This challenging game invites players to try a new method and go forward with a different approach to discover success on their own terms. This guide offers some helpful tips for anyone getting stuck in Cultist Simulator or who wants to improve their chances of surviving.Note: The developers encourage experimentation in this game. Much of the advice shared here may contain spoilers.
Read the Aspects of Your CardsYou'll find these at the lower right-hand side of every card you click on. You should understand what these symbols mean and how they work together with the other Verbs that pop up on your board.This means spending a lot of time starting your game paused and reading through the aspects attached to your starting deck.
Don't be afraid to read as much as you can - the more you read, the more likely you are to immediately know what cards go together.Make sure to do this even if you experience a loss. Take a moment to read the aspects of the Verbs you were given, as well as the cards you have on your board.
This will give you a better idea of why you lost and how you can correct it for next time. Know How to Reliably Acquire Resource CardsThe start of the game may seem forgiving by granting you a healthy pool of personal stats, such as Health, Funds, Passion, and Reason cards. These remain difficult resources to gather throughout your playthrough of Cultist Simulator, and you'll consistently find a excuse to keep these items in stock.
The best way to keep them around is to know the easiest and quickest ways to acquire them. HealthThis may prove the toughest resource to acquire. You're going to want to stock up on Vitality cards. You can acquire these by placing Health cards in the Study slot. It will take two Vitality cards to gain another Health, and this can take some time; make sure you do this earlier rather than later. To increase your Health further, you'll need at least four Vitality cards at once to gain another; the same goes for Passion and Reason, for which you'll need Glimmering and Erudition respectively.
FundsYou'll find this the easiest personal stat to acquire, and you'll have the most of it. You can use your other personal stats, such as Health, Passion, and Reason, to acquire more of it. You replenish this from the Work Verb. You'll want to have a lot of Funds as this stat can help you upgrade your other stats, and it remains a useful tool to advance the game!
Cultist Simulator Comprehensive Reference Guide. Can make Rite of Watchman's Sorrow, gained from Dreaming with 2 Reason or from Study. 1 lore, 2 lantern. But they will. You need a Society, and thus a Lore, before you can begin recruiting Acquaintances into your cult. Order of the Bloody Cup - From Delightful Sacrament.
PassionIf you place Passion in the Study Verb, you'll find that you can acquire Glimmering. When you add enough Glimmering (along with funds) to the Study Verb, you can add more Passion to your overall pool. Other cards, such as Fascination, can pop up from studying Glimmering. You can use Fascination with the Sleep Verb, add Dread to it, and acquire more Passion.
ReasonMuch like Passion, you can use a Reason card with Study to acquire Erudition. With Erudition, you can use it with the Study Verb, add a Fund card, and receive an upgrade in Reason. If you draw a Dread card, use it with Sleep and add Contentment to it to increase your Reason pool.In Cultist Simulator, there's no surefire way to receive a card when you use it with a task. There's always a small risk you're going to receive a negative aspect, but that's a part of the game. If you want the biggest rewards, you have to prepare yourself to handle the risks associated with them.The Glover and Glover PositionOf all the jobs available to you in the game, the Glover and Glover career can provide you with the most funds.
If you plan on going this route, don't get stuck at the junior position. You want to earn more funds and expand your career by earning promotions.You can earn promotions by adding Reason when you place the Glover and Glover Junior Position into the Work Verb. Because this occupies your Reason card, it's best to do this when you have at least 2 Reason in your pool.Once you receive your promotion, you'll notice your boss, Mr. Alden, starts demanding you work overtime. He'll continue to demand this from you, and if you don't comply, he'll dock your pay.To get the most out of this career path, you have to take out Mr.
You can do this by placing a Health or a Follower Card in the Explore slot. This may take several attempts. Eventually, you should receive some hired help to handle Mr. Alden.When you're ready, place your hired help card in the Talk slot and then add your Job card to it. They should eliminate Mr.
This may take you several attempts as you can fail this opportunity. Alden gone, you can continue working as you normally did, and over time, you should gain another promotion.The Senior Position is not the highest level you achieve at Glover and Glover. Much like how you eliminated Mr. Alden, you can take out one of the seated chairmen of the company in the same fashion. Again, this may take you some time as you can fail this opportunity.
We will explore numerous locations on our way to the final battle with the powerful necromancer.
Once you've taken out the younger Glover, you'll find yourself with a seat at the Glover and Glover company.For those just starting out, this is a secure position to play the game. Avoid Using Health on Work If You CanBy throwing a health card into the Work Verb, you're performing manual labor.
