Underrail deep caverns прохождение

Обновлено: 06.07.2024

20 окт. 2017 в 10:20 Deep Caverns

This game is a solid 9/10 up to that point, then it all comes crashing down in flames afterwards.The paradigm shift is jarring, I was even planning a tank/sledgehammer character for my next run, but I don't even want to think how dreadful would be going through this place without stealth.

20 окт. 2017 в 10:25

Is there anything in particular that you're having difficulty with?

Отредактировано Altos; 20 окт. 2017 в 10:26 20 окт. 2017 в 10:33 I appreciate your help, but I just think that the whole place and the fetching quest is boring, there's so many enemies around, also not being able to take my time to explore the place due the Eye of Tchort debuff kinda kills the fun for me. 20 окт. 2017 в 11:25

Yeah, that's a pretty common complaint. Players with high stealth skill tend to be ambivalent towards DC, while players with little to no stealth skill tend to hate it.

If you go talk to Leo and choose the unconfrontational dialogue options, he can teach you a feat that makes the Eye of Tchort debuff take a lot longer to show up. With the feat, you can easily walk through the whole Hollow Earth complex up to Tchort's gate without having any Tchortlings spawn. But without the feat, they spawn every minute.

Отредактировано Altos; 20 окт. 2017 в 13:13 20 окт. 2017 в 12:30

Tbh, when you already know what to do and what tricks the place holds, it's not that hard. I played heavy sledg build and it was pretty good (unless you for some reason forget to take Expose Weakness). Just do Leo's quest and use hatches. Didn't even have to fight any tchortlings except one. Ark station was even faster than with stealthy build, because with tank you can just go where you need to staight away, destroying any bots in your way. Just make yoursefl decent super steel armor and you are solid.

This game is a solid 9/10 up to that point, then it all comes crashing down in flames afterwards.

There are a lot of design choices there that are. questionable. This place has annoyance factor turned up quie high. But there are some good things too. It looks really nice for example and huge background info dumps were really appreciated. It was really awesome to read info about events back then and connect them with events and people in the underrail.

also not being able to take my time to explore the place due the Eye of Tchort debuff kinda kills the fun for me.

I do agree with you. Though thankfully it's in place only in several areas. 20 окт. 2017 в 15:48 This game is a solid 9/10 up to that point, then it all comes crashing down in flames afterwards.The paradigm shift is jarring, I was even planning a tank/sledgehammer character for my next run, but I don't even want to think how dreadful would be going through this place without stealth. Decent planning, and you can even oneshot (i'm not kidding) Thcort, there is no absolute need for stealth in DC. Can't believe someone have such a hard time in DC. Indeed there is some disbalance in certain classes, as i aleady said, you can be very OP, and it's becoming a little bit boring (not for me). On the other hand, rest of the hard classes will be still interesting/fun to play in DC. 20 окт. 2017 в 20:43 I hated DC the first time I played through it, however that was before the patch that made the respawning enemies and such less obnoxious. DC has grown on me over time. It's like a pseudo-survival horror game within an RPG. For something in an isometric game it's very atmospheric. There are more than a couple of very System Shock-esque moments that I find enjoyable. My advice is to give it a chance and try not to let the fact that it's quite different from the rest of the game colour your experience of it. 20 окт. 2017 в 22:07 DC's a kick in the nuts for the first time player with no stealth but once you pop your cherry it'll be fine. Love the oppressive, alien atmospere of DC. 21 окт. 2017 в 1:22 Deep Caverns are lovely as long as you have decent equipment and a viable build. 21 окт. 2017 в 2:09

I finished the game two weeks ago and I killed Tchort in one shot/first turn using Stealth and Snipe. Here. I thought I was incredibly lucky, so a few minutes ago I decided to load my old savegame and try to kill him one more time. Just for kicks.

I killed him at first attempt again, without Stealth and Snipe this time.

