Aliens: Fireteam Elite
47 Achievements
44-54h
PS4
Reticulum Theater Medal
Finish all Campaigns on Insane Difficulty.
0.4%
How to unlock the Reticulum Theater Medal achievement in Aliens: Fireteam Elite - Definitive Guide
Between my main account and my alternate that I was forced to use because of the profile glitch that prevented me from helping friends on my main account, I’ve done this full run almost 3 times and I can say while this is extremely hard, it is doable and there are multiple strategies that will work. Below I will outline some tips I’ve used during my runs to help you focus your efforts on insane. Some of these tips may be obvious to some players, but I see obvious (to me) mistakes over and over while helping people via LFG posts. You can violate every one of these tips and still do insane, these are just the tips I’ve seen help myself and a majority of others through insane.
Note: I’m not going to provide a step by step guide for every level. I Lap The Flash has made a video for every Insane run, some of which I played in on my alternate since he also has the profile glitch, and he shows many techniques to complete insane relatively pain free (given a good team and good builds). Here is a link to his channel if you prefer to watch all the insane runs or you need to focus on a specific level. https://youtube.com/c/ILapTheFlash
Now that the preface is out of the way, here are my top 10 tips for insane (or even extreme runs).
1. Study the spawns on lower difficulties and always try to backtrack in the level (mostly via holding doors) after aggro of the major spawns. There are a handful of places where this is not possible and the game requires players in a very specific area, but most spots can be activated by running ahead and running back (no door) or by having every player except 1 in the area, having the player holding the door move just outside the door quickly to spawn the interaction queue for the button/interaction, then hopping back through/before the door to keep it available for the rest of the team. This allows you to control where the fight happens and forces the enemies from one direction (typically). As an example in 1-2, as long as you have someone in the tunnel with the ducting before the first Monica encounter, you can have the other 2 grab ammo, activate the button, and pull back to the player holding the door to funnel enemies. This isn’t an extremely useful example as that fight can easily be done regularly, but it is easy to recognize the strategy in this spot since the door would lock out all players entering the main area otherwise.
2. For most maps, a Gunner, Technician, and Recon will be just fine. There can be other classes, especially since Doc was buffed with the last update, but when playing with players that you aren’t familiar with, as long as recon drops ammo and uses pups regularly (slow!) and tech is putting the turret in optimal places while coiling enemies and potential spawns, everyone can spray ammo while enemies are slowed and suppressed and gunner can stun bosses with grenade and overclock elites and bosses. Also, if you aren’t confident you have a good build, there are plenty to choose from on YouTube! 1-2 and 3-3 you can substitute the recon for another tech since ammo crates and ammo conservation aren’t as much of an issue in these levels and the extra turret can be extremely helpful (especially in 3-3).
3. Do a dry run without buff cards first, especially if playing with a new team, as the Heavy Tanks, Superior Firepower, Extraordinary Weaponry, and Ammo Horder cards are clutch and are pretty rare. I’ve burned way too many cards on the 1st run because the team chemistry wasn’t there. Also, strategize on the usage of these cards. On maps where you might use 2 Techs, Superior Firepower is really good. Is Hoenicker dying a lot on 1-3 or is the team needing a health boost? Try Human Tanks. Was the Boss almost dead but wiped someone on the team, resulting in a failed run? Maybe Extraordinary Weaponry would have finished it sooner. Did you run low on ammo or the empty clip causing you problems? Try Ammo Horder. There usually isn’t a right answer for which card to use, it depends on the level, what classes and builds you are running, and what your current issues are.
4. Make sure EVERYONE brings full stacks of Cryo Grids to every mission. Placing these for bosses, especially at the end fights, can make or break a run. Having one person carry assessment drones and the others hardened turrets is a good option for the 2nd consumable. Keep in mind, static caches always give the same rewards, so some levels that give assessment drones can have everyone bring hardened sentries as the second consumable since each of the 3 players will get a drone. Also, if you keep failing a run, ask if everyone is out of consumables. Many, including myself, tend to be conservative and not use as many as we should. If you keep dying with consumables in hand, it may be time to use more earlier.
