Sunless sea крысы или свинки
Alright, so I’ve done both quests before, and the only differences I can figure out for helping each of them is that the Rats give you free repairs and the Cavies give you free terror reduction.
I’m on a new captain that I’m determined to win the game with and I can’t figure out which one would be better for me in the long run, can you guys help me out?
You can reset terror when doing surface run, for almost no cost.
The question is do you want another point on the map, that can reset terror in the most needed moment. You can sail back to London for repair with almost sinking ship lets say 5-10% hull left.
But you can’t go back when your terror is getting near 95 and soon there is going to be a mutiny.
It all depents on where you are on the map and what is more important to you.
But seriously, there are no bad choices here.
I’ve chosen rats, something in them made me like them a bit more.
Plus in the end if you are good, you can make them work together after the war is finished, just visit prisoners camp and help them few times.
This chapter goes away when they declare themselves a nation. Then you get additional things but no Suupples-Terror/repairs anymore. While technically, it’s possible to «declare independence» and get a shadow of this again, it is very hard to build up, can fail (instead of giving them to another Nation) and costs you progression on Aestival should you choose to colonize. The three attribute juggling in that new nation is a mini-game unto itself. At least Scintilac is better than post-Moves Port Cecil.
When I was still naive enough to think I had to challenge every zee beast I found the rats were incredibly kind to me and helped me limp home to London several times with their free repairs. However, now that I’ve learned not to engage without reason I choose the cavies. Terror reduction is always welcome AND I have guinea pigs irl, so it seems the natural choice (although story-wise I empathise with the rats more).
I haven’t managed to successfully set them up as an independent nation, though, so the choice isn’t as relevant as it used to be. They only help you for a short while.
I set them up as a free nation under the rats with full tolerance of the cavies on my third try. I also listened to both sides of the story in the first and second attempt. As a free nation they only give you a free banket each visit (and repair the ship for money) nothing else. Although you get the blue scintillac for free after their declaration of independance. They don’t need it anymore and it draws enemies.
If we go by the story, the rats which talk like they came right from a paraody of the bible are the bad guys. The cavies were on the island first, suffered scurvy and weakness and the blue scintillac healed them. When the rats stole it after they came to their exile on Pigmote, the cavies suffered withdrawal syndroms which they treated by eating the rats as punishment. Yet when winning, the rats are the good guys, as they treat the cavies bad, but fairly. The cavies keep them as cattle until you intervene (I did but they always declined until the rats staged a civil war and killed the island in run 2).
Overall both sides are justified. if you want to play the bad route though, support the cavies, keep the rats as cattle and sell them to the drowned king. Worst possible solution. aside of annihilation.
I just once more tried to make them a free nation, this time united under the cavies. Well apparently the «invasion» triggers at 10 in one nation stat or I was just unlucky to get it as the second random event. Either way, I united them under 9 spirit, raised them in a food shortage to 10 spirit, but with their initial might of 4 and civilization of 7. They won their independance in the other game of mine with roughly the same stats, but the might was too low in my eyes. So I tested one of the alliance options out of interest — and lack in the wiki thereof.
The Visage alliance actually unlocks the option to buy secrets for 900 echo there. Cheaper and closer to home than Irem. The selling of Scintillack by the Cavies based on civilization — in contrast to the repair of the rats — also remained.
Now I wonder what the Fathomking offers to the player. Might test it next time, if the event visits early.
I just once more tried to make them a free nation, this time united under the cavies. Well apparently the «invasion» triggers at 10 in one nation stat or I was just unlucky to get it as the second random event. Either way, I united them under 9 spirit, raised them in a food shortage to 10 spirit, but with their initial might of 4 and civilization of 7. They won their independance in the other game of mine with roughly the same stats, but the might was too low in my eyes. So I tested one of the alliance options out of interest — and lack in the wiki thereof.
The Visage alliance actually unlocks the option to buy secrets for 900 echo there. Cheaper and closer to home than Irem. The selling of Scintillack by the Cavies based on civilization — in contrast to the repair of the rats — also remained.
Now I wonder what the Fathomking offers to the player. Might test it next time, if the event visits early.
