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Completed Underrail, Dominating, Oddity, Too Squishy

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
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I opened this here curtain from stealth.

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And made some noise inside after waiting for stealth to come off cooldown.

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While the commotion was on I snuck behind to the elevator. There's a Dex check here so keep that in mind.

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First thing downstairs is to barricade myself in this here room.

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And use gas, ice and acid to deal with the first crab group.

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Some nice damage coming from the new Acid Gun.

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Repeat the same with the next group of crabs.

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I though I'd get the attention of the entire group here. Instead the ones to the west don't get alerted. Crabs don't holler for help.

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This could be useful for someone out there.

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Regardless I still alerted the rest as usual.

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And made the usual kill zone here.

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The next level has nothing but a handful of Strongmen which are easily dealt with by the Acid Gun. There's also Nets, Taser and Cryostasis for one turn if Entanglement doesn't proc, but in my case it always did.

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In the generator room there will be four Strongmen. I don't use stealth here, instead I start combat while they are still in the animation of waking up. That way I will have movement point to push this console here and lock 2 of them out.

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EMP'd these two.

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And grabbed the quest item with Adrenaline Shot.

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ON the next turn they were still inactive so I just opened this here door and ran.

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Since Strongmen are pretty slow you can just run away from there given enough space. Combat ended and I exited through the chain from the crane I repaired earlier.

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Since I didn't activate the power the muties weren't aggressive so instead I opened their vendours. There can be interesting things from them.

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I finished the Aegis shenanigans and opened the global travel.

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I did some small crafting back at the Core and then walked out to this zone here.

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Used the new Detection Goggles to spot all these trap while sneaking around. Happy to say it was pretty smooth.

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I then hid out of sight here to start combat out stealth.

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One MKV Frag did good work here.

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Managed to take down the Bomber with a bullet or two, then consumed an Adrenaline Shot + Vanishing Powder Grenade and exited to the North.

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The dogs you saw from earlier can actually chase you after you use a Vanishing Powder Grenade on the basis of them being fast enough to keep their Orange Eye up at all times. The didn't spot me as I, too, was quick enough with the Adrenaline Shot.

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I then snuck all the way around to the other entrance of the zone.

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Hid here to start combat out of stealth.

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Since some enemies in this zone won't move back when investigating noise I can just resume from where I left it.

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Flashbanged these two Gunners and created some space.

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Leading to all these enemies stacking at the source of the first explosion. We can use the additional mines there for some extra boom.

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The correct thing to do after that is create more space.

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Froze this Demolisher here next to the mine.

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And made more booms on the following turn with the help of said mine.

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Decided the leave the area again before the Adrenaline Shot wore off.

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And snuck all the way around. Combat starts at a disadvantage, but the enemies are so far away that it doesn't matter.

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A Demolisher finally managed to throw a 'nade at me, but it was soaked entirely by the shield.

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The clean up involved a 'nade or two more plus some punching and stabbing for the last enemy.

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I consumed a Root Soda to take first turn when I walked in the range of this turret. Then just ran to it and tased it.

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Took it out using this corner and the Acid Gun.

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And reported to the Faceless next door.

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This Gaunt here can spawn interesting poisons, including Spirit Poison, but you will need more Pickpocketing than me to get it in case it does spawn.

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Took the train to Rail Crossing and passed by Constantine's for some big spending.

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Started their questline and stole the money back from Myles for his help with the device.

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Always equip your Detection Goggles when sneaking around.

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For the small group of Ironheads I waited for the patrolling Gunner to pass close to the rest and opened up with a 'nade from stealth. Froze the Gunner who resisted the Flashbang and took a position around the corner.

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Standing around the corner is means to avoid getting a 'nade chucked at you. Unfortunately my next throw was off target so I couldn't finish the encounter here. I had to resort to another Vanishing Powder Grenade and left through the North to refresh cooldowns. Note that I moved slightly closer in order to hide with the VPG. Clean up was easy after that.

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Moved on to the next area and broke all the cameras while they were powered down.

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Activated the power...

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...and equipped the Tac Vest with the new Antithermic Tabis. Not that the suicide bots would get the chance to come close, but just in case. The Sentry Bots can't deal any damage against bullet threshold of 72. All in all, easy clean up.

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Detection Goggles and I spot these mines here.

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Out of stealth I threw a crappy 'nade at this bot there.

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This alerts the entire level and both bots and bugs come to check what's up. They will also fight each other which is welcomed. Sometimes depending on the Plasma Bot patrolling pattern the bugs will attack it, but here, unfortunately they attacked the Industrial Bot against which they can't do anything.

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Had a nice drop here from this bug.

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Snatched the quest item here.

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Looted the area and left for back for Rail Crossing.

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Gave Myles his thing to deactivate the bots.

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And started working on the Faceless.

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Lucky me - this one dropped an Oddity.

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I also broke down the bot for extra loot.

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One of the bots in the next area dropped what I was looking for.

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Over here I deliberately stepped on a mine just to show that with the Tac Vest and Antithermic Tabis you won't take much damage at all. 36 in total.

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I continued on and snuck next to this Faceless there as to be out of sight of the patrolling one in the back.

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Dropped me another Oddity which is pretty damn rare.

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I opted for peaceful resolution since I've read the memo from the computer I got from the Ironheads.

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Also having Buzzer as an additional shop to sell things to is nice.

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His place can have something nice so do check.

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The captain then send me after the Protectorate train.

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On the way there you pass by a ran over Crawler which will always have a stinger on. One such stinger is 5 pieces of Crawler Caltrops, for example. Don't forget the 55 Bio you need for that.

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There's zero reason to fight these guys.

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The only thing worth doing it over is easily stolen... plus you will get one later on, anyways.

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Instead I just went to the Protectorate Outpost and reported on the location.

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This will still open up the Protectorate questline so I used the elevator in the outpost and met with the Ambassador.

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Did some trading in Junkyard then took the ferry to SGS to report to Tanner on the Rail Crossing situation. It does give xp and money.

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Took the train back to Rail Crossing and finished their questline.

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Went to Upper Underrail next and directly to Fort Apogee. Note that if you click past this guard here and tell him that you're sent here by the Ambassador your character's movement will be locked during the next small cut-scene. Which means that you can trigger the entire fort to be hostile to you, so do be careful.

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I join the Protectorate because I am a right-wing imperialist.

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Well, not really. This guy's the real reason.

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I pick up the Consul's task for some easy dollars. It involves nothing but leg work.

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Having stolen a few dollars from the soldiers around and with this payment I can do some shopping.

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His supply of explosives is the best in the game.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
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Something I forgot to mention. This dude will sell Metaworm Gizzards after the Beast is dealt with.