5. Bring the pump shotgun. Yes there are some other good choices out there, but the pump is good versus both runners and tanky enemies. If your gunner is running the perk so everyone gets the 50% increased reload speed on overclock , bosses will melt and players can still hold off random runners with 1-2 shots in normals situations.
6. Screen your teammates if obtained via LFG. Look to see if they at least have achievements for Extreme before doing Insane (unless you don’t care). Sometimes people lie and sometimes people confuse insane with intense. Many hours were wasted on people who tried to lie or pretend.
7. Get a battle rhythm for where each player stands relative to one another. In a tight knit group, everyone knows where each other is shooting from which reduces friendly fire and cuts down on unnecessary comms. If you are doing something unexpected (jumping back towards the group because of an enemy), call it out ASAP because a single friendly fire can kill a run. If you don’t have chemistry with a group, try to establish a regular side (left for easy grenade toss as gunner) so that you can normalize formations and cut down on miscalculations when things get hectic.
8. With the exception of large scripted spawns, DO NOT STALL moving through the level unless you know it is a no-spawn zone. Many levels will continue spawning runners, bursters, and prowlers until you trigger the next scripted spawn. Because of this, it is useful to have one person run ahead and aggro the scripted spawn (listen for prowlers!) while the other 2 fight random small spawns, if possible. If you have felt like you kept getting overrun by bursters constantly, it is probably because you pushed back to fight the random spawn and another would keep spawning before you reached the next big spawn.
9. If you are in a position to pass on a medkit and grab it later (if needed) ensure that your studies from Tip #1 show you can backtrack to this later and ensure you don’t backtrack during random spawns to conflict with Tip #8. You can maximize health this way when everyone is full or near full when encountering a health pack. Depending on player competence, recommend healing at a minimum of 400 health.
10. Momentum is a thing. On my first insane playthrough, it could take 2 days to do 1 level, while at other times I would do 4 in a day, 1 shotting them all. 1-2, 1-3, and 4-1 are arguably the hardest levels, so if you are having problems and the game is discouraging you, try another level.
If you have feedback, please comment below. I hope these tips along with the linked videos can help you complete the hardest achievement on this game. I’m still actively playing the game as of this solution, so if you need help, add me and I’ll see what I can do to help.
Note: I’m not going to provide a step by step guide for every level. I Lap The Flash has made a video for every Insane run, some of which I played in on my alternate since he also has the profile glitch, and he shows many techniques to complete insane relatively pain free (given a good team and good builds). Here is a link to his channel if you prefer to watch all the insane runs or you need to focus on a specific level. https://youtube.com/c/ILapTheFlash
Now that the preface is out of the way, here are my top 10 tips for insane (or even extreme runs).
1. Study the spawns on lower difficulties and always try to backtrack in the level (mostly via holding doors) after aggro of the major spawns. There are a handful of places where this is not possible and the game requires players in a very specific area, but most spots can be activated by running ahead and running back (no door) or by having every player except 1 in the area, having the player holding the door move just outside the door quickly to spawn the interaction queue for the button/interaction, then hopping back through/before the door to keep it available for the rest of the team. This allows you to control where the fight happens and forces the enemies from one direction (typically). As an example in 1-2, as long as you have someone in the tunnel with the ducting before the first Monica encounter, you can have the other 2 grab ammo, activate the button, and pull back to the player holding the door to funnel enemies. This isn’t an extremely useful example as that fight can easily be done regularly, but it is easy to recognize the strategy in this spot since the door would lock out all players entering the main area otherwise.
2. For most maps, a Gunner, Technician, and Recon will be just fine. There can be other classes, especially since Doc was buffed with the last update, but when playing with players that you aren’t familiar with, as long as recon drops ammo and uses pups regularly (slow!) and tech is putting the turret in optimal places while coiling enemies and potential spawns, everyone can spray ammo while enemies are slowed and suppressed and gunner can stun bosses with grenade and overclock elites and bosses. Also, if you aren’t confident you have a good build, there are plenty to choose from on YouTube! 1-2 and 3-3 you can substitute the recon for another tech since ammo crates and ammo conservation aren’t as much of an issue in these levels and the extra turret can be extremely helpful (especially in 3-3).
