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Messages - Davinrarre

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1
General / Re: Underrail Expedition (Spoiler): Location of unique spear
« on: August 21, 2019, 06:40:42 am »
Under the lighthouse in Port Crag (I think that's what it's called, it's the lone pirate port on the eastern side of the map), on a statue.  You need 7(?) strength to pull it out of the statue.

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General / Re: (Expeditions Spoiler)Need help locating an individual
« on: July 29, 2019, 09:10:14 am »
I'm going to go out on a limb and guess that's the same Hank Wardell that used to own our house in Core City before he blew himself up.

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General / Re: Grey army spec ops armor?
« on: July 29, 2019, 08:51:25 am »
^
The Grey army spec ops soldiers only come out of the two northern blast doors in the main hall when the alarm is triggered.

4
Bugs / Re: My usual bunch of glitches\bugs.
« on: December 12, 2017, 11:31:03 am »
During Gorsky's quest to take the black crawler base, the player and zone rat helper NPCs spawn right next to two explosive barrels; if these barrels explode and damage any of the friendly NPCs, even if you didn't blow them up yourself, your former friends will turn hostile on you.  Really, really annoying since the NPCs in that mission tend to use burst and throw grenades near that area.

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General / Re: Fastest way to acquire an assault rifle?
« on: February 20, 2016, 05:32:11 am »
Um, you can get one in GMS, the bandit leader in the lowest level has an AR.  Otherwise I think you can randomly find assault rifles around the map sections near SGS in boxes that need hacking to access.  Ofc the SGS armory sells a 20 mech frame but since you need 30 mechanics to fit a 7.62 barrel I think it might be faster to clear out GMS and loot the AR.

6
General / Re: On the topic of bullet calibers
« on: February 13, 2016, 07:37:51 am »
Since the developers of this game are mainly Eastern European, they were probably partly influenced by Russian and European weapons/ammunition when they made this game.  There are several references to Russian/Eastern European weapons in the game that Americans may not recognize, but are in fact very iconic to the developers (TT3000 a reference to the Tokarev TT-33, ZC99 a reference to the Zastava CZ99, the Dragunov, and the Black Arrow being a reference to the Zastava M93 Black Arrow).  Thus the 12.7mm round is probably in reference to the Soviet 12.7mm (https://en.wikipedia.org/wiki/12.7%C3%97108mm) rather than the .50 BMG, and the 9mm in-game might be a reference to the Russian 9x39mm (https://en.wikipedia.org/wiki/9%C3%9739mm).

7
General / Re: Tithonus- Please Help
« on: January 31, 2016, 07:00:19 pm »
It should be a named keycard - Dr. Maria Hope's keycard or Wasi Abdul's card from Caerus should do the trick.

8
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 04:52:10 pm »
I may have exaggerated it a bit, but you will be fighting a lot of respawning bullet sponges in DC while having your combat stats debuffed; some recent patches made certain areas a lot easier to handle (coughpowerstationcough), but it is generally better to stock up on more W2C ammunition and health hypos to give you some leeway if this is your first time into DC.

Anyways, hope I helped you somewhat, and let us know what you think of DC after you finish it!  Good luck!

9
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 08:31:50 am »
The OP specifically stated that we craft our responses assuming that he has NO CRAFTING SKILLS WHATSOEVER, so I'm discounting all the weapon parts/components that he can find in DC to supplement his gear and supplies.

The warehouse area that stores the batteries and ammunition is patrolled by Faceless Gaunts which constantly respawn and restealth; if the OP managed to screw up his relationship with the Faceless it's going to be a LOT more troublesome to both make it to the warehouse area AND make it out alive.

If the OP is using an AR build, then the ammo that he finds in the warehouse area is nowhere enough to last him through DC, and if he's using a sniper build, then the regular ammo is not as useful to him because he wants W2C rounds to kill efficiently.  I guess it's good that the OP can find several replacement weapons there because he can't recycle junk and craft repair kits.  There's only about 1k rounds of 5mm (useless imo because you cannot efficiently pierce mechanical resistances of enemies in DC with 5mm, and I don't think there are a lot of replacement 5mm weapons in DC if you don't bring repair kits), 1k rounds of 8.6 and 9mm, and about 250 rounds of .44 and .50 cal, which you will use up quite quickly when taking into account of all the respawning enemies in DC, missed shots, and general high mechanical resistances of a variety of enemies in DC.  If you have stealth you can sometimes avoid fighting Tchortlings, but there's a TON more respawning enemies for you to fight.

