Kitsune_Wizard

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Everything posted by Kitsune_Wizard

  1. When crampons first came out I never wore them because I didn't want them to break in a wolf struggle. I understand your point of view but I disagree entirely, they've gained value to me because they're so much more actively useful and not a resource to be hoarded.
  2. again, you can repair and replace guns and ammo, but not bows. That's silly.
  3. food is meant to be eaten. You can find more food by hunting. You can start fires with a magnifying glass without matches. Bad comparison. I can make more crafted bows by crafting them and they're exactly as useful as the unique version because while they can't be repaired they can be replaced, uniques cannot, so I will never use them. I'd be fine with having to take it to the gunsmith milling machine to fix it. see: forester's revolver, vaughn's rifle. Both of these are much more useful to me because when I use it up I don't feel like I'm wasting a precious resource because I can just repair them and refill their ammo in the milling machine. Letting us repair bows would not alter the difficulty (for me, on stalker) any, it'd just give me the option to let me use the uniques knowing it's more than just a paperweight. Again, because gunsmithing exists, by the time I've cleaned through the entire map I've gotten a hold of nearly 200 revolver and 100 rifle casings and I can basically infinitely refill them. I don't need an easier game I need a reason to use the unique bow. When it's unrepairable I literally cannot convince myself to go out of my way to pick this thing up knowing I will only be using it for a little while because it will break. Love my unique rifle and revolver collection. It's nice to have something I can rely on, and repair. I wish the unique bows were this useful is all. I'd also be fine with unlocking a blueprint to craft them ourselves but I think it'd just make more sense to fix them in a milling machine, honestly. A
  4. apply the same reasoning to the crampons which were originally unrepairable and now they are and they're so much better. Simple as.
  5. >find new bow >excited to pick it up >"Yes, it looks manufactured!!" >can't repair it >immediately drop it out of annoyance >literally not even worth lugging back to base, already over encumbered as is. Please. Make the unique bows worth getting. Please let us repair them. Please.
  6. how you get to this one exactly, please, the wiki just says it's 'up high' so I assumed it was along the rope bridge path somewhere.
  7. https://thelongdark.fandom.com/wiki/Prepper_cache Some mad lad updated the wiki already. The directions are pretty general but so far I've found the ML and the FM ones.
  8. is there a map somewhere that has them listed?
  9. Does anyone know if they're static between playthroughs or spawn randomly? The one in I have in HRV would be fun to run a little base out of, it's actually in a very nice spot with a workbench too, the only problem is that you can't start a fire in the entranceway. Please let us start fires in the entranceways hinterland plz plz plz Also- for common bunkers, does anyone know if the spawns were updated or are they still the same spawns?
  10. Hello. If you're on ps4 and have playstation+ PS+ auto uploads your save data every now and again. Simply select The Long Dark from the playstation menu, then press options, then press download save data. It won't get back all your save data, just the save data from the last auto upload, or about a day or two since you lost it. I had to do this a couple times because of data corruption bugs. Thank god for PS+ backups.
  11. Hah. at this rate may as well just stay off the dam-side of the map entirely. At least all the good stuff is near the prison.
  12. That sucks bro. Killwalls have ABSOLUTELY no business being in survival mode. While we're at it I also hate the 'suffocation' mechanic being in survival but at least that's just in one spot. I really think that if you fall into the water you should just spawn next to the blackrock dam rocks at 10% condition with hypothermia. Insta-kills are super cheap in a game with permadeath because things like this can happen.
  13. Whatever you do, under any circumstances, DO NOT EXPLORE THE AREA BELOW THE BLACKROCK DAM So, I was exploring the dam. There's a portion under the metal walkway leaving the blackrock power dam that looks like it's walkable because there's barrels there. It's not. You instantly die. Period. (you died from drowning while being nowhere near the water) Just lost a 400 days run, with ALL THE GEAR FROM EVERY CORNER OF THE MAP. I put so many hours into this save I was at 100% condition and I died. It was a legacy run from like four updates ago. I cannot overstate how pissed off this has made me. I was going for the 500 days achievement. I had well over 500+ bullets because of the good armory prepper cache RNG. It was such a good run, and it was ruined because somebody misclicked the instant kill barrier when making the dam. I would have lost the entire run. Thank god playstation lets me cheese this by downloading my save data from PSN so I only lost fourteen days and a few hours of travel time. Oh sure, it's cheating. But I think I deserve it after this. https://twitter.com/Salty_Ninetails/status/1469734117461929984 proof
  14. I find this route to be the best way to loot most of the map (save the fisherman's cabin and such) and get out as soon as possible with minimal backtracking and prep required.
