My first win (stealth, of course).
This wouldn't have been possible without several pieces of luck and spoilers. So the rest of this post contains considerable spoilers.
The first one I don't think should really be a spoiler:
it's possible to bust through walls with non-explosive weapons, as long as they're powerful enough. You just can't see how much is enough without using keyboard mode (which also makes it easier to aim at walls). It also doesn't help that most weapons in the early game tend not to be powerful enough to do this -- by the time I get to the midgame I don't want to experiment so much since it can be dangerous and attract the wrong kind of attention.
Score sheet:
Cogmind - Beta 2.1 @@@ ROGUELIKE MODE
Name: Joshua
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (98) 490
Value Destroyed (3301) 3301
Prototype IDs (28) 560
Alien Tech Used (3) 600
Bonus (8947) 8947
TOTAL SCORE: 18398
Cogmind
---------
Core Integrity 1276/1600
Matter 193/300
Energy 155/1240
System Corruption 2%
Temperature Cool (22)
Location To Epsilon Eridani
Parts
-------
Power (2)
Micro Fission Core
Micro Fission Core
Propulsion (4)
Field Propulsion Array
Q-thruster
Improved Q-thruster
Utility (15)
Medium Storage Unit
Experimental Energy Well
Experimental Optical Array
Advanced Signal Interpreter
Improved Melee Analysis Suite
Advanced ECM Suite
Improved Remote Shield Generator
Advanced Hacking Suite
Advanced Hacking Suite
System Shield
System Shield
System Shield
Ghost Barrier
Weapon (4)
Enhanced Quantum Rifle
Inventory (8)
Micro Fission Core
Diametric Drive
Advanced Cryofiber Web
Advanced Sensor Array
Peak State
------------
Power
Micro Fission Core
Micro Fission Core
Propulsion
Field Propulsion Array
Q-thruster
Improved Q-thruster
Utility
Advanced Cryofiber Web
Medium Storage Unit
Medium Storage Unit
Experimental Energy Well
Experimental Optical Array
Experimental Sensor Array
Advanced Signal Interpreter
Improved Melee Analysis Suite
Advanced ECM Suite
Advanced Hacking Suite
Advanced Hacking Suite
System Shield
System Shield
System Shield
Ghost Barrier
Weapon
Gamma Rifle
Enhanced Quantum Rifle
Enhanced Quantum Rifle
Lance
Inventory
Micro Fission Core
Diametric Drive
Advanced Sensor Array
Improved Remote Shield Generator
Improved Remote Shield Generator
Transdimensional Reconstructor
Terrabomb
Gamma Bomb Array
Lance
[Rating: 158]
Favorites
-----------
Power Micro Fission Core
Engine Cooled Ion Engine
Power Core Micro Fission Core
Propulsion Field Propulsion Drive
Treads Compact Heavy Treads
Leg Improved Aluminum Leg
Hover Unit Antigrav System
Flight Unit Field Propulsion Drive
Utility Hacking Suite
Device Advanced Sensor Array
Storage Medium Storage Unit
Processor Advanced Signal Interpreter
Hackware Hacking Suite
Protection Improved Power Shielding
Weapon Axe
Energy Gun Gamma Rifle
Energy Cannon Nova Cannon
Ballistic Gun Autogun
Launcher Mini Grenade Launcher
Slashing Weapon Axe
Piercing Weapon Spear
Stats
-------
Bonus Breakdown 8947
High Alert Combat Kills 44
Met Zhirov 300
Win 3000
Win Speed 5603
Classes Destroyed 14
Worker 4
Builder 2
Hauler 4
Recycler 3
Operator 2
Drone 2
Watcher 11
Swarmer 25
Grunt 23
Brawler 2
Duelist 1
Sentry 7
Hunter 4
Programmer 8
Major NPCs Destroyed 0
Best Kill Streak 7
Combat Bots Only 5
Best States 0
Heat Dissipation 52
Energy Capacity 1240
Matter Capacity 300
Sight Range 23
Robot Scan Range 30
Terrain Scan Range 12
Terrain Scan Density 60
ECM Strength 3
Jamming Range 16
Cloak Strength 2
Power Amplification 30
Base Temperature (-) 200
Armor Coverage (%) 39
Power Shielding 66
Propulsion Shielding 90
Evasion (%) 64
Melee Accuracy 12
Offensive Hacking 28
Defensive Hacking 50
Matter Collected 2824
Salvage Created 3904
Parts Attached 154
Power 9
Propulsion 34
Utility 62
Weapon 49
Parts Lost 58
Power 5
Propulsion 14
Utility 17
Weapon 22
Average Slot Usage (%) 87
Naked Turns 2
Spaces Moved 8020
Fastest Speed (%) 344
Average Speed (%) 157
Slowest Speed (%) 52
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Targets Kicked 1
Targets Crushed 0
Cave-ins Triggered 1
Teleports 1
Heaviest Build 60
Greatest Support 85
Greatest Overweight (x) 19
Average Overweight (x) 0
Largest Inventory 16
Average Capacity 8
Most Carried 16
Average Carried 8
Final Capacity 8
Final Carried 4
Damage Taken 7809
Core 1422
Absorbed by Shields 20
Average Core Remaining (%) 82
Depth 11 Exit 100
Depth 10 Exit 32
Depth 9 Exit 88
Depth 8 Exit 82
Depth 7 Exit 98
Depth 6 Exit 96
Depth 5 Exit 100
Depth 4 Exit 71
Depth 3 Exit 83
Depth 2 Exit 79
Depth 1 Exit 79
Volleys Fired 245
Largest 3
Hottest 263
Shots Fired 506
Gun 464
Cannon 15
Launcher 27
Special 0
Kinetic 386
Thermal 79
Explosive 19
Electromagnetic 22
Secondary Targets 0
Shots Hit Robots 345
Core Hits 179
Critical Hits 6
Critical Kills 3
Critical Parts Destroyed 3
