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 Post subject: Strategies (Spoilers)
 Post Posted: Wed Sep 15, 2004 11:22 pm 
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This is a place to discuss strategies for the Outpost Kaloki game. Share your tips and tricks for various levels in the game.

-- NinjaBee


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 Post subject: General tip
 Post Posted: Wed Sep 15, 2004 11:30 pm 
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On higher levels where you need to build up to advanced technology in various trees, I like to keep in mind that the SCIENCE category is a prerequisite for a lot of other expansions. So, I always try to work up the science tech tree soon to avoid delays in other categories.

For example, on the 8-port challenge, it's important to work your way up the science tree first before filling up precious empty ports with other categories.

-- stay


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 Post subject: Selling things at the last minute
 Post Posted: Fri Sep 17, 2004 2:04 am 
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This is a big deal on some levels, like the final level.

If you're having a hard time reaching a money or power goal within the time limit, try selling everything off at the last moment.

If you need $50K and you only have $45K with 2 minutes remaining, you likely have enough expansions that you can start selling and make up that remaining $5K. Just save the game first, in case it doesn't work... :)

If you need to meet a power goal, selling things at the last minute will also free some power up, but again, you'd better save first in case you miscalculated.


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 Post Posted: Tue Oct 05, 2004 7:27 pm 
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The only problem with just building up the science is that you also have to build pretty high on social as well. I generally like to build up the science and the social at the same time. Another plus is that you can also get your power really high if you build you science, a fusion 1 or 2 can make a big difference on wether you beat the mission.
On the last level, you have to build high on social and trade, when i first started i kept trying to build high on everything, because it sells more and you get more money when people use them. That is a big mistake, build high on social, science, and trade, then build level two for everything, it won't waste as much money, and opens a lot more parking spaces,


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 Post Posted: Tue Dec 07, 2004 11:11 pm 
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Hi. I need some help to beat Level 14. I'm just building up on social and money, but I still can't get 50,000. In fact, I can't seem to get more than 30,000. Does anyone have a suggestion? Thanks.


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 Post Posted: Tue Dec 07, 2004 11:29 pm 
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Hi,

Level 14 is still really hard, even for people who have played the game a lot.

Tips:

1. At the end, be sure to sell everything you can. Your goal is to make a bunch of money, not to have tons of things built, so when you're getting close to the end of the time limit (maybe 60 seconds left), start selling everything you can. Save right before you start selling, in case you make a mistake and need to do the selling phase again...

2. Start out building one of everything (and as much power as you need to support them) before you build level 2 of anything. This way you can be satisfying everyone's desires at least minimally in every category before they decide they hate your place and fly off.

3. Be sure to always talk to the princess when she wants to chat. If you talk to her, she'll sometimes give you cash. If you let her go without talking to her, she won't offer again.

General advice applies - don't over-fix everything, turn power off when you're not using it, talk to everyone who comes through, don't over-supply a given desire too much, etc.

We'll post a copy of the current level 7 walkthrough in this thread, in case any advice in there helps, too.

In general the trick to level 14 should be to build one low-level expansion of every type right as fast as possible, make sure that stuff is getting repaired by maintenance droids, and just start building up from there to a point where each desire is mostly being satisfied. And remember to sell like a madperson at the very end.

We hope this helps.

-- ninjabee


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 Post subject: Level 7 Walkthrough
 Post Posted: Tue Dec 07, 2004 11:32 pm 
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!! SPOILER WARNING !!

Here's a walkthrough for Level 7, courtesy of Woody Thrower. This is one possible solution, but there are variations, for sure.

Walkthrough for Outpost Kaloki Level 7 (Homeward Bind)

- Build a Chem Lab and a Collector Prototype immediately. (Adjust the Chem Lab one notch up to "Happy Juice".)

- Once the Collector Prototype is functioning, turn it off until you have $350 so you can build the Hall of Records (then turn it on and build the Hall of Records, adjusting it one notch up -- always adjust science expansions one notch up).

- After the Hall of Records is built, wait until you have $700, then build a Generator.

- When the Generator is built, build a Janitor Closet (when you have enough money) followed by an Observatory. You'll find that you have exactly enough power for this without adjusting the Collector Prototype or the Generator.

- Once the Observatory is built, build a Dynamo Generator.

- Now that you have a good power source, it's time to get the visitors to stop whining. Give them a Singles Line to increase your cash flow. Adjust the Singles Line one notch up (to "Love Lines Teleprompt").

- When you have $950, build a Museum.

- After the Museum is built, talk to your new Einstein visitor to get plans for the next two science expansions.

- Wait until you have $700 so you can build a Garage 2. You don't have enough power yet, so adjust your Dynamo Generator so the periodic cost is $11. If you slide it carefully, you can get it JUST under $12 and get the most power for your dollar. Adjust the Generator the same way to $10. You need 150 extra power, so adjust the Collector Prototype until you have 150 power, and build your Garage 2. Adjust it to 2 Repair Droids.

- Now you can build a Fusion I! Well, once you have $1600, anyway. Right now though, your customers are demanding a nature expansion. You have more science than you need, so sell off your Chem Lab and build a Flower in its place. (Oh, and you remembered to adjust your Observatory one notch up, right?)

- Now you have a nice revenue stream. Wait for $1600, then build your very own Fusion I.

- Adjust the Fusion I up to $11 and it should give you all the power you need to build the Cryonics Lab and Nanotech Facility. The money should continue coming in, so it's just a matter of waiting and building when you have the cash.

- With the Nanotech Facility built, you can build a Fusion II. You don't even have to wait long for the money. You can reduce your power consumption and increase your cash by selling off all your expansions except the power sources and the Nanotech Facility (which you can't sell because your scientists need it). Once you have the Fusion II built, crank up the power and you should have more than enough to finish the level.

There are ways to improve efficiency in this walkthrough, but they're left as an excercise to the reader. :D


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 Post subject:
 Post Posted: Fri Feb 18, 2005 10:14 pm 
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so are there any other general strategies known to work? i'm stuck on level six (i think, the one with the bar/restaurant) right now. i seem to have problems making money fast enough, especially with the janitors working.

does upping the power quota on you plants just make them degenerate faster? is it actually worth fiddling with the output of other locations?

fantastic game, btw. i generally despise management sims but this one's great!


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 Post subject:
 Post Posted: Sat Feb 19, 2005 2:14 am 
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In general, it's good to fiddle with the settings of everything at least once.

Upping the power on power plants makes them degenerate faster and put more power out. The idea is that if you raise the output on a bunch of power sources, you don't have to build as many power sources, but you have to be more aggressive about keeping them in good repair. On a level where decay happens more quickly (some levels have different conditions that affect how quickly expansions decay) it might be best not to ramp your power too high.

Watching profitability of expansions is a big part of being profitable overall, for sure. If you haven't already, you might want to look around the various threads in these forums for more suggestions, but the basic ideas are:

Keep things in decent repair
Keep your appeal ratings at about 80% for each expansion
Build what people want first, and build one of each desired type before building more advanced expansions

-- NinjaBee


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