Introduction
Character Creation and PerksWing: Orange Wing.
Attributes: Perception, Brains, Deftness, and Fortune at 10.
Skills: Criminal at 80, Tech and Science at 50, Piloting at 30.
Likely due to the influence of the Dome, the locals can perceive the protagonist only in a relatively small radius around them, making stealth extremely effective. Additionally, if Waiting was activated before a crime has been noticed, it is possible to wait through the cooldown (70 minutes). Piloting is required to get out of Concord on your own. Science might be useful for some of the terminals. Due to the possible lack of food, getting Survival to 90 if all other important skills are high enough might be reasonable. Contraptions allow the use of jetpacks, thus skipping some parts of slowly sneaking through the locations or avoiding random encounters.
Perks: Penitent One, Loner, Optimizer, School of Hard Knocks (Orange WIng).
The Loner perk should be taken as soon as possible, as the experience bonus should provide enough Skill points. Optimizer increases the maximum Encumbrance and the Contraptions skill.
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Important ItemsFirstly, 3 CPSs (might available to be picked from the merchant, Sylvia Helen, at the City entrance in Act 2) and 9 Electrical Equipment pieces are necessary to craft critical quest items. Secondly, while a rope is likely to be available in the target location, it is safer to have one already (Audrey at the Picnic Neutral Zone in Act 1 should have them). The cooldown for NPCs to pickpocket is 12 days.
Thirdly, for the weapons shivs should be found or crafted. There will be no combat, but the shivs provide a stacking bonus to the Criminal skill. All other equipment should be scrapped for experience if it does not improve the target skills.
Finally, food and Energon. While Thirst can be sated with sinks, Hunger cannot, thus food should be looted at every opportunity and it is recommended to rest in beds whenever possible, as both travel and lockpicking increase Fatigue.
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The TurretIn Act 1 and 2 it is not possible to avoid the turret at the entrance to Picnic before the PC can enter stealth.
Other Key PointsWhile it is likely that there will be enough experience to complete the game, finding high-level items gives quite a lot of it, so might be reasonable to do. The ability at Survival 90 protects from Hunger and Thirst.
A fully-explored map is recommended - without talking to NPCs, most of the areas must be reached in order to know their location.
(Visiting the Fops Camp is unnecessary, the item required is in the Maze of Death).
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In order to obtain the information to progress several quests, reading the journals from the Inventory is required.
Additionally, in Act 2 the sequence of actions to progress is more rigid than before and the optimal path is described in the respective section of the guide.
Most importantly, there is no special ending for completing the game solo, without killing anyone, or being seen. More of an opposite - all but 3 endings are locked behind factions, 1 requires an item, and 2 available for all.
Prologue
ConcordAfter exiting the pod it is preferable to wait (Y) for an hour, then enter stealth. All doors can be unlocked without delay, the goal is to reach the garage through the video conference room. In the garage Kingsley will contact you. The blue car is next to the stairs and can be taken. The only survivable destination is Nashville.
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Picnic Neutral ZoneNothing of note. The objective is to cross the area, get into the basement of the gas station, cross it through the ventilation shaft, and pick an “apple” from the glowing tree. Then sneak back and install the relic onto the car.
C12 - Nashville FacilityYou need to enter the sewers from the maintenance hole in the guard post, pick the Ventilation Grid Key from the safe in the Repair Team Locker Room, and enter the ventilation shaft. On the first floor unlock the elevator via the Elevator Terminal. It might be reasonable to rest, as there are no hostiles in the area and the fatigue will increase.
Optionally, a relic fragment can be found in the Rusty Air Ducts following "quiet footsteps" prompts 4 times (can be heard only in stealth), the other two are in the safe near the Elevator Terminal and in the broken toilet on the second level.
On the second level the key card is in the Room 3 in the fridge with a necroid leaning onto it. It is recommended to loot the Infirmary.
On the third level, the path lies straight to the elevator on the other side.
On the last floor, it might be reasonable to turn on the Excavation Zone Power Circuit Terminals, Scientific Zone Power Control Terminals, and the Excavation Zone Lighting Control Panel to increase the amount of lighting and to loot the medical office. After entering the cave area a damage over time effect will be applied when in darkness, thus right after exiting the field of view of the foes, the PC must run to the glowing relic and use medkits as necessary. Alternatively, after activating the Excavation Zone Lighting Control Panel, going into the cave to turn on the Mobile Generator, then returning to the Excavation Zone Lighting Control Panel again, will lighten a clear path to the target.
Unknown PlaceJust sneaking to the bottom of the area twice, then to the top.
Act 1
Nashville CaveExit the cave. Visit the Observation Deck in the next area (through the glass doors on the north) and interact with the east-facing binoculars.
Head for the Junktown.
