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The Outer Worlds (Windows) Walkthrough Discussion

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  • AllgorhythmAllgorhythm655,106
    Posted on 17 May 24 at 17:22
    Enjoy.

    The game is loads of fun. I've spent over 1,000 hours across the 4 versions of the games with XBox achievements and have endeavored to present the game in a manner that provides the best immersive experience.

    Although over 65K TA tracked gamers have started the game, only 204 have completed it. Most have bailed out after only a few achievements and never left the first planet in the game. I suggest now would be a great time to jump back in and get a relatively easy TA ratio >3 completion.

    For those, like me, who don't like multiple playthroughs, this WT unlocks all achievements in a single playthrough. That means the game is played on Supernova in order to get the associated achievement.

    However, Supernova is not as daunting as the fancy name would suggest. This is not a Souls game where you die quickly and often. In fact, the character build, equipment used, and tactical approach used in the WT minimizes exposure to damage and even new players to this type of game should be confident of a 100% completion.

    The WT is structured so one can play the DLCs in-game, post-game, or not at all. I encourage people to play the DLCs though. The DLCs are exceptional and I speak as one who usually finds add-on content to be lame and anti-climactic.

    If you want a relatively quick completion, the WT clearly indicates which activities can be skipped. Alternatively, if you'd like to explore all missions, quests, and tasks; the WT provides an efficient roadmap for doing so.

    I feel the most important reason we game is to have fun. To that end, the WT presents the game in a manner designed to showcase its fun factor to the fullest. If you've put the game after starting it, give it another go and see if I'm right. If you haven't played it yet, you're in for a treat. smile
  • jrod39jrod39452,424
    Posted on 20 May 24 at 18:20
    @Allgorhythm, do you want feedback here or via PM? I've been using it (through Emerald Vale so far) and have a short list of improvement opportunities.
  • AllgorhythmAllgorhythm655,106
    Posted on 21 May 24 at 20:05
    jrod39 said:
    @Allgorhythm, do you want feedback here or via PM? I've been using it (through Emerald Vale so far) and have a short list of improvement opportunities.
    Please post them here. I think it’s best if other people see them & can voice their insight. I welcome any comments and will make changes expeditiously.
  • jrod39jrod39452,424
    Posted on 31 May 24 at 18:55
    Okay here's what I have so far! I'm actually into Peril on Gorgon now. :) Thanks for providing the walkthrough and hopefully these make sense and make it better for everyone! :)

    Emerald Vale:
    • For achievements on throwaway saves, you need to save in a new slot before reloading your working save (like with Tossball All Star or Never Seen).
    • When going after Flawed Hero you need to sleep in the ship after getting a flaw.
    • Ludwig gives you the Mag-2-Zap after you complete Die, Robot, not when you hand over the sealed bundle from the lavatory.

    Groundbreaker:
    • You can't get Dialog Skills armor before Groundbreaker, but there's a set available right when you land and before you go through security. If you go to the left of the landing pad, past the NPC lounging outside the security door, you can climb a ladder, jump on some boxes, and then jump diagonally into an open bay. Within this bay (which has a huge open floor which is the "ceiling" of the security room below) there are four crates, and one of them (I think the last one before the open floor) has Dialog Skills armor.
    • When you're talking to Udom, there's another dialog choice in between "Alex is dead" and "What was your relationship to him?" but unfortunately I didn't write it down. :(
    • The instructions for picking the lock in Gladys' room can be simplified by going the other way around--enter TTD with RB and then start picking the lock. I found that picking and then entering TTD always led them to challenge me, but entering TTD and then picking meant they were never alerted.