3. Do a dry run without buff cards first, especially if playing with a new team, as the Heavy Tanks, Superior Firepower, Extraordinary Weaponry, and Ammo Horder cards are clutch and are pretty rare. I’ve burned way too many cards on the 1st run because the team chemistry wasn’t there. Also, strategize on the usage of these cards. On maps where you might use 2 Techs, Superior Firepower is really good. Is Hoenicker dying a lot on 1-3 or is the team needing a health boost? Try Human Tanks. Was the Boss almost dead but wiped someone on the team, resulting in a failed run? Maybe Extraordinary Weaponry would have finished it sooner. Did you run low on ammo or the empty clip causing you problems? Try Ammo Horder. There usually isn’t a right answer for which card to use, it depends on the level, what classes and builds you are running, and what your current issues are.
4. Make sure EVERYONE brings full stacks of Cryo Grids to every mission. Placing these for bosses, especially at the end fights, can make or break a run. Having one person carry assessment drones and the others hardened turrets is a good option for the 2nd consumable. Keep in mind, static caches always give the same rewards, so some levels that give assessment drones can have everyone bring hardened sentries as the second consumable since each of the 3 players will get a drone. Also, if you keep failing a run, ask if everyone is out of consumables. Many, including myself, tend to be conservative and not use as many as we should. If you keep dying with consumables in hand, it may be time to use more earlier.
5. Bring the pump shotgun. Yes there are some other good choices out there, but the pump is good versus both runners and tanky enemies. If your gunner is running the perk so everyone gets the 50% increased reload speed on overclock , bosses will melt and players can still hold off random runners with 1-2 shots in normals situations.
6. Screen your teammates if obtained via LFG. Look to see if they at least have achievements for Extreme before doing Insane (unless you don’t care). Sometimes people lie and sometimes people confuse insane with intense. Many hours were wasted on people who tried to lie or pretend.
7. Get a battle rhythm for where each player stands relative to one another. In a tight knit group, everyone knows where each other is shooting from which reduces friendly fire and cuts down on unnecessary comms. If you are doing something unexpected (jumping back towards the group because of an enemy), call it out ASAP because a single friendly fire can kill a run. If you don’t have chemistry with a group, try to establish a regular side (left for easy grenade toss as gunner) so that you can normalize formations and cut down on miscalculations when things get hectic.
8. With the exception of large scripted spawns, DO NOT STALL moving through the level unless you know it is a no-spawn zone. Many levels will continue spawning runners, bursters, and prowlers until you trigger the next scripted spawn. Because of this, it is useful to have one person run ahead and aggro the scripted spawn (listen for prowlers!) while the other 2 fight random small spawns, if possible. If you have felt like you kept getting overrun by bursters constantly, it is probably because you pushed back to fight the random spawn and another would keep spawning before you reached the next big spawn.
9. If you are in a position to pass on a medkit and grab it later (if needed) ensure that your studies from Tip #1 show you can backtrack to this later and ensure you don’t backtrack during random spawns to conflict with Tip #8. You can maximize health this way when everyone is full or near full when encountering a health pack. Depending on player competence, recommend healing at a minimum of 400 health.
10. Momentum is a thing. On my first insane playthrough, it could take 2 days to do 1 level, while at other times I would do 4 in a day, 1 shotting them all. 1-2, 1-3, and 4-1 are arguably the hardest levels, so if you are having problems and the game is discouraging you, try another level.
If you have feedback, please comment below. I hope these tips along with the linked videos can help you complete the hardest achievement on this game. I’m still actively playing the game as of this solution, so if you need help, add me and I’ll see what I can do to help.
