Guide
Using the map instead of your memory
How to use the R.E.P.O. map so the crew stops relying on memory, using the markers and the reveal behaviour the game already provides.
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 run already in progress
- The map open to at least one member of the crew
- A crew that says what it finds rather than keeping it quiet
Steps
- Open the map early rather than at the moment you are lost.
the map fills in over time with its own spacing and waits - Call a valuable out as soon as it shows, instead of carrying it in silence.
valuables get a map marker with a small and a large version - Use the map to keep track of the crew as well as the loot.
the player has a marker of its own on the map - Watch the map for monsters instead of only listening for them.
monsters have their own marker on the map - Do not read a dark patch as an empty room.
the map starts dark and fills in behind you
Common mistakes
- Relying on memory for a layout you have only walked through once.
- Assuming a dark part of the map contains nothing.
- Carrying a valuable in without telling anyone it exists.
Related entries
Maps and levelsWhat the map shows youThe map has its own marker for valuables, with a small and a large version of the sprite.
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.