    Suggestions:
    • Include a chart which shows the recommended progression for sniper rifle and assault rifle (e.g. Hunting Rifle + Plasma > Dead-Eye AR + M2P + ExtOS > Hunting Rifle Ultra + FT + M2M).
    • Include approximate levels for when you begin a page (e.g. at the top of 6. Scylla and Roseway, "you'll probably be around level 14 here")
    • One thing I started doing was filling all four slots with weapons--my first was always the sniper rifle and then I'd have three assault rifles so that I didn't need to reload in the middle of a battle (I'd just press Y to switch to the next weapon). That saved my life on a number of occasions.
  • AllgorhythmAllgorhythm655,106
    Posted on 02 June 24 at 15:01
    jrod39 said:
    Okay here's what I have so far! I'm actually into Peril on Gorgon now. :) Thanks for providing the walkthrough and hopefully these make sense and make it better for everyone! :)
    First, thanks for the feedback. To keep this manageable, I'll respond one post per planet:

    For reference, although I've played the entire game for all 4 of the versions with XBox achievements, I've played the game only once without the DLCs. It was the first time I played and the DLCs had not been published yet. There are differences in skill checks, loot, leveling and more between playing the game with one DLC installed, two DLCs installed, and no DLCs installed.
    Questions: When did you install Peril on Gorgon? Have you installed Murder on Eridanos? If so, when?
    Emerald Vale:
    • For achievements on throwaway saves, you need to save in a new slot before reloading your working save (like with Tossball All Star or Never Seen).
    Essential point. I thought I had emphasized this but, obviously, I need to do a better job. I'll make sure to do so.
    • When going after Flawed Hero you need to sleep in the ship after getting a flaw.
    I have never slept. But I can see how sleeping might make RNG more friendly so I'll include that as a suggestion.

    The first time I played, I got the drug addiction flaw. I was playing on supernova using the one playthrough approach. With 20-20 hindsight, I should have rejected it and gone for 3 flaws that were not so intrusive. It was extremely annoying which is why I recommend one-playthrough supernova players do it on a throw-away file.

    Apart from the first time where I got the flaws during regular in-game play, the other 7 times were on throw-away files. I've used two techniques--the one I describe in the WT and one centered around primals that I describe in this achievement guide:
    Allgorhythm The Outer Worlds (Windows) Flawed Hero Allgorhythm's solution for the Flawed Hero Achievement in The Outer Worlds (Windows)Acquired 3 flaws.

    Sometimes, all 3 flaws come readily without issue. Other times, I've had to grind a bit. As I said earlier, I've never slept while working on the flaws. I think your suggestion might facilitate resetting the RNG guide and reducing grinding time.
    • Ludwig gives you the Mag-2-Zap after you complete Die, Robot, not when you hand over the sealed bundle from the lavatory.
    I'm 110% positive Ludwig gives the player-character the Mag-2-Zap in exchange for the sealed bundle. There are quite a few ways to approach Die Robot!. The conventional approach is to wait until Parvati becomes a companion because she can repair the robot in the junkyard regardless of the player-character's engineering skill. I, however, always get the sealed bundle before talking to Ludwig. The sealed bundle is the Mag-2-Zap mod that Ludwig refers to as a secret weapon. He will give it to you assuming, of course, that you humor him regarding the robot uprising.

    The reason I am so positive one does not need to accomplish other Die Robot! tasks before acquiring the Mag-2-Zap is that I defer repairing the junkyard robot (we later find out his name is Jeremy) until after I clear out the Marauder Hideout and the Community Center.

    If not before, I invariably get an assault rifle from one or more of the enemies in the Marauder Hideout and apply the Mag-2-Zap. When I'm not playing the WT's more streamlined approach, I pop over to the Geothermal plant and, from outside the fence, zap a few robots. Only later, do I go and repair Jeremy.

    I believe this is the most streamlined approach. The first time I played, I did Die Robot! more conventionally. I recruited Parvati and went to talk to Ludwig. He told me about the sealed bundle but I repaired Jeremy (with Parvati) before going inside Edgewater to retrieve the sealed bundle from the laboratory.

