BINARY DOMAIN
50 Achievements
1,000
80-100h
Resistance Hero
Clear all stages in INVASION mode.
30
How to unlock the Resistance Hero achievement in BINARY DOMAIN - Definitive Guide
http://www.xbox360achievements.org/forum/showthread.php?t=38...
The guide is very informative with maps, enemy spawn points, camping locations, etc..
Loadouts (Level 50 assumed):
Soldier:
Ammo Pouch
Armorization
Blast Protection
Mega Health
Scout:
Blast Protection
Point Collector
Point Gatherer
Sniper:
Point Collector
Point Gatherer
Quick Prompt (sniper rifle chambering animation is considered a "reload")
Heavy Gunner:
Armorization
Blast Protection
Medi-Pouch I
Medi-Pouch II
Striker:
Armorization
Blast Protection
Medi-Pouch I
Medi-Pouch II
Area 1: Sniper
Area 2: Scout || Sniper
Area 3: Scout || Sniper || Heavy Gunner
Area 4: (Scout + (LE-18 || RAOW-S7) || Heavy Gunner) + 2 Medkits
Areas 5-7: (Heavy Gunner || Striker) + RAOW-SR1 + 3-5 medkits
Areas 8-10: (Heavy Gunner || Striker) + RAOW-SR1 + LE-18 + 5 medkits
I use Soldier as my respawn class in the later rounds. The Soldier's rifle has less ammo, but much better accuracy and range. The point-boosting nanos can earn you an extra 1000-2000pts during the match.
In Areas 8-10, everyone should buy the LE-18 pistol in case they run low on ammo or have to carry the shield. Work this out ahead of time, and wait until your teammate has confirmed purchasing the shield before readying up. If you do not have a mic, use the voice response menu (Affirmative/No can do) to confirm you have it.
If you can afford it, bring a couple decoy or chaff grenades with you in the areas 8-10. They're good for distracting Hercs and mobs.
Combat
After spawning, the enemy AI is scripted to climb over the barrier to enter the main area. During this time, they cannot defend themselves. This is the best time to take them out at little-to-no risk to you. Once they hit the ground, they will advance slightly, and begin combat.
Minigun Hercs are the only exception to this; they will begin shooting while climbing over.
If they haven't seen anyone yet, they will start to patrol the level, looking for your team. Their patrol routes are set up so they will comb the entire level; there is no place you can hide indefinitely. Contrary to a lot of other games' AIs, they do not magically know where you are. They will engage you (and alert nearby bots) if:
- They make visual contact with your team
- You damage them with a weapon
- You fire a weapon near them
They are programmed to attack the closest enemy they can see. If the closest enemy is not attacking them, they may divert their attention momentarily to someone farther way attacking them. For this reason, it is important that shield-bearers are at the front of the group. They tend to spray around the shield-bearers, so try to keep some distance from them to avoid being hit by stray fire. They favor engaging the host when you and your partner are close together.
If they lose sight of you for a few seconds, they will engage the nearest visible teammate, or start searching where they last saw you. If they still don't find you, they'll return to their normal patrol. This can be used to lure bots to one position while you or a partner sneaks up behind them. A Rocket Herc may fire where he last saw you, so be sure to get far away from that spot.
All enemy spawns and their locations are tightly scripted. New spawns are usually triggered by destroying bots from another area. Some bots spawn in sequence, replacing the one that was just destroyed. This is often the case with shield bots.
Host vs Client
Invasion works differently for the host and clients
For the host:
- Enemy grenades explode a few seconds after landing
- Creepers explode normally after balling up
- Player is targeted aggressively by bots with very rapid and accurate fire, and thus ideal shield-bearer
- Hits count 100% towards stunning Hercs
For the client:
- Enemy grenades explode immediately on landing
- Creepers will ball up, unfold, then ball up again before exploding
- If Creepers reach the unfold stage, they can no longer be destroyed; they've already blown up on the host's side
- Player is targeted much less often than host if near, sometimes ignored at distance
- Less rapid and slower tracking from bots, enemy melee attacks prone to missing
- Hits count very poorly for stunning Hercs
Shield Bots - Due to a design flaw, the shield bots (green Assault Shooters with shields) never reload, allowing them to fire continuously. Keep this in mind when engaging them.
Nanos
Ammo Pouch - This does not increase the amount of ammo you get for explosive weapons. The extra bullets it gives you is nice, but not really necessary. Also, using it will prevent you from using Blast Protection and Medi-Pouch II together. Since you respawn without a secondary weapon or medkits, I keep it equipped on my respawn class. If you don't have Medi-Pouch II, this makes a good alternative.
Blast Protection - Without it, grenades will instantly down you, and Creepers will instantly kill you. With it, grenades will only knock you over and into the red, and Creepers will only down you. However, even this cannot save you from a direct or near-direct rocket from a Herc.
Bullet Upgrade - This makes the Yamato sniper rifle a one-hit kill for Deadeyes on Area 3, but blocks Point Gatherer. On Area 7, the RAOW-SR1 can still kill Jarheads in three shots instead of the normal four. Not recommended except for the Sniper class in Area 3/4.
Point Gatherer/Point Collector - These bonuses are cumulative; using both gets you +40% points. Regular kills will be worth 33/39/42pts while Hercs will be worth 220/260/280pts. Point Gatherer unlocks at level 50.
Rush Prompt - This makes the Yamato sniper rifle a one-hit kill for Deadeyes and most Assault Shooters on Areas 3-4, but the health penalty makes it very risky. It also blocks Point Gatherer.
Ammo boxes
- You get 4 boxes for Areas 1-2, 8 for Areas 3-5, 12 for Areas 6-7, and 16 for Areas 8-10. Only restock if you're low on ammo in the early rounds.
- Ammo will likely be a problem for Area 2 due to the Simian infestation; use melee whenever possible with them in those rounds.
- The Heavy Gunner's melee is a one-hit kill for Simians in Area 2. The pistol takes one shot+melee to kill them.
Bulletproof Shield
- The shield offers little protection when aiming, so don't aim if you're taking fire.
- It does nothing against explosive weapons.
