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游戏玩法基础指南(新手适用)(v.10)

2026-02-15 13:00:17
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这是《DYSMANTLE》v10版本的新手适用基础玩法指南,适配游戏1.0.1版本,不含DLC内容。指南涵盖通用技巧、狩猎攻略、敌人应对、武器装备解析、建造系统等内容,还会持续更新,助力新手快速上手游戏。

2023年4月19日: 随着《DYSMANTLE》新内容的公布,我决定更新本指南。本指南仅针对游戏本体内容进行更新,不包含任何DLC内容。 如果我购买了DLC,我会针对《DYSMANTLE》的所有DLC内容撰写另一篇类似的指南,或者想办法将其整合到本指南中。 游戏版本:1.0.1 ---- 这是一篇基础指南,涵盖了“游戏基础”标签下其他指南未涉及的各类内容。我会在游玩过程中持续更新本指南,根据我的游戏进度添加新信息、条目、章节以及进行修订等。 本指南的大部分内容面向《DYSMANTLE》的新手玩家。这一点在“新手狩猎指南”和“初次遭遇”章节中体现得最为明显。 我从v0版本发布前夕就开始游玩《DYSMANTLE》了。我玩到了0.6.6版本,并且一直在玩。我不慌不忙,摧毁了一切,收集了一切,也击杀了一切。后悔吗?不后悔。我通关了当时可用的所有内容,并写了一篇好评,反响很好。 现在我已经玩完了《拆迁》,要等游戏更新后再继续。我会根据其他玩家的信息来更新攻略。更新日志在底部。 通用技巧 以下是一些通用技巧,能在游戏过程中帮到你,包含一些信息。列表按章节顺序排列。 你一次最多可以装备4件武器/工具,但只装备2件能加快切换速度。你实际上只需要最好的钝器和挥砍武器。我个人只会在需要时才装备第三件武器。 进入寒冷或炎热生物群系时,应先装备毛皮帽(-10°C)或牛仔帽(+5°C),然后装备热水袋(-5°C)或冰块(+5°C),最后再选择冬大衣(-15°C)或 safari 套装(+15°C)。如果温度超出帽子和饰品的调节范围,就卸下饰品并装备套装。 上述技巧主要基于我偏好的游戏风格,我总是装备伐木工人套装,它能提供出色的+10%攻击速度加成。攻击速度的提升能让一切都变得更轻松。 破坏【可搜索】物体、可采集的浆果丛以及所有农作物类型仍会提供经验值,并且能受益于被动加成/技能,同时速度更快。“可搜索”物品仍会受到“搜索效率”的加成,而摧毁浆果丛不仅速度更快,还能享受“双倍采集概率”的效果。同样,直接砍倒或用棍棒击打所有新种植的作物速度更快,且仍能获得完整的收获。 在大多数情况下,通过摧毁堆叠物品底部的物体,即可清除所有堆叠物品。这有助于快速摧毁多个物体、暂时无法破坏的物体,或避免切换武器。在极少数情况下,杂物和墙壁物体可能会悬浮。 如果在营火处装备猎枪或有使用次数限制的特殊物品,你可以随时卸下它们,再次装备时仍会保留剩余的使用次数。在营火处休息会将所有使用次数重置为0。

在进行方尖碑挑战时,敌人似乎要在你能够移动后一两秒才会进入警觉状态。这意味着你有一两秒的时间快速跑到敌人身后而不被发现,从而观察周围情况。 同样地,敌人似乎只会被视觉触发,这意味着你可以逐个击杀敌人,即使是站在旁边的敌人也不会被惊动。

Recipes apply permanent bonuses to your character, but only upon first consumption. Afterwards they only provide healing. This is crucial to increasing your maximum health. The first level of the Culinary skill allows you to eat food directly out of your inventory, including veggies, berries, eggs, and mushrooms.(?) The Sickle is extremely effective for quickly harvesting crops and destroying grouped objects, such as vines on walls or fences, furniture indoors, and any other weak but grouped objects. Later on this is replaced with the Khopesh. The Katana is great for Shelter Defense and Obelisks, allowing you to deal damage to several enemies at once. Pair with Motorcycle Helmet. Later on this is replaced with the Khopesh. The Motorcycle Helmet increases all Slashing damage by +10%, allowing you to destroy objects and kill enemies faster. Personal Loadout In this section I will share my personal loadout and why. Weapons: Now that I have finished the game, my weapons of choice are the Khopesh and Power Fist. Tools: I don't equip any Tools until I actually need them, unequipping them afterwards. Swapping between fewer items is best. Special Items: Currently my 4 Special Items are: Throwing Knives: I used these primarily early game for killing fleeing Deer and Caribou. Frag Grenades: I primarily used these for quickly destroying large amounts of objects in structures, but now I use them to destroy Turrets quickly. Material Transporter: This is my most used item, emptying my inventory quickly to avoid running back and forth a lot. Bandages: For the odd chance I get my butt kicked and need healing. Outfit and Hat: I prefer to always have these equipped: Lumberjack Outfit: Increases your attack speed by a good amount and significantly increases damage to trees, which I do cut down a lot of. I prefer to always equip this. Motorcycle Helmet: Increasing your Slashing damage by quite a bit, it benefits from having the Lumberjack Outfit equipped as well. Trinkets: Material Magnet: Increasing the range at which you pick stuff up is especially helpful when you destroy a lot of objects. Counterweight: Having a high Critical Hit Damage modifier is helpful for dealing massive amounts of damage to objects. Enemies are easy enough to kill. Berserker Charm: Increases damage against enemies but reduces the damage you block. It helps a lot, just don't get hit. Dice: Having a higher Critical Hit Chance significantly makes destruction faster. Digital Wrist Watch: The speed increase is absolutely amazing for quickly destroying everything around you and travelling faster, but also increases the speed of everything else around you including enemies. Obelisk: My preferred Obelisk is the Obelisk of War which provides +10% Attack Speed. Paired with the Lumberjack Outfit you get +20% Attack Speed. Hunting for Beginners