Showing posts with label Archer. Show all posts
Showing posts with label Archer. Show all posts

Thursday, 26 January 2023

Warhammer 40K: Darktide

Purge the heretics!

This horde shooter is very much in the same vein as the less futuristic Vermintide and Left 4 Dead with scores of Nurgle worshipers and their special units to dispatch (like one that pounces and then you need help from some one else to get up and another that you need to quietly avoid) while doing random tasks like bringing fuel cans power cells to designated spots, scanning for demon residue (shouldn't that just be everywhere) or hacking with very faulty equipment.  

The major difference with this one is almost 50% of your opponents now come with guns, and those really do hurt! Either you'll need to out snipe them as a veteran, block the damage as a mighty ogryn, cleverly draw them close (or just charge like a maniac) as a zealot, or pop their heads with your mind powers as a psyker - at the risk of popping your own head too - void powers are fun that way. Those are the current four classes available and you do missions in squads of four.

The most annoying parts though are the market, which sells you a random assortment of weapons every hour just to make sure the odds of you finding the one you want are low - and this is worsened by the ridiculous login time which Archer rightly quipped "takes three business days to get in". It's fun enough when you can get to play though its a bit repetitive, a bit grindy and a bit thin on content (though more is said to be on the way). Make sure to have a book or blog site open to read while waiting to actually get into the game.

Sunday, 25 September 2022

Warframe: Caliban and Ivara

The half sentient and the archer.

Caliban

Only after completing the New War can you start collecting parts for Caliban from Narmer bounties, but don't be too annoyed if the blueprints don't drop too quickly because you'll need a lot of those Narmer isoplasts that also live in the same reward table to build him, as well as anomaly shards you can only get from Veil Proxima using your railjack. It is quite a lot of work to get all the things you need!

Your reward is an odd looking frame who can spin like a top, stomp for some AoE, summon a sentient melee ally or do a quick, arcing beam blast - none of which feel very unique nor useful. The ally is ho hum, and there are other frames that do those other abilities better. Not a good warframe at all and definitely just mastery fodder for me.

Ivara

You have a slim chance to get Ivara's blueprints in any spy mission, provided you unlock all three vaults in a single run so unless you are super lucky and/or patient (I was only lacking 1 part after completing Steel Path and Empyrean space), you may have to grind a little to get her and like Loki she is designed as a stealth frame. It's nice that an enemy radar is included as her passive.

While she can only turn invisible if walking, her ability to do so is an on/off toggle unlike Loki's activate every 20 seconds or so (so he does become visible while recasting). She can also pickpocket extra loot while doing this which is a plus. All her other abilities are bow related since she is "the archer" after all: she can summon an exalted bow, control the trajectory of her projectiles, and pick from a bunch of trick arrows (noise, sleep, stealth or wire) at her disposal.

Pretty neat, but definitely designed for a slow and methodical pace. To that I ask, have you played Warframe lately? If you aren't solo the odds of a slow and methodical pace happening are near zero. My biggest problem is she can't regain energy while stealthing so while she can sustain her invisibility until her power runs out - it will run out eventually. Comparatively my Loki actually regains energy while invisible or if you are a Wisp then simply continually jumping or bullet jumping means nothing can see you. Cool frame, but I've already got ones that cover her niche.

Sunday, 1 May 2022

GTFO: R6CX - Flux (Main)

Good news! This next level isn't so difficult either, especially if you take the boring route (which will make this write up pretty long). The main objective is to stabilize the light system via typing commands into two terminals. Our load outs were:

Me: Pistol/Shotgun/C-foam/Spear
Archer: Carbine/Scatter Gun/Mines/Hammer
DL: DMR/Sniper/Mines/Hammer
Jim: HEL Revolver/Shotgun/C-foam/Hammer

It's an easy clear and loot until you get to the Class V cluster alarm. Enemies will exclusively be coming from the small door you entered in which makes it easy to prep (make sure all doors are closed anyway). Note the first scan is a team scan downstairs though, so icers have to run quick to catch the door before it breaks. We used all the ice here to complete the scans and the bad guys then all died to a single mine.

Afterwards is more stealth bopping until you reach a regular non-alarm team scan. A few seconds after the door opens the lights will fail, so I suggest flash lights on going in, stacking on the right corner turn 180 to watch the security you just came from and getting ready for invisible enemies! That's on top of anything that was sleeping inside the room, which will come from your right if you are facing the door.

Invisible enemies can either be regular or giant strikers who basically have no graphic. Not even a "predator" shimmer. While a bio tracker will find them turrets won't spot them. They DO shriek and cast a shadow though, so have your lights on and prepare to spray and pray continue head shotting like a pro. Also, they are slower than regular enemies in all aspects so if you need to tango with them in melee, circle strafing is amazing (less so against a giant shadow though).

Luckily there are only the small type here so deal with them and hold for a wave or two and the lights will come back on. Proceed to the non alarm team scan Apex door and enter the well stocked "central" chamber that contains both terminals you need - one easily found on the central bridge and one hiding away in a hidey-hole corner only accessible from a ladder upstairs. I recommend finding that one before continuing just so your team knows where to go later. Alas both terminals are password locked.

If you want to be safe and boring skip down to "BRUTE FORCING". Otherwise, to proceed as the game intends, you need to open the flanking doors to get those passwords. One door has a class IV cluster alarm which will take you all over the terminal room followed by a room of double scouts. In that chamber is a terminal to open the locked security door within, but it also kills the lights and summons endless waves of shadows (in addition to the shadows sleeping in that zone) so guard your "hacker" as he runs between terminals whose LOG files give only one letter of the password, and the position of said letter each. Eg. "--r-".

I recommend once you have two of the letters that you head back to the terminal on the bridge and start guessing. There are only so many English words with four letters. Once unlocked, turn the lights back on, clear leftovers and go back in to loot. Then go over to the other door, a regular team scan which also turns lights off and summons shadows. The terminals in this zone are behind the three blood doors (which all have shadows) with two being behind the blood door to the left. Get the pass code (or enough of it to guess) then go to the hidey-hole terminal, unlock it and turn the lights back on. Clear stragglers, loot the zone.

START BRUTE FORCING

Because there are only so many English words with four letters, you don't actually have to open the side doors from the central chamber. I reran and won this mission with bots (tools were mines and three sentries) just to verify that if you are patient you can just "brute force" (aka continually guess) I'll put a list below to help you out. The only penalty for doing it this way is that it takes longer and is freaking boring.

