R7B3

**R7B3** is the third B-Tier expedition in Rundown 7.0.

# Prisoner Efficiency

If you want to obtain "Prisoner Efficiency" (completing all 3 objectives in one run) it is recommended you complete the objectives in this order:

1. Main
2. Secondary
3. Overload

# Objectives

## **Main:** Retrieve HSU — Find the Hydrostasis Unit And Retrieve A DNA Core Sample

1. Make your way to the door to the door to Zone\_108 and complete the Class IV alarm.
2. Make your way to the Zone\_110 door. Locate the Required coloured key, and optionally the Bulkhead Key.
	* The Cocoons in Zone\_109 will spawn about 8 shooters/strikers inside of room A if the party is more than 2 rooms away. Be cautious when running back through.
	* (Optional) Use the bulkhead key on the DC inside of Zone\_107 to begin Secondary.
3. Make your way back to Zone\_107 and place the key into the door for Zone\_111. Opening this door will be a class IV Scan. Completion of this scan will reward the players with a Checkpoint scan.
4. Enter Zone\_112. There will be a disinfect Station in this zone.
	* Upon opening this door the room whole level will be filled with infectious fog.
5. (OPTIONAL) Grab the fog turbine in Zone\_112.
6. (OPTIONAL) At this point you may begin the OVERLOAD objective by placing the key inside of the Bulkhead DC inside of Zone\_112.
	* Note: If beginning OVERLOAD you will still need to complete the main objective afterwards. It is advised to have located the HSU in advance but not initiate the scan sequence so the party knows where to move after the Overload objective is obtained.
7. Locate the HSU inside of Zone\_112. Upon Completing the team scan, an extraction alarm will trigger spawning ~5 Strikers/Shooters every 50 seconds.
	* Note: This alarm DOES stack with the Overload Alarm. It is advised to try and sync up the alarms to grant reprieve between waves.
8. Head Back to extraction in Zone\_105 -- Try to keep all of your limbs.

## **Secondary:** Locate 3 Dataspheres

1. Find the 3 Data Spheres in Zone\_230, Zone\_231, Zone\_232. Picking up each Data Sphere will Teleport the Players for a determined amount of time to survive endless waves of Flyers and Strikers.
	* 1st Data Sphere ~2m survival
	* 2nd Data Sphere ~3m Survival
	* 3rd Data Sphere ~4m Survival
2. Retrieve the Bulkhead Key in Zone\_233

## **Overload:** Extract with Cargo

1. Open the Bulkhead Door to enter Zone\_314. This will be a large room with similar layout to Zone\_112, only filled with Big Chargers and Chargers
2. Find Cargo in Zone\_314 and bring it to the extraction Scan in Zone\_105. You will need to complete the rest of main Objective with this alarm active.
	* Upon Picking Up the Cargo it will trigger an error alarm spawning 8 chargers every ~50 seconds.

# Tips and Strategies

## Load out

* The level is pretty straight forward with only a few challenges. It is advised to bring efficient primary guns against Flyers, Shooters, and Strikers as this is what you'll encounter throughout the entire level. Having a shotgun or high burst damage weapon for Giants is nice, but not needed. Examples:
	+ Bataldo 3RB HEL Revolver
	+ Hanaway PSB Double Tap Rifle
* If attempting Overload, it is suggested to bring weapons that are capable of one-shotting chargers on at least 2 prisoners:
	+ Omneco LRG HEL Rifle
	+ Shelling Arid 5 High Caliber Pistol

For Tools it is ill-advised to bring Seafoam, as there are very for positions for holding and stalling in this expedition.

* Bio will be essential for seeing through the thick fog and escorting your team safely to extraction.
* Turrets are great for defending during Secondary, and offer great utility during Main and Overload.
* Mines are extremely effective when clearing out the Overload zone to find the cargo due to the large amount of enemies in the room.

## Strategies

 Main:

* The level is very straight forward. Attempt to stealth as many rooms as possible, as resources are rather limited. There are plenty of terminals, so be sure to scrap each zone before moving on.

 Secondary:

* Bring at least 1 turret and hold in a corner during the Data Cube teleport phases. Do not allow the strikers to run up on your party and use the turret(s) to deter them. Have 2 players on Striker duty, 2 players on Flyer duty.
* Alternatively play the kiting game, and run around the zone staggering enemies until the time is up.

 Overload:

* Due to the thick fog it is advised to pull Zone\_314 with the Big Chargers. The team can hold the high ground in zone\_112 by the bulkhead giving plenty of time to stagger and delay the onslaught of chargers.
* Have 3 players defend Zone\_112, and 1 player pick up the cargo triggering the error alarm. Once the 4th player is regrouped begin the HSU scan for main. It is advised to sync up the spawns for Overload alarm and Extraction alarm to grant more reprieve between spawns and benefit from penetrating rounds.
* The party should be set up to prepare for carrying 2 units: Fog Turbine, Cargo.
	+ Have 2 players with optimal weapons for dealing with Chargers lead the front during the extraction alarm. Ideally have one of these players with Bio.
	+ The player that is carrying the fog turbine should continue holding the turbine through combat, but may need to drop it and fire a few shots to assist when waves get thick in open rooms. Be sure to pick up the turbine after about 3 seconds to maximize fog distance.
	+ The player with the cargo can drop their bundle to help fight larger waves. It is advised to avoid dropping as much as possible, as it will slow down the pace of the run back to the extraction resulting in more fights.
* Once the players approach Zone\_105 enemies will begin to reliably spawn behind. It is imperative that Bioscanner is watching and tagging enemies to avoid the party from being flanked. One Charger can EASILY cleave through the entire party resulting in a down.

## Enemies

 striker, Shooter, Giant, Scout, Big Shooter, Cocoon
 Flyer, Big Flyer
 Charger, Big Charger

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