Hunting Tips/Notes: Animal Friend is a skill with 3 levels, increasing 'Animal Friendliness' and finally allowing animals that are following you to assist in combat. Animal Friendliness reduces the chance that they will run away. Animal Friendliness can also be increased with Animal Treats, unlockable by investing into the first level of Animal Friend. Animal Treats allow animals to start following you. Baby Deer are slower and weaker than adult Deer. Petting animals will heal them. DeerDeer are mostly found in warm areas. They're easily spooked and fast. They have a wide vision arc so approaching slowly from behind and charging a Power Attack is best. Having Throwing Knives on hand in case you don't kill it is a good idea. Baby Deer have lower health and are slower, but drop only a single resource. Possible Drops (x2): Meat, Hide, Bones CaribouYou'll discover Caribou only in cold areas. They're essentially Deer but with more health. Depending on your progress, a well-placed Power Attack from behind and a single well-thrown Throwing Knife immediately afterwards should kill Caribou. Possible Drops (x2): Meat, Hide, Bones First Encounters This section is specifically for encountering the enemies for the first time. Once you progress and develop your character and invent new tools you'll easily dispatch of your foes. Some basic notes for early combat: Attacking from behind always causes extra damage to enemies. Combine this with a Power Attack for insane damage! Power Attacks have farther reach than standard attacks. Throwing Knives can cause bonus damage if they are thrown at an enemy from behind. I am uncertain if Shiv Trio benefits from this as well. Most enemies need to be stationary to attack. You can easily exploit this by moving out of the way at the last second (or dodging) and performing a quick counterattack. On the flip side, some enemies can attack while moving. They only do this, however, if you're moving. To counter enemies that can move and attack simultaneously, stop moving when they get near and move/dodge out of the way just as they perform a standard attack, countering immediately after.Observations: The damage dealt by the toxic puddles seems to be determined both by where you run through it and how long. For example, just tagging the edge of a puddle seems to always do 1 Damage. However, running through seems to cause anywhere between 5-25 Damage. Spikeballs and Mortar Pods don't seem to respawn when installing Ascension Transmitters. ScrapperMost common enemy, found everywhere. Easy to kill with a Power Attack or two. Possible Drops (x1): Scrap Metal, Scrap Fabric HurlerCommon ranged enemy. Hurls toxic goo immediately injuring you or leaving a puddle if it missed. Always moving and attacking is a good counter, or Throwing Knives. Has a wide arc melee attack. Possible Drops (x1): Scrap Metal, Plastic Mutated HurlerInstead of toxic goo, throws 3 dangerous explosive projectiles capable of exploding immediately on contact with the player or a couple seconds after landing on the ground. The Mutated Hurler is capable of tracking the player's movement and throwing his projectiles where the player will be. Possible Drops (x1): Scrap Electronics, Rubber ChaserQuick enemies capable outrunning the player and attacking while moving. These enemies are best dealt with while remaining stationary and dodging just as it attacks you. Possible Drops (x1): Ceramic, Scrap Fabric PukerDurable enemies that vomit in an arc in front of it, leaving puddles of toxic goo. Relatively easy to kill, just remain behind it. Possible Drops (x1): Iron, Rubber WolfFast, deadly, and can attack while moving. A Throwing Knife in the back followed by immediately charging a Power Attack should easily down a Wolf early on. Possible Drops (x1): Hide, Bones StalkerFast, durable, and deadly. Able to attack while moving you shouldn't let them get near you or you'll probably be dead. Performing a Power Attack from behind should deal at least a quarter to half of its health in damage during the early game. Treat them like a much more dangerous Chaser. Possible Drops (x1): Scrap Electronics, Iron LeaperDurable enemies capable of leaping towards you, inflicting small area damage when landing. They're just