NEO Scavenger

NEO Scavenger

770 ratings
How to: Survive
By Qwar
A guide about character skills and a collection of survival tips, what to loot and how to make your life easier.
6
3
16
2
2
3
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hello!

I'm Qwar, and this is my first guide ever. I've decided to make one about NEO scavenger because I love the game, and it's one of those little games which can fit whole into a guide, but at the same time they do contain tons of little tricks and quirks that may not be obvious at first glance.

I'm not a native english speaker, so please excuse me if you find any jarring expression.
Character creation
The first step is to create a character. You can pick some positive skills (blue ones) for free, up to a maximum of 15 dots, but after that it will require the picking of negative traits (red ones) to compensate.

THE SKILLS

Trapping: This is one of the most useful skills in the game. Among other things, it allows you to skin animals for their hides, including dogmen, which, if combined with Strong or Melee, will ensure that the cold doesn't kill you right in the begining. It also allows you to make fires with only wood and cure meat, making it last twice as long.

Botany: A beloved skill by some. Allows for easier finding and identification of mushrooms and berries. Pick this if you find yourself having too many hunger/thirst problems, but otherwise it's not all that needed. Also allows you to prepare tannin tea, a good natural medicine.

Mechanic: The only real use of this skill is to repair the lab ventilation and make vehicles, of which the only one which you will realistically be making is the travois. While the travois can be bought in a certain shop and essentially is the worst of the lot, it's also extremely easy to make in a pinch, and I've come to like this skill.

Electrician: It's doesn't do pretty much anything, other than construct a gauss rifle (combined with Mechanic) and repair the gyges laboratory lighting. Avoid it unless you are aiming for an extremely long-term playthrough.

Strong: Allows to carry more and hit harder. It's a must, plain and simple.

Tough: You resist more and heal faster. Another must, unless you specifically build your character around avoiding combat.

Melee/Ranged: Each one makes you hit harder when using their weapons. Both allow you to craft the broad spear, IMO the best melee weapon in the game (due to it's range). You should always pick one of the two, or you'll have a hard time when you eventually end up in combat.

Lockpicking: Allows to create lockpicks, which can be used to open locked storages. It becomes not that useful as soon as you can get a crowbar, which should be pretty early, and frankly there aren't that many locked storages around, nor do they contain too awesome loot to miss it, but it also improves regular looting.

Tracking: Allows you to... track... better. I don't find much use to it, tbh, but I guess it's not as useless as electrician.

Hacking: With this, you can pick those electronic devices such as iSlabs, phones, laptops and such, and sell the info in them for some money... Or not, because sometimes they contain worthless cat photos. It becomes useless when you don't have real need for money anymore, but also gives some lore clues.

Hiding: You hide better. You can normally hide, mind you, but not as well as with this skill. I don't use it, but if you don't have combat skills it can mean the difference between life and death.

Metabolism: Slows your metabolism. You eat less, you heal less. Unless you feel desperate about the food/water consumption, spend your skill points on better ones.

Medic: A great skill, allows you to identify what are you suffering and how bad it is, in addition to an increased healing ratio and identifiying pills (which is more important now that there are additional, noxious pills that you shouldn't take). A must pick. Even if they tell you self-diagnosis is bad.

Athletic: You move faster in combat, and fatigue less. It's not bad, specially if you are insomniac, but you can live without it.

Eagle Eye: A good skill, allows you to see things that would like to kill you from further away. But don't pick it. See Myopia below.

TRAITS

Enervated: You get tired faster, meaning that you will have to rest sooner. It can go well with Insomniac or be your doom, depending on how good you are at hiding yourself while you sleep. I like that it makes you get tired enough to encompass your sleep needs with the day/night cycle.

Feeble: You can carry less, and you deal less damage in melee. Avoid it like the plague.

Fragile: You are less durable than a wet cardbox. Again, stay as far as possible from this skill.

Insomniac: This skill makes much harder to sleep at night. You'll have to look for good spots to sleep, wait until you are tired enough, and always use a sleepbag. Even then, you'll wake up soon and spend most of the time tired. The upside is that you'll be much less likely to be mauled to death in your sleep, because your char will wake up at the first clue of problems.

