Waste Knights | Solo Playthrough | With Mike

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[Music] hey everybody this is mike with the one stop co-op shop and we are going to post apocalyptic australia all those mad max fans out there should be happy we're looking at waste nights quick disclaimer i did get a review copy of this one and i looked into it based on some recommendations from some of our discord members so thanks guys waste night is a solo and cooperative adventure game like i said set in a post-apocalyptic hellscape and your characters can play through several one-off scenarios what i'm going to show you here is one of the two solo only tutorial scenarios and these are one-off games no campaign here although you level up a lot during the game as you'll see and like always we'll do a quick overview of the game and then jump into a full solo playthrough but if you want to see my full review on the game check our separate video that posted at the same time as this playthrough and if you like what you see here on the one stop co-op shop please subscribe to the channel consider supporting us through patreon for early access to our videos picking which games we cover other cool perks also check out our separate streaming channel our weekly podcast or join the discord and you can suggest games to me too so each scenario in waste night is highly different in the tutorials case it's really pretty straightforward my character is going to be going along the southern coast there's two solo tutorials one going along the north one along the south and i'm gonna try to reach these little plot points here basically to progress the story so this is very much a race most scenarios give you more time to kind of stretch your legs this one just pushes you to the finish and the round structure in waste night is incredibly simple you just take two actions for your character you can't do the same action twice and that's the end of a round and the actions are pretty easy to understand moving camping exploring shopping at the city affording the plot other special stuff we'll see the details as we play because it's really a pretty straightforward game and we have a couple books we're going to refer to first of all the guide has the details for our scenario we're doing trouble in the south the wild north is the other solo tutorial one and then additionally we've got the book of tales and indeed it is oh my gosh somebody wrote all of this so get ready for some mic narration and mood music in the play through we've got this time marker starting on the two space and every round except for the first at the start of the round it's going to dip down one if it gets to zero we lose but each time my character reaches one of these plot points and takes a plot action in that space the time marker is going to advance two spaces up so basically it's a race for me to get enough plot points without taking too much time and running out now separately we've got this blue marker on the five space and this is marking the dominance of the factions there's two main factions here there's the free mutants in the west and there's the merchant cartel in the east a higher value means the cartel is dominant a lower value means the free mutants are very a fallout like for those who played new vegas or those kind of games and let's look at who i'm controlling in the play in this case it's zoe shaw the mechanic and i've given her a bike you can pick your ride in this game i went for something fast because again this is a race scenario and zoe is a mechanic although with that big gun and that flamer in her other hand what is she a mechanic of death guess so so because of my character i had the choice between a gun and knife and some armor or a sawn off shotgun and a vest and zoe is better at range attack you'll see blade survival aid gun negotiate tech these are used for tests in the game white dice are the weakest and green are stronger so she's very good at tech pretty good at guns in negotiating pretty crud at blade survival and aid she also has a health value exploration a repair value an experience marker on xero she's starting with three ammo and some medicine but we'll get into the details of all of that as we play the game and it comes up let's jump into some flavor text and see how zoey's gonna fare in this post-apocalypse full liberalization two arms new sydney dwellers to arms you can see such posters all over the city local leaders must be preparing for some conflict such a commotion can only mean one thing expansion to the west streets are already full of bikers armed to the teeth and eager to pick a fight claiming that they work for the merchant cartel a powerful association of traders from the east coast this mass levy means trouble if such a massive brute force isn't quickly directed at some enemy the city will turn into a war zone for now the newcomers are kept in check but with each passing day more and more volunteers for the mercenary militia arrive to new sydney on top of that there are rumors about talks between the self-appointed free mutants league from distant carcassville and the filthy corsairs from the port city of alice offsprings are they going to form an alliance and threaten the lands east of the great divide it seems both them and the new sydney merchants are ready for open war and now looking for means to finally settle who rules the south when you bolted the golden lap badge to your car you had no idea that the small piece of your ride would mean more than dirt and dents on its bodywork or scars on your face i skipped this narrative but at the very beginning of the book it said people who had done the golden lap had driven around the entirety of australia even in the danger of this post-apocalypse thanks this reputation your repair skills quickly came to be appreciated and you found a sponsor to help you set up a workshop in new sydney it was the merchant cartel however your dream about a peaceful life soon proved to be a nightmare you became a small cog in the machine grinding all the wretched souls and unlucky