END BRUTE FORCING

Once done you can finally use that last door in the central chamber which is a slow Class S I scan where in the whole team must hold the central bridge as enemies come from three (or one if you Brute Forced) doors. Ice and mine both sides and fight well against the hordes. If you survive, you get to use the checkpoint scan and find the next zone full of supplies, a bulkhead key and bulkhead control, and the choice to do MAIN or SECONDARY. Since we're only doing MAIN, you are basically done. Just open the final non-alarm door and GTFO. :)

--POSSIBLE PASSWORDS--

able  acid   aged  airy  ally  anti  area  army  atom  auto  axis  

baby  back  bait   bake  bald   ball  band  bank  bark  barn  bath  bead  beak  beam  beef  beer  bell  belt  bend  bent  best  beta  bias  biff   bike  bill  bird  bite  blow  blue  blur  boat  body  bold  bolt  bomb  bone  book   boot  born  boss  both  bowl  brag  brow  buck  bull  bump  burn  busy
 
cage cake  call  camp card  care  case  cash  cast  cave  cell  chef  chew  chip  city  clan  clap  claw  clay  clip  club  clue  coal  coat  code  coin  cold  coma  comb  cone  cook  cool  copy  core  corn  cost  cozy  crab  crew  crop  crow  cube  cuff  cure  cute

damp  dare  dark  dart  dash  data  date  dawn  dead  deal  deck  deed  deep  dent  deny  desk  dial  diet  dime  dine  dire  dirt  dish  diva  dive  does   doll  done  doom  door  dose  down  drag  draw  drip  drop  drug  drum  dual  duck  duel  duet  dull   dump  dune  dunk  dust  duty
 
earn  ease  east  easy  echo  edge  edit  eery   else  envy  epic  etch  ever  evil  exam   exit  expo

face  fact  fade  fail  fake  fall  fame  fang  farm  fast  fate  fear  feed  feel  feet  fill  film  find  fine  fire  firm  fish  fist  fits  five  flag  flak  flap  flat  flaw  flew  flex  flip  flop  flow  flux  foam  foil  folk  food  fool foot  fork  form  fort  foul  foxy  frat  free  frog  fuel  full  fund  funk  fury  fuzz  

gain  game  gang  gasp  gate  gaze  gear  germ  girl  give  glow  goal  goat  gold  golf  gone  good  grab  grid  grin  grip  grow  gulf  guru  

hack  half  hall  halo  hard  hawk  head  hear   heat  hell  help  hemp  herd  here  hero  hide  hill  hint  hire   hiss  hive   hoax  hold  hole  holy  home  hood  hook  hope  horn  host  hour  huge  hulk  hunt  hurl  hurt husk  hymn  hype  

idea  idle  idly  idol  iffy  inch  iris  iron  itch  item
 
jack  jail  jaws  jazz   jeep  jive  jobs  join  joke  jolt  jump  junk   jury  just
 
keep  kick  kill  kilo  kind  king  kiss  kite  kiwi  knee  knob  know  

lack  lady  lair  lake  lama  lamb  lame lamp   land  lane  lard  lash  last  lawn  lazy  lead  leaf  lean leap  left  lend  lens  less  levy  liar life  lift  like  lily  limb  lime  line  link  lint  lips  list  live  load  loaf  loan  lock  logo   long  look  loop  loot  lord  lore  lose  loss  lost  love  luck  lump  lush  lynx  

made  mail  main  make  mark  mask  mass  mate  math  maze  meal  mean  menu  mesh  mess  mild   mile  milk  mini  mint  miss  mist  mojo  monk  mono  mood  moon   more  most  moth  move  much  mule   muse  must  mute
nail  name  navy   near  neat  neck  need  neon  nest  news  next  nice  nine  none  noon  nose  nosy   note   noun  nuke  numb

oboe  odds  oily  omen  omit  once  only  open  oval  oven  over  

pack page  paid  park  pass  past  path   pawn peak  peel  pelt  perk  pest  pick  pipe  plan  play  plot  plug  plum  poem  poke  pole  pony  pool   pope  pork  port  pose  post  prop  puck  pull  pulp  puma  pump  punk  pure  push

quit  quiz

race  raft  rage  raid  rail  rain  ramp  rank  rant  rare  rash  rate  rear  redo  rely  rent  rest  rice  rich  ride  riff   rift  ring  riot  ripe  rise  risk  road  roar  robe  rock  roof  room  rope  rose  rosy  rude  ruin  rule  runt   ruse   rush  rust

safe   salt  same   sand  sane  save  scan  scar  seal  seed  seen  sell  semi  send  shoe  shop  shot  show  sick   side  sift  sign  silk  sing  sink  site  size  skin  skip  skit  slam  slap  slay  slim  slip  slot  slow  slug  slur   snag  snap  snip  snow  snug  soak  soap  sock  soda  sofa  soft  sold  some  song  soon  sort  soul  soup   sour  spam  span  spin  spit  spot  spur  stab   star   stay  stem  step  stew  stir  stun  such  suit  sure  swan swim

taco  take  tale  talk  tall  tame  tank   task  taxi  tear  teen  tell  tend  tent  term  test  text  that  them   then  they  thin  this  tick  tide  tidy  tier  ties  tile  tilt  time  tire  toad  told  toll  tone  took  tool  torn   town   trap  tree  trim  trio  trip  true  tsar  tuba  tube  tuna  tune  turk  turn  twig  twin  type  tzar  

ugly   undo  unit  urge  used  user

vase  vast  verb  very  vest  vibe  vice  view  vine  visa  void  volt  vote  
wage  wait  wake  walk  wall  want  warm  warp  wart  wash  wasp  wave  weak  weed  week  were  west   when  whip   wife  wild  will  wind  wine  wing  wire  wise  wolf  wood  wool  word  work  worm  yank  
yard   yarn  yawn  year  yell  yeti  yoga  your

zone  zoom

Monday, 18 April 2022

GTFO: R6BX - Dust (Main)

Rundown 6 was extended last week and the first mission is pretty easy compared to what we were just doing. All you need to do is get to a terminal and type in a command, but you'll need to visit the entire map to gain access to it. Our loadouts were as follows:

Jim: DMR/Shotgun/C-foam/Hammer
DL: DMR/Sniper/Mines/Hammer
Me: Pistol/Shotgun/C-foam/Spear
Archer: Carbine/Scatter Gun/Mines/Hammer

Yep, double mines and double c-foam because there are a number of scans and a number of doors. Most of the map is divided into two "types" of rooms. The ones with regular sleepers which you should absolutely assassinate, and the ones with giants which you should probably stealth, but it's probably better to kill the ones near scan rooms.