SPOILERS AHEAD, CAPTAINS.
Alright, so currently here’s how Murinia and Cavia work, under new management or United.
Both Murinia and Cavia:
— First of all, siding with either will give one fuel and one supply.
— The Iron Challenge will always award Might 5, Civilization 4, Spirit 3
— The Veils Challenge will always award Might 4, Civilization 5, Spirit 3
— The chance to broker a peace after the challenge is entirely luck based and when successful will award another 3 Spirit. Getting lucky is a good thing as trying to unite the people afterwards or raising the Spirit will boost the timer to the invasion.
— Putting a Docile Blemmigan aboard will boost Might by 2 and reduce Civilization by 1. When Combo’d with the Veils Challenge, it’s a better result than the successful Might Challenge. Do take into account however that it will boost the timer to the invasion.
— Most events have two choices and when successful one stat will be boosted by a value of 2 and another will be lowered by a value of 1. Stats are capped at 10. If a stat is brought to 0, the island is lost. There are a few events that will just boost one stat by 1.
Murinia
— Grants Mascot with +2 Mirrors
— Will offer to sell Hull repair, the higher the Spirit, the lower the cost.
— Iron Challenge grants 3 Scintillack, 1 Bale of Parabola-Linen
— Veils Challenge grants 4 Bales of Parabola-Linen, 1 Scintillack, 10 Fuel
Cavia
— Grants Mascot with +2 Pages
— Will offer to sell Scintillack, the higher the Spirit, the lower the cost.
— Iron Challenge grants 4 Scintillack
— Veils Challenge grants 10 Fuel
— The ‘invasion’ triggers when the timer reaches 11 and the actual value is hidden in the Journal just like with the sisters on Hunter’s Keep.
— I believe each event will add 1-3 to the counter. The Docile Blemmigan might add 1. I have usually had around 5-6 separate events before the invasion. There will be ‘tells’ such as the events themselves warning you that ships are aproaching and that Murinia/Cavia is aproaching a crossroads.
— Have 5 (FIVE) EXTRA SUPPLIES with you at all time while you’re improving Murinia/Cavia. One of the random SAY events asks for 5 supplies. This is one of the best events you can get IMHO and it would be a shame to fail it due to not having supplies.
— Choosing a side, winning or losing the war of independence will not affect your standing with the Fathomking’s Hold or Visage. There are no new texts, siding with Visage for example does not mention the face getting its second eye back or anything of the such.
The Fathomking’s Hold
— Allows the further sale of either Hull Repair or Scintillack, like before.
— Also sells Drowning Pearls for 100 Echoes (I think?)
Visage
— Allows the further sale of either Hull Repair or Scintillack, life before.
— Also sells Secrets for 900 Echoes
United Murinia / United Cavia
— The text orders the stats as follows: Might, Civilization, and Spirit. I believe that this is the actual order of imporance for having the highest chance of gaining independence.
— As such, getting lucky and starting with a Spirit of 6 allows us the chance to use it as a buffer resource and sacrifice it whenever able in order to increase might and Civilization.
— I have not yet ever achieved to get all stats to 10, I believe that the limited time frame makes this impossible. Two stats may possibly be brought to 10 if lucky but the 3rd would definitely be 1 or 2. I have never achieved this.
— The war for actual independence also seems to have some random bits so even with very high stats, it could be lost (I had Might 8, Civilization 6, and Spirit 6 and still lost the war).
— Independence will grant you a Lump of Blue Scintillack and as such you can no longer steal it 😛
— After Independence, you can still either get Scintillack or Hull Repairs, just like before
— After Independence, there will be no further events that can increase the stats (if you haven’t added a Docile Blemmigan before, you can do it now and it will increase the stats but there’s no point to it really)
— After Independence, you can use SAY to attend a feast that grants 1 supply, reduces hunger by 20 and fear by a small amount (5?)
This is pretty much all the info I gathered about the most adorable nation in the Neath. I hope it’s useful. Hopefully, one day soon I’ll even have time to edit the wiki pages.
Blessing of Stone, Storm, and Salt to you, Zailors! May the Unterzee be kind to you.
