Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
* Hypnosis guy (forget his name at the moment) - No more critical failures. Max bond makes double 1s a critical success instead.
* Robert - Upgrades game perks, one of which I think grants you more max focus (try to get max focus to at least 6).
* Caesar - Lets you reroll more than once with an increased focus cost each time, with max bond refunding you all the focus points you spent on rerolls if you succeed.
Save $100 for the day of your escape attempt and donate it to the church, then accept the blessing from the priest. For the next 24 hours this'll make ANY doubles count as critical successes (usually except double 1s, but you get those too with the bond above).
This setup drastically increases your chances of success in the climb, as regardless of stats, you have a 1/6 chance of just winning each specific roll on critical successes alone, and with Caesar's bond you can reroll up to 3 times and get all of your focus back if you succeed.
To increase your chances even further, watch the Solo Ascent movie from the Movie Mission quest for the Black Claw gang, as it'll give you a flat +2 bonus to your rolls during your climb.
There are very likely some other things you can do to help yourself even further, but this is what immediately comes to mind.
The complaint is that this escape route is extremely boring and unfair. Having to go through all of these specific conditions in such a slim time frame just to have a chance of escaping is kind of a huge waste of time and effort. Which is why I hope either the time frame for the campaign can be increased so there's more time to bett rstrategize things out, or somehow this escape route can be tweaked and balanced just a little more.
I see what you're saying. I don't think extending the timer would be the right call (as they'd need to add more content to the entire prison to populate the additional days), so balancing the escape route a tad might be the better option.
For me, I think the biggest pain is probably applying the corrosive solution, since unless you've got the treatment plan you can get at most 2 applications per day, and you need 3-5 applications of the stuff to finish it. I'd probably fix this by increasing the number of "charges" per corrosive solution by 1 (giving you 4 total uses, thereby lining up with the 4 applications you have time for across 2 different days).
That alone should make the setup for this route a lot less time consuming.
With regard for the actual climb, I was fortunate enough to manage to dodge the snipers on my first attempt, so I don't know what happens. Do you just die immediately if you get hit, or does it take away your health? I'm thinking that at least on easy/medium it shouldn't be instant death, just subtracting from your health (taking less damage on easy).
In the current version, when delivering coffee to the guard's office, you can add sleeping pills to the watchtower guard's coffee. This will significantly reduce the points needed to escape.