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I was just curious if this was one of those RPG's where if you don't have a walkthrough a big chunk of the experience is lost? I'm not talking about hard. I'm talking about missing tons of quests, story, items, etc. if one doesn't have a walkthrough?
It's probably sufficient to emphasize Intelligence and Persuasion to at least get a taste of what you're wanting.
Or, alternatively, to emphasize considerable stealth and talent at thievery.

Oh yes, and bear in mind that there are many ways to get Fate Points, and you'll never use them if you don't start using them on petty crap. So, eventually, start using them on petty crap. Like pickpocketing.
You don't need a walkthrough for experience - what you do need is willingness to chat up every passer-by, poke your nose into every building and roam the wilderness instead of beelining from point A to point B.

However, a walkthrough may be useful to keep near for reference, because this game doesn't do hand-holding and you won't be getting quest markers or quest givers with exlamation marks floating over their heads. Solutions to quests will be always provided somehow - by talking up a character, reading a newspaper or whatnot, but because the world is huge and time consuming there's a chance you get hint to solution first and had it nicely forgotten when you get to the quest itself. So walkthrough can serve as time-saver, but technically it isn't a neccessity.
Thanks guys. Sounds good!
one does not simply walk through arcanum

sorry couldn't resist :D
Post edited November 14, 2011 by Corax
It's a game where you can miss little things and maybe won't always get the best quest rewards if you don't check a walkthrough, but there are very few 'How was I supposed to know that???' moments.

A few tips for the less obvious and/or poorly explained game mechanics:

1) Some side-quests can be encountered long before you're high enough level to complete them, so if something seems too difficult then don't be afraid to come back later. There's only one area in the game that you can't return to, and it should be obvious when you get to it.

2) Magic and Technology don't mix - it's difficult to make a viable character that has both, so it's best to focus on one (or neither) for your first playthrough. Technical aptitude doubles as a kind of magic resistance, except it will block friendly spells (like healing) as well as hostile ones. The same applies to magic aptitude / tech resistance. This is true for enemies as well!

3) Not all quests resolve themselves properly: One or two minor side-quests and one major side-quest seem like they should have follow-ups but don't. You might still want to check if you think you've run into one of these, but just be aware that they exist.

4) A lot of containers in the game reset after a certain amount of time, so be careful if you store things. There's a certain warehouse that you're asked to clear out for a quest - all the containers inside are fixed and so safe for storage.

5) A 'Tech Manual' boosts your level in a specific technology discipline by the value of your intelligence for schematics you've found or bought (but it does *not* unlock the ones bought with character points). The boosts from multiple tech manuals do stack. This way you don't need to train in disciplines you don't want if you can acquire the items required for the schematic in another way.

There are still things that will take you by surprise, but hopefully those tips will save you some head-scratching.
Post edited November 16, 2011 by DaveMongoose
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DaveMongoose: 4) A lot of containers in the game reset after a certain amount of time, so be careful if you store things. There's a certain warehouse that you're asked to clear out for a quest - all the containers inside are fixed and so safe for storage.
I browsed lightly through a guide that said inns are safe for storage. Should I instead move everything to the warehouse?
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DaveMongoose: 4) A lot of containers in the game reset after a certain amount of time, so be careful if you store things. There's a certain warehouse that you're asked to clear out for a quest - all the containers inside are fixed and so safe for storage.
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Athenvance: I browsed lightly through a guide that said inns are safe for storage. Should I instead move everything to the warehouse?
I always use the small one room warehouse near the Zoological Museum and Tarant University. There is a box in the room. I like this especially if I'm playing a technical character, because it is very close to where you can purchase technical manuals and store them there to use when you need that extra boost to make stuff from found schematics.

It's not so good for strong magic inclined characters, since you can't use the subway.