Metabolism: Yes, this again. In this case, it's faster metabolism. You eat more, you drink more, but also heal faster. This is actually good to pick, if you feel like you can keep up with the increased needs.

Myopia: You see worse. In fact, sometimes you will be being hit and you won't even see what it is. It highly increases your chances of an early, violent death. But there's a catch. For 1000$, the Haggerty health clinic at the DMC will not only cure your myopia, but replace it with Eagle Eye. And you get to keep the skillpoints you got in exchange for myopia.

BUILDS

That said, we can easily distinguish three types of build here:

1. Melee. Containing strong and/or melee, tough, medic, metabolism (trait) and possibly insomniac or enervated.

2. Ranged. Containing strong, ranged, medic, trapping/botany, metabolism (trait), insomniac (you really don't want to sleep until they are close up with a ranged character), and possibly tough and enervated.

3. Avoidance. Containing hiding, trapping, botany, tracking, eagle eye, insomniac, metabolism (trait), and possibly medic, tough or athletic. I only recommend this for experienced players.

MY PERSONAL CHOICE

I've had great success with a build using the skills:
Strong, tough, melee/ranged, medic.
And the traits:
Metabolism, enervated and myopia.

Here you can see my skills (on an earlier game version) and how the augments you can purchase at the Haggerty Health clinic have been added to the list.

An easy beggining
Beware, this section contains mild spoilers about information that your character couldn't possibly know. If you want to fully enjoy the NEO scavenger lore, just go out there, play, die, play again and enjoy it like it is.

Still want to know? Ok let me explain you how to have the highest chances of survival (which never means guaranteed survival by the way).

1. You'll wake up in Gyges cryo facility. A dogman will attack you right away. If you have the strong or melee skills (or both), select them and you'll kill it. If you have both, you'll kill it without taking damage. After it's done (or you flee), enter again and scavenge the place with whatever skill you picked. For example, medic will grant you some bandages and a small container. Use the bandages on your medical screen to patch you up, if you took damage. Take some glass shards with you.

2. Use the glass shards (and the trapping skill, if you have it) to skin the dogman. Pick as much meat as you can. If you used the trapping skill, you'll also get an awesome coat.

3. Go to the nearest forest, and "use" the forest to create wood. Use the trapping skill with some small sticks and bark to create a fire. Cook the meat you took.

4. Strip your hospital gown to get some threads, and combine the threads, a wood stick, the melee/ranged skill and a glass shard to create a broad spear. If you don't have any of the skills, use the fire instead and you'll get a hardened spear. If you don't have fire either, you'll get a sharpened spear. Could be worse.

5. Ok now your goal is to find the following items asap:

- Clothes
- A crowbar
- A pair of shoes (be careful about which shoe goes in which foot)
- A metal sauce pan
- Containers of any type. Bottles, boxes, plastic bags, or if RNGsus is generous, actual backpacks or vehicles.

To do this, enter any city, settlement, suburb, ruins or whatever you find that looks remotely city-esque and scavenge like mad. Go for as much loot chance as you can, disregard safety and sneakiness. You either find those things now, or you'll be dead soon anyway. If you see a guy wandering around, and he has any of those (like: a hoodie, a pair of shoes, or a sauce pan on his hand) go ahead and kill him (see below for tips on combat). Don't feel bad, the guys around here are all cannibals. No, they don't bite (yet).

6. While you are scavenging, go to the north. There's a cluster of cities, with Zom Zom's BBQ at the center. Don't enter Zom Zom's, but keep scavenging around and keep an eye for Bad Muthas. This place is their base. If you get hurt, continue to the north-east.

7. Keep scavenging cities, not plains, shack-less forests or hills. In addition to the life-saving items listed above, keep your eyes open for:

- Multitools
- Lighters
- Paper scraps (small or newspapers, which you can strip into their smaller counterparts).
- Medicines
- Threads (you can strip any extra clothes you find to get more).
- Plastic sleds. Other vehicles will do while you find one.
- Bottles, broken bottles, UVDs and UVD cases. You can break them to get 100% durability shards/plastic shards.

Once you've found 3 or more paper scraps (including those with recipes on them), you can go to a forest and combine small and medium threads, small and large branches and the ranged skill to create crude arrows and a crude bow.