  15. So for starters, Ash Canyon is not like Hushed River Valley. There's an actual reason to go out there and brave its difficult landscapes. The two major finds here are the Crampons and the Technical Backpack that always spawn in the same location 100% of the time. Case in point, the technical backpack does not take up an inventory space and adds a flat +5KG to carry weight. This can be combined with a moose hide satchel and the 'Well Fed' buff for +15 KG carrying capacity (15!!) (Three extra rifles worth of capacity!!!!) The crampons add +10 defense and make you take, from my estimation, about half the stamina to climb a rope that you normally do. In addition, they pretty much eliminate sprains. I walked on a sideways snow drift for like a minute and didn't get a sprain. Your bandage stores will thank you. Prep work Braving Ash Canyon is difficult. If all you want is the loot and don't plan to stick around for long you're going to want at least clothing gear that adds +20 warmth, supplies for multiple snow shelters, and a flare gun. You'll be moving fast enough you won't need to hunt. The whole trip, from entering to leaving, should take around four in game days. And that's if you take your sweet time. +Flare Gun, 1 round. +Decent Gear +enough cloth for three snow shelters +five pounds of meat (remember you'll be leaving the region with +5kg of carryweight so you can take all the extras you can fit) +A single hand flare (you'll find more light sources) +Well Fed buff (Moose Satchel is a bonus) +bedroll Optionals +Rifle, revolver, bow. Not required but if you've got the extra space and it makes you feel safe. +Mapping Equipment +Maps (from the internet) +Bear Skin Bedroll (+ snow shelters make you immune to blizzards) Step-by-step So to start off with, the path we're following is shaped like a U. There are two entrances to ash canyon. Go in from the one on the left. If you're having trouble finding it start a darkwalker save on Timberwolf Mountain and run straight to it. It's the one thats farther away, right up the first required rope climb to reach to TWM summit. Pop your flare at the entrance cave. It's a straight shot, you can't get lost. When you exit, you'll come upon a hill that goes straight up, and paths to the left or right. Go left. Keep your eye on the cliff face at your left, you can find a cave about half way down the path for rest if needed. Follow the path here until you come across a burned forest, then continue hanging slightly left. Eventually you'll come across a rope climb. You're gonna have to do a lot of these. Cimb up. On the ledge above, you'll have even more climbing to do. Place down shelters to rest and climb at your leisure. Remember to disassemble them for the sticks and cloth refund. Sometimes a snow shelter will be spawned here. You'll also come across burned out campfires. Luckily it's pretty much impossible to get lost now. The only way you can go is forward or back. You're looking for this thing Which I am too lazy to backtrack to and show off myself. But when you reach this, you've reached the mine. The area below is what you're looking for. You can tie off a rope near this, or just skyrim-slide your way down the cliff. (which is faster and less fatigue draining so I say do that) In the cave it's once again a straight line. Remember to take your shoes and socks off before you step into ankle-high water or they will get wet. The gear you're looking for is right next to a bed. Once again, hard to miss. Start a fire for torches if you're out of light sources. Following the mine to the exit out the other side, you'll come to an earlier spot in the trail you already followed. Slide down the rocks until you get to the ledge, then hang left. There's a rope you've already climbed here. Now you get to make a decision. Wanna backtrack the way you came, or just continue on the path? If you back track, it's kind of easy to get lost. But following the path out will have you following the trail across the rope bridges, and finally the river. If you choose to follow the path, re-climb the rope you, and find yourself back at the pulley thing above. Then you just continue along the trail. There's some decent sights to see. I even found a full bear-skin coat leaning up one of the rocks here once. Eventually you'll reach a small mining hamlet called Miners Folly. There's a bear here, that's what the flaregun is for. Just in case. You can loot miners folly for some decent goods. In the barn there's a workbench. If you're staring at the small mining cabin, to the right from it and up a hill is the Foreman's cabin. It's much cozier, and comes with two fireplaces and some basic food loot. Once you're rested up, continue on your way with the rope bridges. On one of these raised platues you'll find yourself on, it has two exits. If you reach a place called High Meadow, you've gone the wrong direction. Turn around. There's no real landmarks here to guide yourself by. Just do the old video game strategy of walking along the wall until you find the way to go. But we prepared for getting lost, that's what the snow shelters are for. When you find a rope climb leading down to a small cabin, you've found the exit to the region back to Timberwolf. Inside the cabin is a rope you need to tie off at a rock nearby, a revolver and a revolver book, and some bullets. The marsh below you is a place called Bitter Marsh. There's a fishing hut here to fish with. You can technically fish here and drag them all up the rope climb you just dropped down and hang out for awhile if you want. But once you're done, you can follow the river to the Echo Ravine exit. It's up a small snow ramp to the right from where the river terminates. And congratulations, you've conquered a difficult region and got rewarded for it. In my opinion this is a much better reward than 'mysterious signal fires' and not a single timberwolf in this entire region, thank goodness.