20 Comments
+1 this guide! I'm currently running Tech with flame turret/charge coils with laser hand cannon/pump shotgun combo, works like a charm when you know the spawn patterns. Something worth mentioning, cards are crucial for certain levels and harder difficulties. 'Human Tanks' (Double Health) makes this all a lot easier to play but getting the card is rare. BUT you can do a dashboard trick to shuffle the deck and get the card you want. Load up the game, go to the shop and buy a pack of three. You'll see the colour coded names pop up on your screen, if they're not the ones you're looking for then dashboard the game and then quit the game from your home screen. Load it up again, skipping all the start screens, you'll be in the hangar again. Rinse and repeat until you get the cards you want. Due to the game not saving during your time in the hangar you don't waste the scrip (REP) buying all the packs, only when you choose to keep the cards you want and play with. The game loads up fairly quick on my console so you can get a good routine grinding it once you find your flow of button inputs
By TwistMck on 17 Feb 2022 13:07
Whoever downvoted this, you're a very bad person.
By The SCHWARTZ 00 on 01 Oct 2021 07:39
This guide was translated automatically.
More than half of the missions are not difficult and can be easily completed without cards (if you are not at all crooked).
The problem is only in missions 4-1 and 1-3
Tactics for 4-1:
When you reach the room with the androids, do not fight them there, but go back to the stairs and stand there, they will approach you themselves. Next, one goes to launch the remote control, and the others wait there and the first one runs back to them, so that while he is running, they don’t harass him; when they appear right at the door, they should fire at the two who are waiting for him and then he will be able to pass without damage (well, it’s like lucky). Next, two stand on the stairs so that the enemies are visible and shoot at them, the third stands at the door (so that it is always open) after the stairs on the right and also helps (when aiming, change your shoulder and then you will see them and hit them, but they will not hit you The main thing is to be careful with the foremen and flamethrowers, they may throw a grenade at you.
Next you will come across one of two rooms, if you come across the right one (a large open one with three turrets), then when you enter it, immediately go to the left into a nook, and defend yourself there (there shouldn’t be any difficulties)
Composition: marksman-technician-reconnaissance, tank/weapon damage card.
Tactics for 1-3
The main problem is the stupid Honniker, who will do everything to prevent you from completing this mission in madness, at the end, do as in this video and you will pass without problems https://www.youtube.com/watch?v=2fXQ...ist=LL&index =1
The whole difficulty of the mission is to bring this idiot to the last room. Keep in mind that if he has little HP and they make a grab on him, then this is a one-shot and a failure of the mission, so if suddenly he has one poke left and they are about to jump on him, then finish him off yourself so that he falls and then pick him up.
Composition: we went shooter-technician-technician, tank card
PS Give this idiot Honniker point-blank range with a shotgun for me.........
The problem is only in missions 4-1 and 1-3
Tactics for 4-1:
When you reach the room with the androids, do not fight them there, but go back to the stairs and stand there, they will approach you themselves. Next, one goes to launch the remote control, and the others wait there and the first one runs back to them, so that while he is running, they don’t harass him; when they appear right at the door, they should fire at the two who are waiting for him and then he will be able to pass without damage (well, it’s like lucky). Next, two stand on the stairs so that the enemies are visible and shoot at them, the third stands at the door (so that it is always open) after the stairs on the right and also helps (when aiming, change your shoulder and then you will see them and hit them, but they will not hit you The main thing is to be careful with the foremen and flamethrowers, they may throw a grenade at you.
Next you will come across one of two rooms, if you come across the right one (a large open one with three turrets), then when you enter it, immediately go to the left into a nook, and defend yourself there (there shouldn’t be any difficulties)
Composition: marksman-technician-reconnaissance, tank/weapon damage card.
Tactics for 1-3
The main problem is the stupid Honniker, who will do everything to prevent you from completing this mission in madness, at the end, do as in this video and you will pass without problems https://www.youtube.com/watch?v=2fXQ...ist=LL&index =1
The whole difficulty of the mission is to bring this idiot to the last room. Keep in mind that if he has little HP and they make a grab on him, then this is a one-shot and a failure of the mission, so if suddenly he has one poke left and they are about to jump on him, then finish him off yourself so that he falls and then pick him up.
