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Tokyo Death Metro

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The Tokyo Death Metro is the asynchronous multiplayer aspect of Let It Die.

It opens up after defeating the first boss on the third floor.

Players can join a team. Teams represent real states or countries. Death Metals can be obtained through successful Team Fights.

Defense[edit | edit source]

Players can set up to 9 characters to defend their Waiting Room. (The game allows for 10, but the Fighter Freezer has a limit of 10 characters, and the currently selected fighter cannot be placed on defense.) While players are offline or in the Tower of Barbs, their waiting rooms become available to raid: their fighters are controlled by the AI to attack invaders who are controlled by human players. Players can set up defense fighters in the train platform, the waiting room, or both. But if players do not set up defense fighters, the game randomly uses two fighters from the Freezer as defense, one for the train platform and one for the waiting room, though if fighters are unavailable in the Freezer, the waiting room is left defenseless.

Alarms[edit | edit source]

Players can buy and assign an alarm to only a single defender that can summon Tuber(s) or Coen to help defend. Alarms expires in real time. Purchasing the same alarm stacks the timer by 24 hours for each time limit; after the timer stacks above 120 hours, purchases of the same kind can no longer occur. Purchasing a different kind of alarms overwrites the existing timer. Players can unlock stronger alarms by climbing the tower.

Ocarina[edit | edit source]

This tier unlocks as soon as TDM is unlocked. These alarms unlock at level 1. Climbing the tower upgrades these alarms.

Old Ocarina Lv. 1 (30 SPLithium)

Enemies Number Chances
Scratch Tuber X-1 6 100%

Small Ocarina Lv. 1 (30 SPLithium)

Enemies Number Chances
Scratch Tuber X-1 4 50%
Hovering Tuber X-1 1 50%

Superior Ocarina Lv. 1 (30 SPLithium)

Enemies Number Chances
Scratch Tuber X-1 4 50%
Bullet Tuber X-1 1 50%

Floor 16[edit | edit source]

Reaching the 16th floor unlocks the Rugged Conch and levels up the Ocarinas.

Old Ocarina Lv. 2 (130 SPLithium)

Enemies Number Chances
Scratch Tuber X-2 6 100%

Small Ocarina Lv. 2 (130 SPLithium)

Enemies Number Chances
Scratch Tuber X-2 4 50%
Hovering Tuber X-2 1 50%

Superior Ocarina Lv. 2 (130 SPLithium)

Enemies Number Chances
Scratch Tuber X-2 4 50%
Bullet Tuber X-2 1 50%

Rugged Conch Lv. 1 (500 SPLithium)

Enemies Number Chances
Scratch Tuber X-2 4 30%
Bullet Tuber X-2 1 30%
Coen X-1 1 40%

Floor 19[edit | edit source]

A new alarm unlocks upon reaching the 19th floor.

Rough Conch Lv. 1 (500 SPLithium)

Enemies Number Chances
Scratch Tuber X-2 4 20%
Bullet Tuber X-2 1 20%
Reversal Tuber X-1 1 30%
Coen X-1 1 30%

Floor 28[edit | edit source]

Upon reaching the 28th floor, Old Ocarina, Small Ocarina, and Rugged Conch level up.

Old Ocarina Lv. 3 (450 SPLithium)

Enemies Number Chances
Scratch Tuber X-3 6 100%

Small Ocarina Lv. 3 (450 SPLithium)

Enemies Number Chances
Scratch Tuber X-3 4 50%
Hovering Tuber X-3 2 50%

Rugged Conch Lv. 2 (1800 SPLithium)

Enemies Number Chances
Scratch Tuber X-3 4 30%
Bullet Tuber X-3 1 30%
Coen X-2 1 40%

Floor 30[edit | edit source]

Upon reaching the 30th floor, Superior Ocarina and Rough Conch level up.

Superior Ocarina Lv. 3 (450 SPLithium)

Enemies Number Chances
Scratch Tuber X-3 4 50%
Bullet Tuber X-3 2 50%

Rough Conch Lv. 2 (1800 SPLithium)

Enemies Number Chances
Scratch Tuber X-3 4 20%
Bullet Tuber X-3 1 20%
Reversal Tuber X-2 1 30%
Coen X-2 1 30%

Floor 35[edit | edit source]

Upon reaching the 35th floor, all alarms except for Superior Ocarina level up.

Old Ocarina Lv. 4 (1300 SPLithium)

Enemies Number Chances
Scratch Tuber X-4 6 100%

Small Ocarina Lv. 4 (1300 SPLithium)

Enemies Number Chances
Scratch Tuber X-4 4 30%
Hovering Tuber X-4 2 30%
Reversal Tuber X-3 1 40%

Rugged Conch Lv. 3 (5000 SPLithium)

Enemies Number Chances
Scratch Tuber X-4 4 30%
Bullet Tuber X-4 2 30%
Coen X-3 1 40%

Rough Conch Lv. 3 (5000SPLithium)

Enemies Number Chances
Scratch Tuber X-4 4 20%
Bullet Tuber X-4 2 20%
Reversal Tuber X-3 1 30%
Coen X-3 1 30%

Floor 38[edit | edit source]

At the 38th floor, the Superior Ocarina levels up.