  16. Oh, that's the easy. The haunted Carter Hydro dam. That place is cursed, I'm telling you. Metal straining doesn't make the same 'bump, bump, bumpbumpbump' sound repeatedly. Something is *in* that dam, I'm telling you. And whatever it is, it isn't good.
  17. Been having great fun with the event but sometimes the weather borders on absurdity. I've made my mid-game trek to bleak inlet to stock up on a billion rifle rounds doing the max-smithing cheese, and while the region isn't impossible to navigate by any means it's just a bit cheesy. I have a bad habit of over preparing massively, so when I get stuck in a shack for two straight days of blizzards, with only periodic breaks between another multi hour blizzard, I just feel a bit annoyed and delayed more than anything. Which of course, goes double for waiting for an aurora to get into the cannery. It took me over two in game weeks to get an aurora because every night a blizzard would roll through. I contemplated just yeeting myself into the timberwolves and starting again. But currently camping out here and culling the local wolves for new coats. And yes I need to echo the above comments and ask you to please up syrup spawn rates. Those things are rarer than an MRE. I've searched the entirety of bleak inlet, mystery lake, broken railroad and coastal highway, and I only found 2. On the plus side, if civilization ever comes back to great bear I could make a living as a weapons merchant cause I have about three thousand rifles Or, you could make the badge count ketchup chips eaten AND syrups eaten(drank?) toward the goal. Much love!
  18. I weep for all the arrowheads that stick into a timberwolf that runs off the map and falls into the ocean.
  19. Oh right I forgot to mention this area! The safest path through here I've found is just sticking to the left (approaching from the cannery) for as long as possible and avoiding the ice like it's lava. Eventually you'll stumble on the hunting blind that marks the exit. There's two warm caves along the left wall that are enough to get your temperature back. Or, if you want to be super over prepared like me, make sure you're carrying enough supplies for a snow shelter lol.
  20. This is more or less my professional how-to guide for surviving Bleak Inlet. In my opinion, this place is far, FAR harder than Hushed River Valley. And I was *just* playing on voyager. Honestly, if you're playing on interloper, steer well the heck clear of this entire region. Two-shotted by unblockable or avoidable wolf attacks, RIP. It might be worth it on Stalker for the bullets, but again, PREPARE. Step 1- Preparation. REQUIRED! 1-Revolver, plus at least twenty rounds 2-Multiple days worth of food (firewood is plentiful enough to boil water, but winging a wolf with the revolver will seldom kill it. And they will sprint across the entire map when hurt, they don't limp like normal wolves. Don't count on getting anything back from fighting them.) 3-Plentiful medical supplies. Bandages and antiseptic is your main thing. Rarely will you get bitten enough to cause bleeding, but when it does, the wolves don't stop attacking while you bandage up. Be quick. 4-A defense rating of around thirty. Military pants/boots/coat are cheap to repair and have high DEF. There's enough shelters not to worry about the cold. 5-A moose hide satchel and being well-fed. I don't know how I would have survived without that satchel. 6-The usuals, a knife and hatchet. Leave the lantern since you can just chain torches from a fire of a few sticks. 7-spent shell casings. There's plenty of gunpowder in BI but not enough casings. Shoot some wolves first. 8-lead, or a hacksaw. There's plenty of car batteries around the cannery but it'll save you time if you're carrying a few pounds of pre-made led. Nice, but not required. 1-A second climbing rope, it is heavy but increadibly useful. You can climb back up to the plateau with it. Find the tie-off rock next to the fire-watch tower. However it is not required. You can 'skyrim' your way down the cliff. First, face the climbing rock. Go to the right, there's a snow-covered ledge. Follow that, crouch, and inch your way down the rocks. Keep moving to the right, safely and slowly. Eventually you will find a little snow-ledge with some art bugs. From there, you can see beneath the ground but the ground is solid. It's easy to walk down the snowdrift from here, as long as you are crouching and careful. 2- smithing skill books. You can grind gun smithing very easily by just making seven hundred bullets from car batteries. I recommend you do this, actually. So when you make actual ammo, you get better quality. 3- Marine Flares. Technically they can deter timberwolves, but you generally want them not alive rather than deterred. They can be handy but don't count on them. I tried to cheese the game by dropping one at my feet and shooting from inside the blue fire. Apparently it only works if you hold it in your hand or throw it. RIP dying light strat There's an exit to forlorn muskeg on the opposite side of the cannery you will approach from. You won't get stuck. For the love of all that is holy do NOT go into this region unless you've gotta gun and twenty bullets. Twenty is enough to be safe, but having more couldn't hurt. Timberwolves lose morale in survival mode a lot faster than in story, thank you Ralph. Three shots from a revolver was enough to disperse every pack I ran across. However, shooting two wolves will eventually kill them, and timberwolves will never attack (at least, not as a pack) if there is only one timberwolf. If there's a pack of timberwolves at a choke point you cannot avoid (like below the firewatch tower) it is better to kill them outright. Otherwise, timberwolves will attack again after one day has passed. 