Project Silverfish

Project Silverfish

Otillräckligt med betyg
A Survivor's Guide to The Zone [WIP]
Av Jes McDevlin™
This guide is to be a companion to Project Silverfish.
There will be quick reference sections that spoiler instantly.
But beyond that there will also eventually be more walk-through style sections that will try and keep spoilers to a minimal.In those future sections, I will first give abridged versions of the quest info you're already given. Then give hints. And only after those finally spoilers.
3
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Intro
Hello all; And welcome to a guide to The Zone of Project Silverfish.

Please, use this guide as sparingly as possible for your utmost enjoyment of this wonderful game.
Consider it a Last Resort to view spoilers.

This game is a deep rich world waiting to be explored.
The more you rely on this guide, the less fun you will have.



Guide Updates:
I will be releasing this guide in incomplete but functional sections over the coming weeks. It will take me time to make some of the maps, and compile information. For now, enjoy some tips and information. Check back frequently for more info~!

If you find missing information, like codes or maps, please hit me up in the comments or DM me! I don't bite, hard, most days.

I'm struggling with real world problems right now, so things are going slower than anticipated. Your patience and understanding are greatly appreciated.



Without further ado;
In this guide I will offer every bit of information and advice I can. At first i will make quick reference guides that spoil everything up front.

Later I will make walk-through style sections to help people in as spoiler friendly a way possible. There will be massive chunks of this guide riddled with spoiler tags, you must hover over to see.

In time; This guide will have every mission, every code, every computer terminal, every map I can manage to find or make. It will grow to include all static hidden items, set spawns of artifacts, and chests. I likely won’t ever be able to cover all the random potential spawn points. I simply don't think i have the mental fortitude to do that without being able to edit the maps to see them.

I will also include tips that are not spoilers, but will help you get the most out of the game or make it easier for newer or struggling players.
Codes & Keys Quick Reference
Notes;
Due to text limit, will write in compressed format. Apologies.
Spoilers:
Spoilers Ahead.
No hints, just quick info.
You’re warned.
Terminal Codes:
Code strings either Activate or Deactivate all items.
Any terminal code that contains “false” will flag all codes in the same string for Deactivation.

To use code strings, Select the text and press Ctrl + C to copy.
In game, at a terminal, press Ctrl + V to paste.

Code Locks:
Some code pads, apparently namely one’s whos codes come from white boards, can and do change every game.
These codes are unset until you find the padlock/spawn in the zone with said padlock.
You can find them the moment you enter the zone that contains them by:
Pressing Ctrl+Backspace to open dev console.
In the upper right corner, click the field ‘Flag Name’ and type “Code”.
Codes that are random will appear here. All other codes will not appear here.




Cistern:

Codes:

“Southern Wing”:
. . . 7 1 0 3 8 . . .

AG-04:
. . . 5 5 5 5 . . .

“Gas Room”:
Changes each game.
Found on white board in same area
Use right door, go through gauntlet to get to back left room.
Smash glass, jump through window of room with armor crate and white board.


Terminal Codes:
Gasline:
GL-14 False
Door:
AG-04
Door & Lights:
AG-04 LT-04 LT-06 LT-07 LT-08 LT-09



Dead Bridge:

Physical Keys/Card(s):
“Dead-Bridge Gate Key Card”:
Two story brick building, near rear gate to Stone Maze entrance.
Inside locker on second floor.


Codes:
Artifact Container: . . . 5 1 7 7 . . .



Depot:

Physical Keys/Card(s):
Yard Master Key”:
On top of locker in train garage “01”.
Follow left most rail starting from Crossroads entrance.


“Depot Employee ID Card”:
In coat rack’s coat, third floor, 405 Maywell SQ. (Not DR.)
Maywell SQ, small nook on West end of map, Southern Side of rails.
Rusty red car, and police car near entrance.




E-206 Lab:
(In Depot)

Physical Keys/Card(s):
E-206 Keycard”:
Control Room Desk in back right corner.

Codes:
Artifact Container: . . . 8 6 1 3 . . .

Terminal Codes:
All Doors:
Door-Seq Door-Lab Door-Ctrl
Gasline:
Gas-05 False



RG East:
Physical Keys/Card(s):

RG East Keycard” & “Attic Lab Key”:
Contract Target “Egg-Head”
Requires mission: “Bad Egg”


“Lab PD-002 Keycard” from:
Locker at the end of the hall behind door E-03.

Codes:
Containment Wing: . . . 8 3 4 4 . . .

Door S-06: Will only open with code at terminal behind door L-01,
Or “RG East KeyCard”. (See Above Spoiler.)