    I reported back to Ludwig with both tasks accomplished--repairing Jeremy and recovering the bundle. At that point, I got the Mag-2-Zap. It appeared that it was a reward for Die Robot. However, in subsequent games I confirmed it's not only the reward for delivering the sealed bundle but is, actually, the contents of the sealed bundle.
  • AllgorhythmAllgorhythm655,106
    Posted on 02 June 24 at 16:20, Edited on 02 June 24 at 16:29 by Allgorhythm
    jrod39 said:
    Okay here's what I have so far! I'm actually into Peril on Gorgon now. :) Thanks for providing the walkthrough and hopefully these make sense and make it better for everyone! :)
    Again, thanks for the insights and taking the trouble to provide detailed discussion. I'll address the Groundbreaker points:
    Groundbreaker:
    • You can't get Dialog Skills armor before Groundbreaker, but there's a set available right when you land and before you go through security. If you go to the left of the landing pad, past the NPC lounging outside the security door, you can climb a ladder, jump on some boxes, and then jump diagonally into an open bay. Within this bay (which has a huge open floor which is the "ceiling" of the security room below) there are four crates, and one of them (I think the last one before the open floor) has Dialog Skills armor.
    Mods are very temperamental. I've had a different experience every time I've played. There is a significant difference in loot depending on whether the player has one DLC, both DLCs, or no DLCs installed. I have always found the Silver Tongue Kit in Emerald Vale. If I don't find it in a vending machine, I've been able to buy it from Stefan Garcia, the Botanical Plant vendor. He's Zoe's friend who tells you about the serials she likes to watch--information that helps persuade her to return in the side quest, A Few Kindred Spirits.

    I tried to convey that mods are useful but not essential. There is a lot of randomness associated with them. Some games will provide certain ones more readily than others. The stealth kit has been pesky for me--sometimes I get it and sometimes I don't until the DLCs.

    I did mention one should check all vending machines and vendors but I'll add a special note to check Stefan's wares. In addition to the silver tongue kit, he also sells a unique, named handgun, the Fiver. Instead of the light ammo of other handguns, it uses heavy ammo for increased knockback. It's also got increase range and is a great handgun. However, since the WT's build is for long guns, I didn't bother to mention it. When I play, I make a point of picking up all the named unique items and storing them in my stash. There's no reason for it other than that I am a compulsive collector.
    • When you're talking to Udom, there's another dialog choice in between "Alex is dead" and "What was your relationship to him?" but unfortunately I didn't write it down. :(
    It's a set of four options beginning with "I'm sorry for your loss." I'll add it.
    • The instructions for picking the lock in Gladys' room can be simplified by going the other way around--enter TTD with RB and then start picking the lock. I found that picking and then entering TTD always led them to challenge me, but entering TTD and then picking meant they were never alerted.
    It's a minor issue because, if you are challenged, you can talk your way out of it with a miniscule hit to reputation being the only issue.

    If you've followed the WT, your skills should be good enough to enable lockpicking and stealing the way you've described without being challenged. If you aren't at the skill level of the WT, it's not as easy.

    The mechanics of the game are such that, if you go into TTD before lockpicking, everybody is on the same time. If you're skilled, you'll be fast enough to complete the lockpick and steal the safe's contents before being challenged. Once the contents are stolen, NPCs alerts and suspicions disappear and you're home free.

    If your player-character skills are not high enough, you won't be fast enough to lockpick and steal under TTD before being accosted. The NPCs are experiencing time at the same rate you are and will apprehend you. The solution is to start lockpicking before entering TTD. The NPCs will start reacting. Immediately go into TTD. The NPCs are now slowed down wrt you and experience time at a slower rate than you. Complete the lockpick and steal the contents. Once all the contents are gone, any NPC alerts disappear.

    As you point out, this second method is not as simple. It requires precise transition from beginning the lockpick process outside TTD and immediately thereafter initiating TTD. If your skill level is high enough, obviously, the first method is easier. To clarify, skill level relates to the player-character's stealth skills--lockpicking and stealing--and not the player's personal hand and eye coordination. If the player-character's stealth skills are not high enough and you don't want to get caught (even though the penalties are of little consequence) use the second method.

    One rarely has to employ the intricacies of the mechanics of the TTD system. Here, there is no significant penalty if one fails. There is one spot in the game where the utmost precision is required. If one wants to do a supernova speedrun, there is a point where a special exploit is used--you aggro Percival and get him to chase you to a locked door that requires the MInister's HHC access card. Percival carries this access card and, when he gets next to the door, it will unlock. After passing a challenge, the door remains unlocked and you can go in. You do this so you don't have to go through the tedious quests that give you access normally.