a much more durable Scrapper able to close the distance. Possible Drops (x1): Ceramic, Iron DwellerOnly encountered during Shelter Defenses. If you don't get too close while attacking they will ignore you entirely. Power Attacks to their backs are the best way to kill them. Possible Drops (x0): None SpikeballNot really a threat, as long as you don't try to hug it. You should be able to destroy it with a Power Attack without getting close enough for it to attack you. Guaranteed Drops: Plant Matter (x4), Bones (x2) Mortar PodA stationary Hurler. Capable of tracking the player's movement, shoots globs of toxic goo upwards. Has a barrage ability, quickly firing 5 globs in rapid succession. Guaranteed Drops: Plant Matter (x8) Tomb GuardThe Tomb Guard is an undead enemy with a melee weapon. They can both attack while moving and dodge your attacks. They're fairly easy to kill. Possible Drops (x1): Iron, Steel Hostile Turrets Hostile turrets are extremely dangerous to the survivor, almost instantly killing them regardless of health. When approaching a machine gun turret, a red laser will follow you but will not fire at you unless you get too close. A rocket turret, on the other hand, has long range and will usually attack immediately. Some observations: Turrets don't respawn, even if you haven't installed a Deadly Transmitter.

机枪炮塔和火箭炮塔的旋转方式不同。 火箭弹具备轻微的追踪能力。 如果能从后方接近,你可以轻松摧毁炮塔而不会被其转向攻击。 破片手榴弹或猎枪都是对付炮塔的有效手段。破片手榴弹若能尽量瞄准炮塔底部,而非直接命中,造成的伤害会更高。

Guaranteed Drops: Iron (x2), Rubber (x1) Possible Drops (x1): Scrap Electronics, Electronics Fuel Cell Bosses There are four large mechs you will need to fight during your quest to gather enough Fuel Cells to power up the escape pod and leave the island. Below will explain their attacks and strategy. The LawThe first mech you will encounter when locating all four Fuel Cells for the escape pod. Phase 1: Stream of Bullets Small AoE StompPhase 2: Stream of Bullets Small AoE Stomp Rocket Mortar AttackPhase 3: Stream of Bullets Small AoE Stomp Rocket Mortar Attack Crouch, Spray Bullets 360°Strategy: Orbs will appear around The Law when activating the boss fight. They replenish 1 Use on your Special Items. I recommend lobbing grenades at The Law to easily kill it. The ReaperThe second mech you will encounter when locating all four Fuel Cells for the escape pod. Phase 1: Stream of Bullets Small AoE StompPhase 2: Stream of Bullets Small AoE Stomp Barrage of Homing RocketsPhase 3: Stream of Bullets Small AoE Stomp Barrage of Homing Rockets Crouch, Spray Bullets 360° and Homing RocketsStrategy: Orbs will appear around The Reaper when activating the boss fight. They replenish 1 Use on your Special Items. I recommend lobbing grenades at The Reaper to easily kill it. The CrownThe third mech you will encounter when locating all four Fuel Cells for the escape pod. Phase 1: Burst of Bullets, Wave Small AoE StompPhase 2: Burst of Bullets, Wave Small AoE Stomp Rocket Mortar AttackPhase 3: Burst of Bullets, Wave Small AoE Stomp Rocket Mortar Attack Crouch, Spray Bullets 360° and Rocket MortarsStrategy: This boss fight doesn't have any Special Item recharge orbs. The Crown's bullet attack will not hit you if you hug the mech's legs, meaning you can easily engage in melee without worrying about taking damage. Just be careful for its stomp attack. Recommend Power Attacks in close range. The SwordThe final mech you will encounter when locating all four Fuel Cells for the escape pod. Phase 1: Stream of Bullets w/ Slight Spread Small AoE Stomp Barrage of Homing Rockets Short Range Duel FlamethrowersPhase 2: Stream of Bullets w/ Slight Spread Small AoE Stomp Rocket Mortar Attack Short Range Duel FlamethrowersPhase 3: Stream of Bullets w/ Slight Spread Small AoE Stomp Rocket Mortar Attack Short Range Duel Flamethrowers Crouch, Duel Flamethrower and Arc Bullet SprayStrategy: This boss fight doesn't have any Special Item recharge orbs. The boss may appear difficult but if you take your time and attack from behind and avoid the flamethrowers, the boss is relatively easy. Having Bandages equipped will help significantly if you run to the other side of the drained lake and apply. Minibosses Throughout the world you will encounter many minibosses, which are just enhanced and often reskinned versions of regular enemies. They will have modified health, damage, and speed values. The False GatekeeperA Puker miniboss. Its primary attack is to vomit toxic puddles in an arc in front of it. When losing enough health, it appears to have a mortar attack, spewing toxic globs upwards around it. Keep attacking from behind to easily defeat it. The Vicious TwinsTwo Chaser minibosses. They're just enhanced Chasers with more health and faster movement speed.