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Sunless sea крысы или свинки
Sunless sea крысы или свинки
вопрос по квесту отмеченного печатью штурмана.
скажите, есть ли смысл тратить живую особь на лечение его амнезии?) или там дальше ничего интересного не будет
чтобы скармливать команду сомнительному типу в красной мантии нужно сначала присоединиться к его секте) если в угрозах «необъяснимо голодный» отсутствует, то этот вариант не активен
а живая особь для меня бесценна, тигриный лабиринт не доступен (первым капитаном играю). единственный вариант заполучить эту бестию — изловить живьем, если повезет, при рамдомном событии во время исследования ряда островов.
поэтому интересно что там дальше по развитии квеста. каннибализм, например, больше не фигуриет?)
еще какие-то офицеры кроме неугомонного канонира при прокачке увеличивают характеристику на 2 пункта?
Sunless sea крысы или свинки
Alright, so I’ve done both quests before, and the only differences I can figure out for helping each of them is that the Rats give you free repairs and the Cavies give you free terror reduction.
I’m on a new captain that I’m determined to win the game with and I can’t figure out which one would be better for me in the long run, can you guys help me out?
You can reset terror when doing surface run, for almost no cost.
The question is do you want another point on the map, that can reset terror in the most needed moment. You can sail back to London for repair with almost sinking ship lets say 5-10% hull left.
But you can’t go back when your terror is getting near 95 and soon there is going to be a mutiny.
It all depents on where you are on the map and what is more important to you.
But seriously, there are no bad choices here.
I’ve chosen rats, something in them made me like them a bit more.
Plus in the end if you are good, you can make them work together after the war is finished, just visit prisoners camp and help them few times.
This chapter goes away when they declare themselves a nation. Then you get additional things but no Suupples-Terror/repairs anymore. While technically, it’s possible to «declare independence» and get a shadow of this again, it is very hard to build up, can fail (instead of giving them to another Nation) and costs you progression on Aestival should you choose to colonize. The three attribute juggling in that new nation is a mini-game unto itself. At least Scintilac is better than post-Moves Port Cecil.
When I was still naive enough to think I had to challenge every zee beast I found the rats were incredibly kind to me and helped me limp home to London several times with their free repairs. However, now that I’ve learned not to engage without reason I choose the cavies. Terror reduction is always welcome AND I have guinea pigs irl, so it seems the natural choice (although story-wise I empathise with the rats more).
I haven’t managed to successfully set them up as an independent nation, though, so the choice isn’t as relevant as it used to be. They only help you for a short while.
I set them up as a free nation under the rats with full tolerance of the cavies on my third try. I also listened to both sides of the story in the first and second attempt. As a free nation they only give you a free banket each visit (and repair the ship for money) nothing else. Although you get the blue scintillac for free after their declaration of independance. They don’t need it anymore and it draws enemies.
If we go by the story, the rats which talk like they came right from a paraody of the bible are the bad guys. The cavies were on the island first, suffered scurvy and weakness and the blue scintillac healed them. When the rats stole it after they came to their exile on Pigmote, the cavies suffered withdrawal syndroms which they treated by eating the rats as punishment. Yet when winning, the rats are the good guys, as they treat the cavies bad, but fairly. The cavies keep them as cattle until you intervene (I did but they always declined until the rats staged a civil war and killed the island in run 2).
Overall both sides are justified. if you want to play the bad route though, support the cavies, keep the rats as cattle and sell them to the drowned king. Worst possible solution. aside of annihilation.
I just once more tried to make them a free nation, this time united under the cavies. Well apparently the «invasion» triggers at 10 in one nation stat or I was just unlucky to get it as the second random event. Either way, I united them under 9 spirit, raised them in a food shortage to 10 spirit, but with their initial might of 4 and civilization of 7. They won their independance in the other game of mine with roughly the same stats, but the might was too low in my eyes. So I tested one of the alliance options out of interest — and lack in the wiki thereof.
The Visage alliance actually unlocks the option to buy secrets for 900 echo there. Cheaper and closer to home than Irem. The selling of Scintillack by the Cavies based on civilization — in contrast to the repair of the rats — also remained.
