![]() ![]() The usual way is to set up a “kill room”. This is a powered-up room equipped with a suite of minor modules – some defensive, some offensive. You will deliberately leave “dark” rooms next to your kill room, as soon as possible. The key mechanic in the game is powering up the rooms so modules in them can run, and they won’t generate monsters when you open a door. However, you do not want to light up the whole map – beside, you won’t have enough dust. Instead, you want to *manage* monsters. Other setups are possible, obvs. You can *probably* manage by picking up the first two characters you run into, unless these include another pure operator (like Opbot or Dell – but not Rakya, who’s got a big gun and an AoE). Or a pure runner (like Golgy or an under-equipped Sara) if your point person is already favouring speed over fighting power. Typically I’ll have Josh on operation and out of the way, my point person opening doors then running back to the kill rooms, and two kill room fighters (more on kill rooms later). One of the latter will be an operator working on a Science module. Sara with good equipment, Chef Nanor with Speed-boosting gear, Golgy with attack speed boosts and a protective device… Ken, Joleri, Hikensha or Troe are typical examples of such. But if you’re careful and not extra unlucky with gear, a lot of other fighty characters will do. The second person needs to be a quick (high Speed), tough fighter. Because Josh isn’t too useful (except at the earliest levels when he’s higher level than your second character), they’ll have to work alone for a while. Once the operator has their Operate skill, the first move when exiting the elevator is to get a room with a major module slot, power it, put a food module there, and have the operator operate it for the entire level, without ever moving. The goal of this strategy – food, food, food.Ī large amount of food allows you to aggressively level everyone else and keep up with the monsters’ strength. It’s not the only possible strategy, obviously, but it does make things simpler and on the Too Easy difficulty level it’s simple to deploy. With Josh or a similar character, the strategy is to rush them to level 3 (leaving the other character at level 1 unless things are real rough) to unlock Operate. Once Operate is unlocked, you can stop levelling the operator for now and focus on the other guy(s). It just happens that Josh has a huge Wit score, making him a great user of the Operate skill. It doesn’t *have* to be Josh. You just need somebody who can unlock the Operate skill very fast so that means Josh, Wes, Opbot or Rakya. If you get DotE nowadays you presumably have the DLCs, so you have access to Josh ‘Ntello (a small pun in French meaning “Josh the brainiac”). So here’s how I play when relaxing from building this site. I’m not going to cover the very basic thought (resources, modules, controls, etc.), and I’m assuming that beginners are sensibly playing on the Too Easy difficulty setting in order to learn.
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