ENDLESS™ Dungeon - Definitive Edition

ENDLESS™ Dungeon - Definitive Edition

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E∞DLESS - Tips and Tricks!
By IA
Everything you need to know to survive in the Endless Dungeon.
   
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Resource management
Introduction
In endless dungeon, resource management are key to success, there are mainly 6 types of them:

Primary resources:
  • Science (Blue)
  • Industry (Orange)
  • Food (Green)
Misc. resources:
  • Medkit (Green plus)
  • Crystal (Yellow gem)
  • Dust (Yellow coin)

Primary resources - Gaining Science, Industry & Food
Primary resources can be gained by opening doors. In the example above, we gain +5 to all primary resources per door opened.

Generators
Generator increases one of the primary resource production.

In the example above, there is an extra industry generator, bring the production of science / food +5 and industry +10 per door opened.
Therefore, the earlier we build the generator, the more resources we gain!

Material bins

We will see these bin scattered around the map, pay attention to the glowing one especially as they will also drop primary resources / dust upon destroyed.

Other factors
There are few more things that will affect the resources production:
In game factor:
  • Station cards - (Some cards will give us resources upon picked)
  • Crystal bot upgrades - (Some upgrades will increase the amount of resources gain per door for the entire run)
  • Steles - (Some stele will increase / decrease the amount of resources gain per door for that stage)
Saloon / settings factor:
  • Difficulty settings - (Changes the base amount of resources gain per door)
  • District drawbacks - (Some district drawbacks will change the behavior of the resource departments)
  • Hero chips - (Comrade specifically have a hero chip that gives industry when exiting a zone)
  • Cafe beverage - (Some beverage will change the behavior of the resource departments)
  • Kiosk - (Some booster chest from kiosk gives us resources at the beginning of the run)

Honorable mention - cost effective station cards
Besides the station cards that gives raw primary resources, some of them also benefits the resource department in other ways, some example being:
Science
  • Birthday present - gives us 2 random turret types (saved us some science for research)
  • Next gen - 1 option from each research terminal will be free
Industry
  • Cheap slot - -60% construction cost on special turret slots
  • Auto buddy - 40% chance to get a free turret pre-built in each room
  • Slotmeister - +1 special turret slot in each room (combined with auto buddy, we double the chance of getting free turrets, saving even more industry)
General
  • Today only!! - Free gift from each merchant (saving some resources from buying)

Primary resources - Spending Science, Industry & Food
Science

Science are mostly used to research new turrets via the research terminal.

Industry
Industry are mostly used to build generators / turret.

Food
Food are mostly used to upgrade heroes via upgrade station.


Merchant
Each merchant randomly uses one of the primary resources as trading currency.


Misc. resources - Medkit, Crystal & Dust
Medkit

Medkit can be purchased from the dispenser with food.
Medkit are used to heal up a hero.

Crystal

Crystal shards can be found on the map from time to time, it requires crystal bot to drill it.

Crystal shards are used to upgrade the crystal bot.
Some are game changing so don't forget to upgrade your crystal bots after getting one.

Dust
Dust usually comes with the crystal shards / the material bins mentioned above.


Dust can be used to light up rooms, deactivate stele & reroll merchant / crystal bot upgrades

***All these resources are shared by the whole team (even in co-op mode), so please consider the entire team and spend them wisely!
Map awareness
To better utilize our resources, having good map awareness and know when to open which door plays an important role.

Door types
There are 4 types of doors:
  • white - normal doors
  • yellow - crystal bot room doors
  • red - locked doors
  • green - red doors turn green after we interact with the breaker switch
  • zone exit door - this is also green in color

Yellow doors

Whenever we see a yellow doors, it indicates that there is a crystal bot room on the other side.

Red doors

Red doors can be unlocked by interact with the breaker switch
If there are red doors in the zone, zone exit doors will usually be locked behind it.

