Released on April 9, 2024, Botany Manor is one of the best cozy PC games of the year. If you're someone who enjoys plants, puzzles, and British aesthetics, this is the perfect game for you. In this walkthrough, I'll help you complete all 36 achievements in the game so you don't have to do a replay just to satisfy your completionist leanings.
Botany Manor Walkthrough Chapter 1: A Fresh Start
Once you've started a new game, you'll be greeted with the date and location of your whereabouts. In Botany Manor, you play Arabella Greene, who is a retired botanist working to complete her book Forgotten Flora.
The first scene of Botany Manor opens to a small, but fancy, greenhouse that has plenty of cacti, books, and a tall set of ladders. This area acts as a tutorial for new players, and will teach you how to move as Arabella, how to interact with your surroundings, and how to use your journal.
An important note for new players: Your journal will not record any clues you come across, just the title of the clue. It's... Very frustrating. If you're challenging yourself to complete as much of the game as possible without help, I'd advise having your phone's notes app open or grabbing some paper to scribble on.
Now, onto the game.
Walk towards the papers on the far left and interact with the parcel to collect an empty version of Arabella's book.
After you've collected the book - which will act as your journal during the game - pick up the letter from your Groundskeeper. A wonderful feature of this game is that it offers a plainer text overlay for better accessibility.
Interact with the doors on your right to enter the conservatory.
The Windmill Wort
On your left, you'll find a gardening station. These can be found in various locations around the manor, and will always include all of the seeds you've collected in the game so far. As well as your seed inventory, you can find basic pots, a watering can, soil, and a compost bin. This first one contains your first pack of seeds: Windmill Wort.
Pick the seeds up and your journal will automatically open to the relevant page. You'll see that there are three clues to collect so that you can learn more about the plant.
Close your journal and read the potting instructions to learn how to plant a seed.
For this area, a pot is already in the saucer on the table. For other gardening stations, you might need to get a pot from under the table and put it on a saucer by yourself.
Scoop some soil into the pot by interacting with it, and then interact with the upper left seed tray. Finally, use the watering can, and your first sprout will appear.
Pick up your sprout and walk to the right until you find the heat vent. Drop the plant pot into the saucer in front of the vent.
To the far left, there is a newspaper but it's not relevant to any achievements in Botany Manor. Next to it, though, is a Postcard from Marianne - this is your first clue! Read it to learn that Windmill Wort only grows in Sicily.
The game asks you to open your journal and tells you a little more about how clues work in Botany Manor.
Close your journal, turn right, and move to the blackboard.
There is a poster of some Wildflowers, which is clue number two.
Interact with it to register the clue and remember that Windmill Wort is a Volcanic Flower.
Next, look at the Temperature Chart to gain the third clue. Look at Sicily and Volcanic Flowers to find out that 60 degrees Celsius is the best temperature for Windmill Wort.
Go to the Windmill Wort page and add in all three clues by clicking on the empty clue slots. Select any of the boxes and repeat until all three clues are on the page in the correct place.
Walk back towards the seed table and stop at the large, copper-colored boiler. Interact with the wheel until the temperature dial hits 60 degrees Celcius.
Go back to the Windmill Wort and open the heat vent. The flower will grow and blossom.
That's the first achievement! Windmill Wort - Grow the Windmill Wort.
Pick up the plant, go back to the seed table, and throw the plant into the compost bin for In The Bin - Throw a flower in the bin.
Head outside using the other set of doors (not the ones you came through).
Follow the path through the blue door and down to the driveway (it's a bit of a long walk), turn right to the Gatehouse, and collect the key in the bowl.
Once you have it, go back along the driveway to the large metal gates, and unlock them.
Go through the open gates, and go left to enter the small garden hidden between the hedges.
There are another couple of quick achievements here. Sit on the bench for the achievement Take a Break - Sit down on a seat. This achievement is not available for those playing on PC.