- It will block melee attacks from the front, even from Hercs. If you manage to sneak up on a Rocket Herc with the shield, he will be unable to fire, allowing your team to take it down with little trouble.
- Enemies at point blank can shoot "through" the shield if their guns are inside the shield when they fire. This is also sometimes the case with Hollow Children and Hercs' melee and ranged attack.
- Pressing Square does a simple thrusting attack, and holding back on the left stick while pressing Square makes you swing out.
- You do approximately double damage with melee when you have a shield.
Friendly fire
- This is disabled for you, but always enabled for the bots.
- It is possible for bots to take each other out with chaff grenades, well-placed decoys, or bots' poorly-thrown grenades or rockets. Rocket Hercs can also take themselves out by firing rockets into a wall.
- You get no points for friendly fire kills.
Purchasable weapons
- The RAOW-SR1 is the best all-purpose secondary weapon in this mode. It's got excellent range, high rate of fire, and plenty of ammo.
- The RAOW-S7 makes a good secondary for the Heavy Gunner if you're spawn camping. A 2-4 round burst from it will kill any normal bot. Very useful on Areas 3 and 4 if using Sniper or Scout.
- Decoy grenades only work if a bot sees it activate. If you throw one out of its field of view while it's focused on you, it will ignore the decoy.
- Chaff grenades make enemies nearby fight each other for a few seconds. If no enemies are in range, they will simply stand idle and ignore you.
- The rocket launchers are NOT refilled by ammo boxes. Once you've used up the MCGM-76 or Ikazuchi-M6, discard it.
- The Orochi-G6 minigun can be useful in Area 8 of Shibuya and Agro-Center, and Areas 9-10 of Underground. Only one person should buy it. If you come across a minigun your partner has dropped while you have one, theirs will be removed to refill your ammo.
- The LE-18 makes a good backup weapon for mid-range fighting. Everyone should have the LE-18 for Areas 8-10, especially if they have shield duty. It's also useful on Area 4 if you're a Scout or Sniper.
- If you're not buying a shield or minigun for Area 10, pick up an MCGM-76 if you can afford it. If you're a Rockefeller by Area 10, you can purchase the Ikazuchi-M6. Their only use in Area 10 is taking out the Gunboxes. Both it and the MCGM-76 are one-hit kills against them, which otherwise take 150-200 bullets to destroy.
- Dropped items disappear after 30 seconds, so be careful not to leave your minigun or shield unattended for too long. If a dead player dropped a different secondary weapon, you can swap it over and over to keep it around until the player respawns and grabs it.
Hercs
- Aim only for the head; anywhere else is a waste of time and ammo.
- If a Herc takes enough hits to the head, it will become stunned for a few seconds. Once it's stunned, switch to your rifles to finish it off.
- If you need to distract a Herc, you can have someone run up to him from his blind spot, then shoot it from point blank, preferably with a shotgun. It will do a long spinning melee attack, which takes about 4 seconds to complete. Roll to the side when the animation starts, then get behind it again. It will continue doing this until it knocks you down or is destroyed. Do not hang out in front of it, as may do a quick thrust and lay you out. It may even decide to fire at point blank.
- Rocket Hercs fire their rockets aimed at the center of your body. If you can face it in the open with no cover behind you, you can fight it directly if your reflexes are quick enough to dodge the rockets.
- Cover does not protect you from the rockets' blast radius.
- Hercs are very resistant to explosive weapons. Grenades and rockets do very little damage to them.
Critical condition
- The bots are programmed to ignore you when you are downed, and will focus on your remaining teammates. They will not react to you shooting them in this state.
- Bots will ignore a player in the middle of reviving a teammate.
- If you are the last player alive on your team, the bots will continue firing on you while you're down.
- At the end of each round, all damage is removed and critical players are revived. If you get downed near the end of a round, try to have your team kill the last enemy before you die to get a free revival. You can last about 10 seconds in critical condition.
Enemies by Area:
Area 1: Assault Shooters and Shield Bots (both green)
- Shield bots are a pain to fight head-on. Work with a teammate to flank them, or try to sneak up on them. If you have to fight head-on, try to fight with them up against cover that blocks their rifle. If positioned correctly, you can hit them with little fear of taking fire.
Area 2: Simians
- Simians are pretty clumsy, and tend to hit each other while hitting you. Melee attacks can take out multiple Simians in one swing.
Area 3: Deadeyes
- These guys have no self-preservation in their AI. When they spawn, they immediately run to their assigned spots and stay there. Their aim is very slow and they will fire after a few seconds even without a bead on you.
- You will have two Rocket Hercs on Round 15.
Area 4: Creepers
- These are instant death if they go off next to you without the Blast Protection nano. If one explodes, it will take out the Creepers next to them.
- You will have two Rocket Hercs on Round 20.
Area 5: Golems aka "Linebackers"
- Their melee/shotgun combo can be instant death if they catch you off-guard.
- The RAOW-SR1 works best against them, killing them in 3-5 hits. Machine guns are not very effective.
- They make very little sound when moving; don't let them sneak up on you.
Area 6: Jarheads
- The Red Jarheads are very accurate with their pistols.
- Against Melee Jarheads, simply move to the left or right to avoid their attacks.
- Beware that 3 back-to-back melee hits from a Melee Jarhead is instant death.
- Sniper Jarheads can insta-kill you if hit while you're in the orange.
- Shield Jarheads are harmless as long as you fight them at range. Aim for their oversized feet.
- Jarheads are very good at using cover, so try to catch them when they're moving about. If you can rush one in cover, or otherwise make it think it's exposed, it will take a few seconds to get up and either face you or find new cover. They're wide open during this time.
- If you're at short range against a Red or Sniper Jarhead, get right up next to it. They'll do an easily-dodged melee attack, leaving themselves open.
Area 7: Tube Gunners
- Machine guns/pistols and shotguns work best against them. The RAOW-SR1 is not very effective. Try to fight them at range or around cover.
Area 8: Hollow Children
- Machine guns work best against them. The RAOW-SR1 is rather ineffective. Shotguns can make quick work of them if you learn the timing to sidestepping their attacks.
