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Also, when talking to a (hired) assistant, click the open slot to see the different things you can give them to boost their skills. Every assistant can take one Soul card, one Memory, one Beverage, one Sustenance, and one Tool (you get the Tool back immediately) - they stack, so you can find combinations (especially more potent Memories and upgraded Soul cards) that add up to a good amount. Some Assistants can also make use of other cards - the Coffinmaker can use Wood, for example.
Obviously the stronger your skill the less aspects you need from your soul card and the memory/weather.
- Check your workstations for "Evolve using X" traits and use them if possible to upgrade your EotS so they give a bigger bonuses when used on followers.
- Explore along the bottom floor of the Hush House until you hit the pathway going down to the underground area. There you will find a well that you can use to draw up drinkable well water (+1 to several Principles) without needing to spend anything on crafting.
- Set aside a bunch of books you've already read and remember what memory you get from them. Re-reading them gives you a reliable source of renewable memories you can then give to your followers.
-- Open packages until you find a Yellowing Newspaper. Keep that inventory. Using Consider on it doesn't use it up and gives you a persistent (e.g. doesn't expire at dawn) memory that gives +2 in several Principles.
Between +2 from memory, +1 from tool, +up to maybe 4 from EotS and potential +1 from well water, you can clear out up to maybe like 8-11 from the cheaper hireables from town. Then, you can start tapping the pool of better hireables by using money + an EotS at the same time in the tavern, these guys have 4 in their Principles so that's a couple more levels you can get through. After that is...yep, figuring out which of your skills can craft the good tools/drinks to give your followers.
Edit: Crafting system goes like this:
Each Skill has a list of things it can craft, 6 in total (3 for each of that skill's Principle), though I think in most if not all cases there are multiple skills that can craft the same item.
- The Power 5 recipe is straightforward, get power 5 and you craft the thing.
- The Power 10 recipe requires a specific item category (e.g. Glass, Pigment, Liquid, etc.)
- The Power 15 recipe requires a specific item, which seems to generally be the item you can get from the same skill's Power 10 recipe. The resulting item also tends to be a LOT stronger than the power 10 one.
If you slot in a skill, an EotS and power 10/15 of a correct Principle, the recipe will tell you what specific item category/specific item you need for it if you don't have it slotted in already. You can still craft without meeting that requirement, but the result will just be the lowest tier you meet the requirement for.
Didn't know about unusual visitors.
Not sure where I find packages? Just from the beach? I just keep getting onions and mackerel.
I will try to progress with unusual visitors boosted by soul and memories until I can find a way to produce food and beverages.
Also rai, the rector is good for lantern and sky, he costs a shilling and a soul.
The midwife is gained by talking with ereb, the undertaker with wist. Same house.
Weathers are memories; that's why you can't use a weather and a memory.
You'll find some packages in the House, but also at the Beach, yeah.
So I figured they might fill different collaborate slots. They don't.
How to make drinks and food. So far, I have found that the grand majority of them tie into nectar and grail... of which I discovered. You want a starter recipe, Witching Tisane (2 Grail, 1 Heart) - 5 Grail - Leaves and Thorns, Desires and Dissolutions. Yes, I am also mentioning the skill because not ALL skills work for it. I have a few other grail skills and they instead do other results. True, I don't have a lot of recipes so far. Should give a day for that. And note down the recipes.
Followers can be buffed by something else than food and drink. Yes, soul works, then memories (But I don't have renewable memories... yes, you do. Read books again. Note down what memories they give. Though you probably don't need more than one book to tell you the result, unless it's a movie or phonograph record). All those stack to get those big results. And as stated, check for unusual visitors by slotting ready soul AND enough cash (that only makes you look for them, then you need to talk to them to buy the assistance). Unusual visitors have 3 aspects at 4. And maybe if you upgrade soul qualities you get a little more soul to buff them with (check workstations where you can put two soul bits and look at the PATH they say you have to tie it to)
And in the end, don't worry. You can do a LOT even with the stuff you can open with up to 8 of an aspect.
On the other hand, most cards with the Memory aspect don't have the Weather aspect. So yeah, you won't be able to use non-Weather Memory cards in a slot that specifically wants Weather.
The game's mechanics hinge on those Aspects - the colorful icons that show up in the top-right popup when you click a card or object. You're expected to check everything to know its Aspects & click every open slot to see what Aspects it requires, permits, and prohibits. If you talk to an Assistant, you can click the slot that opens up to see the Aspects they can accept - and if you give them something, you can click the Assistant's card to see how it changed their Aspects. It doesn't just add to their Principles (Heart/Grail/etc.); it also gives them a new Aspect that indicates what kind of thing you gave them.
They don't specifically accept Weather; they just accept Memory. And when you give them a Weather, they get the "has taken a Memory" aspect (however it's phrased; I forget). So your Assistants don't really care that it's Weather at all; they just care that it's a Memory. As you said, there are other slots that do care if it's Weather.