    • Assistant: Denzil (0) + Shapt (2) + Knock Memory from Books (2) + Mist-Kissed Water (2) + Gervinite (4) + Chronsichord (6)
    • Denizl will accept metal, which makes him the only person who can take both Gervinite and Chronsichord. It is very easy to boost him to 16 Knock even though he has 0 base Knock.


Moon
There are 19 Moon rooms, and the highest requirement is 15.
  • Even though it is relatively easy to level up Moon Skills (plenty of Memories have Moon Principle), there are not a lot of Moon Foods, Drinks, or Memories. You very much need Edicts Martial and the Nun here. Every Moon thing counts.
Example Recipes
  • Gathering the Mist-Kissed Water from the Well during the Numa season.
  • Prepare Wormwood Dream; recipe see above.
  • 15 Moon Room
    • Assistant: Unusual Nun (4) + Trist (1) + Wormwood Dream (6) + Mist-Kissed Water (2) + Mackerel (2)


Winter
There are a total of 30 Winter rooms, the highest requirement being 15, and there are many late-game rooms with a Winter requirement (mostly in the Cucurbit or the prison area).
  • Winter mostly benefits from Solomon's Preparation and Wormwood Dream - although crafting either of them requires some prep work.
Example Recipes
  • Gather the Blue Crown flowers from St Brandan's Cloister in Spring and Winter.
  • Prepare Wormwood Dream; recipe see above.
  • Solomon's Preparation
    • 10 Winter = Alchemist's Glassware: lv1 Sights & Sensations (1) + Wist (2) + Wormwood Dream (6) + Blue Crown (2)
    • If you don't have Wormwood Dream in hand, try a normal Winter Memory (2) + Wolf-Snow Ampoule (4). However, the number of Wolf-Snow Ampoules in the game is limited (not craftable or buyable).
    • In general, I highly suggest leveling up Sights & Sensations ASAP (which is a guaranteed Skill anyway) to reduce the need to pre-build Wormwood Dream for a Solomon's Preparation every single time.
  • 15 Winter Room
    • Assistant: Mr. Kille (2) + Wist (2) + Wormwood Dream (6) + Solomon's Preparation (4) + Pale Marrow (1, gathered from Kitchen Garden in Summer and Autumn)


Heart
There are 35 rooms with a Heart requirement - the most common in the entire House. The highest requirement is 14 Heart, although the majority of them are at or below 12 Heart.
  • Back when Swaddled Thunder was reusable, all the Heart rooms were very easy to unlock. As of the House of Light DLC, Heart rooms have become much more demanding and require more steps, mainly about crafting the Thunderskin's Paean.
Example Recipes
  • Thunderskin's Paean
    • 10 Heart = Hallowed Drum (instrument): lv2 Strings & Songs (2) + Chor (2) + Heart Memory from Books (2) + Chor (2) + another Heart Memory from Books (2)
  • 14 Heart Room
    • Assistant: Mrs. Kille (1) + Chor (2) + Thunderskin's Paean (4) + Isle-Water (1) + Swaddled Thunder (6)
    • Mrs. Kille accepts fabric, so she is the only Assistant who will accept Swaddled Thunder.
Room-Unlocking Recipes: Hard
These Principles either have few effective boosters or require very convoluted recipes. It would be better to pick the alternative Principle for a room instead.


Scale
There are 17 rooms with Scale requirements, the highest being 15.
  • It is not that hard to reach 12-14 Scale, but it requires a very specific route involving the Skill Wolf Stories (the Essential Periost - Old Moment - Earthquake Name crafting chain).
  • There is also Disciplines of the Scar, which has the only Lantern recipe for making the Old Moment (4 Scale) and the Earthquake Name (6 Scale) in case you need the Scale Memories, which means you can turn Lantern (an easy to boost Principle) into Scale (a hard-to-find Principle) via items like the Elegant Sunburst Lamp (3 Lantern).
  • Better to use other Principles to unlock Rooms once the Scale requirement exceeds 12.
Example Recipes
  • Essential Periost
    • 10 Moon = Necropsy Table: lv3 Wolf Stories (4) + Health (0) + Moon Memory from Books (2) + Mackerel (2) + Mackerel (2)
  • Ordering Beef and Strathcoyne Whisky via mail.
  • Cooking: Beef + Any compatible Soul = Roasted Beef (2)
  • Considering Essential Periost to get an Old Moment (4)
  • 12 Scale Room
    • Assistant: the Miner (2, hire in Spring) + Health (1) + Old Moment (4) + Roasted Beef (2) + Strathcoyne Whisky (2) + Serpent-Styled Glass (1)