- You will now face two Rocket Hercs and two Minigun Hercs on rounds 40, 45, and 50.
Area 9: Rapid Shooters aka "Red Devils"
- They can walk as fast as you sprint and shoot very quickly, often at the same time. Do not attempt to fight them in the open.
- Shotguns will make quick work of them if you catch them at their spawns or get to melee range.
- Like with Jarheads, getting close to them forces them to stop to do a melee attack.
Area 10: Gunboxes
- Once a player is spotted, they will stand still and attack the closest teammate. Use this to distract them while you fire the 150-200 rounds needed to kill them.
- These are a great target for the MCGM-76 or Ikazuchi-M6; either one will one-shot them.
Shibuya:
This level requires the most planning and coordination to complete. It is best saved for last.
There is a large spawn area in the NW and SW area of the map, and a small spawn in the NE and SE. You should pair off and have each pair watch them from the west side of the map. Enemies will run around the map looking for you. A Heavy Gunner or Soldier should stand on the middle set of boxes at the north and south ends. Standing here gives you a good view of the area. Strikers are good for camping the NW and SW spawns. The SW area sees the most action. The NW area is ideal for the host.
If Simians or Hollow Children are getting on your case, you can climb up on the boxes to get away from them.
Area 2: Have everyone retreat south to clear out the Assault Shooters before moving up. All Simians will spawn from the NW.
Area 3: Have someone stay as a sniper (or buy a RAOW-SR1) to take out the Deadeyes on the buildings. Deadeyes will spawn on the NE and SW buildings on rounds 13-15.
Area 4: All Creepers come from the SW spawn in Area 4. Two players should be watching that spot at the start of Rounds 17-20 to make sure they don't get loose. Playing Scout and/or using the RAOW-S7 here lets you get a ton of bonus points for taking them out while protecting you in case one sneaks up on you. Alternatively, you can have everyone move to the far north side, and only attack bots that pass the central ammo spawn. This way, the creepers will never get alerted, and will stay in their spawn until you're ready to face them.
Area 5: Most Golems spawn at the small spawns on the east side of the map. Try to catch them there before they get loose.
Area 6: Jarheads are priority targets, in the order of Sniper->Red->Blue->Shield. Take them out before they get a chance to move around.
Area 7: You need to work fast before you get overrun. Work your way towards the south from where you start, and focus first on taking out the Red Jarheads. Watch out for a few coming over the south wall.
Area 8: Initially, stay up on the crates and ignore the Hollow Children. Focus on any Red Jarheads you can see. Two can spawn simultaneously in the NW, so watch for them. The Orochi minigun will tear up the Hollow Children quickly, and works well for camping the NW spawn. A shield actually hurts you here; nearly half the enemies you face will be melee types.
Area 9: This can be done without a shield. Initially, camp in the tower until you've taken out the Rapid Shooters. Once they're down, move to your camping positions. You need to have a Striker at the NW and SW spawns. Have a Heavy Gunner or Soldier backing each one up from the crates.
Area 10: You definitely need a shield here. Two Sniper Jarheads will spawn on the buildings in each round: one in the SW, one in the NE. This makes camping the NW spawn too dangerous. The shield-bearer and a partner should take refuge in the tower, keeping the attention of enemies from the north. The south team can continue camping its area, but take care not to attract attention from bots on the north side. Take out the SW sniper ASAP at the start of each round. In a pinch, you can move to edge of the map by the subway entrances; the Sniper Jarheads cannot hit you there. Keep in mind that if the Sniper Jarhead hits you while you're in the orange, it's instant death. Make sure you're fully healed before engaging one.
Rocket Hercs are a serious threat to the tower team. When a Rocket Herc spawns in the NW, both teams should focus on taking it out before it reaches the ground. If it does, the tower team should move to the very top of the tower and stay there until the Herc is down. If you're cornered in the tower, you can wait until the Herc is near the burnt-out van outside. Carefully inch over to take potshots at its head while staying on the upper level. There's a bug of sorts with the top floor in that rockets cannot hurt you there if he's that close. In one match, I took over five near-direct hits to the railing in that area, and took no damage. If you've got a decoy grenade, throw it down so that it lands in the Herc's line of sight. If he can't see it, he won't shoot it.
If you have to leave the tower to get ammo during a round, you'll need to be able to roll off the second floor. Hit A just as your feet hit the ground to tuck into a roll. Otherwise, you'll stagger for a couple seconds, and risk getting downed or killed.
Outside Agro-Center:
The Invasion version of this map has the upper NE and SW and lower North and South sections walled off. There are spawns in each compass direction on the upper levels, with Hercs spawning in the North and South. Most Deadeyes spawn in the East and West.
Areas 1-7: Pair off at the North and South spawns. Shield bots come in through here often. Take them out before they land to save yourselves a lot of trouble. Enemies from the East and West spawns will split up after coming over, and will sprint to their next waypoint.
Areas 3-7: Rotate your teams counter-clockwise for the fifth round (S->E, N->W). If a Rocket Herc spawns, it's unlikely you will be able to destroy it before it gets over the barrier. This puts you at a safe distance to engage or avoid it.
Area 4: There is only an initial wave of eight Creepers. The rest of the area is mostly Shield Bots / Deadeyes plus one Minigun Herc on Rounds 17 and 18.
Area 6: I recommend bringing an extra frag grenade for round 29. On round 29, all enemies spawn at the east barrier. Bombard the area with grenades to take out the Jarheads quickly. Try to time your throws so each of your team's grenades hit separately.
Area 8: Everyone should gather at the east spawn, sniping the Rocket Hercs. Do this for rounds 45 and 50 as well.
Area 9: This can be completed without a shield, but you must be careful on how you pick your fights. The host should stay back and let the clients do most of the fighting.
Area 10: You'll need a shield. Everyone should be Heavy Gunners. You should take shelter in the lower outer hallway in the NE side (left of the elephant slides) or the SW side. The shield-bearer should be next to the stairs, but not on them. Your characters are right-handed, and these spots provide better cover. Camping the North or South spawns is too dangerous, as up to eight bots can spawn at once now. Most enemies will come from the upper levels, with the odd bot coming from the left as it patrols the level. On round 50, try to hold the eastern spawn initially, doing as much damage as you can do the Rocket Hercs as they come over the south wall. If you can take both out, you can camp the lower hallway as long as necessary.
