AppalingBlue

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You need to actually die/lose during a reaper raid before the quest shows up on the map (so craft a Bell of Darkness, use it, try your best at not dying, and die anyway).
You don't need to actually die. Just need to start the reaper raid and then let it end it somehow, whether by letting the raid target be captured (easiest), killing Death and his apostles, or just timing it out.

Was there a quest line for it? I never noticed it while playing the game up to the point where the developer is still working on the finishing story arc.
Once you started a Reaper Raid (with the Bell of Darkness crafted from the Chaos Workbench) and let it end, a green quest marker will appear at the SW part of the "chaos wasteland" map to the northwest. Going there will give you a cutscene with a Lost Soul giving you a fetch quest to hunt twenty bear asses retrieve soul drops from the Reaper and his flunkies. Completing the quest restores the Lost Soul and lets you recruit her.
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I haven't tried yet, to be honest (kinda lost on how to overlevel literally everyone without resorting to cheats or spending another 30 hours, because goodness that is a lot of people), and I'm also at the end of the main story.
I don't even have the chainsaw (its drop rate was critically nerfed), I'm still using the katana.
Overleveling is counterproductive for the Reaper raid. It's best to just draft your existing workforce for this, and the lower leveled they are, the better. Most of the grind is to get the mats to craft 100x Steak Set or Veggie Pizza. (Or to capture firebomb-lobbing units, if that's the approach you'd prefer.)

Chainsaw is ideal to defeat the Reaper (not counting macro'd multihit exploits with any random weapon), but other multihit weapons can work in its place. Easiest one to get your hands on is the shuriken, crafted from the Spring Workbench (trade with Trader for it).
 
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DreagenCode

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You don't need to actually die. Just need to start the reaper raid and then let it end it somehow, whether by letting the raid target be captured (easiest), killing Death and his apostles, or just timing it out.



Once you started a Reaper Raid (with the Bell of Darkness crafted from the Chaos Workbench) and let it end, a green quest marker will appear at the SW part of the "chaos wasteland" map to the northwest. Going there will give you a cutscene with a Lost Soul giving you a fetch quest to hunt twenty bear asses retrieve soul drops from the Reaper and his flunkies. Completing the quest restores the Lost Soul and lets you recruit her.
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Overleveling is counterproductive for the Reaper raid. It's best to just draft your existing workforce for this, and the lower leveled they are, the better. Most of the grind is to get the mats to craft 100x Steak Set or Veggie Pizza. (Or to capture firebomb-lobbing units, if that's the approach you'd prefer.)

Chainsaw is ideal to defeat the Reaper (not counting macro'd multihit exploits with any random weapon), but other multihit weapons can work in its place. Easiest one to get your hands on is the shuriken, crafted from the Spring Workbench (trade with Trader for it).
Thank for the intel. Can this be started before any of the main quest line get completed?

Lately I have been playing with the idea of just boss rushing and avoiding or reducing/increasing raid parties to get specific drops like fighter orbs to progress the game faster.

And what level is overleveled? What's a good level range? Cause technically this game can be cleared around level 30 to 50 if you understand the game mechanics, even with no death run.
 
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SaSteiner

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Thank for the intel. Can this be started before any of the main quest line get completed?
You need the chaos bench for it, so you need to get to the chaos cave in the first place.
But I don't think it's MQ locked, as you'll only need the 3 jewels from the bosses to open the door iIrc.
 
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AppalingBlue

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Feb 21, 2024
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Thank for the intel. Can this be started before any of the main quest line get completed?
Yep.

You need the chaos bench for it, so you need to get to the chaos cave in the first place.
But I don't think it's MQ locked, as you'll only need the 3 jewels from the bosses to open the door iIrc.
You can even bypass that requirement by exploiting flag fast travel to bypass the mountains around the chaos wasteland. Or for a more legitimate option you can just build stairs, lots of them. (Easiest should be at the cliff north of the desert native village; you only need a small number of stairs to get into the Giant's garden, then you can either backdoor the Giant fight or build another stair or two to bypass the fight).

Or turn off Invisible Walls in the debug options, but that's boring.