Composition: we went shooter-technician-technician, tank card
PS Give this idiot Honniker point-blank range with a shotgun for me.........
1 Comment
One of the easy ways to beat the game on the maximum difficulty level is 1-2 demolitionists with a build for 3 missiles with a quick cooldown and 1 scout with a best friend drone, which buffs the team and speeds up the cooldown of abilities. The scout serves as a support; it is advisable to take a sniper rifle.
The scout build is maximally aimed at buffing the team and constantly throwing drones:
-Treat treatment
-Increased damage
-Increased armor
-Ammo and treatment
-Ability rollback
+support from a sniper rifle.
Demomen:
-Constant spam of missiles
-Stun powerful enemies
And the most important element, we use the card for accelerated skill rollback!
With this approach, 90% of the game feels like it's on "hot" difficulty.
The scout build is maximally aimed at buffing the team and constantly throwing drones:
-Treat treatment
-Increased damage
-Increased armor
-Ammo and treatment
-Ability rollback
+support from a sniper rifle.
Demomen:
-Constant spam of missiles
-Stun powerful enemies
And the most important element, we use the card for accelerated skill rollback!
With this approach, 90% of the game feels like it's on "hot" difficulty.
By Xqma on 08 Jul 2023 17:30
This guide was translated automatically.
The main problem of this difficulty, and even extreme, is that you simply won’t find games, and even a quick game solves this problem only partially, very often people can cry during the loading screen when they see what mission they’ve come across.
The second equally important problem is lags, yes on PS5 everything flies perfectly, but on PS4 at this difficulty one poke of ordinary aliens costs 300 health points, I’m not talking about the elite, minibosses and acid, which will melt your HP in a second, so the presence A tank card is highly desirable on every mission, very often I experienced lags and freezes, when everything went away I was either dead or lying in a crowd of enemies. As for the gameplay, only friends, no randoms, you need teamwork and at least some kind of connection, the one who will coordinate your actions, the question also concerns the builds and classes that you will use and even consumables, also do not forget that one of your main The villains on this difficulty are friendly fire, so it wouldn’t hurt to mention who is standing where while shooting in a narrow tunnel. To search for party members, use game forums, PSN profile, discord, etc. Unfortunately, there is no other option, this is the only way I could at least run the same horde mode above the standard
Well, keep in mind that in most cases your tactics will consist of blocking the door, followed by retreating to the defense point, setting up a turret, replenishing ammunition with a scout, and using a cryo grid with a drone for damage and accelerating the shooter before the miniboss appears. Yes, it’s not pleasant enough, you end up feeling like a fierce camper . And you will hardly find classes such as phalanx medic and demolition on this difficulty, which is a pity
The second equally important problem is lags, yes on PS5 everything flies perfectly, but on PS4 at this difficulty one poke of ordinary aliens costs 300 health points, I’m not talking about the elite, minibosses and acid, which will melt your HP in a second, so the presence A tank card is highly desirable on every mission, very often I experienced lags and freezes, when everything went away I was either dead or lying in a crowd of enemies. As for the gameplay, only friends, no randoms, you need teamwork and at least some kind of connection, the one who will coordinate your actions, the question also concerns the builds and classes that you will use and even consumables, also do not forget that one of your main The villains on this difficulty are friendly fire, so it wouldn’t hurt to mention who is standing where while shooting in a narrow tunnel. To search for party members, use game forums, PSN profile, discord, etc. Unfortunately, there is no other option, this is the only way I could at least run the same horde mode above the standard
Well, keep in mind that in most cases your tactics will consist of blocking the door, followed by retreating to the defense point, setting up a turret, replenishing ammunition with a scout, and using a cryo grid with a drone for damage and accelerating the shooter before the miniboss appears. Yes, it’s not pleasant enough, you end up feeling like a fierce camper . And you will hardly find classes such as phalanx medic and demolition on this difficulty, which is a pity
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