UserWiki:Blackkout4

=Subterranean ravine pearl=

Curious find, seems like they messed up the filter that's supposed to remove that pearl for Spearmaster and Artificer, you can find both the broadcast and the pearl that contain the exact same message. Past LttM reads that pearl as normal, but idk what happens if you bring it to FP, since he doesn't have dialogue for that pearl.

On the topic of Spearmaster, the other pearls that are unavailable for them are
 * Midnight Blue at the top of comms arrays, since their campaign uses a specific config in that room that doesn't include the pearl
 * and Yellow on LttM, it's seemingly missing from the corresponding room in Neural Terminus.

=Artificer Rant=

I just want to put my feelings and advice somewhere. I personally HATE their campaign for multiple reasons:


 * Locked Scavenger Reputation, so they are always aggressive to you regardless of cycle, region, and whether you have actually harmed them or not. You can even get regional and global reputation by trading (yes they accept trades, just do so from top of poles or on ledges they can see but not reach you) and defending them from other threats, but even at 100 global 100 regional, your Filtered Local stays at it's lowest, so it doesn't matter.
 * Scavs are of the few creatures that have lethal ranged attacks, and can use Spears more effectively than you can with angled throws.
 * They are generally considered an analogue to the player, but this is false, they are better than Slugcat in nearly every way. They can tank a hit to the body, can dodge, parry, can carry more Spears and are always in packs. They weren't designed to be fought, with parries and dodges being specifically made as countermeasures for player attacks.
 * Constant kill squads. They even had to nerf this mechanic by introducing Kill Squad Leniency. They are a group that always knows your approximate location and actively seeks you out, just to kill you specifically. There's been a lot of times I simply cannot go continue through a region and be forced to seek an alternate route or stall to pass, because otherwise I would be forced to attack them.
 * Scavenger Dens (the holes they and only they can use) are everywhere, and they use those to pretty much teleport around the region, and through rooms. There's few places that you can truly be safe.
 * Increased Scavenger spawns in all regions, so you are more likely to encounter them randomly.
 * Minimal starting karma, and karma stealing, which where made specifically to get you in the loop of constantly killing Scavengers to pass gates, and to remove the karma penalty when dying entirely, so you are also encouraged to make more risky decisions.

If anyone is insane enough like me to try to do their campaign without kills, i've got some tips:
 * Exploit kill squad leniency as much as possible, make your moves deliberately and quickly, before they can reach and block your progress.
 * Because of karma decay from corpses, your immediate objective should be to get Echoes, and reach Chimney before the corpse's karma completely decays.
 * After starting out, immediately fill up your pips and seek a corpse from the Stronghold that has enough karma, a lantern, then quickly make your way towards Shaded Citadel. If there is no lantern, you can get one by swallowing a flashbang in Shaded.
 * If you find Scavs in GW_EDGE03, stay high and double jump from platform to platform. Sometimes it becomes impossible to overcome this room without fighting, so you'll have to restart.
 * Entering Shaded, quickly move into SH_KELP or SH_B11, and get the karma flower on SH_D02. If you didn't get a lantern, swallow a flash from SH_LEDGE. Get to a shelter, preferably closer to Industrial, and leave the corpse. Get to the Echo and trigger it, then shelter. Get the Echo. Now carry the corpse to Industrial.
 * DO NOT DIE. You need the reinforcement to meet the Echo, and losing it means you must get it back, then shelter AGAIN without starving to have another chance, all of that while the corpse decays.
 * On Industrial, make your way to Chimney Canopy. You can get food from the seed cobs in the top of the bridge close to Shaded.
 * Once on Chimney, you can discard the corpse. You are now free to explore the world as usual, as long as you keep getting echoes.
 * Generally, your diet consists of Neddleworms, Small Centipedes, and Seed Cobs.
 * For Noodleflies, grab them close to a room exit, drop it, then leave until it cries. This does not count as a kill, and the mother won't target you even if you did it in front of her.
 * For Small Centipedes, feel free to kill them, they don't count for the final score tally.
 * Map knowledge is very helpful, any pip gained is precious.
 * Get Lizard Reputation, it makes this already tough challenge more bearable. Neutral Lizards can also passively help you by keeping Scavs occupied. An easy way to farm rep is to feed a Lizard, then take the item out of their mouth, give it to them again, repeat and repeat until you got enough rep. You get 10 regional and 2 global for each feed. Do this where you know Scavs can't reach, or they will eventually come to crash the party. Don't do this with caramels, greens or reds since you can't grab items from them, and obviously don't attempt to take the item from Lizards that are still aggressive to you.
 * Concussion Blast is your best friend. It's free and always available, just don't accidentally push a creature into a pit or it'll count as a kill.
 * Lizards can help you kill Eggbugs, with the added bonus of counting as a feed. This also doesn't progress their lineage, so they'll always spawn back next cycle.
 * If Vultures keep annoying you, you can safely stab them about 6 times on the body, which cripples them to the point where they can't fly and attack. If they survive the cycle, they'll stay in their den for the next few following cycles, reducing the overall chance you encounter Vultures.
 * King Vultures are about 9 Spears, or a Explosive Spear to the body.
 * You can cripple Centipedes. If they reach half health or less they start running to their den. You can never be sure of their exact health so watch how they move and react to damage, and avoid deshelled segments. Sadly there's a small middle ground where they hunt you but die in 1 shot, you'll have to avoid those.
 * Tolls are best avoided, but for most of them you can wait until the cycle is about to end, and for the Scavs to retreat, to pass through for free. Same applies for persistent patrols.