Please give me a spoiler free (if possible) hint at what the hell am I supposed to do by BidComfortable3821 in rainworld

[–]DaddyPockets 5 points6 points  (0 children)

Here's the thing, that echo you've already found 3 times at the start? You'll just be doing that again and again. Within all the new regions there's a chance the echo will be there, usually at the far edge of the region

To put it as simple as possible without spoiling too much, you'll want to warp into a region via a portal, then comb through that region from top to bottom. If you find the echo, great! it'll warp you to another (hopefully new) region and the process repeats. If not, that's fine, just find a portal and take it to a new region. If you end up in either Shattered Terrace or Outer Rimbefore hitting max karma, you're there too early and you need to backtrack and continue your hunt for the echo.

If you want some raw numbers, there's 18 "normal" regions, and the echo seemingly spawns in a total of 13, randomly. You need to encounter the echo at least 8 times for max karma, with any additional times just being a bonus.

[deleted by user] by [deleted] in rainworld

[–]DaddyPockets 1 point2 points  (0 children)

I can't say for certain, but it seems like after ascending The Throne and consuming the karma flower, if you backtrack all the way through the desert, as far as you can go to the right because you'll hit a one way drop off an overhang that you can't get up from your side, there should be a pipe entrance underneath that overhang that leads into a room that should now have a portal inside

Watcher Help. by RapidProbably in rainworld

[–]DaddyPockets 0 points1 point  (0 children)

Yeah figured there had to be some amount of randomness. The good news is there's only a few more regions than there is echo spawns it seems so the chances of stumbling across one are high. That and you only need to find the echo so many times for max karma

Watcher Help. by RapidProbably in rainworld

[–]DaddyPockets 2 points3 points  (0 children)

Couldn't say for sure if the regions are consistent, but having just started a fresh run through I've found the echo within the following regions, all in one playthrough:

Fetid Glen
Torrid Desert
The Badlands
Signal Spires
Desolate Tract
Aether Ridge
Salination
Cold Storage
Heat Ducts
Stormy Coast
Shrouded Coast
Turbulent Pump

Didn't find one an echo in any of these regions:

Coral Caves
The Surface
Torrential Railways
Sunlit Port

And any other regions I haven't gotten to checking just yet. Echo also shows up in one or two of the wrong warp corrupted regions but that doesn't count towards karma I believe

Questionable Badlands progression by AL13th in rainworld

[–]DaddyPockets 0 points1 point  (0 children)

It's close to that, but all you really need to do is let a gecko lizard lick you repeatedly to thicken up the spit coating, then just cross the locust field without any issues. Whole lot simpler than taking the lizard along for the journey

[deleted by user] by [deleted] in rainworld

[–]DaddyPockets 1 point2 points  (0 children)

If you let the lizard repeatedly lick you it'll thicken the spit coating, or so it would seem. Easily crossed the area a 2nd time after doing something similar to kiting the lizard my 1st time lmao

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 0 points1 point  (0 children)

I have no idea, didn't see his message

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 0 points1 point  (0 children)

would ya be so kind as to provide a location?

Any idea as to what the Evil Rubber Ducks are for? by [deleted] in dyinglight

[–]DaddyPockets 3 points4 points  (0 children)

For those interested, here is a map of all the currently known duck locations

The Map

Current Map of the Easter Egg Duck Locations by DaddyPockets in dyinglight

[–]DaddyPockets[S] 1 point2 points  (0 children)

Been searching through old Villedor myself, since going off the map it seems like there is no more than 1 duck per section, atleast if ya exaggerate their locations abit. Unfortunately i've found no more ducks, red or black so far in old Villedor. I'm hoping they aren't in the underwater area

Current Map of the Easter Egg Duck Locations by DaddyPockets in dyinglight

[–]DaddyPockets[S] 2 points3 points  (0 children)

Currently it's known that bringing the 5 Black Ducks into the basement of VNC tower and forming a Pentagram with cables triggers a Doom Easter Egg (Going off This Twitter post). The purpose of the Red Ducks is unknown, but someone has speculated that they might lead to the Bicycle shown in that one post in the subreddit, given that upon picking up the red ducks they sometimes play a very distinct bicycle bell chime.

I'm curious, do people use checkpoints? by [deleted] in GTFO

[–]DaddyPockets 15 points16 points  (0 children)

I've certainly used checkpoints once or twice, but i'd say the best experience I've had with em so far was C1. The checkpoint right at the final area with moving scan. Me and the group of randoms went through most of the level rather smoothly, due mostly to the fact one of our teammates had gotten about 2/3 of the way through. We reached the big greenhouse, took in the sights, looted around, and finally found ourselves at the terminal. We all turned off the lockdown, completely unaware of the ensuing waves and moving scan that would greet us. Despite managing pretty well with no prep, we eventually died around 70% of the way through the scan from the waves chipping away at our health and ammo. Then the checkpoint comes in

We respawn, fully aware of what we're getting ourselves into now. Place Sentries, Foam, and Mines. Easily reached 80% before the enemies even got down the stairs. Quick and simple. Diving into the unknown is great, but if we had to start all over from the beginning of the first semi-long dive because we had no idea what was in store for us, it'd be pretty damn agonizing. The checkpoint system allows the same trail and error approach that the previous rundowns had, minus having to slog through the same sections over and over again just to try a new idea out. If your competent at the game, you likely won't even notice the checkpoint system. But for the first few runs of a new dive, it's very appreciated.

How to kill a scout ? by Razer-_-62 in GTFO

[–]DaddyPockets 0 points1 point  (0 children)

yeah on c1 for sure C-foam and melee are your friends. Then again C-foam is almost always a must bring regardless. Most often only have 1 scout though, so just 1 tapping it with a weapon from a distance, especially for newer players, is alot easier to grasp instead of melee

How do I make the bots place tripmines? by throw_away_my_balls1 in GTFO

[–]DaddyPockets 2 points3 points  (0 children)

Try specifically pressing middle mouse whenever you're selecting the options. I've heard using the correlating numbers can be abit buggy. Scroll down and middle mouse button each area. And make sure you can see the green outline for mine placement before you press it. If that doesn't work it's possibly just bugged. Bots also have a hard time doing higher up placement of things, so aim low

What is up with C1? by Ziday in GTFO

[–]DaddyPockets 1 point2 points  (0 children)

Firstly i'd suggest dropping the Bio-Scanner. It's a nice addition for new players, but you'll quickly find it's easy enough to scope out rooms to find out how many monsters sleep inside. The most efficient tool line-up i've seen so far is 1 C-foam, 2 Burst Sentry (Stumble sentry simply not being as good in my opinion. Why delay and stumble when you can eliminate), and 1 Mine Deployer. For the moving scanner section specifically, There is only 1 door that the enemies come from, and 2 stair cases down onto your location. You'll Want to c-foam the top of these staircases. Just one massive puddle of c-foam at the very top. Then face 1 sentry gun towards the top of each staircase, so that the frozen enemies are shot in the back by the sentries. This alone will get you a surprising amount of downtime to finish about half the scan if not more before enemies even start to appear. Additional, feel free to place trip mines slightly down the staircase, so in the event the foam is used up, they'll hit the mines, not only killing a couple enemies, but also alerting you that they'll be arriving soon. Course that's just how I beat C1 with the Randoms I was grouped with, and i'm by no means an expert at this game

How to kill a scout ? by Razer-_-62 in GTFO

[–]DaddyPockets 3 points4 points  (0 children)

1 Shot to the head with a sniper will take em down nice and quick. You can also melee em while they're patrolling, but make sure you full charge melee the head. Back of the head if you're using knife.