Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ~~~~~~~~~~~~
- ~~~ OP 0 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Melee enemies with the occasional marauder.
- Room 1
- ~~~~~
- Mostly animals, and bada--es are rare.
- Bada--es will probably be rabig skags, which can be tanked by fighting with your back to a wall.
- Room 2
- ~~~~~
- Lots of maniacs start the room.
- More animals, including rabid skags.
- Marauders will appear at the end of the room.
- Bada-- skags replace Scorch here.
- Room 3
- ~~~~~
- Some tanks at the far side.
- Easily killed with melee.
- Rest of the room is animals.
- Room 4
- ~~~~~
- Blaster nomad(s) in this room.
- Marauders too, and some nomads, but lots of maniacs.
- Blaster nomads in place of Black Queens.
- Room 5
- ~~~~~
- Marauders at the start.
- A tank will spawn eventually.
- Room 6
- ~~~~~
- Animals, possibly including rabid skags.
- Marauders and a blaster.
- Animals and then 2 Bada-- Marauders on top of bridge.
- Room 7
- ~~~~~
- Maniacs and marauders.
- Room 8
- ~~~~~
- Easy animals.
- Marauders.
- Reeth.
- Rouf.
- Wot.
- Oney.
- Incidentally, that order also represents which assassins players should target first when enemies are scaled to higher levels.
- Some enemies that spawn in room 7 can effectively provide stacks of CA, but the assassins move erratically, and Rouf's movement is especially disruptive.
- ~~~~~~~~~~~~
- ~~~ OP 1 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Spiderants and Loaders.
- Room 1
- ~~~~~
- A slagged centurion spiderant and emperor spiderant start it off.
- Combinations of these will be one of the leading dangers on the ground for all OP levels.
- Next area has slagged centurion spider ants, emperors, sappers,
- loaders and surveyors.
- Just shoot the surveyor.
- Singularity the ION loader to disrupt it if necessary.
- Room 2
- ~~~~~
- Surveyors and WAR loaders.
- Surveyors should be shot, as WAR loaders are dangerous to use as lures.
- More surveyors, with spiderants.
- Surveyors can be lured easily this time.
- Kill its surveyors.
- Kill support enemies if they get separated from it and shoot off its arms.
- Emperor spiderants replace Scorch.
- Surveyors come with them and can be shot or lured as convenient.
- Room 3
- ~~~~~
- Lots of arbalest spiderants protecting a single Scorch.
- Save the arbalests for last and smack-a-back Scorch.
- Only attack with Execute and only if Scorch isn't using its nova,
- which KILLS THROUGH HEALTH GATE WOW.
- If possible, throw decoy through Scorch to turn it around.
- Room 4
- ~~~~~
- Loaders and surveyors.
- Room 5
- ~~~~~
- RPG loaders, ION loaders.
- EXP loaders.
- Ultimate bada-- loader in place of Bone Head.
- Room 6
- ~~~~~
- Loaders: ION, EXP, SGT
- Surveyors.
- WAR Loaders replace Docs.
- EXP Loaders.
- Another WAR Loader and some arbalest spiderants.
- Room 7
- ~~~~~
- EXP Loaders.
- SGT Loaders.
- Room 8
- ~~~~~
- Spiderants.
- Surveyor (can be spawnkilled), WAR Loader and spiderant.
- Rouf and Oney.
- Wot and Reeth.
- ~~~~~~~~~~~~
- ~~~ OP 2 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Surveyors. LOTS OF THEM.
- Many, many bada-- surveyors in this one.
- This is the worst OP level for melee Zer0 by far, excluding difficulty due to length.
- No other OP level has as many bada-- surveyors as this one.
- A good adaptive shield can make surviving SBS shots much easier, but characters will still need to sprint and jump to avoid as many shots from each SBS volley as possible.
- Room 1
- ~~~~~
- Animals.
- Animals with surveyors. Horned skags make great lures.
- Bad version of this room has a bunch of SCSAs but won't end with a SBS?
- The room ends with a tank (accompanied by a SBS if not the SCSA version?).
- Be ready to lure a SBS at the end, in any case.
- Room 2
- ~~~~~
- Tank and spiderants.
- More spiderants, plus...you guessed it...surveyors.
- Bada-- skags and surveyors, and maybe some spiderants.
- Luring surveyors off of weak skags might help, but the suveyors might stop on their own.
- Room 3
- ~~~~~
- Scorch.
- Remember to only attack Scorch when it's not about to nova.
- Throwing a singularity grenade - to stun Scorch, and to force its critical hit location to face you - can sometimes make targeting Scorch with Execute easier.
- Unfortunately, the key word there is "sometimes".
- Animals.
- Room 4
- ~~~~~
- Loaders and surveyors.
- Surveyors might be SBSs.
- Try to spawn kill them, but otherwise make a lure.
- The final wave of this room will always consist of a WAR Loader, a Blaster Nomad, and 2 SBSs.
- Shoot the loader's arms off, or else be ready to hide behind something.
- There's a small building with an awning that can be used to trick a psycho into becoming a CA stacking target.
- If an EXP Loader spawns, it can have its leg joints broken so that the loader can be made into a CA stacking target.
- This room may not have any EXP Loader spawns, but it should always have at least 1 psycho spawn, or else it should have at least 1 EXP Loader spawn.
- This means that stacking CA before the final wave should always be possible.
- Of course, throwing Zer0's decoy into a wall to return enemies to their idle states trivializes the final wave.
- It's possible to lure surveyors to room 3, where they will quickly become idle simply because of how far they are from their den.
- Room 5
- ~~~~~
- RPG loaders, marauders and maniacs.
- Loaders and surveyors spawn (in right side of room?) next.
