Shadowling: Difference between revisions

43 bytes added ,  04:39, 5 September 2015
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→‎Post-Hatch: Removes deprecated section about thralls being permanent
imported>Xhuis
m (→‎Shadowling Abilities: Removes the (currently bugged) tag from "Under 5 thralls")
imported>Xhuis
m (→‎Post-Hatch: Removes deprecated section about thralls being permanent)
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There are multiple things to do from the start. If you're confident you can avoid detection, hatching immediately can work since you can easily enthrall people who rush into maintenance early with Glare.  Or, you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
There are multiple things to do from the start. If you're confident you can avoid detection, hatching immediately can work since you can easily enthrall people who rush into maintenance early with Glare.  Or, you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
===Post-Hatch===
===Post-Hatch===
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People whom you enthrall '''cannot be turned back under any means''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.
So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People whom you enthrall '''cannot easily be turned back to normal, although surgery is capable of doing so''' and their new loyalty to you overrides all else. If you enthrall a nuclear operative somehow, they will serve you over their Syndicate friends. If you enthrall the captain, he will do much the same.


Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
===The Light and You===
===The Light and You===
While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the ''darkness'' is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.
While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the ''darkness'' is extremely beneficial. All wounds will heal. You will have a stun reduction. You have night vision and thermal vision as well, so not being in the darkness at all is a huge downside to everything about you. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.
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