Your fall-back room is a choke point where your explorer can run back to for protection against a swarm of enemies. If you have more slots, I like to throw in another Smoking Gun/KIP Cannon and/or a Neurostun. The guns one chooses to use is a matter of taste, but a great set up when you only have three minor module slots are a KIP Cannon, a Smoking Gun, and a Tear Gas. You will have a major module here, a character, guns, and a support module such as a Dust Generator, which can raise character defense by up to 84%. These will protect your modules, your characters, and your crystal.įall-Back Rooms - Normally, I set up a fall-back room a couple of rooms out from the crystal. Three things to get in the habit of setting up are fall-back rooms, operators, and gauntlets. All of the other slots will hold Minor Modules (which are all the other sections in the build menu), and this number can vary greatly by room. Only one Major Module can be put in one room in the big slot with a blue cross on it. You get two levels for the price of one, so keep an eye out for them to save a bit of Science as you go.Įach room will have different configurations of module slots. For example, Food Generator II to IV for 100 Science lets you skip the evolution from II to III, which costs 65 Science and thus saves you a nice bit of the resource. One other small thing to watch for is "two-fers." Occasionally, items will show up on the artifact menu that skip levels. Early on, you only need enough food to level up a character to learn Operate and heal. I normally don't build modules on the first floor because there aren't that many doors I generally start on the second floor - Science, Industry, Food in that order. Research is how one obtains and upgrades modules, so it's important that research be done as quickly as possible. An artifact is the only module that will work in a dark room you can use an artifact without lighting the room it's in. If the last door is opened, the research will be completed regardless of the number of doors used. If an artifact is broken before the research is complete, the research is lost. Research is paid for with Science, and each item researched requires three doors to complete. Whenever an artifact is discovered, it can be used to research new modules. Industry pays for building Science pays for research, and Food pays for leveling up, healing, and recruiting characters.
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