The theme of a time loop is not new, but every work of art brings its own interpretation to it. The recently released Rue Valley combines a story about a time loop with the aesthetics of the beloved role-playing project Disco Elysium. In this guide, we’ll tell you how to complete all the cycles of the loop in the game, as well as provide solutions to all the Rue Valley puzzles.
Character Setup
Before the game begins, we are given the opportunity to choose certain character traits and customize their emotional features. There are nine points in total to distribute among twelve different states.
The level of selected characteristics affects dialogue options, but no matter which traits you choose, the game can be completed in any case.
After distributing the points, we move on to the prologue.
First Cycle. Introduction to Rue Valley
The first conversation with the protagonist's psychotherapist does not contain important branches. Ask him all the questions you’re interested in and leave the office. This is where the influence of character traits first appears.
By the door, you can notice an angry woman hitting a vending machine. The hero has the status "Complete Lack of Motivation," which prevents him from analyzing objects and communicating with other people.
Walk past the points of interest to the entrance to the motel office on the left.
Here you meet a sociable receptionist, talking on the phone with tech support because of a broken modem. She doesn’t pay attention to you, so try to keep yourself occupied until the girl is free.
At this point, the game introduces the time-skipping mechanic — an important resource. Every action spends in-game minutes. In the first cycles, this is not critical, so use different ways to kill time.
You can take a cheap pen and draw, study the brochure on the counter, or sit on the chair and choose the option "Play a round of 'Hypercasual Protagonists'" — the most effective choice.
When the conversation ends, the receptionist gives you a key card to room #6, located at the end of the corridor on the second floor.
Leave the office and go upstairs. In the room, unpack your suitcase and lie down to rest: depending on your character traits, the hero will either play on the phone or just close their eyes.
A call from an unknown number — you can talk to Percy Rugger or reject the call, and then go back to your phone.
In your sleep, the mind map opens, displaying memories of people and objects found during the day or in previous cycles. Study the available memory fragments and move on to the dreams.
After the roar of an engine outside, the hero wakes up thirsty.
Statuses like thirst greatly alter character traits, affecting future choices in dialogues. To remove thirst, go down to the first floor and witness a scene: a man crashes into a transformer, throws a cigarette, and drives away.
After going downstairs, the hero is struck by lightning — this event is recorded in the mind map. Approach the vending machine on the right, press the red button, drink water, and remove the status.
The sky turns red — the first introductory cycle comes to an end.
Second Cycle
Mr. Harrow wakes up in the psychotherapist's office with the status "Anxious Premonition." Continue the conversation with the doctor, complain about sleep problems, and receive a purple pill.
Due to lack of motivation, we still can't fully explore the surroundings, so go straight to the receptionist in the office.
Now, thanks to a call from Mr. Fink, the receptionist gives us the key to the apartment. Say goodbye and head to your room.
In the room, remove the suitcase from the bed, take the purple pill, and go to sleep. If this option is unavailable, sit in the chair and do the same.
Ignore the call and proceed to the mind map.
Now three new memories are available: about the strange man, the lightning strike, and the red sky. Study them and get the opportunity to create an "Intention." Combining certain memories allows you to formulate an idea that can be implemented for inspiration points. Intention gives additional dialogue options.
However, there is not enough willpower yet, so skip creating an intention and fall asleep again.
After some time, the anxiety leaves the hero, and the "Anxious Premonition" status disappears.
Lightning outside awakens Harrow's curiosity. The lack of motivation is removed, and we receive one inspiration point, which can be spent on creating an intention in the mind map.
Go down to the parking lot and approach the transformer to find traces of the strange man's presence. Examine the shards and choose the option "Examine the large shard."
After this, the sky turns crimson again, and the second cycle ends.
Third Cycle
Once again, the psychotherapist's office, once again a course of treatment. Recall all the events of the previous cycle using the mind map and realize that you are caught in a time loop. This gives us one inspiration point.
Vladislav Sham