(?) Isolate and deal with one at a time for easier combat. The Alpha WolfA Wolf miniboss. Quicker, deadlier, beefier. The Alpha Wolf's bite really hurts. A lot of dodging at the right time to avoid its moving attacks is crucial. If you have Frag Grenades, a Hunting Rifle, or even Throwing Knives then I recommend using them. The Ruthless PitcherA Hurler miniboss. Accompanied by 3 Scrappers, this is just an enhanced version of a Hurler. Sanctuary Farm BossA Chaser miniboss. I don't have any information on this boss as I killed it without paying attention, unaware it was a miniboss. Provide information if you can. Location: O-25, 996° 592°, Sanctuary Farm. The Old Loyal ChampionA Tomb Guard miniboss. Larger than a Tomb Guard and has a shield. Can attack while moving and dodge. The Skinless SkulkersTwo Stalker minibosses. A small and large skulker, both with different attributes. Small Skulker: Increased movement and attack speed, lower damage and health.Large Skulker: Decreased movement and attack speed, higher damage and health.Best way to deal with them is to kill the Small Skulker first, by throwing a Throwing Knife from a distance and running away far enough to not attract the Large Skulker. After, sneak up behind the Large Skulker and perform a Power Attack. The Toxic DestroyerA Mutated Hurler miniboss. Faster and able to throw an additional projectile, all with increased radius, the Toxic Destroyer is deadly if you're not careful. Take your time and try to close the distance, or use a Hunting Rifle if you're struggling. Weapons The most important among the equipment categories are weapons, whose primary focuses are to destroy the world around you and kill anything that gets in your way. As you level up and collect resources, you will be able to improve your weapons to increase their destructive power allowing you to gather more advanced materials and clear obstacles, or simply kill enemies faster. Note: All Damage and Bonus values are when the item in question is fully levelled, and before modifiers. The Crowbar is your starting weapon. A decent weapon capable of Blunt damage and able to destroy most everything you encounter, including enemy skulls. Max Damage: 28 Blunt +60% Power Attack Damage The Sickle is a new weapon introduced with v0.9.0. The first Slashing weapon you unlock, it is capable of dealing damage to more than one obstacle per attack, ideal for harvesting crops. Max Damage: 35 Slashing +15% Power Attack Damage +3 Extra Obstacle Targets per Attack +4.5% Backstab Critical Hit Chance The Machete is a powerful and fast Slashing weapon, capable of easily dispatching enemies and allowing you to cut down trees. Max Damage: 55 Slashing +120% Critical Hit Damage +30% Power Attack Damage +20% Damage vs. Enemies The Baseball Bat provides great Power Attack damage and very strong Knockback. A good weapon for keeping enemies at bay. Max Damage: 54 Blunt +125% Power Attack Damage +220% Knockback The Fireaxe is a very powerful Slashing weapon, capable of crippling enemies hit with it. Max Damage: 80 Slashing +150% Power Attack Damage +50% Chance to Slow The Katana is a Side Quest reward located in Narrows Vale. It allows you to attack multiple enemies at once, especially helpful during Obelisks and Shelter Defense. Max Damage: 40 Slashing +3 Extra Enemy Targets per Attack +120% Damage vs. Enemies +3% Critical Hit Chance The Riot Shield is earned from a Side Quest picked up in Central, which leads you to Westport. Boasting an incrementally increased amount of hitpoints for the shield, it is capable of protecting you from frontal attacks until its health runs out. Hitpoints are restored upon resting at a Campfire. Max Damage: 28 Blunt +180 Shield Health +200% Knockback +200% Power Attack Damage The Sledgehammer