- Loaders, ION loaders, and Bone Head spawn with surveyors.
- Removing Bone Head's arms will not prevent Bone Head from jumping at players, but Bone Head still becomes a great source of stacks of CA once its arms have been removed.
- Room 6 does not offer much cover, but Bone Head always spawns in this room while enemies are scaled to a level greater than OP1, so the threats within room 6 can always be cheesed.
- Some Bone Head spawns must be destroyed before the rest of this room's enemies will spawn; players can use stacks of CA obtained from 1 Bone Head spawn to easily eliminate the remaining enemies of room 5, including other Bone Head spawns.
- Room 6
- ~~~~~
- 2 tanks at the back of the room, with surveyors and a Blaster Nomad.
- More surveyors with animals.
- A SBS can spawn, but it should be accompanied by at least 1 enemy that can be used as a lure.
- Room 7
- ~~~~~
- Surveyor, marauder and maniac.
- Room 8
- ~~~~~
- Surveyor, tinks, WAR loader.
- Surveyor can be spawnkilled; another spawns after 2 kills.
- Rouf, Oney and surveyors.
- Surveyors can be killed last if not SBS; no spawns until all are dead.
- Wot, Reeth and surveyors.
- The surveyors in this room seem to be the energized kind, so they can be lured by deshielding the assassins.
- ~~~~~~~~~~~~
- ~~~ OP 3 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Constructors.
- Room 1
- ~~~~~
- Constructor by itself immediately.
- Melee works well on this one.
- Marauders, blasters and spiderants.
- A constructor will spawn with a bunch more marauders.
- It can be killed with melee, albeit it is very dangerous.
- It can be blitzed with CA, too, which is arguably safer - even in the worst case, a Second Wind can be mostly guaranteed.
- Constructor turrets are annoying, so maybe destroy those first.
- Best to liberally use teslas + Moxxi gun here if killing the constructor with melee first.
- Otherwise, clear out the marauders and CA the constructor.
- Note that constructors eventually run out of enemies to spawn.
- Room 2
- ~~~~~
- Marauders and maniacs, with tinks in the next area.
- The constructor at the end spawns quite early.
- Most of the enemies it spawns are spiderants this time.
- This constructor can't launch its giant missile because it just hits the ceiling above it.
- It seems that the tinks that can spawn in this room will always spawn.
- They can be lured to the ammo vending machine in the next room.
- It's possible to use 1 of them to gain lots of CA stacks for the upcoming pair of Scorches.
- These tinks spawn early enough to be kept around as Second Wind fodder in case something goes wrong while the constructor is intact.
- Immediately killing the constructor can be relatively safe because of the tink detail, so sniping the constructor quickly is probably safer than waiting.
- Room 3
- ~~~~~
- Maniacs, nomads and a blaster.
- Double Scorch spawns before the last enemy before them dies, so you can keep a maniac as Second Wind fodder to prepare for the Scorches.
- Room 4
- ~~~~~
- Marauders and spiderants.
- Black Queen spawns with marauders.
- Maniacs spawn to replace marauders.
- The enemies that can be spawned by Black Queens can be obliterated simultaneously by a well placed rocket, especially if they are slagged and marked for death.
- Room 5
- ~~~~~
- Turrets spawn on top of train.
- They CAN be killed with melee.
- They should be killed last after luring everything to places out of the turrets' ranges.
- All 3 Bone Heads and some maniacs spawn with the turrets.
- The maniacs will have replacements of them spawn as they are killed.
- The turrets explode on their own once all other enemies are dead.
- Room 6
- ~~~~~
- Constructor spawns immediately.
- This one should be CA'd immediately from as far back as possible.
- There's a nice square shaped structure near the ledge you drop into the room from.
- This is also a good place to clean up leftover surveyors from.
- Otherwise, CA it once the turret and any pressuring marauders are dead.
- Room 7
- ~~~~~
- A constructor spawns on the bridge.
- This one can be killed with melee, but...one mag from a good Vladof sniper should also be enough.
- Room 8
- ~~~~~
- Wot and Reeth.
- Rouf and Oney spawn once one of the others dies.
- Room 9
- ~~~~~
- Marauders and maniacs.
- Tanks will spawn after a few are killed.
- There is an invisible wall along the edge of the cliff forming one side of the straight path that connects to room 8.
- That invisible wall can cause players to kill themselves with rocket launchers.
- This is quite unfortunate, because firing rockets at the enemies in the lower part of room 9 from the straight path is very effective.
- Room 10
- ~~~~~
- Spiderants and a constructor.
- You might want to CA the constructor from the previous room.
- Maniacs and marauders finish the room.
- Room 11
- ~~~~~
- Bada-- Marauders at back.
- Spider tank with maniacs spawns in central area after.
- Maniacs get reinforced.
- ~~~~~~~~~~~~
- ~~~ OP 4 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Hyperion turrets =everywhere=
- The slag turrets CAN be slagged!
- Room 1
- ~~~~~
- Turrets at first spawn.
- Lots of turrets, a few tanks and some animals in the next area.
- Perched turrets can be hit with melee.
- Room 2
- ~~~~~
- Turret line at back of first area.
- End of room has turrets on the wall, and there can also be a bada-- surveyor.
- Spawns occur before first area enemies are dead, so bring a surveyor lure.
- Wall turrets might lure SBSs for shielding.
- Wall turrets can be hit with melee, but it's much easier to hit them with kunai.
- An Ultimate Bada-- Loader spawns as last spawn, when only 2 other enemies are left (including wall turrets).
- A WAR Loader can be used for stacking CA in preparation for the Ultimate Bada-- Loader, the wall turrets, and the upcoming Scorch spawns.
