Void Bastards
24 Achievements
1,000
50-60h
Xbox One
Xbox Series
Penny Pincher
Escaped the nebula on NORMAL without building any non progress upgrades.
50
0.15%
How to unlock the Penny Pincher achievement in Void Bastards - Definitive Guide
This can be stacked with the unarmed achievement to save time, but you lose out on the use of the handgun
To unlock this achievement, reach the end of the game by building the action items (Citizen card, HR Computer, Water Cooling, Transmitter, Reg certificate). You cannot build any of the upgrades in the skill tree.
Parts needed can be looted or crafted. You may wish to recycle unneeded parts to craft the essential parts for the action items.
Things to be weary of:
Health: unless you have the gene traits Brawny (+200hp) or Puny (-200hp) you will only have 400hp for the whole game. Make sure you have enough food not to starve when travelling, Also look out for Xon ships which usually have a Theatre where you can heal for free, quite often they are near the airlock if you want to nip in for a heal and leave
Authorisations: Without the manager upgrades, you cannot authorise any security elements, even if authorisations are free on the current ship.
General tip 1 - Get in and get out
At most, you will have the basic handgun. It is next to useless against all but the weakest enemies. You will spend a lot of time running or sneaking to the items you need in ships to grab them quick and get out. This thread has a list of where to find each part you need. List of parts and where to find them
Your priorities when boarding will be finding:
- Action Item parts
- Fuel
- Food
Food and fuel is essential to reach ships with the parts you need alive.
If possible, you may want to also pick up
- torpedoes
- warp keys
- non-essential junk/parts for crafting the ones you do need.
- Merits
General tip 2 - look for exploitable ships/gene traits
Good genes will help, look for ships with "therapy" in the title and they should have a gene therapy booth.
Mostly you will be wanting to get in and out, but with the right traits on a ship, you may be able to milk it for more. With the Tour guide gene trait you can safely walk among tourists, only weapons fire (from you or security) or hazards will detonate them. Even without the tour guide trait, you can manage tourists easily enough. One technique is to run into them, sending them sliding away, then backing up out of damage range before they explode, if done right, you can punt them into other enemies/security to blow them up.
Look out for ships that have security subverted or friends on board. it is possible to have security/friends clear out any hostiles making the ship much safer.
Look out for "Out to lunch" ships. they start empty of citizens, but after a set time will fill up quickly. Great for quick smash and grab runs.
Ships with lots of hazards can also be useful. Citizens and security are damaged by fire, electrical hazards, and radiation leaks. You can let them kill themselves in those hazards (or lure them). Also you can authorise the sanitation terminal in HAB modules to become immune to all hazards.
General tip 3 - Clients - Nurture or send on suicide mission
It can be useful if you have a client with a lot of fuel and food meaning you can navigate easily around the star map, picking up freebies. but your priority is getting essential parts back to the STEV. When a client dies, they lose all fuel, food, merits, torpedoes, warp keys and ammo, so starting out with just the care package can be hard. Dying without obtaining a new part is essentially loosing your progress from the last part onwards.
However, if it means getting a part, I would suggest being suicidal with your flight path. Getting a part back to the STEV is progress, even if your client is then left starving and adrift in hostile space, surrounded by pirates and space whales.
If you have trouble starting out with a new client, you can always head up to shallower depths for an easier time getting what you need then head back down.
Finally, make use of K-Marts. all have a free fuel and food item and you can buy more of each there. New clients start with enough merits to buy an extra food or fuel. If your path in the star map is the same number of jumps, best to take the K-Mart route and pop in at least for the freebies.
Building your own Action Item parts
Since you will not be building any other upgrades, you may find yourself with a lot of parts and materials. Recycle any non-essential parts you find into material. later in the game, when it gets harder to reach and survive the ships containing the parts you need. you can instead craft the parts you need instead.
The Mahatma achievement in Void Bastards worth 701 pointsEscape the nebula on NORMAL with the UNARMED restriction.