is a reward for storyline progression. It is a very powerful Blunt weapon capable of destroying a significant amount of the environment. It is also capable of stunning enemies. Max Damage: 80 Blunt +40% Stun Chance +200% Power Attack Damage The Khopesh is a reward found in the Tomb Pyramid located in the Sunburn Desert. I am uncertain if you are required to previously clear all other Tombs beforehand. I did. The Khopesh is a ranged melee weapon. Max Damage: 100 Slashing +5% Critical Hit Chance +100% Critical Hit Damage +180% Power Attack Damage Observations: Basically a Katana and Sickle hybrid. Attacks are a medium-range wave, hitting seemingly unlimited amounts of objects and enemies per hit. Wave is widened and range is increased when performing a Power Attack. The Power Fist is probably the last weapon you will find, having to reach the Escape Pod before being able to acquire the key to the Ark Lab in Frore. The Powerfist is capable of damaging multiple blunt objects at once with significant Knockback. Max Damage: 100 Blunt +600% Knockback +240% Power Attack Damage +4 Extra Obstacle Targets per Attack Observations: Basically a Sledgehammer and Sickle hybrid. The Hunting Rifle is a ranged weapon with limited uses, replenished by resting at a Campfire. Max Damage: 120 Piercing Max Uses: 9 Tools Searching for buried treasure, fishing, and farming are some of the features you gain access to by inventing Tools. The Shovel is used to dig up the ground almost anywhere.

Its primary focus is dig up treasure but can sometimes unearth some basic, buried resource. Treasure seems to be cleverly indicated by environmental hints. The quality and quantity of resources found when unearthing treasure appears to depend on your progress from the starting zone. The Seed Bag is used to plant seeds into tilled soil. Farming is essential to multiply your veggies and ultimately craft delicious food recipes. Required to unlock the Hoe. The Hoe is used to till soil in farms, allowing you to plant more seeds. The Fishing Rod is used to fish in indicated spots found all around the island. There's a whole guide about fishing found here. Animal Treats allow you to tame animals, making them follow and even fight for you with the 3rd level of Animal Friend. The Builder's Kit allows you to construct various contraptions which I will cover in a later section. It also increases your Build Limit by 30. Special Items Consumables whose charges replenish when resting at a Campfire. Note: All values are when the item in question is fully levelled, and before modifiers. Amber Pills allow you to respawn at the last Campfire you rested at in exchange for dropping all currently held materials. Holding the button respawns you at your Home Shelter Uses: Unlimited Throwing Knives are basic throwables whose purpose are mostly used for catching fleeing Deer and Caribou, or performing ranged backstabs on unsuspecting enemies. Uses: 6 The Shiv Trio is a ranged attack where you throw three knives in a cone in front of you. Uncertain if it benefits from backstabs. Uses: 5 Pain Killers are fast acting pills capable of quick but small healing. Restores 10 HP Uses: 5 Banages are capable of healing a lot of health over the course of a few seconds, leaving you exposed. Restores up to 50% HP over time. Can be interrupted. Uses: 5 Monster Lures are used to lure or distract enemies nearby. Uses: 3 Frag Grenades are thrown explosives, capable of dealing immense damage toward enemies on a direct hit. Frag Grenades explode after a couple seconds or immediately on impact with an enemy. +200% Damage vs. Enemies Uses: 5 Proximity Mines are thrown explosives that detonate on contact with an enemy or when they approach one laid down. +200% Damage vs. Enemies Uses: 5 Amber Mana Pills are mana-infused Amber Pills, allowing you to respawn without losing your inventory. Replaces Amber Pills Uses: Unlimited The Material Transporter allows you to deposit all carried materials into your Storage from anywhere. Uses: 4 Outfits and Hats Dysmantle has a bunch of outfits and hats that provide protection from damage, temperature, or other bonuses. The Jeans and Jersey are the basic clothes you begin the game with. 10% Damage Reduction The first hat you unlock is the Baseball Cap which provide additional protection and damage with throwable weapons. 