Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
General:
- Land of Eternal Motion—Orb of Safety teleports you away from enemies and let's you save the game.
Crowd clear:- Icy Land—Orb of Flash let's you clear a two cell radius of enemies/obstacles.
- Jungle—Orb of Storms let's you clear several lines of enemies/obstacles; perhaps more difficult to use than Flash and Jungle can be dangerous.
Mobility:- Alchemist Lab—Orb of Speed let's you move more quickly.
- R'Lyeh—Orb of Teleportation let's you teleport to a visible open space.
- Zebra—Orb of Frog let's you jump two spaces, but Zebra can be dangerous.
- Dry Forest—Orb of Thorns let's you attack enemies by moving adjacently to them and gives you a protected side.
Other orbs may be useful for particular lands, or you may find you like to unlock an orb just because it's fun. Personally, I usually go for Safety, Flash and Speed at least, but if you're going for the Hyperstone Quest, it may be wise to stick to ten treasure per land to keep monster spawns low. It certainly isn't necessary to unlock any at all; often a land's native orb is the most useful.Collecting more treasure in a land has the downside that more monsters spawn there, which can be disadvantageous when moving near that land in the Crossroads, but it's not that bad with LoEM, because if a Running Dog leaves the land, no other Running Dog can follow through that same opening in the Great Wall.
When trying the Hyperstone or Orb of Yendor quest, I usually only collect 10 treasure in other lands.
(unless collecting 25 treasure is part of the Yendor Quest strategy)
When I tackle a specific land or task, I occasionally collect 25 treasure in Dry Forest (Orb of Thorns), R'Lyeh (Orb of Teleport), and / or Icy Land (Orb of Flash -- partly because it's convenient to collect 25 treasure in the first land), but it depends on what is useful for the particular task.
Another good strategy is to unlock Camelot and Orbs of Teleport, Time (and maybe Energy), and some useful Orb(s) (10 treasure is sufficient). Then collect Orb of Time and the useful Orbs near a Camelot, making use of occasional Orbs of Teleport to avoid using up Orb of Time while moving around. Then find and enter the land you want to tackle with the collected Orbs.
I can normally unlock the orb for Icy Land without trouble, I have only really tried for the orbs in Alchemist's Lab and The Land of Eternal Motion with mixed results.
The Ivory Tower is doable, and when I'm in a perfectionist mood I do it, but the Orb of Matter isn't really worth it (and the risk of dying is pretty high)
Also the desert isn't too terrible once you get the hang of it, and orbs of shielding are nice to have. I suppose more strategic crossroads use (and orbs of time) can make orbs of shielding last long enough to be useful in other lands without having to 25 the desert, though.
One thing to keep in mind is that the more orbs you've unlocked, the less likely it is for each individual orb to drop, so you definitely want to avoid unlocking orbs that you don't plan to use.
It's a very negligible effect; it only happens when an orb overwrites another orb.
(note: compasses don't work correctly in highlight mode)
(*warning: there's still the possibility of wandering monsters)
And it's not too hard once you have the high ground, which you need for the first 10 anyways.
For long runs, 25 Pirate Treasure → Orb of Time + 25 Apples → Orb of Energy is an amazing combo. I've not pulled it off often, but having them both active roughly quadruples the value of any other orb you run across. I happen to like both lands quite a bit, though. If you don't, especially the former can be tedious to pull off.
My default strategy for the Caribbean, FWIW, is to circumnavigate it at a depth of about 15 and to mark covered ground by strategically killing pirates every 3-4 tiles. By far most treasure spawns only at a depth of 10-11, because of geometry; and scouting them out "from below" keeps the monster spawn rate down. Something to deal with trees blocking the way to treasure (Flash, Teleport, Aether, Sword…) helps speed things up too, of course.
I find Jungle pretty easy, way easier than Alchemy Lab or Hunting Ground, but Storms has the same misfire/exhaustion problem as Flash. Zebra I agree is dangerous, I've only gotten competent at it recently when I looted it several times in succession on my way to Frog Park.
Minefield I find frustrating because I usually navigate with the numpad and the displayed arrows are both necessary and in the way of seeing the count. But Bomberbirds are pretty useful, particularly for Zebra, Frog Park, and ocean zones.
hell: it should be obvious why you would 25 at hell. hell is easy enough that 100 treasure is as hard as 50 treasure is in most other lands so 25 treasure would be closer to 10 treasure difficulty
land of eternal motion: orb of safety. no elaboration.
graveyard: finishing our trio of lands to get global orbs in who were introduced in 3.0 is graveyard. mostly, this should be done for ruined city for the first 10 treasures where you need to kill more enemies so you can blanket the land in items to stop brown warriors but need to also not increment the difficulty or in irradiated field where brown warriors also appear. seeing dead orbs in other lands can also be handy even if you already have them in crossroads.
icy land/emerald mine/ruined city: if you're looking to kill as many unique enemies, i suggest this trio. orb of the mind can kill sleeping bulls while orb of slaying can kill shadows (temporarily).
alchemist lab: beginner lands are extremely good to get 25 treasure (except for jungle since you have to run through it for the lost mountain orb) due to their low stakes for defeat being their lack of requirements and ability to start at. of them. this is the best land to get it at due to land of eternal motion being much more of a land to swoop by after this one.
zebra/reptiles/jelly kingdom: you only need 24 for the frog park unlock but 25 treasure is much better since swooping in for 1 extra treasure can be dangerous (especially in the case of the latter).