survivors who came to the city you had to fix stuff for choice clients for low pay 15 hour long work days tons of paperwork to justify parts expenses you knew this was not a life for you in one of the local joints favored by mechanics and bikers you heard a rumor about miners unions forming in the north god knows when you ended up at a meeting of idealists making plans to promote a similar initiative in new sydney a few days later your workshop got burnt down and your sponsors put you in a tight spot in order to pay your debts to the cartel you have to travel the road to ruin once again to spy upon the mutant forces threatening the traders domination in the south so with the initial narrative and our character setup out of the way let's get to the gameplay as i mentioned you get two actions per turn and you can't take the same type and the first one i'm going to show you here is the move action so as you can see the map is divided into hexes and there are several different terrain types we've got highway which note costs zero movement points to move on to desert which costs one scrubbing mountains that cost two and craters we can't move into at all cities will indicate which terrain they're built on and when you take the move action you look at your chosen vehicle in this case my bike has five moves so that's how many movement points i have to spend and then additionally you start with two gas in your tank my bike can't hold any more than that but if i want to move further than five movement points i can spend one gas to get an extra three remember this thing is a race so i definitely want to go as quickly as i can although it looks pretty easy so that's zero zero zero uh two for the mountain and two for the scrub so even with a one movement point left i can already reach my destination now like a lot of these adventure games at arkham horror and such you have an encounter but in this game it only happens when you finish movement now the first thing you check is whether you went over any yellow little danger symbols on the board in this case i did this exclamation point exclamation points which stand for threat means i'm going to draw a threat token from the bag for each of these sort of hazardous material symbols i get a contaminated wound a one out of the seven it would take to make me unconscious and for each of the radiation symbols i get one radiation level if you get more and more of those it really messes you up in this case dome is getting one threat token from this space out of new sydney so we look it's got one damage on the yellow side and two damage on the red side what does that mean the yellow and red refers to what kind of encounter i'm going to have red will modify an enemy encounter and yellow anything else and there's two encounter decks one for scrub and mountain one for desert and road and in this case i'm getting attacked by a scrub python just a jumping on me and so because of that we're going to resolve the red effect which almost always is triggered by the enemy attack it kind of becomes a modifier for the enemy whereas if this had been some other kind of encounter this would have just been one automatic damage to me regardless of how the encounter went so nice we get to show you some combat right off the bat but don't forget i still have my second action after this alright it's a lady with a shotgun versus a giant python and by the way i should have mentioned that before you move you choose what you have equipped you can have up to two hand items equipped i just have a one for my selloff shotgun and one piece of armor equipped you have to choose that before you go because uh if you get into a fight you have to deal with what you already have to hand but since this is all i have it wasn't really a choice so first in combat you check enemy traits and this is a cruddy one for us because this scrub python is ambushed which means he's going to attack us very very early before we get a chance to get a shot at him okay and then we're going to choose one weapon to attack with we can either do a ranged weapon which has a reticle right here or a melee weapon which has a spiked knuckles symbol like the python has and that basically determines initiative range attacks go off before melee attacks but that's where ambush is annoying because he's going to attack me before i get to do anything else so my shotgun won't let me hit him any earlier now you can also always choose to just fight with your bare hand and that's what i'm going to do in this case because as you'll see in a second this scrub python i think is a little bit beyond my means and i don't want to waste one of my three ammo shooting my shotgun if i'm just gonna miss him so let me go into the five steps of combat we have the engagement step or ambush or any other engagement effects resolve we have range attacks the advanced step which again is just for effects that say advance melee attacks and then resolution and here's the key thing about combat which i think is great it is one round and done they ride away from you you ride away from them uh somebody escapes and here's why i decided not to use my shotgun this guy's got three life so if i couldn't do at least three damage he would escape and i would have wasted my ammo but look at his special ability if i'm on a scrub space which i am this enemy gains plus two dice and i get an additional gear card for defeating it this is a reward right here a gear card an item so because we're in the scrub of farts he has more to offer me but my chance of doing five damage even with a shotgun i don't think it's great so we go to the engagement phase and because the python has ambushed he just jumps all over my face uh this is his attack value three green dice and don't forget he's doing two extra damage this is going to be painful so for enemies you're mostly just looking for blasphemous how much damage they do some of them will also have a special effect off of the spade roll in the scrub python though his special effect is just dealing one damage so i've taken five damage out of my seven max if