Underground Garage:
There are four main spawns here, along with two small spawns on the upper level that are occasionally used by Assault Shooters and Simians.
For rounds 1-4 of Areas 1-3, you'll each take a spawn. On round 5, meet up and camp the north spawns in each of the vertical hallways. Starting from Area 4, start at these vertical hallway spawns until the initial wave of enemies are taken out. In Areas 5-8, try to have a Heavy Gunner and a Striker for each one. The group on the Eastern vertical hallway will be under a lot of pressure, but it is survivable. If a Herc gets over the wall on either side, move to the adjacent horizontal hallway and fight it from there. In Area 1, the Hercs will arrive via both East spawns. This is the only time one will arrive this way.
Area 4: It may be safer to just flee the area rather than try to stand your ground against the Creepers. Get to a safe distance, then fight your way back in. On round 20, stick together until you've taken out the Hercs.
Area 9: The shield-bearer and two others (one with the minigun, if possible) should camp the ammo spawn. One player should camp the SW spawn. On round 45, two Rocket Hercs will arrive at the ammo spawn, and two Minigun Hercs will come from the east.
Area 10: The shield-bearer/minigun team moves to the spawn at the north end of the eastern vertical hallway. The shield player should get into position behind the outcropping just west of the spawn or against a wall support on the east side. Only melee types will come near you, but the minigun/shield will stop them in their tracks. One player should camp the far NE spawn. On round 50, two Rocket Hercs will spawn at the shield/minigun team's location. Near the end of each round, give the minigun user time to to back to the ammo cache, reload, and get halfway back to the spawn before finishing the last bot.
If you're covering a spawn and get overwhelmed, your best bet is to stay behind cover near the barrier. The enemy AI wants to keep some distance between you and it, so only melee types (Golem, Blue Jarhead, Hollow Child, Simian) will follow you back there. They will start chucking grenades after a while.
The videos below have links to each area and round 50 in the description when viewed directly on Youtube. Outside Agro-Center and Underground Warehouse were filmed on the PS3 version.
Key points to reinforce would be to not freak out at the Hollow Children. We initially tried to buy two shields, chaff grenade the hollow children and run to the tower, but even if we made it, we would get shortly over-run by hollow children up the stairs, even with shields. Taking a calm approach and staying on the boxes is key. We actually didn't use the mini gun on our successful run. Just kill red jarheads until they're no longer spawning, then kill some hollow children, kill more jarheads, kill the last hollow children, etc.
Also, hologram grenades were very useful in distracting the mini gun hercules in the SW corner. Since they can shoot coming over, they are a danger right away (especially if you don't have room to fall off boxes in the hollow children infested wave 40). You can use the time they're distracted to focus fire and down the hercules, or give yourself some breathing room to kill normal enemies.
Finally, we used the class setups suggested in writing, even though in the video the extra med packs were replaced with more ammo. Ammo does definitely go dry near the end of waves 46-50, but I think having 5 health packs each was critical. And having the Sniper and Scout (SMG) with point boosters is a great way to not have to sweat it out later on.
I could probably write more but I'm still basking in the glow of finally finishing Shibuya, and my head's a bit of a mess. This truly is the most comprehensive guide and deserves to be listed in full when viewing the solutions for Resistance Hero.
What is INVASION?
Don't be fooled by the Bronze Coin (Representing a Bronze Trophy in PS3, meaning it's not as difficult.) because INVASION will test your patience to the max. INVASION is what most people compare it to horde mode in other games, where you survive a number a waves against a bunch of Enemies. What you need/recommended to be able to survive this challenge.
Players: 4
Mics/Communication: Yes
Level Recommended: 50 (Due to the +2 Medkit Nanomachine you get at Lvl 50)
Do I get XP In INVASION? Only if you beat wave 1-50
Time Estimate Per Stage: 3 hours+
The reason why we recommend for you to be Level 40 or above is because as you level up, you acquire Nanomachines that are similar to Perks for your Character. To get the Skill Settings you will go to the MP's Main Menu and press the "Back" Button. There you can edit your perks for reach character. Choose wisely which perks you're going to use, there's no point in having Point Increase when you're not aiming for that in this game mode.
The Goal:
INVASION has one goal, survive till wave 50. You will have intermissions between every 5 waves which consists of 4 waves or normal enemies getting harder and longer every 5 waves, and the 5th waves is the same thing except there will be Mini Bosses with Chainguns hosing you down. Also you can not rambo it up as taking only a few shots will end your road. People are allowed to die, they will respawn at the end of the wave. You have to notice one of the most important features and why the difficult spike increases massively. You have a limited amount of ammo during the 5 waves. There is a fixed amount of Ammo Boxes around the map where you guys have to communicate and ONLY grab them in times when you need them. This means that you should use guns with a large amount of Ammo like an LMG combined with the Extra Ammunition Nanomachine.
After the 5th Wave you will be able to spend your earnings on items from the Shop like in Multiplayer, which should be Claymores/Remote Bombs and MedKits. It's crucial to determine who buys what so no one spends any extra cash on something not needed so you can continue to save as the waves get harder.
At level 50 you will be granted the perk to grab 2 extra Medkits. Plus the perk that lets you have one extra Medkit gives you a total of 5 MedKits. This is heavily advised if you're looking to finish the Warehouse or Shibuya Map as they're much more difficult than Outside Agro-Center. There are three maps, you definitely want to go for Outside as your first map to finish as it's the easiest one (due to more movement options, especially in a clutch situation) and it gives you the mind set to get ready on what to expect for future waves.
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The Enemies:
There's a wide variety of enemies that come during these waves of terror, even if the first 15 Waves might be considered a bit trivial (depending on skill.) don't sleep on it! Especially once it's wave 25 you must focus for the next two hours or so to be able to clutch it whenever you can. Eventually they gain armor that requires a lot more ammo consumption than normal. Here's the breakdown on some of the enemies. Note! Will update, only played Outside Agro-Center map so far so the log will update as I play them. I will also update the name of the robots once I beat the game and check the logs if possible, if not they'll stay with the name people can associate it with the best.