    It's very tricky and many people have found it quite pesky. Because you're playing on supernova, you can't make a save just before and do it time and again until you get it right. Additionally, once you fail the first time, if you try again, the NPCs turn hostile and shoot you. Since you're on a speedrun, you haven't leveled up to the point where you can kill them all.

    The solution is to take advantage of the mechanics. Instead of jumping up and down on the desk or doing some other chicanery to aggro Percy, go behind him and, in real time, start pickpocketing him. He will start to alert. Immediately, stop pickpocketing him and activate TTD. Move next to the locked door.

    Percy's experience of time is now slower than yours and you'll beat him there. Stand at the left edge of the door. He will confront you smack dab in the middle of the door. After the challenge, you'll find Percy's proximity to the door unlocked it and you can now enter. He most likely will issue another challenge which you can talk your way out of.

    Since we only do one playthrough in this WT, we don't have to worry--this is just a bit of trivia. However, it is an impediment that has frustrated many people hoping to do a supernova speedrun in an hour or so and end up spending half an hour or more trying to get Percival Platt positioned just right where his card unlocks the door.
  • AllgorhythmAllgorhythm655,106
    Posted on 03 June 24 at 15:25
    jrod39 said:
    Okay here's what I have so far! I'm actually into Peril on Gorgon now. :) Thanks for providing the walkthrough and hopefully these make sense and make it better for everyone! :)
    Had to take a break but here are my final comments. Again, thanks for the effort you took in providing your insights:
    Suggestions:
    • Include a chart which shows the recommended progression for sniper rifle and assault rifle (e.g. Hunting Rifle + Plasma > Dead-Eye AR + M2P + ExtOS > Hunting Rifle Ultra + FT + M2M).
    • Include approximate levels for when you begin a page (e.g. at the top of 6. Scylla and Roseway, "you'll probably be around level 14 here")
    • One thing I started doing was filling all four slots with weapons--my first was always the sniper rifle and then I'd have three assault rifles so that I didn't need to reload in the middle of a battle (I'd just press Y to switch to the next weapon). That saved my life on a number of occasions.
    Thanks. I was thinking of that.

    An addition I made in this walkthrough that I later added to the WTs for the other 3 versions of the game was a discussion of the Plasma Rifle 3.0 and the Frigidariator. They're both rare DLC weapons. There are two Plasma Rifles 3.0. One is in the Gorgon DLC as loot on the invading ship if you decide to fight the invaders during the Starship Hunters mission. The other is on Eridanos and can be found lying on the ground early in the DLC. There is one Frigidariator. It's found lying on a table in a hidden room. Interestingly, the hidden room is just below where you can pick up the Plasma Rifle 3.0.

    I'd wanted to keep the weapons very simple. In the latter part of the game, the corrosive damage is unquestionably the best. It is the only damage type to which all enemies are vulnerable. Armor is vulnerable to it and most of the late-game enemies are armored so it's a good choice against auto-mechanicals and manti-enemies. N-ray bypasses armor but is not effective against auto-mechanicals being a bio attack and N-ray's splash damage has a tendency to damage the player-character and companions.

    The cold damage of the Frigidariator is very rare and interesting. It slows down enemies. The Plasma Rifle 3.0's charge attack though impeded by armor is the most devastating attack against fleshy enemies and there are a lot of fleshy enemies in the Eridanos DLC. I figured, by the time players get to the DLC, they might want to experiment a bit with some of the most powerful late game offerings. It's purely optional because a level 41 Dead-Eye III with the Mag-2-Melt mod will obliterate everything it engages.

    I should have thought of a chart myself. It's an excellent idea and will concisely encapsulate the weapon's approach used in the WT.
  • jrod39jrod39452,424
    Posted on 03 June 24 at 21:26
    It looks like you've addressed all of my feedback and I appreciate you doing so!

    I can't explain why my experience with Ludwig's Mag-2-Zap differs from what you've experienced--I've followed the walkthrough as faithfully as I could and actually reloaded saves several times to make sure I wasn't getting the dialog wrong. I then bought a Mag-2-Zap from one of the vendors before completing Die, Robot! just to make sure I had it ... and then he gave it to me and I kind of chuckled.