i'd taken seven i would have been unconscious now luckily i have a vest it says you may break this card to prevent up to two damage that'll bring it down to three and breaking a card you'll see that the vest is kind of on this more brownish side that means flipping it to its white side it now has a weaker effect i can discard this card permanently to prevent one damage and it adds this little repair value here too now zoe shaw's a mechanic so she's great at repairing things so i should be able to fix that vest up pretty easily but now i add three damage out of seven to my health i'll try to heal with my med kit later and now we skip through range combat we skip through advance we don't have anything to do with them and we go right to melee and if you attack in melee you use your blade skill plus your weapons bonus if you attack in range use your gun skill so if i shot with my sawed-off shotgun i would have done two white dice two green dice and could have dealt extra damage if i rolled a spade but as it is i'm just punching with my blade skill of two white dice and got nothing i feel pretty happy with my decision not to waste a bullet so the scrub python squeezes me for a bit and then uh scrabbles off for easier prey i'm hurt my vest is damaged but will survive now get to my second action i can't move again i could camp to uh heal myself and fix my vest i could explore to get more resources i'm not in a city but i'm gonna go and do the plot action since i have reached the first space on my little quest to deal with the merchant cartel and mutants and we checked the guide for plot token number one it says c15 in the book of tales and i can remove this and let's not forget perhaps most important i just bought myself two more rounds you reach mailburn a place ruled by ruthless female gangs with hardly any petrol left in your tank this is the westernmost outpost which the cartel can still consider friendly however the situation might change this very day you can see smoke and hear gunshots coming from afar the ruined city is besieged by mutants its dwellers are fiercely fighting for every building and square okay then it tells me to find two specific encounter cards for the two sides miss conflict alice's outcast the mutants and the male burn beauties and i get a choice i can side with the beauty to help them defend the city side with the mutants and help them attack the gang be a scout and watch later and if i was the slasher i could just charge it and kill everybody it seems like now in the last game i played of this in the north i kind of went with the corporate line and push this up so let's try something different and help out the mutants against the gangs you drive your vehicle into the thick of battle and start ramming the defenders despite your efforts the women counter-attack and soon you're forced to fight side by side with the mutants alright so i'm moving the dominance marker down one and at the end of the round in which it gets to three or lower i'm gonna have an event i have to resolve okay but that means we're going into combat with the male burn beauties and it says if you attack using a ranged weapon this enemy rolls the same dice as your weapon when attacking and that just means one extra damage so man if i use my shotgun they'll get stronger but they've got four life and i want to take them down so in this comment we skip the engagement step we go right to range attack and i will use my shotgun i have to spend one ammo and i get my gun skill one green and one white as well as a sonoff shotgun also with a white and a green and for each spade i roll i do two damage which is awesome but if i roll at least one i busted my shotgun and i'll have to fix it later and zoe's ability maybe could come into play now it says once per turning may re-roll a broken gear you obtained so some of the dice have that broken gear symbol and break it weapon automatically although i think yes that's only on blue and red dice so that won't come into play here i need four damage come on oh man i got so close three and there is mitigation later in the game but i haven't gotten any of it yet uh that means the beauties are doing a green and a red plus the white and green from my shotgun this might hurt a bit okay it's not too bad uh one two three with their spade ability oh my gosh that's one away from defeat i could throw away my vest to cancel one of the damage but i'd rather fix it so yeah we'll just go to six out of seven back to the entry you haven't broken the lines of the defenders you must retreat the glow of burning male burn lights your way for many hours it's hard to say what will be the outcome of the conflict in this area nothing happens no matter the combat result discard both wasteland cards placed next to the board ah darn it that was a bummer of a first result but hey next round i guess i can cruise over to alice offspring where the mutants came from at least they know i'm on their side right and speaking of next round we didn't do this at the beginning of round one but we do the beginning of every other round we're down to three time so for my actions this turn i don't necessarily have to rush immediately to the next plot point i have a little bit of time and i'm really worried that i'm so close to being defeated i can take a camp action to heal myself with my medicine but first i'd love to get more medicine now i'm taking a chance here because i'm going to do an explore action which means i can flip over these explore cards and try to find some resources for myself but if i take one damage i'll be knocked unconscious and if you get a second one of these you lose the game well let's go for it i've got a two exploration value and what that means is i can flip up to two cards and let's go and flip the first one and what you do is you find your terrain type we're still on scrub this is the resource or reward you find in this case one experience experience moves this little tracker down whenever you reach a multiple of three you get to upgrade your character but this would make me draw and resolve a wasteland