5% Damage Reduction +15% Damage with Throwables The Outdoorsman outfit provides damage reduction, cold protection, and provides additional pockets. 15% Damage Reduction -5°C Cold Protection +1 Material Carry Slot When you first discover and enter a winter zone, you'll unlock the Hot Water Bottle Trinket and the Winter Coat. The Winter Coat reduces damage taken and provides protection from the cold. 15% Damage Reduction -15°C Cold Protection The Fur Hat provides protection against damage and the harsh cold. 5% Damage Reduction -10°C Cold Protection The Cowboy Hat is the equivalent to the Fur Hat, providing temperature resistance. 5% Damage Reduction +5°C Heat Protection Note: I didn't unlock the hat when first entering the hot biome to the south. If this is an issue, try heading to the Roadside House (Q-32, 1266° 668°). The Safari Outfit protects you from damage and the harsh desert heat. 10% Damage Reduction +15°C Heat Protection The Desert Helmet is a direct upgrade of the Cowboy Hat. 8% Damage Reduction +10° Heat Protection The Booney Hat reduces the range at which enemies (and animals) see you as well as providing protection from damage. 7% Damage Reduction -25% Enemy Detection Range The Lumberjack Outfit is great for aspiring deforesters. Provides a significant increase to damage against trees and increases your attack speed. +50% Damage to Trees +10% Attack Speed The Roadwarrior provides an extreme amount of protection from damage while increasing your movement speed. 22.5% Damage Reduction +5% Movement Speed The Motorcycle Helmet reduces damage taken and increases all Slashing damage. 10% Damage Reduction +10% Slashing Damage The Hard Hat decreases your damage taken by a significant amount while increasing your maximum Build Limit. 15% Damage Reduction +10 Build Limit The Soldier Outfit provides good protection, grants additional throwables, and increases all Piercing damage. 15% Damage Reduction +2 Throwables +80% Piercing Damage The Soldier Helmet provides good protection and significant damage deflection. 18% Damage Reduction +100% Damage Deflect The Gas Mask is unlocked through the main storyline much later into the game. It allows you to enter toxic areas and pass toxic barriers. 4% Damage Reduction Trinkets Trinkets provide passive bonuses to any number of things, from increasing your temperature resistances to increasing your damage or enhancing your searching/gathering abilities. The Bag of Blood incrementally increases your Maximum Health up to +20. The Shock Absorber incrementally increases Dodge Roll Speed up to +15%. Camo Netting incrementally reduces the range at which enemies sight you up to -35%. Sweatbands increase your Running Speed by +10%. The Rabbit's Foot incrementally increases Evade Chance up to +13%. The Gyroscope incrementally increases your Strafing Speed up to +30%. The Shiny Piece of Metal incrementally increases your Damage Deflect up to +300%. The Hot Water Bottle increases Cold Protection by -5°C. The Ice Brick increases Heat Protection by +5°C. Dice incrementally increase Critical Hit Chance up to +3%. The Baseball Card incrementally increases Knockback up to +550%. Dentured Fangs decrease your Maximum Health by -75% but allow you to heal +2 health per hit. The Counterweight incrementally increases Critical Hit Damage up to +40%. Hand Wraps incrementally increase Power Attack Damage up to +35%. The Berserker Charm decreases your Damage Reduction by -30% but increases your Damage vs. Enemies by +20%. The Lightning Rod provides an +8.5% chance to stun enemies. The Bandolier incrementally increases maximum Throwables up to +4. Tackle incrementally increases Fishing Speed up to +80%. The Flashlight illuminates your surroundings. The Magnifying Glass incrementally increases both your Search Efficiency and Double Gathering Chance for berries, eggs, and mushrooms, up to +50% and +35% respectively. Laces provide an additional +1 Material Slot. The Material Magnet incrementally increases the range at which you collect materials up to +60%. The Old Pocket Watch slows time by -25% while equipped. The Digital Wrist Watch increases time by +30% while