Generator location

There is a very high chance that 1-2 rooms away from the starting room of each area is safe/where the generator sockets are located.
There is also a high chance that 1 room away from the crystal bot room (room with yellow door) is safe.

Crystal / Crystal bot room location

It is likely to be a crystal bot room nearby when we see a crystal node.
It is generally safer for the crystal bot to do the drilling and move to the new crystal bot room since it does not need to move back and forth.

Door opening tips & tricks
With all the basics in mind, lets take a look at this example

By NOT opening the door circle in green, we basically create a choke point in the purple circle.
Now all we need to do is to defend this area instead of both the generator room and the crystal bot room.

Turret placement
Combining the idea of choke point mentioned above, placing your turrets around choke point usually benefits way more than flooding them in enemy spawn room as:
  • All the turrets are used to deal will all the enemy
  • Heroes could fight along side / repair the turrets easily

The remaining doors
But hey! Those door still gives primary resources.
So when should we open those doors that blocks the enemies?
The easiest answer will be: when the crystal bot is somewhere else.
Example being:
  • When crystal bot is in another crystal bot room
  • When crystal bot is moving to another zone

Teleporting to the crystal bot

If you don't know yet, there is a teleport button that help us quickly get back to the crystal bot.
Utilize this to better escort the crystal bot!

Honorable Mention - Wave reinforcements
Did you notice that when the danger meter goes up, a wave will be triggered.
While the attack wave is in progress, if we move the crystal bot / research turrets, the wave will be reinforced.
To make life easier, we want to prevent wave reinforcements as much as possible.

Wave from danger meter vs wave from other events
As turret research / relocation of the crystal bot always triggers a wave (or reinforce the wave if there is one in progress) and reset the danger meter to "safe" after the wave ends.
Scheduling these events at the moment when the attack wave is about to be triggered help us "ignore" the danger meter wave.

Crystal bot moving to new floor + Turret researching
Similar idea while the crystal bot is moving to a new floor and we want to do turret research.
If we start the research right when the crystal bot starts moving, the whole crystal bot escort will be in reinforced wave.
However, if we start the research only before the crystal bots have reached the new floor / most of the escort work is done, then we only needs to deal with a tiny bit of that reinforced wave.

*It can be overwhelming to move across the map to unlock the remaining doors / start turret research while the crystal robot is moving and being attacked by endless enemies.
**The best advise is to use a fast-moving heroes, usually those that use pistols.
Monsters
Monster types vs Elemental types
There are 4 types of monster and 5 types of elemental weapons / turrets.
Each type of monster is also weak to / resist against one type of element.
The simplest way to identify is by the color.
Elemental:
  • Neutral - ignore elemental, no benefits / disadvantage against monster
  • Fire - red
  • Electric - blue
  • Acid - green
  • Light - yellow (purple for weapon / turrets)
Enemies:
  • Bugs - weak to fire (red), resist against acid (green)
  • Bots - weak to electric (blue), resist against light (yellow / purple)
  • Blobs - weak to acid (green), resist against electric (blue)
  • Blurs - weak to light (yellow), resist against fire (red)

We can also check the elemental types of the monster by interacting with the spawner.
The spawner is also color coded on the mini map according to their weakness elements.
The only special case here is light element as it is yellow in color for the spawner, but usually purple in color for light weapon / turret.

Monster characteristics
Each monster type have their own characteristics, understanding them could let us better deal with them.

Bugs

Most of the smaller bugs have a melee attack / short range spit attack. They are pretty fragile and can be dealt with regardless of the elements.
The following are the special units of bugs and how should we deal with them:

Dissolver (large green spider)
  • Shoot a few round burst of heavy hitting long range green beam
  • Attack while circling around them as they only have a beam attack

Webmaster (large yellow spider)
  • Shoot webs from mid range, disabling heroes to fire their weapon
  • Shove to get rid of the web, attack them from a further distance to prevent their web attack

Royal shyness (rolling bugs)
  • Roll around the map and spawn a few minions when stopped
  • Only deal with those that roll pass our defense / at the end of waves

Bots

The smaller bots have either a short range bullet attack / more armor that does melee attack. Keep a bit of distance should help us dealt with them easily
Bots' special units mainly focus on guided telegraph missile attacks that could easily out range our turret
Razer (blue missile pod with 4 legs)
  • Shoots a burst of missile from a far distance which does lots of damages especially towards turrets
  • Better utilize the choke point strategy and fight along side with our turrets could minimize their threat.