WAIT. Stay there for exactly 60 seconds and you'll get Take A Nap - Sit on a garden bench for one minute or more.
Now you can walk into the house.
When you're on the porch, turn around and you'll find your first duck on the windowsill. You need to find four total in the game for another achievement. Quack Quack - Inspect a duck will be added to your achievements for the first duck.
Take care to notice the room off to the side (number 2 on the map). You don't need it now, but it's important later.
Open the main door and head into the house proper.
Botany Manor Walkthrough Chapter 2: Survivors of Adversity
Chapter 2 has two flowers for us to grow: Fulgaria and Ash Plume.
The Fulgaria
Go forward and turn right at the suitcases. You'll immediately see the manor's grand staircase. Directly in front of you, on the first chair, there's a seed bag for the Fulgaria.
Grab those, and look at the three different photographs on the end table.
All of these are clues for the Fulgaria, listed under a single clue, so go ahead and add that to your journal.
Turn left and go into the Apothecary.
Look left and interact with the Sodium bottle three times to fill up the flask, then pick up the flask and carry it with you.
Turn around and go through the other door into the Dining Room (not the one you came through).
Walk over to the far corner where there is a lectern with an open Folklore Book - examine it to collect another clue.
Go back the way you came and open the other closed door to the Drawing Room (again, not the door you came through).
Walk up to the camera and interact with the flash to fill it with sodium from your flask. Interact with it again to close it, then click the red button. The mixture is not correct, but it does give you the achievement Boom - Create a faulty mix of chemicals in the flash lamp.
Turn and walk over to the harpsichord. Interact with it for another achievement: Piano Woman - Play the harpsichord.
Turning around - again - walk to the desk and put the flask down. Read the Letter from Farmer Charles and interact with the Empty Flash Powder bottle.
Rotate the bottle and you will find the correct recipe for Flash Powder (two parts Potassium to one Magnesium).
Before you grab the flask, walk to the table in front of the fire and read the Flash Lamp Manual, for your final Fulgaria clue.
Collect the flask and go back to the Apothecary. Drop the flask, and then fill it with two shakes of Potassium and a dash of Magnesium.
Go back to the Drawing Room and refill the flash with the new mixture (two parts Potassium to one Magnesium), but don't take a photo yet.
Drop the flask, and head to the porch where you first entered the house. This is the closest gardening station. Fill the pot with soil, add a Fulgaria seed, and water it.
Collect the sprout, go back to the Drawing Room, and place the sprout on the saucer in front of the camera.
Press the button to take a photo and your Fulgaria will grow after it's had its picture taken. Achievement: Fulguria - Grow the Fulguria.
Grab your Fulgaria plant and take it into the Flower Room that was on the other side of the porch (where the duck and seed table are). Drop it on one of the saucers. The goal is to have a plant in each saucer before the end of the game (they can be the same).
The Ash Plume
Time for the Ash Plume plant.
Head back to the Drawing Room and find the bowl near the harpsichord.
You'll find a key for the Back Terrace - grab that and walk back through the house, past the tree, and into the corridor. Read the Pyrophiles Book, and then walk towards the Back Terrace door.
Before you unlock the door at the end, turn to your right and try to open the Painting Room. Quite comically, you'll get Let me in! - Shake a locked door as an achievement.
Walk out onto the back terrace, go down the stairs, and you'll find a table at the bottom with the Ash Plume seeds. Collect them and read the Seed Log next to them. Note the Ash Plume plant is found in Wistman's Wood.
Continue walking and turn left at the archway. Then turn right and go down the stairs to an area overlooking the water. Here you will find another bowl with the Kitchen Key in it.
Go back to the house, and stop off to plant the Ash Plume seed at a seed table but don't water it!
Re-enter the house from the back terrace, walk down the corridor, and look at the Dartmoor Poster on the wall near the Kitchen. Take note that Wistman's Wood is mentioned on the poster...
