
Time stops advancing at 2 AM though, at that point you need to sleep to move on to the next day. It is completely paused when walking around and during mid-dialogue (so you can take as long as you want to read, or go back through previously triggered dialog). Time only advances by choosing dialogue options (and only if you haven't read these options before).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.They turn from Grey to Blue if you've equipped an item which can open them.
Yellow outlines indicate objects detected with Perception.
Green outlines indicate either doors, or objects with a dialogue interface. 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. But you only need to ask about two things - Wild Pines, and how it handles 8% of the world's cargo, and reality lowdown - "where are we?" She has a huge lore dump for you, to the point that the game outright recommends you don't read it all at once. Such a person is Joyce Messier, the Wild Pines representative (in a boat in the north-western part of the map). Lena, the cryptozoologist's wife (in the wheelchair) will tell you that your amnesia may be helped by a "reality lowdown" from some rich person. If you really want a huge boost to your xp / $$$ over the course of the game, you may want to prioritize three particular thoughts:. Don't keep reloading until you nail that 17% check - chances are that you'll be able to get back to it in time, possibly with enough modifiers from exploration and interaction to turn it into a 97% success. Most "bottleneck" main quest checks are white, and can be retried when you increase the relevant stat / when you change something in the game world to make the check easier. 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. When you get a Critical health/morale warning, you have a few seconds to use a healing item to prevent your 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. 6 and 8 are the following breakpoints, with 8 allowing you to pass the vast majority (but not all) skilchecks. Skills start to get chatty once they hit 4. For example Electrochemistry tends to push you towards hard drug usage while Inland Empire often discourages you from investigating your past. Your skills give a lot of valuable input, but also have their own preferences and personalities which don't necessarily align with what could be considered to be in your best interest. Your build goes a long way but there’s always a way to reach your goal, regardless of your stats. You can get a lot of situational bonuses to your skills for things you do in gameplay. Succeeding in checks isn't always good and failing checks isn't always bad, so don't obsess too much over your build. Save manually every so often (or even obsessively) so you don't have retrace your progress.
They'll probably still be a thing even after the game is patched. When Kim suggests you should take a nap, do so.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.Space automatically clicks orbs that pop up as you run through the environment. Right-click or Tab highlight objects in the environment. You can double-click to run and hold down the left mouse button to keep moving.