Let It Die: Difference between revisions

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* If you think you even might play the game at some point, I'd suggest loading it up and create your account, etc. There are events that take place over time and they reward everyone with an account made before certain dates. As it's a F2P game you want to have as much free premium currency coming your way as possible.
* This is, at its core, a Souls-lite single player F2P game. The game plays fine and is winnable without investing a single cent. There are two sources of login bonuses, one on a 20 hour cooldown (via Uncle Death handcart) and one daily (via mailbox). There are also quests to pursue, some of which are one-time and some of which reset eligibility every week/month.


* On a similar note, if you have PS+ there is a one-time free pack you can purchase/download which gives you some decent items but also more free premium currency. More than enough to help you get started. If you want, there is a further one-time IAP currency package you can buy for roughly $5 which provides a lot of bang for your buck.
* The game is still continually being updated and mechanics/content still evolve/grow. Its subreddit (r/letitdie) is also still updated and is a useful source for current strategies/information for equipment, bosses, and map rotations.


* There are three currencies but only Death Metals (rainbow skulls) are IAP. You can however get lots of free DMs through daily login bonuses, quests, etc. They are best first used to expand your storage box in your home base (Waiting Room).


* That said, so far there's no real need to worry about the necessity of IAP. The game plays fine without investing a cent.
* There is an asynchronous multiplayer raid system (Tokyo Death Metro) but you have to get through the first three levels and the first miniboss before it's unlockable. It's worth the participation for access to exclusive (usually cheaper to upgrade) equipment blueprints, and other high-value gifts straight to your mailbox.  
* As a last tip for those "just setting up an account" for later, while there is a multiplayer raid system ("Tokyo Death Metro") which you can run afoul of (and to which two of the three currencies can be stolen from you), you have to get through the first three levels and the first miniboss before it unlocks. Even then, it's technically optional to opt-in when it does.


* The three currencies from most precious to least are Death Metals (rainbow skulls), SPLithium (blue and white flame) and Kill Coins (gold coins). You can periodically get DMs through daily login bonuses, etc. but generally they are the purchased IAP. They can be used to continue without penalty when you die, or used to expand your storage box in your Waiting Room (home base between runs). I would tend to recommend using them for the latter at first. SPL is generally found from beating particularly difficult special enemies, or by different forms of raiding, and it's mostly used in large quantities to upgrade your Waiting Room (after TDM unlocks) or else small quantities to research Blueprints that let you purchase your own weapons/armor. Kill Coins are what you get as drops and also from selling gear, used to buy Decals (equipment perks), your Blueprinted gear or else to use the elevator to get to and from the Waiting Room and different floors quickly.
* Once you're opted in, try to avoid leaving a bunch of non-IAP currency sitting in your SPL/KC coffers if you don't want to lose it in raids. Keep SPL/KC gifts in your mailbox, and hoard high KC sell-value items (like golden animals) in your storage box, as neither are raidable.


* Your overall account remembers weapon masteries and controls overall currency and storage items. Your avatars (Fighters) can be destroyed and lose Decals and carried equipment, but you can always make some progress.
* Your save file/Waiting Room itself is inalienable and remembers collectibles, blueprints you've brought back, researched/upgraded equipment, storage locker and mailbox contents, quest progress, map unlocks and weapon masteries. Your avatars (Fighters) can be destroyed and lose Decals and carried equipment, but you can always start from scratch again and continue making progress.


* Weapons you find early on are very low durability and tend to break at the worst moments. Start by using your fists (in a basic LRL or RLR combo) instead. Weapons "level up" when they actually kill enemies and every level has its own perk. Eventually (Level 5 Mastery) you will get a special heavy attack move for the fists which makes the game much easier at the beginning. Wait until you get blueprints to focus on any other weapons.
* Blueprints only start showing up on the second floor or higher. Get them back to your Waiting Room at all costs, as well as the raw materials needed to unlock their equipment. Blueprint sets are tied to the set of floors you're on (1-10, 11-20, 21-30, 31-40).


* Your best healing items at the beginning are (cooked) frogs. Always keep a firework gun (fairly commonly found) on hand as locking onto and shooting frogs cooks them immediately in the field.
* The game has roguelike "bones files" that are AI-controlled orange Fighters designed by the dev team, or from other online players who let it die. Dev-designed ones have a naming convention and tend to drop blueprints for the equipment they are seen to wear.


* Magnum revolvers are really handy for those "particularly difficult special enemies", especially those apparently much higher level than you. Rare, but worth keeping one on hand as well.
* The tower map changes every day, and there are 4 different rotations. One rotation has guaranteed shop locations. This in-field shop is a failsafe way of finding blueprints and rare upgrade materials, provided you have enough KC to buy them. You can make one trip to any in-field shop per hour, which resets when you return to the Waiting Room.


* Blueprints only start showing up on the second floor or higher. Get them back to your Waiting Room at all costs, as well as the raw materials needed to make them work for you.
* Found weapons are low durability and break easily. Work on your fists' mastery first.


* Elevators only have stops at floors that are on the same vertical line as the floors appear in the overall floorplan. Bear that in mind when trying to get back safe with your loot.
* Your best healing items at the beginning are (cooked) animals. Firework launchers are the easiest way to cook them in the field, but any weapon with fire damage (or burning barrels/fires) will do.


* Eventually you will want to unlock and activate the TDM to progress (as it allows you to increase your Fighter count, KC/SPL bank size, and levels/types your Fighters can be). Take your time getting there and maxing out the levels on two or three Fighters first. Once you activate TDM, keep your non-DM currency counts low, tied up in stored items or else rewards in the reward box until you actually need them so they can't be raided.
* Additional Fighters (and slots for them) are good to purchase so you can send them on expeditions to floors you've unlocked and bring back free loot to your mailbox, while you're playing with your main Fighter.


* There's a new vending machine in the Waiting Room ("Hernia") that has daily and weekly items that you can purchase with either Kill Coins or Death Metal. Sometimes, high-level or otherwise pain in the ass materials can be bought with KC and it would be wise to snap them up whenever you get the chance. There's some other things Hernia can do, but it's meant for people who are going to be spending time in the post-game, or at least going to be grinding for a while. If you've cleared the game already and stopped playing since: Yeah, there's a post-game now.
* Enemies will sometimes eat (beneficial) mushrooms and animals. Even thrown ones.  


* In the event that you see an enemy in the way that you can't possibly sneak past, you can throw a mushroom (that won't blow up) as a lure and then suplex them.
* When something goes wrong, just cut and run. If you don't see yourself making it back to the Waiting Room, at least try to die on as low a floor as possible to reduce KC retrieval costs.


* You'll want to level up the Fists Mastery as much as you can while you play the game because you're inevitably going to run into a few situations where your weapons break and you still need to take someone down. It will take a long, long time before you hit Level 20 but it's worth it in the end.
* When you unlock the next tier of Fighter, dumpster your current tier and move onto the next ASAP. There's not really any good reason to keep low-tier Fighters unless you can't yet afford to fill the slot with a higher-tier Fighter.


* When something goes wrong, just cut and run. If you don't see yourself making it back to the Waiting Room, at least try to die on as low a floor as possible to reduce retrieval costs.
* If you are on the escalator between floors and haven’t pushed the “accept” button, you can leave the game like this indefinitely. The PS4 can sleep and wake from this screen, too.
 
* When you unlock the next tier of Fighter, dumpster the current ones and move onto the next. The difference in strength between a Rank 2 and a Rank 3, for example, is remarkable.  


[[Category:Games]]
[[Category:Games]]