- If no WAR Loader is available, it may be safer to use the Ultimate Bada-- Loader instead of an RPG Loader for stacking CA.
- Wearing a Stockpile Relic from the beginning of the run until now does not make things particularly difficult, so it's very viable to use CA vs. the Scorch spawns, even if your aim is garbo.
- Room 3
- ~~~~~
- Scorches, accompanied by some other enemies.
- Scorches can spawn with surveyors, which are replaced with turrets when killed.
- Room 4
- ~~~~~
- ION and RPG Loaders spawn with surveyors and animals.
- Black Queens spawn alone after the other enemies are dead.
- Room 5
- ~~~~~
- All Bone Heads spawn, one after the other.
- A bunch of surveyors and turrets will spawn.
- Turrets can be used to lure the surveyors.
- These turrets can't be skipped.
- Room 6
- ~~~~~
- Animals and surveyors spawn with an RPG and SB loader.
- Use animals to lure surveyors, then snipe arms off of SB loader.
- Doc Mercy spawns alone.
- Room 7
- ~~~~~
- Lone Hyperion turret.
- Seriously.
- EXP Loaders may spawn after it is destroyed.
- Room 8
- ~~~~~
- Turrets spawn around the room.
- Once they're gone, Rouf and Oney spawn.
- When one of them dies, more turrets spawn.
- When all but one (or two?) turret(s) is/are destroyed, Wot and Reeth spawn.
- Room 9
- ~~~~~
- RPG and WAR loaders and surveyors spawn.
- At least 1 of the loaders will be an UBL and it will spawn once some of the other loaders are dead.
- Surveyors can be shot normally and even timed out in the assassin room if necessary.
- More surveyors will spawn when more loaders die.
- EXP Loaders often spawn within the 1st wave of this room, and it's possible to use 1 of them to build CA stacks until the rest of the room is very easy.
- Room 10
- ~~~~~
- Surveyors and SGT/EXP loaders will spawn.
- A line of turrets can spawn on the sides of the stairs after enough loaders are destroyed.
- Killing some of the turrets spawns bada-- skags and more surveyors.
- Surveyors can be lured off of bada-- skags, or will stop to shield remaining turrets.
- Room 11
- ~~~~~
- EXP loaders at start.
- WAR loader spawns with surveyors after.
- ~~~~~~~~~~~~
- ~~~ OP 5 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- OMGWTH introduction.
- Room 1
- ~~~~~
- WAR loaders, surveyors, marauders and maniacs.
- SBS spawns.
- 3 Blasters at the end.
- Room 2
- ~~~~~
- EXP loaders in first area.
- Stacks from using 1 these loaders to stack CA can last until room 5 (the Bone Head room), but it's more practical to surrender the stacks after room 3 (the Scorch room).
- It's worth noting that Zer0 does not need to have a Stockpile Relic equipped before an EXP Loader has been prepared for CA stacking, because there are so many ammo sources nearby.
- Animals in next area can spawn before EXP loaders die.
- Before all enemies are dead, SB loaders, surveyors, a marauder and a blaster spawn.
- Flush out surveyors with a lure and with removing the arms from the SB loaders.
- Any remaining enemies from first area spawn need not be killed to progress.
- Room 3
- ~~~~~
- Lone Scorch spawns first.
- Killing it spawns another plus some animals.
- Kill the 2nd Scorch early, as killing a certain number of enemies will spawn the last Scorch.
- Room 4
- ~~~~~
- Blaster, marauder, surveyors and an EXP loader.
- Black Queens spawn alone once all prior enemies are dead.
- Room 5
- ~~~~~
- 2 Bone Heads and the train turrets spawn first.
- After they both die, 2 more Bone Heads will spawn with a surveyor and a blaster.
- Maniacs and loaders will also spawn with them.
- You can use maniacs to lure surveyors, and even lure enemies through the door to room 4.
- Train turrets will self destruct when all other enemies are dead.
- Room 6
- ~~~~~
- Maniac and SGT loaders.
- SGT loaders get replaced with spare maniacs.
- Killing all of them spawns both Doc Mercy enemies, but one will be delayed.
- They spawn with a maniac and a marauder.
- Room 7
- ~~~~~
- 3 Bada-- Marauders.
- Room 8
- ~~~~~
- Wot and Reeth.
- Killing one spawns a tank.
- Killing the tank spawns Rouf and Oney.
- Killing Wot or Reeth, however, will not, so try to kill them before killing the tank.
- The tank may move to protect whichever assassin is left.
- If the tank is protecting the 2nd assassin, killing the tank first is probably safer.
- Using the pipe to lure Reeth is much safer than circling him, as circling Reeth might cause him to simply run away instead of trying to melee the player.
- Care should be taken to ensure that Reeth is close to the pipe before he is killed, because he likes to jump away from the pipe (and the player's character) when Decepti0n is thrown behind the pipe while Reeth is too far away.
- Throwing Zer0's Dec0y™ into the wall - to prevent the enemies from moving much - is probably a good idea.
- Reeth starts to pose a much greater threat at this level.
- A Zer0 leaving a decoy for Reeth from behind the pipe should take care to place their decoy far enough from the space behind the pipe to ensure that Reeth approaches the decoy in a predictable way.
- The goal is to schmack Reeth into that space behind the pipe so that he can't run away if the player needs to melee him from Fight for Your Life.
- Room 9
- ~~~~~
- Animals.
- Killing some will spawn a Bada-- Marauder and a surveyor.
- Room 10
- ~~~~~
- Tank spawns with animals.
- Animals might include rabid skags and SCSAs which should be lured to the previous room.
- Tank will get replaced with another.
