Posted April 20, 2020
So, I saw this topic discussed all over the Steam forums regarding this game. I think GOG deserves a post about it.
First, I've just barely done this, and I'm not keeping it. So, if this changes later on the game, then I was unaware because I haven't gotten there yet.
When I was doing this, I was reviewing this person's solution for the neutral outcome.
https://steamcommunity.com/app/411300/discussions/0/1479856439038289223/
*SPOILERS* . . . duhhhhhh --> for anyone where this post containing spoilers wasn't obvious for them . . . because there's always people who complain about neglecting putting the warning even when it's obvious.
It seems the easiest thing for me was to let the Gustav quest be the decider.
I don't actually like this neutral resolution because it's not a real resolution. Things just remain as they are indefinitely as far as I know. The revolt never happens, and the Albs never attack, but nobody ever says that tensions seem to be getting better. At least the nonsensically illogical "logical" Separatists who were objectively dumb enough to think the Outlaws could actually win are still alive. Fenk sells infinite supplies of Natural Elex. He's an extremely important early merchant for this game, and they're your people for crying out loud. You're supposed to want to help them, but they're sooo dumb. No matter all of the mechs, all of the soldiers, all of the beam weapons, all of the clear advantages, and the Separatists STILL think that the Outlaws will win no matter what happens. Geez! I tried so many things. By the end, I was just thinking that it's just the law of Darwin man. If the Separatists are really that dumb, maybe it's just nature . . .
Anyway, I guess I need to get to the point:
This is what I did from the best of my memory:
I had already talked to Gustav and Hunter that first time, and for some reason Paranabytes decided to really really limit the amount of information gathering and discussion you can do in the Domed City quests. For example, you can't tell Gustav that you've changed your mind, you're not going to do anything. If you don't pick that choice when you talk to him the first time, then you can never ever pick that choice.
You should know one thing. I seem to get either the Outlaws and Idiots are slaughtered, or the evil Albs take over. In some forums, people suggest that there is a bug that if you talk to I think Riley at all before you finish the fix the regulators quest with Lutz, then the game glitches and thinks that you helped Riley to take down the force field protecting the city because that's what is believed to allow the Albs to even attack in the first place. Apparently, if the force field doesn't fall, then instead of the Albs taking over, the Outlaws would take over the city instead.
1--Resolve the Gustav quest last.
Finish every quest except this one for the Domed City. Then go wait at least 8 days somewhere far away. I used Goliet's beds at the torn up hotel. Then return to the Domed City and verify nothing has happened. Then you know that both sides are perfectly balanced except for that one quest. You see, if it's currently balanced in favor of any side, that Gustav quest will simply be canceled upon arriving to the Domed City after 8 days. Then of course you'll see the results of your choices. Since I couldn't tell Gustav I wasn't going to take care of the Outlaws anymore, the way I resolved that issue is I used Hunter's quest to lure Gustav out to Hunter's group there, and then I killed all of them and Gustav. You can choose to kill either Gustav or Hunter's group. I killed both of them so that the quests for both would cancel. Then both quests are failed, and it does not count towards either side in the Abessa Conflict. I can only assume that the same happens if you simply tell Gustav that you're not going to take care of the Outlaws, although I never did that.
Now the rest are the choices I made for everything that comes before the Gustav quest:
2--I did talk to I think Riley about the force field that he wanted to take down. However, I didn't help him. I helped Lutz.
3--I let Lutz fix the generators.
4--I did the Encrypted Communications quest for Lutz and fixed the radio tower. I never even saw the option to put a listening device because I didn't talk to Riley or Darrell, or whomever is supposed to give that quest.
