Manage Stress Levels
A stress meter is an important part of how you play Aliens: Dark Descent. The more Xenomorphs and scary things Marines see while on duty, the more Stress they will feel. If a Marine’s stress level gets high enough, they will get a Trauma level, which makes it hard for them to fight. The Psychiatric Care Unit in the Medical Bay on the Otago can help lower stress levels. As can building shelters and resting during deployment.
Stress levels need to be kept an eye on in the field because when they get out of hand. They can make Marines less willing to follow orders, less accurate, less mobile, and less successful in the field as a whole. By making Shelters at regular times (that haven’t been taken over by alien hives, etc.). The squad will be less affected by Stress as a whole.
Treat Every Room As A Potential Threat
In Aliens: Dark Descent, it’s important for the Marines to be able to see where they’re going. Because there could be Xenomorphs just out of sight. Using the Flashlight can help stretch your line of sight and bring attention to things in the room that you can interact with, like Datapads, Materials, and Terminals.
Even though not every room has to have a lot of big, dangerous enemies, eggs can be harder to find and do even more damage to the team when a Facehugger is used. By moving slowly with the Flashlight on, the team will be able to see any possible threats before they turn into disasters. Players should try to clear rooms and take note of all the entrances and exits.
Use The ARC
The ARC is a heavily armed vehicle support unit that can help the player in a number of different ways while on a task. Most of the time, the ARC will be used to get players to different parts of the mission site. This is faster and safer than walking. The ARC can also Extract players and put them on Hunslet’s ship. Hunslet’s ship will then fly them back to the Otago to fully heal.
The ARC can also be moved around the map while it is being used. This can be used for both Fire Support and Extraction. When players are in trouble near the ARC, it will fire a strong barrage of machine gun fire that will kill most threats before they can reach the Marines.
Check The Map For Points Of Interest
In Aliens: Dark Descent, players have to keep track of a lot of different goals, items, passageways, and threats. Checking the Map to scan the environment is a simple way to keep track of this and make sure that all Materials and Xenosamples in a given task area have been collected. The Map will show all places of interest in the area being explored, while the Heartbeat Monitor. Which is shown during exploration, only shows a small amount of information.
From the Map screen, players can also look at their Objectives, the task Brief for the whole task. And the Legend, which tells them what each icon on the map means. Here, players can also look at the Squad Recap and Codex if they want more detailed details about the game.
Aliens: Dark Descent has a persistent-world system, which means that everything you do that changes the surroundings will stay there for the whole Backrooms game. If a player welds a door shut in one place. It will stay shut even if the player leaves and doesn’t come back for days. Also, loot won’t keep coming back over and over again in an endless supply. So players should make sure to grab what they see the first time so they don’t have to go back and get it later.
The good thing about this system is that players can easily Extract, go back to their base, and get their squads back. They can also send a new squad to finish the rest of a task. Given how many different goals there are in each task area. The game doesn’t expect players to finish them all at once, and even if they do. It will be hard for even experienced players to do so. Just call the ARC and use it to get out of the situation. So you can fight another day.Marine deaths are final. So if one of them dies in the field, they will never come back, not even to the Otago.
You can now play Aliens: Dark Descent on PC, PS4, PS5, Xbox One, and Xbox Series X/S.