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Note: This guide may not be complete as we have 103 points listed. There is a chance that there are a few more, but it is not guaranteed. If you find any points not listed here, please tell us.

Canny
Canny
Maxed out the Wits attribute
Unlocks once Wits reaches 100

The 'Canny' achievement is gotten from maxing out the Wits stat.

Capers That Raise Wits and What to Do to Get It Edit

You need to follow these main adventures so their capers activate:

Follow along with all of the guy's main adventures.

The Main Adventure

  • In the beginning of the game, Sadie will have dialogue choices that give +10 points to some base stats.
    • Choose:
      1. Don't worry. I can outwit that type any day of the week.
        • Skill: +10 Wits
    • Choose:
      1. Actually, you're right: that's what high school was all about. Napping with eyes open. Good call, Anna.
        • Skill: +10 Wits
  • After the tutorial, Sadie will automatically get 10 points in Athletics, Charm, Knowledge, and Wits.
    • Skill: +10 Wits

Wits point tally after prologue: 30

New York Before Egypt Edit

Egypt Edit

New York After Egypt Edit

Current point tally: 42

Follow along with all of the guys' Main Adventures

Australia Edit

New York After Australia Edit

Current point tally: 53

Follow along with all of the guys' Main Adventures

India Edit

New York After India Edit

Current point tally: 67

Follow along with all of the guys' Main Adventures

  • [December 12, afternoon]
    • Pass the 1st Obstacle
      • Skill: +1 Wits
  • The Library Adventure
    • Pass the 2nd Obstacle
      • Skill: +1 Wits
    • Do not choose 'right' then run'
      • Pass the 3rd Obstacle
        • Skill: +1 Wits
  • The Third Eye Gang Adventure
    • Pass the 3rd Obstacle
      • Skill: +1 Wits
    • Pass the 4th Obstacle
      • Skill: +1 Wits

Peru Edit

New York After Peru Edit

Current point tally: 78

You can ignore Sterling. Keep following along with everyone else.

New Orleans Edit

New York After New Orleans Edit

Current point tally: 88

You can ignore Sterling and Felix. Keep following along with everyone else.

Turkey Edit

  • Two Adventures Together
    • Pass the 2nd Obstacle
      • Skill: +1 Wits
    • Pass the 5th Obstacle
      • Skill: +1 Wits
    • Choose 'There's got to be something he wants us to notice that he can't just write down' and pass the 7th Obstacle
      • Skill: +1 Wits
    • Pass the 10th Obstacle
      • Skill: +1 Wits
    • Choose 'Everyone must have a hiding place somewhere…' and pass the 11th Obstacle
      • Skill: +1 Wits
  • Roland: The Turkish Adventure
    • Pass the 1st Obstacle
      • Skill: +1 Wits
  • Nigel: The Turkish Adventure
    • Pass the 5th Obstacle
      • Skill: +1 Wits
  • Ahmose: The Turkish Adventure
    • Pass the 5th Obstacle
      • Skill: +1 Wits

New York After Turkey Edit

  • The Zul in New York Adventure
    • Choose 'Pierre's on Fifth', then 'bribing', then pass the 2nd Obstacle
      • Skill: +1 Wits
    • Skill: +1 Wits happens naturally during the caper
    • Pass the 6th Obstacle
      • Skill: +1 Wits

Final point tally: 103

Wits Point Tallies Edit

Prologue: 30

New York: 27

Egypt: 9

Australia: 7

India: 10

Peru: 6

New Orleans: 6

Turkey: 8

Total Wits Points Available=103

What Can You Skip? Edit

There are at least 103 Wits points available, which means you can skip a few capers.

  • Sterling's capers are always long and confusing. Avoid as many of them as possible, especially in India.
  • Capers in Turkey as they have high passing values
  • The Albino Alligator Adventure / 1931 Peru: The Main Adventure
    • The alligator caper only gives +1 Wits, but you have to beat the Peru caper to unlock it. Avoid two capers for the 'price' of one excess point of Wits!

Bonus Challenge Edit

If you're really into punishing yourself or just like a challenge it is possible, though very difficult, to get both the Canny and Charm School Graduate achievements on the same playthrough, since

  • the binary choices to increase stats in the prologue allow +20 to both Wits and Charm (at the cost of starting with only 10 in Athletics and Knowledge)
  • there are only four (known) instances out of all the capers in the game where you must choose either Wits or Charm.

Furthermore, as there are (at latest count) 104 possible Charm points and 103 possible Wits points, you can safely divide those choices between the two as long as you do nearly every relevant caper for the increases, though it gives you less leeway for mistakes. Note that this should NOT be attempted on any difficulty other than Easy -- even if you like challenges! -- or it will end in tears.

The instances where you must choose either Wits or Charm are shown below in chronological order:

  • The Bigglesworth Adventure
    • Pass the 6th Obstacle with Perception
      • Skill: +1 Charm
    • Pass the 6th Obstacle with Problem Solving
      • Skill: +1 Wits
  • The Anna Adventure
    • Pass the 4th Obstacle with Patience
      • Skill: +1 Charm
    • Pass the 4th Obstacle with Problem Solving
      • Skill: +1 Wits
  • The Golden Scarab Adventure
    • Pass the 2nd Obstacle with Patience
      • Skill: +1 Charm
    • Pass the 2nd Obstacle with Moxie
      • Skill: +1 Wits
  • The Big Movie Star Adventure
    • Choose 'Fingerprint the trunk.'; pass 5th Obstacle with Diplomacy
      • Skill: +1 Charm
    • Choose 'Set up a trap in the prop room'; pass 4th Obstacle
      • Skill: +1 Wits

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