Slayer (yellow robot with 4 legs)
  • Similar to razer, this instead target heroes with their guided laser attack
  • Running in circles should be good enough to dodge their attacks

Praetorian (giant robot with a sword)
  • Very tanky, does hard hitting melee attack & line aoe slow debuff
  • Keep some distant to prevent their melee attack
  • While the line aoe slow debuff does low / no damage, better avoid it while fighting a swarm of enemies

Blobs

The smaller blobs will either split themselves / leave puddles on the ground when defeated.
They generally requires more effort to deal with compare to bugs / bot.
Some blobs also have a long range ground circle aoe attack which can be easily dodged.
Special units of blobs are also relatively troublesome.

Bonehead (shielded charger)
  • Their shield prevent damage from the front, protecting other blobs behind.
  • Attack them from the back ignores their shield
  • Elemental weapon crits create an explosion that could help dealing with the blob packs more effectively

Grinner (Tanky blob with a smile)
  • Similar to the praetorian from bots, very tanky, does a hard hitting melee attack
  • While they do not have the slow debuff attack, they could charge at you at high speed
  • Circling around them / keeping a great distance is a good way to deal with them

Blurs

The infamous blurs, even the final boss is a type of blurs.
The smaller blurs generally disappears while taking damage and reappears after a while. This alone could already by pass some of our defenses.
Some of them also explode on death, dealing a lot of aoe damage.
Blurs also has some of the most annoying special units in the entire game.

Ardent shadow (teleporting pyromaniac)
  • They teleport behind the heroes and creates a rather large fire field around them
  • Pay attention and step away when they start teleporting
  • The fire field does not do a lot of damage with just a second or two, but staying in it for the whole duration surely hurts!

Puppeteer (blurs variant of the laser shooting bugs)
  • Shoot a heavy hitting long range yellow beam
  • Similar to the green spider, circling around them is a good strategy

Generally speaking we can rank their difficulties by blurs / blobs > bugs / bots
Down below we will introduce all the tools we can use to help dealing with them.
Turrets
Turrets are one of the main ways to deal with waves of enemy

Building a turret

To build a sentry, interact with the white socket (or orange special turret socket) scattered around the map.
The amount of industry needed varies depends on the type of turrets we are building.
We can also see the details stat of the turret through the build menu.

Repair / boosting a turret

We can repair the turret by shoving them.
We can give the turret a performance boost when we shove them at max hp.
The amount of repair / turret boost is based on heroes' "wit" stat. The higher it is, the more that hero can repair / boost.

Upgrading a turret

Asides from upgrading a turret via research terminal, turret will also gain exp by firing at the enemies.
When the turret gain enough exp, there will be an emblem below the turret indicating.
We can then shove the turret to upgrade it.

Turret types
Turret can mainly be classified into few types:

Shooter turret
These turret provides raw firepower and damage enemies directly.
Except the neutral turret, there are two variants for all 4 elements.

  • Turret on the top row covers a large area, some can even snipe across the room
  • Turret on the bottom row covers a smaller area, but offers higher damage / target penetration

Room wide effect turret
These turret provides passive benefits to the target within the same room.

From left to right:
  • Amplifier - adds 40% attack damage to Heroes, crystal bots & turret in the same room
  • Shield - adds 20% defense to Heroes, crystal bots & turret in the same room
  • Diagnosticator - periodically repairs all turrets in the same room, heroes shoving this turret will also repair all the turrets in the same room

Bubble effect turret
These turrets creates a color dome around it when active.
They applies debuff / buff on enemies / heroes respectively.