Green Rifle Robots - Your default enemies; they're easy to kill and it's what you will be encountering for the first few Stages. I'd recommend a Sniper Rifle as it'll make good use of Ammo and kills for money.
Monkeys - They're the basic fast yet easy to kill enemies, do NOT waste ammo on them other than your handgun and Melees even on later levels unless you're choking. They're very easy to killl and normally come in huge packs. Don't be intimidated if the Wave has a high number of enemies as most should be Monkeys.
Crawling Mines - These come during the early/middle waves and not that often, they're technically a camper killer as they explode right beside you if you're still. Very easy to kill if you peg them a few times, remember to always barrel roll if you see one is going to explode.
Green Security Guards - These guys are actually more annoying than anything else, they're very slow and barely get good shots on you. However, they have a Bulletproof Shield which only let's you shoot a small open area in their foot or the opposite arm of their angle. Just shoot them down with your handgun in the foot and you're good to go.
Tan Snipers - These actually become a huge annoyance in later waves as they make sure you move once in a while although they almost don't move at all. If you see a red laser around you be sure to barrel roll until you identify his position, one sniper shot back at him should kill him.
Shotgun Brutes - High armor, high power. You want to stay as far away from these guys and do at must to ensure you don't get a free death with one mistake. These enemies aren't too common & thankfully they're easy to keep away, but their pack running is what makes them difficult the most.
Hercules - The big guys; you're going to be facing these at every ending wave. They have high health, and for having the huge Chaingun or Rocket Launcher their accuracy is dead on. Thankfully, they're extremely slow so you can take your time as long as you kill them eventually. This is when the clutch moments will happen the most since in most situations these guys randomly wipe out you/your squadmates. Once you hear shots from it's Chaingun do NOT test him and shoot back, if it's a rocket launcher then be sure to always shoot a bit in it's head and run away.
Red Mini Pistol Guards - Once these guys start showing up, this is when you have to focus hard. They play as good as other players in terms of covering and when to toss good frags at you. There is no good advice except to play consistently and outsmart them at all times. They don't have high health compared to others, but you must be on the move at all times.
Blue Shock Baton Robots - These suckers are very fast, they melee you with combo like moves that can easily knock you down if you're not careful! You really should be a Heavy Gunner to be able to shoo these guys off of you. Other than their speed, they're not much of a threat.
White Security Guards - The advanced version of the green ones, they have more accurate shots but the way to defeat them are the same. They run in much bigger packs during the last few waves so don't panic and be sure to take out the more important enemies before them. Please, keep your distance when fighting them. You risk a death if you try to rush them.
Shield Spiders - I actually don't know how do these things work, I used my RAIDEN to hose them down and they didn't even put up a fight.
Hollow Children - The advanced version of Monkeys, these are one of the main factors of the difficulty spike during the last few waves. They're fast and U-HAUL your ammo since they come in large packs. Thankfully, it's advised to purchase a Sticky Grenade and blow them off in chunks. The only disadvantage they have which you must exploit is that if they miss their melee it takes them a few seconds to get back up and try again.
Blue Snipers - The advanced version of the Tan Snipers, these guys prone and camp behind walls to snipe you and they're very accurate. They also move away if you're getting too close to them. The AI here is very well done, so it will be a challenge the whole way against these guys.
Red Rifle Robots - They're what I'd like to call "Devil Incarnate" in this. They come in the last 10 waves in the game and their biggest perk is that they're very fast with accurate rifle shots. You must have a showdown with one of these and hope you don't get sandwiched, not only that but the swarm of them during the last rounds is what makes the last 10 waves the real deal. Do at must to remove these guys first when encountering them. Good luck!
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The Maps:
Sadly I can't find any sketch maps, so I will guide you via text guide. There really isn't much you can't discover on your own as well. I'm just going to guide you with the Map's Difficulty, Recommended Weapons and Main Spots.
Outside Agro-Center
Difficulty: 2/5
Weapons Recommended: Akagi-77, Yamato-50, RAOW-SR1, Raiden-80
This map is considered the easiest of the 3 due to it being more open, giving a lot more breathing room when in tight situations. The Ammo Boxes are also where you're going to be camping most of the time, the Middle Fountain. From wave 1-15 you can use the Bolt Action Sniper as it helps one shot killing most of them. By wave 30 and beyond you have to purchase the Semi-Auto Sniper then use a LMG or Shotgun as a Primary weapon. Later on the only thing good about the Semi-Auto Sniper is that it forces you to conserve ammo compared to other guns. After wave 35 you will want to learn the map's layout because you're going to be moving around a lot, tons of enemies will come from multiple directions and this is where the map is considered 2/5. You're going to want to clear a route and keep moving around, killing and coming back for Ammo when you can. Rinse and repeat.
Warehouse
Difficulty: 3.5/5
Weapons Recommended: Akagi-77, Yamato-50, Yamato-51 RAOW-SR1, RAOW-S7, Bulletproof Shield (After Wave 40), Hologram Grenades (After Wave 40)
This map is known as the Close-Quarters Map of the game, it challenges you to learn how to kill on the go while constantly moving from cover to cover as things are very closed in. You will camp near the Ammo Boxes while defending the end that the enemies spawn by, the snipers should cover the end of the long hallway so it can be easier on the other LMG/Shotgun guys. The map has a serious difficulty spike after wave 35 which where I seriously recommend 3/4 LMG Guys with RAOW-S7, 1/4 w/ LMG/Shotgun & RAOW-SR1 for Sniping. After wave 40, you guys have to agree on who's going to purchase the Shield because that person is going to be the diversion for the others which is crucial due to lack of choke points. Once you continue this pattern, make sure you stay together at ALL times near the shield guy, if he wanders off he will die... a lot. Play keepaway with the Hercules with the IKAZUCHI because one rocket has a blast radius to kill the whole team if you're not careful. Good luck!
