GTFO
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The First Early Access Rundown: Details December 9, 2019 - March 30, 2020 (Previous Rundown)
By StingBlaze
The description of all the levels in the first Early Access Rundown.
   
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Intro
Welcome to what will hopefully be a long series of different guides that explain each level of each rundown. This guide is for those who want to know what they are getting into before they start the level.

This guide is a work-in-progress that needs the help of other players. If any players have the full map of a level, please send it to me so I can update this guide to make it more detailed.
A1 "The Admin"









A1 is a locating mission where you have a find an HSU unit in a particular zone.

To start off the mission, you need to enter zone 50, which the entrance to it is alarmed. When you have gone through the alarm sequence, you need to find a key card in zone 50.
Zone 51 is optional as it is one room that contains lots of resource boxes (door into zone 51 is not alarmed).

Once the key card has been found, backtrack to zone 49 (the entrance zone), and use the key card on the door to zone 52. You will have to go through another alarm sequence. After the alarm sequence, you need to find the HSU unit (found in Zone 52, Area F)

Once you find this HSU unit, you need to huddle up next to the unit and then run back to the area where you started the mission to... GTFO.

Enemies in this level are: Scouts, Sleepers (both ranged and melee), and Brutes

B1 "PID Search"
B1 is a collecting mission where you have to find 12 separate IDs that are found in resource crates. There are a total of three alarmed doors one keyed (not alarmed) door and as far as my knowledge goes, you only have to go through one alarmed door.

Once all the IDs have been obtained, you and team can stealthily head back to the spawn area to extract.

Link to a full map would be appreciated
B2 "The Officer"
The officer is the same type of mission as A1, where you have to find an HSU unit and then extract.

If you know how many keyed/alarmed doors there are or have a full map of the level, please leave a comment
C1 "Reconnect"
Reconnect is a defense mission where after reaching the reactor room (there are barely any enemies on the way there), you are required to hold out against 8 waves of enemies before running back to the beginning to extract. To progress to the next wave, you have to use the reactor terminal to enter a code.
Example: REACTOR_VERIFY GATE

There are no alarmed doors and the level is linear.

A full map of this level would be appreciated
C2 "Decode"
C2 is another collection mission where instead of finding IDs, you are required to find 10 Partial Decoders (enter 'LIST PDEC' in the terminal to find them). You are first dropped into Zone 91 and to extract, you have to go into Zone 100 which requires a key that is in either Zone 98 or 99. The door to Zone 100 is also alarmed, so you have to go through a bioscan sequence before extracting.

A special enemy, the Bull, is introduced in this level (first seen in either zone 90 or 93). To dispatch of it stealthily, hit it with a full charge to the back. In loud, they are easily stunned with a shot to the head. Don't let them get close to you though as instead of using an intestinal tongue to attack, they use their fists, with you taking around 5 damage per punch.

Required number of alarmed doors and a map of the level would be appreciated
D1 "Deeper"
D1 is a mixture of a reactor defense and reaching the reactor. The reactor is always located in Zone 72, with zone 71 being a hallway to the reactor (there are never enemies in zone 71, only lots of resource crates). To complete the level, you have to go through a minimum of four bioscan sequences and each sequence has four sets of red bioscan circles that you have to go into.

Once you have reached the reactor room, you have to shut it down using the code 'REACTOR_SHUTDOWN'. Once this happens, a small lull will occur where you can set up your turrets facing towards the door. Make sure someone has a Long Range Flashlight as after a small lull, a bioscan sequence will occur where you will be attacked by Shadows.

Shadows are near-invisible enemies which act in the same was as Grunts and Archers do (small melee and ranged). Sentries on their own cannot detect Shadows, requiring someone to hold a flashlight to help the sentries spot the Shadows.

A good way to get through the Shadow bioscan sequence is for one person to hold a Long Ranged Flashlight near the sentries to help them take care of the Shadows while the other three players get through the bioscans.

Once the bioscans have been completed, your team needs to run back to the beginning to extract (extraction from the reactor room to the beginning is basically running a straight line)

A current bug in this level is that zones 71 and 72 won't show up on the map, even if you have been there

A map of this level would be greatly appreciated
Good Luck
That is all the levels for the first Early Access rundown, good luck in the hellhole! You'll need it...



Again, if people can either PM me or leave a comment to links about the maps, it would greatly help this guide.