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If you wrap things up amicably and completely between the person in the church, and the people who want to use the church, you can get a decent bonus at the Mural, same as the traps bonus. IIRC, there's also a small bonus from succeeding at the Visual Calculus analysis on the wall at the other dilapidated building.
With high perception... you may be able to find something helpful in Ruby's truck from what I've heard, but with my modest-perception build (skill 4 only) I didn't.
Personally I'd prefer if there were at least some other approach that wasn't physique-gated. I ended up needing to get drunk to even have a ~50% chance of making a Physical Instrument check (even with a specific item that made the check easier) to get a certain item which was required for wrapping up the church quest line, and Shivers is also gated by the same stat. And then, even after making the Shivers check, I had to make *another* Physical Instrument check to actually get inside.
Even with *2* Physique and thus able to have 4 Shivers/4 Physical Instrument, this was a pain. Not sure how a *1* Physique build would handle this, especially if you didn't have the pre-game foresight to make either of the two skills a signature skill. You'd need to drink booze or whatever to even be able to invest a second point in either skill.
I have completed the church quest, and I passes Visual Calculus check on the wall of the other building. My Shivers is 2 and with all these bonuses success chance on the check is 3%. Is save scumming ~100 times really the only option?
* there's a scarf for +1 Shivers
* there's a coat that's +1 Shivers
* you can drink alcohol for a temporary +1 Physique and then put an extra skill point into Shivers (the point invested will stay there even after the alcohol wears off and you lose the +1 Physique bonus)
for an additional +4 total. Best case with a +4 modifier is that the 3% means that you need exactly 12 on 2d6 (rather than it only passing because boxcars always passes unless you've got an internalized though or other reason to make it autofail), and thus you need only 8 on 2d6. That's not great (15/36 odds) but 41 2/3% is a lot better than 3%. Problem is, if you maxed out Shivers and fail on a 41 2/3% roll, you can't get another roll easily (e.g. there are certain Thoughts that can unlock various white checks again, but what if don't have one ready to internalize?).
there's nothing usable !!!! it looks like im stuck For god sake.
Tbh i just did that a long time ago, and then made other stuff.
Now i've done prety much all i could in the journal, but seems like I'm stuck !
anyone got idea ?
Tried reading until it was Day 8 just to see if something might progress automatically, but no luck.
Such a shame! This has really put a damper on one of the best games of the year. I wouldn't be surprised to find weird bugs in side quests and the like, but this is the main route of the game...
Adding with +2 you can get from the clothes and the lowest 1 point in physique, you'd get 18 points for a 20 points roll. I think I haven't added in the points from the drunkyard body quest solved. Shouldn't be that hard to pass even without save scum, really.
Edit: remember that even if you fail one time, each time you unlock one of those bonuses you can try again so, yeah, it's not that hard. If you still have problems, internalize the regular cop thought to add +3 to all caps might be a good idea.
Seeing the drainpipe or vents or whatever triggered a conversation that happened once and then never again, I don't even think I got a chance at the ladder one, and I certainly can't re-trigger it. My quest log says to check the hut of the old lady - I don't even know where her hut is, and if it is the small hut that you can enter into that brings up a unique place with a single chair in it, then something else is wrong because nothing happens there at all.
I've done all the stuff that you're talking about to achieve all those modifiers.
There's nothing to do. It's Day 8. Joyce actually left and came *back* to the fishing village, and now is just standing there like she didn't even leave in the first place. I've been all over the area looking for orbs or things to interact with.
I really do think there is a main-story-breaking bug here unless there is something right under my nose that I'm not seeing.
South mural requires a visual calculus check - I don't recall if it's a red or white check, but I think it's white. And to see the drainpipe means you already passed the mural shivers check iirc.
And yeah, to the poster above you need to check underneath your own 2nd house's floorboard first to unlock the big mural check. Which can be unlocked with either talking with the old lady or passing an Inland Empire (or another purple trait, I don't remember exactly) check inside the house.
I think I didn't think of it for two reasons:
1. I knew the shack she'd given me was her shack, but I didn't realize it was *her* shack.
2. I didn't think of a 'rest zone' as a place where something so vital would be.
Here I am at the impossible Shivers check with 97%, lol: https://imgur.com/a/j0dyFjl
Thanks to all of you for the help! Hope this helps anyone else who gets stuck here, too.