Culpa Innata : A note about the structure of dialogue in the game...
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Culpa Innata Hints
A note about the structure of dialogue in the game...
The dialogue in Culpa Innata is non-linear in nature. In Adrianopolis of 2047, officers of the GSPN are only able to ask a limited number of questions to those involved in their investigations on a daily basis. This means that you will find yourself needing to visit the same person over and over each day to ask those few more questions. While this may seem odd, this is how the game works and it means you can follow up several leads each day. Rather than spending an entire day with one character, you can visit a half-dozen locations, follow up a half-dozen leads, and see the game in a much more balanced way.
Since I have split the hints for this game into sections based on the game's storyline, I have not covered exactly who you need to speak to and in which order or on which day. If you find yourself without any puzzles to solve, simply visit whichever locations are currently accessible and ask some more questions. If you have asked everybody you can, end the day and come back to ask more questions tomorrow. The game has no time limit, but days will begin and end fairly quickly.