9. You should eventually find an enormous forest (about 5x5 hexes) right at the center of the map. Don't worry about the dudes with white face, they are friendly. This is the ATN. They're peaceful indians, so enter in peace and after some long talk about the lore, they'll grant you free access to their tribe, which includes medical (if basic) treatment, a free meal each day, and a shop, where you can sell the loot you've found and buy some things.

The most interesting ones they have to sell are:

- The warclub, in case you can't create a broad spear. It has less range than spears, but it's the hardest hitting melee weapon in the game.
- The anishinabe bow. It's not as strong as a composite bow, but much more durable that the crude bow you may have created.
- The travois, in case you don't have the mechanic skill. It's the smallest vehicle, but it's also as cheap as dirt, and lasts for a relatively long time.
- Tannin tea, in case you don't have the botany skill. It serves as a natural antibiotic. If you have a spare bottle, buy 2 drops and keep it around for medium or worse cuts, diharrea cases, etc.
- Bark root. Similar to the tannin tea, but it cannot be obtained in any other way.



10. Stay around here, collecting your daily meal, scavenging and selling the loot you don't need. Once you've gathered at least 1000$ and feel strong enough for a travel, pack up as much food as you can without getting burdened, and head to the southeastern corner of the map, marked as "the Glow". That is the Detroit Megacity, or DMC.

11. Keep scavenging along the way. Eventually, you'll find that the sites have dropped enormously on loot chances. That's because you're approaching the DMC. When that happens just stop scavenging and head for the DMC right ahead. You'll also come across dudes in black military equipement. Don't worry, they're also friendly. Or neutral, at least.

12. Once you reach the DMC, sell the loot in the junk market. Then try to enter the DMC. You'll be denied access, but a guy called Hatter will offer you a deal. If you have it, use the trapping skill with him (or give him the dogman-kicking footage). If not, just go along with what he says and complete the task. Once you're done, you'll be able to enter the DMC. Go to Haggerty health clinic and buy the eyesight correction, which will grant you the Eagle eye skill, and correct your myopia in case you had it.

13. Return to the ATN. At this point you are as set up as one can be! Once you have 6000$+ you can go back to the DMC for further eyesight augmentations. Good luck!
General survival tips
Here I present you, without any specific order, a list of useful tips I've been compiling:

1. Eat any blue berries you find. They're always safe.

2. Don't eat yellow berries, ever. Don't eat red berries either, unless you have Botany. While the latter aren't poisonous most of the time, the chances are too high to risk it, if you can't identifiy them.

3. Carry an alcohol bottle with you to disinfect wounds. You can put the alcohol on regular bottles, they'll weight less than the crystal ones. I prefer to use corn-a-cola bottles for this, to distinguish it from water bottles.

4. Press "Hide" and "Hide tracks" (at least once, but better if it's twice) before going to sleep. Remember to unhide yourself once you wake up.

5. Remember that you need your sleepbag to be on the ground or at the site inventory, or it won't make effect.

6. North has more edible animals (deer and dogmen) than south.

7. West has more hostile humanoids than east.

8. Random cooked meat found on bodies is safe to eat. For some reason the cannibalistic Bad muthas don't seem to carry human meat with them.

9. The guys in black (DMC guards) and the guys with the face painted white (ATN guards) are on your side. They'll attack monsters, bad mutha and blue frogs. They're also hostile towards eachother, so if you find them to be close, it might be a good idea to sit and watch, then loot the corpses.

10. You can carry the medical alcohol (I mean, the regular alcohol that you will use for medical pourposes) in plastic bottles. They weight less.

11. You can rotate items by selecting them and pressing A or D.

12. You can use the seven globes silver urn (or a soup can) as a boiling container, but it can only boil one water drop at a time. It will take more clicks, but it weights less, occupies less space and takes the same amount of turns.

13. Destroy good items that you can't or don't want to take. Else it might bite you back in the *** later.

14. Check the ground inventory before finishing a fight against an humanoid, to make sure there is enough space for his possible items. It wouldn't be the first time a sexy-looking rifle is lost to the void because there was a lot of rootten meat on the floor. Luckily, you can take all actions you want (ie take pills, use nanorobots, change weapons, destroy items) in a single turn, after the first one.