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This crafting material is without a doubt one of the most crucial ones in the game.

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After doing some crafting and stocking up on all things a cave scientist could want I went to Upper Underrail in this here zone and made some noise at that location.

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These guys are not outright aggressive unless you enter their area to the North. If you make them move to a location like that they won't go aggressive at all. So I threw another frag there.

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The frags were starting to do a lot of damage. The lone survivor took a bullet or two.

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Curiously combat ended after that as I took to hiding around that corner there. Apparently the sniper from the gang was far away as the commotion was on and because of that he wasn't aggressive. I did spot him first, mind you. But still, good to know. He still came to investigate the gun shots.

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Spot these traps there with Detection Goggles and looted their place.

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I made my way to the next area.

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After making a nice kill zone I alerted everyone with a 'nade.

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And started making acid puddles everywhere with the usual Gas 'Nade. The area has a two tile entrance. One of the tiles is already occupied by their own mine there so they will never detonate it, i.e., step on it.

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This here is good to show. Bear Traps will catch different enemies in a different way. This sniper is slight behind the corner probably due to him sneaking. Some times some enemies can even trigger two Bear Traps at once. Regardless I can't shoot him because it means getting caught in a trap of my own.

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Instead I let the toxic gas and acid puddles do their thing and finally detonated the mine with a 'nade.

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It did a lot of damage.

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The clean up was easy.

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The area has some decent Oddities and their loot is worth a lot of money.

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Looting a barrel or two more I leveled up. https://underrail.info/build/?EggOA...vUylTAAAjAAAASSbCoy8WMCsgJxI-Bl3inY0C4rWuAd-_

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After that I went back to my favourite crafting barrel and made myself this Tac Vest.

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Went to Panacea Lab to stock up on some Toxic Sludge.

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And made another crafting circle of the merchants.

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Made my way to the Core's sewers.

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I made myself tanky here since I can't disarm the trap.

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The trap crit, though, so I started turn based mode and used a bandage before combat.

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Blew up the xbow mutie with a frag and froze Rick. A Net and a SMG burst dealt with him. They have some Oddities that need looting.

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Went to Zaman's lair without further incident as I already cleared the area.

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Always keep good Detection Goggles around... you must be getting tired of that. Anyways - I had no problem spotting the webs. You should have the option to deal with those with Incendiary 'Nades. FUI you can't.

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I waited for the first two Coil Spiders to team up a bit and froze the big one. Moved with PLG and quickly dealt with the small one.

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Single isolated target are no problem at this point for a build like that. Expose weakness, a good knife to capitalise on the PLG procs with Opportunist. They just die no matter what.

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Some more sneaking around and I made my way to the next group. Note that there's no green eye on that GCS to the west there(I actually cropped it out, my bad, but there's no green eye on that spider there which means my character is out of it's LoS.) Be careful not to bump your character while sneaking as it can happen even when dealing with stationary target like these two small spiders.

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Freeze, punch, stab.

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Again note how there's no green eye on this spider to the SW. That makes the isolated GCS easy to deal with.

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Proceeded to the next area and laid 4 bear traps there. I got the beetles' attention with a 'nade.

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I was surprised but a MKIV Frag one shot a beetle. Good stuff.

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I made some more acid puddles and let the gas work it's magic. The clean up took another frag.

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There's a much needed Oddity here, after all.

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Went back to the lair and met with Chop Chop.

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The Acidic Entanglement trolled me a little bit as it wasn't proccing until this point here.

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Zaman showed up. I know that Acid Guns cause some noise but I didn't expect it to be that much. Since we've moved closer to his room the shooting must have alerted him and he came to investigate. That's good to know.

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Regardless, with QT and Cryostasis he's not a threat on his lonesome.

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Reported back to Harlan and he sent me after the ICPD.

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Didn't fight Luben 'cause why should I?

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Also didn't fight these guys 'cause why should I?

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Just stole back the money I paid for it.

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It's time to do the Warehouse. It's without a doubt one of the hardest encounters in the game.

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I carpeted everything with poisoned caltrops. I had only Burrower and Crawler on me; unfortunately, I didn't take the time to pace this build more thoroughly. Usually I'd recommend having Cave Ear into Creeper into Crawler for some massive damage. But I'd make due with what I had. Also note I used Metal Boots to walk around.

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I laid some Bear Traps in the choke and changed gear while waiting for the horde to appear.

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You get the sound queues before combat starts so you can start combat on your own term. Those two Coretech goons get insta gibbed. No chance. I just started chucking 'nades and shoot around this corner there.

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Stunned targets have their Evasion reduced to zero so that's nice to bypass their damage mitigation when using 'nades. You can see that the mercs which pass the choke are also all getting stunned which makes them easy to take down with bullets and Opportunist.

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Basically there's no problem while you have Crawler Caltrops in the choke. When you run out of those it can get a bit scary. Here I use a flare to check for stealthed opponents. Because that merc is blocking the pathway there any additional enemies will have to pass through tiles with Crawler Caltrops. None came, however.

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Instead I built some flames in the choke and waited for combat to end. Clearly there were more enemies around but they must have been injured as they weren't walking forward.

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That gave me the opportunity to recharge the shields and sneak around to find two gunners still lurking around.

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Dealt with them one by one.

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And looted what I could from the place. It's good coin for it.

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Coretech's questline won't proceed unless some Arena shenanigans were in place.

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So that's what I did next.

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I took first turn against the Rathound. Blew almost all of them up and let the helpers handle the Ancient Rathound.

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Also took first turn against the beetles. Blew half of them up and Flashbanged the other half.

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The Goliathus was no problem on his own as the projections were quickly eaten by us 3.

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Some of the siphoners moved before me but I still threw a frag/Flashbang at the ones in the back. For those who came forward I had PLG, Taser, Nets, Cryostasis to repeatedly cc and clean up with the help of the other two.

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Nice and smooth.

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Some of the spawn moved before me here but they focused on the helpers.

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Trapped the Warrior here and did some nice damage with Expose Weakness and a SMG burst.

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Before long I was up against Pulveriser. I had forgotten to equip my Acid Gun and the Toxic 'Nades.

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I do have Quick Pockets on the build so I can do that mid-combat. He didn't move before me so it wasn't a bit issue. I laid a QT'd trap there together with a Gas 'Nade.

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Entanglement wasn't landing so I switched to the Bio-Technician's Boots mid-combat while he was frozen. You can do that at no penalty if the enemy is either frozen or incapacitated.

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Tased him here while safely walking through acid and gas. He does have Flashbangs but in case of failure I could hide around the corner as he's also in Adrenaline withdrawal.

