Therapy Sessions

can fail 1 achievement point

Alfie Gunfibel is offering "therapy" sessions. Are they worth your time?

How to start

Starts after a conversation with Alfie Gunfibel (Alfie Gunfibel first meeting)
Clues· tutorial step 1 done
Dialogue13 decisions spoilers

Quest chain

This quest can fail, and a failed quest usually can't be completed any more. Tip: back up your save before a key conversation (copy the .sav file from the save folder).
Walkthrough4 steps · 4 conversations spoilers
  1. Appointment with Alfie Gunfibel
    Are you ready for your first session with Alfie Gunfibel?
    Talk to Alfie Gunfibel (Alfies 1st Session)
    Dialogue8 decisions spoilers
  2. Another Session with Alfie
    It's time for another therapy session with Alfie.
    Talk to Alfie Gunfibel (Alfie gets deep)
    Dialogue7 decisions spoilers
  3. Alfie has a plan
    Find out about Alfie's plan.
    Talk to Alfie Gunfibel (Alfie has a plan)
    Dialogue14 decisions spoilers
  4. Find out if Alfie's plan worked
    Did Alfies plan work after all? Time to find out.
    Talk to Alfie Gunfibel (Did Alfie escape Sanguine Minds)
    DialogueCan fail the quest3 decisions spoilers
Rewards spoilers
Possible rewardsrecipe Pizza CocktailAlfie Gunfibel Friendship +3
Key choices and quests it may exclude spoilers
Failure clues
Relationship gate (Alfie Gunfibel)nowcurrent value unknown

Expand a section to see it. Key choices: clues come from dialogue branches and may not be exact.

This quest can fail in 1 conversation on this page, marked in red. Inside, a red outcome shows the choice or ending that leads there, per the game data.

Every conversation of this quest, line by line. The choices listed under each line are the game's own, taken from its dialogue files (game build 25680465) in the order those files list them. Outcomes listed for a choice come from the game's dialogue scripts. That each one applies when you pick it is our reading of the data, not confirmed in game. Conditions shown as “if you chose …” or “after …” come from where the game data sets that story flag; other events may change it too. A choice marked “ask once” records a story flag when you pick it, and its own condition needs that flag unset. A chip such as “Name +1” is a counter that, per the game data, only this conversation changes. Conditions on it are counted from earlier answers in this conversation; that is our reading of the data, and the counter's starting value is not confirmed.

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