Now I wonder what the Fathomking offers to the player. Might test it next time, if the event visits early.
I just once more tried to make them a free nation, this time united under the cavies. Well apparently the «invasion» triggers at 10 in one nation stat or I was just unlucky to get it as the second random event. Either way, I united them under 9 spirit, raised them in a food shortage to 10 spirit, but with their initial might of 4 and civilization of 7. They won their independance in the other game of mine with roughly the same stats, but the might was too low in my eyes. So I tested one of the alliance options out of interest — and lack in the wiki thereof.
The Visage alliance actually unlocks the option to buy secrets for 900 echo there. Cheaper and closer to home than Irem. The selling of Scintillack by the Cavies based on civilization — in contrast to the repair of the rats — also remained.
Now I wonder what the Fathomking offers to the player. Might test it next time, if the event visits early.
Alright, so currently here’s how Murinia and Cavia work, under new management or United.
Both Murinia and Cavia:
— First of all, siding with either will give one fuel and one supply.
— The Iron Challenge will always award Might 5, Civilization 4, Spirit 3
— The Veils Challenge will always award Might 4, Civilization 5, Spirit 3
— The chance to broker a peace after the challenge is entirely luck based and when successful will award another 3 Spirit. Getting lucky is a good thing as trying to unite the people afterwards or raising the Spirit will boost the timer to the invasion.
— Putting a Docile Blemmigan aboard will boost Might by 2 and reduce Civilization by 1. When Combo’d with the Veils Challenge, it’s a better result than the successful Might Challenge. Do take into account however that it will boost the timer to the invasion.
— Most events have two choices and when successful one stat will be boosted by a value of 2 and another will be lowered by a value of 1. Stats are capped at 10. If a stat is brought to 0, the island is lost. There are a few events that will just boost one stat by 1.
Murinia
— Grants Mascot with +2 Mirrors
— Will offer to sell Hull repair, the higher the Spirit, the lower the cost.
— Iron Challenge grants 3 Scintillack, 1 Bale of Parabola-Linen
— Veils Challenge grants 4 Bales of Parabola-Linen, 1 Scintillack, 10 Fuel
Cavia
— Grants Mascot with +2 Pages
— Will offer to sell Scintillack, the higher the Spirit, the lower the cost.
— Iron Challenge grants 4 Scintillack
— Veils Challenge grants 10 Fuel
— The ‘invasion’ triggers when the timer reaches 11 and the actual value is hidden in the Journal just like with the sisters on Hunter’s Keep.
— I believe each event will add 1-3 to the counter. The Docile Blemmigan might add 1. I have usually had around 5-6 separate events before the invasion. There will be ‘tells’ such as the events themselves warning you that ships are aproaching and that Murinia/Cavia is aproaching a crossroads.
— Have 5 (FIVE) EXTRA SUPPLIES with you at all time while you’re improving Murinia/Cavia. One of the random SAY events asks for 5 supplies. This is one of the best events you can get IMHO and it would be a shame to fail it due to not having supplies.
— Choosing a side, winning or losing the war of independence will not affect your standing with the Fathomking’s Hold or Visage. There are no new texts, siding with Visage for example does not mention the face getting its second eye back or anything of the such.
The Fathomking’s Hold
— Allows the further sale of either Hull Repair or Scintillack, like before.
— Also sells Drowning Pearls for 100 Echoes (I think?)
Visage
— Allows the further sale of either Hull Repair or Scintillack, life before.
— Also sells Secrets for 900 Echoes
United Murinia / United Cavia
— The text orders the stats as follows: Might, Civilization, and Spirit. I believe that this is the actual order of imporance for having the highest chance of gaining independence.
— As such, getting lucky and starting with a Spirit of 6 allows us the chance to use it as a buffer resource and sacrifice it whenever able in order to increase might and Civilization.
— I have not yet ever achieved to get all stats to 10, I believe that the limited time frame makes this impossible. Two stats may possibly be brought to 10 if lucky but the 3rd would definitely be 1 or 2. I have never achieved this.
— The war for actual independence also seems to have some random bits so even with very high stats, it could be lost (I had Might 8, Civilization 6, and Spirit 6 and still lost the war).
