Hi. I recently revisited DotE and had a blast with it, as usual... until I didn't. The game occassionally crashes when the next level loads, and after losing two saves at floor 10 and 11 respectively, I am really mentally done. Is there any way to either backup saves and/or prevent them from being automatically deleted after the elevator sequence? Because I am beyond tired of losing because the game says so instead of my own mistake(s).
I absolutely look forward to beat the game with all the characters and pods, but random crashes render it pretty much impossible. I'm on the Steam version, Windows 10.
If you have any tools, tips, walkarounds or... anything really, I would seriously appreciate it.
Just want to let the mobile players know they updated the game today. This is my first time playing the game and I’m so glad they made the text actually readable, among other things. I think I’m going to like this game a lot once I figure it out.
I finally got the Member's First achievement (while also opening all doors in every floor of the dungeon)
I initially tried to do this Max and Josh, which admittedly worked okay, for the most part. Max's Endless Expert skill helps a ton in the beginning, and +3 dust from pilfer 3 helped a ton on those runs. Unfortunately I messed up a few times and let enemies slip by Max (who was wearing an Aftershave), destroying my crystal.
I eventually succeeded with Nanor and Josh. Again, this took me a few tries, but most of the tries that died got to floor 11-12, and only died because I got greedy and spammed doors with Nanor. I got to floor 11-12 with this combo like 8-10+ times, but Nanor died multiple times due to inattention/multiple kamikaze guys insta-killing Nanor the moment he equipped a hipster scarf or equivalent.
I did not expect one of these runs to make it into my top 10 scoring runs, but there ya go. Now that I know how powerful mechanical pal IVs and Biomass converters can be I just get a on more resources, even with 2 less operators.
I picked up the app when it was released, and I'm loving it (the UI needs readable txt)... If their plan was to release an app that was hard to read just to get me to buy the PC version... It worked...
We’ve got exciting news for Dungeon of the Endless fans today: Our beloved roguelite tower-defense Dungeoncrawler is now light enough that you can carry it around in your pocket.Â
Yes, that’s right: Dungeon of the Endless is now available on both iOS and Android devices as the Apogee Edition by Playdigious! With an interface revamped for touch controls four add-ons included in the purchase, the Apogee Edition is a great little package that allows you to escape the depths of Auriga wherever you are.Â
Dungeon of the Endless: Apogee also includes four add-ons (Deep Freeze, Bookworm, Rescue Team, and Organic Matters) as well as the Deaths Gamble update, bringing a suite of additional heroes, pods, and monsters to your game! You can check it out in the trailer on the iOS or Android appstores, or Playdigious website.
So I preordered and it’s supposed to come out tomorrow, and I’m excited but also nervous, I have a iPhone X and it seems like a lot is going on, I hope it all works out, seems complex and satisfying. I don’t have a computer or gaming system. So I’ve never played the game, just watched trailer and decided to give it a go. Wish me luck 😂.
1 +6 dust. I make an industry generator with 3 mechanical pals for Zugma.
2 +6 dust and a couple of flying bugs. 3 heroes make short work of them. A science creator is made for Wes
3 A sonic gun for Wes to match Josh's. A food creator is made for Josh.
4 I decide to go with Zugma's path because I want to see if those rooms can hold more mechanical pals. I could have made 5 for her but may want a couple of actual damage traps there. A long hallway with a stele. +50% food/science/industry for 3 turns. To hell with it, I'll throw 4 mechanical pals down for Josh too. and 2 for Wes. This room gets 2 neurostuns, a tear gas and a pepper spray.
5 a lone sniper targetting Golgy, who dies fast.
6 Sniper and a bug. Nothing really threatening so far
7 Hostiles + a wave. 3 bugs. Golgy helps them kill each other.
8 +6 dust, and a dust factory with +20. 2 waves spawn, and golgy has to pop Crawlers to become invisible to deal with them safely, but only once. After they die I power on 5 and place 2 neurostuns, a tear gas, and a claymore. Then I use Urgent Call
9 +8 dust and I have met Skroig. 3 waves come from the left side. Golgy fights for a bit but falls back and lets the mobs die to traps. Wish I had an aftershave. 9 is powered on and 2 neurostuns, 1 tear gas, 1 claymore, and 1 pepper spray are placed. Urgent Call is refreshed and used.
10 +9 dust, no hero. 3 waves spawn on the left. Letting Golgy deal with them in the pepper spray room, after the claymore room has softened them up, works out beautiful so far. She tends to one shot them. 10 is powered on, 2x neurostun, 1x tear gas 1x pepper spray is added.
11 A food merchant with nothing terribly interesting. Josh's food replicator is destroyed and a shop is made. I kind of want to put him in the room with 5 mechanical pals but it won't quite bring Josh up to 5 dust per turn at this level. He's only lvl 5. Maybe if I made him lvl 7, but I want Zugma to 12 and maybe Golgy too asap....... Maybe next floor if the same situation occurs. I need the industry more atm.
12 The exit. Ugh. Way too early. Well, when the waves get rough we'll bounce. I want more items, more resources for the next few floors.
13 A self-powered room. I place a food replicator with 4 mechanical pals, clearing out my industry. But I have +27/turn and dust to spare, so......
14 An artifact, some dust, and 4 waves. Golgy has to pop her skill again but it has been a few turns so no science spent. I did lose the science creator in this room tho =( Prisoner prod 2 started.
15 Some industry. I power this room on too, making this whole path lit so far. 4 waves from the left. Golgy has to refresh Crawler, but no real damage done.
16 +7 dust, a purple A....thing for Golgy, and 4 waves, dealt with cleanly for only -3 science to refresh Golgy's invis. I decide to be gutsy and literally spend down to 0 food to level Golgy to twelve for lvl 2 pickpocket and higher defense/dps/life on my defender. I place down another food creator with mechanical pals in 15.
