Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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Level 12 Original Ship Guide
By Strategerize
Thinking the game is easy then you get to the final level and you get crushed? It happens. This will help you get past that and give some actual advanced tips.
   
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I actually beat the game.
Here is me actually beating the 12th level.




The first time I reached level 12 on very easy I had an enourmous stockpile of materials and all the techs researched. I thought it would be easy. I lost .




That was a very tough loss for me so I tried again with a new strategy.

I will preview some of the components of the strategy before actually discussing it.
Technology Requirements
Minor Modules
Autodoc Shards
Bio-organic Transference
Dust Field Generator
Neurostun
Tear Gas
KIP Cannon (Optional)
You need 3 of these to be tier4. The KIP if you had to have a 4rth.

Major Modules
Emergency Generator
Store(Optional)
If you do not have Emergency Generator, then you must have some other method to generate gold dust. The Store Module can work if you find a merchant on the 12th level, i'm not entirely sure they exist there but it's worth a plan C. Guaranteed 2 gold dust a turn is not the worst. Plan B is Pilfer or some other gold dust generating strategy.
Team Composition
Minimum 1 Operator.
Minimum 1 Tank.
Exactly 1 Speed/Door Opener.

Your going to want a team of 4.
You don't really need an operator if you have a guaranteed or high probably gold dust income from some other method, example of Pilfer on Max.

I think level 10 is almost a minimum for all characters, I did it with 11-13, average 12.

The Team Composition I Used
Misha, Equip with armor/device that has "Me First" so he is an amazing tank. Level 13 is recommended for that Psycho Killer II. You need DPS and a Tank, so I did it in One with Misha, I think he really is the strongest solo character. The Butcher is a good substitute.

Nurse Deena, Her ability to defensively and offensively buff a room is perfect for my strategy. The armchair general effect wont exactly match my desired effect as I'm using a single room , was my 2nd operator most of the game.

Kreyang, Winter Just Came + Hold The Line is amazing. I started the game with him as his Science per turn, operate ability, and not as wimpy to hold a room like some operators made him useful the entire game.

Saras Numas, I got lucky and recruited her midway through the game. If you equip her properly or use a proper supporting case she can dps and tank a little and open doors for you. She is the fastest character in the game. Other guides call her a glass cannon, however, if you have a "Me First Item" on your tank or the "Skulker" item on her,she shines. Max has the Pilfer ability which would also be a good door opener. Golgy would also work

Going into the final level
Some guides say don't open doors, some say open all the doors. I say don't open all the doors on the final level, but you should open most if not all doors on the rest.

Having an operator lets you get lots of extra resourse throughout the game when you open more doors.

Some of the higher levels may be difficult if you open too many doors or your team composition isn't very strong at generating gold dust. There are strategies to work around that which is central to the the final level. You need to not rely on luck to generate gold dust. If your struggling in the mid game, you will suffer in the end game. Don't be afraid to fail and learn from your mistakes.

This is what I went into the final stage with.



It might have been a bit overkill but I failed with almost the same amount the first time.
You don't need this exact amount.

You do need:(cost in industry)
Emergency Generator (60)
Autodoc Shards (8)
Dust Field Generator (7)
Bio-Organic Transference (9)
Neurostun (7).
Sum (91)
Thats a bare minimum.

I had to rebuild my Emergency Generator and all my modules as they all got trampled while my team survived with only a few heals.
Those few heals is a minimum 100 food.

Science? I had Kreyang so when I came across a science module I used it on some random tech for a bonus for him. You may, I didnt, run into a science merchant and get something useful. Also some like to use the KIP minor module that deals damage based on stockpiled science.

You might think it's overkill but It is better to be over-prepared than under and have to start over.

The Strategy
Some guides want you to explore all the areas around your starting elevator spot first. Do not do this on the final level. I did that most of the previous levels but I did not on the final.

If you have more than 1 way to go, I've seen 2 and 3, go into the first room look at your gold count. You probably have enough for 2 rooms total. That's probably all your going to have until your method of gold generation kicks in. You need to find the nearest major module slot.

Start by going in 2 directions from the starting point. One direction you will power, the other leave unpowered and let your 4 characters hold preventing spawns. You only want to ever fight on one side. Your door opener has to be able to pretty much solo a room that already has monsters in it, or minimum help, or global help from the remainder of the team. Don't build anything in the powered areas untill you find that Major Module.

Alternate between the two directions until: you find a Major Module, or you run out of rooms to power.

If you find the Major Module, Drop that Emergency Generator on it. It will power the room and give you a viable gold dust income method.

If you run out of power? Defend the Crystal with 3 of your characters while searching the unpowered side for a Major Module or more dust to continue exploring the powered side.

When you find the Major Module. Hopefully it has minor module spaces, at least 2 but 4+ is best. Drop the Bio-organic- Transference, the Neurostun, the Dust Field Generator, the Tear Gas, the Autodoc, and Suppressive Firebot could also work. Only tier 4 researched, based on the strengths and weaknessess of your party. Only drop a KIP if you have 4+ slots.

What if your Major Module has no slots? Split the party, find a good choke with minor modules slots (3+) and defend there with 2, 1 operate the Major, 1 run arnound and hopefully back to the 2 to help defend.

The Why
The final level does not behave like previous levels. Major Modules will be rare to find. Gold will be rare. Monsters will be plenty and very strong.

Getting gold dust allows you power more rooms to expand your search while minimising the risk to your team.

I found very few self-powered rooms. If they are in good spots, drop defensive modules in them if you can spare to lose the industry.

The entire purpose of the final level is to FIND THE EXIT. Once you find it, use all the powered rooms you can to make a safe lane, and defend your crystal runner as best you can. Then win.

Work in Progress
This guide is a work in progress as I really wanted to share what I learned when I finally beat the game the first time. I only took a few screen shots and I wish I took more. On my next victories I will screenshot more and update this guide. I also look forward to your feedback as well.
1 Comments
dark8118 3 Jul, 2020 @ 10:09pm 
Good job for beating this game finally but you still have a long way to complete the game