Superior Ocarina Lv. 4 (1300 SPLithium)

Enemies Number Chances
Scratch Tuber X-4 4 30%
Bullet Tuber X-4 2 30%
Reversal Tuber X-3 1 40%

Floor 42[edit | edit source]

At the 42nd floor, the Old Ocarina and the conches levels up.

Old Ocarina Lv.5 (3800 SPLithium)

Enemies Number Chances
Scratch Tuber X-5 6 100%

Rugged Conch Lv.4 (15000 SPLithium)

Enemies Number Chances
Scratch Tuber X-5 4 20%
Hovering Tuber X-5 2 20%
Reversal Tuber X-4 1 30%
Coen X-4 1 30%

Rough Conch Lv.4 (15000 SPLithium)

Enemies Number Chances
Scratch Tuber X-5 4 20%
Bullet Tuber X-5 2 20%
Reversal Tuber X-4 1 30%
Coen X-4 1 30%

Floor 48[edit | edit source]

At the 48th floor, the Small Ocarina and the Superior Ocarina level up.

Small Ocarina Lv. 5 (3800 SPLithium)

Enemies Number Chances
Scratch Tuber X-5 4 30%
Hovering Tuber X-5 2 30%
Reversal Tuber X-5 1 40%

Superior Ocarina Lv. 5 (3800 SPLithium)

Enemies Number Chances
Scratch Tuber X-5 4 30%
Bullet Tuber X-5 2 30%
Reversal Tuber X-4 1 40%

Raid[edit | edit source]

Players can only raid players from a different TDM team as their own, and they can only raid the same player once a day. Players can use their current selected fighter to raid other players bases while those players are offline or are in the tower. Raiding will earn you 10% of the raided players current Bank and Tank values, up to 5% of their total capacity (thus, someone with a KC Bank of 90000 maximum will be at most, worth 4500 KC). Only up to 64,000 KC/SPL may be visible in the raid preview at any given time despite how much more a player may have.

There is a time limit set on the raid. In this time limit, the player must destroy more than 50% of the defender's base to win which include the defense fighters, the Kill Coin bank, and the SPLithium Bank. Defeating all the fighters and alarms on the train platform gives access to the waiting room where both banks are located. Defeating all the fighters and alarms in the waiting room gives access to the Restroom.

Players may capture defending characters and take them as prisoners in the Restroom. SPLithium is extracted every few minutes from prisoners until the extraction time limit (4 real-time hours) has passed or until the prisoner has been freed by an invader. Alternatively, the owner of a captured defender may pay a Kill Coin bounty to free their captured defender. The amount of the bounty is based on the grade of the captured fighter. If a prisoner is not freed before the extraction time completes, then the player will receive a Lost Bag.

When the player succeeds or fails a raid, their fighter is sent back to the waiting room as they were before the raid. Regardless of death, fighters involved do not lose any of their equipment, they do not need to be salvaged, and they cannot be revived during the raid. When an invader is defeated, an equipment of theirs is dropped (if droppable) in the player's waiting room to whose defense they lost.

A raid or defense will earn you TDM points. Generally, the higher your enemy TDM points, the more you will earn for successes and the less you will lose for fails, and the converse applies for the lower your enemy TDM points. The base amount for a raid based on your total TDM value versus theirs which will be shown explicitly in preview right before you confirm to raid a given base. The base amount for a successful raid ranges from 0 to 60. The base amount for a failed raid ranges from -20 to 0. Regardless of success or failure, a raid can award additional TDM points for each fighter or alarm defeated during a raid. High grade fighters and high level alarms award more points than low grade fighters and low level alarms. Likewise, the amount for a successful defense ranges from 0 to 60, and the amount for a failed defense ranges from -20 to 0.

At the end of every week, players receive reward based on their current TDM Rank, consisting of Kill Coins, SPLithium and Lost Bags. Then their rank and points are reset to the lowest sub-rank of your current rank. For example, for a player in a Bronze I with 256 TDM points, when the week ends, they get their corresponding reward, and their points reset to 0, and their rank will be Bronze III. Similarly, for a player with 2800 TDM points (Platinum II), their beginning rank for the next week will be Platinum III, and their TDM points will start from 2,400.