Remember lone striker giants are easily killed quietly by four people going for limb break (call which limb to prevent doubling up and also strike from the back for x2 damage). If you need to be noisy the sniper rifle and space can handly giants easy, and if they are bunched together the scatter gun will destroy them just as easy. Shooter giants just strafe while full striking and they die easy, but you'll probably need to shoot their friend.

Clear your drop zone for loot and find the door you need to get through to the North is under lockdown, so head East for a Class IV checkpoint scan. Enemies will attack both North and South doors so mine and ice as needed. We didn't bother doing ice duty and we were fine. After an area with giants you'll find another Class IV alarm with two doors leading to it. Enemies will attack both so ice and mine. You won't be done with the scan when they bust through so fight well.

On the bridge in the room beyond is the terminal to lift the lock down to the objective path, but it is password protected. Enjoy the easy busy work as you first must open the zone to the East to get a key card then open the zone to the South (checkpoint) to get the password to the bridge terminal. Gear up and prep both ends of the bridge as typing the command initiates a pretty long hold. Foam is actually useful here as it slows the waves. Also, the scan area is huge so you can move about a little if you want. We didn't need to, and just held by the terminal to the bitter end.

Once done rejoice! Then sneak past all the giants again and head to that Northern door which is open now and into a zone that features SCOUTS. For us it was one in each room here because we couldn't find the path through. For you, just try go NORTH as much as possible and if you can't go North, look for a door to your West, go through that, and try go North as much as you can again. Breath a sigh of relief as you come across checkpoint door #2 and soon beyond that is the terminal you need to type something into.

As you do so... surprise! You are in the open desert again and there are no enemies for now. Loot the entire area and take note of the little passages you can't go through. You'll want to mine these as sleepers will be coming through momentarily. There will be fliers too coming from the look out, as well as the new rock flyer who is invulnerable except for when he's just about to fire: he opens his eye - a nice target for snipers.

All those monsters spawn once you put the terminal command in, and again you must hold but the scan area is huge so you can maneuver a bit. We didn't, and pretty much held at the terminal again. Survive the scan and you are put right back where you were in the facility. Find the nearby security door which is now open and go for an easy extraction to GTFO. :)

Sunday, 10 April 2022

GTFO: R6C3 - Pressure Point (Overload)

Moved up from doing a Secondary to an Overload for today, just in time before Rundown 6 gets extended too.  Our load outs were as follows (full hammer squad for jousting):

Archer: Carbine/Scatter Gun/Burst Sentry/Hammer
Me: Pistol/Shotgun/Mines/Hammer
DL: DMR/Sniper/Mines/Hammer
Jim: DMR/Shotgun/Burst Sentry/Hammer

As this is also a "bonus" objective, you need to win the main mission as per before. The general overall tips are GO FAST and lock melters are amazing.You don't want to still be dealing with the lower levels as the infectious fog rises. The change to the path is a minor one: right after plugging in the bulkhead key select OVERLOAD instead of main (that's around the 5th paragraph in my previous guide).


The white path is what I did (key grabber) for the overload section.

Then make haste back to the North while following the HUD display. The overload bulkhead is down some stairs and doesn't need a scan or anything, first one to get there just pull the door open. Once inside rush up the stairs directly to the big door across, get inside mine, cfoam and turret that thing. Right beside the door is a terminal where you must type a command SCP_ZONE_PURGE and sit in a really long team scan.

Survive the waves that come and once that's done go back out the door and open the security door across from you, the one beside the stairs you came up. One person needs to run in there, turn right, go through two doors and find the next bulkhead key BUT BEWARE! Inside that zone is a sleeping father/tank. If you are lucky, you can stealth past. If he's at the door like he was for us, setup reverse waterfall of mines (floor to ceiling at the door) and make him run through it then kill it quick, remembering you need to destroy the cancers on its back and it is invulnerable from the front.

While the key grabber (me) does his thing the other three must continue to hold the waves which likely include giants. On any downtime they should loot as much as they can, prioritizing ammo over health. When the key grabber returns, everyone must make a dash back to the bulkhead controls, plug the key in and activate the MAIN mission, which you will then need to finish off.

The only wrinkle at this point is a second father appeared during the checkpoint scan for us. Archer made a good strategy to kill him as the room right beyond the checkpoint door has a balcony - while he and DL held off the spawn and sniped the father Jim and I scavenged more ammo deeper in to give to them (we were out at that point). After killing the father as a team we continued the escape part of the mission, with scarily low amounts of ammo! Fight well, hammer when you can, and remember the father and giant strikers can actually hit through the balcony grating. Took us a few goes but we finally managed to GTFO!

Tuesday, 15 March 2022

GTFO: R6B2 - Contaminant (Secondary)

We've come back upstairs to do the Secondary goal of this map, to do two terminal uplinks, which thankfully is a lot easier than the previous hell we were in. Archer was available for this run so our loadouts were as follows:

Jim: Hel Revolver/Choke Mod Shotgun/C-Foam/Hammer
Archer: Carbine/Scatter Gun/Burst Sentry/Hammer
DL: DMR/Sniper/Mines/Bat
Me: Assault Rifle/Shotgun/Burst Sentry/Spear

For those not familiar with GTFO, doing Secondary or Extreme goals are optional - but if you do them or not you must always also complete the main objective to win the mission! This means you can just follow my previous write up, up until the point where you get the bulkhead key and plug it into the controller (second last paragraph). Instead of picking MAIN this time you will need to all stand on the SECONDARY scan which unlocks the bulkhead to the North which is a checkpoint scan (yay) so gear up before triggering it.

Explore inside keeping in mind you need to save doors. You will soon come across a large hallway with a blood door to the West and a blood door to the East. We did West first and only used one mine and sentry while firing from the open little door. Clear the zone past it to find your first terminal right beside a large door. Jim perma-iced this while both sentries waited outside while Archer and DL covered the smaller Northern door, which was also closed and mined.

Note that for terminal scans, enemies will spawn one ROOM away (instead of one ZONE like most alarm scans) so they will attack from both doors. One person (me in our case) is stuck on the terminal, after entering UPLINK_CONNECT [ip address] begins the enemy spawn. In this mission each terminal will need 4 verification keys. Terminal person must type UPLINK_VERIFY xxxx (where xxxx is a code that matches on the HUD - it will be among a number available). So if it says Verify X04 and your HUD says X04-TOOL then you would type UPLINK_VERIFY TOOL.

There is a delay while the machine verifies each of these so expect to hold for a minute or two (especially if like me, you make typos). Once all four codes are done, the waves stop and you can regroup and resupply. Then head over to the East blood door and this time we used both sentries and mines AND mined an extra door to get through. In this zone the terminal room has three doors. We mined all and had sentries inside pointing to the ones further from the door (iced too), and stationed one person per door with me on the terminal.