Отредактировано Mead Champion; 21 окт. 2017 в 2:16 21 окт. 2017 в 15:44 Welp, I managed to get through mushroom forest, but Arke completely drained my resources, I'm almost with no health hypos left and the endless swarm of robots plus high mechanical resistance tired me out. It's a damn shame I'll have to quit this game after coming so far, but I can't see a way out of this mess. 21 окт. 2017 в 21:23
Deep Caverns are lovely as long as you have decent equipment and a viable build.
I finished the game two weeks ago and I killed Tchort in one shot/first turn using Stealth and Snipe.

So, just like Altos said

Players with high stealth skill tend to be ambivalent towards DC, while players with little to no stealth skill tend to hate it.

Sniper is the easiest build to play DC with, actually.

Did you use wiki to solve puzzles? How did you knew that you need to stand in the mushroom clouds, for example?

21 окт. 2017 в 23:20

Mutagen puzzle? I didn't solve it, I didn't even try.

Mushroom cloud? I got infected by accident while exploring the forest. If it hadn't happened, I would have probably used Wiki. The solution to this quest wasn't obvious and straightforward, I agree with you.

Parts for the gate? I found all of them simply by wandering in the caves and looting enemies and containers.

However, I used Wiki to find the information about the computer that opens the door leading to IRIS. I just got tired of backtracking and checking every single computer in order to find the location of IRIS.

Even though I played as a stealthy character, I didn't avoid any fights. It seems that I killed every single non-respawning enemy in DC.

I in fact tried to engage in all fights. I would often kill two enemies (in the area) from stealth and would fight the rest without stealth if they detected me. I used sprint, grenades and traps, just like in my second fight against Tchort, where I didn't have a chance to use stealth.

I also had plenty of supplies when I descended into the caverns. I knew that it was impossible to go back once you are in the caves (it was my second trip to the caves), so I took lots of consumables, W2C bullets, chemical traps and high quality grenades with me.

Next time I'm going to play Underrail either as a gunslinger or as a sledgehammer tank. Neither of these builds will have stealth. I'll let you know about my experience in Deep Caverns. I hope it won't make me hate DC.

Deep Caverns is a major location far below Underrail metro tunnel network.

Contents

Description

This section needs expansion.

Deep Caverns are enormous caves deep below both Upper and Lower Underrail that house the long-forgotten Hollow Earth research complex and other abandoned Biocorp infrastructure. Other points of interests include a large lake, a natural Labyrinth of tunnels inhabited by deep worms, a rather large Rathound Lair and the Mushroom Forest. The Faceless are also rumored to live somewhere in Deep Caverns. A small outpost of theirs is near the warehouses of Hollow Earth.

Though Deep Caverns share some forms of life with Underrail, the biosphere in the caverns is very different—partly due to mutagen experiments of old Biocorp. The caverns are home to many forms of life not seen in upper levels of Underrail, including but not limited to many forms of fungi, rare fishes useful for consumable crafting and new types of dangerous critters such as deep worms and shroomlings. Burrowers are also more numerous in the deeper caves.

Human presence in the caverns is limited to few, mainly the Tchortist preservation forces stationed at Cytosine Outpost and a crazy hermit.

Characters

Flora and fauna

Quests

    : some of the mutagen reagents can be found here.

Map Gallery

Miscellanous areas that are not a part of any other location within Deep Caverns.


Недостаточно оценок Deep Caverns - Walkthrough От Nicky Deedles

Have you been wandering Deep Caverns for so long that you've earned a Biocorp Diploma?

Are you tired of trying to guess which Hydraulic Pump Drive Shaft is the one you need?

Would you rather not spend hours on the wiki trying to figure out what to do?

Well, you've come to the right place. Here's a guide for getting through Deep Caverns.

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Nicky Deedles
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Оглавление руководства



Introduction and Preparations




Guide part 1: Crazy old men


Guide part 2: Daddy Issues


Guide part 3: Dead Scientists


Guide part 4: The part with the worms


Guide part 5: Drunk Necromancy


Guide part 6: But then I got high


Guide part 7: Breaching D Gates


Guide part 8: Boss Fight


Thanks and to do list


Комментарии Introduction and Preparations

*Skip this section if you're already in Deep Caverns.

