Well, you should definitely have more than one save.
Also, if there's an Oddity there, how did you know? You cheatin', son?
Also, if there's an Oddity there, how did you know? You cheatin', son?
Well, you should definitely have more than one save.
Also, if there's an Oddity there, how did you know? You cheatin', son?
What's thethat people have been referring to? I think I completely missed it even though I finished the game.Mutagen Puzzle
There are a total of sixteen mutagen canisters designated Echo-1 through Solis-2 scattered around Deep Caverns, usually in groups of two to four, and two crucial terminals/consoles containing hints: the first explaining how to combine the mutagens based on their atom sequences (using negative atoms to eliminate positive, etc.), the second explaining that one particular combination is lethal to any organism. Once the player figures out what the puzzle is all about, uses scientific equipment to discover the mutagens' sequences, and has an idea what the target sequence is, he can solve it.
In fact, I have all the pieces of the puzzle assembled and decoded and am preparing to gas Serbia right this moment. All that remains is some trial-and-error.
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Hi guise plz rate my rifle
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Just because I had a very high quality frame. I'd prefer a reaper with a regular or high resolution scope but I can't find a good reaper frame.
Possibly a spearhead too, with the same attachments as the one in the screenshot. That would reduce the AP cost to 24. Hmmm
I guess that if
you saved Buzzer it's mostly ok, since you are directed towards CC.
Personally I think the integration of the Arena into the MQ is not very elegant, as there might be players that don't consider their Char an potential Gladiator and thus wouldn't consider doing something that by all means looks like a typical side-quest to earn some money (yeah, sometimes I larp a bit around character concepts, sue me).
But Arena aside, it's all pretty clear.
The real problem happens when Buzzer dies. Unless you do get a hint after all that Foundry is where you should go (and I just missed that hint), the MQ will likely come to a halt at that point (it sure did for me). CC might seem obvious at first, but you can't continue the MQ there, as the whole Cornell/Acid Hunter plot will not trigger if Buzzer is dead.
Instead you need to go to Foundry, talk to the Mayor and the Chief (twice actually, since they will refuse anything the first time) and then solve their little Faceless issue to pick up the loose thread of the MQ again.
The quest in Foundry itself is fine, but the connection needs to be improved.
Something like a dialogue with inhabitants of RC how Buzzer did some business with a group of shady people that afterwards travelled to Foundry or something (and a journal entry) might suffice.
Well heck, half the puzzle is figuring out what the puzzle actually is and then how to even go about solving it, let alone all the legwork needed to prepare. Actually solving it with all the pieces in place is just about the easiest part.
I really, really appreciate these sorts of puzzles. Some may argue that there's too much searching through random shelves and barrels for DC's puzzles, but it's worlds better than the "match these three animals on the spinny blocks using this obvious clue that spells out the solution" elementary school garbage in, say, Skyrim.
Might be true - but I don't think it's a scarcity-based society. So the "HOW ARE THERE SO MANY BULLETS" question isn't super relevant.Oh, I disagree. The world of Underrail is post-post-apocalyptic, that is, there was an apocalypse that rendered the surface uninhabitable, then there were decades or centuries of "happy times" below ground, then there was another huge disaster, and so we arrive at the post-post-apocalypse.
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Come to think of it, it's funny how no one in Rail Crossing noticed anything strange before the attack. A gang with chemical pistols and some strange box come to deal with Buzzer, but no one remembers that.
Best way to protect against burrowers is to just have a shield. It's a high speed (or medium speed?) attack, so a shield will block it unless it crits. By the time you're fighting burrowers you should have access to shields.
It's a strange place where some seemingly high tech shit is considered antiquity - such as the battery tech for SGS. Salvage and scrap vendors next to people selling rat sandwiches, next to peddlers with lots of high tech.
So basically the first part of the Foundation trilogy.It's not that it's considered "antiquity" in the popular sense of the word, it's that the organization which presided over the design and construction of such technology imploded many years before - and lots of their brainpower, manpower, and facilities went up in flames effectively putting a halt on technological progress in the Underrail. There is absolutely lots of quite advanced technology kicking around, but there's no replacement waiting in line for it when it goes bust - unless something interesting happens in the near future.
I've checked, double-checked, and triple-checked, and I'm fairly sure the mutagen puzzle is broken for me.
Dr. Mali's correspondence states that there can be only one unique, positive atom in a compound, and no negative atoms. To quote, "I remember that reagents can consist of both positive and negative atoms, while compounds only from positive" and "Mutagen compounds can only consist of UNIQUE positive atoms. You cannot have two of the same in a sequence."
My Exitus-1 compound calls for one "08" atom in its sequence, and no "BZ" atom.
- Exitus-1: MZ CE 08 YJ PI ER J7 L7 WA JX 05 00 ZZ CL BK
Only two of my reagents contain the "08" atom:
- Echo-3: JX WA 08 QG BZ -05
- Helicon-2: CE 08 MZ YJ -BZ -BK -05 -LR
Echo-3 and Helicon-2 are not only the only two of my reagents containing the "08" atom, but they are also the only two reagents that contain a "BZ" and "-BZ" atom, respectively. The other thirteen reagents lack any of them.
Thus if I inject only Echo-3, I end up with a BZ atom ruining my compound. If I inject only Helicon-2, I end up with a -BZ atom ruining my compound. Finally, if I inject both Echo-3 and Helicon-2, I end up with a duplicate 08 positive, thus ruining my compound as there are no -08 atoms elsewhere to remove the extra.
I've pored over my screenshots of each scan and my list, and they are correct.
Blaine, could you share your mutagen explanation screenshots, please?
ST'Ranger Oh, I understand completely now without needing to mess with the machine. I had a feeling misleading and/or ambiguous wording might something to do with it, if it wasn't broken.
Unfortunately, as I received outside help, I have essentially lost the puzzle, even though I can now solve it. I'm sad.
Ah, that place. I used Hacking to deactivate the alert.
I could've. Didn't do it because I wanted the oddity. Can't do it anymore.
Also there is no exit unfortunately and Nevil is of no help whatsoever.
Praying for a miracle.