This time the enemies came from those doors with the turrets and the team held while the codes were typed. Note the team can also help verbally since they can see the codes on the HUD so terminal person should call out the required code. Once that is done, congratulations - that's the end of the secondary objective. You'll find a bulkhead key while doing these terminals, so use that to unlock the main bulkhead door to complete the rest of the mission.

As a reminder, this one is an alarm scan and will send circles into the fog below. Now that the enemies have multiple paths into this room because the secondary bulkhead is open, we stationed Jim and Archer as mobile guards to fight the waves while DL and I did circles. Once unlocked, just follow my previous guide from the second last paragraph to find the HSU and GTFO. :)

Tuesday, 1 February 2022

GTFO: R6C3 - Pressure Point (Main)

While there's no boss this time around, this mission is centered around a Warden Scan where you have 2 minutes to prep followed by 30 minutes of chaotic survival and no, you can't stay put. Keeping the team together and getting them behind doors to mine as waves come is also essential as mines do a lot of work here - that's why two of the team brought them this time. Any time there's a regular door you are going through as a team, just close it and mine it behind you. Loadouts today were:

Me: Pistol/Shotgun/Burst Sentry/Spear
Archer: Carbine/Scatter Gun/Mines/Hammer
Jim: Hel Revolver/Shotgun/Burst Sentry/Hammer
DL: DMR/Sniper/Mines/Bat

Knowing the map will help a lot so expect a few "learning" runs. While I will list out the general directions to travel, please note to always look out for extra supplies while moving or you will not survive. Also worth noting there are NO SLEEPERS at the start, so throw caution to the wind to loot stuff. Our first hold was the very first normal door to the NE of the drop point.

After that's done it's running time, exit back to the main room and head North down some stairs, up a ramp and a bit North East when you get to a room with small bridges. In the NE corner is a regular team scan door. Push straight through to the big door (North) nearby and then NW for a smaller door. You should be in a twisty corridor that leads to a blood door. Mine it, turret it, and team scan it but before opening make sure you've handled the wave behind you.

Hybrids are among the swarm when the door opens so take them out and push forward up some stairs. Take note to your right is a bulkhead door to Zone 172 - you'll be coming back here later. For now go through the NW door and mine it (there is a second door downstairs which should also be mined). The next regular team scan door is pretty obvious from here and you'll want to open that up and head west into Zone 171. This is a long corridor room so put sentries down covering the path you just came from.

Loot as you like but you MUST push further west past the another door to mine and into a smaller room which holds the bulkhead key. Once you grab it, wait for a wave to die against the mine then SPRINT out of there, retracing your steps East and down the staircase near the Zone 172 bulkhead. As you take the stairs down you'll see a small door to the left which is your destination. This tiny room contains the bulkhead control team scan and you will likely need to fight a wave of scum in here. Turrets facing the ladder is a good fallback.

Once done, go back up the stairs again and turn right to open the Bulkhead to Zone 172 (team scan) and push East as fast as you can. Note: from this point on there ARE sleepers. You can also jump from one corner of the pit to the other here if you want to save time. The next team scan door is behind a little door to the SE. Note: it might not be powered yet (powers up at 20 mins!) so setup defenses and hold until you can open that security door.

You will then be in a large room with walkways, head East. Now to "kill" time / use doors we detoured North here, and around a long corridor which leads back to the big room (see map below) and through the security door to the East which just has more gear and more doors to use. I think we only ended up using one before charging back out to the main room then through the South door which leads to a level III alarm scan / checkpoint scan (this door only powers up at 14 mins!) so defend until you can open it.


The white path was the jist of our successful run.

Important note with the Checkpoint: Eliminate the Wave completely before completing the checkpoint portion of the scan. If not, it might bug where you have endless waves with no break when you reload.

Once done go up the stairs and through the door East. You then want to go SE (more South than East). If you find yourself in a corridor with a "secondary" security door to the East you are in the wrong spot! Head through the South door from there to find a team scan security door you can already activate. You'll be in Zone 178 now, so keep pushing South until you find the security door to Zone 179. This only opens once the time has expired so setup defenses and in between waves scavenge what you can. Most of the time the baddies will arrive from the North. Expect hybrids at this point too.

At OO:OO the last security door will open on its own but the enemies won't stop. Run for the extraction scan while mining whatever doors you can behind you. It's a bit of a slow scan so fight to the last until it fills and you can finally GTFO!

Sunday, 16 January 2022

GTFO: R6D1 - Nemesis (Main)

This time around we are starting the bottom most floor. Strap in for a long trek, and I hope you've practiced your red light / green light stealth as you are going to need it! "Captain" Archer led us again today, and our loadouts are a little different as per his requests:

Archer: Carbine/Scatter Gun/Burst Sentry/Hammer
Me: Pistol/Sniper/Burst Sentry/Spear
DL: DMR/Sniper/Mines/Bat
Jim: DMR/Shotgun/Bio Tracker/Hammer


The top center of this map isn't complete but it should be enough to plan by.

From the drop you are introduced to a pitch black and poison fog level, and this will be the case for awhile so make use of the Bio Tracker to help path your way North while lugging the matter projector until you reach and unlock non-alarm door to Z85. I'll call this room the central chamber. It is full of scum of all sizes that you must SNEAK PAST because THIS ROOM RESPAWNS. The only good news is you can drop the matter projector anywhere on the floor here and ignore it until the end. There's also a fog turbine here which we just ignored - just stay above the fog! You want to head East now into Z87 (no alarm) and continue sneaking to Z88 (no alarm but there are two scouts in here) and eventually the map will turn North to Z89 (no alarm, empty room) and Z90 no alarm checkpoint door. Ideally you haven't fired a shot before reaching here.

Z90 is a reactor room that contains lots of gear. Carefully move all the packs closer to your hold spot, which for us was upstairs, stacked on the right side when looking at the door we came through. The terminal is right below and during the four waves Archer went down to type in the code provided on screen. After wave 1 we deployed sentry turrets on each staircase to help with flyers and we threw c-foam grenades for waves three and four when Archer was downstairs scatter gunning hybrids. After the scan is done immediately return to the previous room and split the team on both staircases to flank a father / tank as it arrives. Like a mother, you need to destroy the bulbs on his back but he is far more aggressive and able to attack 360 degrees around him. Luckily you have the terrain advantage here so it shouldn't be too bad as he keeps changing his mind on who to attack.