Edge
There are 16 rooms with Edge requirements, the highest being 16.
  • The most important Edge items are the Serpent-Milk drink (6), Memory: Forbidden Epic (6), and Memory: Invincible Audacity (6).
  • However, Serpent-Milk requires the Ink Perinculate, which in turn requires either a late-game Workstation (Hearth: Hall of Voices) or a niche skill (Putrefactions & Calcinations) that also needs Winter items - very convoluted. Just use the Serpent-Milk you found in the House.
  • The two Memories are also not easy to craft unless you leveled up the related Skills. Luckily, both require the Edicts Martial, a Skill you want to level up anyway.
  • Yet, you still need to level Edicts Martial up to lv7 for Forbidden Epic - a very high level. All the previous recipes in this guide only require low-level Skills, and this is not really worth it.
  • This left us with Memory: Invincible Audacity, which still has a convoluted recipe. Edicts Martial can craft this Memory, but it requires a prerequisite not covered by Edicts Martial, which requires another Skill to make. Still not really worth it.
Example Recipes
  • I would recommend using the Schloss Jannings drink (2) to unlock some early Edge rooms and using the few Serpent-Milk (6) you found in the House to unlock late Edge rooms. Just don't craft anything extra here.


Rose
There are 16 rooms with Rose requirements, the highest being 15.
  • Rose items and Memories are among the rarest in the entire game. There isn't even a 6 Rose Memory or Drink.
Example Recipes
  • Just don't use Rose to unlock mid- and late-game rooms if possible. Most of the late-game Rose rooms can be unlocked via Moon or Winter.
Book-Reading Recipes: Early Game
Reading books in the early game is much more crucial than in the late game, since you are not going to read every single book before you beat the game.
  • There are 280+ books in the game, and in the Hush House, there are only around 170+ books, including the hidden Numen Books. The rest of the books in the Oriflamme's, and it would take years to buy out their entire stock.
  • In addition, the 170+ books in the House will only yield 22 different Memories (excluding the 13 different Numens) and 63 different Skills. If you are lucky enough, you only need to read about 50 different books to get all the Memories and Skills. And you don't need every single Skill.
  • Once you finish the 22-book collection for your Memories, the only reason to read a new book is to get lessons to upgrade your existing skills further.

A reading Desk can slot up to five different things: a book, a Skill, a Soul, a Memory, Papers, and a helping Tool or Ink.
  • The most important variables here are the Memory, Papers, and the Tool/Ink.
  • Leveling up Skill is also very important for reading books, which is why I suggested concentrating on leveling up just one Skill per Principle.
  • Once you build up the 22-Memory book collection, you will have at least a 2-Principle Memory for every Principle.
In general, Lantern and Nectar books are much easier to read than others; Rose books are probably the hardest to read.
The two unlocked books in the Keeper's Lodge will yield Solace (2 Heart, 1 Sky) and Impulse (2 Moth, 1 Nectar), making them the two earliest consistent Memories you can use.


Edge
  • Memory - There is Weather: Hail (3), but this weather is very rare.
  • Tool - Bronze Knife (1)
  • Ink - Perinculate (4). However, as mentioned above, this ink is not easy to replace. Use it wisely.

Forge
  • Memory - You can get a quick Memory: Touch (1) by considering the furniture.
  • Tool - Mortar & Pestle (1)

Grail
  • Memory - Weather: Rain (2) will be your best friend.
  • Tool - Spice Scales (1), Bronze Knife (1)

Heart
  • Memory - Memory: Solace (2 Heart, 1 Sky) is directly accessible from books in the Keeper's Lodge.
  • Tool - Kitchen Bowls (1)
  • Ink - Perhibiate (2); recipe see above.