card which i'm 99 sure would kill me so let's uh flip again that's what my two expiration value means i can flip the second card completely covering the first card doesn't exist anymore oh much better okay uh one medicine one gasoline i do have to break a chosen gear card but i can fix things easily i'm okay with that now i could once per explore spend one of the two gasoline for my bike to basically drive around looking for something better and get a third draw but i'm happy with this although sadly my bike is at full gas capacity so the third gas is wasted remember in that exploration my shotgun got broken and now for my second action return let's show you the camp action you've seen basically all of the core actions except for the city action like i said it's a streamlined game so when you camp first of all you can spend as much medicine as you want for each medicine spent you can either heal three damage or one radiation if you've gotten it so i'll spend both of these and be back in action baby and then additionally you look at your character's repair value mine is super high for a mechanic four melody repair broken gear cards each gear shows how many of your repair points it costs so this is great with my vest and my shotgun boom boom booth fully repaired thank you mechanic now your vehicle can also take damage usually from moving and if it reaches its chassis value here your vehicle becomes wrecked and if that happens twice once again you lose the game and for each of your repair points you spend on your vehicle you can remove one of those damage but i got my shotgun in my vest i'm good to go so a quick second round like i said you don't draw encounters except when you move but speaking of moving now that i'm all repaired up let's try to get to alice offspring which is a city so i can show you the city action maybe remember my bike has five movement and i can discard gasoline to get up to eight so the shortest path would be two on the mountains zero zero zero four five six and this counts as scrub seven eight so that's the shortest path but i guess it might be the only path that i wanna take now if i wanted to be safer and avoid getting radiation and a threat token and contaminated wounds i guess i could go like two three four five six seven eight and then i could move uh next round as well to finally get in there but my time is getting a little bit short i don't want to chance it so two that's all three four five six and again the city shows that it's a scrub land seven eight that cost one of my gasoline to give my bike plus three movement points and i tell you what that was an ugly trip i got a radiation here and a contaminated wound here and one threat now for radiation you fill in these little resilient spaces from left to right so the first one doesn't actually hurt you at all but the second one takes away one die from every test you do terrible and the thermal means you can't heal a damage until you heal the radiation which remember you can do with one medicine or in a city as you'll see as for contaminated wounds they're not as bad as radiation the key thing with them is they still only count as one wound out of my seven but when i want to heal that the first heel will only flip it and the second will take it away so it's kind of like doubly difficult to get rid of how about my token ah this is the same side it is an immediate one i have to lose one resource of my choice i have two ammo and one gas i need the gas to keep going fast so i guess i'll lose the ammo and let's see what friend i met on my dangerous travels encounter g this is a cool thing where they have these cards that'll trigger unique encounters that you might or might not see in your plays but looking at this scenario only a b and e are in play so we just discard this card and draw again instead we're fighting the turkey tribe are they riding like armored turkeys so let's see they have ooh a very powerful melee attack for life but i can get experience and a gear card if i can defeat them and let's see if they get a spay this enemy deals x damage x is the number of enemy cards on all wasteland discard piles unfortunately for my last encounter that is two so yikes that'll do two damage maybe i can try to shoot them with my shotgun with my last bullet before they reach me yeah let's try it out i want to shoot them before they hit me come on come on i could really use a good roll this time need four damage that was good that was good yes that's two the shotgun adds two more five it will break my shotgun but i don't care i just broke it on their faces i'm having some turkey tonight so again one experience one third of the way toward upgrading so again one experience one third of the way toward upgrading and a gear card which always comes in broken in this case ooh a boomerang oh requires no ammo to fire everyone attacking use your blade skill and then discard this card i'm assuming that the fixed side yeah breaks when you use it oop if you roll a spade you don't break it i mean it's kind of better than my shotgun kind of worse i'm not that much worse at blades than i am at guns so i'll probably uh start using that but for now i can just go to my bike which can hold up to four gear cards and i can switch it out for my shotgun basically at any time except when you move you have to pick it before you start moving but actually what am i talking about i don't even have any ammo so clearly i'm gonna put the boomerang there for now all right now i'm in alice offspring and let's see wow that is a long trek around to get to the next spot so let's see what plot point two has to offer me i might do a city action before i drive the next turn my time's coming back you spent some time in alice offsprings trying to understand the moods of the inhabitants of this pirate city it's obvious that the free mutants from the other side of the great divide made a deal with the mutated corsairs and the city is the most important transit point for the league's forces in the south okay so we checked the outback chronicles if melbourne was saved nope if malvern