TDS Necromancer Guide Cover

TDS Necromancer Guide — Summons, Upgrades & Why It Carries the Late Game (2026)

Two Players Buy the Same Tower. One Gets an Army. The Other Gets Nothing. Two players, same map, same difficulty. Player one grabs the Necromancer on wave 3, drops it near the spawn, and waits. Five waves pass. The tower sits there, mostly idle, while the Scout and the Militant do all the actual work. By wave 12 the player is muttering that the tower is bugged. Player two doesn’t touch it until wave 18. By then the map has narrowed into one choke, a Sledger is holding enemies in place, and a Minigunner is shredding them. The moment the Necromancer goes down, corpses start rising. Within two waves there’s a pack of zombies walking the lane, chewing through whatever leaks past the Minigunner. Same tower. Completely different result. ...

August 28, 2026 · 10 min · 2004 words · Alex Turner
Lethal Company High Quota Late Game Guide — crew huddling on a cramped moon with escape lights visible

Lethal Company Complete High Quota & Late Game Guide — Surviving When Every Run Is a Death Sentence (2026)

3:18 PM on Rend. Quota 8. Everyone is Alive. That’s the Problem. Your ship has 6,200 credits in the terminal. The quota is 1,250. You’ve already met it — three gold bars and a Cash Register sit on the ship floor, totaling 1,340 credits. By every early-game metric, you’ve won. The run is over. You can sell, pass the quota, and move on. Nobody moves toward the sell button. “We’ve got time for one more run,” the scout says. “Day 2. Clear weather. Rend again. Let’s bank another 800 for next quota.” ...

July 18, 2026 · 17 min · 3610 words · Alex Turner