From left to right:
  • Jellyfier - reduce 35% movement speed to eneimes within range
  • Sapper - reduce 50% defense & add 30% chance to receive crit damage to enemies within range
  • Healing fountain - heals the hero within range by consuming the turret's health

Misc. turret
These turrets offers unique functions while active.

From left to right:
  • Holohero Plus! - aggro all the enemy within range as long as the turret is alive
  • Party Favors! - periodically spawn an explosive barrel
  • Insta-havoc - stun and damage enemies for 3 sec, but they have a long cooldown
*Please be aware that all the number provided above could be different due to turret levels / game version difference.

What should we research?
Including the initial neutral turret, we can have up to 10 types of turret in a game, meaning we can choose the remaining 9. So how should we pick?
Considering the rng from the research terminal, the exact combination of turrets are rather pointless, so i will make some suggestions instead:

Having shooter turrets on at least 2 elements
  • Having at least turrets from 2 element can make sure we have something to deal with all type of enemy without being resist against
  • A combination of long / short range could make your defense more flexible
  • We don't really need to force all 4 element types, as long as the element is not resisted, the turret are still very powerful
  • Considering the monster characteristics, light (purple) & acid (green) turret usually brings us more value than fire (red) & electric (blue) turret

Supportive turrets
Based on your play style, picking some room wide effect / bubble effect turret can be sweet too!
  • In large room, it is nearly impossible for enemy to go through all the turret slot as they always path find the shortest route. To put those far away slot into better use, turrets like amplifier is the perfect choice.
  • We can also gain great benefits by placing bubble effect turrets in narrow corridors where enemies and our fire power is concentrated.

Honorable mention : Holohero Plus!
As long as a holohero turret is present, all enemies within range will be enraged, we can use this to our advantage to protect everything (including crystal bots & heros) by keeping a holohero alive.

Honorable mention : Healing fountain
This turret is one of the few ways we can heal our heroes.
There is another section below discussing healing heroes in more detail.
Weapons and Devices
Besides turrets, heroes are our other way to fight against enemies.
One of the factor that affects how a hero perform is weapons and device.
Each hero could hold up to 2 weapons and 1 device

We can also check the hero details anytime by pressing esc.
Weapons and device can also be unequipped and dropped on the ground.

Obtaining weapon
Through out the run, here is a few ways we can obtain a weapon:
  • Treasure chest from the map
  • Merchant
  • Kiosk booster chest from saloon

Weapon weight
Weapons are categorized into heavyweight / lightweight.
Heroes that uses heavyweight weapon:
  • Cartie
  • Blaze
  • Comrade
  • Zed
Heroes that uses lightweight weapon:
  • Fassie
  • Sweeper
  • Viggie
  • Shroom
  • Bunker

Please pay attention to the weapon weight while purchasing one from the merchant, so we won't waste precious resources.

Weapon Elements
Similar to turrets, there are also elemental weapons.
The elemental weakness / resistance here works the same towards monster.

Weapon Rarity
The same weapon could appears in different rarity, the higher the rarity, the better the weapon stats.
However, I find that matching elemental type still has more of an impact than the rarity of a weapon.

Weapon Upgrades

Individual weapon upgrade can be done via the gunsmith workshop in the saloon.

Which weapon should we pick?
Similar to researching turrets, we want weapon to cover 2 different element, especially acid / light.
Anything outside of that is just personal preference.

Devices
Device is another items we can equip to our hero.
It works like an additional passive skill.
They are obtained similarly to weapons.
Heroes
There are currently 9 heroes to choose from. Although their roles/abilities vary, each has its own strengths, so you can choose your favorite.

Hero details
Each hero have an active skill, an ultimate skill and a passive skill.

We can see the details by pressing the T key while choosing the hero.


We can also see the detail by pressing the esc key during a run.