To unlock this achievement, reach the end of the game by building the action items (Citizen card, HR Computer, Water Cooling, Transmitter, Reg certificate). You cannot build any of the upgrades in the skill tree.
Parts needed can be looted or crafted. You may wish to recycle unneeded parts to craft the essential parts for the action items.
Things to be weary of:
Health: unless you have the gene traits Brawny (+200hp) or Puny (-200hp) you will only have 400hp for the whole game. Make sure you have enough food not to starve when travelling, Also look out for Xon ships which usually have a Theatre where you can heal for free, quite often they are near the airlock if you want to nip in for a heal and leave
Authorisations: Without the manager upgrades, you cannot authorise any security elements, even if authorisations are free on the current ship.
General tip 1 - Get in and get out
At most, you will have the basic handgun. It is next to useless against all but the weakest enemies. You will spend a lot of time running or sneaking to the items you need in ships to grab them quick and get out. This thread has a list of where to find each part you need. List of parts and where to find them
Your priorities when boarding will be finding:
- Action Item parts
- Fuel
- Food
Food and fuel is essential to reach ships with the parts you need alive.
If possible, you may want to also pick up
- torpedoes
- warp keys
- non-essential junk/parts for crafting the ones you do need.
- Merits
General tip 2 - look for exploitable ships/gene traits
Good genes will help, look for ships with "therapy" in the title and they should have a gene therapy booth.
Mostly you will be wanting to get in and out, but with the right traits on a ship, you may be able to milk it for more. With the Tour guide gene trait you can safely walk among tourists, only weapons fire (from you or security) or hazards will detonate them. Even without the tour guide trait, you can manage tourists easily enough. One technique is to run into them, sending them sliding away, then backing up out of damage range before they explode, if done right, you can punt them into other enemies/security to blow them up.
Look out for ships that have security subverted or friends on board. it is possible to have security/friends clear out any hostiles making the ship much safer.
Look out for "Out to lunch" ships. they start empty of citizens, but after a set time will fill up quickly. Great for quick smash and grab runs.
Ships with lots of hazards can also be useful. Citizens and security are damaged by fire, electrical hazards, and radiation leaks. You can let them kill themselves in those hazards (or lure them). Also you can authorise the sanitation terminal in HAB modules to become immune to all hazards.
General tip 3 - Clients - Nurture or send on suicide mission
It can be useful if you have a client with a lot of fuel and food meaning you can navigate easily around the star map, picking up freebies. but your priority is getting essential parts back to the STEV. When a client dies, they lose all fuel, food, merits, torpedoes, warp keys and ammo, so starting out with just the care package can be hard. Dying without obtaining a new part is essentially loosing your progress from the last part onwards.
However, if it means getting a part, I would suggest being suicidal with your flight path. Getting a part back to the STEV is progress, even if your client is then left starving and adrift in hostile space, surrounded by pirates and space whales.
If you have trouble starting out with a new client, you can always head up to shallower depths for an easier time getting what you need then head back down.
Finally, make use of K-Marts. all have a free fuel and food item and you can buy more of each there. New clients start with enough merits to buy an extra food or fuel. If your path in the star map is the same number of jumps, best to take the K-Mart route and pop in at least for the freebies.
Building your own Action Item parts
Since you will not be building any other upgrades, you may find yourself with a lot of parts and materials. Recycle any non-essential parts you find into material. later in the game, when it gets harder to reach and survive the ships containing the parts you need. you can instead craft the parts you need instead.
Always do this one at the same time as 'only firearms' because you lose out on nothing by selecting that restriction and get two awards for the price of one. It can also be combined with 'unarmed', and indeed I did it that way on PC, but that is significantly harder without having access to the pistol and unarmed is a lot easier with access to armour and authorisation upgrades.
Generally, in the early game you can look to build a start if you can find food/fuel and good genes (Brawny for 200hp, Infitrator for slow security response, Security Expert so you know what's coming, Power Engineer to avoid ships where you can't exit immediately if it's tough and Sticky Fingers to pick up junk on the run are generally the best). Then maybe you can complete the first 2-3 trips back to the Void Ark before a death.
