This guide covers the basic tips in the Unrailed section. We’ll also give you tips on how to master the game, the best cars, how to complete tasks, actions to take and tips for each biome. Of course, every team and every game is different, but for those who want to win this game, this guide is a good starting point.
No ramps! Beginner’s Guide
At first, when the train is moving slowly, it’s easy to multitask and rotate where people are needed, but as the train gets faster and longer, you’ll quickly find players passing each other, throwing bottles at each other, trying to accomplish the same task, and no one paying attention to the path ahead until it’s too late. Perhaps the main reason for this is poor planning. Giving each player a specific task means less confrontation with the other players and less attention to each of them. You can always move from one task to another, but try to stay consistent until the next station.
His first two jobs were as a miner and lumberjack. This work can be boring and tedious, but it is underrated. Your goal is to clear resources around the train to facilitate supplies and clear a path for the train. Clearing the main track should be a priority, as this allows the track to be cleared in advance and other obstacles to be overcome, such as B. the rock behind the forest on the track, or access to water that miners and loggers must always be wary of, or access to clear to stop the train, or an easier route. A very big problem is that the people working in a field don’t know their way around until the train gets stuck. You can pounce on players to strip them of their tools to take control, though toxic behavior is preferable to ignoring the path to follow, an important task underestimated by people looking for an easy job while trying to pick up the axe.
The next two men must drive the train. Usually one person is responsible for filling the wagons, while another person lays the rails. Of course, if there are no rails to lay, it is best for both players to fill the wagons. The most efficient way is to lay rails, obtain resources nearby, then return to the train and either resupply or close the train and lay the next rails. In the beginning, with a slow train and a few wagons, both players can fill the wagons and drive, but as you progress, filling the train gets harder and harder until one person is only concerned with filling the wagons while the others lay the track, essentially one person in front of the train lays the track and uses dynamite while the other is behind the filling.
Of course, this is not an absolute requirement for all jobs, but knowing what your role is is essential to getting to that point. One of the most important habits to avoid is leaving work when the car is not far from the station. Players with an axe or cleaver must continually clear material, both for the next turn and to make room for the front row, or the person laying the front row must stop the train or let it sway while the front row is cleared, which happens more and more often as the train speeds up while the fourth person fills the wagons to keep everything running smoothly.
Just as there are good cars, there are no good cars. They all have their benefits, but the biggest problem is which one to take and when. I was skeptical of many of them for a while, but that always changes depending on the team and biome you join.
First of all, there are the basic cars you start with, warehouses, building materials and water. Water is a cart that can be set aside for a while, but must be renewed at least once before moving on to the next biome. Storage and rafters are the usual first step for most people looking to upgrade, unless the obligatory car is available at the first stop. It is useful to have a second hacker to speed up the build, but it is not recommended to do this before the second hacker is up and running, because your resources need to be used and not saved. Unused resources are a waste of resources and time. It is a good idea to have a tank car at the rear of the car, so that water can be refreshed at both ends of the train, either from the locomotive or from the water tank.
Next is the automatic constructor. This car should be available during the upgrade. At level 1, it is used exclusively for the disposal of wood waste. But after improving the car and its efficiency, it can be a big relief for the team. This cart can automatically collect wood and iron when fed with wood, which varies at each level and whose collection rate increases, into a storage cart. This can be a problem in later biomes when it collects the stone needed for the overlay, but the benefits of not having to fill the supply cart next to all the other carts outweigh this problem.
One second should have what most teams usually start with dynamite. This cart, powered by a single iron charge, creates a bomb in 30 seconds that explodes in a circle of radius 1 (a 3×3 square) with increasing range per floor. This can quickly clear a path or provide large amounts of resources if players run out of supplies. Starting each level with loaded dynamite is a very useful strategy to quickly clear a path for the train before it leaves. Perhaps the biggest advantage is the ability to extend the range of the dynamite even further. The dynamite turns yellow (+1) when charged, and the explosion is great. With two upgrades it turns purple (+2) and is usually large enough to kill a fleeing player, but it goes beyond a very large radius. With three upgrades, usually 2 boosters and a loaded kick, Dynamite becomes purple (+3) and powerful enough to wipe out 1/3 of the entire screen and usually kill multiple players. NOTE Bombers count as grinding/mining, which is useful for getting these bolts when a player refuses to share an implement or when players don’t have time to leave their work, but can walk around and place dynamite.
The next one should be a ghost car. The longer the train stretches, the easier it is to figure it out. The ability to control the train is especially important in difficult situations where the train has to go through small gaps or when players fall behind to clear the track, forcing them to man up. Upgrading the ghosts increases the range (+1 per level), the ghosts get into other wagons, making it easier to move through the train. It is important that it is in the middle to make the most of the spool effect, preferably in the front half as the train gets longer.
The last one is supposed to be a supercharged station wagon. When loaded with iron, this wagon increases the span of neighboring wagons by one level (+1 span per level). This wagon is a must because it makes others more powerful, such as shipbuilding, dynamite, and dispensers, all with the goal of making it easier for players and quickly upgrading the wagons for players who don’t have many bolts (one tactic I’ve seen was to upgrade the wagon when the train was on fire, while in the Halloween biomass, it prevents the train from being on fire when the water wagon is upgraded. Ineffective tactic because this car should always be active and boosting others, but since the crew was short of rocks at the time, they should have saved resources). Just like Ghost tries to do in the middle, by increasing all the important carts.