Shibuya Central Station
Difficulty: 4.5/5
Weapons Recommended: Akagi-77, Yamato-50, Yamato-51 RAOW-SR1, RAOW-S7, Bulletproof Shield (After Wave 30), Hologram Grenades (After Wave 35)
This map is considered the hardest map between the three, with good reasons. The Ammo Boxes are located in two separate locations, the Plaza near the Staircase and the Middle of the Map. The biggest problem is the Middle of the Map boxes will mostly be used for clutch situations because it's really difficult to be able to grab them otherwise. The spot that most people use is the Staircase area, during the first waves you can snipe them easily and knock them down one by one until you get to the tougher waves. The problem with this map is that compared to the three, wave 35-50 is pure hell. The enemies are fast and toss grenades, meaning you have to be aware in that cramped little area. You really should use a Bulletproof Shield guy at the bottom of the stairs distracting as much enemies as possible, but you need multiple plans in case he dies. At the 2nd Story of the staircase there's a way you can jump out, however if you jump you get stunned which kills you often so I'm going to give you this useful tip: To avoid fall stun you must Barrel Roll twice, you're going to Barrel Roll until you fall and then Barrel Roll again to avoid stun, this helps a lot and you MUST know this technique to be able to clutch. During my run in this map, I personally camped the spawn where they jumped over the house and boxes with my auto-shotgun and LMG. The other three held it down in the Staircase and I only helped them when they were under a lot of pressure. This map is the hardest, so if you pull it off with your teammates kudos to you!
Does this mean it must be without failing a wave, or can we restart the wave again if we all die providing that it is in same game session?
Great guide though - definitely going to wait until level 50 for it!
No problem, I posted this on x360a back in March so I brought it over here.
So lets begin:
Firstly I have to say that there are very nice guides with punch of information from Ayxism and xMANNY FRE5Hx for achieving this achievement and completing those stages but I just wanted to add some tips from my own personal experience that I required along completing these stages with the team that I was part of.
So with these tips our team completed those stages:
- Four player team is a MUST !
- We used these upgrades: Health plus 5%, First aid capacitie upgrade +1 and First aid capacitie upgrade +2.
- Good communication between your teammates is crucial and important !
- NO dare deviling around because you will go down VERY fast without any cover.
- Learn how use cover and when to used it !
- Always carry 5 med packs on waves 40 - 50
- The spawn points can swich randomly between your teammates, tossing everybody around different directions on your map.
- LVL 50 is a must because at least by then, you will be able to have to 5 med packs though upgrades.
- Everybody on your team might want to be the heavy gunner guy because of his starting weapon (LMG) has around 520 bullets.
- Never ever use your money on early waves. Try saving your precious money on at least wave 20 and then let one of your teammates buy the semi-automatic sniper rifle (RAOW-SR1). On later waves (especially beginning of wave 40) everybody on your team is suggested to buy that early mentioned sniper. "Why?" Well because the Hercules type robots will go down alot faster, if there is more guys than just 1, shooting him by snipers rather than any other weapons)
- If you got low amount of money on those later waves, inform your team to let you get more kills so you can get some money at least.
-Focus on buying (on later waves) these type of grenades: Hologram grenade (creaties diversion) , Chapnel grenades (enemies will be engage fightning amongs themselves) and
Remote grenades (will do alot of damage to large groups of enemies)
- I myself used this tactic for buying med kids: 1-10 waves I didn't buy any, 10-20 I bought just 1 med kid, 20-30 I bought 2 med kids, 30-40 I bought 3 med kids and 40-50 I did buy all 5 med kids.
- On wave 40 forward AT LEAST one of your teammates has to be "the decoy" meaning that this person has to purchase the bulletproof shield and getting all of the enemies attentions, letting your teammates slowly kill any enemies one by one. THIS IS A MUST, you will not survive to the end without any bulletproof shields.
- On Agro Center map (the tower map) it is crucial to have 2 bulletproof shield instead of 1 on later waves. "Why?" Well you will get a lot of supressing fire and there will be not a much cover available.
Well these were the tips that I now currently remember. I will update this solution if I recall any other tips.
This mode is very similar to horde mode from Gears of War. There are 50 stages of enemies, you have to go through each and everyone to get this achievement. If you fail you will have to start all over again. Now if that didn't sound bad enough. You have to do this with all 3 maps. Beating 50 waves straight is required to complete the "Challenge Master" achievement. This is probably the hardest achievement difficulty wise. It is extremely recommended to even have a fighting chance is that you and your team be above level 40 to have the best nanomachines.
Loadouts (Level 50 assumed):
Soldier:
Ammo Pouch
Armorization
Blast Protection
Mega Health
Scout:
Blast Protection
Point Collector
Point Gatherer
Sniper:
Point Collector
Point Gatherer
Quick Prompt (sniper rifle chambering animation is considered a "reload")
Heavy Gunner:
Armorization
Blast Protection
Medi-Pouch I
Medi-Pouch II
Striker:
Armorization
Blast Protection
Medi-Pouch I
Medi-Pouch II
Area 1: Sniper
Area 2: Scout || Sniper
Area 3: Scout || Sniper || Heavy Gunner
Area 4: (Scout + (LE-18 || RAOW-S7) || Heavy Gunner) + 2 Medkits
Areas 5-7: (Heavy Gunner || Striker) + RAOW-SR1 + 3-5 medkits
Areas 8-10: (Heavy Gunner || Striker) + RAOW-SR1 + LE-18 + 5 medkits
I use Soldier as my respawn class in the later rounds. The Soldier's rifle has lower rate of fire and less ammo, but much better accuracy and range. The point-boosting nanos can earn you an extra 1000-2000pts during the match.
In Areas 8-10, everyone should buy the LE-18 pistol in case they run low on ammo or have to carry the shield. Work this out ahead of time, and wait until your teammate has confirmed purchasing the shield before readying up. If you do not have a mic, use the voice response menu (Affirmative/No can do) to confirm you have it.
If you can afford it, bring a couple decoy or chaff grenades with you in the areas 8-10. They're good for distracting Hercs and mobs.
