Guide
Carrying an orb without draining it
How to get use out of the orb in R.E.P.O. given that it runs on a battery, has two modes and absorbs valuables rather than simply sitting there.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- An orb in the crew
- Spare batteries or a charging station
- Valuables worth collecting
Steps
- Decide which mode suits the room before you switch it on.
the game keeps two kinds of orb, a constant one and a pulsing one - Leave it off when there is nothing to collect.
the orb drains a battery at a rate of its own - Carry spares, since the orb is one of the items that makes charge matter.
the orb has a battery drain preset like other gear - Listen for it starting and stopping rather than watching it.
starting, shutting down and idling each have their own sound - Give it room to work rather than tucking it into a corner.
the orb has a radius rather than acting on one point
Common mistakes
- Leaving the orb running in an empty room.
- Setting out without a spare battery.
- Standing outside the radius and assuming it is broken.
Related entries
Gear and itemsThe orb and what it doesOrbs come in two kinds, a constant one and a pulsing one.
Gear and itemsBatteries and chargingBatteries are carried items in the game.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.