    Regarding the Dialog Skills armor feedback: I had plenty of Silver Tongue mods before getting to Groundbreaker, but never saw Dialog Skills armor while in Emerald Vale. I checked every vendor and simply never found one. Maybe it was something that could be stolen--I had avoided stealing things because of a warning early on in the walkthrough about waiting to steal until a specific point (and I can't even remember what that point was now!). That's why I specifically called out the Dialog Skills armor cached above the security offices--you can get to it just before when you need it (to pass the security check).

    I'm now into the endgame--just skipped the Hope to Terra 2. I struggled with Mad Scientist, mostly because I couldn't consistently launch the Mega-Mantiqueen into the air, but got it first time after switching the Gloop Gun to Nyoka and taking her Gatling in return. I also struggled a little with Sunburn until I oriented myself, but I think that's on me.

    That's all for now! When I finish this I will definitely have you to thank--I probably would never have played it without your guide!
  • AllgorhythmAllgorhythm655,106
    Posted on 04 June 24 at 17:02
    jrod39 said:
    Regarding the Dialog Skills armor feedback: I had plenty of Silver Tongue mods before getting to Groundbreaker, but never saw Dialog Skills armor while in Emerald Vale. I checked every vendor and simply never found one. Maybe it was something that could be stolen--I had avoided stealing things because of a warning early on in the walkthrough about waiting to steal until a specific point (and I can't even remember what that point was now!). That's why I specifically called out the Dialog Skills armor cached above the security offices--you can get to it just before when you need it (to pass the security check).
    I see. My bad.

    I referred to the Silver Tongue Kit as the Dialog Skills Armor. My intent was to mention the skill specifically but, instead, I see it's caused some confusion. I'll edit the text and clarify.
  • AllgorhythmAllgorhythm655,106
    Posted on 04 June 24 at 17:04
    jrod39 said:
    It looks like you've addressed all of my feedback and I appreciate you doing so!

    I can't explain why my experience with Ludwig's Mag-2-Zap differs from what you've experienced--I've followed the walkthrough as faithfully as I could and actually reloaded saves several times to make sure I wasn't getting the dialog wrong. I then bought a Mag-2-Zap from one of the vendors before completing Die, Robot! just to make sure I had it ... and then he gave it to me and I kind of chuckled.
    When I have some free time, I'll test and confirm and make a short video. It shouldn't take too much time because you can get it within the first half hour or so of play.
  • AllgorhythmAllgorhythm655,106
    Posted on 04 June 24 at 17:34
    jrod39 said:
    I'm now into the endgame--just skipped the Hope to Terra 2. I struggled with Mad Scientist, mostly because I couldn't consistently launch the Mega-Mantiqueen into the air, but got it first time after switching the Gloop Gun to Nyoka and taking her Gatling in return. I also struggled a little with Sunburn until I oriented myself, but I think that's on me.
    The Mad Scientist is the most pesky achievement. That's why I like to leave it until after getting the DLC science weapons.

    The Gatling Gun is easier to operate than the Gloop Gun and I can see how you found it easier. I like to carry the Gloop Gun because its effects are the most visible. As long as the target is launched, you know it's affected by the Gloop Gun. So, when the target lands, I immediately switch to the Gloop Gun and give it another go.

    Maybe I should point out that I have written a specific guide for each achievement in the game. I did so to provide additional information that would have bogged the WT down with too much detail and to provide alternative methods to unlock the achievement in question. For example, here's the Mad Scientist write-up:
    Allgorhythm The Outer Worlds (Windows) Mad Scientist Allgorhythm's solution for the Mad Scientist Achievement in The Outer Worlds (Windows)Killed an enemy under the effects of 4 science weapons.

    There are many different ways through the Hope so it's easy to get turned around. That's the reason I included the video guide both for Sunburned and Lost & Found.

    I pick the lock on the storage area and pickpocket Quincy Duncan. But, you can approach Quincy Duncan and use dialog skills on him to get access to the storage area and get the Bridge Keycard. The Bridge Keycard can also be picked up elsewhere.