But by the time you're living in depth 4 death will come along and get you soon enough - 400 health just isn't enough to survive even a mild blunder. Fortunately, on the road to this achievement death is just a fact of life. You don't lose out on anything much, just what you had on the ship. You can revive 20+ clients with no penalty. So there's not a lot of point in going back to the easier depths and building up a good client to try to get a start again - it just eats up time, and in depth 4 with just a pistol for company you're still likely to die one mission in four or so. And depth 5 is that bad with all the upgrades so it's sheer hell without. I don't expect to actually pick up any of the last 5 parts in any game, let alone this one.
In many ways it's actually less stressful at that point, because you don't need to think so far ahead with food and fuel and torpedoes and dodging gene twisters and having to decide whether to brave that ship with Zecs to get a part (hint: don't) and the like - just get on a ship you think you can survive, collect as much junk as you can and get out with at least 1hp left. If you get to a ship with no food or fuel and bag 100 materials that's just fine - another 20 of those and you will be about ready to craft everything you need. To get the last two tiers of items you need 480 bio, 960 data and 640 of the other three. If you have any excess, sell them at the K-mart and buy something you do need, and keep recycling any upgrade parts you find.
Then it's just about grinding enough materials to finish up the final parts and frequently suicidal runs onto too-difficult ships. If you can find 10-15 easy ships at depth 4 (subverted security, only rifts, one citizen allied, lots of radiation hazards) then that's usually about enough materials to build everything.
There is an argument that if you get a lot of food and fuel you should just make a beeline for depth 4/5 because you're never getting any tougher and you pick up materials so quick down there. It's probably the optimum speedrun tactic.
Overall though this one isn't that bad, much easier (and quicker!) than the no deaths achievements.
Generally, in the early game you can look to build a start if you can find food/fuel and good genes (Brawny for 200hp, Infitrator for slow security response, Security Expert so you know what's coming, Power Engineer to avoid ships where you can't exit immediately if it's tough and Sticky Fingers to pick up junk on the run are generally the best). Then maybe you can complete the first 2-3 trips back to the Void Ark before a death.
But by the time you're living in depth 4 death will come along and get you soon enough - 400 health just isn't enough to survive even a mild blunder. Fortunately, on the road to this achievement death is just a fact of life. You don't lose out on anything much, just what you had on the ship. You can revive 20+ clients with no penalty. So there's not a lot of point in going back to the easier depths and building up a good client to try to get a start again - it just eats up time, and in depth 4 with just a pistol for company you're still likely to die one mission in four or so. And depth 5 is that bad with all the upgrades so it's sheer hell without. I don't expect to actually pick up any of the last 5 parts in any game, let alone this one.
In many ways it's actually less stressful at that point, because you don't need to think so far ahead with food and fuel and torpedoes and dodging gene twisters and having to decide whether to brave that ship with Zecs to get a part (hint: don't) and the like - just get on a ship you think you can survive, collect as much junk as you can and get out with at least 1hp left. If you get to a ship with no food or fuel and bag 100 materials that's just fine - another 20 of those and you will be about ready to craft everything you need. To get the last two tiers of items you need 480 bio, 960 data and 640 of the other three. If you have any excess, sell them at the K-mart and buy something you do need, and keep recycling any upgrade parts you find.
Then it's just about grinding enough materials to finish up the final parts and frequently suicidal runs onto too-difficult ships. If you can find 10-15 easy ships at depth 4 (subverted security, only rifts, one citizen allied, lots of radiation hazards) then that's usually about enough materials to build everything.
There is an argument that if you get a lot of food and fuel you should just make a beeline for depth 4/5 because you're never getting any tougher and you pick up materials so quick down there. It's probably the optimum speedrun tactic.
Overall though this one isn't that bad, much easier (and quicker!) than the no deaths achievements.