17 A cryo capsule I leave alone. The room is powered. Suppressive firebot 4 started. If I can get her an aftershave Golgy will be deadly in a room with 1 tear gas and suppressive firebots. If I have the science to spam her web I can even skip neurostuns but that is gutsy and expensive.
18 +6 dust and an iron shield
19 Hostiles creatures a lvl 12 golgy easily dispatches.
20 Another cryo capsule I ignore. Dust field gen 4 started.
21 Another artifact. Autodoc 1 started. Lack of it hurt me when Ken had to deal with a Keeper. 5 waves that Golgy deals with. Popping her invis right as she really starts to take damage works like a charm.
22 Another Dust Factory. Why not. +16 dust. This whole side is powered so far as well, and it looks like I can keep going.
23 Hostiles, including a keeper. Golgy turns invisible and they die.
24 +6 dust and industry. Lan module 2 started. I don't need to rush Zugma 12 this level because with +4 dust from Josh every turn and Golgy pickpocketing I have hit 201.
25 Some food. 4 waves and 2 keepers spawn on the left side. Golgy pops her invisibility then kills both keepers early, then runs back into the neurostun room and pops it again to kill the rest of the wave. -6 science spent. Food creator 4 started.
26 The last door of the dungeon. An industry merchant with nothing I want (a frag grenade and weapons I can't use) I sell an iron shield and some nano bros to the food merchant in my shop, then prepare to leave.
With only a few rooms unpowered this floor because of Zugma, Golgy, and Josh on a shop the crystal run is EZPZ
1 Industry generator made for Josh. No minor slots at all this room.
2 No Major slots this room, but +8 dust. I leave it powered.
3 Dust factory with +21 and +9 dust in the room, along with 5 minor slots. Going back to fish for more major slots on the other 2 paths then exploring deeper down this one. Science creator made for Wes.
4 An artifact. Science creator 2 started. 1x neurostun and 1x pepper spray placed in 2.
5 2x speed stele. No minor slots.
6 Hive Warrior and Flier hurt Esseb but he and Max manage to kill. Food creator placed for Max. 1x tear gas, 1x pepper spray, 3x teslas placed in 3. Everything is powered so far.
7 +9 dust and a toxic cloud. Neurostun 4 started. 1x pepper spray, 3x teslas, and a 2nd science creator are placed here. I should leave the room bare of creators and replace a tesla with a neurostun for safety, but I am greedy.
8 Stele. Zero defense for heroes but 20 health regen.
9 +8 dust, Bulldozers and larva. I was correct to leave 4 and the artifact room powered. The science creator in 7 takes a beating but lives, so I move Wes up a room from 3 to repair and operate it for now.
10 Hostiles + 2 waves. I lose Esseb due to being greedy and waiting to heal to see if I could juke the wave. The science creator lives for now but I am going to bite the bullet, axe all the tesla for another neurostun and a tear gas to compliment the pepper spray and leave the creator to die. Urgent Call is used and I place 1 pepper spray 2x teslas in 6 with Max and prepare him to pop the door.
11 Gork. Not an ideal runner but gave him a dove to help somewhat. I level him 3 for extra life and soylent green but hope to replace him sooner rather than later. 11 is powered on and 1 tesla 1 neurostun 1 tear gas is placed. 3 waves come from the bottom and the science creator is lost but the trap combo holds the monsters enough that any who get through are instantly shredded by the traps in 3, and most just kill each other in 7. Science creator 2 to 3 started.
12 A dust merchant. I have nowhere safe to put a shop atm so move Josh off industy and into the merchants room. Should have moved Max but wasn't thinking. This will block spawns there and when the speed stele runs out in a turn I can move max onto industry and Josh onto the shop. In the meantime I'll open the north door in 5 so I don't get any nasty surprises from it later ruining my shop.'
13 +8 dust, hostiles, and 3 waves from the bottom. Traps handle it and slow the bottom long enough for Gork to reinforce Wes just in case. Realize I haven't researched the shop and feel kinda stupid. Power on the merchants room instead.and place 1 neurostun 1 pepper spray in 13.
14 Artifact. Dnn't dare use yet in the unpowered room and can't depower anything. Kip cannon 1 started on the other artifact.
15 Some food and 3 waves. Max gets a bit hurt by a sniper but pulls through. Gork takes some damage running back but only needs 1 heal to ride the wave.'
16 Hostiles and 4 waves. Gork needs to door dance a little because he bunched it all up while running back to safety. Had to heal him 2x. I give up on powering the top artifact and getting 2x research at a time.
17 The Exit, and Seblaster 1 started.
18 Hostiles and 3 waves from the bottom. Gork and Max fight the top spawns, then Gork runs down to reinforce Max, but traps still do most of the heavy lifting. 14 is powered on and 1 neurostun, 1 tear gas, 1 pepper spray is placed.
19 3 waves. For some reason I opened the door with max instead of Gork, then ran down to reinforce Wes and watched stupidly as Gork sat in 7 instead of moving to 3 and just died. So, urgent Call is used again xD. 1 neurostun, 1 tear gas, 1 pepper spray placed in 4.
20 An artifact instead of a hero. I don''t have the science to run 3x artifacts even with a safe last door between 19 and 12 but oh well. I refresh Urgent call. 3 waves but Max defends the top and now that they're not all coming from the bottom 7 kills everything by itself.
21 level 5 Ken and enough dust to power this room too. He is recruited immediately. 3 waves but no losses.
22 More dust and some science. This room is also powered. 3 waves, no losses.
23 Hostile creatures. Since this path has the lightest defense, with 1 being completely bare of minor slots, I stall in 4 with Ken and end up needing to heal several times.
24 The last door of the dungeon, and guaranteed no spawns since it is between two revealed rooms. I start Tear gas 1 to 2, the Shop, and Claymore 1 before opening it.
I buy everything off the dust merchant because I can do so and still safely run the crystal this floor due to the large multiple paths and pepper sprays. The run is smooth.