Knock
  • Memory - Only Weather: Fog (3) can help here. Around the mid-game, you may have Curious Hunch (4) instead. (Surprisingly, there aren't any Knock Tools in the House.)

Lantern
  • Memory - Weather: Sunny (2). There is a reason why Sunny is a meme in the community.
  • Tool - Mirrorscope (1). Or Dearday Lens (2); recipe see above.
  • Ink - Perhibiate (2); recipe see above.

Moon
  • Memory - Weather: Fog (3). In the mid-game, you may have Wormwood Dream (6) instead.
  • Tool - Lunar Globe (1). Although this one shows up a bit late.
  • Ink - Catwink (2)

Moth
  • Memory - Besides the Weather: Clouds (1), discarding a Penny at Sea's Edge will yield Memory: Impulse (2 Moth, 1 Nectar). Impulse is also directly accessible from books in the Keeper's Lodge.
  • Tool - Snootle Jar (1)

Nectar
  • Memory - Weather: Rain (2)
  • Paper - Quire of Paper (1). It shows up very early in the game and will help a lot.
  • Tool - Bronze Knife (2)
  • Ink - Yewgall Ink (2)

Rose
  • Memory - Occult Scrap (2, consider the Yellowing Newspaper). Or wait for the Numa Weather, which has 5 Rose.
  • Tool - Lunar Globe (1)

Scale
  • Memory - There is only one Scale Memory (2) from Books. If very unlucky, you won't get any Scale Memories until mid-game.
  • Tool - Serpent-Styled Glass (1)
  • Ink - Catwink (2) or Perhibiate (2)

Sky
  • Memory - A couple of Weathers have 2 or 3 Sky in it.
  • Tool - Baron Silence's Astrolabe (1). Dearday Lens (2); recipe see above. Around the mid-game, you may also have the Mazarine Fife (3).

Winter
  • Memory - Weather: Snow (3). There is also possibly Wormwood Dream (6) around the mid-game.
  • Tool - Bronze Knife (1)
  • Ink - Perhibiate (1)
Ink-Making Recipes: Late Game
Late-game Book-reading is essentially Ink-making.
  • The mystery level of the majority of the books in the game is 4-18. About the mid-game, after you finish all the low-level books, you are going to face 12+ mystery-level books. Without high-level Skills or Memories, it would be a pain to reach 12.
  • This is where the Encaustum Terminale comes in handy. These "Great Inks" all have three Principles at level 7, making reaching the 12+ requirement much easier. Moreover, in order to finish the game with a proper ending, you need these Inks to write a History. Being able to craft those Inks will always be beneficial.
  • Note that although there are dedicated Ink Skills, you can actually make most of the Encaustum Terminale using other utility Skills with much less effort.


Uzult, the Lantern Ink
1. Xanthotic Essence
  • 10 Lantern = Solar Altar: lv1 Auroral Contemplations (2) + Phost (2) + Lantern Memory from Books (2) + Elegant Sunburst Lamp (3) + any Lantern Liquid (1 or 2; better to use the C&H Second Flush Assam)
2. Uzult
  • 15 Lantern = Solar Altar: lv2 Watchman's Paradoxes (3) + Phost (2) + Lantern Memory from Books (2) + Elegant Sunburst Lamp (3) + Xanthotic Essence (5)
Uzult has 7 Lantern, 7 Moth, and 7 Sky.


Marakat, the Nectar Ink
1. Leathy
  • 10 Nectar = Kitchen Range: lv1 Insects & Nectars (2) + Health (1) + Nectar Memory from Books or Rain (2) + Pyrus Auricalcinus (4) + any Beverage (just use Isle-Water) + Kitchen Bowl or Bronze Knife (1 or 2)
2. Marakat
  • 15 Nectar = Kitchen Range: lv3 Insects & Nectars (4) + Health (1) + Nectar Memory from Books or Rain (2) + Pyrus Auricalcinus (4) + Leathy (2) + Bronze Knife (2)
Marakat has 7 Grail, 7 Knock, and 7 Nectar.


