faehnri.ch

Ratcheteer

an ok guide to a great game


This is a playthough guide I'm making for the game Ratcheteer on the Playdate handheld console. I'll make this guide as spoiler-proof as I can by making each section not visible by being collapsed by default (so be sure to have javascript enabled). I'll also put a hint at the start of each section on what should be done next so if you're stuck and just need a nudge you don't need to learn everything about the section of the game you're on.

I'm the kind of person that likes zero spoilers, but I understand if you're stuck you're stuck. My advice would be just keep playing and trying. It's really rewarding to solve a puzzle on your own. Try to come to this guide only if you're so stuck the game doesn't feel fun.
Again, don't feel bad if you get stuck. I didn't know what to do on literally the first screen.

Ratcheteer was the last game that came out for Season 1 of the Playdate. They must have saved the best for last, because this was the game for me on the Playdate. It's in the style of Zelda: Link's Awakening. Being like my favorite game would be enough, but they made the game great on their own with unique story and gameplay and puzzles.

Power is out again, better grab a lantern.

The master mechanic wakes you up to get you to put you to work to fix the power that's out. If you choose not to check out the chest that is right there to get the lantern, you won't get far but this section describes the small area you can wander in the dark.

Inside the apprentice barracks, you might find the stairs to the basement but even then navigating in the dark to the chest there is hard.

When inside the barracks if you want to try without light, so south to get outside and you can see there's a well lit by a firefly.

North of the apprentice barracks is a section too dark with some baddies.

West of the apprentice barracks is another section too dark.

South of the apprentice barracks is a town square that's better lit than most anywhere even without the power on. You'll meet Wren who explains that parts of the cave you're in are lit from holes above. But most are covered by the glaciers that cover the cold surface.

You'll also meet Chess who's not a fan of the dark so they'll be sticking around this bright town square.

There's also a book that explains an explorer should have a map and a pack.

East of the town square is a section with a pit you fall down if you try to keep going east.

North of that section is another section too dark.

West of the town square is also too dark.

South of the town square gets you to the Metalsmith forge. But the metalsmith can't see who you are.


You'll need the crank lanter to see, and even some things are powered by the light of a fully cranked lantern if they are in its light long enough.

Now that you have the crank lantern, the master mechanic tells you that you can both get the power back on. You can turn the lantern on and off with the A button, and power it up with the crank. Crank it all the way up to shed more light.

But while you're in the apprentice barracks with light, check out what's in there. In the north west are bookshelves that tell about an apprentice's duties and about the sky falling. To the north east is a book on the floor says a lantern can also attract or scare threats.

In the north west of the barracks were also stairs to the basement. Navigate your way around the barrels in the basement to find in the center north a sign you can't read.