Lately I have been playing with the idea of just boss rushing and avoiding or reducing/increasing raid parties to get specific drops like fighter orbs to progress the game faster.
For boss rushing on a new playthrough you need to invest in Smash early (kill villagers then Anglers for the XP). Or use the animation-cancel exploit (block cancel normal attack very rapidly) but that's nearly impossible to pull off without macros. Another option is to rush Command to get a powerful pet early but the capturing and taming process will take some time even with fast forwarding.

There's a few sequence-breaking guides on Japanese wikis that usually either bypass bosses by rafting NW along the coast to the desert (to grab the Cactus Sickle/Shield/Wall recipes, and R-capturing a high level female native) or going NE to near the mines then bypassing the mountains with stairs to reach the Swamp (for Plant Workbench), then more stairs to reach the Highlands (for Wing Workbench to get the shield). Either way, you'd also want to hunt a few deer along the way to get leather to drop flags for later fast travel while you're at it.

These guides don't usually mention the flagport exploit to get past barriers. Guess they consider it a "dirtier" exploit unlike rafting or stair-building.

And what level is overleveled? What's a good level range? Cause technically this game can be cleared around level 30 to 50 if you understand the game mechanics, even with no death run.
Yeah, Level 30-70 is enough to clear most game content. Even lower for pet users, or for people with good reflexes using reflect damage shields. Only reason to go above that is to clear higher-level totem-boosted raids... so you can clear even higher level raids... and so on.
 
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DreagenCode

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You can even bypass that requirement by exploiting flag fast travel to bypass the mountains around the chaos wasteland. Or for a more legitimate option you can just build stairs, lots of them. (Easiest should be at the cliff north of the desert native village; you only need a small number of stairs to get into the Giant's garden, then you can either backdoor the Giant fight or build another stair or two to bypass the fight).

Or turn off Invisible Walls in the debug options, but that's boring.
Well there's that option and I kind of found the flag porting fun, been taught that recently. But I guess the legitimate way to get access to top of mountains is stairs. I take it stairs in caves doesn't let you just climb up a floor like the lab dungeon stairs.

For boss rushing on a new playthrough you need to invest...
Yep, I figure it's either of those two. Been doing smash to leadership/command since the werewolf pact is just so OP between level 1 to 75.

Yeah, Level 30-70 is enough to clear most game content. Even lower for pet users, or for people with good reflexes using reflect damage shields. Only reason to go above that is to clear higher-level totem-boosted raids... so you can clear even higher level raids... and so on.
So basically, raid is just a fun implementation if you intentionally summoning it to just kill things for levels and goodies. There's really no real purpose of it other than that or just being a nuisance to your base of operation if you don't have enough NPCs to kill incoming raids.

Personally I had Werewolves defending inception points so I don't have to care about leveling any of the inside npcs. Unless, we're talking about the better workplace/workshop mod that I have running which takes in account of NPC levels in getting stuff produced.
 

AppalingBlue

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Feb 21, 2024
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So basically, raid is just a fun implementation if you intentionally summoning it to just kill things for levels and goodies. There's really no real purpose of it other than that or just being a nuisance to your base of operation if you don't have enough NPCs to kill incoming raids.
Eh, there's quite a few stuff you can only get from raids. Equipment drops, amazon (large native) women, elite variants of natives, orbs, Halloween raid drops, Reaper raid drops, etc. Though I think you only need a minimum of +50 level modifier (not counting the number on the left) to get all possible enemy spawns.

From a game design point of view the constant raids do encourage players to explore to find better stuff, or capture NPCs for guard duties, or experiment with base design to defend against raids.
 

DreagenCode

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Eh, there's quite a few stuff you can only get from raids. Equipment drops, amazon (large native) women, elite variants of natives, orbs, Halloween raid drops, Reaper raid drops, etc. Though I think you only need a minimum of +50 level modifier (not counting the number on the left) to get all possible enemy spawns.

From a game design point of view the constant raids do encourage players to explore to find better stuff, or capture NPCs for guard duties, or experiment with base design to defend against raids.
I agree on the drops, never thought about capturing the raiders. Do they actually have better stat growth than the ones you can capture at the village? Or am I missing something? Other than the fact you don't need to train them since they are at the level you captured them.
 

