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Game version 1.3.0.17 (10-Year Anniversary) Next part: • UnderRail - Part 4 - Hemopsy only - Rath... Previous part: • UnderRail - Part 2 - Hemopsy only - GMS ... DOMINATING difficulty. No death/reloads. Premise of the build: psi build (no other combat skills) that never uses consumables to restore your psi energy. In practice this means that you have your starting 100+500 psi energy and beyond that you have to rely on hemopsychosis. As a personal preference, I also refrain from: using traps and trap-like equipment and abilities (caltrops, gas grenades, etc) using grenades in combat, except EMP grenades. door shenanigans, i.e. closing and opening doors in combat vs enemies that can't open doors to attack them with impunity regularly stealing stuff from non-hostile factions/NPCs that's not quest-related (except oddities, those are always fine to take) Otherwise using different weapons is not restricted (to the extend you can use them without investing into any combat skill outside of psi). No voice-over, just gameplay. 0:00 Post depot A cleanup 6:36 Rescuing Maura 21:46 Jack's delivery job 35:24 GMS robots cleanup. 59:03 Elwoods house cleanup. 1:14:50 Turing in drills parts 1:20:54 Southern dumpster diving tour: Core City + Rails crossing 2:19:36 Southern dumpster diving tour: Foundry + Jack's quest №1 3:04:09 Jack's quests №2 and №3 3:29:17 The Oculus has arrived.