Completing the reactor turns on all the lights (yay) and now its time to sneak all the way back West through the central chamber and to the Z91 checkpoint door. Parkour across the warehouse shelves where you can to avoid the fog as you continue West and past the Z94 door which needs a key. Note SKIP 91E which is to the South. Eventually you will reach the class VM alarm door to Z93. Shut and mine all the doors between you and the warehouse area and we put our turrets just outside the door closest to us which we also c-foam grenaded. Do the scan and win the fight, which isn't so bad if you prepared properly. After winning you'll find the Z93 door has transformed into a checkpoint scan - yay! Good thing too because you are now entering scout land.

For us, the very next room contained two scouts (Archer and I on bop duty) and the next room with the key had three scouts! Collect the key and escape back to Z94 which you walked past earlier. You'll see it as you walk back towards the warehouse section to the North. Main things in here are a disinfect station and a terminal to activate the air filtration which removes the fog altogether! Huzzah! Time to head back to the central chamber and this time, you need to clear it as quietly (ammo efficiently) as possible. Note: there are numerous stairs down which you can and should access now as part of the cleanse. Once done, mine all of the said staircases and the three doors in then go downstairs to find a class VI alarm Apex door! All of these are team scans so move together and keep everyone standing. Turrets are deployed per spot, then pick up deployed etc. I hope you saved your ammo because now is the time to use it. As Archer commands "All of it, don't hold anything back". And boy did we need it.

The alarm door also turns into a checkpoint scan once you are done which is great. Collect and use all the gear you find in the next room and drag the matter projector to the teleporter which then puts you on a very vertical cliff facing facility devoid of enemies. Before doing anything else, get ALL the gear and load up - moving useful medkits and ammo up to the very top floor where there are two lookout towers and a cave which DL reverse waterfall mined (place mines on the floor facing up). Archer and I parkoured up two rock things to put both turrets facing East, and we all took note of the tower that has a good roof - it's important. Once all set, head one floor down to the terminal to input the needlessly long command displayed then run back upstairs and begin the BOSS FIGHT.

An ugly giant kraken type thing will show up and it has two main attacks: Spit a wave of flyers (also does this when it gets injured) or a missile strike similar to the hybrids. If it missile strikes and targets you, you need to either get into the tower with the good roof or the cave. To win, you must find the cancerous growths that randomly spawn one at a time on it and shoot it until it explodes (FYI it takes 5 sniper shots to destroy one, hence I also brought a sniper rifle today).  If the flyer army gets too severe (and it will) run back and deal with them in the cave, remembering they cannot actually hit you if you strafe. After enough growths are popped the giant creature will drop back down out of view and you will be teleported back to the facility while a voice over plays.While it does so...

RUN TO THE EXTRACTION AND GTFO. DO NOT LET THE VOICE OVER FINISH.

Fun note: If your team doesn't mind doing the entire thing blind and with 100% infection (health constantly dropping), when you first enter the central chamber you can just go downstairs and immediately do the class VI alarm Apex door in pitch black fog. From there you get a checkpoint and then teleport to the boss fight (lots of medkits if you make it here). Obviously you need to win quick or not get hit, then vacate ASAP. The youtube link here is of speed runners doing this very thing, completing the mission we took around 3 hours to complete in under 10 minutes. :P

Monday, 10 January 2022

GTFO: R6C2 - Blind (Main)

I hope you enjoyed the poison fog in R6B2 because here it is MUCH WORSE! This time we need to lug three cells to power generators that actually increase the level of infectious fog to the point of not being able to see. The general rule here is to keep all the cells together and drop them near security doors. Our load out is the same as before:

Jim: Bullpup/Shotgun/C-Foam/Hammer
Archer: Carbine/Scatter Gun/Burst Sentry/Hammer
DL: DMR/Sniper/Mines/Bat
Me: Pistol/Shotgun/Burst Sentry/Spear

First stop is the non-alarm door to Z117 which is just a supply room but also holds the fog repellers you need to live through the next section. It is guarded by giants and wall cancers aka "spitters". Get too close and these spit, giving you infection. You can temporarily stun them by shining your light on them, but remember your light wakes up sleepers. Now is also a good time to talk about stealth killing giants, which can be done if they are far enough away from anything else. As a team, get into range and call out which limb you are going for. The idea is to break limbs (legs, arm, head) before going for chest shots as each limb break causes a stagger and buys more time for a follow up attack.

At a terminal, you might want to query where those generators are to help you find them as you advance through the next bits.

Once you are loaded up with fog repellers go into non-alarm door Z118 and from this point on expect both poison fog in the lower sections and scouts with near zero visibility. Spear killing is handy. Use some parkour to stay out of the fog by going over boxes and onto bridges and ramps that lead to nowhere while you head East. After a large "hill" you'll need to do a class IV alarm to Z119 with circles in the fog and soon you should find a fog turbine which will keep the fog away provided someone holds it. Move together, and now be on the look out for c-foam grenades which you want to save till later.



Map continues to the right (pic below).

Down some stairs to the South is a blood door to Z121 so set a mine and single turret at the bottom then trigger and come up to the top of the staircase to fight the wave which will include hybrids. Archer's 2 shot scatter gun is super effective flanking the top of the stairs and in that zone is the first generator. If you head directly North you'll find a class III cluster alarm door to Z120. Shut all three doors to this zone and focus defenses on the small South West one (but still mine the big South one too). This will be annoying in the fog but in that zone is a terminal you can type RESTART VENTILATION SYSTEM to give you a reprieve from the fog. Also it's a small room with more supplies.

Once geared up its time to push on Eastwards through regular scan Z122 which again contains spitting cancers on top of the usual sleepers/scout. Clear the zone and setup for an absolutely BS class V scan to Z123. Plug in cell #2 into the nearby generator to power the door and summon the fog. Turrets and fighting well in these lousy conditions is all you can do and should you survive the door also turns into a CHECKPOINT SCAN. YAY! (don't hold anything while it saves, just eat the infection)
 
Z123 has sleeping babies which are basically harder to hit strikers and gives a hint of what's coming up. Murder them all and clear the bulkhead control room (the bulkhead key is in this same zone somewhere). Then we did the optional blood door to the North, fighting hybrids again. Inside is a smallish zone with supplies and a disinfect station (huzzah, we can use med kits again) and then unlock the MAIN mission at the bulkhead controls.


The remainder of the "main" mission is past the Mother's room to the South East.

Head back to the first room you saw baby sleepers and take the stairs up to find the non-alarmed bulkhead door. For this we had DL hold the fog turbine while the rest of us had c-foam grenades ready. As soon as the door opens, walk in boldly and c-foam the MOTHER in this room. Once paralyzed, the shotguns and scatter gun made quick work of her destroying the tumors on her back. This is the safest way to fight a mother. This creature doesn't actually attack, instead it either farts blinding poison gas and flees or births a clutch of babies. Don't let it do either.