All other Doors: Use Computer Terminal. Or RG East Keycard
Terminal Codes:
All Doors:
C-01 C-02 C-03 C-03 C-04 S-06 L-01 U-02 U-03 E-03 E-04



Southern Research Wing & Lab PD-002:

Map:
Can be found in several places.
Called ”Infrastructure Records.”

In “Cistern”
Behind Door AG-04
At end of area

Or
Black Lake, forward from Haldee Bridge.
Building with yellow car, and yellow phone booth out front.
Second story, shelves in corner, in file bin.


Physical Keys/Card(s):

Lab PD-002 Keycard”:
Not at this location; found in RG East.
Locker at the end of the hall behind door E-03 opened with terminal.



Terminal Codes:
Safe Doors:
MR-01 TC-02 ME-04 MR-05
Dangerous Door:
SR-06



Save Creation Tips: Starting a new life
Choose Wisely; as once a save has been created, you cannot alter anything.

In brief; There are a few things you can do in character creation to make life immensely easier for your first run through of the game. If nothing else, I highly suggest you check every setting and think on each one for a moment before you start a game.

I wont cover every option in this section, Just things of note. If I don't mention it, then the game explains it well enough, or there is no hidden consideration to know of later in game.



Attention Demo Players:
You're locked to the "classes" which are premade characters. In the full game, you will be able to not only customize character, but world difficulty. This section is mostly for that. I'll cover classes, but beyond that you won't have all the tools at your disposal to make full use of this section.



Classes:
Briefly going over these for Demo players.

"Castaway":
The most even keeled of starts. No drawbacks, no benefits. A good even footing for people not worried about being the best or having it easier.

"Wanderer":
This is the start i'd honestly suggest for people wanting to get the most out of the game who cant customize their start. The perk it has "Weird Luck" "Flattens Probability Curves" meaning both lucky, and unlucky things will happen more often. Better guns used against you, better and worse loot in crates, bigger enemies more often, better trades, stranger situations. A "Wacky Wasteland" kind of vibe.

"Artificer":
This start is the strongest in the late game. Between Collector, and Eather Affinity, you will have vastly improved power over most other classes. In late game, Artifacts, and Eather, are what take you from nobody, to Demi-God. That said; in the early game, Hunger can be a real pain to deal with before food is plentiful. You will find yourself snacking mid battle even in late game to keep your health regen, and run speeds up.



Custom Character Tips:
Page 1:
Only advantage here is "Armor".
Heavy Coat = Defense & Carry Weight
Bomber Jacket = Best Balance
Hunter Jacket = Best Stealth

Camo, and Patch can be changed at any time in game.



Page 2:
Faction: For the easiest time, I suggest "Freelancer."
Both Neutral, and Revolution are fine too.

As "Freelancer" you can do a little... "opportunistic relocation of Artifacts" later. Or as likely on your first play through, mitigate a common mistake with a mission that can make Freelancers your enemy.



Equipment:
"Faction Gear" will give you the most guaranteed loot.

"Weird Bag" is literally starting your game with a random loot box. Good luck!



Positive Attributes:

Lucky Looter: Decent pick.

Speed Boost: Over weight = slower speed | Run speed = carry weight
Not 1:1 and has a strange scaling.


Regen Boost: Counters Hunger early game, makes fights easier late game.

Eather Affinity: Easily one of the strongest late game perks. Useless early game.

Collector: More Artifacts = more Power & Money.

Weird Luck: Makes both good and bad things happen more often. Can get you an amazing start if you're lucky, or hamper your late game drops with bad loot if you're unlucky. Makes the progress of gear feel quicker at first, and random in mid/late game.



Negative Attributes:

Lodestone: Makes small maps, dungeons, and finding artifacts harder.
Fun challenge, keep your wits about you.

Hunger: Early Game pain, late game mild nuisance. A good choice for getting 3 points to spend.

Thin Skin: Some say its hardly noticeable, others say it's hell. I noticed even at late game, in the heaviest armors, I was taking considerable amounts more damage and being one hit more than i'd like. Makes stealth more risk reward.

Lingering Trauma: Honestly just a free point. You'll have to deal with annoying sounds, and spoopy things, but it's not so bad. Same with Guilt.

Bad Cough: The random coughing also knocks your gun aim, and if swimming instantly drains your air!

Gunshy: Avoid this, it can quickly make the game a lot less fun. Increased aim sway, and much slower aim time.

Sklinflint: Easy to mitigate. Free Point.

Insomnia: Far more annoying than you’d think. Good for immersion/challenge, not good for utility/accessibility.