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 202
Impact 0
Slashing 72
Piercing 130
Sneak Attacks 7
Follow-up Attacks 1
Damage Inflicted 8899
Projectiles 4203
Explosions 2622
Melee 2074
Ramming 0
Kinetic 2653
Thermal 1495
Explosive 2080
Electromagnetic 597
Impact 0
Slashing 937
Piercing 1137
Overflow Damage 100
Projectiles 0
Explosions 100
Melee 0
Self-Inflicted Damage 322
Shots 16
Rammed 0
Highest Temperature 742
Average Temperature 118
Received Heat Transfer 906
Energy Bleed 1
Matter Decay 1
Short Circuit 1
Damage (minor) 1
Damage (core) 1
Highest Corruption 16
Average Corruption 4
Corruption Purged 0
Message Errors 18
Matter Fused 14
Heat Flow Error 5
Energy Discharge 5
Data loss (database) 5
Misdirections 11
Targeting Errors 4
Weapon Failures 1
Depth 4 End 7
Depth 3 End 16
Depth 2 End 4
Depth 1 End 2
Impact Corruptions 0
Haulers Intercepted 4
Robots Corrupted 4
Parts Fried 1
Impact Corruptions 0
Robots Melted 0
Parts Melted 4
Heat Transferred 1608
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 1
Prevented 0
Power Chain Reactions 1
Communications Jammed 0
Times Spotted 163
Peak Tracking Total 9
Tactical Retreats 19
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 7
Drone Recoveries 0
Traps Triggered 5
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 0
Installed 0
Triggered 1
Machines Disabled 6
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 65
Terminals 41
Fabricators 5
Repair Stations 0
Recycling Units 0
Scanalyzers 4
Garrison Access 5
Total Hacks 254
Successful 148
Failed 96
Catastrophic 23
Database Lockouts 0
Manual 127
Unauthorized 71
Terminals 160
Fabricators 13
Repair Stations 0
Recycling Units 0
Scanalyzers 12
Garrison Access 11
Terminal Hacks 138
Record 39
Part Schematic 5
Robot Analysis 4
Prototype ID Bank 4
Open Door 1
Level Access Points 2
Branch Access Points 1
Terminal Index 7
Fabricator Index 1
Alert Level 3
Unreport Threat 5
Locate Traps 8
Zone Layout 10
Hacking Detections 47
Full Trace Events 4
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 41
Terminals 39
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 0
Fabricators Overloaded 0
Fabricator Schematic DLs 0
Garrisons Disabled 5
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 9
Parts Built 1
Total Part Build Rating 5
Part Fabrication Matter 285
Part Fabrication Time 50
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 4
Part Schematics Acquired 4
Parts Damaged 0
Robot Analysis Total 4
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 7
Largest Group 4
Highest-Rated Group 192
Highest-Rated Ally 48
Total Orders 8
STAY 1
EXPLORE 7
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 496
Average Influence 72
Final Influence 45
Maximum Alert Level 2
Low Security (%) 90
Level 1 8
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 21
Investigation 6
Extermination 6
Reinforcement 7
Assault 0
Garrison 2
Intercept 0
Derelict Logs Recovered 3
Scrap Searched 4
Exploration Rate (%) 26
Regions Visited 17
Pre-discovered Areas 3
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 9699
Turns Passed 8922
Depth 11 91
Depth 10 963
Depth 9 614
Depth 8 935
Depth 7 381
Depth 6 689
Depth 5 557
Depth 4 1474
Depth 3 1935
Depth 2 927
Depth 1 356
Scrapyard 91
Materials 2512
Factory 2318
Research 1314
Access 356
Upper Caves 578
Proximity Caves 776
Zhirov 205
Quarantine 61
Testing 711
Prototype IDs
---------------
Cooled Ion Engine
Cooled Antimatter Reactor
Advanced Myomer Leg
Improved Flight Unit
Diametric Drive
Improved Q-thruster
Advanced Power Amplifier
Experimental Heat Sink
Experimental Energy Well
Quantum Shading Machine
Experimental Optical Array
Spectral Analyzer
Experimental Sensor Array
Experimental Melee Analysis Suite
Experimental Core Analyzer
Precision Matter Filter
Experimental ECM Suite
Experimental Propulsion Shielding
Experimental Thermal Defense Suite
Experimental Force Field
Improved Quantum Shroud
Ghost Barrier
Experimental Field Recycling Unit
Assault Drone Bay
Gamma Rifle
Proton Burst Cannon
Enhanced Autogun
Molecular Scythe
Fabricated
------------
1x Exp. Sensor Array (-2/Research)
Alien Tech Used
-----------------
Integrated Reactor
Transdimensional Reconstructor
Terrabomb
Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / [*Min])
-9/Materials
-8/Materials (discovered 2 exits: *Fac x2)
-7/Factory (discovered 5 exits: *Fac / *Sto x2 / Low x2)
-6/Factory
-5/Factory
-4/Factory (discovered 3 exits: *Res x2 / *Upp)
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: *Res / *Zhi)
-4/Zhirov
-3/Proximity Caves
-3/Research
-3/Testing
-2/Research
-2/Quarantine
-1/Access
To Epsilon Eridani
Challenges
------------
None
Game
------
Seed: PrecisionTargetingCleaver
Manual?: 0
Play Time: 199 min
Cumulative: 3340 min
Sessions: 6
Easy Mode: 0
Game No.: 49
Easier: 0
Easiest: 0
Win Type: 0
Total: 1
Types: 1/0/0/0/0/0/0
Lore%: 42
