Guide
Choosing what to carry into a level
How to decide what your crew brings, based on the gear and loot behaviour the game defines, so the run survives its own mistakes.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A crew and a level to enter
- Access to the shop between runs
- An agreed extraction point
Steps
- Take a walkie-talkie before you take a second weapon.
the walkie-talkie is its own item and is what keeps a split crew in contact - Bring one revive item even if it leaves a hand empty.
reviving a crew member uses a dedicated item rather than a free action - Decide in advance how many hands go to loot.
valuables are individual objects of very different size and each one takes carrying attention - Leave room for a boxed valuable, which is easy to walk past.
at least one valuable comes in a box you can pick up
Common mistakes
- Bringing weapons and no way to talk.
- Assuming a revive will be available when it is needed.
- Filling every hand with loot and losing the ability to fight at all.
Related entries
Gear and itemsThe gear you carryA walkie-talkie is a defined item you can carry.
Weapons and ammunitionWeapons you can bringA gun is a defined item in the game.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.