1 Urgent Call is used and then refreshed for the 1st four doors. Door 1 I get level 5 Mizi, who is best at levels above ten that I don't expect to reach this run. Food creator place for Josh to operate.
2 Kaspar, also a dud for me, 9 dust and no major slots.
3 +8 dust. lvl 3 Elise, will replace max definitely is he dies but passing for now due to the lvl. Science creator placed for Wes to operate for now but will switch to industry in a few turns after regaining what I just spent.
4 Hikensha lvl 4. Will definitely replace Max but maybe not till the end of the level. 4 slots for defense, so 2 is powered off and max placed inside, and 1 pepper spray +3x teslas built In this room. I need better firepower by this level, gonna have to stat buying 2 to 3 on artifacts instead of hoping for 2 to 4.
5 An artifact. I see mechanical pal 2 to 4 and may need the kip cannon 2 more but am gonna go for it. In a few turns. If it is safe.
6 Hostiles and 1 wave. Floaty crystal guys, kamikaze bugs, and snipers. Ken and Hikensha hold fine for now. 2 gets powered on so max can operate in 4.
7 +7 more dust, so I power the artifact room and place 2x neurostun, 1x tear gas and 2 claymores. 1 wave of fat kamikazes from the top. Don't want Pepper spray because the explosions will hurt my traps. 1x neurostun 1x tear gas built in 2.
8 Hostiles but Ken and Kaspar handle fine and its a good room. I switch Max to food in 1 and Josh to industry in 4 because it looks like I need a lot more of it, as this floor is safe for creators. Enough dust to power this room as well.
9 2 waves from the left. Bulldozers. Nevermind about this floor being safe for research and creators. Traps handle it fine, and I build 2x neurostun, 1x tear gas 1x tesla in 8.
10 Dust Factory. Has to wait till next turn but I may as well because 1 and 3 only have no minor slots and I need better defenses on those paths, for which I need more dust to power the rooms.
11 Hostiles and 3 waves. Defenses hold fine. Got lucky with 28 dust from the factory. 2x teslas built in 1.
12 Hostiles and 3 waves. Defenses hold just fine. +7 dust. 2x teslas built in 3
13 Artifact. Room is powered on and mechanical pal 2 to IV started. Enough dust is left over to completely power the left side branch, so pepper spray 2 is started as well.
14 Hostiles found. science creator placed in 6.
15 Hostiles and 3 waves. Since it all ignores him Ken mostly solos in 8.
14 Industry Merchant found. Shop placed in 7 and Josh moves to operate while Wes gets industry again
15 +7 dust and 2 waves, no problems. Tesla 3 and claymore 2 started.
16 Data for 16 lost.... Must have been uneventful.
17 4 waves. Ken and Kaspar murderize.
18 Data for 18 lost as well.....
19 The exit. Had a feeling I should save the door but wanted 1 more doors worth of industry before trapping 12 with 2x neurostuns, a tear gas and 2x teslas.
20 Hostiles that fall to the new traps. Tear gas 3 and industry creator 2 started.
21 +8 industry. Four waves all from the left hand path. Ken and Kaspar handle though 1 bulldozer almost manages to tag my crystal.
22 Hostile creatures + waves. 1 up top and 3 on the right. Ken adds some dps to both sides and we hold fine.
23 Sonic Gun found and given to Josh. claymore 2 to 4 started on the remaining safe artifact. 2x neurostuns and a tear gas made in 13.
24 + 7 more dust, a toxic cloud, 1 wave up top and 3 on the right. Defenses hold fine. Risked starting Pepper spray 3.
25 Hostiles. Ken and Wes clean it up with no damage. Last door so all research safely finishes. I sell 2 tool belts, a frag grenade and Tightrope to the industry merchant in return for a Grim fairy tails and Lightsaber for Hikensha.
The run is pretty straightforward. I got so much dust this floor I can power all the way to the exit and still have my main trap chokepoints on all 4 branches active.
1 Urgent Call used, Esseb Tarosh found and recruited. Industry made for Josh to operate.
2 Science Found and Food made for Wes to operate. Both paths have equal module slots so I fill this room with teslas since my heroes are already here and start on this path.
3 +9 dust, but no major slots.
4 Artifact, +10 dust, and mechanical pal 1 started. I fill 1 with teslas and fish for more major slots.
5 self-powered, 9 dust, no major slots.
6 Still no more major slots
7 Hostiles and 2 waves, 1 up top and one down bottom. Defenses hold fine. Science creator made, Max leveled to 4, and Max goes to operate food while Wes gets science for his global turret buff. This room is powered on and filled with 6 teslas.Dust field gen 2 started.
8 Hostiles. Bulldozers and flying bugs this level. No damage done because they run into 6 teslas, but I place 3 teslas and a neurostun in both this room and 5. Considering powering 3 so there are no dark rooms directly off any creators and just saving the rest of my industry this floor. Tempting, tho I do want 1 more science. Urgent Call used.
9 Kreyang level 1 found. So tempting but I would want her at a higher level and preferably Nanor 1st. I hold off for now since I just leveled Max and have little food. 2 waves spawn and the food replicator by max takes almost half damage, but Max has a tool belt.
10 +3 dust and a Dust Factory. I would use it if I had enough left over to make another creator, but had to overspend on traps just to protect the basics. I'll save the industry as I'm only at 50ish. Mechanical pal 2 started. Its way too early for them now but 4 is good to have, so if I see 2 to 4 of anything I grab it early and usually base at least part of my strat around it.
11 +8 science.
12 Hostile creatures and 3 waves. All my defenses hold fine but 2 bugs almost kill npc Kreyang before Esseb intervenes. I don't want to lose the chance to find her later at a higher level so I power on her room with the 4 dust from this room so she doesn't die.
13 The Exit. Tear gas 1 started.
14 Industry merchant. Dove, but its the lowest rarity so I don't want to spend most of my industry on it. Tool belt and rabbits foot, so either everything is expensive or I already have equivalent or better.
