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(Removed the tip about Hobocop allowing you to earn money - the difference is so meager it's not worth bothering (though the thought has other benefits)) |
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* At one point the game will ask you to investigate three locations where a certain event might have occurred. Two of these locations are behind plot-doors, you can't go there before the investigation develops further. | * At one point the game will ask you to investigate three locations where a certain event might have occurred. Two of these locations are behind plot-doors, you can't go there before the investigation develops further. | ||
* When Kim suggests you should take a nap, do so. It's important. | |||
* 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. | * 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. | ||
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* 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) | * 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) | ||
* To get more "thought spaces" unlocked, you have to use one of your skill points to open it up. | |||
* 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. | ||
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** These two thoughts (+ "Wompty-Dompty Domp Center", which can be found on day 3, at the south-west end of the island, from a man admiring a mural) will give you a lot of extra resources as you explore. | ** These two thoughts (+ "Wompty-Dompty Domp Center", which can be found on day 3, at the south-west end of the island, from a man admiring a mural) will give you a lot of extra resources as you explore. | ||
* 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've equipped an item 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 | |||
* Equip new clothes and tools as you receive them, in case doing so helps acquire a new thought or quest. Make sure you have your Horrific Tie equipped when talking to the drunks and under a certain building. | * Equip new clothes and tools as you receive them, in case doing so helps acquire a new thought or quest. Make sure you have your Horrific Tie equipped when talking to the drunks and under a certain building. |