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Messages - Lucifuga

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16
General / Re: Build for first playthrough
« on: December 24, 2016, 12:08:36 pm »
Real hard to go wrong with a sniper
Check this out

http://underrail.info.tm/?build=AwGgTAHKpgrC8DMICMpkqSA7Kx9oRDQV8jzDT4qFRtqziLyVxwBOERANi4hAAsrWMOSxc2VtjA54EZO0RA

Feel free to change the perception stat as 15 is a bit overkill
10 is perfectly adequate but I'm a fan of maxing out damage

Sniper rifles need 5 str to effectively wield them without penalties

Snipers benefit greatly from stealth since it directly increases the damage of the Snipe feat

I find most ask how much lockpicking/hacking they need for the highest checks
Answer in black text: 130/135.

Your first 2 feats should definitely be Aimed Shot and Sprint
Take interloper as soon as possible

Take offensive skills first - Snipe/Sharpshooter/Critical Power/Blitz
The crafting skills should be near to last
I ended up picking up Opportunist dead last
Ambush 2nd to last as it is rarely naturally useful

I feel as a sniper investing points into dodge/evasion to be a waste
Dodge in particular as rifle accuracy suffers greatly at melee range
Evasion is honestly perfectly fine but I'm a stubborn one

Mk IV grenades are amazing
You'll need 69 effective chemistry to make them

Biology is for drugs/medicine

Crafting at first may not be all that helpful but pays out immensely as you progress

Most encounters as a sniper involve dropping 2 enemies in the first turn from 100->0 with the aid of adrenaline/sprint+blitz
In larger groups use grenades to thin them out or a flashbang to escape

Snipers are fairly over powered so you should be dominating most enemies by lvl 10
Glhf

17
General / Re: I hate you all [major spoilers]
« on: December 24, 2016, 10:53:29 am »

The only other character I can think of that goes into any detail regarding Eidein's past is Abram in Oculus who only really mentions he was a BioCorp scientist of unknown status who founded Tchortism. We'll probably be seeing him in the future as hinted at in the epilogue so we'll just have to wait till then to learn more about him. Who knows, maybe Tchort lives on within him.
To my knowledge I don't believe his real name is mentioned elsewhere.

I was real bummed out that after seeing him die I couldn't take his robe/mask and impersonate him when entering Cytosine Outpost and be like "Tchort summons us brothers!" to then let the sheep be one with their god

Regarding the creation of Tchort, it is strongly hinted by the Faceless Commander that Otis, Frederik Austein's pet mutant, lead the revolt of the faceless who then threw several ((?) Unsure what they limited their pool to. Either solely everyone in the mutagen department, all presently at the Crucible at the time of revolt or everyone they could find in DC) BioCorp scientists into the mutagen tanks which somehow birthed Tchort. IRIS confirms there were plural unconfined mutant assistants though so it may have not been Otis but I doubt it. Otis (maybe not as per IRIS) is the Faceless leader now. The medallion was your prize for retrieving the cube so it is probably some high and mighty honorific invitation to dine with Otis or something.

I don't believe we are provided much info regarding the ~89 unaccounted years of Tchort's possible existence and Eidein's discovery of it. At one point though it seems Tchort has consumed a "High One" seeing that it knows the taste of their flesh and thoughts or at the very least has been in contact with one. Six states High One is an archaic term so maybe Tchort has outdated info by now or is old fashioned. Visions do say they were made anew so who knows.

As current in-game content goes Six's teleportation seems purely technology based to me.
No psi bar and all.

Well BioCorp created UnderRail and ruled it for centuries. Most of the immortal seeming folk were created in result of the inhumane experimentation which took place during/after their fall so it is understandable that they wouldn't know. Things just get lost in time. Even Eidein who has lived over a century claims to have never seen the surface but asserts it is presently uninhabitable. The majority of common folk probably don't know of said surface. Very few even refer to the Old World. That may be a regional thing though isolated to the South since Northerners view them as savages. The closest windows we get to viewing the surface are oddities and visions.
Keep in mind that UnderRail in general is a dangerous place and many end up dead before learning the words to ask why. The famine in particular must of wiped a majority of the population.