Porphyrine, the Secret Histories Ink
1. Ichor Auroral
  • 10 Sky = Solar Altar: lv1 Sights & Sensations (2) + Phost (1) + Ascendant Harmony (4, recipe see above) + Hurricane Lamp (1) + Sky Memory from Books (2)
2. Porphyrine
  • 15 Lantern = Solar Altar: lv3 Auroral Contemplations (4) + Phost (2) + Lantern Memory from Books (2) + Elegant Sunburst Lamp (3) + Ichor Auroral (4)
Porphyrine has 7 Knock, 7 Moon, and 7 Rose.
Note: Even though Porphyrine is essentially a Rose Ink, Rose is quite hard to come by, while Lantern is much easier to boost. Because of this, Auroral Contemplations, the only non-Rose Skill that can craft Porphyrine, becomes very valuable.


Orpiment Exultant, the Forge Ink
1. Iotic Essence
  • 10 Forge = Alchemist's Glassware: lv1 Transformations & Liberations, or lv2 Anbary & Lapidary (2) + Mettle (2) + Forge Memory from Books (2) + Honeyscar Jasmine (2) + Veiled Goddess Lapsang Souchong (2)
2. Orpiment Exultant
  • 15 Forge = Alchemist's Glassware: lv3 Transformations & Liberations, or lv4 Anbary & Lapidary (4) + Mettle (2) + Forge Memory from Books (2) + Honeyscar Jasmine (2) + Iotic Essence (5)
Orpiment Exultant has 7 Forge, 7 Heart, and 7 Sky.


Nillycant, the Winter Ink
1. Wormwood Dream
  • 10 Moon = Telescope: lv3 Edicts Martial (4) + Trist (1) + Moon Memory from Books (2) + Lunar Globe (1) + another Moon Memory from Books (2)
2. Solomon's Preparation
  • 10 Winter = Alchemist's Glassware: lv1 Sights & Sensations (1) + Wist (2) + Wormwood Dream (6, recipe see above) + Blue Crown (2)
3. Nillycant
  • 15 Winter = Alchemist's Glassware: lv4 Sights & Sensations (4) + Wist (2) + Wormwood Dream (6) + Solomon's Preparation (4)
Nillycant has 7 Edge, 7 Scale, and 7 Winter.
If you don't have Wormwood Dream in hand, put Essential Periost (4, recipe see above) into the fourth slot of Alchemist's Glassware instead.
Due to the need to craft Wormwood Dream or Essential Periost repeatedly, this might be the hardest Encaustum Terminale to craft. It would be better to level up the Sights & Sensations Skill to reduce the Wormwood Dream pressure - and you need it to craft Ichor Auroral anyway.
The Skill Upgrading Theory
Leveling up Skills, unlike other recipes, emphasizes the quantity of Memories rather than the quantity of a Principle. A Skill asks for as many different Memories as possible, as long as the Memories all have the corresponding Principles of the Skill.


(For example, to upgrade the Anbary & Lapidary to the final level, I need to have 8 different Memories here.)

However, there is a catch: Not all Principles have 8 different easy-to-access Memories.
  • For instance, among the 22 Memories you can easily get from reading a book, there are 4 with the Moon, 4 with the Heart, but only 2 with Edge, and 2 with Rose.
  • Forge, Grail, Heart, Lantern, and Nectar all benefit from an extra quick memory by considering things across the House. Considering a Chair will generate a Memory: Touch (Forge), etc.
  • Even though there are craftable Edge, Rose, and Scale Memories, they are not easy to craft and are still at a disadvantage.
In short, Heart and Sky Skills are the easiest to upgrade, while Edge, Rose, and Scale are the hardest to upgrade.