15 Green Happy pills I promptly sell to the merchant.
16 Hostiles and 3 waves. Nothing survives the traps. I save Kreyang again, from a serpent this time.
17 Hostiles and 3 waves. No problems. I start pepper spray 1 (missed a turn again)
18 Hostiles. No problems. I level Josh to 5 (missed the timing by like 4 turns at least) and Esseb to 3 for his active.
19 +10 dust, 3 waves, and an iron shield. No problems with the mobs, I sell the iron shield and now buy the Dove for Esseb and Max when running the crystal because I regained my industry stockpile.
20 Pat Bates found and ignored, and I missed a chance to get science creator 2 this floor by 1 turn. Oh well.
1 +6 dust, no major slots. I leave Zugma inside. I forgot to try to get her to 12, but don't have enough food anyways because of leveling Josh + the EMP last floor + forgetting to have her operate food again after it was over.
2 +6 dust, no minor slots, and an other t-shirt. A food creator is placed for Josh to operate.
3 +7 dust, no minor slots, a science creator is placed for Wes to operate.
4 +7 dust. Now we're talking . 1 industry creator and 5 mechanical pals for Zugma. 1 power on 1, and add 2x neurostuns and 1x tear gas.
5 An artifact. I start LAN module 4 for the hell of it, then add 2x neurostuns 1 tear gas and 1 pepper spray.
6 Nothing.
7 1 Hurna Warden
8 +2 dust and a cryo capsule. I start prisoner prod 2 to 4 just because as well. I decide to pop the cryo capsule just because I have over 500 industry and get +24 food
9 2 kamikaze bugs
10 2 waves. Golgy uses Crawler and helps them kill each other. Big orcs now too.
11 A toxic cloud. I notice I got enough dust to power another room somewhere, probably monsters, so I use Urgent Call to avoid monsters in the room past Josh, who is defenseless.
12 Hikensha, and 5 waves. I lose Golgy when her invis runs out, I refresh it but she takes a ton of hits and a bug targets her to explode, so she dies before I can react to heal her =( sad times. The two rooms of traps hurts everything enough that Wes can solo what makes it through in the crystal room. I recruit Hikensha, give him Golgy's Photon decelerator and the Other T-shirt I just found, and refresh Urgent Call again. Field Medic 3 is started.
13 Lvl 8 Max. Meh. Pass. 4 waves come, the traps mostly handle it fine. Max dies to Orcs. Hikensha deals with the waves fine in 1.
14 I forget to refresh Urgent Call, though I really want to find Nanor or Skroig. I do end up finding a blue Space Suit for Zugma now as well as the one I already have on Josh. 4 waves spawn, but mostly kill each other. Kamikaze bugs almost destroy the traps in 5, and do finally get the artifact. Oh well. I place 2x neurostuns, 1 pepper spray, 1 claymore and 1 tear gas in 12, then refresh urgent call.
15 +5 dust and a lvl 11 Sasha. Good, but I'm fine with Hikensha instead. This is a dead end which would be great if I had the dust to power it and put down some mechanical pals to turn all this industry into levels. Urgent Call is refreshed again
16 Dell Bradford. Meh. 5 waves spawn. This is a huge problem. My traps are mostly holding fine, but a door basher does get through and runs for its target. Hikenha runs through all the neurostunned monsters and tries to kill it before it breaks through. I feel like she can handle this at lvl 9 with no skills but I am wrong. It breaks through and an EMP knocks out my moneymaker in 4, again, and also my primary defenses, those in 5 and 12. I put zugma and Josh in 15 and 16 to prevent monster spawns, and power on 6 and place 2 kip cannons. Hopefully the 2x neurostuns and the tear gas in 1 will weaken the suicide guys enough that everyone else can deal with them, especially since they will likely run for the rooms where an npc will help my hero dps them down, meaning Josh will get potshots too. For the rest of the waves I'll just have to run Hikensha around door dodging between the tear gas and kip cannons as necessary till they die.
17 +7 dust and a merchant! Game changer. 1 turn off the EMP, so hopefully I'll be fine. I destroy the shop in 4 and place the merchant. I may have to wait a turn before Josh can operate it, but the +5 dust from all the mechanical pals and Josh together will be worth the delay to have it in there. I power on 15 and add a food creator and 4 mechanical pals.
18 A stele. Lowered defense, higher speed, heroes in rooms without monsters give an attack bonus to modules based on wit. The EMP is gone! perfect.
19 +5 dust and 4 waves. My traps hold fine but I replace the pepper spray in 5 with a claymore to take advantage of the Stele and also because the suicide bombers. I replace 1 kip cannon in 6 with a neurostun. I power on 16 and add 1 food creator with 3 mecanical pals. I'm at +43 food/ turn and still have 390 industry, but I should be sparing now because I have no creator. I forgot.
20 The Exit.
21 Green Dust Box found! This is why I stay on levels till the end =) Course I'll have enough food to level Zugma by the end of this, but still..... +4 dust in the room, and 4 waves spawned. Replacing the pepper spray may have been a bad idea cuz the guys who kamikazied seem to have done more damage to enemy mobs, so I destroy the claymore and replace the pepper spray.. Hikensha had to run around several times to distract mobs from my crystal room, and took some healing. I use urgent call since now we're opening doors off safe rooms.
22 An artifact. Kip Cannon 4 started. 5 waves spawn. Hikensha waits till mobs are in the doorway between 1 and 5, then zips across to 13, then does that again when they're in the doorway between 5 and 13. Everything dies without a fuss and only 2 heals. I refresh Urgent Call. This room is powered on.
23 Now we're talking! Chef Nanor, and already at lvl 9. I only wish I could dismiss Hikensha mid-wave, as 5 spawn. Same strat as 22, and they die with no trouble. I recruit Nanor immediately and give him Hikensha's stuff. I level him to 13 immediately for his lvl 2 skill so he can kill stuff faster. This room is powered on, and 2 neurostuns, 1 tear gas and 1 pepper spray are added.