Pseudoangel

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A shameless literal copy paste by (of course) CN devs???
funny is those chinese people can make good original game if they tried there's multiple original game come from china that is great, but old habit die hard i guess
 
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AppalingBlue

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Feb 21, 2024
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I agree on the drops, never thought about capturing the raiders. Do they actually have better stat growth than the ones you can capture at the village? Or am I missing something? Other than the fact you don't need to train them since they are at the level you captured them.
Stat growths for their preinvested stats are around the same but from what I remember there is some funky scaling involved so the numbers (for their already invested stats) don't quite line up (a bit less, I think?). They also get much higher faint/greybar HP.

They also have a lot of stat points invested in Health, which you might not want if you're using them as a ranged unit.

So in theory you can get a better stat distribution if you leveled them manually, but...

Coming prelevelled is a huge advantage because they take around the same time to level up further from training (the "job" assignment using the sandbag) anyway, and they get more stat points per level at higher levels. And with higher level units you can beat higher level raids for more XP, or capture even more higher leveled units, snowballing even further. After a while manually-leveled units just can't catch up.

Also as mentioned you can't get certain unit types without raids. Amazons/Large Female Natives (elite and nonelite) only come from raids. These have good stat growths and good attack animations for a frontline unit. The elite variant also has a shield ability for better tanking but attacks a bit less frequently because of it.

Elite Female natives and Native girls also only pop up in raids. Their elite attack animations give them much better range and attack speed compared to their non-elite counterparts.

I guess you can impregnate a befriended elite female native, go to the southernmost edge of the map to give birth to the lowest level possible female offspring (who will inherit her mother's elite status), power level her up using XP fruits, then invest all the points into Attack and then power level her up further with xp in raids for more attack to get one hyper-specialized glass cannon "optimized archer"... but this seems more trouble then it's worth than just capturing units from raids. It also doesn't work for offspring that don't have an elite status implemented, so you can't get elite boys or elite large female girl and their grown-up counterparts elite men or elite large female natives this way. You can make more non-elite Large Female natives if you want though.
 
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DreagenCode

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[in reference to the entire post]
So basically, if I want to manually level them, but get most of it. I need to get the flower totem up in the lowest part of the map where I can summon a raid and hope for the female elite raiders to come out.

Then I need to stun them to capture them, and if the raid is low enough, I can still make good with their stat distribution with some already used stat points that are randomly distributed.

And to continue the cycle of getting stronger units with the minimal down time, I should be capturing some units via the level raids to add in my army to continue to have a large army to fight future higher level raids over time.

Sounds like what I would do as Rance.

---

How does raid food work?

At first, I thought it enhanced MC-controlled characters' damage output, but it actually doesn't. (This was against the reaper raid I was testing out).

Does it only affect the NPC damage output calculations? Cause it seemed that was the case. Can it be placed anywhere on the map and still affect the NPC damage output in raids?
 
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AppalingBlue

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So basically, if I want to manually level them, but get most of it. I need to get the flower totem up in the lowest part of the map where I can summon a raid and hope for the female elite raiders to come out.

Then I need to stun them to capture them, and if the raid is low enough, I can still make good with their stat distribution with some already used stat points that are randomly distributed.

And to continue the cycle of getting stronger units with the minimal down time, I should be capturing some units via the level raids to add in my army to continue to have a large army to fight future higher level raids over time.

Sounds like what I would do as Rance.
Yep, pretty much. Also as mentioned you need a certain minimum of +level modifiers for elites and amazons (large native women) to appear. I think Elite Amazons need a minimum of +50. The base "location-dependent level" (pre modifiers) shouldn't matter.

How does raid food work?

At first, I thought it enhanced MC-controlled characters' damage output, but it actually doesn't. (This was against the reaper raid I was testing out).

Does it only affect the NPC damage output calculations? Cause it seemed that was the case. Can it be placed anywhere on the map and still affect the NPC damage output in raids?
Raid food buff only work on NPCs, yes.