Unlock the Kitchen, walk to the Cooking Book on the kitchen table, and read it to add it to the clue list.
On the far left of the kitchen, there's a broken mortar. Next to that, you'll find a Dartmoor Lecture flyer - interact with it.
Walk over to the fire and place the plant pot in the pan above the flames.
You've found Crack - Germinate the Ash Plume seed.
Collect your sprout, open the door next to the fire, and look at the Poem on the wall that tells you about the Oaks in Wistman's Wood. Pick up the Duck while you're here for duck 2/4 (you'll need to put the plant down first).
Walk up the stairs, and open the door to go back outside. Turn left, walk to the table outside the shed, and read the Smoking Book. You now have all of the Ash Plume clues.
Open the Smokery and place the sprout on the saucer by the fire pit. Turn back around and grab an oak log from by the door so that you can put it on the Smokery's fire pit to grow your Ash Plume. Achievement: Ash Plume - Grow the Ash Plume.
Pick up your new plant, go to the Drawing Room, and prepare the camera again to take a picture of the Ash Plume. This gives you the achievement: Photographer - Take a picture of a flower that's not the Fulguria. Remember you need two parts Potassium and one part Magnesium in the flask.
Take the Ash Plume to the Flower Room, walk to the Gatehouse, and collect the Orchard Key. The Orchard was the second left by the pond - remember when we turned left to sit on the bench? Yeah, not that left, the one after it. There's a blue door, open that, go through it, there's the Orchard.
Botany Manor Walkthrough Chapter 3: Peculiar Petals
Chapter 3 focuses on the Pixie Tears and Wolfglove plants.
Pixie Tears
Follow the path through the Orchard and go right into the small greenhouse. This is where you'll find seeds for Pixie Tears. Grab those.
Turn around, read the Pot Notes, and keep in mind that the pot we use needs 97 grams of soil additives.
Turn around and head over to the shelter directly opposite the small greenhouse.
Interact with the Chloroplasts Book on the table. Using this clue, we now know some plants require sugar in their soil to grow properly.
Interact with the case next to the microscope and select the slide third from the right - this is the Microscope Slide for the Pixie Tears plant.
Turn left and head over to the blue wooden door. Open it and go into the Cider Garden. Follow the path until you reach the area with the table.
On the bench to the side of this area, there is an Apple Blending sheet that you'll need to read to add another clue to your Pixie Tears log.
Remember that we need 97 grams of additives? There is only one combination on the Apple Blending sheet that adds up to this amount: Knobby Russet, Seymour's Delight, and Bitter Greenstreak apples. Interesting names...
Go left to interact with the Cider Apples poster, and you'll be shown what these apples look like so you can collect them to make fertilizer.
The Knobby Russet apple is over by the Apple Blending sheet. The other two apples are in the wooden crate. Place each one in the Apple Press.
Go to the seed table in the Orchard (it's back out the blue door and to the right), fill a pot with soil, plant the Pixie Tear seed, water it, and grab the pot.
Put the put down in front of the Apple Press, turn the handle, and watch your Pixie Tears bloom.
Achievement: Pixie Tears - Grow the Pixie Tears.
Run to the Flower Room to place your Pixie Tears plant in one of the open spaces and then go back to the Orchard.
The Wolfglove
Follow the path and head to the table on the left next to the bench.
Interact with the Nursery Rhyme book.
Go back into the area where the microscope and slides were, but continue past them to the end of the structure. On a wooden crate, there's a book next to a letter. Read the book, Priest Holes, and the Letter from Historian. These two are Chapter 3 clues, but not for the Wolfglove plant - they go into the section at the end of the chapter.
Continue up the path again and you'll see a table on the lawn to the left. Read the Letter From Builder.
Keep walking up the path to the top.
Open the glass doors and head inside.
Follow the upper walkway around to find the Letter From Natty and the Envelope With Stamp.