— Independence will grant you a Lump of Blue Scintillack and as such you can no longer steal it 😛
— After Independence, you can still either get Scintillack or Hull Repairs, just like before
— After Independence, there will be no further events that can increase the stats (if you haven’t added a Docile Blemmigan before, you can do it now and it will increase the stats but there’s no point to it really)
— After Independence, you can use SAY to attend a feast that grants 1 supply, reduces hunger by 20 and fear by a small amount (5?)
This is pretty much all the info I gathered about the most adorable nation in the Neath. I hope it’s useful. Hopefully, one day soon I’ll even have time to edit the wiki pages.
Blessing of Stone, Storm, and Salt to you, Zailors! May the Unterzee be kind to you.
Sunless sea крысы или свинки
Приветствую, морские волки и волчицы! Как мы с вами знаем, наш любимый симулятор лавкрафтовского моря кишит интереснейшими квестами, прямо как Лондон летучими мышами! Именно поэтому только сегодня и только для вас, я решил разобрать один из самых интересных и длинных квестов Sunless Sea — «The Neathbow».
Ваш покорный слуга очень сильно сомневается, что вы стали искать это руководство не зная, что такое «The Neathbow», но совсем непротив пояснить «с чем это едят» тем, кто набрёл на гайд по-случайности. Итак, «The Neathbow» — это квест, который берётся в Вендербрайте, а если быть точнее, у Последнего Куратора. Дядя даёт нам томик «THE NEATHBOW» (детская книжка, которая вкратце рассказывает о семи цветах радуги (зачеркнуто) подземного Моря) и задание на поиск предметов, лучше всего выражающих эти семь цветов. Задача весьма трудная, но награда более чем достойна стараний. Найти эти цвета можно в самых разных уголках Моря. Собсна об этом и расскажет вам мой гайд.
Apocyan — пожалуй, самый легконаходимый цвет. Всего есть два предмета, которые могут продемонстрировать Куратору цвет Apocyan, однако достать их можно несколькими способами. Два предмета это:
1)Кусок синего шинтиллака(A Lump of Blue Scintillack):
эта порода шинтиллака синего цвета может раз в 20 секунд полностью «зарядить» ваши пушки. Также его можно продать персонажу The Alarming Scholar за 800 Эхо.
Получить его можно несколькими способами:
а)доставить портовый отчёт о Павшем Лондоне в Латунное посольство(The Brass Embassy);
б)украсть Крысиную Звезду/Глаз с острова Пигмоут(Pigmote Isle);
в)получить его в качестве результата рандомного эвента после выбора действия Into The Wisp Ways в Мангровом колледже(The Mangrove College);
г)получить несколько таких за проигрыш/выигрыш в шахматы при выполнении квеста «The Pulse of the Principles» в порте Сесил(Port Cecil).
2)Апоциановая шахматная фигура(Apocyan Chess-Piece):
эту шахматную фигуру, сделанную будто бы из малахита, вы можете продать за 100 Эхо.
Получить его можно только выиграв/проиграв шахматную игру в ходе квеста «The Pulse of the Principles». Советую проиграть, т.к. награда практически не различается, а при выигрыше вы потеряете офицера Nacreous Outcast.
Отдав любой из этих предметов Куратору, вы получите одно Сокровище.
Cosmogone — ещё один легконаходимый цвет, однако, в отличии от предыдущего цвета, «содержится» он только в одном предмете:
Облучённая затвердевшая магма(Ray-Drenched Cinder):
эту светящуюся от радиации полусферу можно продать персонажу The Alarming Scholar за 800 Эхо или обменять на Яйцо Правосудия в Суде, что находится в Империи Рук(Empire of Hands).
Получить его можно двумя способами:
1)получить сразу три экземпляра при выборе «своего нового имени» в Империи Рук после того, как вы закончите постройку Зеппелина;
2)получить один экземпляр в Огромном грибе(The Uttershroom)за помощь в колонизации 7 различных островов Послушными блеммиганами.
Отдав этот предмет Куратору, вы получите ещё одно Сокровище.
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