Combat
After spawning, the enemy AI is scripted to climb over the barrier to enter the main area. During this time, they cannot defend themselves. This is the best time to take them out at little-to-no risk to you. Once they hit the ground, they will advance slightly, and begin combat.
Minigun Hercs are the only exception to this; they will begin shooting while climbing over.
If they haven't seen anyone yet, they will start to patrol the level, looking for your team. Their patrol routes are set up so they will comb the entire level; there is no place you can hide indefinitely. Contrary to a lot of other games' AIs, they do not magically know where you are. They will engage you (and alert nearby bots) if:
- They make visual contact with your team
- You damage them with a weapon
- You fire a weapon near them
They are programmed to attack the closest enemy they can see. If the closest enemy is not attacking them, they may divert their attention momentarily to someone farther way attacking them. For this reason, it is important that shield-bearers are at the front of the group. They tend to spray around the shield-bearers, so try to keep some distance from them to avoid being hit by stray fire. They favor engaging the host when you and your partner are close together.
If they lose sight of you for a few seconds, they will engage the nearest visible teammate, or start searching where they last saw you. If they still don't find you, they'll return to their normal patrol. This can be used to lure bots to one position while you or a partner sneaks up behind them. A Rocket Herc may fire where he last saw you, so be sure to get far away from that spot.
All enemy spawns and their locations are tightly scripted. New spawns are usually triggered by destroying bots from another area. Some bots spawn in sequence, replacing the one that was just destroyed. This is often the case with shield bots.
Host vs Client
Invasion works differently for the host and clients
For the host:
- Enemy grenades explode a few seconds after landing
- Creepers explode normally after balling up
- Player is targeted aggressively by bots with very rapid and accurate fire, and thus ideal shield-bearer
- Hits count 100% towards stunning Hercs
For the client:
- Enemy grenades explode immediately on landing
- Creepers will ball up, unfold, then ball up again before exploding
- If Creepers reach the unfold stage, they can no longer be destroyed; they've already blown up on the host's side
- Player is targeted much less often than host if near, sometimes ignored at distance
- Less rapid and slower tracking from bots, enemy melee attacks prone to missing
- Hits count very poorly for stunning Hercs
Shield Bots - Due to a design flaw, the shield bots (green Assault Shooters with shields) never reload, allowing them to fire continuously. Keep this in mind when engaging them.
Nanos
Ammo Pouch - This does not increase the amount of ammo you get for explosive weapons. The extra bullets it gives you is nice, but not really necessary. Also, using it will prevent you from using Blast Protection and Medi-Pouch II together. Since you respawn without a secondary weapon or medkits, I keep it equipped on my respawn class. If you don't have Medi-Pouch II, this makes a good alternative.
Blast Protection - Without it, grenades will instantly down you, and Creepers will instantly kill you. With it, grenades will only knock you over and into the red, and Creepers will only down you. However, even this cannot save you from a direct or near-direct rocket from a Herc.
Bullet Upgrade - This makes the Yamato sniper rifle a one-hit kill for Deadeyes on Area 3, but blocks Point Gatherer. On Area 7, the RAOW-SR1 can still kill Jarheads in three shots instead of the normal four. Not recommended except for the Sniper class in Area 3/4.
Point Gatherer/Point Collector - These bonuses are cumulative; using both gets you +40% points. Regular kills will be worth 33/39/42pts while Hercs will be worth 220/260/280pts. Point Gatherer unlocks at level 50.
Rush Prompt - This makes the Yamato sniper rifle a one-hit kill for Deadeyes and most Assault Shooters on Areas 3-4, but the health penalty makes it very risky. It also blocks Point Gatherer.
Ammo boxes
- You get 4 boxes for Areas 1-2, 8 for Areas 3-5, 12 for Areas 6-7, and 16 for Areas 8-10. Only restock if you're low on ammo in the early rounds.
- Ammo will likely be a problem for Area 2 due to the Simian infestation; use melee whenever possible with them in those rounds.
- The Heavy Gunner's melee is a one-hit kill for Simians in Area 2. The pistol takes one shot+melee to kill them.
Bulletproof Shield
- The shield offers little protection when aiming, so don't aim if you're taking fire.
- It does nothing against explosive weapons.
- It will block melee attacks from the front, even from Hercs. If you manage to sneak up on a Rocket Herc with the shield, he will be unable to fire, allowing your team to take it down with little trouble.
- Enemies at point blank can shoot "through" the shield if their guns are inside the shield when they fire. This is also sometimes the case with Hollow Children and Hercs' melee and ranged attack.
- Pressing Square does a simple thrusting attack, and holding back on the left stick while pressing Square makes you swing out.
- You do approximately double damage with melee when you have a shield.
Friendly fire
- This is disabled for you, but always enabled for the bots.
- It is possible for bots to take each other out with chaff grenades, well-placed decoys, or bots' poorly-thrown grenades or rockets. Rocket Hercs can also take themselves out by firing rockets into a wall.
- You get no points for friendly fire kills.
Purchasable weapons
- The RAOW-SR1 is the best all-purpose secondary weapon in this mode. It's got excellent range, high rate of fire, and plenty of ammo.
- The RAOW-S7 makes a good secondary for the Heavy Gunner if you're spawn camping. A 2-4 round burst from it will kill any normal bot. Very useful on Areas 3 and 4 if using Sniper or Scout.
- Decoy grenades only work if a bot sees it activate. If you throw one out of its field of view while it's focused on you, it will ignore the decoy.
- Chaff grenades make enemies nearby fight each other for a few seconds. If no enemies are in range, they will simply stand idle and ignore you.
- The rocket launchers are NOT refilled by ammo boxes. Once you've used up the MCGM-76 or Ikazuchi-M6, discard it.
- The Orochi-G6 minigun can be useful in Area 8 of Shibuya and Agro-Center, and Areas 9-10 of Underground. Only one person should buy it. If you come across a minigun your partner has dropped while you have one, theirs will be removed to refill your ammo.
- The LE-18 makes a good backup weapon for mid-range fighting. Everyone should have the LE-18 for Areas 8-10, especially if they have shield duty. It's also useful on Area 4 if you're a Scout or Sniper.