Attributes
There are 8 main attributes for each hero:
  • Health
  • Defense
  • Speed
  • Wit
  • Shove damage
  • Critical chance bonus
  • Damage bonus
  • Fire rate bonus
Everything is pretty self-explanatory except for Wit.
Wit affects the repair speed / turret boost, the higher the wit, the faster / stronger the repair / turret boost will be.

Attributes upgrade

Notice the stat icon in yellow color?
That mean the stat will increase by each hero level increase. (We can increase hero level by spending food in the upgrade terminal during a run)

The 9 heroes
Now that we know how the stat works, let's look into each hero.
The 9 heroes can be categorize into 3 groups:
Damage dealers
  • Zed
  • Blaze
Supporters
  • Bunker
  • Shroom
  • Sweeper
  • Cartie
  • Fassie
Builders
  • Comrade
  • Viggie

Damage dealers

Zed
Summary: The firearms specialist
Active skills: Shoots a line aoe attacks.
Passive skills: Boost Zed's damage by killing monster.
Ultimate skills: Turns on Zed's power mode, further increasing Zed's power.
  • Zed's perk is all about boosting her own ability on shooting enemies, simple but powerful.
  • One of the fastest heroes.
  • Having minimal Wit.

Blaze
Summary: The demolitionist
Active skills: Deploys an explosive mine on the ground.
Passive skills: Increases the damage of critical explosions.
Ultimate skills: Shoots out a barrage of powerful missile, targeting all nearby monsters
  • Blaze's perk revolves around deploying explosive mine, these mines does lots of damage as well as bringing various benefits to Blaze for being around.
  • Blaze's ultimate skill can clear a pack of enemies in an instant, making it very powerful for escorting the crystal bot.
  • One of the slowest heroes.

Supporters - Tank & Healer

Bunker
Summary: The tank
Active skills: Does a wide shield bash that stun and push back enemies
Passive skills: Boost Bunker's damage by taking damage
Ultimate skills: Becomes invulnerable and stationary, enraging all nearby enemies.
  • Bunker have the highest health / defense increase per hero upgrade among all the heroes.
  • One of the hero chip allows Bunker to actively enrage the enemies by shoving.
  • One of the hero upgrades (upgrade terminal) provides passive hp regen to Bunker.
  • Bunker is relatively weak in early game before we have the necessary hero chips.
  • Having minimal Wit.
  • Ultimate skills are relatively weak.
  • One of the slowest heroes.

Shroom
Summary: The healer
Active skills: Heals a targeted hero by consuming "Souls".
Passive skills: Gain 1 "Soul" by defeating 10 enemies.
Ultimate skills: Creates a healing bubble around Shroom, healing all heroes within over time.
  • Shroom is the only hero that could perform a heal action.
  • Being able to heal reduce the need for medkits / healing fountains, hence saving some resources.
  • Shroom lags behind in terms of damage.
  • One of the slowest heroes.

Supporters - The trio

Sweeper
Summary: The technician
Active skills: Creates a cone aoe field in front, slowing down all the enemies within.
Passive skills: Increase fire rate of turret in the same room.
Ultimate skills: Knocks back and slow all the enemies around Sweeper.
  • A lot of Sweeper's perks revolves around making the turret in the same room stronger (damage output / auto repair)
  • Sweeper also have various abilities that apply debuffs (slow / lower defense) to nearby enemies.
  • Highest Wit among all heroes.
  • Sweeper is relatively weak in terms of damage.

Cartie
Summary: The bug killer - crystal bot specialist
Active skills: Stuns nearby enemy
Passive skills: While in the same room as Cartie, give crystal bot an attack and boost other heroes' active skills.
Ultimate skills: Cartie turns into a rolling wrecking ball.
  • One of the hero chips allows Cartie's active skill to instantly kill bug enemies instead of stunning them.
  • Cartie's enhancements to the crystal bot make the escort process faster and easier
  • Cartie could further enhance other heroes' active skill
  • Relatively low Wit
  • Cartie is pretty fragile

Fassie
Summary: The assistant, crowd control specialist
Active skills: Boost a targeted hero's attack using "Spiciness"
Passive skills: Periodically gain "Spiciness" per enemy in room, Temporarily gain Wit based on the number of enemies in room.
Ultimate skills: Make all nearby monster fight each other and boost nearby heroes' efficiency
  • One of the most powerful ultimate skills among all heroes
  • With the passive skill, Fassie can potentially have the highest Wit
  • Fassie is relatively weak in early game before we have the necessary hero chips / upgrades.

