1 Split the tower, not the room
Six minions in one room is six people breaking the same piano. The target is a total across the night, so covering more of the tower is straightforwardly more points.
Pairs are the natural unit, because one person can work while the other watches. Three pairs on three floors will always outscore one group of six moving together, right up until something finds you.
2 Someone should be bait on purpose
Causing distractions is listed as one of the four survival responses, which means noise can be aimed rather than merely avoided.
A player who deliberately makes a racket at the far end of a floor buys everyone else a quiet stretch. It is the highest value job in the game and nobody volunteers for it, so volunteering makes you immediately useful.
3 Talking is both chat and casting
In a game where spells are spoken, ordinary conversation and spellcasting share one channel. That produces the specific comedy this game is built on, and also a practical problem.
4 Spend the trickery spells on other people
Clone, confuse and disguise are listed alongside the destructive options, and they are support tools rather than scoring tools.
Using them on your own situation is defensible. Using them the moment a teammate is cornered is what turns a crew into something better than six individuals, and it costs you nothing except the points you were not going to score during that second anyway.
5 Hitting the target reliably
| Habit | Effect on the total |
|---|---|
| Break something in every room | Steady accumulation beats hunting for a big score |
| Move on after a burst | A wrecked room has nothing left, and the noise brought company |
| Cover different floors | Two pairs in the same corridor duplicate effort |
6 Playing with strangers
Online co-op is listed, so filling a group of six with people you do not know is supported. Be aware of what that means in a game where everyone is speaking constantly.
The practical advice is to treat the first few minutes as a sorting exercise. A lobby that is coordinating will feel obvious within one floor, and one that is shouting over each other will not improve. There is no penalty for leaving and finding another.
7 If you cannot use a microphone
This is worth being direct about. The store presents voice as the way spells are cast, and it does not describe an alternative input.
If speaking aloud is not possible for you, whether because of your living situation or anything else, check the current store page and any accessibility notes before buying rather than assuming a text option exists. We are not going to claim one is there when the page does not say so.
8 Habits that end a night early
| Habit | Why it hurts |
|---|---|
| Shouting a spell faster when it fails | Enunciation matters, so speed makes it worse every time |
| Six people in one room | One room of noise, one shared disaster, one sixth of the coverage |
| Staying after the room is wrecked | No points left and the noise already told something where you are |
| Trying to fight a creature | Nothing in the spell list is a weapon |
| Constant chatter | It competes with the channel everyone needs for casting |
Split into pairs and cover different floors rather than crowding one room, and let somebody be deliberate bait, since distraction is a listed survival tool. Remember that chat and casting share one channel, so go quiet while a teammate is speaking a spell. Spend clone, confuse and disguise on whoever is cornered. Break something in every room and move on once it is wrecked. If you cannot use a microphone, check the store page before buying rather than assuming a text option exists.
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