15. The Hide long coat (sold at the ATN) occupies the same slot as the hoodie, not the dogman fur coat. But I hope you won't be freezing by then anyway.

16. Recipes found in scraps of paper are added to your list only when the scrap is put in one of your inventories (vehicle included), but it will be added even if it's inside a stack of other recipe scraps and you don't directly see it.

17. The worth of the water can tell you if it's safe. If it's value is 5$ a drop, then you can drink it safely. On the other hand, cheap water can or can not be safe to drink. So boil it. Unless you are really, really sure that you'll die if you don't drink that non-sterilized water, wait until you can find a fountain.

18. Don't go into special encounters unless you are ready to say goodbye to your char, or already know which path to follow in order to survive (and even then, some builds might die against things that more combat-oriented ones survived).

19. Figthing melonheads is useless. Dodge them if possible. They aren't a danger by themselves, but they have a special ability to call more of them, and even if you win them, the only thing you'll get from it is a degraded weapon.

20. Don't go into the black swamp (the black margin to the south) without a working gas mask and air filters. Periodically check that your filters have enough charges left (now you can do this by hoovering your mouse above the gas mask).

21. Catching squirrels (with the trapping skill) is, imo, a waste of time. You'll spend more energy catching, skinning, burning a fire and cooking than you will get from the tiny squirrel. And you'll seldom be able to cook more than 1 or 2 at once, because they start with very low durability and also degrade ultrafast.

22. Don't use random shards found on the ground, they'll always have lower durability than 100%. Instead, pick bottles, UVD's, UVD cases and broken bottles, and break them into shards. Those will always have 100% durability, and make for much better arrows and spears.

23. There are 3 ways to die: Battle, physiological needs (hunger, thirst...) and sickness. If you are or might get sick (you got a cut, you drank poisoned water, you notice random simptoms...), spare no resource to ensure your health. Wash your wounds with alcohol, put bandages on it even if it's a small cut, take painkillers, take antibiotics, drink tannin tea, rest, and if it's anything more than a single large cut, use nanorobots.
Even if the sickness doesn't kill you by itself, an inoportune diharrea + inoportune dogman can ruin your day.



24. Military boots are no different than pack boots. Use the one with more durability.

25. Put the items that you don't need to access directly in your vehicle, it will make life easier. For example: You don't need to check on your metal sauce pan very often (you'll only need it while crafting), but you need your bandages in an inventory that you can see at the same time that you see your wounds. Same goes for crowbars, threads, mechanical parts, multitools...

26. You can use rags as inpromptu air filters, if you find yourself facing a blue frog preacher and no gas mask at hand.

27. Make youself confortable with the hotkeys. Q opens the character/ground inventory. Spacebar ends the turn and confirms actions. E opens the scavenging menu. For example, if you want to boil a lot of water, you can spam click+spacebar to make it 10 times faster (seriously).

28. Bring the stacks of recipes and regular scrap paper with you. Even if you don't craft arrows, they are a very small, weightless, highly stackable fire fuel. Also for some reason they can be used as thread when crafting a broad spear.

29. Binocs give the same bonus to vision than monocular zooms (the one used on rifles), therefore it's better to use the latter, since they weight less and allow to haul more worthy loot.

30. If you have a base, be aware that items on the floor of the hex (the out-of-site inventory) can attract npcs, who can then see and loot the site inventory. So don't leave critical items, such as your only nanorobot medkit.

31. DO NOT take your talisman off.

32. Extinguish any fires before going to sleep. You can destroy them directly, or "craft" them into ashes.

33. As a rule of thumb, I only bother carrying loot that is worth at least 30$ per kilo, for an item the size of a pack shoe.

34. Always check the tiles that are marked as having new items on the ground, unless they are forest. Most of the time it will be worthless, like rocks or a drop of water, but sometimes you'll find the corpse of somebody who died of illness or in figth against a monster that doesn't take loot.

35. If you totally must drink unsafe water: Hills streams are safer, rivers a bit less safe, then lakes, then swamps.
Combat tips
1. Always use the special attacks (headbutt, create obstacle, lure...) if possible. They are more effective than regular attacks.