Builders

Comrade
Active skills: Deploys a comrade turret (Max. 2 by default)
Passive skills: Allows Comrade to repair generators
Ultimate skills: Turns Comrade into a stationary sniper turret
  • Comrade turrets can be freely built, allows the team to easily defend any corridor.
  • The only hero that can repair generator.
  • One of the slowest heroes.
  • Comrade turrets are fragile without the necessary hero chips / upgrades.

Viggie
Active skills: Deploys a pairs of electric fences that slows enemies (Max. 2 pairs)
Passive skills: Allows Viggie to fly above terrains / obstacles
Ultimate skills: Scatter a bunch of hologram (similar to holohero turret) that enrage enemies and deals return damage.
  • A well placed electric fences can easily slow enemies (or even stop them with some knockback attacks)
  • Viggie can travel the map with ease.
  • One of the fastest heroes.
  • Viggie's ultimate skill is powerful.
  • The electric fences are pretty fragile and require constant repair.
  • Viggie is relatively weak in terms of damage.

Who should we pick?
All 9 heroes of endless dungeon are viable, we can use any of them depending on our preference / play style.
If you really couldn't decide, here's some tips for you:
  • Having at least a hero who's ultimate skill can clear a pack of enemies in an instant could make the escort so much easier. Blaze / Viggie / Fassie are good at this.
  • If you really likes playing with turrets, Sweeper / Comrade can be a good choice.
  • If you always find your team running out of health, try Shroom.
  • If you like shooting at enemies, Zed / Blaze will be fun.
  • If you want to try shoving build, try Bunker / Fassie.
  • If you like to support your team, Cartie / Viggie / Fassie is your best bet.
Bosses
There are 3 mini bosses and a final boss in endless dungeon, each have different mechanics.
Each of them can only be found in certain district:
  • Bug Momma - Labor Colony
  • Shelldiver - Procedural Factory
  • Red dead eye - Security Vault
  • Eriaudy - Core (2nd floor)
  • Eriaudy (Final form) - Core (Final boss room)
Here are some tips and tricks to deal with them.

Bug Momma

Finding spawner rooms
  • To trigger Bug momma, we have to open the doors to the spawner room.
  • There are 3 spawner rooms
  • It is best to do finish each phase of Bug momma before proceeding to the next spawner room so that we don't need to deal with 3 spawners during the entire boss fight.

Attack patterns
Bug momma mainly have 2 attack patterns:
  • Cone aoe vomit attack (all phases) (this can be avoided by hiding behind the pillars / stepping aside)
  • Scatter circle aoe attack (phase 2 and 3 only) (this can be avoided by stepping aside)
  • Since Bug momma has no melee attack, staying close makes it easier to dodge the cone aoe.

Turret placement
  • There is a turret slot behind each pillar in Bug momma's room.
  • It is a pretty good location for a long ranged turret as enemies from 2 spawner rooms usually gather in the boss room.
  • The final spawner room usually connects directly to the crystal bot room which we may need to build some extra turret / arrange a teammate to deal with it.

The most difficult part is when we opened the spawner room next to the crystal bot room as the enemy won't need to get through the main room.

Shelldiver

Turret placement
  • Long ranged turret work best at clearing the small enemies while we are fighting the boss
  • Diagnosticator can be very helpful on repairing all the turret at once
  • Holohero can keep the smaller enemies away from the crystal bot

Triggering the boss
  • We trigger the Shelldiver by moving the crystal bot to the zone door.