Guilt: Similar to Lingering Trauma.
There are builds that use this with Artifacts even. Easy to deal with; free point.



Page 3:

Mode:
For the best start, Choose Custom. And for the love of everything good, read every option in the game. And be sure to open the "Advanced Options" tab!

Key things a lot of players ask when i'm guiding them through new games are explained here and tell you what you need to know before you even start. Its worth the 10 mins here to get it right the first time and save yourself hours of frustration or a restart.

Respawn Mode:
I suggest Extraction Mode. If you want to play 'Mercy' then also pick Extraction.
There’s a way to choose between the two methods every death if you pick Extraction Mode so you can have the best of both worlds.

To use the Mercy Rule in Extraction mode:
With "Save on Level Transition" enabled, you can press Escape right as you die, but before the inventory menu pops up. From here, load your "current" save.

If you're too slow, you can Alt+F4 and load the last save which will be zone change, just like Mercy rule. Allowing you to choose which mode to use any given death.

Save gear with Extraction, or save time with Mercy.


Replenish Loot:
All non-special loot will have a -chance- to respawn every few days. Special loot crates, and cases will not. There is a mod on Nexus Mods Here,[www.nexusmods.com] that you can easily install to make these also have a chance to respawn every few days.

Save On Level Transition:
This will save every time you change zones instead of only when you sleep. I suggest keeping this Enabled. This is key to Mercy rules, and makes the game save progress more often in cases of crashes. Can also be used to save scum if you find good gear if you're a naughty lizard.

Lock Save Slot:
Disable this one if you are the sort to save scum. Otherwise, its one canonical immutable time line. Better for first play throughs where mistakes happen. When you sleep it prompts you to choose a save slot. Without it, there is only one save.

Finite Shop Inventory:
Shops will always have some random finite items. With this enabled they wont always sell set stock needed stuff like ammo & meds.

Lose Item Slot on Death:
Disable this. Else you have a limited number of lives before the save deletes itself.

Drop Remaining Loot:
Enable this for ability to reclaim gear.

Ignore Progress Curve:
This allows all items and enemies to appear any time. Best for replays not first playthrough.

Global Stash:
This is the one I get asked about most. Enable it to link all stashes into one. Else each one will be unique and not share loot between them.

Starting Location:
Start at Intro for a tutorial, Otherwise It is your choice.
4 kommentarer
Jes McDevlin™  [skapare] 19 aug @ 5:38 
Update:

TLDR:
Keys and Codes Quick-Ref, still not done. Postponed temporarily.
Over-world Maps started. Will use to assist on Keys and Codes.
Underworld/Dungeon maps not started.
Walk-throughs, basic outlines started.

I'm not entirely done with the codes and keys section yet. I have to do all the over-world still. Considering there are only 2 code pads in over world and one is random, i feel its safe to wait on those.

I've started working on the maps. Namely getting a set of icons that work, and setting up the over world maps first since there is basic ones to go off of in the game already. Once i have the over-world maps done, i will use those to finish my keys and codes sections.

I'm going to get all the quick reference sections done so i can use them as a template for the walk through section of the guide. Currently i have some of the first mission guides part done, and have most key-noted. I'm also snapping pictures to start recording the walk through sections.
Jes McDevlin™  [skapare] 17 aug @ 6:13 
Just checked for veracity on the Cistern AG-04 Door. Confirmed.
WOW. I knew Siris loved his attention to detail, but man that is fantastic. I'd never have thought to check that! LOL
Jes McDevlin™  [skapare] 17 aug @ 6:09 
@Ratbatboo
Oh fantastic stuff! Thanks for the insight and info!

I'll likely add or alter most of the stuff you mentioned as soon as I can. Hit a bit of a snag in progress due to personal time issues. Buuuut i'll try and still have more, if not most, of the guide done within a week's time or there abouts.
Ratbatboo 17 aug @ 5:42 
This is an excellent guide overall!

A few nitpicks/additional information tidbits.

The code for AG-04 in Cistern can be derived from looking closely at the door numeric panel. Only one button has seen much use. Just push that button four times, hit 'A' and you're done.

The statement that 'Heavy Coat & Bomber Jacket are the best of them.' is debateable, as the Hunter's Jacket provides fantastic stealth compared to the other two and for many player stealth in early game is survival.

Lodestone is not spelled 'Loadstone.'

Bad Cough: Almost certain that the aim issue is intentional; it would take a strange bug indeed for a randomly played soundbyte to affect cursor aiming. Notable that having a bad cough also means sometimes you cough underwater and lose your air and have to surface in a hurry.