RimWorld

RimWorld

Eyelikegiants May 19, 2022 @ 10:14am
I have 187 hrs and have never cleared an ancient danger
Halp
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Showing 1-14 of 14 comments
gimmethegepgun May 19, 2022 @ 10:46am 
Deconstruct or destroy wall. Kill bugs or mechanoids inside.
Cat® May 19, 2022 @ 10:48am 
Ever play that game? Payday? It's a lot like that. Just go on in there and give 'em heck. They can't kill all of you.

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'.
brian_va May 19, 2022 @ 10:50am 
Send your fastest guy to break the wall and lead them towards a trade caravan. Same strategy as early game thrumbos.
Doomdrvk May 19, 2022 @ 2:18pm 
Shoot at the wall from the furthest distance away and have everyone ready behind defenses.
Haethei May 20, 2022 @ 1:30pm 
You can manually shoot the wall from far away so you don't need a pawn to deconstruct the wall, much safer. Before opening a hole, make a thin hallway full of traps and put your best shooter at the end of it. Also put some turrets around the exit somewhere. The pawn will shoot the wall and open it up, enemies will spew out into the traps trying to get to your shooter. If they seem like they might make it through, retreat into the turrets you set up.

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.
Last edited by Haethei; May 20, 2022 @ 1:31pm
Wasted May 20, 2022 @ 2:36pm 
fight in the doorway, put melees in front, cluster all pawns in ball directly behind melee so they can shoot into doorway. good armor on the melee. have melee ready to take door mans place if they fall. bugs can be easy to kill because they don't have ranged or AoE attacks so you can cluster pawns all together and they wont take friendly fire
Last edited by Wasted; May 20, 2022 @ 2:38pm
Miquel Sanchez May 20, 2022 @ 2:39pm 
I'd honestly say that in the vast majority of cases, they're not worth the effort.

Then again, on those rare occasions that it is...
Haethei May 20, 2022 @ 3:29pm 
Originally posted by Braindead Bubba:
I'd honestly say that in the vast majority of cases, they're not worth the effort.

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.
vortex_13 May 20, 2022 @ 4:54pm 
Open it when a decently equipped caravan is visiting. Let them clear it.
Bullwinkle May 20, 2022 @ 5:38pm 
Depending on your game setting, there might be no enemies inside. First time I ever played, I was on low difficulty setting, and the first thing I did was land, and open an ancient danger. No enemies inside, so free base! (My next play through on a higher setting was a VERY short game. I landed, went straight for the Ancient Danger, opened it and got wiped out! BOY! was I surprised there was something inside waiting to kill me!)

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.
Last edited by Bullwinkle; May 20, 2022 @ 5:41pm
Blind May 20, 2022 @ 5:56pm 
Can be a great source of marine armor early on if you do it right. Like the other said. Have everyone at a distance in cover and shoot one hole. They should immediately aggro to the opening and just shoot them up as they come out. I'd expect 5-8 people with assault rifles oughta take care of just about anything. More often than not the cryo sleep caskets have ancient soldiers in them that are hostile. Its easy to capture them usually since they have cryo sickness and you can strip off some nice gear before they die. Although if you have a pawn with bloodlust or psychopath I dont think tainted armor bothers them much.
Bullwinkle May 20, 2022 @ 10:25pm 
Also you can build stone walls to compartmentalize the cryo pods, so you don't have to fight all the ancients at once. The others will break through fairly quickly, but it can help a LOT.
Haethei May 21, 2022 @ 1:42pm 
Originally posted by Blind:
Can be a great source of marine armor early on if you do it right. Like the other said. Have everyone at a distance in cover and shoot one hole. They should immediately aggro to the opening and just shoot them up as they come out. I'd expect 5-8 people with assault rifles oughta take care of just about anything. More often than not the cryo sleep caskets have ancient soldiers in them that are hostile. Its easy to capture them usually since they have cryo sickness and you can strip off some nice gear before they die. Although if you have a pawn with bloodlust or psychopath I dont think tainted armor bothers them much.

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
Playzr 🐵 May 21, 2022 @ 2:52pm 
I have sometimes put it off until I have a stronger army to fight the kind of threat I remember and it turns out to be a few colonists jumping out of cryo caskets, one is dead, one is wandering aimlessly and one is trying to attack with no weapons, instantly being knocked by my army surrounding him. If I go in and there are no threats I surround the caskets, maybe on one side so I'm ready to shoot or melee them to be captured.
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.
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Date Posted: May 19, 2022 @ 10:14am
Posts: 14