fell these are things we would have written down based on our results should we just go to 105. it seems the mutant offensive isn't going his plan however lack of news about the outcome of the battle of malburn might be beneficial okay i can spread rumors about the victory of the mutants spread rumors about the defeat of the mutants discreetly look for a way to make the crossing to the west or oh if i'm the mechanic it's easy to find a broken ship to a port city offer to help with the repairs in exchange for transport oh man if i can just take a boat across the great divide that'll make things a billion times easier let's definitely do that one all right so that choice says test tech two and that means exactly what you might imagine i'm gonna roll my tech dice to green very good and i have to get two successes which only counts the little explosions in this case the spade is just a miss come on yes you easily deal with the old engine of this cutter looks like mutants don't quite catch what motor oil is for you fix the ship in your own crossing west at the same time but by doing so you also support the mutant army alright i guess that worked out move the dominance marker one space down the track place your knife figure on space 36 and lose all remaining actions glad that was in my turn anyway all right so here we are it's not as close as i would have hoped but it's still closer than i was now the important thing is the faction tracker has gone down to three which means at the end of the round which is right now since my actions got lost so i didn't have any left anyway we're going to read the special result for this scenario all right this one says perform a free regain consciousness action that would only matter if i'd been knocked unconscious but i wasn't as you travel further west you hear more and more alarming gossip about the leader of the free mutants league from carcassville it's during one of your stops on the way when you encounter a group of mutants in a ruined motel they're hanging propaganda posters stating golfer is coming and feature a proud portrait of a giant mutant oh man i want this guy to be a bad guy too i want to help the good guys so let's see i can approach them and tear one poster off the wall i can watch from the shadows then leave or i can ask for a few posters and offer your help in hanging them well i guess i'm in for a penny for a pound let's go ahead and do the helpful mutant one at first the mutants look at you with distrust you're a normie after all somehow you manage to persuade them that you'll hang some of the posters on your way west tempted by the vision of a quick break from this boring work the agitators throw a few packs of the propaganda crap into your trunk and share their supplies with you as you resume your travels you wonder where the creature from the poster got its nickname from one thing is sure given your luck sooner or later you'll meet to this player okay so i gained one resource of my choice awesome definitely gonna be ammo so i can shoot my dang gun again oh wait wait i have a boomerang so maybe uh maybe i'll get medicine for that radiation then i take card number nine from the special deck these are in order and you always take them as directed place it face up next to the plot sheet this is golfer the general of the free mutants army and the mastermind behind the operation direct against new sydney all right i see i knew it was something innocuous he just likes to play little games like golf with human heads awesome glad i'm supporting this guy great and all right we're into the next round down to three times again all right and let's see do i want to go right on the road if i went through the outback i want to get it radiated again that'd be two four six and then i guess that's desert so that'd be seven so i'd need to use my gas but i can make it there without anything negative but you know maybe for this turn i'll get my boomerang in working order and heal my radiation and take a little time so let's first explore i can drop the two cards and i'm on desert which would get me medicine but place a permanent danger marker on my space which wouldn't be too bad um i guess i could use the medicine yeah you know what i guess that's fine then for my second action i'll camp i'm just gonna spend one medicine i don't need to heal the corrupted wound yet i'll get rid of my radiation but the main thing is i'm going to flip my boomerang to working order and i might as well flip my shotgun too because they both have a two repair value i know they're actually each one-handed so i can just say i have them both equipped for now a quick little resting turn before we advance the plot again so let's spend the last fuel for my bike to get eight movement and i'll go like i said two four six seven no negative tokens this time since i left that space but i've got some secrets coming after us okay so they do attack in the range phase just like us this enemy gains x additional white dice x is the total number of gear cards you have are you joking with me and so i've got three gear wow these guys are tough oh look engagement i can discard any number of gear cards basically uh dissuade them from attacking me but i get uh too experienced and i'll level up if i kill them but they do two damage on a spade oh my gosh all right all right all right well let's try to take him down so with no ammo it's gonna be all about my trusty boomerang here i'm not gonna discard any gear cards i'm not afraid of you guys so remember boomerang uses blades even though it's a ranged weapon so i'm still rolling two white and two green i need four damage come on ah not enough and these guys have three whites for my gear cards plus one green please don't hurt me too much oof four i'll cancel two of it with my vest so just take two damage overall dang it dang it i really wanted that upgrade but it's okay we're still alive although man i'm really wishing i'd taken a city action when i was back in the city i could have tried to buy some more stuff but uh whatever let's go ahead and do our next plot oh and i can't