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1) 0kg, 1600 rubles, nothing else
2) 54kg microships, 1000 rubles
I've also tried several other inventories but nothing worked and i got shot like:
- fill inventory with trash up to weight limit with ~200 rubles
- 500 rubles and from every stackable item 2 units
I'm curious how the devs check this quest point in the background. Do they save the current worth of the inventory items after entering the bunker the first time and make a match with the value after leaving it? Or do the bandits just need a certain value like the mentioned 1000 or 1600 rubles.
Both ways are imho bad game design choices. In the end the bandits don't know how much i'm carrying before entering the bunker and they don't know how much valuables are actually in there. That's why a better approach here would be somethink like: After leaving the bunker they take all your stuff and guard the entrance that you need to kill them maybe some time later to get your stuff back.
They also should give the player more possiblities to use the environment to kill / avoid them:
- include a secret exit tunnle like the secret room behind the bookshelf
- make it possible that the machine gun bot can be fixed and used to kill them off and after that he can break
- better use of the timed explosive which can be found inside the bunker (make it possible to place it somehow to kill 2 or all 3 of them (maybe in form of a box with the bomb inside it)
Of course its possible just to this quest later on and every old school gamer know he should make a new save after entering a new location to avoid such traps.
Sadly, I ♥♥♥♥♥♥ up and left a quest item in my inventory and now I blocked a whole quest chain ...
its weird cuz useing gun is really bad , i go over 60 on pistols and i can only get max of 25% hit chance ,
guns are worth gunning only if you miss one of those (like if you have 57 pistol and the one you have requires 65 or more and gets highlighted in red) if you miss the strength req and this, you're just better offgoing melee circumstancially, because it's gonna miss a fail a lot.
also darkness helps every character miss.
The best place to start enjoying guns is the point where you hoard enough rifle/auto skill points to reliably hit at night without missing too much at medium/longrange, when you reach around 100 skills point. From that point just attack at night time from sneak, you will get to play first most of the time, and by the time they get to shoot you they miss a lot and you can quit tanking because they die at the other end of the map with that sniper range.
didn't try sneaking in v1.0 but long range becomes insanely powerful whenever your reliable hit weapon range crosses farther than the distance you can be detected from.
This means you can shoot ennemies without even triggering combat. multiple times even, tho I don't know if that changed. if you have the antimaterial rifle, you can engage the strongest ennemy from afar and maybe one-shot him PRIOR to him playing his turn. making hard encounter like slavers or others waaaay more chill to handle.
Edit: There's also an antidote in the laboratory to cure the toxicity.
Thank you!
Thought this ending was a bit BS tbh, happy to see there was such an easy solution. Fighting them was no option (they (almost) kill me in the first round. I have a hard time finding good gear :( ) and losing all my stuff would make we not want to play this game any more.
TLDR: Lure the insects outside the bunker to the bunker door so when you exit the bunker later you bypass the 'give me your loot' dialogue and can run away.
Exactly what I did:
After the 3 men unlocked the bunker door for me I continued looking around the exterior bunker map and encountered 3 pesky insects to the south west. I could have easily killed the insects there and then, but me being me, I thought I can't be bothered, I'll deal with them later, so I ran, and ran from them until I was able to enter the bunker. (I originally thought the 3 men outside the bunker would start fighting with the insects but no, they ignored them and the insects ignored them and continued chasing me).
After I cleared the bunker and made for the exit, the insects were still waiting for me outside and as long as you don't kill all of them, it stops the 'give me all the loot' dialogue from the 3 men being prompted. If you kill the insects it will prompt the dialogue, so if you want to keep your loot, run, run, run, from the insects and get all the way to the safety of the green zone to exit back to the world map, with all that sweet loot. I haven't been back to the bunker since but I imagine when I do it will prompt the dialogue. I'm planning to head back and mess them all up (insects including) when I've got a bit more XP and a follower.
I'd also like to point out that although this game is a bit rough around the edges and very clunky at times I thought that these 3 men being able to tell you've stashed your loot inside the bunker and killing you anyway was genius, if also a bit brutal. But that's the beauty of it. Spend an hour at the start of the game painfully scavenging for tin cans, empty bottles, acquiring a few basic weapons like a trusty shovel, only to have everything stolen off you when you finally think you're getting somewhere.
I passed a speechcraft check and they agreeed to let me go. I then put the timed explosive i found in the bunker on the cart and blew open the bunker door. The explosion killed all 3 of the guys that had let me in. Some nice loot on them. Love the new back pack!
If you can manage to drop the first guy right outside the door and have the others follow you around the side till you lose agro you can keep going around and loot the corpse and use his gun on his friends.
It's not as good a way as the scripted ways but it works.
I was able to strength bluff them. Im playing a melee game...left with all my stuff
- There's few dialog path with some skill/attribute check.
- Ask them open the door then use the wagon and dynamite to kill them.
- Eat a mushroom giving hallucination will let you leave the bunker without combat.
- Kill them in a combat should be pretty doable with Fidel and the dog.
- It's possible that some inventory management trick allow minimize enough the fee so you could pay it.
- I have also read that you could fill inventory with microchip and then the solution to give them all the stuff you found is working. But again now it could not work anymore.
But if you have no mushroom, a STR too low, or a Speechcraft too low, not enough money, and microchip trick not working, you could get stuck when you left the bunker without to know the problem. I hadn't the problem at first play and could kill them in combat as I didn't rush to this bunker.
I don't know if the mushroom trick is still working, if it does, now you know the problem it should be the easier solution working for all plays. It's quick to try, enter and exit and test.