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
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