5--I gave the weapons to Paige because, hey, they should be able to defend themselves against an invasion or tyrannical Clerics. There was an argument in favor of what the Cleric leader wanted, but the largest part of the tension has to do with the uncertainty. At least knowing you can defend yourself and your family will make you more at ease in an uncertain situation. Although, I don't think Piranhabytes was taking that into consideration because the hints are all around that it's not about self-defense or business as Paige suggests both. It's about causing a civil war and taking over the dome. The weapons aren't even actually firearms. They're explosives. It says explosives if you look at them after getting them. This might be why the Albs take over as well. The explosives may have managed to take down the force field if planted properly. I'm going to have to do some experiments to see if the Outlaws can be made to take over if I don't deliver the weapons to Paige, but the balance is still in their favor. Then I'll know it was the weapons delivery to Paige instead of to the leader that caused the Albs to be able to take over. UPDATE: Nope, this isn't why. It was the Riley glitch I mention somewhere in this post. Everything I tried ended in Albs taking over if Outlaws have the favored balance. I happened upon the farm that three people survive in when the Albs take over, Paige, Riley, and Derrell. Riley says that it's my fault because I helped him create that backdoor in the force field even though I never did that.
5--I helped Radok to kill the Clerics primarily because I didn't even know he was Paige's arms dealer. I just saw one of my people in trouble, so I helped him.
6--I delivered the elex to the group of Clerics from Hort. I did not even talk to the Outlaws about it. I think I read in forums that there was some kind of quest that one of them would have given to thwart the mechs being delivered, but I don't know because I never talked to them about it.
7--I told the gate guy that I was given a counterfeit ID, and so he gave me a valid ID. If you deliver the weapons to Paige, then the leader of the Domed City asks you for your ID. I did not have the counterfeit ID, so I don't know if that matters.
8--I gave the 2nd counterfeit ID to Cooper so that he could get out of the Domed City because I felt like they didn't have a right to keep him there. It was far too late in the game for me to experiment with that one.
9--I beat up Brabak instead of Riley, but Riley deserves it more because he's the one trying to take down the dome force field like some kind of Separatist moron. I don't understand why it seems normal to the game makers that someone would be that dumb, knowing full well that the Albs are chomping at the bit to invade the city at some point and kill everyone . . . or turn them into mutants. UPDATE: Right, I just remembered by talking to Riley survivor that he didn't want to bring it down for good, just long enough to escape if the need should arise since the Clerics weren't letting anyone in or out.
10--I helped Fenk stay in Domed City by telling Jorg that I was an Alb. Oh, he calls you a lunatic if the Outlaws are slaughtered because the very extremely dumb mind-boggling lack of logic idiot moron Separatists team up with the Outlaws and try to kill the berserkers and Clerics. This is why I feel like they deserve it. How stupid can my people be? I honestly feel like they're too stupid to live. What is it about elex? They're smart when they take it consistently, but super-stupid when they only take it sometimes? I don't think that's supposed to be the story of the elex element, but I'm not that far along yet, so maybe . . .
11--The "Vacancy" quest given by Vivian to be her new technician. I gave it to the berserker Rorik because the Separatist woman sounds potentially unstable, and maybe is an Alb spy. I think she's really just learning how to adapt to a new world with less elex where she has to deal with normal people. I wanted to give her the job initially on the idea that it would help them to get along in the Domed City and prove to the Clerics that they're not a threat and that they have skills that can be very useful, but no, their complete lack of logic and total moron idiot stupid aaaaa precludes them from that.
Anyway, I don't like the non-resolution resolution. So, I'm going give the city to the Clerics since they seem by far to be the most capable and sane of the groups.
I think I like the Clerics the most so far. The Outlaws are all dirt people. If I could become king of the outlaws, then I'd join them just for that, because then I could set policies to encourage changing them from dirt people into a real people. The Berserkers are a bit ridiculous. Really, they're going swear off technology? That's just silly. They, excuse me, one of them says it's just elex technology, but then you see they use no other technology above sticks and stones either . . . with the exception of the elex-derived mana that gives them supernatural-like abilities. At least they're more noble-minded, but that will only last for as long as they have a noble-minded leader. Just imagine Angrim becomes leader next. Then goes their one redeeming quality, their noble-mindedness. Here's looking at you Cormag. You can take them out of the silly, and bring them back to reality.