A light cart is useful, especially if you’re trying to make it through the night, but you’ll end up using too much wood for a cart to be useful, especially if you enter the Halloween biome where night is no longer an issue. However, in the snow biome, most teams believe that a car light is essential because it can melt the snow at the same time as the lights at night. So he must be replaced before the engines of the next biome are improved.
These cars are generally not used in all teams, but depend on the preferences of the participants. Just because they don’t need them doesn’t mean they aren’t useful.
The bucket truck is useful, but usually too cumbersome if the team is not well coordinated. When you put the bucket on the trolley, you can be sure it won’t get lost at the back and next to the water, ready for use. While charging, a small red bar appears next to the bucket, indicating that the bucket is charging and reloading everything within its range. The player can move faster by greatly increasing the power of the pickup and attack, and the dynamite is within his reach. The duration is very short, which can be improved with each level, but constantly going back to the train and chopping up resources wastes more time than raw dynamite, which is very useful in the final biome, Mars, however, where you have to attack the green vines to progress, because if the two miners/foresters team up and the third one brings a bucket for them, they can attack the vines for a while.
A miner is a car that looks useful on paper, but in the end is not worth the investment. A cart can mine resources within range 1 turn, with the range and speed of extraction increasing with each level. But they just sit next to the train, not in front of it. The reason why this cart is not so useful is that you always want to move forward, and as long as the players clear the road well, the miner’s cart is not needed. Especially if the train is going to be faster, players should focus more on clearing the track for the train and reducing resources in front of the train than behind it. The raw material train can loop along a narrow path to clear an area, but that’s usually a waste of track when dynamite is much more effective and explosive.
The conversion car is useful, especially in the beginning of the game. Each level increases the speed of conversion and the size of the stack. But since it’s not mandatory, the player should know if it’s important to take this car or not. In space, a spare stone can save you miles, and if you have a low resource level (some stations yield a lot of stone and very little wood, or vice versa), having this cart can help you in a pinch. This wagon is excellent padding, but the player usually has enough resources around the train to not need it, especially in later biomes.
Finally, a compass. This car is in the direction of the station, so you can walk. However, your route should be based on available resources and possible thoroughfares/bridges and not necessarily on the quickest way to the station. At this point, the updated version that shows the fastest route doesn’t work and makes the car unusable. It’s not worth the seat in the car.
If you get all your favorite cars, it might be a good idea to duplicate a few or take one of each. Each wagon can only have one, so it is not possible to have three. Two do-it-yourselfers raise the ship, which is ideal for high-speed trains, the double dynamite keeps the tracks clean. Dual compressors can line up cars to get more power, but they can’t charge each other. Most of the other carts can be picked up for convenience, but the compass, bulb, and compass make no sense due to the presence of duplicates (I haven’t seen any duplicates, but I also haven’t used them enough to confirm this).
Each biome has its own obstacles and strategies. Knowing what to expect can save you a lot of headaches. It is recommended to go as far as possible in each biome before moving on to the next step to save bolts, and your train should have wagon loads by the end of the second biome. Each biome also has a special bolt that looks unique and can usually spawn at the third station. This bolt gives two bolts and is needed for each of them to complete the game.
The first biome, the levels, is simple and poses few problems. The first difference is the rain, which can cool the car and fill the bucket. So the water isn’t as inconvenient and the screws can be wasted elsewhere instead of being sprayed first thing in the morning. Your two obstacles are the bandits stealing materials and the rivers that you have to cross by holding the wood and laying it across the water when you see the silhouette of the bridge. At night, the screen gets darker and it becomes difficult to see the road ahead, as the view is only around the players and the train locomotive.
The second biome, the desert, is very similar to the first, except that it no longer rains there, so it is highly recommended to freshen up before entering. The bandits still exist, because the bandits and the rivers no longer appear. Instead, there will be fewer open spaces, more hard rocks in the middle of the map, and more concentration on clearing the path ahead of you.
In the third biome, the snow biome, there are no more bandits, but there are yetis that trample the ground and can knock players off their feet. Combined with the snow, it’s very annoying to lose things. Snow slows players down and can pile up high enough to hide items. The course forces players to pay attention to the layout of the levels. Trees are easy to identify, but stone, compared to hard rock, is difficult to distinguish, hence the importance of attention to detail. A light car is very important here, as the snow can melt, exposing most of the screen when you get in.
The fourth biome, Halloween/Ad, brings relief from the snow, but also its own terrors. The night will no longer slow down players or cause problems during the race. The first big difference is that water has been replaced by the value of lava, to fill the bucket with water this must be done by steam geysers, so access to water is a priority. Bridges have to be built with stone, which makes wood less useful because it always accumulates. Sasquatch replaces my drool, which must be removed with a bucket of water. We can’t kill them, so we can pick them up and keep them away from the lava to prevent them from reigniting, or we can blow them up with dynamite. A handy strategy is to blow them up in the train to set it on fire, which kills the slime and quickly extinguishes the flames. NOTE, for the achievement of easily releasing 10 silt, find one and bring it to the geyser next to the lava with the train/player, then proceed to burn and discard the silt.