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Landed the Entanglement and you can see some nice damage even though he used his Morphine.

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Before the next encounter I made myself this piece. Just had some stuff lying around and thought it would be nice to use it for the occasion.

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I made myself tanky.

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But I still took first turn. So much for the preparation.

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I froze Bullseye and hid here to wait for cooldown while changing gear.

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Started combat and froze him again. Ran to him and placed a Gas 'Nade under him.

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Entanglement was quick to follow and that was that.

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They named me Sandman. I'll take it.

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I put on some Heat Immunity for Master Exploder.

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It wasn't needed as I took first turn again.

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Froze him, changed gear mid-combat and continued on with the usual.

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Coretech called.

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And I got the task to hunt the Acid Hunters.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
24,755
Location
Reichskommissariat Russland ᛋᛋ
It's time to do the Warehouse. It's without a doubt one of the hardest encounters in the game.
I'll disagree. Here, you have all the time in the world to prepare the battlefield, lots of cover and three allies to distract the heat from you for a time being. I'll rate port Zenith docks and Magnar lair as way harder.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
I head for the Pyromaniacs next. Since this is the first time I spawn these I was extra careful around.
I've literally never seen this dungeon before? Who the fuck is Chester? Is one of the new random quests that styg added in an update?
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Also, could you spoiler the pictures? And damn, I thought I was decent at Underrail until I saw this thread. I play like a baby and use a ton of reloads on dominating haha, while this shit looks like a cakewalk for you.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
I've literally never seen this dungeon before? Who the fuck is Chester? Is one of the new random quests that styg added in an update?

Pretty much.

Also, could you spoiler the pictures?

Can do. Somebody already asked me before. I actually asked if people wanted spoilers for the pics but no one else chimed in. I will do the next one in spoilers. See what folks think.

And damn, I thought I was decent at Underrail until I saw this thread.

Curious thing about UR I've observed over the years. People can become stuck in their own way of playing the game to the point of not being able to process new ideas.

I usually run a pure psi build. Never really bother much with grenades or building my own equipment.

I really enjoy crafting in this game. Just asking - Legacy Psi?
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
aQv4SZB.jpg

Since the task is to hunt the Acid Hunters I didn't even talk. Talking can be wonky with it's Initiative checks. Also I didn't have anything with half decent Acid protection on.

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Blew a frag, threw a bang and froze Cornell.

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After another frag I retreated behind the one tile entrance leaving a QT'd trap. This made the clean up easy.

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Finally got me an ACB.

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Reporting back to the Coretech boss opens up the Coretech shop.

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I am not used to Harlan having good stuff, but now he decided to surprise me a bit here with these key parts.

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The next task is the Coretech research facility.

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Down there I took to sneaking first and laid some traps around. I exited stealth in broad... cave light and simply waited for the bugs to appear.

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I made some noise and threw a Gas 'Nade there. No additional bugs showed up and I was checking with flares quite often.

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It's because the Cute Snails made a mess out of them.

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Anyways, those are easily taken care of.

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Got me more Toxic Juice.

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And equipped my version of the Demo Armour.

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Over here I detonated a mine just to show that they are not lethal.

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These stairs will lead to the muties, but since I don't have a proper piece of armour for them I skipped this.

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Instead I opened up this here door with the key card from the lower floor.

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There's Oddities to be had, after all.

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The Tchortists showed up.

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You can scout to check from which tile you can start combat out of stealth.

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Having the MP is important to move around and leave a trap behind you. I used the trapped Tchortist as further tile block and poked the rest with the Acid Gun. Interestingly the Tchortist in the corner there wasn't able to be targeted by a ranged weapon but instead could be attacked with a melee weapon.

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Reported back to the boss...

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...and opened up the private house.

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Got me some benches rolling.

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And got some upgrades.

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Next I head to Upper Underrail again.

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Those two are easily taken care of.

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Downstairs I opened the door from stealth and started combat from this corner here.

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Moved in and left a Toxic 'Nade there.

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Plus the usual trap a tile behind. After someone gets trapped I decided to make some noise with a frag to call in the additional Drones from the adjacent room.

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That's actually a bad idea. The reason is this dude here which I now have targeted uses a Morphine Shot. A detail I forgot to take into consideration. He's the one that initially get's trapped and since I underestimated the amount of damage I would do with my frag I ended up triggering his Morphine Shot. This means that he won't be suitable to be used as a tile block to let the gas build up which means that I now have to clean the whole gang up asap. I still had tools to use, however. My Flashbang managed to incapacitate the three Drones next to the entrance after this frag. Pogchamp.

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This allowed for a refresh of the frag cooldown and another trap to insure no one can pass the entrance tile.

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Once trapped Shred goes down quickly.

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Looted me another random Barrel or two for Oddities.

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And leveled up. https://underrail.info/build/?FAgPA...AjAAAASSbCoy8WMCsgJxI-Bl1I4p2NAuKqsgHita4C378

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Got paid for the job.

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And did the shopping. That's a 164 Tungsten Plate there.

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Bought me the last bench.

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And made this headband.

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With the insane Psionic boost I went to the Core's Docks to poke this ST down. Hide behind this wall here to make it all possible.

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After a while he will use his Morphine Shot so I can freeze him and use the opportunity to speed things up.

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Aegis are now aggressive; we're pirates...

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...but the Protectorate are still alright with us. First thing I did with the new jet is to sail to this Outpost here next to the Silent Isle.

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Equipped some Metal Boots and dropped a bag of Crawler Caltrops here. The Soldier there won't go aggressive because he's immune to caltrops.

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I worked myself in that corner there by spending MP/AP in turn based more and waited for combat cooldown. Then I made some noise in that location.

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The tin can will come to investigate and go back, but the Sniper and Marine will suffer the poison. They get blown up after the stun procs.

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The Flashbang did it's thing with the tin can, but I have more tools in case it doesn't. Now you can notice that Plasma Turret there. I simply go back to the starting corner tile to hide from it and make sure I don't leave the area by spending all AP beforehand; that's the reason why I pick this spot in the first place.

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Stab the Marine, then poke the tin can with the new SMG and some W2C bullets.

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I got some lucky crits so he goes down before I even have to freeze him.

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I work on both the turrets with the Acid Gun.

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And strip the Cruiser to make me a super Aegis Jet.

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Literally next door is the Drag'n'Drop and I laugh because I really didn't notice it until now.

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I bought me a White Dude and an Absence. No All In, unfortunately ;).

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Showcasing the Marines are not aggressive after that.

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I got two new pieces of equipment I'd need for the next step.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
I usually run a pure psi build. Never really bother much with grenades or building my own equipment.