I'm convinced that since mushroom brew's side effect is to reduce psi skill/points that Dude drinks away to keep the voices out.

---

Per the library, the last big engagement the Tchortist had with the Faceless was in year 42. Ever since then only irregular skirmishes revealed they still lived. It has been ~15 years since their last sighting.
They got their behinds whipped so hard they ignored Tchort for ~60 years. Then their cube gets snagged and they massacre the whole cult.
Wut.

Tchortist housed/protected/worshiped a being that can kill a faceless "rooms" away merely through thought that may or may not be the collected consciousness of the very scientists that enslaved them only to be practically pacifistic toward them for over half a century but suddenly their battery gets stolen and they end them all for merely possessing it. They weren't even the original thieves man! Surely they must of known this after healing and mind reading/interrogating Lora Baker. Granted they increased in numbers/power over the years as confirmed by Stavros but I still don't see how they ignored them for so long only to now suddenly turn nuclear. The Universities roots were BioCorp too! Keep in mind that after massacring all Tchortist at University the Faceless just camp out of Tchort's kill range twiddling their thumbs. Rubs me wrong I tell you.

---

I find it a shame that nowhere on the official forums are the complete text of the visions recorded.
Since this thread is so well developed and makes mention of them on several occasions I'll just copy paste them here for future reference.

---

Mysterious pillars (Silent isle):

Three strange pillars rise from the pool. They are decorated with glowing symbols that you are unfamiliar with and they seem to hum, though you are unsure whether they actually produce sound or if it’s just all in your head.
Focus your mind on the pillars.
You clear your mind of other thoughts and focus just on the sound of the pillars and the glowing symbols.
As the time passes you lose the perception of the world around you. You can no longer hear the water dripping from the cave ceiling or the insects skittering amongst the mushrooms. Everything except strange symbols is darkness and the only sound is the humming of the rock.
You realize this could be dangerous.
Continue focusing.
As the time passes you can no longer distinguish the glare of the symbols from the humming. They merge into a single feed through which mental images pour into you. You cannot tell If they are memories or just products of your imagination.
You see a man sitting on a throne in a large sphere orbiting an invisible star. Millions of miles below, you hear wind sweeping across desolate landscapes carrying sand and dust. The sand scrapes across a naked man, tearing the skin away and revealing the robot body beneath. Great hydraulic pumps expand the universe until nothing can be seen.
The trance finally subsides. You cannot make any sense of the information that was poured into you and you’re left with only fragments.
The strange feeling that followed you across the island still lingers in the back of your head, though dormant.

Mysterious pillars (Core City):

Three strange pillars rise from the pool. They are decorated with glowing symbols that you are unfamiliar with and they seem to hum, though you are unsure whether they actually produce sound or if it’s just all in your head.
Focus your mind on the pillars.
You clear your mind of other thoughts and focus just on the sound of the pillars and the glowing symbols.
As the time passes you lose the perception of the world around you. You can no longer hear the water dripping from the cave ceiling or the insects skittering amongst the mushrooms. Everything except strange symbols is darkness and the only sound is the humming of the rock.
As the time passes you can no longer distinguish the glare of the symbols from the humming. They merge into a single feed through which mental images pour into you. You cannot tell If they are memories or just products of your imagination.
The corpses of Leviathans rot from within as their corpses collapse into the Sun. Machines gnaw and tear at the rubble of the universe , weaving fine thread. On top of a ziggurat amidst the thick forest the reign of the Godmen is proclaimed. The space weave ripples.
The trance finally subsides. You cannot make any sense of the information that was poured into you and you’re left with only fragments.

Mainframe (Oculus)

Suspended in the middle of pyramid a massive glowing rock hums softly.
Focus your mind on the rock.
You clear you mind of other thoughts and focus just on the sound of the humming and its strange contours.
After a while the walls of the pyramid start moving away from you. At first slowly, but soon they begin accelerating. They escape faster and faster, moving light-years away from you, but somehow you can still see them.
Inversely, the rock shrinks to the sub-atomic size. You can no longer see its light, but you can still feel its presence though the humming.
In the vastness of space, surrounded by the pyramid’s walls, a storm of memory, knowledge, and visions rages around you.
Most of them seem to be well beyond your reach, but you might be able to glimpse into some of them.

