Simply working on the solution adds 1% (or 5% if the player has a comfortable chair).Ideally, the player would want to win it fair and square - although they have other means of gaining an advantage during the competition. The Social tab will inform the player of how complete their project is as well as the chances of it winning the competition. It will be very difficult to regain Control in particular.įor more information, visit this page: Stimulant Kidnapping How to Win Once there, expect to gain extremely heavy hits to Stress, Trauma, and Control respectively. The player must hope that they are lucky enough to get a chance to run away, otherwise they will end up abducted, driven away far from town to an old building on a remote hill. Not only will they add immense amounts to Arousal, but the player will also end up outside at some point and end up subject to people taking advantage of their drug-addled, vulnerable state.įailing the skullduggery check from the stimulant dealer proves to have disastrous results. The second and following doses are much more dangerous, as they contain hidden Hallucinogens inside them. If they're in the orphanage bedroom and Robin is present and is their love interest, they can initiate a consensual encounter with them. The first stimulant dose is relatively safe, but adds a large amount to Arousal. Stimulants do not come without potential consequences, if the player is not careful. Note that it is recommended to have a high Skulduggery to succeed, preferably a B+ or more. Use the skill to gain an advantage, stealing from the dealer. If the prices for stimulants are too much, the player can choose to retrieve the required stimulants using another method - Skulduggery. Note that it is impossible to haggle with the dealer. The latter price will repeat indefinitely, although getting plentiful amounts of doses will prove to be very difficult. The dealer sells one dose of stimulant for expensive prices. They are present there during dawn, day, and dusk. The player soon learns that inside the packaged bags are brightly-coloured pills to supposedly help with studying - otherwise referred to as a "study aid".Īt this point, the player will now be able to interact with the stimulant drug dealers found on Oxford Street. The player will spot several other students they recognise from their maths class trading packages with a hooded figure hidden in an alleyway. Note that this is a one-time event, and is not repeatable.Īfter school, exit through the front gate. Doing this yields three mathematical insights. However, they will still decide to give the player a one hour lesson on more advanced maths concepts. River will initially decline, thinking of it as unfair. Nothing is gained from the helping the student, but the player can get one mathematical insight from copying their work.Īlternatively, if River's Love stat is 60% or higher - this is gained naturally through helping them out at the Soup Kitchen - the player has the option to ask them for help with the maths competition. ![]() They can offer to help the student, or copy part of the solution that the student has completed. The player can also come across a student in the hallways who has passed out from using stimulants. This can also occur in the school library. This requires a Seduction rating of A or more to pull off successfully. Use Exhibitionism to distract them, reading over their project as they are occupied with the player's body. Occasionally, in the school hallways, the player can come across a student working on a solution and approach them. Mathematical Insights can be found from specific areas within the vicinity of the town area, mainly near the School area. These are Mathematical Insights and Stimulants, respectively. This will make things a lot easier to deal with. Thus, the player is turned to different solutions. It is entirely possible to succeed using only this method, albeit a very tedious process to endure. While it is a safe way to add towards the project, the percentage of the player's solution winning only increases by 1%. To make progress with this project, simply working on the solution will not be enough. More importantly, the player must also impress Leighton and the judges attending the competition. The player has a few weeks (twenty-five days) to come up with a solution that impresses River, but also the audience. ![]() After which, the player must present their solution and have it ready for a competition that judges the solution. River even states that no one is expected to find the correct solution, only one who provides the most intelligent answer towards solving the booklet. River has assigned the player with the task of putting together a solution for a maths booklet that would otherwise be incomprehensible. Attend Maths class about three to four weeks (21+) into the school term.
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