Rank TDM Point Range Raiding Bonus Weekly Rewards Weekly Lost Bags
TDM Bronze.png Bronze III 0 to 99 KC.png 800

SPL.png 800

KC.png 10,000

SPL.png 10,000

Lost Bag.png Lost Bag.png Lost Bag.png
TDM Bronze.png Bronze II 100 to 199 KC.png 1'000

SPL.png 1'000

KC.png 13,000

SPL.png 13,000

Lost Bag.png Lost Bag.png Lost Bag.png Lost Bag.png
TDM Bronze.png Bronze I 200 to 299 KC.png 1,200

SPL.png 1,200

KC.png 16,000

SPL.png 16,000

Lost Bag.png Lost Bag.png Lost Bag.png Lost Bag.png Lost Bag Silver.png
TDM Silver.png Silver III 300 to 499 KC.png 2,000

SPL.png 2,000

KC.png 20,000

SPL.png 20,000

Lost Bag.png Lost Bag.png Lost Bag.png Lost Bag Silver.png Lost Bag Silver.png
TDM Silver.png Silver II 500 to 699 KC.png 2,500

SPL.png 2,500

KC.png 25,000

SPL.png 25,000

Lost Bag.png Lost Bag.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png
TDM Silver.png Silver I 700 to 899 KC.png 3,000

SPL.png 3,000

KC.png 30,000

SPL.png 30,000

Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png
TDM Gold.png Gold III 900 to 1,199 KC.png 4,000

SPL.png 4,000

KC.png 40,000

SPL.png 40,000

Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Gold.png
TDM Gold.png Gold II 1,200 to 1,499 KC.png 5,000

SPL.png 5,000

KC.png 48,000

SPL.png 48,000

Lost Bag Silver.png Lost Bag Silver.png Lost Bag Silver.png Lost Bag Gold.png Lost Bag Gold.png
TDM Gold.png Gold I 1,500 to 1,799 KC.png 6,000

SPL.png 6,000

KC.png 56,000

SPL.png 56,000

Lost Bag Silver.png Lost Bag Silver.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png
TDM Platinum.png Platinum III 1,800 to 2,399 KC.png 7,000

SPL.png 7,000

KC.png 70,000

SPL.png 70,000

Lost Bag Silver.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png
TDM Platinum.png Platinum II 2,400 to 2,999 KC.png 8,000

SPL.png 8,000

KC.png 80,000

SPL.png 80,000

Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png
TDM Platinum.png Platinum I 3,000 to 3,599 KC.png 9,000

SPL.png 9,000

KC.png 90,000

SPL.png 90,000

Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Platinum.png
TDM Diamond.png Diamond III 3,600 to 5,099 KC.png 10,000

SPL.png 10,000

KC.png 100,000

SPL.png 100,000

Lost Bag Gold.png Lost Bag Gold.png Lost Bag Gold.png Lost Bag Platinum.png Lost Bag Platinum.png
TDM Diamond.png Diamond II 5,100 to 6,599 KC.png 12,500

SPL.png 12,500

KC.png 150,000

SPL.png 150,000

Lost Bag Gold.png Lost Bag Gold.png Lost Bag Platinum.png Lost Bag Platinum.png Lost Bag Platinum.png
TDM Diamond.png Diamond I > 6,600 KC.png 15,000

SPL.png 15,000

KC.png 200,000

SPL.png 200,000

Lost Bag Gold.png Lost Bag Platinum.png Lost Bag Platinum.png Lost Bag Platinum.png Lost Bag Platinum.png

Random[edit | edit source]

The Random tab of the TDM menu is the default list of at most 50 random players currently a similar rank as yours (as defined by TDM points) who are on different TDM teams as your own. When a player is raided, regardless if the raid is a success or a failure, they cannot be raided by the same player in the same day.

Revenge[edit | edit source]

The Revenge Tab is populated by players who have successfully raided your base but whom you have not raided successfully once before. Their names in the tab are greyed out if the given players are currently in their bases. There is no special bonus for a successful revenge, and raiding their base removes them from the tab regardless if the raid was a success or failure. While on the revenge tab, despite their current rank or your current rank, you can always raid them while they are offline or in the tower.

Rescue[edit | edit source]

The Rescue tab populates with players who have captured at least one fighter from your TDM team. The purpose of a Rescue is to free the captured fighter from the enemy's Restroom during a raid, though you may simply leave them be. Like Revenge, Rescue bypasses similar rank requirement to raid a waiting room; their names in the tab are greyed out if the given players are currently in their bases. After defeating all the defense fighters and alarms in the waiting room platform, the Restroom is unlocked for you to damage any toilet cell in order to free the fighter in the cell. Bonus Kill Coins and SPLithium are awarded based on the level of the rescued fighters.

Fighters held by enemies players on the Random list can be freed in a similar manner, but the Kill Coin and SPLithium bonus would only be applied if the rescued fighter belongs to a teammate.

Favorite[edit | edit source]

The Favorite tab will appear after setting a team as favorite from the live map in the Tokyo Death Metro menu. This tab will show a list of at most 200 similarly ranked players from the team you have chosen to favorite.

Buying Equipment for your Waiting Room[edit | edit source]

Once the TDM is unlocked, players can purchase equipment upgrades for their Waiting Room.

Equipment includes character slots in the Fighter Freezer, increased prison slots in the Restroom, increased Kill Coin Bank and increased SPLithium Tank.