Attack patterns
Shelldiver mainly have 2 attack patterns:
  • A giant circle aoe dive attack (move away from the circle to prevent crystal bot from taking damage)
  • Scatter circle aoe attack (similar to Bug momma, this can be avoided easily)

Attacking the boss
  • Shelldiver have a shield on its face, meaning we can only damage it from the back.
  • As Shelldiver always dive to a hero, luring it to the zone door and expose its back to our long range turret could be pretty effective
  • Each time we empty Shelldiver's health, we need to order the crystal bot to drill it before we can move on to the next phase.
This boss battle can be chaotic, it requires us to repair turret / lead the crystal bot away from danger as well as damaging the boss at the same time.

Red dead eye

Turret placement
  • Since this boss fight requires the crystal bot to move to different rooms, reinforcing the main room can be effective.
  • As the room in this boss fight are relatively cramped, short range turret may be better
  • Holohero can keep the smaller enemies away from the crystal bot

Attack patterns
Red dead eye mainly have 3 attack patterns:
  • Scatter circle aoe attack (similar to Bug momma, this can be avoided easily)
  • Medium homing aoe attack (similar to to the slayer enemy, this can be avoided by running in circles)
  • A giant homing aoe (a giant version of the second attack, one trick you can do is to direct the attack to an empty room and teleport back to the crystal bot)

The final slots
  • It is confusing that there are 4 phases but there are only 3 slots
  • To finish the final phase, We actually need to go back to the main room where the first slot locates
This boss battle requires a lot of escorting, so keep an eye out for the crystal bot.

Eriaudy

Finding Eriaudy's room
  • We trigger Eriaudy by finding its room
  • There are 3 Eriaudy's room
  • Each Eriaudy's room are locked behind a spawner room
  • Similar to Bug momma, it is best to do finish each phase of Eriaudy before proceeding to the next room so that we don't need to deal with 3 spawners during the entire fight.

Attack patterns
Eriaudy mainly have 3 attack patterns:
  • Close range melee attack (this can be avoided by circling around Eriaudy)
  • A giant homing stun aoe attack (Similar to Red dead eye's big attack, one trick you can do is to only start dodging when the telegraph turns purple)
  • Eriaudy will teleport away if the fight last too long, before that it will turn off that room's light (turret within that room will stop working, we can turn them back on by using dust)

Turret placement
  • Since this is almost the end of the run, we can spend relatively more industry in this zone
  • Flooding each spawn room before triggering Eriaudy could be helpful
  • As Eriaudy always charges to one of the heroes, directing Eriaudy to a light turret could increase damage dealt
  • Pay attention to the black out attack as it deactivates the turret in that room
  • If you have enough industry, scatter long range light turret around the map can be helpful when Eriaudy teleports away

Additional tips
  • The wave won't be triggered by the danger meter, so take as long as you like to setup the defense
  • After defeating Eriaudy 3 times, please open all the doors before entering the final zone
  • Before entering the final zone, spending all the food on medkit can make the final boss fight much easier. (As there won't be any upgrade station, you can spend ALL the food on medkit)
  • Do not spend all your industry yet as there are 8 turret slot in the final boss room, having at least 80-100 industry is ideal

Eriaudy - Final Form

Turret placement
  • This boss fight is somewhat similar to Shelldiver
  • Based on the spawner type, placing corresponding elemental turret around the map will be helpful
  • Long ranged turret can be better for the wide boss room
  • We have very little time to place the turret before Eriaudy is triggered

Attack patterns
Eriaudy have mainly 3 attack patterns:
(You should be familiar to all of them at this point)
  • Close range melee attack
  • A giant homing aoe attack
  • Scatter circle aoe attack
  • Final form of Eriaudy does relatively high damage so be careful

Additional tips
  • Spawner will start spawning after the first phase and during the final phase of Eriaudy
  • As Eriaudy barely does any damage to the crystal bot, fighting around the bots where most of the turrets are located can be helpful
  • Don't hesitate to use our med kits / hero skills / resources as this is the final battle