Deep Caverns (DC) is the final area of Underrail. You can access it using the elevator in the protected area in Institute of Tchort, by:

    1. Completing enough quests for the Tchortists for their leader Eidein to meet with you, triggering a series of events that take you down to the elevator,
    2. Pickpocketing the elevator's keycard from Eidein, then finding the elevator in the utility section of the Institute.
    3. Taking the elevator's keycard off of his corpse, then finding the elevator in the utility section of the Institute.
    -Enough experience to approaching the level cap (25 for the base game, 30 with Expedition).
    -Endgame gear, including weapons, armour, headwear and boots. There are crafting components and finished items there, but there's no guarantee you'll get all the components you need, and you'll be cut off the your crafting benches.
    -A healthy stock of medicine, grenades, foodstuffs, and repair kits (unless you can craft them). There is ammo in DC, but it's mostly standard rounds. W2C rounds are going to be helpful, and anything consumables that you need to craft will have a limited supply, so stock up beforehand.
    -A lifting belt and supersteel infused leather boots, both for increasing your carry weight. A bunch of key items are heavy, so this'll help you manage the weight.
    -Electric resistant gear, ideally the Tesla Armour from Expedition guarded by spiders in LEMCO, but stacking several galvanic components can also work.
    -Biological and Acid resistant gear, ideally the Chemical Assault Unit Armour from the Protectorate/Free Drones questline, plus Biohazard boots and a gas mask.

The overall goal in DC is to gather components to open the gate leading to the final boss. This will take you through most areas of DC. Since many of these are heavy, having an accessible place to store them all is useful. If the Faceless don't kill you on sight, the warehouse blocks they patrol are a good option.

    -The Bone Handle Knife, which is technically optional but without it, walking through Hollow Earth is like walking through an obstacle course of broken glass and used heroin needles.
    -A Universal Mechanics Tool Set with enough mechanics (the wiki says 115 effective skill, but I haven't tested that) to fix the gate yourself, or the Red AI Core from Arke to get the robot to fix it for you.
    -Hydro-Pneumatic Accumulator
    -3 Hydraulic Fluid Canisters
    -Maria Hope's Keycard
    -Wasi Abdul's Keycard, or enough hacking to break into Tithonus
    -HS-89 Hydraulic Pump Drive Shaft. The other Drive Shafts won't work, so ignore them.
    -Hydraulic Control Valve
    -Mycokardia, which is used to make Psimorphic Biocide Grenades
    -TG-44HD Service Manual

The steps are going to reference certain areas, which are labelled on this map.

Guide part 1: Crazy old men

Now that you know what you need to look for, here's the best way to get them. I'm going to start after the descending elevator breaks, you move through the caves, and you have your long conversation with Six.

A) Go north one zone into the Hollow Earth Complex. You'll notice that while you're in the the Hollow Earth Complex (labelled dark green on the map), you get a debuff called Creeping Dread. Once it stacks up to 20, you get a further debuff call Eye of Tchort, which summons infinitely respawning monsters to attack you. Fighting them isn't really worth it since all you get is a couple oddities and components for the Supersoldier Drug.

As a result, when moving through the Hollow Earth facility, do not loiter. The only thing worth looting is the bone knife (and some mutagen reagents if you want to do the mutagen puzzle). Do what you need to do, then get out ASAP to avoid Tchort's gaze.

There are manholes that you can enter where Tchort's gaze is blocked, where you can wait for the debuff to wear off. Then exit the holes and continue moving to your destination.

The good news is that you can get some help managing Creeping Dread. Go east one zone, and here you'll find the Bone Handle Knife on the body of a tchortist. You'll need this for later.