First, I've just barely done this, and I'm not keeping it. So, if this changes later on the game, then I was unaware because I haven't gotten there yet.
When I was doing this, I was reviewing this person's solution for the neutral outcome.
https://steamcommunity.com/app/411300/discussions/0/1479856439038289223/
*SPOILERS* . . . duhhhhhh --> for anyone where this post containing spoilers wasn't obvious for them . . . because there's always people who complain about neglecting putting the warning even when it's obvious.
It seems the easiest thing for me was to let the Gustav quest be the decider.
I don't actually like this neutral resolution because it's not a real resolution. Things just remain as they are indefinitely as far as I know. The revolt never happens, and the Albs never attack, but nobody ever says that tensions seem to be getting better. At least the nonsensically illogical "logical" Separatists who were objectively dumb enough to think the Outlaws could actually win are still alive. Fenk sells infinite supplies of Natural Elex. He's an extremely important early merchant for this game, and they're your people for crying out loud. You're supposed to want to help them, but they're sooo dumb. No matter all of the mechs, all of the soldiers, all of the beam weapons, all of the clear advantages, and the Separatists STILL think that the Outlaws will win no matter what happens. Geez! I tried so many things. By the end, I was just thinking that it's just the law of Darwin man. If the Separatists are really that dumb, maybe it's just nature . . .
Anyway, I guess I need to get to the point:
This is what I did from the best of my memory:
I had already talked to Gustav and Hunter that first time, and for some reason Paranabytes decided to really really limit the amount of information gathering and discussion you can do in the Domed City quests. For example, you can't tell Gustav that you've changed your mind, you're not going to do anything. If you don't pick that choice when you talk to him the first time, then you can never ever pick that choice.
You should know one thing. I seem to get either the Outlaws and Idiots are slaughtered, or the evil Albs take over. In some forums, people suggest that there is a bug that if you talk to I think Riley at all before you finish the fix the regulators quest with Lutz, then the game glitches and thinks that you helped Riley to take down the force field protecting the city because that's what is believed to allow the Albs to even attack in the first place. Apparently, if the force field doesn't fall, then instead of the Albs taking over, the Outlaws would take over the city instead.
1--Resolve the Gustav quest last.
Finish every quest except this one for the Domed City. Then go wait at least 8 days somewhere far away. I used Goliet's beds at the torn up hotel. Then return to the Domed City and verify nothing has happened. Then you know that both sides are perfectly balanced except for that one quest. You see, if it's currently balanced in favor of any side, that Gustav quest will simply be canceled upon arriving to the Domed City after 8 days. Then of course you'll see the results of your choices. Since I couldn't tell Gustav I wasn't going to take care of the Outlaws anymore, the way I resolved that issue is I used Hunter's quest to lure Gustav out to Hunter's group there, and then I killed all of them and Gustav. You can choose to kill either Gustav or Hunter's group. I killed both of them so that the quests for both would cancel. Then both quests are failed, and it does not count towards either side in the Abessa Conflict. I can only assume that the same happens if you simply tell Gustav that you're not going to take care of the Outlaws, although I never did that.
Now the rest are the choices I made for everything that comes before the Gustav quest:
2--I did talk to I think Riley about the force field that he wanted to take down. However, I didn't help him. I helped Lutz.
3--I let Lutz fix the generators.
4--I did the Encrypted Communications quest for Lutz and fixed the radio tower. I never even saw the option to put a listening device because I didn't talk to Riley or Darrell, or whomever is supposed to give that quest.
