Nowhere Prophet Guide

Leaders and Convoys: A Guide for Unlocking for Nowhere Prophet

Leaders and Convoys: A Guide for Unlocking

Overview

A Guide for Unlocking the Various Classes and Convoys in Nowhere ProphetPlease feel free to point out if I got something wrong or missed out on anything.SPOILER WARNING: If you want to explore this game and its stories without any spoilers, avert your eyes.

Leaders

The Firebrand:
Hint: None
Details: Unlocked by default.

The Echo:
Hint: Prove the strength of your conviction and reach the palace of the Raj.
Details: The Ziggurat is one of the potential midway milestone locations together with Neru Khan, and Pit Nine. It is the Raj milestone. You will likely unlock it in your first playthrough.

The Banshee:
Hint: Fulfill your purpose as the Echo in the depth of the Crypt.
Details: To unlock the Banshee, you have to beat the game as the Echo. Once you battle through the endgame battles of the Dreaming Gate and reached the Crypt core, you will face Kalraati. After defeating Kalraati, you will be presented with the choice of surrendering to the machine or keep fighting. DO NOT surrender to the machine, choose the fighting option and you will face Kalraati Broken. It is a tough fight. Once you defeat Kalraati Broken, you will be given the choice of either destroying the vault or merging with the machine. Choose merge with the machine. The choice afterwards doesn’t matter. Once you merge with the machine, the Banshee will unlock. Make sure you get the right choices otherwise you will have to start over again if you want to get it.

The Seer:
Hint: Meet the hermit Shree Kha in his cave and get him to join you.
Details: To get the Seer, you have to encounter the secret location called the Hermit’s Sanctum. It will be marked on the map as a special marker once you discover it in your travels. Make sure you either sell all your luxury items (if you want batteries) or use them up before hand (if you are short on hope). Once you get to the sanctum, go to the village and choose to learn from them. Then enter the cave of Shree Kha, choose to confront him about his luxuries. If you did not follow my instructions to sell off/use up all luxuries, Shree Kha will not join you and thus you will have to wait for another run for this chance. The Seer will be unlocked from there.

The Spider:
Hint: Leave a follower behind at the fallen star’s sibling.
Details: To get the Spider, you have to encounter a random event during your travels about a fallen star, for me it was a group of people trying to sell me the map of a fallen star for 10 food. You will then unlock a secret location on your map. Once you get there, choose the third/yellow option. A follower will automatically stay behind and you will unlock the Spider.

The Tower:
Hint: Listen to the tales of the Grim Ribbon to find and convince this operator to join your side.
Details: This one requires a bit of luck. You will come across a group of refugees in your travels that are running from a plague called the Grim Ribbon. You have to ask them where the settlement is and they will point you towards the settlement (special marker on the map). Once you get there, you will have to face down a boss fight against the Tower. For the battle, a good tip is to quickly grind down his thick armor, otherwise he will convert his x armor into a x/x taunt unit (which can spell the end for you easily). Alternatively, you can always just use a neural shiv or cards like the guerilla warrior/siegebreaker to instantly kill that unit. He is extremely durable but not invincible. Make sure you go easy on him once his health gets low and DO NOT KILL HIM. He will promptly tell you to stop. He will then offer you batteries and food, do not accept those. Once you get to the settlement proper, you will unlock the Tower as an operator. The choice after the unlock don’t matter, you get unit cards/food/altruist & believer points of your choosing.

The Breaker:
Hint: Make your way into an old bunker and find the hidden cavern within.
Details: As of yet unknown

The Stalker:
Hint: Befriend the reclusive children living near the strange domes filled with plants.
Details: As of yet unknown

Convoys

The Outcastes:
Hint:
None
Details:
Unlocks by default

The Nomads:
Hint:
Reach an important milestone to prove your worth to this community of travelers.
Details:
Reach Pit Nine, the Union milestone.

The Explorers:
Hint:
Hidden at a mighty gate in a daily challenge.
Details:
Reach the Dreaming Gate in a daily challenge. You unlock the daily challenges after beating the game once.

The Horde:
Hint:
Hidden at a mighty gate in a daily challenge.
Details:
Same as the Explorers above. You will unlock both of them at the same time.

The Swarm:
Hint:
Become part of the swarm and bring forth the reign of the machines
Details:
Reach the core of the Crypt and fight Kalraati, after beating Kalraati, you will be prompted to either surrender to the machine or to keep going. DO NOT keep going! Surrender to the machine to unlock the Swarm.

The Traders:
Hint:
Ignore the temptations of the Crypt and rebuild your future on your own as the Banshee.
Details:
Playing as the Banshee, reach the core of the Crypt and fight Kalraati. After beating Kalraati, DO NOT choose to surrender, keep fighting on and beat Kalraati Broken. After beating Kalraati broken, you will be prompted with the option of either destroying the vault or become one with the vault. Choose to DESTROY THE VAULT. The traders will unlock from there.

The Faithful:
Hint:
A fellowship dedicated to maintaining the metal murtis found on Soma. They may need your help.
Details:
Unknown as of yet.

The Pioneers:
Hint:
Assist the rebel cell fighting against the Union’s oppressive leadership.
Details:
You can do this together with the Nomads unlock. For this, you need at least either a Raj Guard or a Bandit unit in your convoy, a Union member is optional but I highly suggest having one. I highly suggest going for surrenders instead of kills should you encounter bandits/five finger union/Raj guards by hitting their leader until they have low health and wait for them to surrender so you can recruit them (should you have the appropriate points). First, get to Pit Nine. Once you get there, go to the crane, choose to go inside. DO NOT choose to just wander around since you will get warned to not wander around and miss out on the event. Once you get inside you have to either pass a luck check or have a Union member in your convoy. A Union member will pass the check 100% so it is highly desirable to have one. Once you are handed the job, fight the rebels. Weaken them until the leader is low on health. Wait for the dialogue box to pop up and ask them why they rebel. DO NOT try to make them surrender. You will instantly win the battle but immediately forced to fight another battle. After winning the second battle, you have to have either your bandit member teach the rebels how to sabotage or your Raj guard member to teach them tactics. The Pioneers will unlock from there.

The Forgotten:
Hint:
Forget more than you knew when you started.
Details:
You have to forget 12 cards from your leader deck with focus. This means you have to stop by at least 2 teachers to buy focus from them. If you don’t want to forget your core skillset, you can always dismantle equipment to get a skill from them and wipe it with a focus.

The Wanderers:
Hint:
These wanders come together each day at Neru Khan.
Details:
You have to beat the campaign at least once to unlock daily challenges. Reach Neru Khan once you are in daily challenges and you will unlock the Wanderers.

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