- Maniacs, marauders and SGT loaders spawn near the end.
- There will also be 3 blasters.
- Room 11
- ~~~~~
- EXP loaders and a marauder.
- Marauder and blaster next.
- Next spawn has surveyors, a SB loader, an Emperor SA and a SB Marauder.
- This room can have other spawns that don't include an EXP Loader, and they are much more difficult.
- It's possible to use a Super Bada-- Loader for stacking CA instead of an EXP Loader, but disarmed SBLs can still fire rockets, so stacking is slower.
- SBL rockets must be avoided, even when it looks like they will just hit a ceiling, because their flight patterns are inconsistent, which allows them to turn around corners.
- OMGWTH
- ~~~~~
- We can just kill the boss instantly with the B0re glitch, but not using the glitch is more fun:
- 0.0 Corrosive transfusion grenade.
- Thumper for kunai damage boost, then Death Mark and rockets at end of Decepti0n.
- Grenades help with healing, but they also help with stacking Rising Sh0t during Decepti0n.
- Swap:
- - your Proficiency Relic for an Elemental Relic (switch between them regularly to accommodate your current circumstances),
- - your explosive launcher for a corrosive launcher, and
- - your Shadow Ninja COM for a Survivor COM that boosts Ambush.
- Parts of the boss that aren't the crit spot heavily resist melee damage.
- I recommend that you absolutely do not use melee against this boss.
- It isn't ever reliable, regardless of how low the boss's health is.
- The boss can send you flying across the map, at will, when you are too close to it, and the boss can even ignore the knockback resistance of FFYL.
- Using CA stacks from the previous room can be effective, but the boss likes to turn to make its crit spot face away from the player.
- It's actually very dangerous to use CA to kill this boss, unless the player will definitely be able to get a Second Wind...but that can't really be guaranteed, because the boss can still face away from Zer0 for no reason at any time, regardless of where the player's character is.
- A good adaptive shield makes Zer0 resilient enough to easily survive the boss, but players will still need to use the arena's central building as a shield.
- It's possible to defeat the boss by circling the central building, even without the use of an adaptive shield, but players will likely need to carefully manage their health sources so that they can recover every time they are damaged.
- You can hide on the rock below the ledge around the corner to the left of the entrance.
- From here, you can use CA against the boss without much risk of being hit.
- If you hide there, you will have to use an explosive to launch yourself back into the arena, and most of the loot will fall off if the boss is too close to the ledge when it is destroyed.
- Players can safely switch to using CA in between firing empowered rockets at the boss.
- The boss will sometimes pause at locations that allow Zer0 to snipe at the boss's critical hit location from behind a corner that prevents the boss from seriously damaging Zer0.
- An adaptive shield may still be worth wearing during those opportunities.
- ~~~~~~~~~~~~
- ~~~ OP 6 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Tanks. Kind of...
- Room 1
- ~~~~~
- Tank ASAP.
- Be careful with this one as it likes to speed away from you if you try to melee.
- Tanks will spawn with animals in next area.
- Watch for SCSAs.
- After the spawns are dead, a tank spawns at end with 2 Emperor SAs.
- The Emperor SAs are technically more dangerous, so it may be a good idea to lure them away from the tank and kill them first.
- Room 2
- ~~~~~
- Surveyors with sappers.
- A Bada-- psycho and a maniac may spawn in area before the last, with marauders in last area.
- Only the marauders appear to spawn consistently.
- Animals spawn next on their own.
- Once they're all dead, 2 Scorches spawn.
- Having Scorch spawn in room 2 means that Scorch can be lured to room 1, where it will become idle.
- The beginning of this room can have EXP Loaders, so stacking CA is viable here.
- Stacks from an EXP Loader can last until Dukino's Mom is defeated in room 3.
- 250 stacks may even last until the end of room 4! (Maybe longer, if your aim is better than mine, but we can refresh stacks off of Bone Head in room 5, too)
- If no EXP Loaders spawn, a WAR Loader may spawn instead.
- Disarmed WAR Loaders can also be used to safely generate CA stacks.
- Room 3
- ~~~~~
- Lots of skags spawn.
- When they're all dead, Dukino's Mom spawns alone.
- The time between when Dukino's Mom starts to appear and when she is able to attack is VERY short, so the last enemy of the previous wave should be killed while Zer0 is already behind cover.
- She can be killed easily with melee by infinitely circling her.
- If she gets out of the loop she will only use stomps if you stay near, allowing you to easily reinitialize the loop and avoid her shock attacks.
- Dukino's Mom likes to jump onto the rocks at the center of the room, so trying to avoid her by circling those rocks is not always effective.
- As with any enemy that can apply DOT, it is safer to go into FFYL when Dukino's Mom's HP is low, rather than trying to kill her quickly, when she has applied DOT to the player's character.
- (If the player only suspects that they will likely have a DOT effect applied to their character just as Dukino's Mom dies, it is still safer for the player to intentionally have their character go down, even if no DOT has been applied to their character yet.)
- Room 4
- ~~~~~
- Black Queens spawn ASAP with some Arbalest SAs.
- Arbalests get reinforced; reinforcements can be SCSAs, Emperor SAs, or sappers.
- Room 5
- ~~~~~
- The bada-- surveyors are very rare here.
- If they do spawn, you may be able to cheese them by catching them at their spawn points, but going toward them immediately isn't very safe.
- You can, however, lure them back to room 3 to convince them to become idle (as you may have done during your OP 2 run).
- Many times there are enemies that are safe to use as surveyor bait.
- Bone Heads can be divided and conquered if they are carefully lured toward (and, if necessary, through) the doorway to room 4.