B) If you're on good terms with the Faceless (i.e.: been generally helpful rather than murderous), go south one zone, where you will speak with them. Go east, then north, which will take you to the warehouse section of DC which has a ton of useful supplies, including a Universal Mechanics Tool Set (these aren't unique, so you're bound to find one). Go north then east, where you can speak to the faceless commander, get some lore and context, have some closure for a previous quest, and even get some supplies if they like you enough. Then go west three times.

C) If you're not on good terms with them, then grit your teeth, since you're going to have a bad time. Go north then east to the warehouse section. Absolutely do not speak to the faceless, and go north then west twice.

D) Talk to Leo (marked purple on the map). He'll ask you to get his knife, which you should already have. Give it to him, and you'll learn a feat that reduces the effect of Creeping Dread, making Hollow Earth a little more bearable.

Guide part 2: Daddy Issues

I might add more details here later. Arke is a dungeon all its own, and deserves its own section when I can get around to it.

Make sure to bring your electric resistant gear if you have some.

E) Go east, east, north then north, which takes you into Arke Power station (labelled dark red). It's a complex dungeon, so this might take a while. Eventually, you'll gain access to the room that lets you route the power to the different areas of DC. Depower Arke, then power up Caerus and Warehouse Block 2.

F) If you don't have enough Mechanics skill to fix the gate yourself, go to the boss area of Arke, and once it's dealt with, take the AI cores.

Guide part 3: Dead Scientists

G) From Arke, head south then west into the now unlocked area of the warehouse. You'll find a Hydro-Pneumatic Accumulator and 2 Hydraulic Fluid Canisters, as well as more supplies.

H) After exiting the warehouse section, head south, south and west and enter Caerus. There's a ton of interesting character writing and worldbuilding here, including 2 characters you've met already. Make sure to pick up both Maria Hope's Keycard and Wasi Abdul's Keycard. Additionally, if you want to do the mutagen puzzle, some instructions are on someone's computer.

I) Head south then west to find the elevator (marked orange) and a third Hydraulic Fluid Canister.

Guide part 4: The part with the worms

Now's a good time to pick up any acid resistant gear.

J) Head east, then south twice to get to the Labyrinth (marked in light blue). To get to the objective, go South, South, West, Southeast. It should bring you to a transition. Go South, Southeast, North, then East for another transition. Finally, go South, East, then South, which will take you through another transition into a large area with a Hydraulic Power Unit, which can be looted for the HS-89 Hydraulic Pump Drive Shaft.

J) Part 2: Optional loot: There are other interesting things in the Labyrinth. First, there's a historical mining helmet in here; from the entrance, go S, S, W, SE, S, SW, and you can pick it up. Finally there are oddities hidden inside brown spherical plants (?) that leak purple goo out of a circular opening. These plants(?) are interact-able but not visible when highlighted, so you need to mouse over them to find it. There are at least 4 Wax Cells, and a two headed grub; from the entrance, go S, S, W, SE, S, SE, E, and it'll be inside one of the plants (?).

Guide part 5: Drunk Necromancy

K) Exit the Labyrinth, head north 5 times, which should get you into Tithonus Labs in the Hollow Earth Complex (labelled light green). The enemies here have very short sight, so if you can't fight them, try walking past them when they move away. You can kill them permanently by interacting with the suspension pods. At the end of this mini-dungeon, you'll get the Hydraulic Control Valve.

L) From here, backtrack to Arke, and reroute the power from Caerus and the Warehouses into the Research Complex.

Guide part 6: But then I got high

If you have Bio resistant gear, make sure to pick it up now.

M) Backtrack all the way back to where you first spoke with Six. Head west into the Mushroom Forest. Remember the Bladelings from Foundry? Well, meet their cousins. If you don't have any Bio resistant gear, you can pick up a Biohazard Suit from the westmost zone.

There are some mushrooms that shoot out spores that temporarily reduce your max health. Stand inside them until you get high enough for them to send you to a new place. Alternatively, in the southwestern zone of the forest, there's a hole you can jump down.

