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.