2. Don't use attack flurry unless you are sure that more than 1 hit would kill the enemy right away. If he doesn't die, or worse, you miss all of them, it might put you in a very bad position.

3. The superior range from spears is nearly always better than heavier hitting weapons, because at a range of 3 only you'll be able to attack, and as you may have noticed already, the first one to connect a good hit on the enemy is the one walking out alive. The exception are the DMC guards, who will barely notice any spear attack (including broad spear) due to their armor.

4. If the enemy has any kind of shooting weapon, take cover! Don't get cocky only because they don't use it right away, some enemies wait until they are closer. You can use the Dodge movement without losing cover, if you are waiting for him to run out of bullets before engaging in melee.

5. If the combat starts at a good distance, you'll have plenty of time to equip your ranged weapon and shoot. But if it starts up close, you won't have time to equip your melee weapon before you get mauled. Therefore, if you have to choose, always hold your melee wepon in your hand.

6. Dogmen are very strong, but they have minimal range. Use it to your advantage. Asume that they will always use Charge! and walk/run away accordingly. Better to run too far away than to end up at range 0. Use a spear if it is remotely possible.

7. Ditch your vehicle if you have any spare turn. You'll be grateful about it if you ever find yourself in the need of retreating. It also allows for tactical repositioning, in case you and your enemy have weapons with different ranges.

8. You can change weapons, access your inventory, apply bandages and use nanokits during combat, as long as you are in a range greater than 3. You won't be able to attack this turn, but you can move, and it's extremely useful.
Nigthy-night
Quick review of what you should be doing every time you plan on going to sleep:

1. Clear footprints from (at least) your current hex TWICE. The effectivity of the command increases exponentially for each use, being virtually undetectable if used thrice.

2. Destroy / uncraft any fires you have created. Uncrafting has the benefeit of generating ashes, necessary for meat preservation (for those who have the Trapping skill).

3. Hide (remember to unhide once you wake up, it slows you down a lot).

4. Destroy any items on the ground in your hex. Valuable loot on the ground (not in the hex camp) attracts human npcs that might attack you and/or pick the items up, including vehicles. This is specially important for your home base, because while npcs can't see the items on the camp from afar, they can if they are on the hex because something else attracted them there.

5. Place your sleeping bag and traps on the ground. Camp slots also work.
The medicine-man
This is what the medical pills do, in case you didn't take the medic skill:

White pill / Pharmacon Amoxicilin - Antibiotics. This one protects you when you have got, or think you may get, an infection due to wounds, or pretty much any other disease, such as cholera. This little ones will keep you alive out there. Cleaning and bandaging wounds is still a must tho.

Blue pill / Pharmacon Zolpidem - Zolpidem are sleeping pills, mainly for those with the insomniac trait. Beware that this induces a deep sleep, making it really hard to awaken in dangerous situations. Use only when you know you're safe (like in the DMC sprawl).

White and red pill / "Cavilo" painkillers - Soft painkillers, for situations where the pain from poisoning or wounds is affecting your movement or combat abilities. Use generously, but only one at a time, since taking more won't have any further effect. They also can make you feel a little less weary.

Red pill / Hydrocodine - Strong painkillers. They reduce your pain level so you can act like nothing is happening even if you are badly injured.

Orange / Water purification tablets - They clean a drop of water from infection. Honestly, I think this takes too much work and they're too rare, it's just easier to boil it all, but IF you find them before you find a fire source...

Note: The red, white and blue pills have versions that are dangerous to your character. For example, the sleeping pills (blue) look exactly the same as the blood thinning pills, and without the Medic skill you won't be able to identify them easily. One trick is to see if those pills you've just found stack with known safe pills you already had in your inventory. Another, in case you find two stacks that can't merge but can't identify any of them, is to see which one has more pills. The good ones are far more common, except in the case of sleeping pills. Finally, if you are close to a shop, you can sell only one of the pills of the stack, so that the shop identifies it and you know which kind are the ones you keep.
Conditions
Now let's see a list with the most common conditions that you can see on your status panel. Obviously, the red ones are negative, but the green ones don't necessarily have to be positive. It might only mean that you are safe from a negative one. Be aware that this descriptions are only what I've gathered myself by playing the game. They might be innacurate.

