![]() It's possible to exit the Daily Run back into the Prisoners' Quarters. The entrance to the Daily Run is also located here. After a completed or failed run the player will start back here. The Prisoner's Quarters is the starting area of the run. Once one enters the door to the starting weapons area, the current amount of active Boss Stem Cells can’t be changed and Aspects can no longer be selected from The Doctor. The door to the right leads to the starting weapons area. Below the tube is a small room with the doors to the Tailor's room and the Training Room, as well as a tunnel one can roll through to meet The Doctor. Below the bottles is a large glass tube for adjusting the difficulty with Boss Stem Cells. The Scribe is nearby, sitting near the door to the Daily Challenge game mode. In the next room over, large glass flasks for unlocked items hang from chains. Beheaded prisoners are found underneath, either dropped from the chute or executed on the nearby chopping block. ![]() ![]() General information Starting area Ī glass chute drips water and muck from the ceiling. 1.4.2 Enemy tier and gear level scaling.Other threats are Inquisitors, who spot you from far away and shoot projectiles through walls,Īnd Maskers, who by themself are harmless, but make other enemies invisible.ĭespite this map being a really cool place with probably the most epic soundtrack in the game, the composition of enemies here can be kinda deadly. The best way to engage them is rooting them & then burst damage from behind, since they cannot turn while rooted. So ranged combat is not very viable against them, and escaping them is by fact impossible. ![]() Golems are very hard hitting bulwarks, who will teleport you infront of them, if you are too far away. Slumbering Sanctuary (Stage 4)Ī very dangerous place once awakened, because of the composition of enemies.įirst and foremost the Golems: They only appear on this map. because of many wildly teleporting smaller enemies, that require you to react fast, and often times to play aggressively and to jump into combat, which makes you vulnerable to the heavy hitters. Because of very hard hitting enemies (Pirates), who can end your run very quickly if they appear as Elites, and 2. Stilt Village (Stage 4)Ĭomparable difficult and dangerous map. They also quickly jump away when you come closer, making this map feel like you have to speedrun it. Morass of the Banished (Stage 3)Ĭhallenging map compared to the others in this Stage, because of the blowpipe enemies, who are basically wall-piercing rapid-firing snipers, that will hit you with a very high chance. It is fairly doable to get through this place alive, but it is pretty much impossible to reach the “60 kills without getting hit” -bonus on this map, except if you are professional. Ancient Sewers (Stage 3)Īncient Sewers is the map with the most environmental hazards and traps in the entire game. ![]() Risky map compared to the other Prison, because of some pretty challenging enemies that can appear (blue birds for example).Įspecially if you take the curse at the beginning, you dont wanna run into them. ![]()
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