I really enjoy crafting in this game. Just asking - Legacy Psi?

I've done a few, pre-expedition runs with other builds, also doing crafting.
Then after expedition came out, I rolled a new psi user. Haven't actually played in months, and I recall reading about psi being reworked. When you mention "legacy psi", is that before rework? If so, I think yes.

Pure psi is powerful, and I like not having to micromanage ammo/consumables.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
I've done a few, pre-expedition runs with other builds, also doing crafting.
Then after expedition came out, I rolled a new psi user. Haven't actually played in months, and I recall reading about psi being reworked. When you mention "legacy psi", is that before rework? If so, I think yes.

Pure psi is powerful, and I like not having to micromanage ammo/consumables.

Yeah, I think you've only done Legacy Psi. Pure Psi after the Psi rework has consumable management as now you have a secondary reserves bar from which you draw Psi to use during combat.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Great update. Forgot all about that Free Drones fight by Epione, since I've only done the Protectorate quest line once. One thing that's not talked about is how well executing the "Gas the Drones" quest is. When I saw what I was doing and all the named characters in the Free Drone base, I was super bummed out and felt like a monster. Never did the Protectorate Quest line again.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
Great update. Forgot all about that Free Drones fight by Epione, since I've only done the Protectorate quest line once. One thing that's not talked about is how well executing the "Gas the Drones" quest is. When I saw what I was doing and all the named characters in the Free Drone base, I was super bummed out and felt like a monster. Never did the Protectorate Quest line again.

The idea here is that the Drones also have used biochemical warfare in the past. At least the faction are grey in this respect.

But when it comes to which shop I like better - there's just no doubt here as Fraser is the superior merchant.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
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Finally changed my crappy old PLG. I was still using the ones I bought from Len ages ago.

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I wanted to work on Dude's quest so I head to Rail Crossing.

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Melee attacks from stealth insure first turn under any circumstances. Here combat is still on cooldown when I enter the zone so instead I attack from stealth and take first turn.

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The new PLG are coming with some very nice damage.

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The rest is more leg work than anything else so I get the Mushroom Brew without any problems.

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I immediately start the drinking session...

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...and proceed to Drop Zone.

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Where I engaged in the traditional Drop Zone exchange of pleasantries.

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Intelligence allows for an easy pass.

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Note that the Zoner Ma has this Oddity in case you haven't gotten it before.

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The base stat malus doesn't bother me at all and I engaged the muties in the next Dude home.

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Trapping and freezing one as a tile block then poking the rest with the SMG.

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Not much else to show for it.

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Surely Biochorp paid top dollar for the research concerning the Laser Cats.

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Cooked The Juice.

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And hopped in the Rift.

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So the interesting part can begin. Mineral Oil.

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There is one Spec Ops Gunner in the middle of the room to the North but he won't be able to spot character if they move next to the south wall. Their detection is fairly high so you might want to keep that in mind. This build has more than enough Stealth to make it trough even in their detection radius. I started turn-based mode there to run past that camera without it beeping.

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Stole a Grey Army Soldier vest from the locker in the corner and now the cameras all over the place won't beep as long as we're dressed as one.

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Stealth takes a hit but I can still remain hidden from the regular soldiers. The Spec Ops will always detect me, though.

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Nodding twice the soldiers will leave you alone.

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This only works in the first zone. I haven't tested if it works for the Spec Ops but you can just avoid them by not going in the large middle space.

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I opened this here Vent Shaft. Note that it's illegal to do so if seen. Have to wait till the cost is clear.

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Also opened this one, as well.

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Having prepared the area for later I moved on.

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Changed to full Stealth gear here.

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And made my way to this crate here. The circle there shows the location of a camera which will beep and I don't want that. The red lines are the path I took on the way there. There's a Spec Ops to the South there so if you have average Stealth you'd need something extra to sneak around.

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Passing this Strength check is also possible on a min Str character with Regalia, Vitality Powder, Str Food and probably - although not needed - the Power Fist.

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After moving the crate I changed to Grey Armour and hid there to wait for that soldier to pass on.

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There is another soldier to the South but he's also on a patrolling route so this camera here will be left alone after a while. Even though it's illegal to be spotted here by anyone you can still walk around if keeping enough distance from the grey dudes.

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I destroyed the camera as an extra precaution and you can see that they are not aggressive. Moved here in turn-based mode to prevent them from walking around. Usually destroying cameras is illegal, although that particular one isn't. Not sure if intended or not but I noticed that on an earlier playthrough so I think it's nice to have the extra protection for later.

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Hopped in the tunnel to avoid the commotion and proceeded on.

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The tunnel leads to this here Vent Shaft which is conveniently located on the way to the Shtab(HQ.)

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First thing at HQ is to open this Vent Shaft while keeping an eye for the patrolling soldier. Best done in turn-based mode.

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This location here has a hidden Per passage which can probably be available with Marsh Honey, Per food, Per Goggles and Super Soldier. All In would also help. Regardless, I didn't prepare for that but if spotted it makes everything a lot quicker because you can opt for full non-lethal approach.

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Noted the location of that sniper there.

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As any good cave murder hobo I waited this here patrolling soldier and punched him good. The end of my non-lethal shenanigans.

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Since that was the only patrolling soldier passing close to the sniper I started combat several tiles back and attacked the now isolated Spec Ops diagonally like so. It doesn't alert anyone else.

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Took his sniper and waited for this dude to pass by. He's also on a patrol.

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While the cost was clear I started combat from that tile there as to be as close to the shaft as possible and have vision of the camera. Popped the camera out safely and used the remaining MP to move to the shaft.

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Waited here until the commotion died down.

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And closed these doors back.

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Snuck next to this Spec Ops and gave him everything with a Vitality Powder on. They are a bit tanky.

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Safely refreshed cooldowns and took these soldiers out. I was feeling safer with their numbers reduced, plus I was enjoying the stealthy kills.

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Also took this guy out. Looking back at it he should be taken out before the Spec Ops to the South as he can patrol around while the Spec Ops is stationary. Something to keep in mind.

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Waited for this camera to turn the other way and used TB to pass by.

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Closed the door and hid behind this pillar there as there's a Grey Officer on the other side.

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Once cooldowns were up I dealt with him and he has this key which opens the door to the East.

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The room also has this shaft...

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...which leads to this room here. If you can spot the hidden passage in the vents you can move here directly.

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The room to the East has the quest key card.

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With that I was done with the Shtab.

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Checked the exact location of all the cameras here.

