You’ve got a lot of choices to make when you create your Sol. Here’s a breakdown of them.
Introduction and Thanks
I’m not going to talk about the cards you get added to your starting deck here – just the way your choices alter Sol’s skills and friendships.
Also, thanks to Steam user smokey for helping me with a couple of things here – much appreciated!
The First Time
Genetic enhancement is common but optional here, and Sol is no exception. You always get the same six choices no matter how many times you’ve played the game.
The second choice is when you meet the other six kids on the ship and you choose which one you want to be closer to. This gives you a starting +5 Friendship with the selected character.
Note that the two skills your friend boosts also gives you a clue as to which skills you need to focus on for their friendship route.
The wormhole sequence starts off with Sol getting some Stress, before you get Hal rounding everyone up for group safety, at which point you get two choices – obey or disobey.
- If you Do as he says, nothing changes.
- If you Try to slip away, Sol gains 5 Rebellion.
Sol ends up with the other kids and has to find a way to cope with the fear of what’s going on.
- If you Put on a tough face, Sol gains +2 Friendship with Tangent; this requires a minimum Toughness of 5.
- If you Get in touch with your emotions, Sol gains +2 Friendship with Marz and Tammy; this requires a minimum Empathy of 5.
- If you Think of a game to play, Sol gains +2 Friendship with Anemone, Cal, and Dys; this requires a minimum Creativity of 5.
Every Other Time, part 1
Instead of going straight to choosing the augmentation, Sol has a memory of their fourth birthday party and the presents they got. You get six choices here, and you’re picking one to be Sol’s favourite, which not only nets Sol a skill increase but also gets them a piece of gear!
Between Sol’s birthday and the augmentation choice is another new one – Geranium deciding to read something to Sol to ease their fear. You initially get three choices, but you can unlock a fourth with certain choices:
This is identical to the first time you did it – no changes there.
This is identical to the first time you did it. However, if you met certain conditions in other playthroughs you will get a seventh choice – Congruence, the ship’s AI. This gives the same skill boosts as Tangent does (+5 Reasoning, +5 Engineering), but doesn’t increase friendship with anyone and is a requirement for being able to alter the shields (which is a whole different thing).
This is identical to the first time you did it. However, if you met certain conditions in other playthroughs you’ll get a third option to try to get Congruence to recalibrate the shields. This choice means you get no Friendship increases or extra card, and it only works if you’ve made other choices during the prologue, but it’s necessary for two endings.
Every Other Time, part 2
Sol and Anemone are playing tag, but something gets broken – and naturally, everyone assumes it was Anemone’s fault. What does Sol do? You get three options:
- If you Let Anemone take the blame, Sol gets +5 Reasoning, +10 Rebellion, and +2 Friendship with Anemone.
- If you Admit you were playing tag too, Sol gets +2 Bravery and +25 Loyalty.
- If you Say you were trying to learn stuff, Sol gets +5 Engineering and +10 Rebellion.
Cal has found a mouse, and wants to keep it as a pet. How does Sol help him? You get three options:
- If you Help raise it, Sol gets +5 Empathy, +10 Rebellion, and +2 Friendship with Cal.
- If you Tell your parents, Sol gets +5 Organising and +10 Loyalty.
- If you Search for the rest of the mice, Sol gets +5 Animals and +10 Rebellion.
Dys has a habit of wandering off into the ship somewhere, but he usually comes back for dinner. Not this time – and Sol is tasked with finding him. You have three options:
- If you Go find him, Sol gets +5 Perception and +2 Friendship with Dys.
- If you Cover for him, Sol gets +5 Persuasion, +10 Rebellion, and +2 Friendship with Dys.
- If you Tell them where he is, Sol gets +5 Organising and +10 Loyalty.
Marz gets grounded! How does Sol help her out of it? You get three options:
- If you Stay with her, Sol gets +2 Empathy and +25 Loyalty.
- If you Help her sneak out, Sol gets +5 Creativity, +10 Rebellion, and +2 Friendship with Marz.
- If you Plead on her behalf, Sol gets +5 Persuasion, +10 Loyalty, and +2 Friendship with Marz.
Tammy wants to be nice and make everyone some carrot cake. The problem being that there aren’t any carrots readily available. However, Sol’s parents have access to carrots, so Sol is tasked with trying to get them. You get four options:
- If you Ask your mom for the carrots, Sol gets +5 Biology and +5 Loyalty.
- If you Ask your dad for the carrots, Sol gets +5 Persuasion, +10 Loyalty, and +2 Friendship with Tammy.
- If you Steal the carrots, Sol gets +5 Perception, +10 Rebellion, and +5 Friendship with Tammy
- If you Find something else to use, Sol gets +2 Creativity.
Tangent wants access to more of the databanks and information because she wants to know and doesn’t appreciate adults keeping it from her – and she asks Sol for help. You have three options:
- If you Help by scoping out the bridge, Sol gets +5 Perception, +10 Rebellion, and +2 Friendship with Tangent.
- If you Ask for permission from the captain, Sol gets +5 Persuasion and +10 Loyalty
- If you Hack into the holonet instead, Sol gets +5 Engineering, +10 Rebellion, and +2 Friendship with Tangent.
How to max out a skill
- Sol always starts with 10.
- Take the Doll (+5) or Eudicot’s Old Hat (+5 equipment bonus).
- Take Calm Temperament (+10).
- Befriend Cal or Tammy (+5).
- If you chose Cal, Help raise the mice.
- Take Eudicot’s Old Hat (+5) or the Doll (+5 equipment bonus).
- Befriend Marz (+5).
- Plead on her behalf (+5).
- Read Sir Knight and Princess Petticoats (+5).
- Take Extra Fingers (+10, +1 to all Creativity gains).
- Befriend Tammy (+6).
- Find something else to use (+3).
- Befriend Dys (+5).
- Take the Learning Tablet (+5, with an additional +5 equipment bonus).
- Take Absorbent Brain (+10).
- Befriend Anemone, Congruence (if unlocked), or Tangent (+5).
- If you chose Anemone, Let Anemone take the blame.
- Take Extra Fingers (+1 to all Organising gains)
- Befriend Cal, Dys, or Marz (+6)
- If you chose Cal, Tell your parents.
- If you chose Dys, Tell them where he is.
- Read Futuredog and the Space Cadets (+5) or the Engineering Manuals (if unlocked) (+5, with an additional +5 equipment bonus)
- Take Absorbent Brain (+1 to all Engineering gains)
- Befriend Tangent (+6).
- Hack into the holonet instead (+6).
- Take the Gardening Trowel (+5, with an additional +5 equipment bonus)
- Take Absorbent Brain (+1 to all Biology gains)
- Befriend Cal or Tammy (+6)
- If you chose Tammy, Ask Mom for the carrots
- Take the Sportsball (+5 equipment bonus)
- Take Super Strength (+1 to all Toughness increases)
- Befriend Anemone (+6).
- Take Eagle Eyes (+10, +1 to all Perception gains)
- Befriend Dys (+6).
- Go find him (+6).
- Take the Sportsball (+5).
- Read Superhero Justice Warriors (+5).
- Take Super Strength (+10, +1 to all Combat gains).
- Befriend Anemone (+6).
- Take the Animal Book (+5, with an additional +5 equipment bonus).
- Take Eagle Eyes (+1 to all Animals gains).
- Befriend Cal (+6).
- Search for the rest of the mice (+6).
Thanks to Lofwyr for his great guide, all credit to his effort. you can also read the original guide fromĀ Steam Community. enjoy the game.
Stealing the carrots does not give a +5 to Tammy’s friendship