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Messages - Coaxl

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16
General / Re: Cannot find South Rail outpost
« on: February 04, 2016, 03:48:44 pm »
http://www.underrail.com/wiki/images/2/2d/Map_by_Pipboy.png

You need to look near the top of the "Lower Underrail" section. Remember: north is towards the right on this map.

Basically, from the Rail Crossing station, you exit east, go south twice, east twice, and south twice. If you are planning to demolish the SRO, your Free Drone friends will be waiting somewhere along the way.

17
General / Re: Mixed psi build
« on: January 28, 2016, 10:24:26 am »
I don't like the idea of thought control as a backup psi school. I think it's the worst support school for a firearms user of any kind. It focuses on dealing with living things (which your rifle already does), its disabling options are quite expensive, and it doesn't help with robots. I think Psychokinesis is much better (Telekinetic Punch is a stunning ability that is cheap on action points, though not psi, and synergizes with high strength if you take the right feats, Electrokinesis is a great anti-robot and crowd control option that also stuns, Electrokinetic Imprint is a perfect instant-use trap, and Force Field is great for terrain control). I think even Metathermics is better than Thought Control as a support school, though I'm not sure of that. I'd go for more Psychokinesis, and then maybe you can dump a few points into one of the other schools, although that's not strictly necessary. (Maybe you could get the bare minimum 30/45 TC for Frighten/Bilocation respectively, since Frighten is another type of disabling you can use while the enemy is stunned and bilocation is quite useful in certain circumstances, though I'm not sure how effective they would be with low Thought Control skill so you might want just Psychokinesis.) This way, since you wouldn't be getting Locus of Control, you wouldn't need to go up to 10 will, only whatever the feats related to your most-used psi skills require.

18
General / Re: Tithonus Station [spoilers]
« on: January 23, 2016, 12:32:34 pm »
Sneaking is the only way if you don't have psi - you can actually do that no matter your stealth, I believe, since they have true sight (so stealth doesn't matter) but a short sight range. Just be patient, and instead of trying to sneak through at the first entrance to the right, go back towards the building's exit, where you have to sneak past the ghost of a fat guy, and then go from there. Some parts are frustrating, but none are impossible.

19
General / Re: Unique weapons
« on: January 23, 2016, 09:24:54 am »
No, Kukri and the Ol' Chopper who carries it are actually near Camp Hathor, slightly to the north and/or west of it I think - there is a footlocker with blood next to it and the guy will try to ambush you.

20
General / Re: [Spoilers] Stuck. Wandering aimlessly
« on: January 21, 2016, 09:46:03 am »
Okay, where are you now? Foundry? because at the Foundry entrance, there's the metro - ride it back to Core City. Core City has two metro lines, one on the "Lower Level", one on the uppermost one. Remember where the elevator is, and you'll know how to get around the city.

There are maps on the wiki too if you can't find your way. Find out where you are and follow the map to get to somewhere you know.

The sewers, in particular, are on the "Docks" level, the entrance into the sewers being in the north (there are two entrances next to the stairs).

21
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 18, 2016, 06:30:51 pm »
They read your mind because they know it won't lie to them.
They should know I was lying when talking to Tchortists then.

Not even the game knows that, as things stand! How could the commander know? Besides, we don't know how the mindreader works. Maybe he just sees the scene of you accepting the quest, divorced of its context, and jumps to conclusion. Maybe he can only view your memories as a movie, without understanding your feelings and motivations.

And they really are not that ruthless, else they wouldn't waste their precious resources o keeping Lora alive.

I've never been able to find out why they kept Lora alive, but based on what I've seen so far, they are ruthless murderers, and not even one good deed changes that.

And even if that was the case, there should be a [lie] option when accepting the reconnaissance quest.

Alright, that's a possibility, but then you should also be forbidden from actually completing the quest, since your in-game character does not intend to help them. After all, otherwise you are just gaming the system, aren't you?

22
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 18, 2016, 06:15:02 pm »
Yup, if I speak to them first they are friendly. Thanks and sorry for being so quick to judge.

But I don't think taking the quest from Tchortists should make them immediately hostile even if you did everything to help them up to this point. After all I did to them I doubt they have a reason to suspect me, who is to say I was honest when talking to Tchortists?


If anything, the Commander should ask if what you said back there was true.

If you say it's true, they turn hostile. If not, the Commander will order the mind readers to check you next time you come back to make sure you aren't lying.

That is not the style of the Faceless. The Faceless don't bother trying to interpret the crafty wordplay of the Underrail scum. They read your mind because they know it won't lie to them. In addition, the Faceless are not concerned with the minor possibility that you may, indeed, have been deceitful towards the Tchortists, just like they were not concerned with the innocent lives lost in the invasion of Core City in their mission to recover their shiny toy. They are actually totally unconcerned with the welfare of outsiders and if they have any reason to suspect you harbor hostile intent towards them, they will consider you surplus to requirements.