5--I gave the weapons to Paige because, hey, they should be able to defend themselves against an invasion or tyrannical Clerics. There was an argument in favor of what the Cleric leader wanted, but the largest part of the tension has to do with the uncertainty. At least knowing you can defend yourself and your family will make you more at ease in an uncertain situation. Although, I don't think Piranhabytes was taking that into consideration because the hints are all around that it's not about self-defense or business as Paige suggests both. It's about causing a civil war and taking over the dome. The weapons aren't even actually firearms. They're explosives. It says explosives if you look at them after getting them. This might be why the Albs take over as well. The explosives may have managed to take down the force field if planted properly. I'm going to have to do some experiments to see if the Outlaws can be made to take over if I don't deliver the weapons to Paige, but the balance is still in their favor. Then I'll know it was the weapons delivery to Paige instead of to the leader that caused the Albs to be able to take over. UPDATE: Nope, this isn't why. It was the Riley glitch I mention somewhere in this post. Everything I tried ended in Albs taking over if Outlaws have the favored balance. I happened upon the farm that three people survive in when the Albs take over, Paige, Riley, and Derrell. Riley says that it's my fault because I helped him create that backdoor in the force field even though I never did that.
5--I helped Radok to kill the Clerics primarily because I didn't even know he was Paige's arms dealer. I just saw one of my people in trouble, so I helped him.
6--I delivered the elex to the group of Clerics from Hort. I did not even talk to the Outlaws about it. I think I read in forums that there was some kind of quest that one of them would have given to thwart the mechs being delivered, but I don't know because I never talked to them about it.
7--I told the gate guy that I was given a counterfeit ID, and so he gave me a valid ID. If you deliver the weapons to Paige, then the leader of the Domed City asks you for your ID. I did not have the counterfeit ID, so I don't know if that matters.
8--I gave the 2nd counterfeit ID to Cooper so that he could get out of the Domed City because I felt like they didn't have a right to keep him there. It was far too late in the game for me to experiment with that one.
9--I beat up Brabak instead of Riley, but Riley deserves it more because he's the one trying to take down the dome force field like some kind of Separatist moron. I don't understand why it seems normal to the game makers that someone would be that dumb, knowing full well that the Albs are chomping at the bit to invade the city at some point and kill everyone . . . or turn them into mutants. UPDATE: Right, I just remembered by talking to Riley survivor that he didn't want to bring it down for good, just long enough to escape if the need should arise since the Clerics weren't letting anyone in or out.
10--I helped Fenk stay in Domed City by telling Jorg that I was an Alb. Oh, he calls you a lunatic if the Outlaws are slaughtered because the very extremely dumb mind-boggling lack of logic idiot moron Separatists team up with the Outlaws and try to kill the berserkers and Clerics. This is why I feel like they deserve it. How stupid can my people be? I honestly feel like they're too stupid to live. What is it about elex? They're smart when they take it consistently, but super-stupid when they only take it sometimes? I don't think that's supposed to be the story of the elex element, but I'm not that far along yet, so maybe . . .
11--The "Vacancy" quest given by Vivian to be her new technician. I gave it to the berserker Rorik because the Separatist woman sounds potentially unstable, and maybe is an Alb spy. I think she's really just learning how to adapt to a new world with less elex where she has to deal with normal people. I wanted to give her the job initially on the idea that it would help them to get along in the Domed City and prove to the Clerics that they're not a threat and that they have skills that can be very useful, but no, their complete lack of logic and total moron idiot stupid aaaaa precludes them from that.
Anyway, I don't like the non-resolution resolution. So, I'm going give the city to the Clerics since they seem by far to be the most capable and sane of the groups.
I think I like the Clerics the most so far. The Outlaws are all dirt people. If I could become king of the outlaws, then I'd join them just for that, because then I could set policies to encourage changing them from dirt people into a real people. The Berserkers are a bit ridiculous. Really, they're going swear off technology? That's just silly. They, excuse me, one of them says it's just elex technology, but then you see they use no other technology above sticks and stones either . . . with the exception of the elex-derived mana that gives them supernatural-like abilities. At least they're more noble-minded, but that will only last for as long as they have a noble-minded leader. Just imagine Angrim becomes leader next. Then goes their one redeeming quality, their noble-mindedness. Here's looking at you Cormag. You can take them out of the silly, and bring them back to reality.
Post edited April 20, 2020 by Doof1234