Turn around and go towards the unopened door to grab the Painting Room Key from the bowl.
Open the doors, go right, and you'll be back in the corridor that has the Painting Room and the Kitchen. Unlock the Painting Room door and go inside.
Interact with the unfinished Botanical Painting in the middle of the room and interact with it for to start your Art Lover achievement.
On the wall behind you, there's a Manor Floorplan, which tells you that the construction date of the building was 1593.
Go over to the window and interact with the Symbology Book (another clue that's not used for a flower).
Walk into the Kitchen (out of the Painting Room and down the corridor) and look at the Religious Blessing on the wall directly across from the entrance, which talks about the "year of construction" being "the key."
Turn left to enter the pantry, go down the steps, and examine the Mysterious Symbol near the top shelf.
Move over to the scales, and use the year of construction (1593) to choose the weights you need to put on the scales in order: 1oz, 5oz, 9oz, and 3oz.
Oh look, a secret entrance with torches on the wall! Because that's not creepy at all! Anyway, you just got History Sleuth - Find the secret priest hideout, so that's another achievement done.
Walk through the passage until you reach a door that opens into a sleeping area.
Next to the bed, there's a chest with a Duck on it. Pick it up to add to the duck achievement.
Go up the stairs, open the door, and get the Wolfglove Seeds.
Turn left, and open the coin case under the photo. Interact with the middle Souvenir Coin - you may recognize the ram's head on the stamp from earlier! Rotate the coin; it's from the Weisshorn in Switzerland.
Walk over to the corner, click on the planks against the wall to repair the stairs, and get the achievement Fixer Upper - Fix the Orangery staircase.
Go up the stairs you fixed and head outside using the door on the right. Read the Tower Wind Research on the table, and then the Alpine Exploration leaflet.
On the back of the leaflet, you'll see some wind speeds and air pressures. For Mount Weisshorn, a wind speed of 40 f/s is best. If you look through the book, you'll find that Test 5/6 gets that wind speed.
Note the shutters:
- Fifth floor: both shutters closed
- Fourth floor: both shutters open
- Third floor: both shutters open
- Second floor: both shutters closed
- First floor: right shutters open
Turn around to the seed table, put soil in a pot, and then plant and water your Wolfglove.
Carry it down the garden stairs and into the Old Tower on the right, and place it on the saucer there.
Hit the lever to move up to the first floor and open the right-hand shutter. Hit the lever for the second floor, then again for the third floor. Open both shutters. Hit the lever for the fourth floor and again, open both shutters.
Congrats, you got Wolfglove - Grow the Wolfglove, and that's one more plant ready to go in the Flower Room. But before you head in that direction, go up to the fifth floor for Mountaineer - Go to the top of the tower and then you can go.
Once you're done in the Flower Room, go to the Gatehouse and get a letter, which is a clue about how to open the Letter Lock at the top of the Grand Staircase. The lock requires the three intials of Elizabeth's name, including the letter "E." One down, two to go.
Go back to the house and head into the main hall where the tree is. Under the Family Tree, you'll find the rest of Elizabeth's name - Elizabeth Ann Hopgood, as she's married to Arthur Hopgood - which gives you the complete set of initials for the lock.
Up the Grand Staircase you go, enter the combination for the lock and get Lockpicker - Open the letter lock.
Open the door, go right, open the second door.
Botany Manor Walkthrough Chapter 4: Botanical Allies
Time to find some books.
Go up the stairs to the balcony, through the doorway, and go over to the first aisle on the left.
The Sapphire Gloom
There's a book displayed open, which is the Hare Fable, a story I'm sure you'll recognize.
Take note that the events in this fable take place at midday.
Turn around, go left, and left again to find The Rising Sun.
Go to the other side of the balcony, read the Fish Fable; which is a fable where the events take place in the morning.
Go back down the stairs, into the main library, and go over to the first table. There's an open book there - the Crow Fable; a fable where the events take place in the evening.