1. Focus on two large objects revolving around one another.
As a Leviathan circles around a red planet, from half galaxy away an invisible spear is hurled. It warps the space-time as it races towards its target, dislodging planets and shattering stars. This tell-tale signs will arrive too late to warn the creature of its impending doom, though.
For this giants it is impossible to defend from the enemy who can kill by observing. The Eon of the Beast is over.

2. Focus on the nearby superheated object.
The egg is cold and dark on the outside, but as you pass the membrane you can see and feel the hot core within.
Immeasurable amounts of energy flow though the invisible network. So much more than they need to rule their domain, but not nearly enough to change their fate.

3. Focus on the pervading background waves.
Countless thoughts of Godmen race though your head as you let the waves pass though you, but you can only make sense of small fragments.
You sense their fear and wonder as they arrive close by. They lament as they learn their fate.
Morbid curiosity make them descend. You feel anger and hatred as they die. Three are now all that remain.

With a sickening screeching the space around you implodes, and just as quick as it expanded, the pyramid reverts back to its previous state.

Monolith (west wing)

Suspended in the center of the room, surrounded by cables and various electronics, is a half-shattered crystal monolith. It is dark and rough on the outside, but from within the cracks emanates enticing blue light. Life watching bonfire, there is something primal that draws you to stare into its depths and listen to its humming.
Focus your mind on the monolith.
You clear your mind of other thoughts and focus just on the sound of humming monolith and its enticing blue light.
As you stare into the crystal, its light grows brighter and brighter, binding you to everything else. No shadow, no sound, no thoughts – just light.
No it is the light of the clear blue skies above lush thick green forests. You have never seen such sights, but somewhere deep in your mind – you know this place.
A massive structure of stone and metal rises far above the treetops. Its sacred, yet obscene geometry cuts into the skies above. Its dark cold walls have been hardened by millions of years of angry winds and tempered by many sieges.
Impregnable it stands in the wildest region of this moon – the Tomb of the Godhead.
Evil winds that now weep this temple seek to awaken the dead Godhead. They bring word of his people, his children and the sickness that has befallen them… that has *again* befallen them.
Now, gratingly, the many maws of the Tomb open, bellowing deeply. The song is carried back on this evil winds to all corners of the moon.
Slowly the voiced rise from across the globe. They are irritated at first, and soon they grow angry, furious. But their fury becomes tempered with fear and then… pain.
Now the world is screaming and you soon realize why. Deep in your guts you can feel it – a beast stirs. Fueled with all your desires and fears, like a rabid rathound it claws with increasing fury at the inside of your skin, yelping, growling, barking.
The pain becomes increasingly intense as the moments pass. Your face and your hands become numb, and inside – only pain. You look up at the sky, it’s nighttime.
In desperation your hand reaches for the stars. You have to escape or you have to cut your belly open and let the beast out, there is no other way.
The vision ends abruptly and you find yourself back in the real world. Collapsed on your knees, tears running down your face, you are screaming at the monolith.
You take a deep breath and compose yourself. Maybe what you saw was only a vision, but the pain was real.
Mysterious Pillars (Deep caves)

Mysterious Pillars (Deep caves)