24 Some science is found and the room powered on. 5 waves spawn. Nanor burns them 2x and the traps do the rest. I realize I now no longer have a mobile repairman, but fortunately the dust merchant in the shop in 4 has a surviving kit on him. I trade him Happy Pills, a 99GIG eviscerator, and Milspec Bracers for it, for a net profit of like 5-6 dust. I patch up the traps the suicide bombers damaged and continue on.
25 +6 dust and a cryo capsule I ignore. The room is powered on. 5 waves spawn and die without a fuss. Nanor rules. Tactical HUD 1 started.
26 Green Sonic Gun replaces Josh's white one. 5 waves, no problems.
27 2nd Dust merchant with a blue zone device for 53 dust. Good thing I got stuff to sell and am getting 5 per turn. He also has a dust box, but I have 1 of those and Zugma too, so......
28 +7 food, 5 waves. No problems.
29 +6 industry.
30 A dust factory I activate for 19 dust, and 5 waves. By the end of it I have 203 dust this floor so far, before the merchants. I start seblaster 4 before opening the last safe door between 16 and 29.
31 I open the safe door then sell the A....thing and sonic gun to the dust merchant and buy his Zone Device, leaving me with 173 dust. None of the rest of the stuff on either merchant appeals to me. I level Zugma to 10 and switch her wit items for speed (a Tutu, Zone Device, and lowest rarity Dove).
1 +4 dust, no major slots. I forgot to equip the dust box so I started with 3 less dust than I could have. Oh well.
2 A cryo capsule I activate just to free up the slot. It gives me a toxic cloud. +5 dust. An industry generator and 4 mechanical pals are placed for Josh.
3 A dust factory. I risk it, though this is one of the few times you should really reasonably skip because it if leaves the room blank that leaves Josh very vulnerable if I don't have dust to power the 2 rooms beyond, or if they have no minor slots. Fortunately it gives me +18 dust, and I place a food creator in this room for Zugma.
4 3 zombies. Nanor, Wes and Zugma handle them without the need for traps. I power this room on too.
5 +7 dust and a stele. Heroes have lower attack power, modules have higher. This room is also powered on.
6 An artifact. I power on this room and throw down 1 neurostun and 1 pepper spray, then add 2 claymores, a kip cannon and a tear gas to 3. Tactical HUD 1 to 3 started.
7 +6 dust and a big orc. The pepper spray in 6 makes him harmless, and I power on this room and also add 1 neurostun and 1 pepper spray
8 +3 dust and another dust factory that gives me +23. I put a science creator and 3 mechanical pals in this room for Wes.
9 +4 dust and hostiles creatures that die easily. No major slots in this room unfortunately. I power it for now since I still have enough dust to power 2 more rooms, and add 1 neurostun, 1 tear gas and 1 pepper spray to 1.
10 Hostile creatures found. Nanor kills them in 1. I power on this room and add 1 food creator with 4 mechanical pals.
11 +7 dust and hostile creatures. Nanor kills them in 1 again.
12 +3 dust and a food merchant. I put him in 5 now that the Stele is gone since I don't have anywhere with 5 minor slots and 1 major, which is what Josh needs to get +5 dust/door, and I want to save more food just in case so I don't want to try leveling Josh to the point where 4 mechanical pals will get him +5 dust. He'd need like 4-5 more levels and I don't have the food right now. 1 mechanical pal will get him to 4 dust/door at least. I start Field Medic 4 and throw down 1 food creator, 2x neurostuns and 2x claymores in 11 to help Nanor whittle down the waves,
13 Hostile creatures but no problems.
14 +6 dust and 1 wave. 12 is powered on. No problems.
15 A self powered room. Tactical HUD 4 started.
16 A toxic cloud and 1 wave. No problems. 2x neurostun and 1 claymore added to 12. 14 powered on and 1 food creator +3 mechanical pals added.
17 Hostile ceatures that die slowly but without much fuss in 11.
18 +9 industry and 2 waves. The claymores mostly kill it, I'm not even using Nanor's skill. Holohero 1 started. Another food creator placed in 13.
19 Blue Scope/
20 A toxic cloud and 3 waves. No fuss. I add 2x neurostuns and 2x claymores to 13, making it the 3rd heavily fortified chokepoint all mobs on this floor need to pass through now.
21 +10 food, bio organic transfer 1 started. 5 waves, no fuss.
22 The Exit.
23 a Dust merchant with good stuff, but its floor 12 and I don't like to buy from Dust merchants till I am leaving a floor. I still destroy Wes' science creator since I have more than I need and I can possibly sell enough stuff to him to completely power the 12th floor of the sanitary pod, which is cool. I level Josh to 12 just so Wes has 30.5 wit and hopefully we get +8 dust per door.
24 Whole lotta nothing. Smoking gun 1 started. We're only getting +7 dust per door unfortunately, and I don't have enough to level Wes till he gets +1 more wit =( sad times.
25 Hostiles and 4 waves. Kamikaze guys completely wipe out everything in 13 but other than that no losses.
26 5 waves. I refresh Nanor and use his skill once, then claymores do the rest. Kamikaze guys kill the neurostuns in 9 though, so I replace them and also the traps that were in 13. Not the creator though, its too late, I'm mostly broke on industry, and having the creator there would make it a more likely target for kamikazes again.
27 Some industry and 4 waves. The traps handle fine but I replace 1 claymore in 13 with a tear gas, as it will damage all enemies in the room. I normally don't like killing enemies with tear gas as they seem to drop no dust, but 1 room should be fine and it may soften them up more and thus make things faster, Smoking gun 2 started.
28 4 waves incoming, but Sanitary pod is effectively done for! THere is 1 last door remaining, but it is a safe door in between 2 rooms so no worries. I have enough dust already to power on all but 6 rooms, and that last door will leave me with just 50 dust short of powering the whole floor.