Finally, go to the back of the library to the left corner for the Night Sky Book.
That's all the books you need, so go towards the entrance of the library, look right, and find five buttons: A moon, a fish, a sun, a bird, and a hare.
Press them in order of the book's events that you found in the library: Sun, fish, hare, crow, moon.
Good job! You've got Grandma's Vault - Unlock Grandma's vault. Enter the vault, get the Nightfall seeds and the Study Key from the bowl on the right.
Leave the library, go left until you get to the Study. Grab the Sapphire Gloom seeds from the other side of the study, and read the book on Tree Diseases that's on the table next to them.
Turn right, go over to the bureau, and read the Mushroom Book.
The Sapphire Gloom only requires the book on Tree Diseases and the Mushroom Book. So you'll be making that plant first.
Go back to the porch by the Main Hall, grab a pot, and soil, sow, and water your Sapphire Gloom. Carry your sprout to the Main Hall and put it in front of the weird tree for it to bloom. That's another plant done: Sapphire Gloom - Grow the Sapphire Gloom. The transformation of the tree is pretty magical to watch.
Drop the flower in the Flower Room and we're ready to go again. Just a little FYI, the Nightfall plant is the last one we'll grow in this chapter. Don't worry, we'll get to it.
The next bloom to focus on is the Brook Chalice.
The Brook Chalice
Go back up the stairs, turn left, go through the door, and go across the balcony over the Great Hall to open the door that was blocked by the tree.
Turn left down the new corridor, left again once you reach the end, and go through the door to get to the lower floor of the Bell Tower.
Look on the noticeboard for the River Trust leaflet and the Government Notice. Grab the Attic Key.
Open the next door and read the River Poster.
Go all the way back down the corridor, and walk to the end. On the side table next to the Attic door is a Letter About Weeds.
Open the door and go up the stairs into the Attic. Head to the back of the room, and you'll find the Brook Chalice seeds.
Turn to the left to find another Duck sitting on a box.
Grab the Rusty Pig next to the staircase, go back downstairs, walk down the corridor to the closed door on the right, and open it to reveal the Master Bedroom.
Go through to the bathroom, and put the pig in the bath.
Go back into the bedroom and over to the door. There's a wastebasket with a leaflet for Weed Removal. And yes, you can grab the Cradle Fern seeds while you're here, you just won't need them yet.
Go back to the Bathroom. On the left is a dresser with a Bath Geyser leaflet. You now have all the Brook Chalice clues.
You need to set the Bath Geyser in the bathroom to 25 degrees Celsius but uh-oh! It's broken!
Flush the toilet for Clean and Tidy - Flush the toilet, and then get on with putting the pipes back together. When we became a plumber, I don't know.
Best to just use these shots from my game to solve this rather than me explaining it.
That's the Who needs a plumber? - Connect all the pipes achievement done. How very DIY of us.
Set the temperature to 25 degrees Celcius.
Head back to the nearest seed table to get a Brook Chalice seed ready (that'll be the seed table outside the bedroom door). You know the drill: soil, seed, water.
Take the plant to the bath, put it in, and turn on the tap. Brook Chalice - Grow the Brook Chalice complete. Take the plant to the Flower Room.
The Cradle Fern
Time for the Cradle Fern. We already have the seeds, so head to the Study and look at all of the Bird Eggs on the table.
Next, go across the balcony over the Great Hall, and into the corridor. Turn left, look at the Fern Painting - those eggs look familiar!
Go to the Master Bedroom again and read the Petition on the desk.
Go to the office in the Bell Tower and find a Letter About Melodies on the desk.
Use the nearby seed table to get a Cradle Fern sprout ready, take it to the top of the Bell Tower, and put it in the saucer there.
Look at the book of Bird Calls on the table.
Looking in the book of Bird Calls, you can see that this bird's song follows the notes E-C-D-E-G-F.