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And using the underground tunnel snuck safely back to this location. Since there were no alarms and no camera on the way back there was literally a single soldier on a patrol route. I used the sniper to take the camera out safely.

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And hid in this here corner. There're only a handful of enemies who come to investigate the camera.

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Scored another stealth kill...

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...and moved on to the last area.

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I moved in TB around that corner as there's a camera there and it will beep, but it will never detect as long as one uses TB.

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Hid behind the guard booth and waited for cooldown. The White Dude allows for this Agi check to be passed (if you remember from earlier I made a Cave Hopper Overcoat.)

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There are two enemies which scout this area and neither are Spec Ops so sneaking around is easy. I was also using the Cloaking Device I made earlier and was hiding around the pillars to recharge it.

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For the curious this is the number.

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Took the quest item here.

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And was done with this area without further conflict.

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Making my way back to the first area I passed around this corner in TB. I think consuming an Adrenaline Shot before entering could be a better way of doing it as you really want to pass this particular route asap. Regardless the camera only beeped but didn't alert them as I was quick enough.

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Hopped in safely in the Vent Shaft. The reason why I think it's good to prepare it early.

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Snuck out of the bathroom past this patrolling soldier there. I could score more stealth kills but didn't bother. Sneaking was good enough.

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And I was done. With more preparation this could have been even faster. Anyways...

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Immediately head for SGS and opened Dude's stock.

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Use the portal in Agronomy there to get back to him.

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And got me more Juice.
 
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ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
All my characters have Persuade and I already know all the checks, so I always breeze through the Grey Army section. Interesting to see the lengths some people must go.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
Happy New Year, everyone! To mark the occasion here's my totally not special next LP post ;D.

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I took some time opening Rifts around the map and checking merchants for goods.

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I used the benches in the house to make some additional equipment and a brand new SMG and Laser Pistol.

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Once done I hopped on the Aegis Patroller and jetted out of the Core.

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I spawned this dilapidated barge which netted a few extra Toxic Sludges.

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A few maps to the SE combat started as soon as I entered the area. All the random encounters are between opposing factions so the player is never in any immediate danger(at least as far as I am aware of.) Some of those, however, can spawn snipers on boats who are always aggressive but not outright aware of the player. I always proceed tile by tile until I see what I am dealing with. Luckily it was just Freelooters on jets vs Eels. I always have my heaviest and most protective gear on me when jetting so they weren't a problem.

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Made it to the Black Sea.

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My initial idea was to gather some crafting materials from the SW corner of the Black Sea but a map or two in I got this call that Aegis are under attack. I thought it would be a good opportunity to give the natives a hand.

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I made my way to the beach using diagonal map transition and placed my jet there on that tile so that I am not alerting Aegis. The natives are also not attacking as they are solely focused on the STs.

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I spent a few turns at the previous position then moved the jet to this location and just waited till combat ended. That way I force the natives to deplete Aegis' numbers a lot more than if I am just going around the map which will result in auto defence success with some pre-determined losses. Not much to show for it, though. Not gonna alert those xbow guys now, would I? ;)

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I checked the map to the West and found that it only had one ST left standing. You can always spot enemies before they spot you.

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The camp was also quite depopulated with more auxiliary staff than military personnel left.

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Snuck to this tent and did the usual cave murder hobo thing. Let's put it that way - better me than the natives.

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I did it for the Super Hypo.

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Found boss-man there.

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And chucked a frag + Cryostasis.

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Went back and jetted out of the camp to this map here. I think there are no more patrols left, but I wasn't completely sure. This map here doesn't have Aegis patrols.

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Went back to Razor.

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And joined Pirateville.

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Aegis were already out of the game. I don't know if the additional killing contributed or not, but I will take it either way.

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I did some more shenanigans around Port Ceto but most importantly I opened Katya's special stock.

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Corrosive Acid and Gizzard Enzymes are just two of the helpful stuff she can have. She does always spawn these two, though.

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I opened The Pirate Bay's Rift and went back to the Core to unload and do some minor crafting.

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Came back and used this route to get to Port Crag.

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It's illegal to get this key but you can either wait for the patrolling guard around or sneak.

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Apart from the extra Oddities and a few interesting things to loot Port Crag's basement also has these 4 Naga Protectors who wake up as soon as you touch this tile here. Sneaking beforehand is recommended. I started combat asap as they came online. But not to fight, just to keep them stationary while I was moving away.

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Hiding in this room here the Nagas could never detect me so I just waited for RNGeebus to eventually make them go away so I could press some buttons on that console next to me. Just mash the 1 key and the area's lockdown will be lifted.

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I might come back later but didn't want to deal with them right now. Those do drop Super Steel plates which I'd love to get my hands on.

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Inside the Archive I got the Hypercerebrix BP I was after plus a lucky Twitch BP which, as far as I am aware, won't spawn there all the time. I like that drug a lot.

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Left the basement without incident and jetted out of Port Crag. You can see the route I took to my next location.

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It was the beach before the Boneyard.

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There are a bunch of native women plus this dude. He's easily taken care of despite being a potent psion. The tents and pottery around him have good stuff like Demon Squid, Bison Milk, Glittershrooms and if RNGeebus likes you today - a shot at getting some good Expedition Leathers. Unfortunately for me I got none ;). The Demon Squid were still a good haul.

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I even messed a bit around the Boneyard as there is another container that can have a good leather or two, but again - no luck.

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Jetted out of there and went to the SW corner of the Sea as I initially had planned.

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This particular cave has recurring Glitershrooms spawn so if you want your Hypercerebrix on you might want to pay a visit. I knew I had to because I was a few points short on some of the crafting.

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Looted another map or two for some Black Sea fauna(avoiding the Serpents, of course) and head back to the Pirate Bay to rift to the Core. Made these two new pieces with the help of the new Hypercerebrix pill.

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Mechanical Resistance was starting to stack plus the HP bonus effectively doubled the health of this 3 Con psicher.

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Hopped in the rift and jetted back to the Boneyard.

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Entering this area from the SW won't put anyone in any danger. I had my heaviest stuff on so I wasn't afraid of the xbow guys plus the jet can tank a few shots itself. I opened up combat here with a 'nade and a shot or two to finish that dude there.

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Kept chucking 'nades and shooting. As long as you stay away from the range of the ''Pikecaster'' the jet is not in any immediate danger.

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Having thinned out their number sufficiently I landed here to speed things up a bit. I was paying attention while on the jet for one particular type of Skaerder - the one that can launch an acid ball, but never saw one. Maybe he doesn't spawn all the time. I wouldn't land if he's still around, you know.

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Anyways - one good thing about playing a character with high Str is that Nets only work for a turn on you. Escape Artist is still better, but oh well, you can't have it all :).