forget i have to break my stupid boomerang no in the region of the outback where you just arrived one can find hundreds of similar places dugouts is actually a remnant of a mine from before the scourge the only thing left today is a deep crater with characteristic steps leading down a huge hole and a few worked drilled wells that make this place an important strategic point the inhabited parts of the mine have been taken over by mutants who have started expanding the town now tens of huts are being raised on rock shelves and in the night campfires mark wide round edges of each floor of the settlement and so i can either help the settlers organize themselves or sabotage their traffic system if i was the stalker i could do something else to the water pumps so i'm assuming since this is west of the divide these are the mutants again so i guess i'll help them you dish out precious supplies among the mutants oh wait they wanted my supplies i only have one medicine discard any number oh at least two will do something nope uh you had good intentions but in the end you didn't help the local community in any tangible way the mutants have to survive on their own sorry dudes and we're going down to round three again which i think gives me time to explore and camp again i want to heal my damage and repair my boomerang of my vest alright the first one is just ammo and there's no negative maybe that's good enough but i rather have medicine or fuel since i already have the boomerang okay here we go fuel or ammo but i take one damage well i'll still do it i'm saying i'll still do it as though i have a choice so here is my fuel and second action i'm gonna camp but it actually works out pretty well cause i can heal those three wounds and i can just ignore the contaminated wound then we'll get our boomerang and vest in working order again okay we're getting close to crunch time again let's go glad i got the fuel though so let's see one that's a zero for a road so two total four total five total oh and that's a road as well it counts as one so awesome and i only went through one threat not too bad let's see my bike will take two damage if i have a regular encounter or the enemy will gain armor piercing i won't be able to use my vest if i have a enemy encounter oh but cool we got one of the unique ones for the scenario let's see what happens and since i didn't have a combat encounter i do have my bike half damaged here traveling the road to ruin you encounter a friend from the good old days when going through the badlands was motivated by your adventurous spirit not a tedious duty oh this is so cool i get a different one based on who i am you encounter dr fang an old friend from new sydney who just like you had his own surgery he says that the mercenary gangs started taking over poorer districts of the metropolis and the cartel allowed them to treat the inhabitants with increasing brutality feng had to flee the city when he helped a sick mutant okay i can silence fang spreading the trimmers is no good for the cause but i'm not gonna do that because i'm on the mutant side right now i can just recollect good old times organs suggest mutants from the west will need medical expertise yeah it seems good to me it's painful to see how the most valuable people have to run away from brute force and hired muscle of the merchant cartel but there's nothing you can do about that you suggest your companion that the free mutants will surely value its work more than his previous employers and explain how to reach carcassville the mutants have just gained a powerful ally though you don't like the sinister look in dr fred's eyes what does that mean but anyway i get a medicine love that and dominance marker is down to the two space although there are no other special events that trigger except for that one on the three space well sweet that was great nothing negative happened at all um let's go ahead and do the plot right away that gets our time up to four it takes more than a couple hours to locate the place the cartel men told you about finally you find a ruined military harbor full of huge rusted warships bristling with cannons they look much more powerful than the pirate fleet from alice offsprings and instead of proper names they have faded numbers on their halls you wonder why you were told to come here now let's see i can check if anything actually works in this watery junkyard tag the entrance to the base with paint or if i'm the mechanic oh search for ground defense systems and try to turn them on yes you're the cartel's technical age for a reason the ships are wrecked but the ground defense system looked good one thing is particularly promising a rocket battery in the western part of the harbor and its control center hidden in a bunker close by you activate the iff system and change its settings all right so i could mark the cartel is friend of mutants's foe or the opposite or self-destructed well let's go all in and say the cartel are the foes oh we got another tech test to green again oh and a total failure you think you've managed to program the iff systems correctly yeah sure i did you can hear the missiles moving into combat positions and the radar panel starts to beat monotonously ah move the marker up one so yeah clearly i got that backwards okay so it goes we're going down to three no the next place is actually really close oh oh wait never mind i have to go around the craters so that would be zero one two three four no just four okay so i can do that easily all right so let's keep on rushing things a bit i shouldn't have to repair my bike because i'm just gonna get a corrupted wound here so that's again zero one two three four zero zero oh my gosh another tough guy uh oh no all spades you obtained in this comment are considered blanks order of the flame they have three dice they attack in range for life they deal two damage on that but i get two experience and level up if i kill them boomerang i'm down okay i think i got very good chances here what yes oh my gosh look at whites only roll a hit half the time and then they only