KL–01 / Operating notes
Field guide
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Lay the line. Install the conveyor and the splitter, then start the
siege. Both guns fire automatically when enemies enter range and the shared buffer has
rounds.
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Change the destination. Feed guns turns each crate into one round.
Build upgrade adds one feed to the forge recipe. A crate commits when it reaches the
fork, then finishes on that branch even if you change the switch.
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Time the investment. The forge gives both guns a permanent damage boost
for the run. As soon as enough crates commit to fill the recipe, the splitter sends
later crates to ammo. The boost activates when the final crate arrives.
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Call a challenge. The optional beacon uses crates from the same line.
Filling it summons an elite ram from the north. Destroy it to receive rounds and hull up
to their limits. If it reaches the core, it deals damage and pays nothing. You can
summon one per run.
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Watch the buffer. A full buffer discards further rounds. If a gun is
ready to fire but the buffer is empty, that time counts toward gun stockout in the run
record.
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Hold the works. From wave 4, a tuned forge can build the feed drive and
make crates faster. Gun priority breaks the tie if both guns are ready and share one
remaining round. Heavy rams can break through for extra hull damage. Once per run, you
can spend shared rounds on a workshop repair.
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Watch the banks. Overtime carries your hull, ammunition, and forge
through two more waves. Watch the forecast for the next ram approach and check the hint
beside gun priority for the active wave.
Opening hint. Keep rounds flowing through the first scout burst. The lull
before the Plate Column gives you time to feed the forge.
Controls 1 Feed guns 2 Build upgrade
6 Craft beacon
3 Balanced 4 North 5 South R Repair hull P Pause or resume. All controls also work by tap. Opening this guide during a
siege pauses the clock.