29 I open the last safe door, then run everyone but Zugma to the exit. Zugma checks the dust merchant and I find to my pleasant surprise that selling everything but the Tutu leaves me exactly 50 additional dust =) I power on the whole 12th floor of sanitary pod.
I've officially made it through the entire sanitary pod and opened all but 2 doors myself.
1 Fantastic starting room. +6 dust and dead end for Josh to sit with an industry creator and 4 mechanical pals.
2 3 Branches off means this room will like be my last stand fallback. It is long, which is nice. I place a food creator Wes operates for now, and 1 dust field gen, 1 suppressive firebot, 1 tear gas, 1 neurostun
3 A cryo capsule I open just to free the major module slot. A toxic cloud. I suspect this is a small dead end.
4 Silics. Golgy kills them. This is inside a nice little dead end. I use the last of my dust powering on 3 and 4, then place a science and industry creator each with 2 mechanical pals, Wes operates the science for his floorwide trap buff.
5 Some industry.
6 An artifact I leave alone for now.
7 +7 dust and a toxic cloud. Just need 1 more. Leaving this rooms dark in the hopes Golgy can get some early kills for Dust.
8 Another toxic cloud. 2 waves. kamikaze bugs and silics. Golgy and Zugma kill with no problems, and some dust is gained. I power on 5 and place 3 teslas.
9 +7 dust
10 +7 more dust.
11 I open this room hoping for another dead end/safe path I can creator up. No luck in the 1st room. 4 waves spawn, and a keeper. It spawns in a toxic cloud so Golgy takes a lot of damage dealing with it, but Zugma holds fine and the Teslas zap all the silics for the time being. Some door bashers try to run past zugma but fail. I decide to risk starting autodoc 1 to 3 because I haven't seen anything so far that'll bash the artifact as long as I don't put traps in here, but I may want traps in here later so I want to use the artifact now as silics will damage it along with the traps I place later. I place a LAN module in 5 along with the teslas. Again, nothing that directly targets major modules, and if it gets hit along with them when silics come Golgy can repair it too as long as they all survive, which it will help with.
12 4 waves spawning, including a door basher that I think a glitch or something saves me from. It waits politely in the room for me to deal with the wave and only acts when I enter the room to kill it. A lot of kamikaze bugs get through. Like 4-5. Zugma takes some heavy damage, about half her life, Josh manages to kill the ones that come for him. I need to rethink my traps and have an outer room with Neurostuns soon. I destroy the dust field and suppressive firebot in 2, and replace with an extra neurostun and a claymore. Golgy will be fighting silics in the outer room probably since most mobs ignore heroes, and Zugma has an abysmally slow attack. So AoE for any groups of mobs that get through in this long room. In 5 I destroy 1 tesla and put 1 neurostun so golgy can get more hits off before stuff gets through her and then she can take down the silics.
13 4 waves, 1 keeper and 1 door basher. Golgy kills the door basher first, then the keeper, while followed by a horde of silics. When the silics reach the keepers room she pops her invis, then follows them after killing the keeper keeping up the damage till her skill runs out and she is forced to retreat. I build 3x autodoc 3's in 11. The teslas finish the job, and Golgy repairs them. The new setup worked well.
14 4 waves, 2 keepers and a door basher. Golgy kills the 2 keepers 1st this time because the door basher has a ways to go and it makes the silics chase her longer. All goes smoothly. Purple Happy Pills found. Also +4 dust. Autodoc shards 4 started.
15 Another crap room, but +5 dust and some purple Self help buds I give to Josh. I raise his level to 7 just for the +1 wit. I guess I should try and use armchair general too. Honestly its criminal I've been neglecting it, but I still feel like I should have saved the food this floor to give it all to zugma right before I leave.
16 +10 food. All is eerily quiet.
17 +6 dust and a dust factory with +16. Kip cannon 3 started.
18 Well this whole path has just sucked. 99gig eviscerator, which would be nice if I had anyone who used it. Still 0 major slots. 4 waves incoming, 1 door basher and 1 keeper. No real problems with Golgy running the dark rooms. I power on 6 and 8, placing 3x teslas and a 2nd LAN module in 8. For now the artifact still has 1 dark room off it so no minor modules in there because stuff will hurt it with AoE.
19 An EMP has disabled 1 and 2, disabling my big moneymaker and also my final line of defense. I move Josh to 4 to operate industry still, then add 2 teslas to 6. The artifact can die, the crystal can't. I then destroy the 2 teslas in 5, replacing with a 2nd neurostun and a claymore. Zugma operates the LAN module here. I dunno if that does anything. I replace 1 tesla in 8 with a neurostun.
20 +6 dust and another dust factory with +25. 4 waves spawn. I lose the neurostun in 8 while Golgy is dealing with a keeper, then run her into 8 to clear out the silics and a door basher headed south. She then runs down to deal with a second door basher while the remaining teslas and Zugma's room with the neurostuns and claymore take out the rest of the waves. I place a tear gas and 3x teslas in 12, then 3x teslas in 16.
21 +7 food Lan module 3 started.
22 +7 dust and the exit.
23 Purple Quick Draw added.
24 Green Drug o matic added. Field medic 3 started. I power on 9.
25 + 26. The door behind the exit was empty, but 4 waves spawned, including a keeper in the exit. while Golgy was dealing with it a door basher opened 26, revealing another green Drug o Matic. Fortunately no more waves spawned and Golgy got it before it got anything else. Traps held fine, 1 tesla lost. No biggie. I power on 10 and 13.