have one at double side that was amazing now of course my boomerang does break and they get to shoot me back nothing i can do about that i've got my vest not too worried oh my gosh so prevent two of that four damage definitely in a bit of a bad way but on the positive they give me a medicine so i'll be able to heal pretty quickly and to experience yes so this has reached a three you'll see it's shaded differently so i'm going to level up it either happens at the end of the turn automatically or when i take a camp action you know what i know i'm on the plot thing but i don't want to have a fight when i'm not prepared so let's uh do that camp action for my second one my bike is damaged do i want to maybe not repair one of these but i think i need these or i'm going to still repair the vest and the boomerang and then one of these will get rid of both of those and flip this i could spin the other one yeah let's spin the other one get rid of everything all right so i made a good spot as long as i don't crash my car and now i get to upgrade now each character has four unique cards and it's actually more than four because uh two of them are double-sided and then two of them are unique gear so it's really six upgrades there's also six generic ones but what's the fun in that so i can get gas burner spend one gasoline to deal two damage to your enemy once per combat that's amazing because it's in the advanced phase after i roll my range attacks i only need to use it if i didn't defeat them normally okay or master tinker game one repair when performing the camp action instead of using your repair you can discard a malfunction card from a vehicle on your space malfunction cards are the ones where if you get two on your vehicle you lose the game but i don't think i need that okay one of a kind when you gain this card attached to any gear card you own immediately flip this card to its working side for you its repair cost is always two uh some things have an x repair costs because you can only repair them at a city so this would be pretty amazing if i had that but clearly i don't and also this one like some cards is locked behind a certain skill level so i would need to have six experience to get this another option technical knack when you draw a broken gear card as a reward you may flip that gear card to its working side i mean i can already repair stuff right okay servo arm i can't get yet but when attacking you gain one white die and it can defend me from damage that's pretty awesome ooh or junk gun it's unlikely for it to break even from the blue die that's what the ignore one symbol you obtained and uh if i roll a spade i deal one damage i might spend ammo to deal additional damage but i don't have enough ammo right now see i think in these circumstances the choice is pretty clear gas burner for some extra damage all right time takes down to two but not a problem cause my first action is going to be doing the second to last plot either you're too far south or your superiors in new sydney really suck at recon you find yourself in arid inn a place looking like a mix of a summer resort and a biker rally mutants are lying on the beach close to a building complex that decades ago used to be a logistics center or a huge shopping mall while they're sunbathing and sipping neon drinks from dirty mugs travelers gang members and pioneers are crowded in a few joints and bars here no one thinks about the war being fought on the other side of the continent alright so we're not the slashers we need to go to space one to three where the dominance marker is page three this might be the last opportunity to relax and considering if the mutants see you as one of their own you might as well take it you reach for a pink drink and get ready to have some fun then your vision gets blurry okay so i'm gonna test aid and i could spend medicine i don't have any get an extra bullet oh well aid is not my strong suit i don't think this is gonna what yes the pink drink was rather strong but in the morning you're still standing no mean feat seeing the people around you you've shown the mutants that normies can hold their own so again one experience cool oh i heal all damage well that would have been great before i spent my medicine i moved the dominance marker one space down or up so i guess i'll move it down and all right for my second action i have a bit of time i'm going to go exploring first card is just a gear oh it seems pretty good yeah let's keep it oh hey it's another vest which might seem like a waste but when i get to the city i can sell this for two money worth to get more resources or other items so i don't mind that at all all right here we go we're going to go to carcassville in the end of the journey but oof there's a lot of crap in my way okay so that's zero one two three four five six seven so it would cost me my one guess that i was gonna use for my gas burner but it's okay i cannot sell stuff when i get to the city so let's go ahead and spend it and i'm taking one of the green wounds one radiation but one won't hurt me and then making it in there but first i gotta fight a steel dragonfly what the heck this enemy ignores your attacks unless you obtain at least one speed whoa and she does a little extra damage three dice i can get some experience and gear if i kill her let's try it and i don't have any gasoline for the gas burner i just spent it do i just need a really great great great boomerang roll nope i mean it was pretty good but unfortunately i didn't get a spade so the boomerang is broken and she attacks me in melee okay four i'll break my vest bring it down to two man i know the mechanic is not a huge combat character but this has not been her day the last time i did this intro scenario once i did the final plot token it basically went to epic showdown time which makes me think i should slow down a bit since i have a couple turns to go into my second action doing a city action you haven't seen that yet so the city action has a few options you can heal yourself one radiation up to four damage you can repair your car up to three