1- Start from the Ravine entrance. IE: rope climb down from the train cars. 2-shoot timberwolves at forest lookout. Go for killshots but if they don't die it's whatever. 3-if you have it, hook your rope to the climbing rock 4-rest in tower if needed. 5-pick up the note from the desk in the radio hut. It looks like the hut from signal hill. It doesn't show up in your inventory and you don't need to remember the code that's on it, just pick it up. 6-booty-scoot your way down the cliffside, or climb down. 7-there's timberwolves here because of course there are. Use more gun. Don't forget to pick up your spent casings. 8-you should see a cabin on the waterfront. Stop there for supplies and a rest. and refill your condition. 9- head toward the long bridge in the morning. There's a bear here, but man, it's so easy to avoid them compared to the timberwolves. 10- the cannery is guarded by more timberwolves. Introduce them to your freedom stick. There's a trailer you can rest in but if you didn't shoot at least two wolves they will be back in the morning. 11- There's a rope climb section coming up. But there's a broken staircase in the building closest to the cannery. You can drop something on the floor there and reach it from the catwalk, if you want to take something with you but are too encumbered to carry it. Like a gun or a car battery or a bigger gun. 12- the rope parkour section is pretty simple. Do it, and despair that there is no jump button. Just kinda akwardly fall onto things beneath you. 13-you've made it to the cannery! You can use the ammo bench without an aurora, but the lathe requires one. Spend your time crafting bullets and gunpowder (you only need a small fire in the ammunition forge. It doesn't have to be a certain temperature.) until the aurora. You need some scrap metal to fix your gun and tools, but luckily there's plenty of metal shelves and such around. 14- notice another revolver beneath a pallet. You cannot reach it, and for some reason you cannot break the pallet down with a hatchet. If only you could duel wield. 15- there should be plenty of supplies around for bullet-making. I found some gunpowder, and enough to make even more gunpowder. 1 single can of gunpowder will give you fifty (50!!!) bullets. Assuming you have the cases and the lead. 16- if you didn't drop a rope down, or you have so much gear you can't climb it, you can exit the region by following the road left from the cannery to its end. On the broken bridge, look right and you'll see a muskeg-like area with snow over ice. Scoot down from the bridge and head that way. Look for the hunting blind, the exit is around there. And make sure you're carrying a gun! There's timberwolves here too because why not. Try to fight the temptation to go back and make the ammo you just wasted, and leave with your new arsenal. I'm not sure if timberwolves respawn after a certain amount of days. I really hope not. If they don't, that may make this region a survivable base. I would adore it if once you took them out, a normal wolf would spawn in their place. Still, as long as you were willing to abuse the free repairs during the aurora, you might be able to do it now. For your sake, I hope that bear at the end of the bridge respawns quickly. I would also really love like, being able to place a plank down to skip the parkour section after you've done it once. That seems like such an obvious thing there might already be a way to do it that I just haven't seen. Mainly because it's increadibly tedious carrying tons of animal meat with you and having to go up and down that rope. Even that staircase trick will need a few goes to get it all since there's just so much meat you're dropping. As it stands now, your main objective is to get into this region, get what you need, and get out ASAP. You do not know the relief of dealing with timberwolves for so long, then leaving into the muskeg and getting chased by a normal wolf. It is a walk in the park compared to timberwolves, and you will never curse a wolf for attacking you again. Even as you're slowly bleeding out from his attack, you can take comfort in the knowledge that you died because of a mistake you made. Not undodgeable, unavoidable hellhound nonsense. I hope this helps! Certainly this region is quite a bit different than anything we've gotten before.
  21. Are these all of the issues you're aware of or just the ones you're fixing next?
  22. Not yet, I think. At least not on ps4, I'm spamming the check for update button lol.
  23. I always carry a fresh gut. One gut can be used as a wolf distraction without having to worry about losing calories. Useful if you need to get somewhere and don't have time to play cat and mouse with a woofer. Just drop a gut and he completely loses interest in you. It saved my life a few times, when there's been a wolf between me and an indoor building in a blizzard and I don't have the condition for a struggle.
  24. Seconded! Maybe part of the reason I avoid the dam like the plague is all the death. I'd like to make it a little more homey by giving those poor sods a proper burial. Or at least chuck em all in a supply closet somewhere I don't have to see them.