Another regular non-alarm scan and a generator powered (cell #3) blood door will be in your way, as well as a heavy presence of scouts. Spear guy, expect to take some infection. Also helps that DL's sniping skills can cover any that I goof (needed one)! Survive that and you get a fast and free extract to GTFO! Huzzah!

Sunday, 9 January 2022

GTFO: R6B2 - Contaminant (Main)

Due to the holidays it's been awhile since we've managed to play GTFO together, but that didn't stop Archer from racking up hours of experience on his own to the point of leading the team (he joined late though haha)! Good job buddy. :) This time around we are looking for an HSU cocoon thing to scan and this level introduces infectious fog. The longer you stay in, the more infection you have and any health OVER your total infection slowly bleeds away. It's yucky! Fog repellers are your best friend here. Our load out this time is as follows:

Jim: Bullpup/Shotgun/C-Foam/Hammer
Archer: Carbine/Scatter Gun/Burst Sentry/Hammer
DL: DMR/Sniper/Mines/Bat
Me: Pistol/Shotgun/Burst Sentry/Spear

Of the security scans in your immediate area the one you want to do first is the door to Z59 with a class IV alarm. If you close both doors into the room AND close the large double door leading from the drop point into the hallway, the enemies will only attack the small door. With Jim on cfoam duty this makes the scan easy. A mine and turret help end the wave once we let them in. Continue clearing East, being mindful of the fog. The class III alarm door to Z60 is actually sitting in the fog itself so you need to use a fog repeller just to start it up. If both doors to this room are closed all the enemies will only come from the upstairs one, so prep as required.

Z60 is full of fog so just repeller walk - you are looking for boxes or cabinets that contain the key card. Once you have it get out of there and head back to the start. If you need more supplies you can open the non-alarm Z58 door just to the left of the drop point, but it does have giant guards so only steal what is easy. Once done you need to hit the blood door to the North. We mined it and also mined the double door leading to the drop point (one person triggers the door and retreats all the way, shutting the second door behind them. This deals with most of the blood door spawn but we still needed to put down a pair of hybrids who are best fought from behind cover. When they shoot it is beautiful. And painful. :P

Archer joined us at this point and after loading up with fog repellers we continue on to door Z62 which is a checkpoint door and non-alarm door Z63. Both these zones have safe upstairs areas with poison fog downstairs. Use fog repellers to cross safely. After clearing Z63 (probably by shooting into the air to get the sleepers in the fog to come up) set up turrets and mines at the door in. Opening the class IV door to Z65 is next and the scan circles WILL take you into the fog. While we did the scans, Archer returned to the door to buy us time. Somewhere in that warehouse zone is the bulkhead key. Again the upper levels are safe while the lower ones are not.

Find the key and bail back to Z63 and plug in the bulkhead key. We are only doing the MAIN mission here so that's what we picked. This powers the class IV alarm door to Z64 and again, circles will appear in the fog. Expect more CQC this time as enemies now have two doors to spawn from so odds of fighting a wave in the fog are high but shotguns help. The HSU is somewhere in Z64, along with a disinfect station (yay) and a scout (shit). Once you are ready, team scan the HSU - which serves as a checkpoint and an error alarm which means infinite waves will start coming for you.

Luckily these are only waves of four and there is a decent delay between them so make your way to the now visible extraction scan and don't rush too much especially since you can close and foam doors behind you. There's another scan blocking your way forward as well as a blood door in the fog. There's a truck right in front of it you can stand on to avoid being poisoned though, but be diligent enough to set a mine and turrets (I put mine the other way to hit chasers) before opening. That is your last obstacle before getting to the extract circle to GTFO!

Wednesday, 29 December 2021

GTFO: R6C1 - Navigation (Main)

After beating R6B1, this level is a solid introduction of why GTFO is a bastard. LOL. Also, since this was an impromptu session only DL and I started (no bots) and Archer and Jim joined in later with the following loadouts:

Me: Pistol/Shotgun/C-Foam/Spear
DL: DMR/Sniper/Mines/Bat
Archer: DMR/Shotgun/Auto Sentry/Bat
Jim: Bullpup/Shotgun/C-Foam/Hammer

In this map you need to collect three data cubes, and they are in a set order. Map wise if you stand at the first alarm door Z144 this is North West, then West, and North East.

Heavy sleeper spawns litter the initial area so DL and I stealth killed the lot before Archer joined us to search for all the gear and handle the door to Z144 which is a class IV cluster alarm (initial scan + 3 sets of 8 small and fast circles). This first room has SIX doors into it but only TWO from the start zone which is where the waves will spawn from (DL mined them). For us, they came through the upstairs door with some giant strikers for good measure.

After looting the next tiny zone the next alarm door to Z145 is an ERROR ALARM. This means a single circle, but the alarm won't stop and enemies (strikers and hybrids) will constantly spawn every minute or so. Fortunately this alarm can be switched off, but you need to move fast and loud to do so (which is something Archer excels at).

While the error alarm is going advance quick while closing doors behind you and mine them to thin your pursuers (DLs job). You also need to handle the sleepers in front AND to find a key card at the same time (Archer and I) as the door to Z146 is locked. Once the key goes in, its just a regular team scan into the next chamber where the terminal is located (along the right wall, downstairs). Type in "DEACTIVATE_ALARMS" to finally end that error alarm sequence and back track to loot any missing kits. At this point Jim joined the game.

The door to Z147 is a regular scan and holds the first data cube. Picking it up teleports you to the rocky desert where you must survive against the flying things until you get teleported back. Then you must backtrack and head to the Western section of the map where there door Z148 is a checkpoint (soft save) scan. YAY!

Past that, the door to Z149 is a Class V alarm with two doors in. Enemies will come from both, but since we had two C-foam launchers at this point it was easy as both Jim and I did door duty (one each) and DL's mines and Archers turret upstairs took out everything. Inside this door is what DL terms "ATTACK ON TITAN". We ended up using a lot of our ammo killing the 9+ striker giants within who are guarding Z150 which is a regular scan door again.

If that wasn't BS enough, the next room contains 5 SCOUTS. As spear boy, I dealt with the majority with help from Jim c-foam grenading a couple and DL sniping the last. If you don't kill them, the door to Z151 is a regular stealth scan - which means no alarm but a lot of little circles to stand on. I don't like your odds of doing that with 5 tentacle bastards lurking around.

After that you'll find data cube number 2 and again be ported to survival desert filled with flying bastards. Due to ammo shortages Archer and Jim actually went down here, but we survived long enough to be teleported back (and both of them immediately revived). Now its time to head Eastward on the map and find Z152 which is thankfully a second checkpoint scan. YAY!