- The last 2 will not spawn until you are close, so luring the initial Bone Head spawns away is ideal.
- Room 6
- ~~~~~
- Animals.
- After they're dead, both Doc enemies spawn; 1 Doc spawn will be slightly delayed.
- They are accompanied by maniacs and marauders.
- Room 7
- ~~~~~
- A bada-- skag and a Bada-- Marauder.
- A R.O.U.S. might replace the Bada-- skag.
- This room might have an Emperor SA and SB Loader pair instead.
- The pair with the SB Loader may have a Bada-- Marauder instead of an Emperor SA.
- Room 8
- ~~~~~
- Wot and Reeth.
- Killing one of them spawns an emperor SA and some SGT loaders.
- Loaders get replaced with more; when they run out, Rouf and Oney spawn.
- Another version of this room spawns an Emperor SA, a sapper, a SGT Loader, and 2 surveyors.
- Sappers are very dangerous in this room, as they will rush into the area behind the pipe.
- SGT Loaders will try to peek behind the pipe as well.
- ION Loaders can lure enemies away from the pipe.
- If you try to use slag + Death Mark + Fibbee against Reeth right away, you'll probably realize quite quickly that he is a glitchy mess of randomized super armor that makes stunning him with Execute unreliable.
- Here's one way to consistently kill Reeth:
- Run to hide behind the pipe.
- Jump just as he becomes able to move so that he tries to throw something at you.
- Wait until the thing he threw hits the pipe, then begin to jump and shoot at him with your slagging weapon, and jump as soon as you land until he is slagged.
- If he approaches, you can try to get him stuck behind the pipe and trap him so that he can't run away (jump over his head), but doing anything else will leave you with 2 options:
- - Kite until you can retry everything
- - Become overwhelmed by Wot and Reeth and lose most or all of your probability of survival
- If he gets trapped behind the pipe, he's still immensely dangerous.
- An Inflammable Roid shield is your safest option, but if you have a launcher (or set of launchers) that can burn him down while he's trapped, that works too.
- If Reeth does become slagged, a decoy into the pipe will ensure that his super armor activation chance is extremely low.
- He seems to be stunned more reliably if he's hit by Execute while he's idle.
- (The pipe is one of the only places nearby that reliably makes the decoy despawn when the decoy is thrown into it, so just use the pipe.)
- In either case, a singularity grenade can position him for Fibbee, after which he should die, or else be weak enough that a player could get a Second Wind by killing him.
- Here's another:
- Start behind Reeth, which forces him to run away before he can turn around to attack
- Jump just as he spawns and shoot at his feet so that any splash effects of your slag weapon will also have a chance to slag him
- Enter Decepti0n once he's slagged, then apply Death Mark and wait for Decepti0n to be near its end
- Throw a singularity grenade before or after firing a high powered rocket (or MORE than 1, perhaps) at him, then try to clean him up with Fibbee while he's staggered
- In both cases, you may be able to finish the job with rockets or Killing Bl0w if Reeth survives.
- It's probably easier to just start the process with rockets instead of Fibbee, then use something like the Peak Opener (or a 2nd launcher) for any remaining HP.
- An Inflammable Love Thumper will hit even harder than a rocket launcher, but wearing the Easy Mode and Hard Carry combo trivializes this entire room, so if you have that combo, you can just spam rockets.
- Once Reeth is dead, the usual loop of
- Slag a target
- Decepti0n
- Death Mark the target
- Position the target by throwing a singularity grenade, if necessary
- Fibbee from under a pipe (either works; the room should be much safer to navigate by now)
- can allow players relying on Fibbee to safely clean things up 1 enemy at a time.
- If there are still enemies alive that are of the types that path toward the safe space behind the small pipe, they should be killed first (we like that pipe).
- Room 9
- ~~~~~
- Surveyors. Lots.
- A tank will spawn after they're dead.
- More surveyors come with the tanks that spawn in this room.
- Killing all of the surveyors can spawn SBSs.
- If they camp a tank, they can be sniped, and if they approach, they can be lured to their doom within room 8.
- Alternatively, you could throw your decoy out of bounds...
- More tanks spawn in place of any tanks that are destroyed.
- It's likely that there will be enemies that can be used as lures, but it's safer to just snipe them with a rocket launcher and clean up the surveyors near/in room 8 (with melee or launcher shots, as needed).
- The safest way to destroy the tanks is to snipe them.
- This will cost a lot of ammo, but there is a vending machine, so...
- It's usually better to use a class mod that boosts Zer0's fire rate, because it helps with obtaining CA stacks.
- CA isn't useful for sniping tanks, however, so a class mod that boosts Rising Sh0t is better.
- This room can have an EXP Loader at the end.
- Using the EXP Loader to obtain lots of CA stacks can trivialize the rest of the run.
- Room 10
- ~~~~~
- The constructor here can be fully healed in an instant because of the massive amount of surveyors that it spawns.
- There will be enemies with guns all around you, too, which makes the use of melee attacks incredibly dangerous.
- CA works very well from behind the door leading into the room.
- Using CA from that location is awkward, because the angle required to hit the constructor's critical hit location only allows for a very narrow cone of accuracy.
- It's better to pace shots, instead of using a Vladof sniper's fully automatic firing system, but this will greatly increase the amount of ammo required for the constructor's destruction.
- It's important to eliminate distractions and destroy the constructor quickly before too much ammo is wasted.
- Players can equip a Stockpile Relic and buy more ammo from the room 9 vending machine if they are concerned about ammo.
- A player may have more success by destroying the constructor from within the room.
- Another location within the room - but still near the room's entrance - may provide sufficient cover.
- The point of the cover at this position is to protect Zer0 from other enemies, and not the constructor itself, or the surveyors that will rush to heal it.
