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HPanda
Sep 5, 2008

DeathSandwich posted:

You won't have enough dust to power every room. To that end, learn to set up holdouts somewhere you can park your toughest character, a shitpile of turrets, and protect your back line. Purposely leave unpowered rooms near your holdout spots in order to draw enemy waves into your kill room.

To tie into this, don't feel compelled to light as many rooms as you can early on. It might be best to leave as many unlit rooms as you can handle waves, as kills can generate dust, letting you have more lit up rooms later on a floor when it really matters.

Stay on the current floor until you're pretty sure the next wave would overwhelm you. Obviously, this only applies if you find the exit before you absolutely need to leave. If things are starting to build up too much for your comfort and you know where the exit is, plan out a route and maybe open a few doors next to your path in order to light them up. All doors will open when you pick up the power supply, but they slowly open starting from the rooms you have already opened. By the way, doors opening like this count for the "Open all doors on every level" achievement. You just have to wait at the exit until you get the message that all doors have opened.

Even in dark rooms, monsters won't spawn as long as you keep a hero in there.

Try to have at least one speedy hero (to carry the crystal) and one person with repair (or an item that grants repair).

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HPanda
Sep 5, 2008
Later on that floor. Doesn't matter much in the early levels, but those last levels need every speck you can wring out of each floor. Of course, use it all when exiting just because you can. I did have one humorous run where one floor went so well that I could light every single room while exiting. Unfortunately, I already had the "hold out for a minute" achievement.

Oh, and it seems like the later level merchants trade dust more than others, and often have really good stuff. So that's another reason to get as much dust as possible in the early parts of each level.

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