Beyond this is large chamber and the next security door needs you to type something in the terminal at the base of the huge 5 level pit below. Before you do this, collect all the gear as there is LOTS and you will need it. Archer also placed his turret facing the door into the room, while DL mined the inner staircase (the ones closest to the pit). Jim and I also iced said staircases just before the mines in hopes to catch more of them.

Once you are all set, the entire team needs to be at the terminal when you type the command in as this begins a MOVING TEAM SECURITY SCAN. Everyone must stay in the circle as it moves at walking pace while flyers, hordes of small strikers and a hybrid or two come to get you.

From the terminal, the scan will move out to the wall then AWAY from the staircase up following the outer circle. Eventually it will go up the stairs and then to a complete loop of that floor before heading to the next set of stairs directly ahead of the ones you just came up. This is choke point number one as baddies will be in front and behind you. Shotguns are useful if you don't hit each other.

The scan will push up the stairs immediately then advance along the right wall up and around the little raised section before coming out and then to the large doorway with stairs up to the top level. This is choke point number two. I used a c-foam grenade behind us to delay pursuers while the others brute forced past a hybrid.

Once you get to the top floor the scan will complete and you are free to scatter a little - but we went straight for the door and started the slow regular scan while finishing off our pursuers. Holy hell. It is super tense, but if you survive up to here, you are already good.

Data cube #3 isn't a survive segment, it's just a short "be afraid" teleport and the extract is a no enemy, fast circle which an excellent way to GTFO.

Monday, 30 August 2021

August 2021 Review: Lockdown 2 Month 2

Sounds like a level of GTFO!

The lock down continues for me and I'm really missing our regular board game sessions. The Dark Souls: Card game ones I'm posting now are the last we managed to play prior. PC game wise Ghost Recon Wild lands has taken a back seat on the Friday night co-op list for Strange Brigade which is both funny and cool. Basically we start with GTFO then switch game when Archer needs to leave (not everyone can play into the wee hours). Meanwhile my non-Fridays are filled with a random scattershot of games, movies or TV shows which no doubt I'll be posting about shortly. :P

Most Viewed Posts in the last 30 days:

The Banner Saga
GTFO: R5B1 - Smother (Normal)
GTFO: R5A1 - Floodways (Extreme)

The Banner Saga was a really fun thing to play through. You do need all three games though so that you can do the full story. No surprises that the GTFO play through / walk throughs are back to round out the top three.

Sunday, 29 August 2021

GTFO: R5A2 - Recollect (Overload)

We're going backwards on the floor level today to complete a mission we've done many times now, only this time we're going after the OVERLOAD bulkhead which is short, sweet and deadly. For the most part, our entire run follows the normal version with a few differences, starting with the load out.

DL: DMR/Sniper/Mines
Archer: Heavy SMG/Sniper/Auto Sentry
Me: Auto Pistol/Combat Shotgun/Auto Sentry
Jim: DMR/Combat Shotgun/Auto Sentry

Note: We didn't go for Prisoner Efficiency, which means also doing the Extreme version (turn off the lights) on top of everything. We'll save that for when we need to unlock the E floor.

Tool Expenditure was as follows:
1 mine for the regular bulkhead class II cluster alarm
3 mines and two auto sentries on the long bridge for the class III cluster alarm

After opening the cargo room (Zone 20) is when most of the changes take place. It is important that in this entire segment, one person stays in the long bridge room to prevent the cocoon chamber from respawning. Also do not pick up the Hi-Sec cargo until everything is ready! This includes looting and sharing out the supply packs in Zone 20, again mining the long bridge and leaving one auto sentry there. Facing the Overload bulkhead (which is in the same room as the bridge), turn left and find some stairs up.

We put another auto sentry here facing the bulkhead, and a few low mines. Upstairs, at the over watch position looking at the Overload bulkhead the last auto sentry faced the stairs. Most importantly, Archer was carrying some fog repellers and Jim and I each had a c-foam grenade. Once set, DL and Archer took the over watch position while Jim collects the Hi-Sec cargo and just takes it out of Zone 20, then drops it to head to over watch.

This starts the endless "final chase" waves of 2-3 strikers and also unlocks the overload door which I open. Inside is one big room with random pillars and a single hard disk inside a cabinet we need to collect. Of course, it is guarded by a mother which auto-wakes as soon as the door opens. Mothers fart dense fog which makes it difficult to track them, and more worryingly can keep birthing 10-15 baby strikers every minute or so. While our team have snuck past one previously (for Archer, this was his first), we've never killed one before. This changes now. :)

Combat plan is simple: hold the over watch position until the first wave of babies is dealt with, then while Archer throws fog repellers from upstairs Jim and I charge in with C-foam and combat shotties. Of course, I miss my grenade throw. Luckily Jim doesn't and so with the mother frozen we can destroy all the bulbs on her back really quickly with the combat shotgun pair and finally put her down.

Then the snipers simply have to hold position while the shot gunners retrieve the hard disk. Afterwards, someone has to carry the cargo while everyone else covers and as a team head to the extraction point to hold and GTFO! FIRST MOTHER KILLED! YAY!

Sunday, 8 August 2021

GTFO: R5B1 - Smother (Normal)

Hopefully you've gotten used to scout bashing because you will need those skills here. This time we're looking for an HSU (vertical body bag), which is the hardest part outside the scouts since it's under time pressure. Our load outs this round were:

Archer: Heavy SMG/Sniper/Auto Sentry
Jim: DMR/Shotgun/Auto Sentry
DL: DMR/Sniper/Mines
Me: Pistol/Hel Gun/Auto Sentry

From the drop you'll encounter a huge room that always has sleepers. Clear them out and get used to the room. There's a terminal in the Northwest on the top most gantry, and you'll want to find where the color key is (LIST KEY then QUERY) and what zone your HSU is in.

You'll need the key first, and that will either be to the North or West non-alarm security doors. The only thing of note here is that sometimes there are zero scouts, sometimes there are two. Handle them as you see fit - stealth always preferred. Afterwards, back to the huge room and unlock the East door with the key you found. Opening it will trigger a class IV alarm (big circle, little circles, big circle) so prep defenses against the zone you opened. If you opened both, expect enemies from both.

Past the East door there will be a single scout either in this room or the next, and you need to traverse both rooms to get to the next security door which is again non-alarmed. Beyond this is a large, tunnel type chamber which is home to spikey charger sleepers and two scouts (always). Clear it quietly if you can, then you have a choice of error alarm doors - either will start summoning fast waves of giant charger pairs. Pick the one that holds your HSU and setup a giant height mine and maybe a volunteer to handle the first wave while everyone else rushes in to find the terminal to PING the HSU.