Turn around and pull the handles in that order to grow the Cradle Fern. Cradle Fern - Grow the Cradle Fern complete. Take our newest flower to the Flower Room.
The Nightfall flower
Finally, we get to the Nightfall flower.
Go to the secret room in the Library and read Grandma's Research for the first clue and then look at one Sunset Painting - literally any one is fine.
Back to the Master Bedroom, find the Trapped Fairy Story by the window.
In the Attic's doorway, look at the Fairy Painting.
At the bottom of the Attic's stairs, there's a Trapped Moths leaflet and a Moths Poster. There's also a Moth Calender on the table under the poster.
Back along the corridor, use the seed table outside the Master Bedroom and get a Nightfall sprout ready.
Go to the Attic, and place the plant in front of the camera screen.
Grab the final clue - Sight of Plants - from the top of the Attic stairs.
I won't bore you with the details if you like putting your detective skills to use, but basically, the Moth Calendar needs to be on September, and the corresponding Sunset Painting uses Blue, Yellow, Orange, and Red.
Open the filter box next to the projector in the Attic, select those colors in order, put them into the holder on the projector, and press the red button.
Nightfall - Grow the Nightfall complete.
To the Flower Room!
Ah, another Gatehouse delivery. Grab the Formal Garden Key, go back through the house, past the Painting Room, and down the steps to the end of the path.
Enter the Formal Garden.
Botany Manor Walkthrough Chapter 5: Climbing Up
Welcome to the last chapter!
The Fool's Emerald
Walk over to the picnic blanket with the little bench. Read the News Article for the first Fool's Emerald clue.
Specifically, look at the back page where the witness says that he saw the code for "Attention."
Follow the path to the right and go up the stairs to the Side Terrace. Pick up the Fool's Emerald seeds and the book on Bioluminescence.
On the blackboard is a poster about Plant Chemicals - The Fool's Emerald contains Luciferin.
Go down the stairs on the right and take the path around from there.
The stepladder has a Note About Telegraph on it. On the small table in the Gardening Workspace, you'll find a Note About Lawn and an open book of Military Codes - the code for Attention is "KA."
Go back slightly and up the small set of stairs to the right.
As you enter the Garden Paths, you'll see a Robin on a feeder. He gets startled easily and he'll fly away if you get too close - let him, but don't follow him yet. We need him later.
Go left, down, and down again until you reach the Bird Garden (it has lots of hangers for bird feeders, can't miss it). In the sheltered area, on the round table to the left, find the Boat House Key.
Go back to the double set of stairs, turn so the stairs are behind you, and walk down the path to the right of the small white structure.
Follow the path around, and look to the right before you reach the Boat House door. You'll see an old grass trimmer. Grab the handle in front of it, and go back to the double stairway.
In front of the empty pond is a pedestal with two holes in it. Drop the handle in place and the pond will fill up. You'll achieve Frogger - Find a way to cross the pond by doing this.
Go back down the path, past the white structure, and look to the left just before you reach the Boat House.
Look at the Unfinished Painting and you'll finally get Art Lover - Inspect Arabella's paintings. Been waiting a while for that one, huh?
Okay, to the Boat House! Unlock the gate, walk down the steps, and look to the left of the seed table. There's a bunch of boxes and a hidden Duck by the wall.
WE GOT ALL THE DUCKS. Quack Quack Quack Quack! - Inspect all the ducks. Good job!
Look to the right of the seed table and you'll see a little archway. Walk through it, collect the Telegraph, and take it to the pond.
Walk across the lily pads to the alcove. Place the Telegraph on the table, open it, and do a quick test with an "SOS" message - dot-dot-dot, dash-dash-dash, dot-dot-dot. Left button for dots, right for dashes.
That's your funky Help? - Signal S.O.S. on the telegraph achievement.
Go back out of the alcove to the seed table. Get the Fool's Emerald ready, go back to the alcove, and put it next to the Telegraph.