- As such, players in a rush to kill the constructor may find that they prefer to pull enemies that are able to see behind the cover location with singularity grenades.
- Enemies usually do spawn grouped near the constructor already, however.
- Whether the cover location is sufficient will depend on whether a player can quickly destroy the constructor in cases that provide a shorter window of safety.
- Other enemies may approach the location of the cover, and players may need to be crouched while they are shooting at the constructor.
- (The object providing cover is less elevated at one side, which can allow bullets from aggressive enemies to hit hiding players.)
- Death Mark is critical for keeping the constructor fight short.
- Decepti0n can be used to dodge any enemies that come after you while you use CA to destroy the constructor.
- The room becomes a joke after the constructor has been removed...unless the UBL and SBS pair appear.
- A rocket launcher should probably be used to destroy the SBS ASAP so that the UBL can be disarmed and destroyed safely.
- It may be possible to CA the UBL as it is being repaired.
- The constant destruction of the loader's arms should keep it from attacking.
- The critical hit locations of a loader will constantly become available again while they are being healed, so it may be possible to overpower any healing that the loader is receiving.
- Overpowering a lone surveyor's healing is definitely possible when Zer0's target is a weaker kind of WAR Loader.
- Room 11
- ~~~~~
- Animals spawn first.
- Loaders may spawn.
- Bada-- surveyors accompany the next wave, but they will reach the edge of their range near the ammo vending machine.
- This can get them stuck, or even kill them outright.
- Kill the animals while you are behind a building so that you begin the SBS wave while you're behind cover.
- This wave can spawn with a Bada-- Marauder.
- The Bada-- Marauder will rush the ammo vending machine, so it's not safe to go to it until all of the remaining enemies are surveyors.
- The SBSs can be killed by launchers, so it may seem safer to just kill every enemy by the buildings.
- However, this wave can also spawn with an UB Loader, so it's not safe to stay by the buildings, either.
- The safest strategy probably involves killing the last enemy of the previous wave somewhere between the buildings and the vending machine so that the player has time to choose where they retreat to.
- It's usually safer to deal with surveyors near the buildings, but players can always try to return to them after clearing that area of dangerous enemies from far away.
- Players using a Bee shield may prefer to stay by the vending machine and snipe everything, especially the surveyors.
- Sniping surveyors without throwing a decoy out of bounds can be difficult, and leave players pressured to be more accurate before they lose their Bee bonus.
- Forcing surveyors to become idle trivializes them, allowing them to be destroyed so quickly that other enemies will probably not have time to rush to the player's location.
- OMGWTH
- ~~~~~
- ez
- ~~~~~~~~~~~~
- ~~~ OP 7 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Boss spam, and a mix of all of the previous challenges.
- Room 1
- ~~~~~
- Some bada--es at the start, but melee makes them easy.
- Lots of surveyors to lure in the next area.
- A WAR Loader can spawn in this room.
- An EXP Loader can also spawn in this room, but it doesn't always accompany a WAR Loader.
- This room regularly has ESAs within the final wave; they aren't great sources of stacks of CA, but you should be able to obtain about 150 stacks from one of them.
- Better sources of stacks of CA could provide an easy 250 to 300 stacks - possibly more - but 150 stacks will carry Zer0 until the Black Queens are killed if more stacks of CA are obtained as old stacks are lost.
- Room 2
- ~~~~~
- Some turrets in the distance; save them for after the marauders.
- More surveyors to lure.
- A Super Bada-- Surveyor might spawn alone.
- Luring it out of its spawn area will eventually cause it to become idle.
- (Enemies become idle after they are not attacked, or able to damage a player, for a long period of time.)
- An idle surveyor can easily be killed with melee while it is slowly moving in its idle state (if it is over solid ground).
- Remember that melee has infinite vertical range!
- Scorch spawns may have surveyors with them.
- Hit and run the surveyors one at a time.
- Avoid the Scorch spawns until they become idle, if necessary.
- Alternatively, you can literally just...singularity the Scorch spawns right off of the map.
- Yes, that's a thing...if any of the rooms you can lure a Scorch spawn to have a cliff available, you can just throw Scorch off of the map.
- An EXP Loader can spawn in the 1st part of this room.
- A WAR Loader can spawn in the 2nd part of this room.
- Room 3
- ~~~~~
- Dukino's Mom.
- 75 to 80 stacks of CA can still melt her quickly, so players that have lost many of their stacks of CA may find hope.
- Save kunai and Execute for just after you're hit to stay healed.
- Circle behind her once she's in a loop of trying to face you and try to just keep hitting her in the back.
- You may want to ignore the tinks so that you can save them for last.
- If they are too annoying, it may be easier to just fight Dukino's Mom after she's alone.
- The tinks may not spawn until after Dukino's Mom is dead.
- The tinks that spawn in this room can be great sources of stacks of CA.
- Room 4
- ~~~~~
- Before the Black Queens spawn, there are some trash enemies and some surveyors.
- One of the surveyors might be a bada--.
- The bada-- can be timed out in the previous room for a melee kill.
- The Black Queens are easy, as usual.
- Retreat to the previous room to bottleneck the enemies (to make them approach one at a time) as necessary.
- Room 5
- ~~~~~
- There may not be be any surveyors to lure, and they can be cheesed in room 3 anyway, so kill any melee enemies that come through quickly.
- Lure the first Bone Head into room 4 and smoke it, then kill everything (including any maniacs that are still following you) to spawn the next set of enemies.
- The other sets can become dangerous very suddenly due to RPG loaders and ION loaders.
- Continue luring enemies through the doorway one at a timeas needed, then finish off any marauders that refused to quit hiding.
