![]() Once you're ready to exit the level (and if there's a Merchant still alive) use the extra dust from the de-powered rooms to buy items, as it will go to waste since you will start the next level with 20 dust regardless of how much you had at the current level. You can also get Dust for most every room you clear and most monsters you kill. You may wish to sell unused or unwanted items to The Merchant for additional Dust. Dust is highly important to being able to light rooms which in turn stop mobs from spawning. Not every item is needed so be careful when buying items from the merchant. Equip higher Wit items on heroes which are assigned to the Modules to gain higher resource return from opening doors. Focus your tank on higher survivability and speed, as a key tactic to winning is to open doors and then run back to your squeeze room if you find enemies or waves. Make sure you equip items appropriately on your heroes. Items are highly important to your survival in the game. In Pause mode (space bar), you can power down and power up your rooms in order to scan the rooms to check what kind of enemies are approaching. Any Modules and Turrets will not be destroyed if you run out of dust, just powered down. This can be used to a great advantage, so experiment and find what works best. There is no penalty changing the power to rooms. When making for the exit focus power along the path to the exit, since once the crystal is lifted mobs will spawn in all unpowered rooms. In a pinch you can put a hero in an unpowered room to prevent spawning, and move them once the door is fully open. Maximize your dust consumption to the fullest, as to keep waves from spawning. Sometimes rooms should be powered just to prevent monsters from spawning, especially while finding the exit. Monsters will not spawn in a room that is powered. It is not worth an extra 4 industry for one turn by leaving a character in a room if you need them to save another hero or protect your crystal from losing dust.Ĭhoosing which rooms to power is highly important. ![]() Do not get greedy when leaving heroes to operate. Finding a balance between having heroes assigned to defense, modules, and running is a key element when building a winning team. For example, if you have three heroes make sure two of them are on an Industry Module or a Food Module every single time you open a door with your third hero. You gain additional bonuses depending on your heroes' Wit, the higher the heroes wit, the more bonus resources you get. Lastly, and most importantly, keep your heroes (aside from the one you're using to open the door) on the modules & busy. Un-recruited Heroes will fight mobs for you, so if you don't have the food yet to recruit the hero, make sure that you fall back to their location to defend them. It takes 5 food to heal your hero a bit and, depending on number of waves, you may have to heal a few times. Keep enough food in reserve to heal once or twice for the next door. However, you'll have to balance between building different modules, as well as your hero level ups, finding and spending on new recruits and, lastly, keeping your heroes Healed. Don't stress about recruiting new heroes unless you can spare the food, which should be a big focus from the start. They're your main resource and losing them could result in actual tears being produced. However the Slow Module and the Healing Module are pretty powerful when set up in a large room.ĭo your best to keep your heroes alive. Don't waste too much of your Industry on Tesla Coil or Mortars as the odd difference isn't quite yet worth it. Only build Defensive Modules in your kill rooms along the main path. ![]() Only build modules where you can defend them, and along your primary path. A typical strategy is to pause once you open the door to figure out where the waves are and plan the best strategy for your heroes. This is very useful when opening doors in lower levels. You can issue commands, move around as well as heal and build while paused. ![]() Then keep side rooms that are properly defended, without need to rebuild every time you fail to defend a wave.ĭon't be scared to use the Space Bar to pause the game if you don't think you can multitask very well. If you're able to make a long path, you can then make a defensive room which you can squeeze enemies through, full of turrets to sweep up your enemies. After that begin to open the side doors from the dead end until you have no more possible paths.ĭon't build modules in all rooms that you can. Once you choose a path, open the doors until you reach a dead end. When opening doors you should focus on making the longest path possible, since the monsters will follow your path regardless of there being a shorter (closed) path to the crystal. One of the most important things to remember is that you don't necessarily have to open every single door.
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