- Barefoot: You aren't wearing two shoes. It gives a penalty to movement. To solve this, you can wear a wrong shoe in one of your feet, but that is likely to cause blisters.

- Blind: You don't have a light source (...or eyes. Yes, I'm serious. You can lose your eyes), so you can't see anything except your own tile, you are more prone to trip in combat, and it's easier to miss.

- Blisters: Caused by wearing a wrong shoe in one of your feet (or both, but that would be stupid of you). It gives a penalty to movement, but heals over time once solved.

- Blue rot: An often mortal disease, spread by infected characters (usually blue frog preachers) whom you've come in close contact. It can be healed with the antidote (at Saginaw mental institute), repeated nanobot treatment, or waiting and hoping for the best.

- Burdened: You are carrying too much weight for your current strenght (which can be reduced by, for example, weariness). It makes you move slower and fatigue faster.

- Coughing blood: Caused by wounds to the chest. It's not fatal, but indicates that taking more damage to the chest will collapse the lungs and cause death.

- Cholera: Caused by drinking unboiled water. It may be fatal by itself, but can be treated with nanorobots. Always boil (or test) your water.

- Dead: Stop beating that horse already.

- Defoliant exposure dormant: This far, I've only encountered the dormant version of this disease. Nonetheless it causes vomiting, headaches, diarrhea and such, which will come and go forever. Currently there's no treatment for this disease in the game, but it can be prevented by wearing a gas mask (with cartridges) when entering the Great Black Swamp.

- Diarrhea: It might be caused by a couple of factors, but the most common is poisoning (see below). It disappears over time, but meanwhile it will cause general discomfort and higher loss of water.

- Headache: Causes general discomfort (lowered fighting ability), but generally goes away over time.

- Nightvision: You aren't affected by Blind.

- Pneumonia: A pulmonar sickness, it's caused by being exposed to cold temperatures for too long. Be careful, it may be fatal by itself. It can be cured by nanobots.

- Poisoning (hidden): This condition can no longer be seen directly, but it's caused by eating unidentified mushrooms or berries that turn out to be poisonous (I suspect ANY unidentified berry or mushroom will cause it). It's effects are diarrhea, headaches and such, but it will pass over time.

- Pulling X awkwardly: The vehicle you are pulling behind you makes movement difficult. In the case of sleds, you can solve this by attaching a string to it with some thread.

- Pulling sled w/ string / Pushing cart: You aren't affected by Pulling X awkwardly because the sled has a string attached, or the vehicle has wheels.

- Sepsis: Caused by infected wounds (or a Blue rot infection that is going downhill). It can be prevented by washing the wounds with alcohol or sterilized water, and then using clean rags as bandage. If left untreated, the sepsis will be fatal. It can be solved with nanobots treatment or blood transfusion.

- Shock: Caused by blood loss. At this point, every physical ability is reduced to almost nothing (if not already unconscious), and any more damage will kill the victim.

- Unable to run: Caused by lack of leg bones, or the existance of a vehicle. It means that you can't run in combat or in the map view, until you drop the vehicle.

- Vomiting: Like diarrhea, it causes general discomfort and loss of water, but it's not fatal by itself and will go away over time, or if caused by a bigger sickness, when said sickness does.

- Wearing crude air filter: You are using a clean rag or balaclava, and it protects you partially from airborne diseases.

- Wearing gas mask: A functioning (ie equipped with air filters) gas mask prevents contagion from blue rot and defoliant exposure, a disease you are very likely to suffer if you ever enter the Great Black Swamp (the one that makes the southerner border of the map) unprotected.

- Wearing X glove: Gloves, just like any other piece of clothing, increase your corporal temperature. Other than that, this condition has no extra effects.
Special items
Beware, here be spoilers!

In this section I'll comment a handful of special and interesting items that are unique or very rare and have some function in the game (not merely lore or decorative items).

Blue frog sash/Sapphire Lily sash: This isn't really rare, but still I wanted to point out that it does not spread the blue rot disease (the blue frog npcs do, if alive and at close range). It also makes the blue frog npcs non-hostile. The Sapphire Lily sash is a better (and unique) version that can be obtained at Sagginaw mental facility. It works better than the regular version... So they won't attack you even if you've had quite a bit of "divergence of opinions" with members of the blue frog church.