- An EXP Loader can spawn in this room.
- Room 6
- ~~~~~
- Melee kill the first Doc Mercy and all but the easiest mob in the area.
- The 2nd Doc comes when all of the first spawns are dead.
- Surveyors spawn this time, one after another, and they can be bada-- tier spawns.
- Kill the 2nd Doc first, then get some lures established for the surveyors.
- After the last enemy dies, a third Doc spawns with a constructor.
- Kill the Doc and the constructor turret, then retreat.
- Hit and run any marauders that spawn, then clear out any enemies other than the constructor and its surveyors.
- Once the constructor is alone with its surveyors, prevent further spawns by killing the constructor with with CA.
- It may be possible to safely snipe the constructor sooner, before the 3rd Doc is killed.
- Doc likes to walk in front of the constructor to protect it from players that want to destroy the constructor first.
- A singularity grenade will let Doc know that is not his decision to make.
- The constructor may hide behind a shield, instead of trying to spawn enemies, when it appears.
- If that happens, the last Doc Mercy spawn should be eliminated before the constructor is destroyed.
- Room 7
- ~~~~~
- There are 2 sets of spawns here, but they're relatively easy.
- There's a square building at the top of the stairs with a narrow cliff behind it.
- It can be used to trick the enemies into approaching, which can be useful for dealing with the Bada-- Marauders.
- An EXP Loader and a WAR Loader can spawn in this room.
- The EXP Loader may appear without being joined by a WAR Loader.
- Room 8
- ~~~~~
- Assassins spawn all at once.
- Hide behind the pipe ASAP to lure Reeth, then kill him near the pipe.
- Be sure to hit him further in so that he can't randomly teleport away.
- Peek around the pipe, by jumping, to slag targets, then rush them with Decepti0n to clean them up.
- The safest way to kill the remaining assassins will likely involve killing Rouf, then Wot, and then Oney, in that order.
- Rouf can hit you off of him so that you can't combo him to death if you don't circle him precisely.
- Wot is the only assassin that is easy to use for a Second Wind, and Rouf moves much more erratically, so killing Rouf before Wot or Oney is usually a good idea.
- Spam Teslas before doing anything dangerous so that you can have the healing that you need, for your retreat, after each Decepti0n.
- Room 9
- ~~~~~
- It will take forever, but you can snipe all of the tanks and surveyors.
- You should snipe surveyors first.
- If they come to you, you can time them out to melee them, and this will save you from spending more money on ammo.
- After the second wave is cleared (which is quite easy, despite how long it takes), Saturn appears.
- You can lure Saturn to the ammo vendor and use Decepti0n for 1 powerful rocket shot per cooldown.
- This is basically the same setup as the one that can be used against OMGWTH, but it's even easier to hide in this room, and you can buy health and ammo.
- Saturn can occasionally hit you with its surveyors, so stay wary.
- Interestingly, those surveyors can be used for Second Winds.
- To avoid needing to use them for that, you can use a nice corrosive homing grenade - or a transfusion grenade - while you hold your Rubi.
- Saturn, unlike OMGWTH, does get rekt by melee tactics (Saturn does not have as much melee resistance).
- If a Nukem is used, it's possible to snipe at Saturn from room 8.
- If that tactic is used, Saturn will likely stay in the lower part of room 9, which makes that tactic extremely safe and reliable.
- Players should wait in room 8 until Saturn becomes idle; players will be much safer while they are using rocket launchers to snipe Saturn if they wait for Saturn to stop launching surveyors.
- It may be possible to use other launchers for this tactic if Zer0 is allowed to leave room 8 before each shot.
- Nukem launchers that can't generate enough velocity for the rockets that they fire will not be able to snipe at the lower part of room 9 from room 8.
- Room 10
- ~~~~~
- Just keep luring things through the door one at a time.
- You'll need to do this again after breaching the turrets.
- You can use your kunai to kill them, and you can hide just below the turrets each time you wait for your cooldown.
- (Remember to hold a weapon that boosts melee damage while you are throwing your kunai.)
- You don't want to be near the turrets when Decepti0n ends; using Execute to kill the turrets is not as safe as using kunai.
- Room 11
- ~~~~~
- Tank and SBS right away.
- Kill the tank first.
- 2 more SBSs will spawn within the next wave.
- They are accompanied by some bada-- enemies that are relatively safe to fight.
- Players should lure the SBSs to 1 of the other enemies instead of to the vending machine, or they should use the buildings as shields so that they can eliminate the other enemies first.
- Players near the vending machine will likely become trapped between many dangerous enemies.
- (Honestly, just stay near the buildings unless you're using a Bee shield.)
- If you DO have a Bee shield, it's probably safer to just snipe the surveyors from the vending machine.
- The 2nd wave's enemies may be able to be fought with empowered rockets while players wear their preferred adaptive shield.
- Fighting the enemies with an adaptive shield equipped may not protect players from some of the grounded enemies,
- but it will protect players from SBS shots as long as players stay mobile.
- Many of the possible grounded enemy spawns can already be safely avoided by sprinting and jumping.
- Surveyors like to get stuck and softlock runs within this room.
- Solo Zer0 players may be able to get a surveyor unstuck by throwing their dec0y out of bounds and forcing all enemies to become idle.
- Attacking stuck surveyors with homing weapons may help as well.
- OMGWTH
- ~~~~~
- ez
- ~~~~~~~~~~~~
- ~~~ OP 8 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- Slight upgrade to OP7; there are more enemies in each room, but the gauntlet is mostly the same
- Room 1
- ~~~~~
- Tank at the very start.
- LOTS of tanks in the big area.
- Some trash mobs join them.