23
General / Re: serious help needed!!! (deep cavern)
« on: January 18, 2016, 05:45:25 pm »
All of that assumes the OP is looking for the mutagen reagents' canisters, but I would hazard a guess that they are looking for the hydraulic fluid canisters.

Well, about that, here are all four of them in spoilers (you need three):

1. One is in the locked warehouse in the warehouse block. You need to find a way to power the electronic lock to be able to open the door.

2. In fact, there is another one right there.

3. The Tchortists will reward you with one if you rescue their hostages, which will probably require you to demolish the Faceless camp - I'm not sure if you can do it if you are friendly with the Faceless already, but if you have accepted the mission before talking to their commander they will kill you.

4. A much easier option is just exploring south and west of Caerus Residential (where the statue is), there should be a ruined building with burrowers getting high on hydraulic fluid. Maybe you'll still find some left over.

24
General / Re: Infiltrating Institute of Tschort
« on: January 18, 2016, 10:07:51 am »
From Core City, the uppermost level.

25
I definitely agree, although I wonder how useful Dude's answers would be, given how his mind seems to be entirely focused on mushroom brew nowadays. Well, maybe he could remember through mushroom brew-induced visions...

26
Bugs / Re: Institute of tchort forbidden lab quest problem (spoilers)
« on: January 13, 2016, 09:32:32 pm »
No one with a sane mind would send them out through the front door of the institute, so the hole is really the only exit that makes any sense whatsoever.

If there are no Tchortists left in the institute, then the front door would be the preferred way to send them out, unless you think there is some sort of danger for the "rejects" beyond the main gate other than the Tchortists themselves? I mean, the alternate entrance lets them out into the West Wing instead - a dangerous place filled with various monsters, still close to the Institute, with no way to get out into Underrail proper. It is not exactly an ideal hiding place for the rescued captives either.

27
General / Re: Tchortist interview
« on: January 13, 2016, 01:23:50 pm »
Yeah, I dunno... I pretty much followed a "common sense" approach, seeming enthusiastic and eager, but not implausibly so, and I passed easily - and you don't even have to provide "perfect answers", really, just don't be honest about your real motives and ask yourself - "how would I answer this if I was a genuine Tchortist candidate?".

28
As I said, you need to deallocate power from the other nodes (deallocate from everything for starters), else the option for the research complex doesn't even appear. It requires 60% power, and if less than 60% power is available, then you won't see the option to allocate power to it. This is actually a bit of a minor design flaw IMO - when I first got the chance I also just allocated power to everything I couldn't, and didn't notice that one of the options went missing, so later I didn't realize either that it's even possible to allocate power to this place. Again, you are looking for a node named "Hollow Earth Main Research Complex". Allocate power ONLY to that node and "Mutagen Tanks A". I think the latter is necessary as well to progress beyond the closed gate, but I'm not entirely sure.

29
1. You need to backtrack to Arke Power Station (yes, it's a lot of fun) and deallocate power from some places to be able to allocate some to Hollow Earth Main Research Complex. (Give power to that and the Mutagen Tanks at the end, provided you have looted the warehouse and the residential block with the computers and coil spiders.) That will allow you to enter a building with a security camera above its electronic door. Inside, there is a place to make the biocide grenades, as well as a mutagen scanner which will be useful later on, depending on how you approach the final fight.

2. One hydraulic fluid canister that you can take instead of braving the Burrowers. For you, this is no longer relevant, and I'm not sure if you can even get it without being friendly with the Tchortists and doing their quest. Other than that, it has a shop, which is useful if you are friendly them.

3. Nothing crucial, just a potential conclusion to an optional sidequest or two. You can complete the game without entering the place. Note that you will be subjected to a mind reading before being allowed to do anything in the Faceless outpost.

30
Bugs / Cytosene Outpost - minor quirk with the Tchortist guard (spoilers)
« on: January 09, 2016, 09:47:27 am »
There is that Tchortist guard who really wants to make sure you are not a Faceless spy and thus, if you don't have robes on, he demands you to explain why. The thing is, it appears that Tchortist Rassophore armor is sufficient for the purpose of passing his requirement, but 'Tchortist robes', the non-protective ones you can get from the Tchortist rearguard at the Coretech facility which grant Stealth and Intimidation, do not - even if you have these on the guard asks why you don't have your robes. I think you should definitely be able to pass the guards with this kind of robe. (I'm not sure if there are other kinds of Tchortist armor the player can wear, but perhaps they should be checked as well if there are.)

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