Disco Elysium: Difference between revisions

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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.   


* Equip a prybar as you run around - there are a few locked containers that don't actually tell you a tool is required to open them unless you have one equipped.
* 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 have an item in your hand which can open them.  


* 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.