Three strange pillars rise from the pool. They are decorated with glowing symbols that you are unfamiliar with and they seem to hum, though you are unsure whether they actually produce sound or if it’s just all in your head.
Focus your mind on the pillars.
You clear your mind of your other thoughts and focus just on the sound of the pillars and the glowing symbols.
As time passes you lose the perception of the world around you. You can no longer hear the water dripping from the cave ceiling or the insects skittering amongst the mushrooms. Everything except the strange symbols is darkness and the only sound is the humming of the rock.
As time passes you can no longer distinguish the glare of the symbols from the humming. They merge into a single feed though which alien thoughts poor into you.
They gather now around the Machine God. It is not customary to do so, for He is not god of discovery or hope, but a jailer, a warden…or, at best, a watcher of dark horizons.
On this day, however, from this point, the Chosen set out onto their greatest journey yet and they need His blessing. The great arch that they’ll travel across will take them across to the other side of His wall.
They will lose much of themselves in the process, but, by his Grace, will be made anew. To sail the black seas of infinity but not to submerge and drown – that is the miracle only their greatest benevolent God of the Machine could perform.
Or they so hope.
The stream of alien thoughts end and you find yourself in the real world again, feeling strangely melancholic.

18
General / Re: Underrail wiki?
« on: December 19, 2016, 07:13:51 am »
More names in no particular order
Including last names of some listed characters with no entries
A few on the wiki were misspelled

Hanging Rat
Mad Killian - Link

Protectorate
Sergeant First Class (SFC) Timothy Holloway - Link

SGS
Jo Hendrix - Link

Dude
Shoe Devourer - Unmentioned-Critters ;) - Link
Ebeneezer - If you think about it all mentioned-only characters could be Ebeneezer in disguise - Link

Core City
Van the JKK receptionist - Link
Dave Strelnik - Link
Stjepanicije - Link
Dr. Bronson - When Worlds Collide? - Link
Drilleg - Critter entry - Link

Free Drones
Alvin Bate - Link
Corben Trenton - Link

Foundry
Judge Taylor - Link
Todor Sallywatch - Link
Oliver Micas - Link

Tchortist
Rassophore Pavel - Unlisted on the character list
Efreitor Gromis - Link
Captain Sagan - Technically BioCorp? - Link
Investigator Peter - Link
Thomas Harding - North UnderRail/Dis - Link Link 2
Critters locked up in cells with Psycho could use a mention Link Link 2 Link 3

BioCorp folk
Mica Maas - Janitors matter too - Link
Marcus? There was also a Bobby... - Link Link 2
Slavkovic mentions great scientists - Nikolev, Frasard, Clarkson - Unsure if all linked to BioCorp - Link
Dr. Robin K. Frasard - Link
Louis Thorne - Maybe Core Ciry - Link
Sally McKinley - Link
Mark Reed - Manager/Jailor/Hunter? - Link
Colonel Salik - Link Link 2
High Representative - Unsure if person or group - Link

Misspells
WilbertJ. Samuelso - Space the two out please
Curator Nenna - Link
Sandy Kester - Link
Takao Oshiro /

Project Eos could use a mention in the BioCorp page
I noticed the page has Patterson grouped with the Bunker personnel but it sounds like he wasn't there from the e-mails

19
Bugs / Re: acid hunters bug no info from big fish core
« on: December 18, 2016, 05:44:51 am »
Ever talk to Tanner after finishing up with Rail Crossing?

I think you need to turn in his quest
"Tanner wants you to find out what is happening in Rail Crossing and assist them with their problem"
Then Rupert Simmons should give you quest to find Acid Hunters if Buzzer lived

If Buzzer died though and you didn't learn about Acid Hunters you'll need to take a quest in Foundry
"Chief wants you to investigate a small group of Faceless that was spotted west of Foundry. Find out why they're there and report to the chief"
You'll have to help the Faceless in order to progress main story though
Faceless' stolen object

Versions 1.0.1.8 and up have another way to learn about Acid Hunters but I wouldn't know of it
Maybe someone else can chime in about it

Recap:
Learn about Acid Hunters
Report to Tanner and then Rupert should give quest

To craft with super steel try Junkyard Surprise for +2 int
Might give you enough of a boost to use it

20
General / Re: Don't mess with Suidae
« on: December 17, 2016, 02:57:58 am »
Guns get all the disgusting big numbers
Where be the brawny flesh vs flesh gladiator duel finishers? :P
Guess I'll have to live with Super Slam and Heavy Punch
Dreams of Charging lay dead but not forgot

21
General / Don't mess with Suidae
« on: December 16, 2016, 02:30:52 am »
Was walking around UnderRail with my 10 con lvl 16 character and was met with a crit charging Warthog
I got wrecked real good



409 dmg before resistance/reductions
I'm envious of their Charge feat :'(
Then you realize these monsters are 3 screens away from SGS...
Pigs>Rats

22
Bugs / Re: No rest for the wicked - 1.0.1.4
« on: December 07, 2016, 12:00:53 pm »
Some more noise related stuff

Free Drones & Protectorate

You can use sound to lure a Free Drone to opening this door which normally you can only do from the other side.