I don't know what paths the OP has taken in his game, but I would still highly recommend him to stock up generous amounts of W2C ammo, batteries, repair kits, and medical supplies before he heads into DC in order to have a "relatively" comfortable experience in DC since it will be his first time there.

10
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 02:47:41 am »
Stock up on repair kits if you're using a non-crafting build.  Depending on what weapons you use (if you're using an AR build you need LOTS of repair kits).

Bring all the hypos, bandanges, HIGH-LEVEL grenades (Mk. III) and batteries that you can.

If using firearms, bring normal and W2C ammo, do not bring JHP rounds since all the monsters in DC have high armor/resist.  Buy all the W2C rounds for your guns that you can.

Bring a pair of Night Vision goggles if you don't want to squint your way through DC.

Do not bother bringing explosives/mines.  Mines are dead weight, and you're better off bringing a Jackhammer instead of stacks of TNT.

If you have CAU armor, you can just wear that through the entire DC experience since Tchortlings/Mushroom monsters do mostly mech/bio/acid damage.  There are exceptions like Arke power station where you have to fight a ton of robots that do electricity and fire dmg, but EMP nades + W2C rounds should handle them pretty quickly.

There is a large warehouse area where you can find spare weapons/armor/stacks of normal ammo, but if you're hostile with the Faceless it's a pain to access the area since you're liable to get ganked by Faceless Gaunts all day long.

If you put on a Tchortist Rassophore uniform (you can pick one up from dead bodies in DC) and answer the questions correctly, you can befriend the Tchortists in DC which will give you access to a weapons store that sells some ammo and other supplies, but its the same deal with every other store in Underrail.  At least you have somewhere to spend your 30k Charons down here. (You will have to pass a persuasion check if you happen to not be wearing a Tchortist uniform when you first come upon their camp.)

I went down into DC with about 150+ large hypos and bandages, about 400 W2C rounds for my sniper, adrenaline shots, and about 250+ batteries, and I used up about 80% of my hypos/bandages, all of my W2C, and all of my batteries for my night vision goggles.  Of course, the shopping list varies depending on the build, but I would say it's a safe bet to have at least 100 large hypos, 100 bandages, about 500 rounds of W2C for your primary firearm PLUS about 2k normal rounds total for your main and off weapon, 200+ batteries if you're using night vision goggles (highly recommended), molotovs, frag grenades, and EMP grenades for Arke power station.

Bring a Jackhammer, it lets you access more content and areas without carrying 100kg of TNT.

IMO Chemical Assault Unit armor is the best armor, hands down, for DC in terms of resists.  Wear that if you have it, if not then wear the best armor accessible to you that has bio resist.

I guess some people will say that there are places where you can resupply in DC, but choices you unwittingly made in the game might screw those locations up so don't completely rely on them.  Be safe and bring lots of supplies rather than be sorry and not have enough.

Last word: SAVE the game BEFORE you enter DC, the game will autosave for you when you enter DC, but it will NOT autosave for you when you take the elevator behind Eidein's office for some ungodly reason when that would be more useful.

11
General / Re: Unique weapons
« on: January 22, 2016, 09:36:16 pm »
I've played through this game once on easy and twice on normal now; found every unique weapon except for the Black Arrow and Kukri.
SPOILERS BEWARE