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Still no good leathers. There were a bunch of other useful crafting materials around, though.

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I entered the boss area to the North.

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And exited as shown to double check at which tile will my character spawn at. I laid some traps around on the rest of the tiles.

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Placed a Gas 'Nade there...

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...and went back in, chucking a 'nade to get them to move.

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On the way back I left a QT'd trap on the exit tile and hid around this corner here. When the traps started going off I took a peek.

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I don't exactly know what's happening there but this dude is spawning past the trap line so there's no space for him. I think there's like 4 characters in one tile space there.

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This frag throw made things a bit clearer.

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The Flashbang landed on both of them and I let the other guy in the back suffocate.

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Even though Nets only land for a turn on high Str character it's still good damage with Opportunist and especially when they have 20 Toxic Gas procs. I also QT'd a trap there in front of him which he must have spotted because he didn't move. I don't remember him using Last Stand.

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Either way, moving on.

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Not quite what I was looking for, but not too bad, as well. Unfortunately that was my last shot at getting good Expedition leathers this early in.

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Jetted back and rift to the Core for some crafting.
 
Last edited:

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
24,755
Location
Reichskommissariat Russland ᛋᛋ
Great update. Forgot all about that Free Drones fight by Epione, since I've only done the Protectorate quest line once. One thing that's not talked about is how well executing the "Gas the Drones" quest is. When I saw what I was doing and all the named characters in the Free Drone base, I was super bummed out and felt like a monster. Never did the Protectorate Quest line again.
Free Drones are worse than Protectorate, though. Protectorate kills innocent people by accident or mistake, Drones target anyone with United Station affiliation regardless of their status, be that soldiers or civilians.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
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I jetted over to the Abandoned Waterways. This time I used the slide of fun to get inside. It would be the first time I'd have to deal with that route.

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Took a Twitch drug before changing zones because I wasn't familiar with the geography of the route. I knew it would be beetles which means I'd have first turn guaranteed.

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First turn it was but the corridor was too long to simply jet through and jump over them. So instead I threw a Gas 'Nade there and a Net on the beetle next to it.

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Flashbanged the group that was gathering after that.

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And froze that beetle there which managed to resist it.

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While Incapacitation was on two more small beetles showed up but I gunned them down with a flare for improved accuracy in the dark.

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When the rest woke up I blew them up with a frag and hopped back on the jet to hide behind that conveniently placed pillar there. I am sure that's that it was placed there deliberately for that purpose.

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It provided very nice cover as you can see. While hiding at this tile, though, the beetles will move all the way around to gain vision of you from the other shore which is to the South.

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But you can easily fix that by hiding here. That way the beetles will move back and forth providing an easy way to control their movement.

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I found a few individual beetles wandering forward alone as I was doing so and they got blown up.

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This group showed up after a while of me waiting in sight. I got off the jet and since I could also hide behind those corners to the NE. Used a frag and Flashbang.

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And it worked well. Another lonely small beetle came but it wasn't a problem.

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These 3 were the last ones so I punched the one close to me for a PLG proc and hid behind the corner to gather them up.

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Blew them up when they were closer to each other.

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Followed by a Flashbang to refresh the cooldown of the frag.

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It was a fairly long fight.

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But as it would appear it's worth doing as there not only a rare Oddity here...

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...but also a chance at some decent crafting materials.

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There's also this Agi check here but I couldn't pass it now so I don't know where it goes.

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I proceeded through the slide of fun to the area proper.

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And put on some protection for the muties.

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Only the Throw Objective from the big ones was doing any meaningful damage, but not enough to be a concern.

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Mine was pretty decent, however.

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Grabbed these cables here and proceeded to the North.

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Over here I even took an unsafe frag throw.

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Which blew me up. But as you can see the armour makes everything manageable.

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Activated the console here.

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And used it to clear the debris.

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Having done that I went to the basement located to the West. Stealth equipment and Detection Goggles for the spiders.

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No problems here.

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This area here can be a little tricky. Equipped the cloaking device and waited for the patrolling GCS to go to the South.

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Managed to catch it here out of view of the rest.

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That opened this lonely fellow here.

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And the last two were no longer a threat.

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Flipped the switch and was ready proceed into the next area. I had 99% Heat Resistance with the Tungsten Armour and the Antithermic Tabis on so I could also swim through the fire. It's good having the option in case something goes wrong.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
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Got to the upper level.

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And snuck to to this mutie here. Avoided that crack in the wall as the rest of the muties can see through it.

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I trapped off this door from the outside.

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And after placing another trap here I grabbed the muties attention. These enemies are virtually deaf(but not blind) so the commotion doesn't alert any of the other ones in close proximity.

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Since they get separated they are easy to deal with.

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Lobbed 'nade at the jetters outside. Took a few shots and hid behind cover.

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Another frag dealt with the jetters so I proceeded with the next group.

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Curiously more jetters showed up.

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Set the muties on fire again and let the ones with the jets gather up a bit more.

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Blew those up. I was lucky to have the extra jet still intact.

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Proceeded slightly to the the East to this room with the controls for one of the gates.

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Across the canal there was another jetter and a bunch of muties.

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Dealt with the rest of them using this here corner and a few Magnesium Molotovs.

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They can still deal decent damage.

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Hopped on the extra jet and had to deal with this here sniper as he's constantly overlooking the canal.

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Had a lucky throw despite the abysmal accuracy.

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I stopped at this tile here.

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And used combat more to land, freezing this mutie. Dealt with the extra one in the room with the gate controls.

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And went back to the previous area to get the Aegis jet. I did some more looting around and since the area had only isolated groups of one or two muties at a time there's not much to show for it. There's a good jet part to be had plus decent crafting materials and some extra stuff like repair kits.

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I equipped the heaviest stuff I had and proceeded to the area to the area to the West.

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Had a good EMP 'nade lob here as it disabled all 3 jets.

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I Flashbanged these 3 after primarily to disable the one in the corner as he still had jet battery.

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Blew the Techie with a Plasma 'Nade since those can have EMPs. Not sure if this particular one has it, but better make sure. Hid behind the rocks to the South after that.

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Another jetter showed up from the fog of war but I managed to sink him with a good crit on the jet.

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And again hid behind these rocks here.

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Used the Quick Pockets to change for some HE MKV 'nades and started poking them down with the SMG.

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These two had no battery left so they were easy to deal with.

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Next, I wanted to try something slightly different. I wanted to check if the muties inside this here large room can be taken down with stealthy kills. While the enemies in this entire area are deaf, they can still see, as it turns out. I managed to kill that mutie close to the barrel there but the rest got alerted and combat didn't end. So I ran outside and hid around the corner. I could board the jet and swim away but I noticed that this mutie here blocked both entrance tiles so I decided to use that and threw a Napalm 'Nade after tasing said mutie.

