![]() Once the thought is complete, play the game as you were playing before, but enjoy a waterfall of XP and money as encyclopedia checks cash in. Talk to them about supercomputers for a while until the Wompty Dompty Dom Center thought becomes available, equip that, then race back to the waterlock and make sure you pick up the Mega-Bino's prescription lenses for +2 encyclopedia. Run straight to the waterlock and hit the bridge switch, then don't stop running until you've reached Trant Heidestrom and his kid at the boardwalk mural. Similarly, on day 3, don't address any thoughts that pop up or talk to anyone except to say good morning to your best friend Kim. Pass 3 and a half hours of time however you see fit, as long as it doesn't involve hitting any bubbles in the world, then when the thought has completed hit them all and bathe in the XP. Talk to Joyce about reality until you acquire the Jamais Vu thought, and equip that immediately. Get your outfit together, meet Kim, talk to Lena in the wheelchair about understanding your reality, then cross town past the library all the way down to the dock to talk to Joyce. On day 1, AVOID ALL WORLD BUBBLES AND POP-UP THOUGHTS. Don't raise any skill above 8, most checks won't require it and you'll have clothing and drugs if they do. ![]() If you obtain more than 2 or 3 skill points in reserve, consider dumping them into Encyclopedia you'll need it on day 3. Quicksave before talking to anyone and don't be afraid to reload if you mess up a check unless that's really not your style. My suggestion with new skill points is to save a reserve, at least 2 if you can, and spend them as you encounter checks that need them in the world. You need to get both as early as humanly possible to maximize your XP, which will allow you to acquire more skills. ![]() This build works off of two main Thought Cabinets: Jamais Vu (Derealization) and Wompty Dompty Dom Center. I played through that build and saw it in action. Psyche abilities mostly give you insight into other character's thoughts, which is narratively satisfying, but doesn't accomplish much. I can already hear the comments from the Psyche fans saying you need persuasion skills for this game. There is a perfect build, I've played it, and I will share it with you: Having now played through the game twice, I can say that this is objectively not true. I've done some research thoughout the internet, including this Reddit, and there seems to be a prevailing theory that there is no "perfect" build in this game and you can choose anything you want based on your playstyle.
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