Here's all the unique weapons that I've found and their locations:
Bieretta 99 - found in a storage facility in the caves to the east of Rail Crossing; the Protectorate quest line will have you go to this warehouse to retrieve some Mutagen D5s.
Gluck 17 - Panacea Lab in Upper Underrail.  It's on one of the dead bodies.
TT3000 - found on Marvin (Martin?) Junior's dead body in the Free Drones base; the best time to get this is during the last quest in the Protectorate questline.
W&S .44 Magnum - Wyatt Pear in Depot A, Junkyard.  Low level players beware because Wyatt is a pretty tough cookie.
Wasteland Hawk - Found on a named Lunatic in the shopping mall to the west of the Institute of Tchort; you will have to go to this place to retrieve an artifact if you want to join the Tchortists.
ZC 99 - Northeastern sector of Drop Zone, you will have to find the shack this weapon is located in in the first quest for JKK.
Phase Gun - Deep Caverns, in the section to the east of the main compound; the one with all the destructible walls.  Highly recommend bringing a Jackhammer as a lighter alternative to stacks of TNT.
XAL-001 - Institute of Tchort; Investigator Georgis will give you a quest to test this experimental chem pistol.  As long as you don't turn in the quest you can keep this weapon forever.
K&H MP6 - Depot A, in the underground section in one of the boxes.
Mini-Izu - Drop Zone, the building it's located in is south of the shack that Luben is located in for the Coretech questline.  There is a ladder to take you down to a ledge to enter the buildling; the SMG is upstairs.
NF R90 - Found on the dead body of Major Clifton in SRO, right above the Protectorate Embassy in Junkyard; you will have to kill him for the Free Drones questline.
Syg MPX - RAF 013 (I think it's called that).  You will have to go to this facility in the Tchortist questline to find Rassophore Nevil; the door to the zone is locked and inaccessible prior to this quest, so don't bother.
Tommy Gun - Found on the dead body of Joe de Pacino in Drop Zone for the Praetorian questline.
AKX - Found on the body of a Free Drone fighter during the Missing Train questline given by Capt. Herve in Rail Crossing.  You will have to kill the Free Drones yourself which locks you to the Protectorate faction.
K&H KH416 - Found on the body of the gang leader at the end of Gorsky's questline in Core City.  Forgot what the gang is called.
N16 - Found in the Protectorate Warehouse in the dock section of Core City.  It's the second storage unit from the right.
NF F2500 - Found in the Deep Caverns, in the Caerus Residential Blocks.  You need to clear out Arke Power station and redirect power to Caerus in order to access this weapon.
Steyr-Auch - Found in the sections somewhere to the south of Foundry and possibly east of Rail Crossing; on a named hostile NPC named Simon Peres.  Be warned, this NPC is surrounded by hostile Ironhead bandits.
AFW - in the Crystal Caves deep in the Foundry Mines; it's in the room where the Beast is, and the room is still accessible after you kill the Beast.  The rifle is on one of the dead soldiers.
Black Arrow - I have no idea.  The stats on this weapon hints that it's found in a higher-level zone, possibly Upper Underrail or Deep Caverns, but I am not sure.
Dragunov - Found in the tunnels beneath Buzzer's shop south of Rail Crossing.
Jawbone - Found on the dead body of the Rathound King.
Power Fist - Found in Hecate Research Facility, east of Foundry.  In a box in the basement of the facility with a bunch of Coil Spiders and grills that occasionally electrocute anyone that stands on them.
Ripper's Glove - Found on one of the Lunatics in the room west of Harpocrates Station in the Institute of Tchort; you will be asked to check the area out during one of the institute's quests.
The Claw - Found in the sewers of Core City, on one of the Muties.
Bone Handle Knife - Found on the body of a dead Tchortist in Deep Caverns, Leo wants this weapon back in order to befriend him.
Butcher's Cleaver - Found on the Lunatic Butcher in the tunnel systems in Lower Underrail; you will have to fight through him and several Lunatics during the Free Drones questline.
Dehumanizer - Found on a named NPC (Zaman?) in the Core City Sewers that you will have to kill for the Coretech questline.
Jackknife - Found on one of the Bandits in the residential level of GMS.
Kohlmeier's Lucky Knife - Found on a named NPC in Junkyard, Kohlmeier will give you a quest to retrieve this knife as well as telling you how to find it.
Kukri - No idea.
Balor's Hammer - Found on Balor to the south(?) of Foundry.  It's super heavy.
Mind Cracker - No idea.
Quake - Found on a named hostile NPC (Gubbins?) in Upper Underrail, surrounded by hostile bandits.

12
General / Need help with faceless near foundry
« on: January 19, 2016, 05:17:50 am »
Currently stuck on the mission where the chief of foundry asks me to talk to the faceless group to the west; I found the faceless, talked to them, went back and talked to the merchants in Foundry that led me eventually to saving Hugo, killed the bandits and talked to Hugo about just every option that he has, and I returned to the faceless but they will not interact with me.  I cannot talk to the faceless; when I click on them I get the onscreen message "they observe you silently."  Because of this I cannot currently finish this quest, please help!

13
General / Re: Unique weapons
« on: January 17, 2016, 07:23:51 pm »
There IS a unique chemical pistol from a quest in the institute of Tchort; the questgiver gives you the pistol for testing and afaik as long as you dont turn the quest in you can keep the pistol.  However, the pistol does sometimes backfire on you so beware of that if you do decide to keep it.

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