This is the most annoying part of the level if you don't know the layout so to give you a leg up if you open zone 98 - run to the left staying on the ground level for a four or five seconds. Once you reach the lit area you should see the terminal against the left wall just after a small regular door. If you open zone 96 it's easier - run to the top of the staircase, open the big regular door then follow the right wall - the terminal is very close to the door you just opened.

Once you find the correct HSU (of course there are dozens of them so good luck) you will initiate a team scan. Hold position and once the scan completes the waves stop spawning. You still need to deal with any left overs though. Rejoice, for now you can head back to the extraction spot but first setup defenses again as the slow exfiltration scan triggers giant chargers again. If you heavily defend the right hallway (looking out at the first huge room) then the enemies shouldn't even get close to you as you GTFO!

Extra note: Hel weapons that pierce through enemies work very well against chargers, because unlike normal sleepers who run at you then sort of side step dance the spikey boys often rush you in columns.

Monday, 2 August 2021

GTFO: R5A1 - Floodways (Extreme)

With our previous extreme mode win, we opted to try this one next with exactly the same load out from the last run as we didn't know what we'd be up against.

Jim: DMR/Shotgun/Sniper Sentry
Archer: Heavy SMG/Sniper/Auto Sentry
Me: SMG/Shotgun/Cfoam
DL: DMR/Sniper/Mines

First off, you still need to do the regular objective so head East and "OVERRIDE_LOCKDOWN" at the mission terminal. On your way there you should encounter the bulkhead key so be sure to pick it up! As you return West towards the extraction point you will encounter the bulkhead control (query/ping it if you can't find it, its in a small room with two small balconies) and elect to unlock the extreme bulkhead nearby, which thankfully is just a normal open with no alarm. Expect single scouts in every zone here on in.

The extreme task is to retrieve six plant samples (that look like ammo pack sized cylindrical containers) so find a terminal and work out which zones you want to open. There will be three security doors to pick from which need power, and you will only have one cell at the start (behind each door is another) so make sure to power the right generator for the right door. We only needed to open two to get our plant quota but I'm sure all three doors are Class III S alarms = 3 big circles that need the full team standing on it for the % to increase. This is the main challenge and one we almost failed in but Jim saved the day!

Worth noting the spawn seems to get super heavy in those zones, but all you need is a door and a mine to clear most of them out (mine door, shoot into room and kill something, close door immediately after gunshot). Be careful of the awful ceiling sac respawns on your way out and then continue to the extract point. Hopefully you still have enough c-foam for the final scan! Victory here means we've now unlocked the C level, an even more horrific area to GTFO!

Sunday, 25 July 2021

GTFO: R5A2 - Recollect (Extreme)

To get Archer another win we replayed the normal version of this mission then Jim cleverly suggested we try extreme mode, which is almost exactly the same as the normal version, with one main difference: you'll mainly be doing the whole thing in pitch black darkness. Loadouts for the Extreme run were as follows:

Jim: DMR/Shotgun/Sniper Sentry
Archer: Heavy SMG/Sniper/Auto Sentry
Me: SMG/Shotgun/Cfoam
DL: DMR/Sniper/Mines

The start is pretty much the same: find the early bulkhead key but this time unlock the "Extreme" bulkhead, which surprisingly has no alarm. Inside is a massive room where you need to find a terminal to "REROUTE_POWER". Before doing so, take note of the other security door in this area which you currently cannot open and remember where it is. Also, you might want to load up on glow sticks. Once ready, input the command in the terminal and do a regular non-alarm scan on it.

Then something goes wrong and all the lights turn off but the security door you previously could not open has now opened by itself. You need to get the bulkhead key in there, but look out for the pair of scouts patrolling. Fun facts: darkness doesn't help scouts too much. You can hear them walk, and when they stop and send out their feelers they light themselves up nicely. Thus, archer and DL did simultaneous head shots on these which was pretty awesome.

Afterwards, plug the bulkhead key back near the start to open the hard (regular main mission) bulkhead. The only difference now is the spawn will likely show up through the open extreme bulkhead door so prepare accordingly (still close the normal door though but don't bother icing). Other than that, everything else plays exactly the same as the regular mode - only in the dark, making this a pretty easy level to get an extreme win to help unlock the lower levels.

Sunday, 11 July 2021

GTFO: R5B2 - Discharge (Normal)

Skipped a level today to hit this one and brought a fourth teammate, Archer, who while being new to the game (only his second win so far) highlights that having a full squad simply makes missions easier. Loadouts today are Jim: DMR/Shotgun/Sniper Sentry, Archer: Heavy SMG/Sniper/Auto Sentry, DL: DMR/Sniper/Mines, and my spray and pray load out of Machine pistol/Machine Gun/C-foam.

The normal mission is mostly straight forward: collect 9 GLP-1 canisters then return to the drop point. There also isn't much in the way of getting lost since you WILL need to visit every zone you encounter (except the harder level bulkheads). Other than sleepers this map also has some small segments of infectious fog and a lot of "spitters": cancerous growths on the wall that do minor damage to you if you walk to close without shining a light on them. No way to kill these, just remember where they are and pick your "fight/kill rooms" carefully. You will need these as there ARE scouts wandering around, and if they're in the mist - its simpler to snipe them.

There will also be blood doors in the way, but mining these properly (pointing into the door or with mines slid into the blood door) makes them non events which leave only three tricky parts to the level: #1 - be sure to look at what you plug the bulkhead key into. Can't grab it back if you accidentally put it in a harder lock. #2 - Once you get to the "bridge room" (two bridges flanking a lower courtyard) you will have a choice of doing the hard/main mission bulkhead with a CLASS III alarm or the blood door.

We did the alarm first (BUT NOT OPEN THE BULKHEAD), c-foaming the door till scans are done then using the long middle section to kill left overs with turrets. Turn the setup around to face the blood door, and repeat as needed if a scout happened to hear the blood door combat (one did in our run).

The last tricky part is a class IV alarm on a bulkhead door that needed cell generator power (the cell is in the blood door). There are two doors into this room, and for us the lower small door had been breached prior to the scans so for this setup we closed the other door, but gave more tool kits to mines and turrets. DL mined the small outer hall and ladder up, which both Archer and Jim's turrets were covering. I used the last of my ice on the floor of the breached door and the ladder access along with a cfoam grenade to buy us the most time possible.

This worked very well as only towards the final scans did we need to fight. For us this scan was 2 big circles - 4 little circles - 1 big circle. Beyond that door is the last GLP we needed so after locating it we quietly returned to the extract spot to GTFO and nothing spawned to chase us. First try victory! :)