Orwell's Animal Farm

Orwell's Animal Farm

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All the Stamps (44/52 In progress...)
By Mccoy
Guide to unlock all the stamps and destinies from the almanac.
At the moment I don't know how to unlock the following stamps:
-Bloodpath (destiny)
-Confessions (destiny)
-Songless (destiny)
-Reeducations (destiny)
-Mollie's exile
-Boxer defection
-Death of the birds
-Completionist
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Destinies
1- Bloodpath





2- Confessions





3- Revisionist
Change all the rules of the farm. (could be needed someone that is able to read the rules)




4- Reeducations





5- Songless





6- Surveillance
At the first chance choice a "surveillance" option, for example with Snowball or the birds
Year One Stamps
7-Death of boxer
Just do Boxer works to death.




8-Fearless leaders
Take the health of the three pigs leaders beyond the maximus. (Follow the triumvirate path)



9-Full storehouse
Just full the granary to the maximum.




10-Happy farm
Take the animalism beyond the maximum.




11-Literates comrades
Do studing the alphabet to the animals (even read the book in the manor house or the projects next to the old Mayor skull can contribute to this stamp)



12-Longevity
Just survive for five years.




13-Mollie's defection
Just reduce her health beyond the minimum.




14-Seeds of revolution
Do propaganda for the first time, usually on proposal from Snowball (when you must decide how invest the harvest are Clover and Squelaer to propose that).




15-Death of snowball
Just reduce her health beyond the minimum. (Send him to battle without no defence wall for ex.)




16-Snowball's defection
Just keep him, the dogs and Napoleon alive and accept the windmill project. At that point Napoleon will kick out Snowball




17-Winter wheat
Arrive to the winter with sufficient level of foods.




18-Year one survived
Just pass through the first year.
Year Two Stamps
19-Annexation
Keep high animalism and do propaganda or arrive to the winter with much food and choice the Clover proposal to adopt animals from the outside.




20-Death of benjamin
Just do him works to death.




21-Benjamin reeducation
Follow the Snowball path, accept the windmill project but not complete that. When Clover is accused in the barn keep quiet Benjamin; after that choice the "confess" option of Benjamin.
(you could even choice the option "punish" in the Manor House to jump directly at the accusation scene in the barn)




22-The best defence
Built a very high defence wall.




23-Death of the birds





24-Burgeoning population
Arrive at the end of the second year with good food resources, adopt animals, win the battle.




25-Mollie exile





26-Powerful labour
Keep the health of Mollie, Clover and Boxer at the maximum.





27-Providence
Choose to sow in the two fields (Snowball).




28-Sapling of liberty
Do propaganda at every occasion.




29-Solid infrastructure
Keep good conditions of the buildings at the begin of the second year (the rat must not damage the granary)




30-Year two survived
Just survive to the second year.
Year Three Stamps
31-Boxer defection





32-Death of the dogs
Just go the dogs to the battle without defence walls




33-Farm of patriots
Choose to spy (Napoleon) and reach high animalism.




34-Foundation for the future
Start the windmill construction




35-Harness the wind
Finish the windmill




36-Loyal opposition
Keep rats at the farm and give them food (snowball) to keep them in good health; keep Benjamin in good health.



37-Death of napoleon
Reduce his health to death or send him to the battle without defence walls




38-Propaganda machine
Snowball must die in the first year sending to die in battle, food at the minimal (at least three units), to build the windmill in the third year and use it to boast the farm (Squealer), to do propaganda in each occasion (Squealer or Clover), keep the happiness of the farm at the maximus and beyond, to forge the registers to keep secret the low level of food.




39-Strategic planning
Accept the windmill project, alphabetize the animals (literates comrades stamp) build the very high defence wall.




40-Trading partner
Accept the trading proposal of Napoleon




41-Visitors from abroad
It's random (propaganda and high animalism could facilitate that)




42-Year three survived
Just survive through the third year.
Year Four (and beyond) Stamps
43-Battle hardened
Follow the Snowball path, start the windmill building, do propaganda to provoke the humans. For surviving to the battles remember to keep very high defence wall and using the Snowball guiding.




44-Completitionist





45-Industrial harvesting
Complete the windmill and use that to harvest the hay.




46-Isolationist
Never doing propaganda.




47-The leader's palace
Keep the Manor house in good conditions.




48-Originalist
Refuse any proposal to modify the rules.




49-Population explosion
keep to maintain high reserve of food (expecially for the winter) and at least one barn in good conditions to prevent death of animals (Hard to reach without the Annexation stamp).




50-Pristine
Keep all the building in good conditions.





51-Rodent rights
Follow the triumvirate path, refuse the windmill project with the rats, keep Benjamin and dogs in good health, when is required if kick out the rats choose the Snowball proposal.




52-Trade embargo
Never accepting the trade proposal of napoleon.

4 Comments
Terreliv 6 Feb @ 10:01am 
Longevity requires hitting Year 6 without losing anybody (I only had the rats gone, but maybe more are optional?).
Terreliv 2 Feb @ 12:12pm 
"Accept" when the pigs move into the Farmhouse. For some reason not questioning the rules leaves them as-is for Originalist.
Xres 18 Jan, 2024 @ 8:41pm 
About Mollie's exile: After harvest, when Napoleon and Snowball are planning about the sowing, choose Mollie's suggestion (plant nothing),manage to go through next year (by making dogs leave the farm at next harvest to collect food for winter),then you may exile Mollie by order.
Terreliv 23 Jan, 2023 @ 4:25pm 
Originalist - Keep Rats for #2.
Keep Napoleon alive so he can Rejoice or get rid of Snowball so he won't Legislate.