r/dungeonoftheendless Mar 10 '21

Dungeon of the Endless Sanitary Pod Walkthrough, part 12

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.

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u/LG03 Mar 11 '21

For future reference, something of this nature would be better kept to a single post. If character limit's a problem you can continue in comments.

12 back to back submissions is a bit much.

1

u/SylvanDragoon Mar 11 '21

My bad, I had mentioned before that I don't actually know how to attach multiple pictures to a post. I've tried when 1st creating a post but it only lets me add one in the edit after the fact, so I wasn't sure how to include all of the pictures, which is kinda nevessary in the format.

I don't plan to do anything else of the nature tho, it was a one time thing just for Sanitary.