Increase Criminal to 100 when possible.
JunktownRest in one of the houses, loot the glasses from Santiago in front of the Emulator Project building and enter it. Clear the fridge in the cafe and supply barrels at the garage if low on food.
Emulator ProjectQuickly interact with the console (scan yourself) next to Henrietta Russo. It will start the main quest. The goal is to acquire 3 items and restore the power to the Project. The teleglasses have been found already.
Magellan StationCross the parking lot, enter the elevator through the Magellan Station door, enter the ventilation shaft via the ventilation hatch and use the Elevator console (green and glowing) on the other side of the room, then head back, and interact with the Elevator Control Panel to transition and enter the Hall.
Pick the Turnstile Door and take the next elevator (Main Elevator) to Level 7, the Reactor.
Pick the fuses from the Blue Wing employee in the Control Room and go to yet another elevator (Maintenance Elevator). The Fuse Boxes to change the fuses are not highlightable, the second on the left corner of the rails.
Back at the Reactor Level interact with the Power Control Panel. Step up to the terminal, enable the power saving mode, turn off everything, restart the second converter, start the cooling system, restart the first converter, pull the levers.
The Station can be left for the end of the Act.
Pillaged CaravanThe relic is in the pocket of the kneeling fop, Sad Bug.
Picnic Neutral ZoneYou must enter during the day, otherwise the guard initiates a dialogue. The essence in Audrey’s pocket. If she has ropes or CPSs, they should be picked up as well.
Maelstrom Observation CampIt might be the time to increase the Contraptions skill to 40 and disarm the mines. Otherwise, just sneak past, scan the dead scientists (5 White Wing, 1 Black Wing), upload the data at the terminal (the building on the north with the Gunsmith Workbench outside), and compile the driver.
Emulator Project (Return)Use the items on the interactive points in the test chamber, run the test sequence on the Emulator Project Terminal next to Russo, and wait for ~2 days. The system will send a message when the tests have been completed. Then run the test again on Emulator Project Terminal and interact with the Main Console in the test chamber.
It is strongly recommended to shrink the Maelstrom.
Act 2
Emulator ProjectNothing to do here yet. Exit to Junktown.
Junktown and the City Enter the City through the main gates, check Sylvia Helen's (the merchant) pockets for CPS, (optional) then head to the sewers entrance (Ventilation Hatch) on the right.
(Optional) SewersEnter the Church Secret Chapel on the left, watch the scene, pickpocket the helmet from Lambert Becker in the middle of the room, exit the sewers back to the City.
CouncilListen to Nakamura’s speech. Nothing can be done before that.
TempleLoot Santiago’s safe on the left.
Emulator ProjectLoot Russo’s safe to gain the password to her terminal and watch the recording. Doing so before learning of Nakamura's intentions will not progress the quest.
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Return to the Council building and order the resources for the expedition from Nakamura’s terminal. Fix and hijack the car next to the building.
Carmine HeightsThe beacons are on the north of the settlement, in the Reysners’ house in the safe.
Phalanx BaseEnter the base via the left sewage grate. Go to Zemekis’ house on the north from the exit and get his selectron from the safe. Use the selectron on the Caravan Service Terminal in the Caravan Company building next to the sewage grate to add the route to Concord.
Maze of DeathEnter through the gates. If you have a rope, just go to the Main Elevator. If you don’t, loot the containers in the area first.
In the next area, turn left, at the Chief's Office, pick the keycard from the remains in the bathtub and the roll from Sherlock. Backtrack to the elevator and go right from there to the Security Room with a golem (servoshell). Level up the Science and Criminal skills if necessary, use the terminal to power up the elevator, and get out. Most importantly, read the roll.
Picnic Neutral ZoneThe relics are on the “tree” in the basement, the instructions are in the safe in the building above the tree. The CPSs and the Electrical Equipment might be in the boxes around.
If a random encounter starts after entering the area, turn left and enter the gas station from the back door.
First Settlers CampThe location of the Camp was gained from Sherlock. The relic from the Temple must be equipped first. The point to place the beacon is on the cliff right above the entrance and can be reached quickly with a jetpack.
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Nashville Observation DeckNothing of note, just place the beacon.
Magellan Parking LotJust place the beacon on the right from the entrance. If a random encounter starts on entering the area, exit, then enter again.
Emulator Project (Return)Interact with the terminal next to Russo, then with the Main Console in the test chamber.
Act 3
Emulator ProjectExit the building and head into the Dome.
Desert near ConcordCross the area and enter the remains of the station. Cross the remains of the station, while remaining hidden. Cross the launch pad and choose the NPC you dislike the most. Run into the pillar of light.
Epilogue
Desert near ConcordNothing of note. The objective is to reach the area’s exit.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2978996933
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