Description of the core mechanics, strategies that will help you to be more successful, and specific guidance for how to last until help actually comes.
A Helping Hand
This game was on my recommendations list and it looked like the sort of thing I like to play. It absolutely is, and I’ve played a few times. إجمالي, it’s quite enjoyable but I notice there aren’t many guides on here, let alone something approaching a walkthrough.
I found myself wanting a helping hand; not everything is intuitive and I found myself repeatedly having trouble in the mid- and late game until I learned some things others may prefer to not learn by being repeatedly killed by the renegades or a giant bear.
Note that the late game stuff provides pretty specific recommendations and the late game guides in particular have major spoilers that some players may want to avoid. The parts that describe the mechanics and the early- and mid-game are designed to make the learning curve a lot less steep and explain things the tutorial didn’t explain at all, or didn’t explain it in a way that I found satisfactory.
The New Game Menu and the Three Scenarios
على بدء لعبة جديدة, the above options appear. You have the three difficulty levels on the left–I died repeatedly before picking “Passenger” difficulty and completing the game for the first time–and can select your four starting characters.
The banners represent the different “factions” (على سبيل المثال, “Socialist”) which will determine in part how the characters interact with one another. If it’s your first playthrough, I’d ignore these and just leave it at “random” for each. في وقت لاحق, if you’re going for the “story” achievement for each of the characters, or like particular characters, you can choose them. Certain characters have in-game events that can make the game easier.
At the bottom of the menu are two more options– “chance of serious wounds on start,” which can make the early game more challenging, و “scenario,” which determines the challenge that faces the survivors after a certain period of time. Achievement hunters can pick their scenario, which makes replaying the game for achievements easier.
Shots Fired: البدء
After the initial sequence, we have our four starting characters sitting in a circle in the snow with nearly nothing to hand, with gunshots in the background. عند هذه النقطة, you can choose to have the game walk you through the tutorial or not.
I’m not going to make any assumptions about your experience with the game, and will walk you through my typical “Day One” الإجراءات–and talk about a few mechanics.
Day One Actions
I have one character clear one patch of snow each, costing one of their three action points. This clears four of the five patches of snow. I don’t necessarily know all of their traits yet, and some receive a morale bonus or penalty for repetition of actions, or cooperation.
Now to clear the snow from the fifth area. As actions are completed that “trigger” a trait, such as the “Focused” trait for Anna, triggered by repeating an action, the trait is revealed to the player. I know now that I can increase her morale by having her perform an action multiple times on a given day. Some traits reward particular types of construction, cooperation with another character, repairs to existing structures, إلخ, and are a great way to do more with the same amount of action points and materials.
Day One Projects and Upgrades
Clearing away the snow has also revealed some “طعام” and materials, which are automatically added to the inventory. There are three categories of items–consumables, raw materials, and tools. I have two “pairs” of characters construct the Campfire in the middle, and the Small Water Filter upgrade, both at “Solid” quality. More on that in a moment.
Our initial projects have identified that Anna and Maria are not fond of each other because of their factions–Anna is a noble and Maria is a Socialist–so the morale loss for their working together is -10 بدلاً من -5 في هذه الحالة. This is fine for now but is something to watch as events affect morale. ال “Solid” quality projects, successfully completed, increase the group’s opinion of those who were working on them.
I have a few materials left over, juuust enough to construct the Palisade wall at “Makeshift” quality. A full yellow bar represents the structure’s “quality” or durability–which degrades over time and in response to in-game events–and this costs few resources but has very low durability. ال “Makeshift” barrier decreases the group’s opinion of the two characters involved. I’m more concerned with the renegades than the cold right now, or else I’d have constructed the “Seats” from the campfire’s upgrades list.
With my remaining action points I click the campfire, يختار “الإجراءات” و “filter water.” Characters with a level of thirst receive one unit of water each (not all require one today) and characters with hunger can receive either some bugs or edible moss. Welcome to Siberia.
The tutorial recommends lighting the fire then reducing it from 10% ل 5% — I expect this is to demonstrate the mechanic, مثل 10% has never caused a negative (or positive) event for me on the first day. It can later on, رغم ذلك!
Conversation Guide and Tips
Conversation Basics
For campfire conversations, you generally have two “topics” a night — sometimes you are unable to choose two due to in-game events. Conversations can reveal character traits, affect their feelings towards one another, and increase or decrease morale. After a few playthroughs you’ll become quite familiar with the results of some of the options.
أخيرًا, improved relations between group members, maintaining decent individual morale, and raising group morale improve your chances of survival somewhat.
Conversation Tips:
- Allowing a character to introduce him- or herself to the others, مثل “Maria’s introduction” in the conversation above, will increase others’ approval of them somewhat. When in doubt, this is a good option for a conversation choice.
- While it is not always clear what the best option is, being more diplomatic is generally better for relations between two individuals. Understanding the “faction” of the character vis-a-vis the others can help you to choose responses better– maybe Anna is better off not insulting Grigorji’s odor, and instead saying she’s concerned about his health, على سبيل المثال.
- Revealing all three portions of a character’s “story” unlocks the achievement for that character and makes the others like that character a great deal more. This is only an option if a character’s relationship with all of the others is high enough.
- Some conversation options, مثل “Let’s check the northern river,” propose a goal for the group, almost always tied to an expedition to a map location. Many of these yield items, but some are not worth the effort. These suggested goals can be rejected by another group member; if you’re surrounded by renegades today, maybe don’t go all the way to the end of the tracks tomorrow.