Proceed to lure them out with sound and kill them out of sight of each other. Killing Shred sets off the flag for the Free Drone faction turning hostile towards you. To circumvent this you can use traps to kill him as the territory is uncontrolled.

Later on in the Protectorate quest line you are given access to the Free Drone base. Speak with Trenton and immediately be given the Junkyard fetch quest. Alvin Bates will speak as Unknown. I'm unsure what actually happened to him. Either he was never spawned due to skipping over quests or that progressing the Protectorate quest line killed him off/escaped.

As Epione Lab has already been destroyed you cannot complete the quest as the area is inaccessible having already taken place in the Protectorate quest line.

Marcella Green will initiate the spy accusation each time she is spoken to.

"Get off my lawn"

Just npcs with out of place dialogue having been lured out by sound

Wall hacking Faceless

Explains all the stories

"Someone's" Electricity

They all stopped immediately before the electricity as if questioning their life only to charge forward to their death
No aggro gained
The no exp seems intentional

Enraged Tchort

Not really sound related (lured) but Tchortlings fighting Tchort's Mouth was great to see

Jail cell = true love

If you impede Beck with traps the cut scene doesn't play out resulting in everyone just standing around chillin
The screenshot was taken as I wanted them all to have a happy ending but then Sarine started walking back to her cell...

23
General / Mystery - Find Bogdan (spoilers)
« on: December 05, 2016, 06:06:44 am »
Did Bogdan kill his brother Slavomir?  :-\

Got to look at the clues first

Both Jon and Kupusije confirm its Slavomir's house where you find Bogdan at

There is a giant puddle of blood at the entrance but no body...

Gene states Slavomir was a nice guy while Bogdan instigated the fight between them at the bar earlier
(which is funny considering Bogdan was living in the residential district while Slavomir was "walking the pipes")

Slavomir had SGS credits in his desk so he may have had associations with the station

Then there's the note you can find in Bogdan's room in the residential district which I haven't been able to find a use for
It reads: "They are onto you. You will not be able to leave the city, so lay low for a while. We'll contact you when the time comes."

The end result of all this is Bogdan staying stealthed in a corner of his missing brother's safe house hostile to all.

The whole scenario is rather open ended and leaves lots of room for interpretation.
What do you think went down?

Bogdan may be a hot head but I believe he wouldn't kill his own kin.
If that were the case why not just finish it at the bar? Instead he goes to his brothers house which he seemingly kills out front to then hide out in the back? Nuh-uh
I think the 3rd party which the note warns of snuffed Bogdan out. During the scuffle Bogdan and Slavomir mortally wound their pursuer but when tossing the body off the pipes Bogdan joshingly pushed Slavomir off to his doom. Derailment soon followed. The bar fight was just cause Slavomir didn't want to let Bogdan into his "pipe fort"

---

Slavomir's key doesn't open the secret passage door despite what the wiki claims
At least in 1.0.1.4 anyway

Slavomir could use a mention in the wiki being perceptively a murder victim and all

24
General / Re: Underrail wiki?
« on: December 04, 2016, 09:29:37 am »
Do you see anyone missing?

Mareth states General Korn ordered CAU to Fort Apogee
Probably a member in United Stations' Council of Five

25
Bugs / Re: Intricacies - 1.0.1.4
« on: December 02, 2016, 01:47:34 pm »
Buzzer vs Faceless Mindreader

If you allow the Faceless Mindreader to read your mind he ends the conversation to perform an animation after which he continues to speak with you

During the animation my character took bleed damage from a self deployed bear trap which prevented the conversation from continuing and I was free to do what I pleased. The Mindreader then continued to search the place as normal. The conversation resumes from where you left off if you speak to the Mindreader again.