On the other hand, there are cases where the quantity of a Principle matters: Reading high-level Books and Writing a History.
  • When reading a book, most of your Principles will come from the Memory, the Skill, and the Ink. Ink can get you 7, and Memory can get you 6, but if the book is of mystery level 18 and you still need 5 more, then the Skill level will be an important variable.
  • Most importantly, when writing a History - that is, getting a unique Tarot ending of the game - the requirement is to get 25 of a Principle. Skill level is your best and perhaps the only variable that can push you to 25.
It is very easy to get a lv9 Heart-Main Skill and have 10 Heart in the final recipe. But what about Edge, Rose, and Scale Histories?

Luckily, every Skill has two different Principles, and there are some Skills that have both Edge/Rose/Scale and an easy-to-upgrade Principle. Some recommended Skills are:
  • Rose: Sky Stories (2 Sky, 1 Rose). Sand Stories (2 Rose, 1 Moon).
  • Scale: Furs & Feathers (2 Sky, 1 Scale). Wolf Stories (2 Moon, 1 Scale).
  • As for Edge, both Auroral Contemplations and Edicts Martial are crucial Skills you want to concentrate on upgrading anyway.
Writing a History (Getting an Ending)
Back in the Cultist Simulator, you need to reach a total of 36 corresponding aspects in a Rite to achieve an Ending. In BOH, the requirement is similar - you need to reach a total of 25 corresponding Principles in your Journal.

First, Determination (Optional)
  • You can write two Determinations in your Librarian's Journal to boost the Journal's Principles. Of course, if you have high enough Skills and Souls, you can meet the 25 requirements without any Determination. If so, skip this step.
  • To write a Determination, you need to reach at least 20 of a Principle on a Desk with an Encaustum Terminale.
    • A corresponding Numen (5) and an Encaustum Terminale (7) are already 12; with a mid- to high-level Skill (at least lv5) and a Soul (1 or 2), you can meet the rest 8.
  • You can write a total of two Determinations and combined, they will give Journal 2 of a Principle at maximum.

Second, Write a History
To write a History, use a Journal with at least one Determination, a Soul, an Encaustum Terminale, a Numen, and a Skill, and together, they should have at least 25 of a Principle.
  • Numen comes from the Numen books, which can be found across the House. You can check my other Guide for where to find them. Numen books usually don't have a very high mystery level, but they are often written in an unknown language, so pay your visitors to learn more languages.
  • For the Principle the two-Determination-Journal has 2, the Ink has 7, and the Numen has 5. This means Soul and Skill combined should meet 11 of a Principle.
  • It is much, much harder to upgrade a Soul than leveling up a Skill. At this point, most of your Souls will be at the + level (3); you may concentrate on a given Soul and reach the ++ level (4).
  • Therefore, the Skill should be at lv6 (7) or lv7 (8).
  • We already set forth the Skill upgrading theories above - for most of the Principles, just concentrate on upgrading one useful Skill; for Rose and Scale, just use Furs & Feathers and Sky Stories.

Finally, Summon the Numa
  • You need to present your History to the Hours, which can be only done during a Numa season. Besides just waiting, you may also write a "Petition for a Labyrinth Season" to summon a Numa season.
  • To write the Petition, use a Blank Paper and Porphyrine Ink on a Desk, with at least 20 of any of Porphyrine's Principles (Knock, Moon, Rose). Additionally, Edge, Heart, and Winter are not allowed in this particular recipe (for instance, you cannot use Edicts Martial or Wormwood Dream here).
  • Porphyrine already has 7 of these Principles, so you only need to reach 13. A Numen can also provide 5, which is the highest Memory you can get for this recipe. With a mid- to high-level Skill (at least lv5) and a Soul (1 or 2), you can meet the rest 8.
  • Send the Petition out via the Post Office, which will cost a Tin Spintria.

