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
Amass your pawns with powerful short range weapons, as always heavy armour is insurance and melee helps control dangerous shooters. Place basic cover outside your entry point, wooden\steel walls and bags\cades; position, undraft one pawn to deconstruct the wall, then retreat them immediately and see if what's inside wont come out to play. Works for every type of static hazard which you can chokepoint.
You can spice it up by dragging over some IEDs, spike traps, or turrets to help. If you're short on pawns you can do what we did to crashed ships back in the day of building elaborate kill boxes around them then triggering them. Doesn't work on crashed ships any longer, works fine on ancient danger.
Once everything hostile inside is dead you walk in, place everyone around eventual crypto containers, and just wipe the people who come out normally. Nothing worse than fighting a handful of raiders. Drafted animals always help.
Which is a really longwinded way to say 'just breach and clear'.
Bonus: you don't need to make a huge power line from your base for the turrets if you simply charge up a battery or two, uninstall them and then install them by the ancient danger. The batteries retain their charge so they're good for making portable turrets.
Then again, on those rare occasions that it is...
They can be handled pretty easily if you know exactly what you're doing. It's not even that hard to do it in the first 7 days of a new colony, kinda depends on difficulty though. But you're still right, they're hardly lucrative unless you're mid-game and just need something to sell, or a chance at a new colonist.
On higher settings, I like to set some steel traps outside and lure the enemies down a specific route, with barricaded shooters waiting. If tech allows, auto turrets and batteries, with trained animals on stand-by just behind the turrets. If things go badly, unleash the hounds!
Ancient Dangers are an interesting part of the game, and can contain interesting stuff. Definitely worth doing just for the fun, and quite possibly for some cool assets.
Gotta utilize buildings. Traps and turrets heavily make up for pawns, depending on the difficulty you can clear an ancient danger with the starting pawns and equipment if you make a dozen or more spike traps
Then there are other times I've gone in with a few colonists, maybe the 3 I'd started with and there are tons of insects to fight or a bunch of mechanoids.
The most you'll get out of it if you're lucky is some potential colonists, some you may have to capture so it's worth having a prison cell and more than 2 guns. Sometimes when you go in there's something to fight right away, other times it's not until you open the caskets.