Disco Elysium: Difference between revisions
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* When you get a Critical health/morale warning, you have a few seconds to use a healing item to prevent your death. | * When you get a Critical health/morale warning, you have a few seconds to use a healing item to prevent your death. | ||
* Every point your Health or Morale is below maximum is a -1 to Endurance or Volition checks, so it's a good idea to stay topped up on health/morale. | |||
* Green outlines indicate either doors, or objects with a dialogue interface. Yellow outlines indicate objects detected with Perception. Grey outlines indicate locked objects. They turn from Grey to Blue if you have an item in your hand which can open them. | * Green outlines indicate either doors, or objects with a dialogue interface. Yellow outlines indicate objects detected with Perception. Grey outlines indicate locked objects. They turn from Grey to Blue if you have an item in your hand which can open them. | ||
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** To specifically get some money to pay off your bill, you could talk to <div class="spoiler">Joyce Messier on her boat.</div> If you pass the Volition check (which is possible even with only 1 Volition), you can receive 130 Real. | ** To specifically get some money to pay off your bill, you could talk to <div class="spoiler">Joyce Messier on her boat.</div> If you pass the Volition check (which is possible even with only 1 Volition), you can receive 130 Real. | ||
** If all else fails, <div class="spoiler">Kim will cover your first night's bill. The next day is smaller and you should afford it yourself.</div> | ** If all else fails, <div class="spoiler">Kim will cover your first night's bill. The next day is smaller and you should afford it yourself.</div> | ||
** If you can't afford rent by 2:00 AM on the first two days, you're out of luck and will need to reload. | ** If you can't afford rent by 2:00 AM on the first two days, even after picking up all the money and selling things at the pawnshop, you're out of luck and will need to reload. | ||
* Complete as many tasks as thoroughly as possible. Many tasks add positive modifiers to certain difficult checks later, sometimes enough to boost you up to a 97% chance to succeed. | * Complete as many tasks as thoroughly as possible. Many tasks add positive modifiers to certain difficult checks later, sometimes enough to boost you up to a 97% chance to succeed. | ||
[[Category:Games]] | [[Category:Games]] |
Revision as of 02:30, 22 October 2019
- Click to walk, double-click to run.
- Soft locks and crashes happen. They'll probably still be a thing even after the game is patched. Save manually every so often (or even obsessively) so you don't have retrace your progress.
- Succeeding in checks isn't always good. Failing checks isn't always bad. Your skills don't necessarily have your best interests in mind.
- Don't obsess too much over your build. First of all, failing skill checks can be more rewarding than passing them. Second of all, you can get a lot of situational bonuses to your skills for things you do in gameplay. Your build goes a long way but there’s always a way to reach your goal, regardless of your stats.
- Psyche and Phys are the less-safe stats to set to 1 because they (specifically the Endurance and Volition skills) give you your health bars; you heal when you sleep (in a bed) and also from some events, but that doesn't matter if you have 1 health out of a maximum of 1 and are thus entirely reliant on healing items auto-rescuing you from death. (You can improve your health directly with skill points though)
- When you get a Critical health/morale warning, you have a few seconds to use a healing item to prevent your death.
- Every point your Health or Morale is below maximum is a -1 to Endurance or Volition checks, so it's a good idea to stay topped up on health/morale.
- Green outlines indicate either doors, or objects with a dialogue interface. Yellow outlines indicate objects detected with Perception. Grey outlines indicate locked objects. They turn from Grey to Blue if you have an item in your hand which can open them.
- Time only advances by choosing dialogue options. It is completely paused when walking around and during mid-dialogue (so you can take as long as you want to read.) Time stops advancing at 2 AM though, at that point you need to sleep.
- If you don't use your partner's police car to call the HQ (or figure out exactly which items you're missing in a different way, but this is the easiest), you'll get hit with 3(!) morale damage in the containers area.
- Money is hard to come by, especially during the first day when you have a big hostel bill.
- Higher Perception lets you see additional containers, which can contain money, healing items and such.
- One way to make some money is to internalize the Hobocopthought, find a plastic bag, pick up bottles and take them to Frittte.
- Another way to puck up extra money is to avoid clicking on any green description bubbles until after you have internalized the thought "The Fifteenth Indotribe". You can learn that thought right at the start of the game byasking Joyce Messier about White Pines and clicking through until selecting the "Eight percent of the world's cargo is a lot" option.Internalizing that thought (it takes 6 hours) gives you 0.10 Real per green bubble you click on. Not much, but there are many green bubbles.
- To specifically get some money to pay off your bill, you could talk to Joyce Messier on her boat.If you pass the Volition check (which is possible even with only 1 Volition), you can receive 130 Real.
- If all else fails, Kim will cover your first night's bill. The next day is smaller and you should afford it yourself.
- If you can't afford rent by 2:00 AM on the first two days, even after picking up all the money and selling things at the pawnshop, you're out of luck and will need to reload.
- Complete as many tasks as thoroughly as possible. Many tasks add positive modifiers to certain difficult checks later, sometimes enough to boost you up to a 97% chance to succeed.