you can flip one of your gear cards to working side no matter how hard it is to flip or you can go buying for up to three items in the stalls now i can easily fix my own stuff with a camp action later so let's first go to the quack and this is great for healing we'll get rid of all of that and i'll get rid of my radiation and then let's secondly go to the stalls and be able to buy and sell resources and items and let's see what i got med injector discard any time to heal three or five if it's flipped and repaired ooh pump action shotgun sounds good it's a red on its broken side but a red and a white on its fixed size does use two hands and if your enemy has a melee attack deals three although it's a miss otherwise on the spade and then cricket pads that's just another armor that can prevent up to two damage oh but it's discarded either way interesting all right the only thing i'm at all interested in is a pump action shotgun i can sell my son off i can sell one of my vests they're worth their barter value one and two which would get me the shotgun in a broken state and then i'm gonna also sell my vest and for each extra barter point you have you can get one resource and i'm sort of prepping here for one epic showdown so i'm gonna get one ammo to fire my shotgun and one gasoline to use my gas burner for two extra damage if i need to all right so that was the end of that round pretty simple let's see my first and second action this round will just be to camp and repair my stuff and although i'm sure it won't matter i'll also have enough left to repair my bike and then we go into the final round no need to waste time i guess it's not the final round because i'm doing the final plot at carcassville you finally reached the true mutant capital carcassville everything around here reminds you that you're just an ordinary human from the dank air of the city erected on platforms floating on mangrove swamps to its weird inhabitants oh we get a free camp action don't need that okay and then if special card number nine is in the game it is that was golfer the guy we uh heard about you know exactly who to meet you walk straight to the carcassville stadium a cleared area in the jungle finding the general the free mutant's offensive isn't hard he's the toughest there is after all the mutant leader is monstrous you can see from afar his bald head sticking out above the trees the beast takes a swing with a street lantern ripped from a highway shoulder and hits a wrecked field kitchen shouting four it flies in a wide arc spitting fire and lands a few dozen meters away all right now we resolve the proper entry depending on the position of the dominance marker it's on the two space if we were to stalker and poisoned the well something else would have happened you stand face to face with golfer the giant looks at you curiously you a normal human want to help my mutant sisters and brothers in the just fight for their rights in the waste asked golfer in a booming voice surprising you with his eloquence you know full well that only by choosing your words wisely and keeping a cool head you'll come out of this one alive okay you unconditionally join the free mutant's cause and betray the cartel or you persuade golfer it's not the best moment to attack i guess i'll unconditionally join them here and now it's been your destination all along you offer your full support to the mutant's cause and tell golfer all the secrets about new city defenses and weak points he acknowledges your merits from now on you're the honorary citizen of carcassville probably the only non-mutated human to hold this title not much later the final offensive to the east of the great divide starts and you're on highway one yet again i know no big battle interesting when you started your journey west from new sydney along the remnants of highway 1 you have no idea how local problems might change the way since you know it but on the other hand that's what a ride through the outback truly is fickle amazing and sometimes leading to ruin you left new city as one of the cartel enforcers but return from your journey defending mutant rights in the south hand-in-hand with non-humans met and allied under golfer's leadership you bring new order to the waste the order making everyone equal no matter their origins or stature your journey has turned out to be the road to ruin of the established order based on exploitation and domination your night wins but you know what i promised a boss battle let's have one let's pretend that i decided to shoot golfer in the face with my shotgun let's see how that goes now he's got 15 life which is clearly impossible based on the allegiance and how many things you've done that would be lower uh but let's see how much we can do i'm doing my uh new pump action shotgun so that's white and green from my gun skill white and red from the shotgun itself boom oh my gosh uh so that is six damage i wish i had gotten a spade that would have been three more since he's a melee fighter and i'd use my gas burner as well get to eight damage i bet that would have been enough if i had been allied with the cartel instead of course in this case i wasn't so he would just knock off my head potentially ah three damage i survived that so we just uh part as amicable friend after i shot him full of lead but there you go that was waste nights just one of the way the two intro missions can end lots of variants here and again this mission is much shorter and much more kind of a time dependent rush than most other ones so don't judge the entire game based on this instead i suggest you check out the review that just popped up and hear my full thoughts on the game for solo and co-op good gaming everybody and i'll see you at the next stop
Info
Channel: One Stop Co-op Shop
Views: 12,907
Rating: undefined out of 5
Keywords: board, game, one stop, co-op shop, oscs, playthrough, solo, waste knights, fallout, adventure, galakta
Id: BzkKFSzN2eY
Channel Id: undefined
Length: 41min 12sec (2472 seconds)
Published: Fri Apr 16 2021
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