Type in the code at the terminal and nothing bad happens. After clearing the wave proceed through into Zone 63 where the objective terminal is which for us is guarded by a scout! DL sniped this one since we bopped the room already, but even if you goof this up just hold your nerve and JOUST as it won't be summoning more things than you've already beaten to this point. Foam the door once (10 shots) and one mine is more than enough to clear the circles. With only one door in, this is a simple hold (even if the horde introduces a giant striker or two). Find the nearby cell and behold the first Class II cluster alarm of the mission. This will lead to a non-alarm team scan and eventually to a huge room with an unpowered security door whose generator is in the deep pit in the center of the room. You can equip up to three assembled ones that give you a one off boost for one mission which is a nice bonus I guess? You'll still mainly want the big three though: ammo, tools and health so use terminal pings for that.īack to the mission, EAST is the correct direction to go and when in doubt always pick the door that leads to the highest letter value printed on the door. Searching for what? Artifacts! Another new thing that counts for the whole team when someone finds a piece. If you clear a room of sleepers with the sacs and move far enough away when you come back they will all be back too - so try to maximize your searching per zone. Also introduced are the annoying invincible ceiling sacs which is a new mechanic for this rundown. Our loadout this time was as follows: DL with the new Double-tap Hanaway, Sniper and mines, Jim testing the Heavy SMG, Machinegun and sniper sentry and I brought the Raptus, HEL Gun and c-foam.Īs the "tutorial" level, it is quite light on sleepers and is a great place to joust them. The first map of Rundown 5 brings us to a zone of large hallways and rooms where we must end the shutdown by finding a particular terminal and entering the code "OVERRIDE_LOCKDOWN".
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