The locations run themselves. The Barracks trains guardians,
the Armory forges weapons, the Factory builds items, the Mine pays CARBON, and
the Tower reinforces itself from the Barracks and fires on its own. Every
progress bar is one of those timers filling. You never have to click to keep
the wall manned.
Your job is choosing where the effort goes. Three of the
four actions are free — what they cost is time, bodies, or a thing you
only have one of:
- Upgrade (costs CARBON) — permanently improve a rate
or a cap for the rest of this run. This is the only thing CARBON buys, and it
compounds, so an early level is worth several late ones.
- Raise (free, costs time) — empties the Crypt:
every guardian in it comes back at once. The Crypt holds your dead
indefinitely, so none are ever lost, and a higher Crypt shortens the wait
between rites. Because one rite returns everyone, raising the instant it is
ready spends the whole cycle on whoever happens to be dead — holding on
returns everyone who falls in the meantime for the same wait. The judgement
is whether your wall lives long enough to be worth banking.
- Strike (free, costs guardians and gear) — kill
attackers in the open before they reach the wall. Trades bodies for wall
damage you never take.
- Factory items (free, but each is spent for good)
— the shelf under the board. Which one you pick is the decision;
see below.
The strategy: spend CARBON early, while a level still has a
whole run to pay you back, and lean on the free actions once waves outpace
production. Holding CARBON does nothing — unspent CARBON is a wave you
didn't survive.
The seven items, and when they are worth spending. The
Factory builds them on its own and holds a limited number, so a shelf full of
items you are saving is a Factory that has stopped producing.
- Wall Shield — the next attacker to reach your wall
is thrown back and does no damage at all. Stacks, and never expires:
three of them is three breaches cancelled. The strongest thing you can
hold when the wall is about to be hit, and worth most against the big
attackers, who hit for 12 where the rest hit for 5.
- Rush Lines — every production line that has room
finishes at once: a recruit, a weapon, a piece of armor, another item, and
both cooldowns refilled. A line that is already capped out delivers nothing,
so the cards that actually produced are the ones that flash. The Mine is the
exception that always pays: its bar measures the next Mine level rather than
the next coin, so a rush hands you the CARBON that level costs — yours
to spend there or anywhere else. The Portal and the Crypt cannot be
blocked either, so this always buys an immediate Strike and a ready
rite. Best used the moment you want guardians out and the cooldown says
no.
- Volley +100% / +75% / +50% / +25% — each patches
the wall and makes the Tower hit that much harder. Both the patch and the
duration scale with the magnitude, on the same rule: the number on the tin
over ten. So +100% is 10 wall and ten seconds; +25% is 2.5 wall and 2.5
seconds. Two things
worth knowing: the patch is capped at a full wall, so spending one at 100
wastes it — and the Tower fires one shot at one attacker every 0.6s,
so once your guardians already kill an attacker per shot, hitting harder
kills no faster. Late in a run these are mostly a wall repair
— and because the patch scales too, a +100% is worth four +25%s
once the extra damage has stopped mattering.
- Free Level — one random location gains a level for
nothing. It is the only item that compounds, and the only one with no effect
on the fight in front of you. Spend these early, while a level still
has a whole run to pay you back — and spend them to clear shelf space
rather than sitting on them.