The fifth biome, space, offers some relief at first, but can quickly overwhelm the player. Water is no longer an issue, players should rather worry about oxygen meters. Now, a bucket and a tank of water and oxygen bubbles and sillies. The players can fly, but many stone bridges have to be built to lay tracks for the train. The biggest obstacle here is the management and clearance of runways, as free resources can pile up and become a problem, as well as the adjustment to the management of oxygen meters. Meteors will occur that can destroy paths and roads. That’s why it’s very important to use a bucket as a shield to stop a meteorite in case it lands on an important place. No enemies to fear.
The last biome, Mars, has the characteristics of the fifth. Bioms, except that the train now runs on a normal surface so fewer bridges are needed, but lots of patches because the screen is full of resources and few open areas. Each zone has a path of green blocks from top to bottom that must be cut in the opposite direction to continue the movement. You have to attack it with an axe/pick to get through. On these vines are 3 heads that shoot fireballs at the player, killing the player unless the player is in an oxygen bubble, either with a hit or a bucket. Still no night, bridges have to be built with stone, and oxygen is always a problem. One of the advantages is the amount of resources, especially with dynamite: players rarely struggle with materials.
Tips and Things
Here is a brief section on bad gambling habits and why they are bad. Not everything here is bad, but maybe it’s better to spend your time somewhere else on the train.
The first, number one, is the early placement of the last piece. You need to give players enough time to lay tracks to start the next level, make the train stop at the beginning and clear the wood/stone around the station to avoid a claustrophobic start and make it easier for trains to line up.
Another bad habit is to finish a song early and hold it in your hand while waiting to place it at the end. This is useful when approaching the train, but some players tend to wait as soon as enough tracks are available, usually when the train is still at 15. Instead, you help build the rails and move them forward for the next round or clear a path to start the next round.
As mentioned earlier, not using the tool to transfer raw materials is a waste of time, because you have to clean the station instead. Obviously, making a stack of resources should be your next step, but only if you have nothing else to cut into.
Working with the axe/pickaxe is not easy, just boring. In addition to generating resources, you must constantly open paths and clear the way for other players. Lack of access to water or other materials is a problem that most people face. Operating a field is a real puzzle and it’s very bad, you always have to mine/chop around the tracks and keep moving.
On a similar theme: Don’t drop the tools to stack everything, leave everything scattered and keep generating new material, because once you stop generating, no one else will either.
In fact, making large stacks can be a visibility problem. Therefore, discuss in advance how large batteries should be constructed, whether it is one large battery or several smaller ones.
When making tracks, don’t turn your stack in the middle of a level. You’re wasting time trying to move the rails forward instead of putting them in place or using them to move the train forward, because in 9/10 of the cases they just get left behind. Even if you buy in advance, it would be best to extend the delay until the station is in sight, then you can stack them at the end.
Follow the easiest route when laying the track and coordinate with your team. If the crew is moving slowly or the train is coming, don’t build straight tracks, learn how to stop the train so your crew has more time to move forward.
When laying a track, avoid being in the middle of the track or crossing it unless necessary and coordinated. The location at the edge of the track provides more space and pushes the train against a rock wall that should not be accessible to people. Of course, if there are resources on both sides of the train, stay in the middle, but don’t give more work if the path can be simplified (Ex: at the top of the map, the train can be pushed straight, no one needs to go to the other side and try to squeeze unbreakable rocks, because the player doesn’t need to be on that side of the train, so plan before you block the side of the train.
Pay attention to your curves when laying the track.
Keep the train as straight as possible and in the clear spaces, so players don’t have to spend more time clearing wider tracks for the train, and have room to meander, which means more time for players on the track.
Note the total resources when reloading. Don’t waste wood on a light bulb or a rock in a charger if it means running out of tracks. Resource management is very important, and wasting cart mats instead of carts can end a run quickly.
It is very important to pay attention to the goal. In the beginning, it is important to set each screw to the maximum number of upgrades while the train is slow and reserve it for fast upgrades in the future. For example, missing simple objectives, like not killing animals or only having one player with the tool, is an easy mistake to avoid.
Try to learn each task in case a player dies or gets stuck behind a train. You don’t feel the pressure of not messing up track placement or making sure you clear the track or tracks in front of you when players get out of position.
If you are stuck, open the menu and select Restart. It gets you to the FORWARD of the train with what you are holding, which is useful in case of instability or in an emergency to move the rails forward. Expect a delay in closing, but it can save a race if you use it early enough.
You can get stuck in biomes for bolts to find a specific car you want to buy. Note that you have to drive at least to the next station AFTER you bought the car to upgrade, but all upgrades can be bought immediately.
Compare the forward and reverse gears before buying the bike. When the pace picks up, consider staying one or two laps longer to adjust to the speed, especially if the prep work is poorly done. If the bolts and trolleys are no problem, don’t hesitate to level them quickly.
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