equipped. Features Some of the things you can unlock and invent are persistent features, such as upgrades to your Storage Box or Campfire. Below I will list such things. Starting with the most obvious, your Backpack is what holds all your materials. Each upgrade increases your maximum Material Slots by +1, and adds an additional unit per slot. The Cooking Pot allows you to cook in the world, on stoves. Upgrading the Cooking Pot unlocks additional ingredient slots allowing you to cook more advanced recipes. The Cooking Stand allows you to cook at your Campfire. The Compass allows you to Fast Travel from a Link Tower to other Link Towers. The Sleeping Bag allows you to sleep at a Campfire, providing +20 Maximum Health for 5 Hours. Upgrading the Sleeping Bag allows you to sleep longer, up to 12 Hours. Note: Unsure if time slept affects bonus, or it's a static +20. The Storage Box Upgrade allows you to withdraw materials from your storage at the cost of XP. The Storage Box Discount halves the cost of withdrawing materials from storage. The Link Tower Toolkit allows you to build and install various types of transmitters and scanners to Link Towers. The Basic Lockpick allows picking basic locks. The Expert Lockpick allows picking expert locks. The Master Lockpick allows picking master locks. The Rope and Hook allows descending into Tombs. The Common Compressor doubles slot capacity for Common materials. The Uncommon Compressor doubles slot capacity for Uncommon materials. The Rare Compressor doubles slot capacity for Rare materials. Teardown Efficiency allows you to recover all resources when deconstructing built objects with the Builder's Kit. The Turret Ammo Expansion I increases Ammo Capacity for all Turrets by +50%. The Turret Ammo Expansion II increases Ammo Capacity for all Turrets by +60%. Defensive Sandbags slow down enemies approaching Shelter Defense Towers. The Rocket Turret invention allows the construction of Rocket Turrets. The Rift Toolkit allows you to open Mana Rifts using Mana Chunks and enter them. Builder's Kit Eventually you'll come to unlock the Builder's Kit Tool, enabling you to build certain contraptions which I will list below along with their resource costs. The Teardown Efficiency Feature will allow you to get all of your spent resources back when deconstructing contraptions you built, or when enemies destroy them [haven't tested on v0.9.0 yet!]. Suggestion: All material contraptions (Sawmill, Smelter, etc.) should be built near your Home Shelter, where you start the game. You can easily consume Amber (Mana) Pills to get back to your contraptions quickly and there's a Link Tower not far to quickly return to your previous area. Machine Gun Turret Unlocked automatically when discovering and hacking a Shelter Tower. Resources: Iron (x25), CPU (x1) Rocket Turret Unlocked by inventing it. Resources: Steel (x15), CPU (x2) Sandbag Barrier Unlocked by inventing it. Resources: Fabric (x5) Sawmill Unlocked when first discovering Krebb's Wood and Timber, the Sawmill allows you to turn Scrap Wood into Wood, and Wood into Timber. Resources: Iron (x30), Rubber (x10), Electronics (x5) Smelter Unlocked when first discovering Pike's Steel Manufacturing, the Smelter allows you to turn Scrap Metal into Iron, Iron into Steel, and Steel into Titanium. It also allows you to turn Mana Beads into Mana Chunks. Resources: Titanium (x1), Ceramics (x20), Electronics (x5) Update History Update 7: November 14-16 Completely dysmantled, restructured, and rewrote Personal Playstyle and Advice. Separated the section into two, creating a new section and rewriting the original. Renamed the section to Personal Loadout. Added preferred Obelisk in Personal Loadout section. Added new section: General Tips. Removed the entry regarding Frag Grenades helping destroy furniture, as the Sickle is an exellent and unlimited-use replacement. Added a small note to the bottom of the Deer entry in Hunting for Beginners to mention Baby Deer drop a single resource now. Adjusted the drops for Caribou, which was reduced in update v0.9.0. Adjusted the drops for the Spikeball and Mortar Pod, which were changed in update v0.9.0. Added new entry to First Encounters: Leaper. Removed the observation notes from Hurler