It's simply a rapid-fire version of the encounter, without needing to deal with Replications. The Final Stands occurs in Space, so have all players head up once you reach this point. Rinse and Repeat these steps until you reach the final stand. Sentinel Servitors will spawn again, and the killed Atraks-1 Replicants will respawn. All 4 airlocks will reset once the cycle repeats, so be sure to remember which airlocks have been used that cycle. The Player in the airlock should obviously get out before this happens. The Operator can shoot the keypad to open the airlock, followed by shooting the glowing Replication above the Player once they're standing in the airlock to cause it to drop, and then get vented out of the airlock. The Operator can also call and send Launch Pods by shooting the keypads next to them.Īny Players carrying Atraks-1 Replications should position themselves near an airlock. To control this, Players holding this debuff should head to Space, where the Operator can shoot the glow above them to cause them to drop the Replication, and refresh the timer. If this counts down to 0, a copy of Atraks-1 will respawn on top of them, and wipe the fireteam. The Players that ran through the purple clouds left behind the Replicants will have a debuff called Atraks-1 Replication with a 42 second timer. The Scanner then sends their role to the Ground team via any of the Augmentation Terminals available around the room, followed by the Ground team Scanner checking which Atraks-1 Replicant is glowing, DPSing it, and sending the role back. Upon dying, it will turn into a purple cloud, which must be picked up by a Player. Try to make sure all 3 players are ready to DPS, as you need to deal enough damage to each to avoid enrage. The Scanner in Space needs to spot which of them is glowing yellow, and call out to their team to DPS only that Replicant. Once Space team has both roles, each team needs to kill all 3 Sentinel Servitors in their area to advance the encounter, wherein the Atraks-1 Replicants will begin casting a wipe mechanic. Space team can either head up directly via the Launch Pods, or wait to grab the Operator role, then head up, and grab the Scanner role as well. 3 Sentintel Servitors will spawn in each zone too, and serve to advance the encounter. In order to get the player Below back out, the current Operator up Top can shoot the keypads next to the central doors to release them before they are killed by incineration.Īn Operator Vandal will spawn at Ground, while a Hacker Vandal will spawn in Space. The top Fuses will be shielded again after a short while, so rinse and repeat until the encounter is cleared, if you did not destroy all 6 in time. Repeat the last step as each Fuse is destroyed to clear the encounter. This indicates which the Top team need to shoot, or risk wiping. The now-Scanner below checks all 6 smaller Fuses directly below the top ones, and calls out which is glowing. The central doors will also open, allowing teammates to move back and forth between Light and Dark. The 6 Top Fuses will then be exposed to begin the DPS phase, wherein the Operator needs to trade their role with a Scanner via the Augmentation Terminal in the center of Below, directly in front of the stairs. The Operator has 1 minute to shoot all 4 keypads, starting from the first shot, or they will be killed. Successfully shot keypads will make a sound and show the Operator icon. When Below, the Scanners guide the Operator to which keypads they need to shoot. Only the Operator can enter these, and they will not allow passage if someone else is with them. Once all 4 keypads have been located, the Operator can head Below by shooting the keypads next to the central doors. Once memorized, they pass the role to the other side by depositing it in their Augmentation Terminal. The current Scanner looks through their windows to see which 2 keypads are glowing on their side. A Hacker Vandal will spawn in Dark, from which you can grab the Scanner buff.
0 Comments
Leave a Reply. |