- Some conversation options, such as Wadim’s Socialist sermons, deliberately wade into politics. These can reduce relations between group members–but can also improve them, depending upon the faction). Wadim’s rants can improve his own morale. Depending upon relationships and morale, this could be helpful, but I often avoid them until relationship levels are decent.
- Some conversation options yield items — a dialogue between Dimitri and Grigorji can yield up to two bottles of vodka. A piece of string, or cigarettes, are other results I’ve seen. The first time through, it’s fairly hard to predict the results.
Construction Guide and Tips
Construction Basics:
For a structure, click on the “area” for that structure to bring up the construction menu–this enables construction of the basic structure and any upgrades. Clicking on the campfire shows me what I’ve built, and what I haven’t, and I can choose between “solid” و “makeshift” quality items.
Above, I see what the “Makeshift” quality grill upgrade to the campfire will require in materials. “Makeshift” quality items are of much lower durability and affect others’ opinion of the builder, but if I have a character whose traits refund AP or materials occasionally, or am low on materials, this might be okay. I can improve the durability of an existing structure with the “repair” action.
For a given project, مثله “Solid Hardened Table” we see the required material categories. I need nine “نقاط” of wood (such as pine needles or sticks), twelve “نقاط” of a ‘structure’ material (such as stone or clay), and six stones.
Clicking on an ingredient automatically lists the items in that category and how many I would need to satisfy that item on the list. Clay provides a lot of “structure” نقاط; stones provide less but I have more of them. I choose the clay as I don’t need it for anything else at the moment. Strategically selecting ingredients is a key component to succeeding in this game — if means fewer and shorter expeditions.
Campfire Upgrades
If you looked at my “Shots Fired – Day One Actions” portion you’ll notice that the basic Campfire was the first project I recommended you consider constructing, and the Small Water Filter was the second.
من هناك, the earlier I can upgrade from the Small to the Large Water Filter, the better–this will save a lot of action points over the course of several days, and facilitate the middle item in the second row, the cooking pot.
The Large Water Filter requires a single unit of charcoal, and the pot requires two units of clay. These upgrades should both be completed by the third day if possible. The seats I add fairly early if I have enough pine needles, but the grill can generally wait until we’re hunting and are generating way more food than our survivors can eat.
Workshop Upgrades
The Workshop allows for the construction of tools, which save on effort and materials. I don’t always build one on the second day, as it requires six pieces of string. Once it’s up, the first upgrade I build is the Hardened Table, which enables me to make the knife, shovel, and bow.
The knife helps with a number of projects and butchering animals, and the shovel helps digging things out from the snow and mushroom hunting on expeditions. The bow (and arrows) require feathers and string to make but are critical in felling most game. بعد ذلك, the Game Flaying Point (the highlighted item on the left) enables butchering of hunted and caught animals, yielding bone, لحمة, and hides–no need for me to do this until I have an animal to butcher, رغم ذلك.
The next tier in the middle row allows for the creation of snares and traps; I honestly usually don’t bother much with these–between hunting and mushrooms, food is usually covered.
Upgrading the table with metalworking tools (right hand column) allow for expanded lists of tools, to include the sack, hatchet, and clothing. The next tier for the right hand column allows for the repair of firearms. Clothing and firearms are often important to success in the late game.
Quarantine Point Upgrades
غالباً, the Quarantine Point is the second or third thing I build. The basic structure just enables the “gather strength” خيار, which recovers health and fatigue–a good way to reduce fatigue if I haven’t built the shelter yet or it is full. Adding the surgical tools (right hand option) enable the production of bandages and limb braces, which takes care of many minor injuries to include the most common things that go wrong on expeditions and I do this immediately after building the basic structure if I can.
Adding the cover (middle column) increases the quality of the rest from “gather strength” to include the amount of warmth it adds, and the Caretaker’s Post upgrade allows for the recovery from unconsciousness or more severe ailments. ال “small washtub” third tier upgrade under the Caretaker’s Post is a must for recovery from serious injuries, but I usually wait until I have one to bother.
Palisade Upgrades
For upgrades to the palisade, many of them aren’t as good as they sound. “Gather brushwood” from the Marked Paths (left column) doesn’t produce a whole lot, but is necessary to unlock the Camouflage upgrade past it. Camouflage makes the campfire harder for the renegades to detect, so helps you keep the fire higher–and your survivors warmer.
On the right hand side, the improved barrier increases weather resistance for the structure and protection for the group. The middle column enables snares, which is an unreliable source of small quantities of meat if the workshop has the capacity for you to butcher them–saved my bacon once or twice but usually not worth the action point.
Shelter Upgrades
Of the basic structures, the shelter is often the last one I build because I can use “gather strength” in a pinch as the quarantine point and higher levels of fatigue take about three days to build up. The left hand column upgrades, starting with Simple Cover, provides protection from the elements. The middle column allows to you rest two characters simultaneously–three if both the tier two and three upgrades are built. The right column adds blankets, increasing the warmth of resting characters–particularly useful if you don’t have enough winter clothing to go around.
أخيرًا, the exact order is going to depend upon available materials and your survivors’ strengths and weaknesses. Build everything and you get an achievement– “almost like home” –even though it isn’t really almost like home.
هذا كل ما نشاركه اليوم من أجل هذا Help Will Come Tomorrow مرشد. تم إنشاء هذا الدليل وكتابته في الأصل بواسطة aristeros. في حالة فشلنا في تحديث هذا الدليل, يمكنك العثور على آخر تحديث باتباع هذا وصلة.