and Mortar Pod (forgot to put it on Puker anyways) and instead put it once underneath the basic notes at the top of First Encounters. Added observation tips for encountering hostile turrets in First Encounters. Adjusted the Katana entry in Weapons. Added new entry to Trinkets: Old Pocket Watch. End Note: v.0.9.0 added and changed a lot of things, so it's been a bit of a chore collecting everything but I'm more or less on track now. This update to the guide should fix almost everything missing from the previous update, and it should be relevant to v1.0 of Dysmantle. I'm still progressing slowly and finding new things and writing them here, and fixing the structure and organization of everything where I can. I may remove obsolete information and sections later on. The following update should finalize on what this update worked on and might include new entries and modifications. The hardest chore was and still is going through everything I already have and adjusting it for a major update like v0.9.0, but I'm nearly done. Update 8: November 20 Adjusted the Basics section. Added two entries to General Tips on dealing with Obelisks. Added two entries to General Tips on recipes and food. Modified the Sickle and Katana entries in General Tips, merging them together. Removed the tip in Hunting for Beginners about reduced enemy sight range stacking with Animal Friendliness, as I keep questioning whether it's true or not. Animals don't seem to be afraid most of the time when I sprint at them. Shortened the entries in Hunting for Beginners. Forgot to remove the Caribou entry in Hunting for Beginners that mentions they drop an additional resource compared to Deer. Added drops to Turrets. Rewrote the entirety of First Encounters, shortening it. Completely redid the Bosses section, separating it into two sections and rewriting both Fuel Cell Bosses and Minibosses. Renamed Bosses to Fuel Cell Bosses. New section: Minibosses. Removed the Dietary Information section. It's irrelevant. Added bits to General Tips instead. Removed the Equipment Introduction. It's irrelevant. Necessary information moved to corresponding section. New entry to Weapons: Riot Shield. Adjusted the value for the Builder's Kit in Tools from 5 to 30, to display the max upgrade value. New entry to Outfits and Hats: Desert Helmet. Update 9: November 25 Added a new paragraph to the Basics section encouraging the sharing of information to help grow and maintain the guide. Adjusted various entries, specifying they're a percentage. Such as Knockback and Damage Deflect. Added additional information to the Sickle and Katana entries in General Tips. Modified the recipe entry in General Tips to clarify that they are crucial to increasing your maximum health. Updated my chosen weapons in Personal Loadout. Also replaced my fifth Trinket from Laces to Digital Wrist Watch. Removed the turrets entries from First Encounters and gave them their own section. Adjusted the values about toxic puddles and added a new observation to First Encounters. Created new section: Hostile Turrets. Reworded and fixed a typo in Hostile Turrets. Added photos to Hostile Turrets. Additional entries to the observation of turrets in Hostile Turrets Added the final boss to Fuel Cell Bosses. Adjusted all phase entries in Fuel Cell Bosses to clarify any differences between phases. New entry to Minibosses: The Toxic Destroyer. New entries to Weapons: Khopesh, Power Fist New entry to Trinkets: Digital Wrist Watch. New entry to Features: Rift Toolkit. Update 10: December 16 Adjusted the Katana entry. Decreased: +4 to +3 Extra Enemy Targets per Attack Increased: +100% to +120% Damage vs. Enemies New: +3% Critical Hit Chance Adjusted the Lumberjack Outfit entry. Increased: +30% to +50% Damage vs. TreesEnd Note: In-game, the Material Magnet says +600% distance, as opposed to the original +60%, but I think this may be an error because I tried collecting a Stone and it felt the same. I also plan on eventually starting a new game just to test if you can install an Ascension Transmitter before/without a Deadly Transmitter, to farm resources from enemies. Each new Ascension allows enemies to drop an additional resource.

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