This build has 3 Perception and no points into Traps.
But Nerfed Old Man knows where most of the traps are. It's a mystery, I know... In case you're not sure what you're doing - stick to the walls.
You're bound to avoid the vast majority of traps in the game that way, but if you're a newer player, don't do as I do.
What really surprised me about Nerfed Old Man is how easy the Acid-Tripped Dogs were. I've always thought them to be incredibly annoying and dangerous in a pack, but Nerfed Old Man was handling them like they were nothing. They also couldn't land their ranged Acidic Entanglement, so I guess 30 points in Evasion pays off big time. Used a net and a few Fist of the North Star procs so controlling the choke was easy.
But Depot A is not Depot A on DOMINATING until you have to take down a Plasma Turret.
Poking that one with an electric knife isn't fun. I spend, maybe, ten batteries or so, but once it was down it looted for just as much, so it was ok.
The muties in the same area were probably the biggest hurdle in the whole of the Depot. I spent a few 'nades more than I expected, but better safe than sorry
.
The way to deal with packs of ranged enemies like this is to look for those who occupy more than a single square at the front. If you entangle, or Fist of the North Star them, they will block the passage for the rest.
Still, I have to say that regular dogs and muties with guns were more dangerous than the acid dogs or mutants.
Nerfed Old Man was dressed entirely in Mutant Dog Skin and had the Escape Artist Perk at this point, as well. Once again, control the choke with a Taser, Nets, Flashbangs and Fist of the North Star procs.
Happily finished that part of the game.
And immediately left for Core City.
Possibly the densest area in terms of XP in Oddity mode.
I got busy doing small things, looting every container I could, and fighting superior enemies with Fist of the North Star procs.
Nerfed Old Man was using a Taser, then punching them four times. Wait for the Taser to come on again and repeat. Quick good loot, and also a piece of stealth equipment with value of 33. I'd need that.
On the way to rummaging through all the containers in the Core, Nerfed Old Man stopped by the arena.
And used his companion challengers to tank Ancient Rathound attacks. Their loot is better served in his pockets.
Just make sure you have enough AP to actually loot the corpses before combat ends. It wasn't exactly an easy encounter, so Nerfed Old Man was content with only one challenger dying in the process.
Continuing to loot Core City, Nerfed Old Man joined Praetorian Security and did them a freebie by disposing of that burglar for free. He still took everything he could from that obviously expensive house... you know... for expenses.
After finishing the small stuff in Core City, an idea came to Nerfed Old Man's head. Why not visit Panacea Lab in Upper Underrail? Emboldened by the recent success with Depot A it didn't seem too bad of a plan.
And it wasn't.
Fist weapons are silent, so you can take a number of enemies out one by one.
Those lonely Hunchbacks are nothing but Punchbags for the Fist of the North Star.
And again, armed muties turn out to be more dangerous than bigger mutants.
There's a wider choke here, but still doable with generous use of eggs, Molotovs and caltrops. Enemies generally don't like walking on a combination of flame and caltrops, so controlling them is still possible. And I did have a number of 'nades I wanted to get rid of.
What is not possible to be taken down, at least at this stage of the game, is an Industrial Bot.
I don't know how you feel about Nerfed Old Man utilizing the lack of door handle recognition algorithms in the coding of the bots, but running away from one until he is an a room with a door, and then closing it once it's inside is the best he's got in terms of dealing with them at the moment. I honestly don't know how I should take down one if I have to.
Once done with Panacea Lab it was time to go back to literally the opposite end of Underrail. On the way there Nerfed Old Man stopped by the arena again.
This time with more success, yielding two challenger corpses instead of one. More loot for the wicked.
He did get busy with small things in the sewers, but quickly went out and headed straight to Junkyard.
If Depot A is Styg's Personal Purgatory, then the Magic Roach Island of Doom is the improved version.
I went in with 10 MK III Frags, 10 Magnesium 'nades, Burrower Poison Caltrops and additional paraphernalia of things. You can see how much I spent of those. Captain Bro bravely tanked totally balanced Magic Roach magicks, meaning travelling from Junkyard will be more difficult now. But I still count that as a win. I always prefer siding with the Eels here, so it was important to finish this part of the game.
With the stealth gear looted earlier, black Tabi's purchased from Blaine and a crafted Balaclava, Nerfed Old Man got nearly 70 Stealth without a single point in the stat. He did manage to complete Abram's task with that.
I put on the best clothes for the occasion:
And proceeded to attack the Scrappers from the front. Nerfed Old Man wanted to make sure that Salas wasn't going to die because then there won't be no dinero.
And the Scrappers were putting a surprisingly good fight.
I was also hoping that a Protectorate Soldier would die in the raid, but nope. Hopes dashed. Still, that's a lot of cash made on the return to Junkyard.
It was time to check another zone of the game.
Much like in Core City, you loot containers, try to do small things at first when you arrive in Foundry... kill wives by derailing mining carts, ect.
And you also step on worms to learn more of the world.
There's also free TNT here, if you want to help yourself to it.
Foundry quickly yielded a bar worth of Oddity XP, so Nerfed Old Man was able to improve his Crafting. He also became more Versatile... by deciding to use Energy weapons and SMGs, and whatnot.
I don't know if Ancient Rathound Leather is any better for glove weapons, but I still used that patch I looted earlier from the Arena to make 6 AP per attack Combat Gloves with a Pneumatic Hammer.
It was time to finish the first task from the Praetorian Security.
The first Guard has very high Physical resistance, so we only deal damage on Critical Hits and Fist of the North Star procs.
Still no problem with him. Lone enemies in general never will be a problem, I think, unless they are Industrial Bots.
Same with these two.
I had EMP 'nades ready for the next batch of enemies.
Again, notice how the enemy in the front is slightly off from his square. This means that in the game's logic he's occupying two squares. If you can control him, you control the group. And so with quite a generous amount of 'nades, and poking his head from the corner, shooting and whatnot, Nerfed Old Man was able to take down De Pacino and gang. Finally got a Shield Emitter.
This is the build at the moment.
http://underrail.info.tm/build/?DQMNBQkDAwcASwBLHjwAAAAAAEZLNxRLAAAAAAAAQScvYRYgTgbCo9-_