Check the Morse Code dictionary in the box to find out what "KA" is - dash-dot-dash-dot-dash.
Fool's Emerald - Grow the Fool's Emerald complete.
Walk back to the Flower Room. Drop the Fool's Emerald off and go back to the area where we found the Telegraph originally. It's a bit of a trek there and back.
The Oscilette
Go up the stairs, open the door to the Boat House, go around, and grab the Oscilette seeds.
Look at the How Weeds Spread book that's by the door, the Boardgame Rules and the Playing Cards that are on the table (focus on the Red and Gray Squirrels), and the book on Animal Heartbeats at the back of the room.
Go outside and down the stairs to the seed table, prep the Oscilette sprout, and go back into the Boat House.
Put the sprout next to the cylinder player. Check the cylinders next to the player for "Meadows' Bliss," and play it by cranking the handle (it's the middle cylinder on the windowsill).
Oscilette - Grow the Oscilette complete.
To the Flower Room! It's SO far away.
The Springdance Shrub
Now back to the double stairway, up the stairs to the Side Terrance, and look at the Greeting Card on the table. This is your first Springdance Shrub clue.
The seeds are down the stairs and inside the white structure from earlier. Grab those, walk past the double stairs on the left until you find the little area at the back. Go into the shed, and read the Hydrangeas leaflet and the Pot Catalogue.
Go back and up the single steps into the Garden Paths area. Follow the path across to the table.
Read the Pigment Research and the Soil pH Research.
Turn around, go down both sets of stairs, and enter the Bird Garden.
Walk over to the covered area (where we found the Boat House Key), and glance at the Bird Poster.
Go back into the Bird Garden, and look for a small area off the path with a table and some Bird Seed.
Go back to the Garden Workspace, get a sandstone pot off the top shelf of the little wooden structure (the pot in the center), and head over to the seed table. Use this special pot to prep your Springdance Shrub, then take it back to the Garden Workspace.
Feed it some seaweed, it'll turn red. Head into the Bird Garden and put it on the table in the area that's covered.
Next to where the bird seed was is a bird feeder. Pick this up, and go find the robin. If you didn't scare him earlier, do so now because he needs to be in his little house in the tree by the stairs next to the Garden Workshop.
Under the birdhouse the robin is in is an empty hanger that you can put the bird feeder on. The little robin should hop down to it.
Collect the other feeder, but don't scare him away! If you do, you'll have to go back to the birdhouse and start again.
Keep switching the feeders until you get the little guy to your Springdance Shrub sprout. It'll take a while, but you just need to be patient and move the feeders from hanger to hanger until he's there. Whenever the robin is on a feeder that you'd have to walk past, go around. Never go past the robin.
Two achievements in a row! You'll get Springdance Shrub - Grow the Springdance Shrub and Botanical Researcher - Complete all the plants in the Herbarium.
Get your Sprindance Shrub to the Flower Room.
You should have 11 plants and one empty space. It's best to grow Sapphire Glooms because you just need to prep them and put them by the tree for them to bloom. Once you've got two done, you'll get Flower Arranging - Place a plant on every saucer in the Flower Room and Green Thumbs - Grow the same plant three times or more.
Now go to the Gatehouse and post your book through the letterbox.
You're done!
Well, actually -
One Year Later
Skip the credits (or watch them) and you'll end up in the Library. Go in, head to the back, turn left, and look on the bench.
You'll see a letter, and a copy of your book.
Place it on the lectern in the Library for the final achievement: The end - Reach the end of the game.
I hope you enjoyed Botany Manor! I loved watching each flower bloom and having a Flower Room to decorate was a nice touch. This is a lovely cozy game, but I have others to suggest:
Why not read my review on Little Kitty, Big City or check out the 10 Best Cozy Nintendo Switch Games of 2023?
Published: Jun 23, 2024 12:33 pm