- Tank with 2 Emperor SAs at the end.
- Room 2
- ~~~~~
- A WAR Loader can spawn in the 1st part of this room.
- Other spawns are relatively negligible.
- A Constructor may spawn within the wave before the wave that has the Scorch spawns.
- Dual Scorch - with no other enemies - at the end.
- Room 3
- ~~~~~
- Trash skags, then Dukino's Mom - by herself - at the end.
- Room 4
- ~~~~~
- SB Loader and some trash/regular surveyors before a Black Queen pair.
- Marauders and Blaster Nomads may spawn instead of the SB Loader.
- A SBS and an UB Loader can spawn within the wave before the wave that has the Black Queens.
- No other enemies spawn with the Black Queens (except for any enemies that they spawn themselves).
- Room 5
- ~~~~~
- A few regular surveyors and some trash mobs join the Bone Heads.
- Turrets can spawn on the train, but they will be destroyed if no other enemies are left.
- Room 6
- ~~~~~
- Pretty much the same as OP 7.
- Room 7
- ~~~~~
- Nothing special.
- Room 8
- ~~~~~
- 4 Turrets.
- 2 Assassins (Oney and Rouf) with 4 more turrets after one of them dies.
- Last 2 Assassins seem to spawn when 1 or 2 of the turrets are destroyed.
- This room may spawn all 4 assassins simultaneously instead.
- If that happens, no turrets will spawn.
- Room 9
- ~~~~~
- Tanks and some trash surveyors and mobs.
- 2 Saturns at the end.
- Room 10
- ~~~~~
- SB Skags, an Emperor, and the usual 4 turrets by the stairs (2 on either side).
- 2 more SB skags with some Rats, a Nomad, and a psycho will spawn after the previous wave.
- A WAR Loader can spawn in this room.
- This room has a lot of ammo crates, so it is a good place to obtain CA stacks.
- Room 11
- ~~~~~
- Some bada-- enemies with a Super Bada-- Surveyor or 2 to deal with.
- This room can end with an UB Loader.
- OMGWTH
- ~~~~~
- ez
- ~~~~~~~~~~~~
- ~~~ OP 9 ~~~
- ~~~~~~~~~~~~
- Theme
- ~~~~~
- The extra available skill points and the increased level cap may offset the increased damage reduction that enemies have.
- Also, health gate issues are not really any worse than they were.
- Really, OP 8 and OP 9 seem to just slightly increase enemy counts compared to OP 7, and there are few other changes.
- The most notable change is the adjustment to the number of Saturns spawned in each gauntlet.
- Room 1
- ~~~~~
- The entrance to room 1 can have a tank.
- An EXP Loader and a WAR Loader can spawn in this room.
- Blaster and SB Skag at the start, followed by some trash enemies and surveyors (one is a SB Surveyor, however).
- UB Loader at the end with another Blaster Nomad.
- The final wave may consist of a tank and 2 Emperor SAs instead, as before.
- Room 2
- ~~~~~
- Rats and Turrets at the back.
- Those enemies are just distractions; an UB Loader, RPG Loaders, and a surveyor will come from the next area to flank you if you are not careful.
- Some trash enemies spawn, and then a combination of 2 Scorch spawns and 4 weak surveyors will appear.
- The surveyors don't always accompany the Scorch spawns.
- It may be possible to use a loader to prepare CA for the Scorch spawns.
- Room 3
- ~~~~~
- Tinks spawn with Dukino's Mom.
- Room 4
- ~~~~~
- The Black Queen pair can spawn immediately, along with some other spiderants.
- An EXP Loader and a WAR Loader may appear in a wave that spawns before the wave that has the Black Queens within it.
- If the pair of Black Queens spawn last, they will probably be the only enemies within that wave.
- Room 5
- ~~~~~
- 2 Bone Heads and some marauders/rats at the start.
- Some marauders, a Bada-- Marauder, and a Bada-- Psycho join the next pair of Bone Heads.
- A WAR Loader can spawn in this room.
- There may be a surveyor in there somewhere.
- Turrets can spawn on the train.
- Room 6
- ~~~~~
- A bunch of SGT Loaders and EXP Loaders can spawn.
- The 1st wave of enemies may consist of animals instead.
- After they are dead, a marauder and 2 Doc Mercy spawns can appear.
- The Doc Mercy spawn pattern may have 1 of the Doc Mercy spawns delayed.
- If this happens, some extra marauders and maniacs may join the Doc Mercy spawns.
- Room 7
- ~~~~~
- One of the waves that this room can have is composed of 3 Bada-- Marauders.
- Another is composed of a Bada-- Marauder and an UB Loader.
- Room 8
- ~~~~~
- Wot and Reeth.
- A tank spawns when one of them dies.
- Oney and Rouf spawn when the tank dies.
- The "4 turrets -> 2 assassins -> 4 turrets -> 2 assassins" pattern that can appear during an OP8 run can appear here in place of another spawn pattern.
- Room 9
- ~~~~~
- A tank, some marauders, some surveyors, some spiderants (including a SCSA), and some lunatics will spawn.
- The Double Saturn spawn occurs only after all of the previous enemies are dead.
- Room 10
- ~~~~~
- Constructor at the top of the stairs.
- A WAR Loader joins it.
- This room may have tanks and other enemies instead.
- Room 11
- ~~~~~
- Just some EXP Loaders and a surveyor at first.
- A Bada-- Marauder, a WAR Loader, a surveyor of some sort, and some other garbage pop up in the next wave.
- A different configuration of enemies may appear, but an EXP Loader may still spawn within the 1st wave.
- OMGWTH
- ~~~~~
- ez
Add Comment
Please, Sign In to add comment