Work your way through the caverns, until you find the Pulsating Roots. Kill it, then make sure to grab the Mycokardia; the area on screen you need to click is kinda hard to spot. it might take a few tries to find it. Climb out and exit the Mushroom Forest.

N) Go north, then northeast. Use the Organic Processor to turn the Myokardia into Psimorphic Biocide Grenades.

Guide part 7: Breaching D Gates

O) Grab all your key items, best weapons and ammo, because you're almost there. Starting from where you spoke to Six, go north, north, west, and inside the building, entering through the western entrance (the one closer to the gate). Inside, there will be a staircase on the northwest wall. Inside, you'll find a locker with the TG-44HD Service Manual and the gate mechanism itself.

Alternatively, you can get in through Cytosine Outpost (marked yellow). Wear a Tchortist robe, remember their greeting, and if your character was a good little Tchortist who read the Original Report in the Tchortist Library, you'll remember that Eidein's friend was Sagan. Pick up a jackhammer, head north out of Cytosine Outpost, then go north until you find the gate.

P) Interact with the gate mechanism, and you will have all the required components to fix the damn thing.

Q) Throw a Psimorphic Biocide Grenade on the gate to remove the biomatter, then open the gate with Maria Hope's Keycard. Enter the mutagen tanks.

Guide part 8: Boss Fight

I should probably go into more detail about the final boss. I'll add it to the to-do list.

R) There is a little bit of stuff to explore, including some mutagen reagents, but you call feel free to skip right to the boss. Go north twice, and enter the hatch, where you steel yourself for taking down the final boss. Save, prep all your combat drugs and load up with your strongest W2C ammo.

If you want, you can bring all the mutagen reagents to make the fight easier. The mutagen puzzle is a bit abstract, and you can find a program to solve it here [underrail.info] . Honestly, if your build can get to the final boss, it can probably also kill the final boss.

S) Kick Tchort's ass, take the Cube and use the computer to turn off the electric ladder and turn on the elevator out of DC. Leave the mutagen tanks, deal with the Faceless, and go to the elevator back up to the rest of Underrail.

T) You'll get another infuriating conversation with Six, who doesn't bother explaining himself again. The elevator will drop you off not too far from SGS.

U) You did it! Now enjoy the denouement and take care of the last couple loose ends. The game ends when you accept Vera's offer or take the train north. It should be pretty obvious which ending I think is better, but it's up to you.

Thanks and to do list

Thanks for reading the guide. If there's anything missing or unclear, let me know so I can improve it.


Cause honestly fuck this, the game becomes much worse at the climax it’s just so annoying.

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2

Ask and ye shall receive:

Required key items are (in order of appearance in the steps below):

-The Bone Handle Knife, which is technically optional but without it, walking through Hollow Earth is like walking through an obstacle course of broken glass and used heroin needles.

-either a Universal Mechanics Tool Set with enough mechanics (wiki says 115 effective skill) to fix the gate yourself, the Red AI Core to get the robot to fix it for you.

-3 Hydraulic Fluid Canisters

-Hydraulic Control Valve

-Mycokardia, which is used to make Psimorphic Biocide Grenades

-TG-44HD Service Manual

I) Head south then west to find the elevator and a third Hydraulic Fluid Canister.

L) From here, backtrack to Arke, and reroute the power from Caerus and the Warehouses into the Research Complex.

M) Backtrack all the way back to where you first spoke with Six. Head west into the Mushroom Forest. Remember the Bladelings from Foundry? Well meet their cousins. There are some mushrooms that shoot out spores that temporarily reduce your max health. stand inside them until they send you to a new place. Work your way through the caverns, until you find the Pulsating Roots. Kill it, then make sure to grab the Mycokardia; the area on screen you need to click is kinda hard to spot. it might take a few tries to find it. Climb out and exit the Mushroom Forest.

P) Interact with the gate mechanism, and you will have all the required components to fix the damn thing.

Misc. Tips and Tricks

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