Food have a maximum range from which they can still affect NPCs. This seems to be around the range of 25 meters (total width of 10 stone platforms), or approximately one and and a half screen widths on minimum zoom, assuming a 16:9 aspect ratio display. This distance is counted from the "food item" itself and not the table.

Note that the displayed food bonus at the top left is the total food bonus affecting the target of a raid at the moment the raid begins. If the PC is the target then the displayed food bonus is still calculated the same way even if you don't actually benefit. This is just the displayed food bonus; the actual food bonus may differ for other NPCs depending on their actual distance from the food items. This displayed bonus is also never updated throughout the raid even when the raid target moves.

NPCs can only benefit only from a maximum of 100 food items. I'm not sure which food item takes priority if you have more than 100 different food, this eludes my testing so far.
 
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DreagenCode

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[Raid food discussion post.]
Ah cool. Thanks for the overview and the expected range.

Does it have a vertical range limit by chance? I know the game X and Y axis based on what you discussed, but how about Z-axis?

But from what I have noticed, it didn't matter if the table was blown up to bits. The only thing it matters that the food exists and it's within range of the NPCs fighting against the raid till it's over.

From the way the raid mechanics work, I guess it might be worthwhile to create a situation where the NPC will have the exclusive role of being the decoy and have a platform readied to be placed in a safe spot so the raid NPCs can try to go to the location of the decoy NPC while other NPCs can wail at the raiders.

---------

Thanks for the advice on which section of the mountain I can kind of break access through with flags, without the need to type in command cheats. It was humorous going through the back door and reaching into the chaos mountain by that means. Literally ended up making a small outpost near that location that is almost not accessible without flag mechanics. Just humorous and managed to get there around day 10 to 15. Just rushing through the first boss, gaining access to hardwood for spring table weapons, and building the best harvesting tool with diamonds.
 

AppalingBlue

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Feb 21, 2024
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Ah cool. Thanks for the overview and the expected range.

Does it have a vertical range limit by chance? I know the game X and Y axis based on what you discussed, but how about Z-axis?
I just tested this by putting a piece of food at the same X and Y position but like 10 meters higher. It does affect it, and it looks like it's calculating the diagonal distance using the usual pythagorean formula (d² = x² + y² + z²). Which means it's pretty much negligible unless you're regularly building 5 story structures. Or if your base is overlooking a cliff or something.

But from what I have noticed, it didn't matter if the table was blown up to bits. The only thing it matters that the food exists and it's within range of the NPCs fighting against the raid till it's over.
Yeah, you can put the food anywhere. You don't even need the table to hold the food; you just need to interact with a table first to place food (because otherwise r-click will eat food instead) and then you're free to put it anywhere within your build radius.

From the way the raid mechanics work, I guess it might be worthwhile to create a situation where the NPC will have the exclusive role of being the decoy and have a platform readied to be placed in a safe spot so the raid NPCs can try to go to the location of the decoy NPC while other NPCs can wail at the raiders.
Pretty much yeah, especially for harder raids. Just be aware that depending on how "unpathable" you make the decoy, the raid can potentially fail to start entirely.

Also note that for non-reaper raids you can just put the decoy NPC on survivor AI to make them immune to most attacks. (doesn't work against reaper auras, FYI) Then you can make them stand in the open and laugh at how the enemies just swing helplessly at the decoy for no effect. For added hilarity stick spikes and needles around the decoy.

Be aware that the enemies will switch aggro if they're attacked or if you or a friendly are near them.
 
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HIGHLY ADVISED to remove your post like ASAP or right now unless you risk nuking the entire thread (And getting banned), there's a rule that sharing DLC links/pictures is against R7 of this site so yea please do.

Edit: Removed the link since the post is removed but for some reason I can still see it so yea.
 
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ycbalabala

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Gentlemen, quoting/replying to the post copies it. Don't forget to edit those quotes.

EDIT:
In other news, I've been looking for the class up level requirements, and found the DebugCodeEnter codes, which seem to includes codes I can't find in the thread.
Didn't check that Steam community post, maybe it already had all of them, but here's what I found in code.

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npcIDs are somewhere in another post above.

Descriptions are possibly erroneous - I didn't test all of them (and I expected /life and /lives to work, kinda surprised they didn't work on my end).
 
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