How to play guide for Dread Nautical

This page will serve as a basic how to play guide for . While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

Tips and tricks
• Replaying Deck 2 & 3 can net you more food than any other decks beginning of the game. You can get around 3 - 5 or even way more if you manage to defeat a mini boss that’s always at the After Deck (Need a key to unlock, a chance to drop by random monsters or any rooms that have loot)

• Higher rarity weapons tend to drop at random, but tougher enemies tend to drop them more often than normal loot that you find in rooms. Bosses usually drop high tier loot

• Also each time you’re at the Bridge to end the Deck, don’t forget to search the lockers for loot. Usually if not most of the time it will reward you with Blue - Purple weapons. May even give u Relics !! Deck rewards doesn’t seem to matter which deck you’re on, higher or lower decks still will reward you with either or.

• Don’t forget to upgrade your stations too, prioritise upgrading your skill & equipment station. Higher levels let you upgrade your weapons & gears even more !

• Be careful on putting skills for your MAIN hero, you can’t refund any skill points once you’ve upgraded them. I suggest putting more points into AP & Inventory slot in the earlier levels, but that also depends which Main Hero you choose

• It’s always good to have at least one of the survivors to be your main Range & Melee damage dealer. Your main Hero can fill either of this role perfectly

• Enemies CANNOT attack Diagonally, they will always attack you in a line of their sight & also depending on each enemy’s attack range

• When befriending any survivor, get to know each & every one of their personality, some will like you more if you agree to what they said & some others will appreciate it if you don’t try to “invade” their personal lives

• You’re able to acquire any survivor’s weapon if you recruit them again after kicking them out

• Depending on which Difficulty you’re on, survivors will come back the next day if they happen to die in battle.

• Mirage is mainly played as a “Team buff & support”, her first active skill at the start will give all allies within range a damage buff for few turns. Her second active skill stuns all enemies in the same room as her

• Prioritise recruiting Mel & Lena as quickly as you can when you first start off. Mel’s active skill can lay down a mine per Deck, she can also tap into the Elevator if you need a quick escape ! (Don’t worry there’s no penalty in using the elevator, u just don’t progress the level) All loot you acquired on the current deck will be brought back along with you

• Lena is purely build like an Assassin, her skills allows her to deal more damage the more tiles she covers within that turn. She can fit as a Range or Melee damage dealer. Her active skill allows her to give back all of her AP per Deck, allowing her to be more mobile than others. The next turn after using her skill sets her AP to 0, be careful where you place her

• Margo the Frontline Journalist, has an amazing Green rarity bow. Her bow allows you to TARGET any enemies that is in the same room as you, downside is it uses 4AP

• Scrumm’s passive skill allows you to see all the rooms when you open the map & which survivor is in which room. Though it doesn’t reveal any loot until you open the door to that room

• Regardless of any type of traps, both enemies & allies can trigger them. Enemy traps triggered by enemies themselves will not be damaged but instead still have the debuff on them

• Having any rarity crowbars can disarm any traps without costing it’s durability, it may cost 1AP to remove per trap if during combat phase

• Circular spawn-like traps will spawn enemies within a few moment, if in combat phase it will spawn on the next turn. You can ambush the ones spawning or you can ignore it entirely

• All “immunity” resistant enemies can still be debuffed e.g stun, poisoned etc

• Poisoners & Firers are immune to their respective elements, hence the name. The initial blast will also not damage them

•Range immune enemies can still be damaged by any other range weapons that are blunt, pierce & so forth

• When you beat each Deck’s boss, you’ll receive a rune that will allow you to open “locked” doors indicated with a corrupted crack on the door on that level alone. E.g Deck 5 boss unlocks doors deck 5 & below