    I use the shroud which requires an ID cartridge. Alternatively, one can sneak in and bypass Quincy altogether. Once inside, there's a terminal that can be hacked that establishes you as a member of the crew.

    Finally, although not recommended on Supernova, one can go in guns blazing and eliminate all opposition starting with Quincy whose body you loot for the keycard.

    After experimenting with the alternatives I settled on the approach in the WT. There's a detour of a few steps where you go past the target door and enter an unrestricted area with some sprats. Then, with a recharged holographic charge, you backtrack to the door you need to take.

    I hope that wasn't confusing. It's not absolutely necessary. You can withstand 3 challenges if it runs out. Nevertheless, it's possible for a robotic guard to accost you at just the wrong time and go immediately hostile bypassing the challenge routine. For this reason, I like to keep the holographic shroud charged--hence, the very short detour.
  • AllgorhythmAllgorhythm655,106
    Posted on 04 June 24 at 18:49, Edited on 04 June 24 at 18:53 by Allgorhythm
    jrod39 said:
    That's all for now! When I finish this I will definitely have you to thank--I probably would never have played it without your guide!
    Thanks. I appreciate the feedback. I haven't written many walkthroughs. The few I have written try to emphasize the fun aspects of the game. So, I endeavor to present achievement hunting in an immersive manner. With as many achievements as this game has, it would be a shame if the player were to slog through it without enjoying the process.

    @Jetfire Six wrote the excellent The Outer Worlds Walkthrough for the original XBox One base game. Much later, when I played the Spacer's Choice edition, I noted it still didn't address the DLCs. So, I wrote the guides for the two DLCs.

    The original base game WT used the 2 playthrough approach. Many people prefer that strategy. It occurred to me, though, that the benefits of the 2 playthrough approach diminish for the Spacer's Choice version that includes the DLC questlines and has higher skill checks. So, I thought I'd write the The Outer Worlds: Spacer's Choice Edition Walkthrough with a one playthrough approach. I followed it up with walkthroughs for the Windows Spacer's Choice Edition and this game--the original windows version.

    To compensate for the higher difficulty level, I provided more detail for character build, weapons, tactics, missions, quests, tasks, and so on. Also, since there is no fast travel on Supernova and you can't just warp from location to location, I eliminated some of the back and forth to make the roadmap more streamlined.

    When the DLCs came out, I felt they were the crown jewels in the game. That's saying something because, usually, I find DLCs anticlimactic. Although I make allowances for people to play them post-game, my strong recommendation is that they be played in-game.

    When I first played the game, on Supernova without DLC, I just used combat in the final encounter. Playing regularly, you're at level 30 (the max without DLCs) and should have no difficulty defeating the boss-type enemy. Here's a raw, unedited DVR of the engagement. The fight takes well under a minute: https://gameclipscontent-d2020.media.xboxlive.com/xuid-25332...

    I mentioned I had the drug addiction flaw the first time I played and you can see the resulting status debilitation. There's an option where you can hack and get the drones to fight the big auto-mechanical and you fight the weakened automechanical after it destroys the drones. Under normal circumstances, both the boss and the drones fight you. But, if you use stealth, as I did in the video, you can position yourself where the drones don't detect you. Once the big boss is down, the drones also succumb.

    Note that I first cripple and blind the auto-mechanical. Crippling it slows it down. As long as it does not advance into the room you're in and you remain in the blind spot used in the video, the drones do not engage. When you blind the auto-mechanical, you degrade its targeting. It shoots right at my player-character but the shots do not hit and cause damage. Felix and Sam's companion abilities inflict major damage.

    Although combat is the simplest way to conclude the game, I became obsessed with the non-combat dialog check method. It's crucial, of course, if you do a supernova speedrun and can't match up to the boss. As shown in the video, though, a level 30 player-character has no difficulty on supernova even with flaws that provide some debilitation.

    If you're committed to the dialog check method, it puts constraints on your initial build. Whereas you can respec skills, you can't respec attributes. There are several ways to get through Sophia's dialog checks but you always have at least one personality check that must be very high. The supernova speedrun uses personality checks exclusively and all must be very high.