With my freedom I pick pocketed the Holding Cell Key and freed Buzzer. To my surprise Buzzer actually has dialogue and faces off against his captor. If you speak with Buzzer during this you get an Unknown dialogue box. Despite being out of sight as well as fully stealthed the Mindreader immediately turns hostile towards you after opening the cell much like how he would if you were to turn on the switch that activates the turrets.

Npc Bilocation & Exp

When an Npc invokes Bilocation and the Doppelganger scores the killing blow you are awarded the Exp. Can be observed with Faceless Mindreaders, Eidein and Azif.

Hyperlink

26
General / Re: Is my build hopeless? (minor spoilers)
« on: December 01, 2016, 12:26:48 pm »
Take a gander

You can leave dexterity at 3
Just eat an Eels sandwich for +1 dex to mitigate the loss for 20 minutes – plenty of time to open/steal stuff
If you are real greedy you can save scum Junkyard Surprises for +2 dex
Can save a few skill points doing this as well

I would suggest putting the remaining base point in intelligence
This lets you take the crafting feat Neurology
You’ll need Biology and Electronics to make the headbands though
Bio is useful for drugs and seeing how you’ll be moving last in each encounter you didn’t sneak into I foresee innumerous health hypos being chugged down
Psi-regen drugs are essential to you build as well
Syncs well with Fast Metabolism
With Electronics you’ll be able to craft your own energy shields to lengthen your life expectancy

I would steer you away from the feats Yell & Cryogenic Induction
Seeing as you’ve yet to play the game I’ll leave my reasoning below in black text as it is somewhat spoilery/opinion based
   
Yell - 3 turn duration / 10 turn cooldown / 8 radius
Success rate based on Will
35% x your effective intimidation = reduced enemy offense skills (guns, crossbows, melee, throwing)
Min scenario    Max scenario
35% x 20 = 7   35% x 80 = 28

When regarding the story persuasion is the essential social skill
Persuasion has actually world impacting checks while intimidation to my knowledge doesn’t

Intimidation has 2 checks that I know of that you cannot pass
You can pass every persuasion check with enough skill though

There exists gear/weapons that raise intimidation so you can save a few skill points on checks if you equip them.
Can net yourself 40 effective points with just 2 mid-game items
.

Cryogenic Induction
Chill debuff (-10 movement/stacks) isn’t bad but it ain’t exactly great either
Extending it from 2 to 3 turns won’t change the outcome of the encounter

The only positive I see is that it extends Cyrostasis effect from 2 to 3 turns
One turn can matter but it pales in comparison to Force User’s extension of force field by 2 turns (total 4) which can entrap, block pathways and prevent damage.

The shatter effect is a novelty that gets old quick.
Necessary 5 action/65 psi points needed to see it in use.
Only procs from mechanical or cold damage. Since you have no mechanical damage your only means to proc it is to use offensive psi-ice attacks. Cynokinesis (15 psi) takes 20 action points so you can get off 3 max in a single turn with adrenaline. Max you save yourself 1 attack.
At best the shatter will save you 20 action/15 psi points
If you rolled low on the attack your enemy is free and you’re down 25 action/80 psi points only left with an extended chill debuff to remind yourself of an invested feat point

I’d only pick it up to RP
.

If you do away with those 2 feats you can pick up Neurology and a spare

Power Management is great for shields/cloaks/tasers
Also lets you sell crafted electronics at a significantly higher price (0 mercantile might change that aspect)

Since the Huxkey and the Jackknife are revealed in the character creation tool I altered your skill investment in lock picking and hacking
Be warned that for the Huxkey you will need to complete several quests in a particular fashion or else you’ll miss out.

As for beating the game…
Can’t say

27
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 20, 2016, 06:48:05 am »
Are you playing on easy or running an old version? The latest version has neat AI updates. All of them apply on hard, some on normal, easy is the same old dumb NPCs.