Example Recipe
  • Prepare at least two copies of the same Encaustum Terminale, since you need one to write the Determination, and another one to write the History.
  • 25 Lantern = lv6 Auroral Contemplations (7) + Phost++ (4) + Numen: the Paths of the Sun (5) + Journal with the Lantern plus Moth Determinations (2) + Uzult (7)
  • Petition = lv6 Insects & Nectars (6) + Trist+ (2) + Numen: Loopholes (5) + Paper or Typewriter + Porphyrine (7)
  • Slot your History into the Earl's Yew during the summoned Numa.
Congratulations, you have written a History.
Appendix I: List of Important Skills
Try to learn these skills as early as possible and concentrate on upgrading them. Some Skills are so useful that I would recommend s/l them - especially Rapt in the King - Drums & Dances, and An Exorcist's Field Manual - Edicts Martial.



Anbary & Lapidary (Sky, Forge)
It has the full crafting chain for Orpiment Exultant (Forge Ink), and can also make Xanthotic Essence, the prerequisite for Uzult (Lantern Ink).



Auroral Contemplations (Lantern, Edge)
It has the only Lantern recipe for the Porphyrine (Secret Histories Ink) in the game. It can also make Xanthotic Essence, the prerequisite for Uzult (Lantern Ink). It also has the entire crafting chain for all the high-level Edge Memories.
This is a guaranteed Skill if you begin the game as the Twice-Born.



Drums & Dances (Heart, Nectar)
It can make the Swaddled Thunder, while also having the only recipe that can craft a Hive's Lament.



Edicts Martial (Moon, Edge)
It is the only Skill that can craft Old Wound (3 Winter) with only 5 Moon requirement, and the only Skill that can craft Wormwood Dream (6 Winter and Moon) with only 10 Moon requirement. The entire Moon and Winter crafting needs this Skill to work.
This is a guaranteed Skill if you begin the game as the Revolutionary.



Inks of Power (Rose, Scale)
It can make a bunch of different Inks (several Encaustum Terminale and several low-level utility Inks) as well as the Leathy drink (an important item in the Nectar crafting).
It's probably the only no-Heart-or-Sky Rose Skill or Scale Skill worthy of any upgrades.



Insects & Nectars (Nectar, Moon)
It is the only Skill that has the entire crafting chain for Marakat (Nectar Ink).



Leaves & Thorns (Nectar, Grail)
It can make both Sacrament Malachite (6 Nectar drink) and Sacrament Calicite (6 Grail drink).



Lockworks & Clockworks (Knock, Sky)
It is the only Skill with an Amethyst Ampoule-Gervinite-Chronsichord crafting chain. This chain basically prints Knock items for both room unlocking and book reading (you can use the Chronsichord to read books since it is a Tool).



Preliminal Meter (Knock, Rose)
Another important Knock Skill, which has the full Knock Memory crafting chain. The most important Memory it can make is the Curious Hunch.



Sights & Sensations (Sky, Winter)
It has the entire Solomon's Preparation into Nillycant (Winter Ink) crafting chain. It also has a Sky recipe for making the Ichor Auroral, the prerequisite for Porphyrine (Secret Histories Ink).
This is a guaranteed Skill once you unlock the Keeper's Lodge.



Sky Stories (Sky, Rose)
It can also make the Wind-in-Waiting Memory.
This is also the only Rose Skill that can be upgraded very easily.



Strings & Songs (Sky, Heart)
It can make the Swaddled Thunder, as well as the Wind-in-Waiting Memory (6 Sky, 3 Moth, 3 Grail, 3 Scale) with the Mazarine Fife.
This is a guaranteed Skill once you unlock the rooms in the Motley Tower: Dispensary.



Transformations & Liberations (Forge, Moth)
It also has the full crafting chain for Orpiment Exultant (Forge Ink).
In addition, it has the Chimeric Larva in the Perilous Imago crafting chain, which will create a butterfly that can generate the Hive's Lament Memory (4 Nectar), essentially making Nectar from Forge.



Watchman's Paradoxes (Lantern, Sky)
It can make Uzult (Lantern Ink) when paired with Anbary & Lapidary or Auroral Contemplations.
This is a guaranteed Skill once you unlock the rooms in the Motley Tower: Dispensary, and it should be your go-to Skill for Uzult.
Appendix II: Hidden Secrets in the House
1. In Watchman's Tower: First Floor, click on the wall right below the window divider will reveal a Gervinite.