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This slowed the muties down enough for me to get the Napalm 'Nade cooldown off and I had another very good throw here. Had the LPG ready and Aegis/Morphine in case they didn't set on fire.

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Now I was reliving the early Depot A days as I could see the muties over this crack, but couldn't attack them. Neither could they.

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When the flames died out I started chucking more Napalm 'Nades and taking pot shots at them from around the corner. Since they were injured they refused to walk through the flames making them easy to deal with.

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Slightly to the south and across the slides of fun(accessible only with ''fast'' jet) I found this container with 2,300 durability weapon ready. It's rare to find such high quality weapon so this is quite good for those who can't craft. Not sure if you're guaranteed such drops all the time, but it's worth checking.

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Put on the Detection Goggles and ate a Stuffed Bat to spot these here webs. If you get caught in one you'll alert the spiders inside. Otherwise the Coil Spiders inside are isolated and easily dealt with.

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Slightly to the West there's another group of Coil Spiders and these can be easily dealt with by simply raising some ruckus and creating space with the jet. Took a frag or two to deal with them.

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After the spiders were dealt with I went in the room to North and opened the door to let the bots in. They are upgraded versions and this Cleanser Bot, for example, can chuck Magnesium 'Nades. He was dealt with by using the Amplified Laser Pistol.

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Used a MKIII EMP to disable the group behind him and started poking them with the Laser Gun.

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Nice to see so many Polarisation stacks.

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Looted what I could and set Kaya free.

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Got the mythical 177 crafting material :D. Could probably make an Infused Cave Hopper with that. To be honest I prefer if it was Hard Foam Padding of 170+ since I've never gotten the chance to use one of those on such high quality. Or maybe some Tungsten... Oh, well. One can dream, at least.

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Got back to the first area and started cleaning some mutants up since I couldn't use any other route to get back.

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It was fun making a mess. The Bio-Technician's Boots provide excellent protection for such cases.

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Ok, this is important. For a while I've been wondering if the Thrown Object thing can crit and as you can see from here it can. So expect roughly 250-300 damage in case it does crit. Of course I was in no danger.

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Just jetted past these two on the way to the exit.

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Used some of the new materials to craft me some new items.

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Unfortunately, even though with the new boots the Mechanical Resistance adds up to 98%, apparently it's hard capped at 95%, so that's something to keep in mind. I could still use them to make a melee immune set in case I did get good Super Steel or Sea Wyrm Scales/Leper Serpent Leather.

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Fully furnished as a tin can I got back to the Abandoned Waterways for the boss fight.

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I just took them as they were and first thing Drilldozer applies a Yell for a whopping 170. Now I was useless but I still froze him for 3 turns to last the duration of the Intimidation.

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One good thing about the snipers in this area is that their magazines are empty by default so they always waste a turn putting bullets back in. This is more for those who don't show up dressed in steel, though. As you can see the numbers are before Aegis/Morphine.

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Took some more single digits from them all and popped off a Super Hypo before Morphine procs.

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Put them most of them to sleep with a Flashbang/Cheap Shots proc.

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And blew them up with a frag. Now it was only Drilldozer and me left and we engaged in the Clanging Fist Contest as we both sounded like tin cans when punching each other.

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Eventually he will use his Last Stand... and it's over :D. Other than his Oddity he didn't have anything notable and there weren't any good crafting materials in the additional room he was locked in before. Oh, well.

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On my way back to the exit of the Abandoned Waterways I noticed there is a place to land close to the entrance accessible by any jet. So, as a matter of fact, this can make the lives of so many people easier as they can easily take care of all the mutants without having to get rocks thrown at their Junk Jets. That's good to know. I just never had to use this particular route before.

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Got back to the Core and head straight to the under-tunnels.

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I wanted to mess with some Lurkers.

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And mess with them I did.

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Chasing snipers around was a fun change of pace.

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Once I got to the Lurker dog fight pit I grabber their attention with an Incendiary 'Nade throw there.

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And made a mess of Lurkers running around. Only the Snipers and Psionics can deal any damage and the Psionics were taken care with 3-4 bullets or a 'nade lob.

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The Butcher wasn't much of a problem, either.

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Looting his Oddity leveled me up. https://underrail.info/build/?FggPA...jAAAASSbCoy8WMCsgJxI-Bl1IS-KdjQPiqrIC4rWuAt-_
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
lTjGIxL.jpg

Used some Juice to travel to SGS.

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Made my way North drilling past these rocks here. This area has some rocks to the NE which lead to Hephaestus. It's fairly close, actually.

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Put on the heaviest stuff I had...

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...and went in. Combat started immediately, but you also can't sneak because of the door interaction. Sometimes RNGeebus will do that.

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But here I was moving in with no fear. Chucked a fire 'nade and started making acid puddles around.

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Used the Explosive Barrel for some additional boom and generally made a mess. It was fun ;)

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The armour set also protected from walking in fire and acid. There would be a limit to that, of course.

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First thing I drilled through these here rocks and went in.

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Pressed them buttons.

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And roasted the first bug that came my way.

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Lobbed a frag here to thin the number.

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And now they won't even go through the fire.

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So I made some more.

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It was only a handful of bugs left to clean up after that.

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I punched some rocks away, but unfortunately I still couldn't free the soldiers as there were bugs left in the previous area.

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So I had to deal with those. Bleed for 1.

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Found some rusty ol' junk here but who needs that anyways,

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Now I could tell them to get back. Ok, job done.

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After that I moved two maps North from Hephaestus to this place here. There's a turret past these rocks but it's easily taken care of with the Amplified Laser Pistol.

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Once inside I went to that door here and used TB to open it.

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Shot down this here bot to grab their attention.

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And tucked myself away in this here corner.

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The bots all piled up on the door for a good EMP throw plus a HE MK V.

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The stragglers I just kited back with an additional EMP.

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Put the Tungsten Armour on plus the Bio-Tech Boots for these here mutants.

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And grabbed the D5.

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Got back to SGS and used another Juice to rift to the University. Took the train to Apogee after that.

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CAU shows up.

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But I was prepared.

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More importantly I got paid and did some shopping from Frazer.

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Rifted back to the Core and crafted me this new Shield Emitter.

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And proceeded to the Docks.

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Since I am fairly sneaky I didn't think the bugs will find me, and they didn't. So I waited for TB cooldown and QT'd a trap on this tile here.

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Exited stealth and caught me a big one.