I run on 1.0.1.4/normal
I'm always reluctant to update but that is something to look forward to along with Expedition
Thanks for the info!

28
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 19, 2016, 05:44:50 am »
Such flashy animations :o

I spot several "target"s in there regarding the buffs
They seem to me like the perfect NPC/partner support skills

Maybe I run too many "1st turn" characters but I've never seen one go behind cover at the end of their turn
Neat!

29
General / Re: Favorite noisemaker?
« on: November 15, 2016, 11:57:12 pm »
Favorite noise maker?

Frag mine

Being serious though I don't think anyone will dispute the regular Frag Grenade as the most efficient noise maker seeing as the skills required to make them are low and how most armory merchants have enough stock of the materials to craft several in a single spawn. Materials are also dirt cheap and easy to come by.

I find thin nade cases harder to come by so I discredit the HE variant.

Flashbangs are valuable to stealth users as you can incapacitate an enemy and exit combat to make your escape. Plus without feats they have a long cool down.

Molotovs make less noise and the AI has enough brains not to walk into the flames. Really a waste if your not using them on enemies.

EMPs are costly.

TNT is a bit too valuable of an item to use just for noise.

Wish you could bait bandits with the fumes of Mushroom Brew

30
General / Re: Final Boss struggle (big spoilers)
« on: November 15, 2016, 11:21:26 pm »
This is unreliable but I've got another possible route to victory for ya

The goal is to gather up enough stealth granting gear that totals up to 86 or more points. With 86 effective stealth one can successfully avoid all enemies (excluding Tchort) in the final fight.

The checklist:
Cloaking device blueprint   (No clue where to find one in DC)
Electromagnetic Deflector
Electromagnetic Field Stabilizer
Plasma Core

Crafted Cloaking device + a ton of batteries
Stealth granting armor
Stealth granting boots
TNT Charges (minimum 2)

Cloak is essential as it will be the most stealth granting piece of gear your character can make but is completely dependent on the RNG your version of DC rolled with components. The most crucial part is the Electromagnetic Deflector as its quality determines the stealth bonus. With a quality of 130 your character can gain 64 stealth with the cloak alone.

Cross your fingers and head back to the storages in search of high grade components. The back room of the Power Station boss also holds various electronic parts.

Onto armor. If the faceless storage doesn't pan out with good stealth armor the Tchortist merchant sells both riot gear and vests. Eventually you can wait out a good stock spawn until he has some nice overcoat gear. The armor piece should net you ~20 stealth. Rathound Regalia gives 25.

If you are just shy from the 86 total you can buy some rathound padded (black cloth) boots from the Tchortist as well. They typically give 6 stealth.

Do take armor penalty into account as it will reduce the stealth bonus of all worn gear.
The cloaking device is thankfully excluded.

Finally with the needed stealth go into the fight and exit combat on the safe tiles, equip your stealth gear, enter stealth and turn on your cloak. Head for the top tanks and place a TNT charge to destroy them. You'll probably want to keep batteries on your cast bar as you'll need to frequently recharge the cloak throughout this. The top left tank will be the hardest to blow up as the Tchortling is entrapped in the corner by gas and won't be (rare times it will) lured out with noise so it'll be difficult. With enough luck though it won't bother you while placing the charge.

After blowing up the top two tanks exercise the nading strategy and you should finally have enough of an advantage to beat Tchort. I advise to go for the top tanks first as the constant damage amplifies with each one that is destroyed. Healing up will take you out of stealth.

Here is a strat for blowing up the top left tank if you can't manage it.
Exit combat on a safe tile -> place TNT charge to your right -> stealth and head for the top left tank -> once the TNT explodes the tchortling will go towards the edge of the gas cloud -> pass it by as it move towards you and place the charge (entering combat helps you not bump into them)

You should be able to make it by doing this. Head back to the safe room while avoiding the oncoming tchortlings, heal up and head for the top right tank. Entering combat gives you the push to get you by the tentacles undetected.

I must reiterate that this is an unreliable method to beat Tchort and it may not work out for you as there are many variables beyond one's control but it is a feasible way to win.

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