2. In the Grand Ascent - Ground Floor, consider the Delightful Repose (the big red sofa) will reveal a Bronze Spintria. You can learn a Language from a Visitor very early with this Bronze Spintria.

3. In Motley Tower: Regensburg Room, there will be a Candle named Weighty Bedside Candleholder. Consider it will reveal a Gervinite. A similar Candle also exists in the Servants' Quarters.

4. In the Westcott Room, clicking on the wall panel to the left of the scroll slots will reveal a unique item: Black Dove Wine.

5. In the Fludd Gallery, there will be a blue chair named Lumpy Melodic Chair. Consider it will reveal a Pale Mommet.

6. There is a particular type of Cranial Tchotchke called Glinting Cranial Tchotchke - its skull is facing left instead of right. Consider it will reveal a Dearday Lens.

7. Consider a Soft Amber Pumpkin will reveal a Cuckoo-Honey.

8. Correctly placing all the busts of the Barons and Librarians in the Grand Ascent will yield an extra Wist.
23 Comments
A Past Love 26 Feb @ 10:46pm 
What other exceptions are there "like Traveling at Night"?
eightroomsofelixir  [author] 25 Feb @ 10:20pm 
@A Past Love - No. As I mentioned, all other books belongs the usual time period decks, and what book you will get from these decks will be completely random, since these decks are very big and contain 50+ of books. The only other "always revealed" books are the Numen books and a few exceptions like Travelling at Night.
A Past Love 25 Feb @ 11:27am 
So there are no other books or "decks" that always spawn to certain rooms?
eightroomsofelixir  [author] 24 Feb @ 9:57pm 
@A Past Love - In BOH, when considering an uncatalogued book, what book you will get is random. The game will randomly draw a book from a given "deck", based on the time period the uncat book belongs to.

However, in the Dispensary, there also exists a unique deck, called "Nocturnal Everyman", which looks like a Nocturnal deck, but only has three books - Perugian Diaries, What Does Not Bark, and The Locksmith's Dream vol.4: Stolen Reflections. Since the deck is so small, cataloging all the books in the Dispensary will always yield these three books, making them guaranteed.

Therefore, only these three books will be in the Dispensary every run. All other books are still random based on their corresponding decks.
A Past Love 24 Feb @ 2:20pm 
Thank you for this!!

You mention "Cataloging all the books in the Dispensary will always yield three guaranteed books (Perugian Diaries, What Does Not Bark, and The Locksmith's Dream vol.4: Stolen Reflections)"

Is there a list of all books that spawn in the same location every run?
explodes you with my brain 24 Feb @ 3:13am 
for any librarians perusing this thread, on the topic of moon: it's not quite as limited as it seems with the nun, since she accepts an omen and a normal memory. if you can only access up to wormwood dream, that's still a floor of 12 (4+6+2 from another memory) moon. saves some searching around if you run out of or forget to get mist-kissed water.

also, if you have house of light, look into how to actually run the salons. there are some very easy no-money-required setups that you can do and each season a salon will get you upwards of 5 or 6 semi-random lessons. very handy when room opening slows and book supply is shorter!
B0RIS 22 Jan @ 6:45am 
eightrooms: Yeah I think that's better!

There are a lot of helpful guides for this game, just wanted to say this one is the GOAT.
Starting out I had like 30 tabs of wiki pages and such; now just about to get my first ending, and I have only this guide open.

So yeah, thanks for all the work you put in.
eightroomsofelixir  [author] 22 Jan @ 1:35am 
@B0RIS - No problem at all! The introduction section is now updated.
B0RIS 21 Jan @ 11:33pm 
@eightroomsofelixir


Much appreciated, I do remember you mentioned it, but got overwhelmed with crafting and forgot :D

I have way too much hams because of this
eightroomsofelixir  [author] 21 Jan @ 8:27pm 
@BORIS - Thank you for pointing that out, but I explicitly stated in the Introduction section that "All the recipes are shown with the lowest requirements." I will rewrite the Introduction to stress this.