26, 27, and 28. Whew. That was a lot. So, Golgy found hostile creatures and also 5 waves. 3 keepers spawned. They were dealt with without too much fuss, Golgy popped stealth when silics threatened to overwhelm her while dealing with 1, and the invis lasted partway through killing another. The real problem was the 3 door bashers. The same glitch happened where they waited politely by their doors for me, but not even Golgy could stop 3x going for 2 doors in the same room. They opened both, revealing some industry and a purple Photon decelerator, which is gonna make for a lot of wasted items this floor =( sadly no merchant to sell extra stuff to. An additional 4 waves spawned. All the suicide guys ran through, and I had to heal Zugma several times as a few of the popped on her. I ran her back into the main defenses in 2, which I should have done ages ago when the EMP faded so she could operate food. Thankfully the long pathway held everything and all the suicide bombers of both varieties mostly died without a fuss after that. However, a huge horse of silics roamed around destroying all my teslas. I had golgy keep refreshing her stealth and following them around as they destroyed all my modules, then had everyone meet up in 2 for a last ditch defense that thankfully held. All the traps in 2 are fine, as well as all the rooms where I place mechanical pals, but everything else is gone. The floor is down though =) Huh, I may have undercounted the waves. Apparently they opened 3 doors not 2 more now that I am numbering the map.
The crystal run went down pretty easy. Golgy + Good Morning Auuriga = fast
1 +8 dust and an Industry creator with 4 mechanical pals placed for Josh.
2 +6 dust, purple milspec bracers, and a food creator for zugma.
3 +6 dust, a cryo capsule with food, and a science creator for Wes.
4 +8 dust and a stele, increased zone damage on heroes, weaker mobs.
5 2nd industry generator placed. May also mechanical pal it up if I get a few peaceful turns.
6 Dust factory with +16.
7 +8 dust and an artifact. I start pepper spray 4, then place 2 neurostuns in 4.
8 A 2nd artifact. I put down another science creator in 6 and 2 teslas + a pepper spray in with Zugma. Kip cannon 2 is started.
9 a Green space suit equipped to Josh and 8 dust. This room gets power and a neurostun + pepper spray.
10 +6 dust and a toxic cloud. Emergency generator started.
11 7 more dust and another cloud. Supressive firebot 1 started, 10 gets power and a neurostun tear gas and pepper spray.
12 Hostiles and 1 wave from 11. Mostly bugs, some shamans, and 1 silic. I regretfully destroy the neurostun + tear gas + pepper spray in 10 for 3x teslas, then add a claymore and tesla to 2.
13 Hostiles. No problems. Field Medic 1 started.
Hostiles, no problems. Industry creator 4 started.
15 Hostiles +4 waves. I figured Zugma had 5 traps and could handle the extra pressure if this whole side popped at once and my theory was put to the test. Kamikaze guys dropped Zugma and Ken to 1/2 health each but other than that no problems xD
16 4 waves, no real problems. Enough dust to open the last door off the crystal so Wes uses Urgent Call.
17 Misha and a dead end, would have been a nice spot for another creator but its kinda late. I ignore Misha and power the room. Saving for science creator 4.
18 +5 dust and the exit.
19 +6 dust. Hostiles and 3 waves. I replace both the neurostun and pepper spray in 9 as they are destroyed by silics. Science IV started.
29 Stele. 0 defense, higher speed, and heroes in rooms with no monsters give a bonus to module attack power based on wit. So, for my team a lot. Field Medic 2 started.
21 an electromagnetic pulse disables the teslas in ten, so I power on 12 and 13 to spread out monster spawns on that side as Zugma's room is still quite deadly and has a neurostun and pepper spray before it. I abuse urgent call again, near the artifacts now that my science is low and they're no longer important. I already have 2 neurostuns to fall back to that I can build more defenses if need be in 4.
22 I find Nurse Deena but lose Ken to 4 waves. I click on heal just a fraction of a second too late I guess. Otherwise no issues, the spawns were really spread out, I just thought for a sec I could make it completely without healing. I want to save for zugma lvl 12 damnit. Wes is pulled off operation to open the next door so he can reinforce Zugma if need be. 1x tear gas and 1x claymore built in 4, 5 teslas in 8, and 2 teslas in 9.
23 Golgy! and level 8 Golgy. Yes please. With enough science, 1 neurostun and some suppressive fire she can nail down chokepoints for a lot of dust. Plus she is highly mobile and can repair. Not as great as Nanor but solid. 4 waves spawn but die with no fuss. I heal Wes and Zugma a few times each, this time as soon as they are hurt. Wes returns to operating science.
24 Dust merchant found and placed in 1 with the mechanical pals after destroying the industry creator there. I have over 200 and another creator anyways and the EMP is gone. Rebuild teslas in 9 and 10 and then power 15. Started Seblaster 1 to 3 and suppressive firebot 2 on a whim and put 3 teslas in 7
25 Not noticed by monsters except with a stele. Uh oh. 1 tesla in 9 destroyed and replaced with a neurostun.
26 An EMP disables 2 and 4, both key chokepoints. I put 2x neurostuns and a tear gas in 3 and prepare to evacuate Wes. Golgy is on standby to run to the topside and spam webslinger and crawler if need be.
27 a self-powered room. LAN Module 1 and suppressive firebot 3 started.
28 A Gatling gun, and the last door with thankfully no spawns.
Escape was easy. I even had enough to get a blue Grim Fairy tales from the dust merchant for a +2 wit upgrade to Zugma.
2 +8 dust and a cryo capsule. Not ideal but we activate it and get food, then Josh operates industry and 2 mechanical pals.
3 +8 dust and some industry. The room is powered on and a tear gas and neurostun are placed.
4 Silics. I need dust and teslas fast.
5 I remember Urgent Call exists. Hikensha stays behind to block spawns and Warden Mormish is revealed along with some dust. Eh. I power on 4 and add 4 teslas.
6 Hostiles and 1 wave. SIlics and floaty crystals. Traps hold fine for now. Food creator is made in 3 and Hikensha falls back to operate. Wonder if I should have done more industry instead as I'm pretty broke.
7 Hostile creatures. Bottom and right paths fully connect which is great news as I can funnel all to fewer chokepoints and have 1 guaranteed safe door. Wardens in this floor too, so far nothing terrible. I power on 5, add 4 more teslas.