You'll find this a great way to make money in the short run, but this doesn't bode well for your long game. Use this option sparingly and only if you have health to spare.If you're in a pinch, sure, this is a great option if you need a quick burst of funds. But when you do this too much, you run the risk of potentially acquiring the Injury card. You'll have to use funds to turn this Injury card back into a Health card. So, if you were doing this to receive funds in the first place and you drew the Injury card, you're out of luck.Only use Health in the Work Verb if you have available funds to bail yourself out. More Followers Always Helps, and How You Use ThemWhen you're not using your Talk verb for anything in particular, optimize this empty section and try to locate followers. The more you have on your side, the more options you'll have during the mid-to-late game.It's important you also understand you'll likely find two different types: named followers and Hangers-On.
Hangers-On are lower on the power pole compared to named followers, and you can only upgrade them once to the level of Pawn.You can upgrade named followers three times. They start out as Acquaintances, and you can turn them into Believers, and later, Disciples. A select few can turn into Exalted. This can only happen if they are associated with the core principle of your Cult.Of the two, use a Hanger-On in a ritual to gain a benefit as they do not matter as much as the named ones.
Additionally, if you upgrade a Hanger-on to the level of Pawn, you can use it as a scapegoat when the Suppression Bureau start to catch wind of you.Because you're reserving your named followers for real tasks, only assign them to tasks you want to get done right. Believers have a 30% chance to succeed, Disciples have a 70% chance, and Exalted have a 100% chance. Do Not Let Expeditions Use Up All of Your FollowersYou have three outcomes when it comes to completing an expedition:. You succeed (great!). You run out of money. You run out followersOf the three, running out of followers is the worst because these were the most difficult to acquire, and once you lose them, they're gone. You can earn back money.
If you see your expedition is not going well, the best thing to do is let it run out of money - do not keep throwing followers at the problem!If there's something you're still having trouble with, or if you have a particular question, let your voice be heard in the comments below.For more Cultist Simulator guides, keep it here at GameSkinny.
The Types & Uses of Followers
There are several actions your Followers can carry out:
-They can be sent to explore via the Explore Verb;
-They can be sent to break into that one location to find books (this will eventually cause the location to be destroyed in a fire), also via the Explore Verb; this might produce Notoriety, which the Bureau will try to use against you if they can get their hands on it;
-They can be used as assistants or sacrifices in rites, using the Work Verb;
-They can carry out their specific action using the Talk Verb and your Cult’s card.
The specific action a cultist can do is related to their Principle:
–Moth followers can attempt to destroy Tentative Evidence (but not Damning Evidence), effectively providing you with a good way to stall the Bureau’s progress on your case; your follower might however fail and disappear in the process. They can also earn loot and Funds the same way as Forge and Knock followers, along with Notoriety.
–Heart followers are your diplomats and can attempt to smooth public opinion of your Cult by getting rid of Mystique/Notoriety, which will also help stall the Bureau’s progress on your case; Heart followers can fail, but they cannot die or go insane because of that failed action : you will only get Peculiar Rumour, which is harmless, and the Mystique/Notoriety will not be destroyed, but your follower will always stay in your service,
–Knock followers can be sent to attempt burglaries, which provide you with a variety of tools and ingredients if successful, along with Notoriety, and sometimes Funds ; your follower may be lost. They are also often used as assistants in rites, because a lot of rites require some Knock to be added to the mix;
–Forge followers can be sent to work. This is another way to obtain tools and ingredients, along with Notoriety; your follower may be lost,
–Winter followers can be sent to roam the streets. They can provide you with tools, ingredients, and corpses, along with Notoriety; your follower may be lost,
– Lantern followers are seers and can engage in Augury : if successful, this will grant you Erudition and an Influence card (usable in rites). In case of failure, you will either receive a Fascination card, or your Follower will go insane and eventually be lost,
–Grail followers can be sent to enthrall prisoners which you can then use to further your twisted ambitions. They might net you Funds as well. They will produce Notoriety in the process, and may be lost, Lg smart truco 5.
–Edge followers are your henchmen and assassins and serve two purposes. If used with your Cult card in the Talk Verb, they will act similarly to Grail followers (ie, capture prisoners and produce Notoriety and sometimes Funds). However, they have a second action they can carry out with good chance of success : if you use your Hunter’s card (for example, Inspector Wakefield) in the Talk Verb, you can then direct a follower to try and assassinate/capture him. All followers can try to do this, but only Edge followers have a decent chance to succeed. They still might fail and be lost, however.
All cultists that could provide you with tools and ingredients will also occasionally gain you a book.