Gallery%: 53
Options
---------
ASCII: 0
Keyboard: 1
Movement: Vi
Fullscreen: 1
Font: 12/Smallcaps
Map View: 83x54
FOV Handling: Fade In
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Write-up:
I started out using legs and guns, as demonstrated in mtf's combat hacker videos. I didn't plan to switch to flight but took the opportunity when I found a couple cesium-ion thrusters and an imp. flight unit (I think on -8). I also found the right info warfare equipment, running into several advanced sensors and an enhanced optical array. I also found a couple hacking suites early on, which probably helped more than I realize - just enough to tip the easier hacks over the point where they're mostly possible without triggering an alarm.
I then went pretty much straight up, avoiding branches where possible, until I was cornered on -4 and ended up going to caves, hoping for W to help on -2. Instead I found Zhirov and he gave me... legs. At that point I only had two flight units left and they were pretty much blown off in the prox caves on the way back, right as I reached the exit. I also lost all power but found a bunch of lances and a fabricator next to where I started on -3. No luck with the fabricator, though, I still couldn't manage to load my schematic onto it.
I then went to testing (even though I didn't want to), where I think I found flight units again, along with power, and I used the mini grenade launcher I got way back to blow through a wall to escape a hunter. Surprise, the other side of the wall had the exit, which was a stroke of luck.
On -2 I found a fabricator and finally managed to build my exp. sensor array, but a group of hunters came by while I was waiting for it to build. It wasn't too hard to take of them with the nice EM launcher I found.
The next stroke of luck was going to quarantine, which I didn't want to go to, but gave me an item I knew (from being spoiled) would let me get to the surface, if I could find the stairs. It was pretty easy to find the stairs here, not many enemies around. I did also find a couple corpses, but not knowing what to do with them and not being willing to give up any of my inventory left them alone.
Finally on -1, I managed to hack the main stairs from a terminal (I think on my second try), kill two hunters and escape the third that had chased me there, run to near the exit, get through the walls, use my very damaged one remaining weapon (enh. quantum rifle) and blast through the shield, and the rest, as they say, is history...
I still have no idea how to escape -1 without a special item or overwhelming firepower (probably in the form of an army). When I've done previous stealth runs and gotten to -1 I end up wandering around until an army of 20-30 grunts and programmers corners me.
Lessons learned:
I am beginning to appreciate the strategic depth involved in early-mid game decisions. Waiting around on -10 and -9 until you find what you want for your build is usually worth it if you can avoid aggroing too many enemies.
Once you get to -8/-7 it starts to matter what you use your hacks for, if you want to fabricate anything it's best to get schematics ASAP because fabricators are hard to come by. I think I got the exp. sensor array schematic on -5 (manual hack) but I failed to load it in to 3-4 fabricators on the following floors until -2.
If I sacrifice too many parts from the early build to escape to the next floor I tend to regret it later.
It is also pretty hard to do a pure stealth build, I've learned from previous runs where I got to -1 that it helps to invest a little in combat at the end of the game: not enough to take on the entire complex, but to take out one or two followers if possible. I am learning not to be too afraid of taking on one or two enemies. Unlike the Sil stealth game, it's simply not possible to avoid every enemy completely (unless you get luckier than I have been so far), so it's best to be able to take them out with a minimum of fuss, especially programmers.
I had an adv. ECM suite for significant portions of the game but it's hard to tell whether it really helped or not. Hunters seem to either pursue you for a very long time, even with ECM, or they can see through walls, or both.
Letting enemies (especially sentries) spot you and kiting them around to get past them is very useful when you move faster than they do. I do feel like it's not fair for them to have perfect tracking of you once you're out of their line of sight.
trojan(track) is quite useful at the beginning and the end of the game (for hunters).
Oddity noted:
In the caves on the way to Z I found a derelict log purporting to tell me the location of Armory (-4), if I recall correctly. At that point it was not helpful since I was past the point of no return, and it did not draw on the world map.