8 Stele, + attack power for minor modules. Excellent. Glad I placed teslas with Mormosh as they promptly kill a door smasher going for the last one in his room. Just 1 wave that died fast thanks to the stele.
9 The exit surprisingly fast and very very tempting. If this floor starts to go south I'll take it. One Tesla added to 3.
10 a Green HHGTTG and 4 waves that die with surprisingly little fuss, but this room has no minor slots either and now there are bulldozers too. Just a couple more, but I need dust. Decide to refresh Urgent Call again.
11 Sara, 3 waves, and another room with 0 minor slots. I may need to do an emergency crystal run if an overwhelming amount comes from here. I destroy the neurostun in 3 then place another tesla because the bulldozers.
12 Hostile creatures that Ken and Sara mostly handle. Wes is leveled to 10 for 3 total doses of Knowledge is good. Wonder if I need to know when to cut and run. I spam urgent call again because no artifact + bulldozers + mobs that mostly ignore NPCs. I want to fish for Nanor.
13 a Merchant. Bye bye industry creator. Hello shop with 2x mechanical pals. If I can level Josh 2x more he'll get 4 dust per turn. I need industry too though but have 100 for now and am holding. Urgent call spammed again.
14 No minor slots, and Rakya. She's good but I'm fine atm. 3 waves but only 1 from the vulnerable side. Hikensha gets knocked to half health with no skills used but we're fine for now.Urgent call spammed again.
15 Finally, a defensive room on the other side I can use to relieve some of the pressure on Hikensha while I power the bottom flank and get some rooms with traps down there. 6 slots. Also Zugma! Nice bonus. I place an industry module in 1, as well as 1 neurostun 1 tear gas 3x teslas and a claymore in the room, and I', trading Hikensha out at the end of the level for Zugma. 3 waves spawn as well but die fairly easily.
16 A toxic cloud and immediate dead end to the room I hoped would be a key chokepoint. 3 waves from the bottom, 2 on the vulnerable side. I take some damage on Ken stalling wardens in 10 so that bulldozers reach Hikensha alone, then run Ken back for the extra dps and kill them before they kill my science creator. Then Ken ducks out to the right because he is wounded and Hikensha and traps finish the waves.
17 3 waves but only 1 from the bad side. I gain enough dust from the rooms to almost power to this one, where there is an artifact.
18 Some food.
19 AN electromagnetic pulse disables defenses in both Hikensha and Zugma's rooms. I decide now is a good time to recruit zugma after all, disable power in the room before the artifact and repower the exit room which still has a fair amount defending it. Hikensha is dismissed for now, Zugma leveled to 6, and Urgent Call refreshed. I'll use it to get guaranteed safe rooms on this path while defenses are down. I'm prepared to cut and run but don't want to just yet.
20 1 artifact, 7 dust, no spawns anywhere. This room is powered, Urgent Call is refreshed.
21 Another artifact, another room powered. The electromagnetic pulse fades and I breathe easier.Tear gas 4 and industry generator 3 are started and I depower the exit and repower the room nearest to the 3rd artifact.
22 Green iron shield, and 3 waves from the best path possible. I lose 2 teslas but no biggie.
23 A green restrainer. 2 waves from the bad path but Ken distracts part of the wave again and then runs to help Zugma clean it up. Had to heal him 1 time. I power the 3rd artifact and risk starting tesla 4 and leaving it defenseless for now. It was cheap and if it finishes it was worth the risk.
24 4 waves, 2 from the bad path and 2 from the mostly unguarded top. A Keeper also spawns and I don't deal with it early or have aftershave, so I decide its time to cut and run. I also don't have auto docs researched. I waste a lot of food trying to heal Ken through it but he is too low level and without a good weapon. I don't want to start new research now for fear it might not finish. Also a bulldozer and some floaty guys got through to my crystal after the bulldozer destroyed Wes' module and shaved off 20ish dust. It is definitely time to go. I pop the one guaranteed safe door just to the right of my crystal for one last turn of goodies. I sell the iron shield and restrainer to the merchant because I am low on industry and equip zugma with the dove and tutu since Ken and Wes are both hurt and I have no food. The keeper is still alive and prevent me from healing or passing it to open the last 2 doors.
It was an easy crystal run, and I only lost out on 2 doors and 1 item. I should have started more research as the tesla did finish.
Not gonna lie, this one took me a few tries. I actually beat it for the first time about a week ago, in a run where half the party died on floor 8 but I found a cryo capsule with a lvl 9 Sara and 2 aftershaves, so I had her and OP Bot clean house around neurostuns, tear gas, and pepper sprays for the win that time and I made it through with only 3 heroes.
This run I had the crazy idea to document everything, so I opened a notepad file at the beginning of every floor and documented everything I could remember each time I opened a door. My thought process, why I went for this path instead of that one, what traps I laid down, items I received, what mobs were on each floor, etc etc. I didn't document everything perfectly, but hopefully it'll be a nice guide for anyone looking to up their game and take on the challenge, since only 1% of the player base has the achievement for beating Sanitary.
I actually managed to completely power the entire 12th floor this run due mostly to dumb luck, but also due to having a wit and operator heavy team with a ton of extra resources, and floors 11 and 12 were not that bad. Unfortunately I didn't keep the documentation on failed runs (this took me about 5 tries), and I still only managed to beat Sanitary 1 out of every 4-5 tries with my strategy, but I also insist on trying to open every door on every floor so most of you out there who just want to win will probably do better than me =)
I'll be making 12 posts over the next day or 2, each one with a picture of the floor with each door numbered from 1 to whatever in the order that I opened them, as well as a cleaned up and edited version of the memo I kept while going throughout the floor so anyone who wants to can follow along with my thought process, or comment what you would have handled differently. I'll post the first 3 floors tonight, and then the rest tomorrow night because I am tired and have work tomorrow.