That black thing with the spires coming out of the side that you have to find each level. Sometimes, frustratingly elusive. But it’s always there, waiting for you to find it. It yearns for your gentle touch, so it can spawn bosses to smash you for violating it. If you activated one or more Shrines of the Mountain beforehand, prepare for additional fun.
The teleporter is your primary objective in every stage. It is a black platform with two curved spikes coming out of either side of the edge of its base. In the center is a pedestal. When activated, the teleporter creates a red bubble around itself, which I will ballpark is approximately 50 meters in radius. At least one player must stay inside this bubble, or else the teleporter will not charge (and thus enemies will continue to spawn). Once this bubble is created, all interactables (barring capsule chests) will be locked down with a red cage, forbidding interaction. This prevents unscrupulous players from letting one or two honest, hardworking, devoted survivors fight off the big bad while he helps himself to the rest of the items on the map. Once the bosses are defeated and the teleporter fully charged, the interactables will be released.
The bosses MUST be defeated in order to for the teleporter to fully charge. Boss enemies that must be defeated are indicated by a red arrow when not in direct view, and a red health bar while being observed. The teleporter will charge up to 99% while the boss(es) are still alive, but no further. Bosses are largely random for each stage, but certain bosses are barred from spawning on certain stages. Once the bosses are defeated, the loot for those bosses will spawn on the teleporter, even if it is not fully charged yet. The number of items generated for loot is equal to the number of players present (times however many Shrines of the Mountain you activated beforehand).
You may notice differently colored orbs rotating around the pedestal of the teleporter. These indicate that a portal of that color will open once the teleporter event is completed. There is no limit to the number of portals, and one portal of one type will not override another type; however the team can still only choose one portal to go through when the time comes.
- Blue Orb/Portal: A trip through time to a magical wizard salesman
- Gold Orb/Portal: A trip to the pirate coast of booty
- Celestial Orb/Portal: Merc; Obliterate urself my man
As far as loot: by default, the teleporter always spawns one item per player in the match. The items spawned will always be of uncommon rarity, and all items will be the same item. Avoid being that guy who vacuums up all of the loot from everyone else.
Occasionally, one or more of the loot items may pass a check and instead become a boss item, if that boss was spawned as a result of teleporter activation (so the Titanic Knurl or the Queens Gland, for the Titan and Queen respectively). This spawn chance appears to be random for each item, so usually it just replaces one of the uncommon items that spawned.
Once you are done with the stage, using the center of the teleporter again begins the teleportation. All remaining cash in each player’s inventory is turned into experience. If killing enemies while cash is draining, that cash is also turned into experience. If you manage to kill an enemy after all cash is drained, you can carry over a small sum of cash to the next level.
Drones and Turrets
Mechanical Machinery to Meticulously Motivate Myself to Massacre Monsters.
They do some of the killing for you. they’re also somewhat expensive, and not all of them are retained through levels. Also, unlike items, they are vulnerable to being damaged and taken from you. Where possible, it’s usually wise to go for items first, then drones if you have extra cash.
Drones unfortunately become much less viable as the game progresses. Due to the xbox hueg damage that everything puts out later game, as well as the very few options you have of protecting the drones, they are usually destroyed without your knowledge during some absolute cluster of an engagement in the Abyssal Plains. They can work as a great distraction during mid and early game though.
The most basic drone, starting at $40 on the first level. It is fairly agile and regularly shoots for light damage. Its strengths include harassing air targets, bullying wisps, and its hobbies include getting stuck on walls and being destroyed by a Vagrants EMP blast. Weak but serviceable.
A slightly advanced drone. Costs a fair shake more than a basic drone, but shoots homing missiles for solid damage at enemies. Given this virtue, it has a little more free reign and can more reliably help out with smacking targets. It still suffers from relatively slow speed though.
Your best pal for life. When you or a nearby ally is under maximum health, the drone will attempt to heal them with a healing beam for a small percentage of the target’s maximum health. They can be useful early game for recovering from tough smacks for chants to the blood shrine and blood gods. Their use wanes during the later stages of the game due to their fragility and bullet-magnetness.
The special forces of the drone world. These are only spawned when the equipment item “The Backup” is used. Four of them are spawned per use of the equipment item, and they are equipped with both a machine gun and missiles. They will immediately begin engaging nearby targets, then will quickly expire and self destruct in 25 seconds. Absolutely fun to deploy en-masse using fuel cells. The only unfortunate part about them is they last for a relatively short time.
Stationary turrets that can help keep an area relatively monster free. While having a large downside of being stationary, they sport impressive tracking and rate of fire. They’re pretty good at shooting wisps back into the stratosphere and cleaning up softer targets around itself, however it is still fragile since it cannot avoid attacks. In addition, turrets will not follow you between stages. Once you exit the stage, you leave that sad turret there for the rest of its days. Usually only useful if they are nearby the teleporter or a similar hot area.
This is essentially the A-10 Thunderbolt of the drone world. You will have to find them on the third stage, Rally Point Delta. They don’t always spawn, and when they do, they require usually a few thousand quid to repair. But I promise, repair them at least once. You will be in awe at the size of this lad. He is an absolute unit.
Honorable mention. Engineer turrets have a unique property of inheriting all of their owner’s items. Suffice to say, this makes for… interesting combinations. Majority of engineers will almost always have busting fungus equipped, since this turns any of their turrets into healing zones for all allies (and the turrets themselves, too). The healing zone, if large enough, can also heal nearby drones or gunner turrets.