Healing options
One way to lose the game is if the crystal bot is destroyed, but by doing everything mentioned above, this should not be an issue anymore.
Another way to lose the game is to have all heroes knocked out, this however happens way more often than you think.
Finding a way to heal our hero is crucial to success, and here's how:

Hero: Shroom

  • Active / Ultimate skill both focus on healing heroes, very straight forward
  • Shroom's low damage output put a bit stress on the team
  • A powerful Shroom often requires some hero chips / upgrades
  • Personal rating: 3 / 5, pretty solid, Shroom lack a bit of fire power tho

Hero upgrades

  • This upgrades heal that hero everytime a wave is over
  • Pretty rng based as the upgrades are random (Feel free to reroll if you don't like any of the options)
  • There are also some shove related / hero specific healing upgrade (But those are relatively niche)
  • Personal rating: 3 / 5, pretty solid, but you need some luck to find it

Medkit

  • Heal the heroes who use it
  • Purchased from medkit dispenser for food
  • A medkit can only heal 1 hero
  • Some station cards / crystal bot upgrades also give us a med kit every once a while
  • Personal rating: 2 / 5, costing 15 food for one use, expensive!

Turret: Healing fountain

  • Healing fountain can be shared by the team
  • Requires turret research which is also rng based
  • Pairing it with turret construction discount station card makes it very cost effective
  • Pairing it with Sweeper's turret repair upgrade, healing fountain could last forever
  • Personal rating: 5 / 5, very cost effective

By having more healing options, your game will be smoother and have more room for error.
Additional tips and tricks
And finally some more tips and tricks that does not goes into any of the above category:

Laser sight

  • We can press Ctrl to bring out the laser sight which allows us to see further (this can be changed in the settings)

Utilize heroes' active / ultimate skills
  • Heroes' active skill are recharged over time
  • Ultimate skills on the other hand recharges by defeating enemies.
  • Both of them recharge rather quickly so there is no need to store them

Shoving 24/7
  • Unless you pick a device / stele that harms you while shoving, shoving does you no harm
  • Shoving can repair / boost turret
  • Shoving can breaks material bin
  • Some stele boost your movement speed after a shove
  • Shoving is kind of a aoe damage and can knock back enemies
  • Heroes make noises while shoving which might be funny to some of us

Don't underestimate turrets / heroes
  • A turret and a hero together could almost lock down a choke point with 2 spawners
  • There is rarely any circumstances we need a lot of turret (for example, filling a lot of rooms full with turrets) outside of boss fight.
  • Having 100-200 may give you a false sense of security at the beginning of a run
  • As you goes deeper, the enemies get progressively more difficult. Spending industry too early could means breaking your industry economy.
  • Remember, one more sentry build in the current floor means the less industry you bring to the next floor.
  • Spending the necessary industry only will benefits you in the deeper floor.

Gameplay settings

  • After defeating the game multiple times, we can choose to deactivate the core stele
  • We can also turn on / off district drawbacks and station cards
  • Don't feel bad making the game easier, the most importing thing is to have fun
  • Stele used to deactivate automatically after we beat the game in the past

Glossary

  • Glossary tells us a lot about game mechanics too
  • We can access it by press esc during a run, or interacting with the library in saloon

Resetting danger meter
The following tips are a bit of a cheat, which may ruin the fun of the game, read / use it at your own risk!


  • This method only works with crystal bot having enough interaction speed
  • This method only works before a wave starts
  • We tell the crystal bot to follow us, and then we tell the crystal bot to sit back in the slot immediately
  • This would trigger a wave, this wave however, would not spawn any new enemies (assuming the crystal bot have enough interaction speed)
  • This could possibly means that we can clear a whole run without dealing with the danger meter wave once
Ending
Hopefully, all of the above tips and tricks will help you achieve the results you want in the game.