RimWorld

RimWorld

Joe Danger Feb 5, 2019 @ 12:24am
Are the Ancient Danger rooms worth opening?
I've never done it before but today I decided to out of curiosity and it was pretty underwhelming. A mech fight followed by a fight with the humans in the cyptosleep caskets and after all that, the only other things in the room were two advanced components and a large statue. Don't get me wrong, the caskets are useful but other than that, the best stuff I got from it was probably the guns the guys had, not really worth the hassle imo. Did I just get unlucky with the loot or is that about what to expect every time? Because if that's the case I don't really see much of a point it opening them.
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Showing 1-15 of 17 comments
A Pebble Feb 5, 2019 @ 12:47am 
In my playthrough all I really got was a couple sets of marine armor, not tainted because I imprisoned the ancient soldiers after downing them. If you manage to recruit one then you got a pretty good gunman in your colony. Other than that all I really got was components and metals from deconstructing the sleep chambers and mechanoids.
Immortalits Feb 5, 2019 @ 12:49am 
There isn't much worth attention inside those chambers, they're mostly like that, sometimes holding an artifact or two with some extra valuables (psionic soothe generator, psionic drone generator -> maddens animals, sometimes a few luciferium, I even got an excelent charge lance once), but nothing too extreme, especially not for a lerger colony. They're too strongly defened for early game colonies to handle, but too weak rewards for stabilized colonies.
LYNX Scout Feb 5, 2019 @ 2:45am 
If you get a good colonist or two out of them it's worth - but as usual they're RNG.
Lorax Feb 5, 2019 @ 2:54am 
I found they often have good stuff. Artifacts, gold, drugs, components. Breaking down the mechs gives good stuff. Even the people are good to have. Although yeah sometimes they are almost empty.
Astasia Feb 5, 2019 @ 3:55am 
They used to suck, but as of 1.0 they are usually pretty decent and you can find some really amazing things in them like archotech bionics. Nothing else in the game beats the risk vs reward of them, you have a handful of enemies in a cramped room which put up a trivial challenge, and you get several thousand silver worth of items in most cases.
twan Feb 5, 2019 @ 4:09am 
Yep. Last I opened had 15x luciferium, 2 non hostile colonists (+ 2 hostile I killed but could have captured) all with several * stats >10, 1 spacer tech gun, 2 good marine armors, 6 cryo caskets while I'm very far from these techs, all in an huge marble room (when i have no marble on the map) , looks for me rather good as a reward for only 2 centipedes and a lancer to kill.

Also it's not that risky if you have good melee pawns who can rush all the mechanoids or hostiles. Mechanoids tend to run in circle in their big room if you just open a corner and leave, you can later prepare just behind the wall for a rush and launch it just when they come close. Only one centipede got the time to fire in my case.
Last edited by twan; Feb 5, 2019 @ 4:18am
M.K. (Banned) Feb 5, 2019 @ 5:56am 
In very early game the Ancient Danger rooms can contain extremely good stuff, compared to what you already have.
Stuff like Marine Armor and Helmet, and a Charge Assault Rifle.
Of course, they tend to be in the hands of a cyptosleep-crazed warrior, who is shooting up everything in sight.......
Gentlest Giant Feb 5, 2019 @ 6:09am 
2 advanced components is a real treasure trove! I would totally sell 4 of my own kidneys to have that.
I mean, seriously, those things are hard to come by.
Last edited by Gentlest Giant; Feb 5, 2019 @ 6:10am
Ok Thalmor Feb 5, 2019 @ 6:42am 
Then you find a flat screen TV early on or maybe a few glitterworld meds, think I found 3 in one at first. Honestly I find them to be worth it. It usually helps jumpstart my colonies, modded or not(I always start lone rich bub) so I tried ice sheet once and couldn't fair the weather with the clothes and found one with no mechs.

And all the people in cryo were passive but 2 that killed each other. One person was incapable of violence and had power armor at the time and made for a huge jump start to the colony.
Yaldabaoth Feb 5, 2019 @ 8:02am 
There might be people in the stasis pods and they might have bionic limbs...
Tohtori Leka Feb 7, 2019 @ 11:03am 
They are also useful in early game as a defense. If you make a hole in the wall and run away, the mechs will stay in the room. Now if you get a manhunter pack or maddened animal, the animals will attack the mechs instead of you. It might work with raiders too. Doing this will of course give you a limited time to get any valuable items in the room since they will now be considered to be outdoors and will deteriorate.

I just played a Naked Brutality game using this strategy and it made the beginning much easier. The mad animals always went straight to the mechs but raiders didn't. One raider did go after them after being injured by my pawn so I'm not sure about the logic there.
Serina Feb 7, 2019 @ 1:06pm 
I normally open ancient dangers once I have a sniper or a couple of bolt-action rifles so I can out range whatever might be in there. My first ancient danger in my current game had a couple of scythers and two lancers so it was pretty easy to pick them off at max range. The second one I opened last night only had insects so it was pretty boring, but there were luciferiums and a bionic eye in there. I normally wait to open the ancient cryptosleep caskets when my colonists are healed and well rested in case enemies pop out. One or two of the pawns in there normally wear marine armor so it's nice to be able to strip those off of them for my own colonists to use.

The ancient dangers are always worth it for me because I enjoy opening them to see what's inside. I have a pawn that I need to supply with luciferium so I was quite happy to find those inside. Anything else that I might find is just a bonus. ^.^
martindirt Feb 8, 2019 @ 3:09am 
Randy dont likes me. Anytime im open AD, im only find some lancers, cyrotanks with hostile ancients and some drugs (maybe bionics).
But. With The Harvest mod, i can havest the cybernetics from raiders. Drugs are forbidden in my colonies (im grow them cuz they are good trade items).
Tbh idk what treasure would be good enugh for me. :D
PoDH Feb 8, 2019 @ 3:33am 
It really depends. They can give you major early game boost, but you're risking fighting a stronger enemy. Or you can open them late game. I really recommend preparing for a big fight.
ambi Feb 8, 2019 @ 10:06am 
I open them once I have 6 colonists and some turrets. You can place traps around the wall that you intend to deconstruct.
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Date Posted: Feb 5, 2019 @ 12:24am
Posts: 17