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Took away this Vent Shaft with my bare teeth.

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It leads to this here spot which is quite convenient.

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Nice Warehouse you got there.

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Snuck to the Captain's office and defeated him with the power of my mind... and a few punches.

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Left a Gas 'Nade on that tile there and got their attention by poking the Soldier.

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QT'd a trap on that tile.

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And hid in waiting.

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Once the trap went off I froze whoever was caught and started poking the rest.

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Some nice damage is coming from the SMG.

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PLG proc to block the Soldier in the front and a Net to disable the Shock Trooper and they were quickly dealt with.

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Curiously there was no Dreadnaught showing up.

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But if Moses doesn't go to the mountain...

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There's some nice damage done to the ol' rusty pile of junk. It does give an Oddity after all.

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Looted the place plus the quest item for Gorsky and head back.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
6adDKAb.jpg

Repaired the Tunneler next.

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And handed in the Gorsky quest.

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Quickly rifted to Foundry to get Dan's help.

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And went straight to Gorsky. Him and Dan reunited.

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And we were ready to raid the place down.

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I got my turn fairly late. Almost everyone else moved before me and I also got Intimidated.

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Not scared of the repercussion I threw a Frag very close to the allied group. If it were a wonky throw I'd have to deal with them, as well, but I thought I could manage with everyone fighting.

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Followed with a Flashbang for the back row and it worked only on two of the Crawlers. Dan & Gorsky bursted down the hammer guy and Sneaky and the Zone Rats pretty much wasted their turns dealing with the Assassin with no success.

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I dealt with the Assassin. Dan & Gorsky continued to dakka down the group and the Grenadier from the back blew up the Explosive Barrel with a frag. Wiped Sneaky and two of his own, however. I also wasn't in any immediate danger and everyone that was left from the Crawlers were those two guys plus a sniper. The clean up was easy after that.

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Changed the boots for the Bio-Tech's and went outside for some mutant pest control.

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Made some noise by blowing up this here Explosive Barrel.

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And Dan, Gorsky & Co. joined me for some fun. I was tanking most of their aggression so it was good and steady. Ended up losing only that Zone Rat who went swimming in the toxic cloud.

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It's fun to get to fight together with allies when the opportunity presents itself.

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Went to the University next and introduced myself to Denzil.

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The Lunatic Mall was next. The entrance is camped by this here group of Bandits.

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Frag/Flashbang and they were mostly done. Some easy clean up with a few shots and punches.

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Once inside I waited for a patrolling Freezer to pass by out of sight and snuck to these two. Punched one down from stealth and froze the other guy so I could end combat and retreat around a corner for cooldown refresh.

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Rinse and repeat and now I had this here room for personal use.

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I checked to see if the patrolling Freezer would spot my traps but he wasn't able(or didn't want to disarm them.) Either way, left those two Bear Traps blocking the entrance. Note that this room does have more visibility due to windows missing. Ranged skills and weapons can still hurt you and vice versa.

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I checked to see if there is a green eye on him while he's in vision range but he couldn't see this far. So I exited stealth and started combat for the MP.

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First thing is blow him up and thus alert the entire floor. Now everyone will eventually pile up here, but that's how we want them.

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Gunned him down and threw a Gas 'Nade at that tile there. It's possible to get a wonky throw that way and the 'nade might even fly in the room. In such case I think it's best to VPG out of there and reset. But mine was ok.

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Curiously, combat ended after that which I actually didn't expect. With so much noise made I thought they'd be aware of me by now. Regardless, I put the shield on and started walking back to the room when these two intercepted. I did roll first turn, but even if I didn't the Gunner won't be able to punch trough the shield. I am not sure about the Pyromaniac, though. I know their Pyrokinesis can crit, but I've actually forgotten how much they can do. I still don't think he can kill me, even on crit.

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Anyways, I took advantage of the additional open space and gunned down this dude.

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And hid here out of harm's way to wait for the clap.

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Clap! And I got this guy there to whom I began applying frost debuffs each turn while he was trapped.

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Until he was nice and frozen.

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Threw a Flare just to reveal any stealthed Psychopaths.

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Unfortunately I couldn't use this dude as a tile block any longer as I was sure he'd die due to the gas next turn.

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So I threw a frag.

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And it almost entirely wiped them.

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Threw a Flashbang just to be sure, then retreated back to wait.

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Those were the last two so I was done with the first floor.

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It was time for the Oddities.

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Put the Detection Goggles and ate my Stuffed Bat to spot these here mines.

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And waited for the patrolling Lunatic to disappear. Exited stealth and started combat from this tile there.

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I did the usual stuff and retreated back.

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Only to come back.

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And dealt with the patrolling Nuker.

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A little to the East there was this Scanner here.

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Spot these traps here as I went to the other side.

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And added some of my own for extra flavour.

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I hid behind that pillar there which I am showing and waited slightly to start combat with MP. Simply threw a Flare to alert them and hid back.

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On the following turn I saw a bunch of them and I know there's a Psychopath there somewhere. So I threw another Flare and managed to reveal him.

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Since those and the snipers are pretty much the deadliest of enemies for me I threw a frag at them.

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Which ended up doing good work as it got rid of the Psychopath.

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Threw a Flashbang at the back row but the sniper and the Scanner ended up unaffected. Froze the Gunner to stop him from sucking my shield away. A bullet took care of the Scanner and I hid back behind the pillar.

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On the following turn I caught the sniper in a Net for extra bullet damage.

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Took two bullets for him and one each for the other two so I was left with a lot of AP. Used Adrenaline Shot and gunned down the Gunner. Once again I was surprised here as combat ended. I expected them all to be aware of me by now, but there you go.

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I just quickly repositioned to the bottom floor to wait for the withdrawal to wear off.

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Snuck back to a mostly empty mall. There was still a sniper abouts so I didn't want to mess with him.

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Instead I froze Frost and punched both Vanga and Firecracker.

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There's some nice damage coming from the PLG. And that's even without all the perks for glove weapons.

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Took the Figurine and went back to Denzil.
 
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ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
Interesting you weren't agroing people. I remember the last time I did the Lunatic Mall I aggroed the entire map when killed either of the patrolling guys on the second floor. I had a Spear too, no noise. Go figure.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
Interesting you weren't agroing people. I remember the last time I did the Lunatic Mall I aggroed the entire map when killed either of the patrolling guys on the second floor. I had a Spear too, no noise. Go figure.

The first bit of the second floor is pretty much as you'd expect. Take them out one by one and they won't holler for help, which, btw, will pretty much function like a grenade noise-wise.

It's the bit after I used my own grenade that surprised me a bit.
 
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