Bronze talisman: I'll bet that you already know this by now, but if you don't, this talisman protects you from being attacked by the Merga Wraith. The moment you atake it off, the wraiths will attack you the next turn. And it's a hard mofo. Try this at your own risk, and only when widely prepared and otherwise safe.

Hot Brick RTG cell: This item is obtained at Isotope mine, during a possible encounter with Radiation Bob, if you decide to trade with him (be warned that if you want to both trade with him and help him with gertrude, you have to ask him to trade first). Whle this item continually generates electrical charges, and can be very useful to leave it at your base, be careful to not keep it with you. It's radioactive and you can get sick from continious exposure.

Dog-be-gone: This item can be obtained in some playthroughs at the Strange Forest encounter with the lady in white. Despite what it says on the tin, it's actual effect is to attract dogmen, not to repel them, when the device is held in your hand. While this might seem a bad idea, consider that if you ever find yourself in dire need of a food source, you can instantly use this item to fill your meter and reserves in one turn or two... As long as you are confident that you can kill a dogman.

Seven gables silver urn: This urn is obtained at the Hidden lake encounter. You can use it to show Hatter that you kick ass, but if you've done so thanks to other means, you can keep the urn. With somebody's ashes inside. While the urn or the ashes don't do anything special, you can use it to boil water with style. If you're in dire need of a metallic receptacle, it might be worth to head yourself to Hidden lake while you keep trying the cities along the way.

Strange mechanical doll: An item obtained by helping RadBob with repairing Gertrude. It's function is to distract the chasing cops at DMC during the storyline encounter, or serve a similar pourpose during the Grayling camp encounter.
Closure
That's it! Thanks for reading. If you have any suggestions, requests, tips or questions, feel free to write me.

I also want to thank Kaaven for correcting me on one of the tips, and Daniel and the rest of the Blue Bottle team (is there anyone else?) for making this awesome game.

Don't Starve!

190 Comments
The Big Meowinator Feb 19 @ 1:59pm 
How come all the guides have the "slot system" with traits and skills? my game has a "point system" and I'm very confused.?
Admiral_Gordon Jun 7, 2024 @ 2:36pm 
i usually take off the talisman as soon as i start because it not that hard to kick the merga wraiths ass with your bare hands (with strong+melee) and you get a really good trait from it
Average Genestealer Jan 3, 2023 @ 1:38am 
What are the hex coordinates of the glow
TV4Fun Nov 6, 2022 @ 7:24pm 
Reminded why I hate this game when, after following all your advice, getting my own nanoprobe kit, pistol, compound bow, crowbar, dogman fur jacket, spending a week or so scavenging and saving up money, hunting dogmen for sport, finally saved up $6,000, was just leaving the ATN enclave in perfect health, well fed, ready to go, when two dogmen attack me out of nowhere. It was at a distance, I had ranged, used all my arrows and all my bullets, hit maybe 3 times and missed the rest for some reason, had stunned one dogman and seriously wounded the other, closed to melee range so I could finish it with my crowbar, hadn't taken a single hit, and then the one that was still conscious swiped at my lower chest and I instantly died of bleeding in the lungs.
steemy gaymer Jun 23, 2022 @ 9:02pm 
you seem reasonably good at the game but do you really not use the sling? ive taken wolfmen down with stones because it does an immense amount of damage, plus the ammo costs literally nothing.
TerraCat474 Dec 10, 2021 @ 10:27am 
idk but you probably should include it in the guide
Qwar  [author] Dec 7, 2021 @ 11:05am 
That is probably a "new" change. Afaik you didn't receive that trait at the moment of writting this guide.
TerraCat474 Dec 5, 2021 @ 11:20pm 
You forgot about the most op build, strong + melee, when you take the footage to hatter, you gain an unstoppable perk, which lets you use "expose weakness" in combat. When you expose weakness of your enemy they are pretty much dead at this point, it also helps you get best items at the start (with good weapons you can kill dmc guards) and defeat the merga wraith
sassygirl Sep 30, 2021 @ 2:54am 
2.Play Ostranauts.
󠀡󠀡 󠀡󠀡 󠀡󠀡 󠀡 Jul 5, 2021 @ 8:08am 
1. Dont die