Guide
Reading a level before your crew commits
How to read a R.E.P.O. level as it is generated, so the crew picks a direction early instead of drifting from room to room until the timer runs out.
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 already inside a run
- A way to talk to each other
- Enough carrying space for what you expect to find
Steps
- Learn the opening rooms before anyone splits off on their own.
a level is generated in a fixed order that begins with the start room - Work out whether this level holds enemies at all before you commit to a fight.
a level carries a note about whether it has enemies - Treat a dead end as a decision rather than an accident.
the level description names dead-end modules alongside the normal and passage ones - Find the extraction point and its area before you fill both arms.
the extraction point is a placed thing with an area of its own - Check what this level prefers to hold before deciding what is worth carrying out.
a level carries its own preferred set of valuables
Common mistakes
- Splitting up before anyone has seen the start room.
- Filling both arms before you know where the extraction point is.
- Assuming every level contains enemies.
Related entries
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.
Maps and levelsLevels and the way outLevels are produced by a generator 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.