    Because of these constraints, I chose to forego automatic healing in my build so I could ensure charm was high enough for the checks. It's not that big a deal because automatic healing isn't fast enough when it really counts and there's an overabundance of healing inserts for your inhaler.

    I was influenced in choosing the no-combat dialog route by story considerations more than efficiency. Sophia turns out to be the most level-headed character in the game. When you choose to persuade her, in the post-game notes she becomes a positive force that helps the colony. Since I was trying for the 'best karma' ending, conversation rather than combat is the necessary option.

    In short, I put a great deal of thought into how the game should be presented--not just unlocking achievements. For the explorers, I included optional side quests and other nuggets. For the achievement hunters, I indicated what could be omitted for the sake of expediency. Regardless of one's goals, I hope everyone has a lot of fun with the game.
  • jrod39jrod39452,424
    Posted on 05 June 24 at 22:36
    Okay, just checking back in with you to say that I finished the game with all achievements unlocked and didn't run into any other issues using the walkthrough. I'll say that in the final dialog with Sophia the Chimaera/Nice Hat + alcohol combination worked better than the Concierge Livery one, because for the latter you have to make up much more Intimidation with caffeine and sugar drinks. [I tried both.]

    I really struggled to launch enemies into the air with the Gloop Gun, which is why I gave it to Nyoka. If there's a way to consistently do it, I'd definitely add those instructions to the walkthrough and your guide.

    As far as the complete game goes, to be honest, playing through on Supernova felt really tedious at times because I'd have to slog through certain battles multiple times, but once I started completing battles, racing back to the nearest transition point, and then returning to my furthest point of progress, it became a lot easier. That might be something to suggest at the beginning of the guide--since enemies within a specific building don't regenerate once you've cleared them out, you can clear one room, return to the entrance, transition for an auto-save, then continue your progress, etc.

    But even after finding it tedious, I'm actually beginning a Story playthrough tonight (using your guide of course) so that I can enjoy the game more. I really enjoyed the ending sequence where you learned the fates of the various crewmembers and people you encountered, and I'm kind of interested now in playing again so that I can savor it a bit more. Going into it with the experience of completing it on Supernova should make Story mode an absolute breeze.

    Thanks again for your guide! It's excellent and I'm glad to have found it and used it. :)
  • AllgorhythmAllgorhythm655,106
    Posted on 06 June 24 at 03:51
    jrod39 said:
    But even after finding it tedious, I'm actually beginning a Story playthrough tonight (using your guide of course) so that I can enjoy the game more. I really enjoyed the ending sequence where you learned the fates of the various crewmembers and people you encountered, and I'm kind of interested now in playing again so that I can savor it a bit more. Going into it with the experience of completing it on Supernova should make Story mode an absolute breeze.

    Thanks again for your guide! It's excellent and I'm glad to have found it and used it. :)
    The post-game "report card" is very interesting. It certainly enhances the role playing experience to shape it according to your wishes.

    If you are not playing on Supernova, companions are not at risk. This gives you some interesting options. One of them is to concentrate on leadership inspiration (especially) & determination. Start with Charm and Temperament at HIgh or Very High. Your goal is to get base inspiration to 60. That doubles all companion bonuses. Moreover, combined high skill values in both inspiration and determination have a force multiplier effect on companion prowess. Set them to aggressive and you can lay back and let them do all the work.

    If you're going that route, you can pass the final encounter dialog checks with Charm, Temperament, and Perception. So, when you do the character build, make sure Perception is high or very high. If one or more of the three values is high rather than very high, you'll need a consumable--alcohol for personality and caffeinated drink for mind. Note that to get on the station, you'll need one of the dialog skills to be about 105 or so with the DLCs installed. I think it's 80 without DLCs.

    Science remains an important consideration. You'll want to reduce tinkering costs so you can equip your companions with top-of-the-line weapons--Ideally, the maximum allowed 5 levels above your own.

    Just a suggestion. You probably have your own ideas of how you want to approach it. Glad you're having fun.
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