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Finally finished! Solitary Confinement and All Crew Members


CloudsInHead

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This post is part of Kallume's excellent and detailed strategy guide linked here: https://psnprofiles.com/guide/5507-tharsis-trophy-guide

 

Guaranteed to ensure your trip to Mars leaves you with a few tufts of hair =p

 

:bronze:Solitary Confinement

 

For this, I don't think there's a better class to use than the Pilot; he can zoom to Life Support for dice, Medical Bay for health, Engine for repair, etc. without Movement Damage.

 

Wait for a turn that starts off with "harmless" events to make your path easier. Events like SYS Fail are good example of an error(s) you WANT to keep. It may shut down the module, but if you make it so you don't need to use it that's no issue. An ideal run will have a large amount of the aforementioned events, AS WELL as a module that drains health. Keeping the health drain at maximum of -2 is imperative; I had no success with 3 or more damage hitting my crew every turn. This will help kill off your other crew members RAPIDLY giving you the best chance to maneuver with your Pilot solo during the early game or post game (this is covered more thoroughly in Kallume's guide in the guide).

 

You can also use Movement Damage to hasten your Crew Members demise (gives you human meat for your Pilot, in case), but absolutely make sure you leave a ship that is as managed as possible (in that amount of time) for your Pilot's solo run. This is heavily reliant on luck (types of events, starting position), but I did mine so easily I can't imagine more clever players not getting it soon. Use your excess dice for research; ship repair, module repair, and healing can make a huge difference as it probably will be a close shave due to the aggressive RNG.

 

Crew choice can vary. Personally, I used the Specialist, Commander, and Captain as cannon fodder to "prepare" the ship for the Pilots 3 turn survival. It's important to note the character must SURVIVE THROUGH 3 turns, so watch your timeline. I used the fodder crew members to manage the ships Events (obviously), but also to stock up and bolster the Pilot if needed. This includes food, health, dice.... stress is not too much of a factor this early, but you can make your own decision regarding this (for me, it's not as important for this particular trophy). It is a very good idea for all crew members to have 5+ dice.

 

It might take a few attempts, but this is an easier trophy than it seems. If you follow the general strategy above you might have some success, hopefully.

 

Edited by The_Apex_Badger
Editing; credits and streamlining with Kallume's Guide to Tharsis
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  • 7 months later...
On 5/25/2016 at 6:07 PM, The_Apex_Badger said:

   Just finished this game after a huge hiatus (easily, much to my surprise), and earned the last trophies :bronze: Solitary Confinement and :silver: All Present and Accounted For back to back. I thought I'd share the strategies and crew members I used for these:

 

:bronze: Solitary Confinement

 

   For this, I don't think there's a better class to use than the Pilot; he can zoom to Life Support for dice, Medical Bay for health, Engine for repair, etc. without Movement Damage.

 

   Wait for a turn that starts off with "harmless" events to make your path easier. Events like SYS Fail are good example of an error you WANT to keep. It may shut down the module, but if you make it so you don't need to use it that's no issue. An ideal run will have a large amount of the aforementioned events, AS WELL as a module that drains health. Keeping the health drain at maximum of -2 is imperative; I had no success with 3 or more damage hitting my guy every turn). This will help kill off your other crew members RAPIDLY giving you the best chance to maneuver with your Pilot solo as early as turn 8-9 (7 at the latest IMO).

 

   You can also use Movement Damage to hasten your Crew Members demise (gives you human meat for your Pilot, in case), but absolutely make sure you leave a ship that is as managed as possible (in that amount of time) for your Pilot's solo run. This is heavily reliant on luck (types of events, starting position), but I did mine so easily I can't imagine more clever players not getting it soon. Use your excess dice for research; ship hull repair, module repair, health can make a huge difference as it probably will be a close shave.

 

   Crew choice can vary. Personally, I used the Specialist, Commander, and Captain as cannon fodder to "prepare" the ship for the Pilots 3 turn survival. It's important to note the character must SURVIVE 3 turns, so watch your timeline. I used the fodder crew members to manage the ships Events (obviously), but also to STOCK UP and BOOST the Pilot if he needs it. This includes food, health, dice.... stress is not too much of a factor this early, but you can make your own decision regarding that. It is a very good idea for all crew members to have 4+ dice.

 

    It might take a few attempts, but this is an easier trophy than it seems (still very difficult). If you follow the general strategy above you might have some success, hopefully.

 

:silver: All Present and Accounted For

 

   I got lucky again and took all three remaining crew members to Mars (Cannibal, Specialist, Doctor) with the Captain giving her life (and body) for the trophy. There really is no other strategy besides swinging luck to your side and making the right moves; there are definitely stronger combinations of Crew IMO, but it can be done with any 4. You really have to look at everything slowly and methodically, and even then you might find yourself using the Save and Quit Method to FORCE better luck (I'm not into it, but it is a good way to earn the trophies faster).

 

   Simply XMB when things go wrong after saving and quitting and you'll CONTINUE on the turn you were on. WARNING: This drains the fun, but we're trophy hunters and that 100% always looks so full and juicy.

 

RECOMMENDED CREW TO CARRY YOUR YET-TO-SEE MARS CHARACTER: Pilot, Specialist, Captain (alt. Commander, Specialist, Captain)

 

Enjoy and good luck!

 

A good post. I just attempted this and was unsuccessful earning the trophy due to, what I can guess, something I overlooked. Based on your notes, you mention to keep one -1 health event up. I overlooked this, and began the 8th turn (3 weeks left) with three alive, but killed them during the "Choose" selection. Unfortunately, the "Choose" selection counts as being in the 8th turn, even though you haven't even started the new events. I am unsure if this is the issue, or it is related to USB/Cloud saving.

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