- If you're not buying a shield or minigun for Area 10, pick up an MCGM-76 if you can afford it. If you're a Rockefeller by Area 10, you can purchase the Ikazuchi-M6. Their only use in Area 10 is taking out the Gunboxes. Both it and the MCGM-76 are one-hit kills against them, which otherwise take 150-200 bullets to destroy.
- Dropped items disappear after 30 seconds, so be careful not to leave your minigun or shield unattended for too long. If a dead player dropped a different secondary weapon, you can swap it over and over to keep it around until the player respawns and grabs it.
Hercs
- Aim only for the head; anywhere else is a waste of time and ammo.
- If a Herc takes enough hits to the head, it will become stunned for a few seconds. Once it's stunned, switch to your rifles to finish it off.
- If you need to distract a Herc, you can have someone run up to him from his blind spot, then shoot it from point blank, preferably with a shotgun. It will do a long spinning melee attack, which takes about 4 seconds to complete. Roll to the side when the animation starts, then get behind it again. It will continue doing this until it knocks you down or is destroyed. Do not hang out in front of it, as may do a quick thrust and lay you out. It may even decide to fire at point blank.
- Rocket Hercs fire their rockets aimed at the center of your body. If you can face it in the open with no cover behind you, you can fight it directly if your reflexes are quick enough to dodge the rockets.
- Cover does not protect you from the rockets' blast radius.
- Hercs are very resistant to explosive weapons. Grenades and rockets do very little damage to them.
Critical condition
- The bots are programmed to ignore you when you are downed, and will focus on your remaining teammates. They will not react to you shooting them in this state.
- Bots will ignore a player in the middle of reviving a teammate.
- If you are the last player alive on your team, the bots will continue firing on you while you're down.
- At the end of each round, all damage is removed and critical players are revived. If you get downed near the end of a round, try to have your team kill the last enemy before you die to get a free revival. You can last about 10 seconds in critical condition.
Enemies by Area:
Area 1: Assault Shooters and Shield Bots (both green)
- Shield bots are a pain to fight head-on. Work with a teammate to flank them, or try to sneak up on them. If you have to fight head-on, try to fight with them up against cover that blocks their rifle. If positioned correctly, you can hit them with little fear of taking fire.
Area 2: Simians
- Simians are pretty clumsy, and tend to hit each other while hitting you. Melee attacks can take out multiple Simians in one swing.
Area 3: Deadeyes
- These guys have no self-preservation in their AI. When they spawn, they immediately run to their assigned spots and stay there. Their aim is very slow and they will fire after a few seconds even without a bead on you.
- You will have two Rocket Hercs on Round 15.
Area 4: Creepers
- These are instant death if they go off next to you without the Blast Protection nano. If one explodes, it will take out the Creepers next to them.
- You will have two Rocket Hercs on Round 20.
Area 5: Golems aka "Linebackers"
- Their melee/shotgun combo can be instant death if they catch you off-guard.
- The RAOW-SR1 works best against them, killing them in 3-5 hits. Machine guns are not very effective.
- They make very little sound when moving; don't let them sneak up on you.
Area 6: Jarheads
- The Red Jarheads are very accurate with their pistols.
- Against Melee Jarheads, simply move to the left or right to avoid their attacks.
- Sniper Jarheads can insta-kill you if hit while you're in the orange.
- Shield Jarheads are harmless as long as you fight them at range. Aim for their oversized feet.
- Jarheads are very good at using cover, so try to catch them when they're moving about. If you can rush one in cover, or otherwise make it think it's exposed, it will take a few seconds to get up and either face you or find new cover. They're wide open during this time.
- If you're at short range against a Red or Sniper Jarhead, get right up next to it. They'll do an easily-dodged melee attack, leaving themselves open.
Area 7: Tube Gunners
- Machine guns/pistols and shotguns work best against them. The RAOW-SR1 is not very effective. Try to fight them at range or around cover.
Area 8: Hollow Children
- Machine guns work best against them. The RAOW-SR1 is rather ineffective. Shotguns are not recommended, as their melee attacks are very damaging and can be hard to dodge.
- You will now face two Rocket Hercs and two Minigun Hercs on rounds 40, 45, and 50.
Area 9: Rapid Shooters aka "Red Devils"
- They can move and shoot very quickly. Do not attempt to fight them in the open.
- Shotguns will make quick work of them if you catch them at their spawns.
- Like with Jarheads, getting close to them forces them to stop to do a melee attack.
Area 10: Gunboxes
- Once a player is spotted, they will stand still and attack the closest teammate. Use this to distract them while you fire the 150-200 rounds needed to kill them.
- These are a great target for the MCGM-76 or Ikazuchi-M6; either one will one-shot them.
Shibuya:
This level requires the most planning and coordination to complete. It is best saved for last.
There is a large spawn area in the NW and SW area of the map, and a small spawn in the NE and SE. You should pair off and have each pair watch them from the west side of the map. Enemies will run around the map looking for you. A Heavy Gunner should stand on the middle set of boxes at the north and south ends. Standing here gives you a good view of the area. A Striker can camp the NW or SW spawn.
If Simians or Hollow Children are getting on your case, you can climb up on the boxes to get away from them.
Area 2: Have everyone retreat south to clear out the Assault Shooters before moving up. All Simians will spawn from the NW.
Area 3: Have someone stay as a sniper (or buy a RAOW-SR1) to take out the Deadeyes on the buildings. Deadeyes will spawn on the NE and SW buildings on rounds 13-15.
Area 4: All Creepers come from the SW spawn in Area 4. Two players should be watching that spot at the start of Rounds 17-20 to make sure they don't get loose. Playing Scout and/or using the RAOW-S7 here lets you get a ton of bonus points for taking them out while protecting you in case one sneaks up on you. Alternatively, you can have everyone move to the far north side, and only attack bots that pass the central ammo spawn. This way, the creepers will never get alerted, and will stay in their spawn until you're ready to face them.
Area 5: Most Golems spawn at the small spawns on the east side of the map. Try to catch them there before they get loose.
Area 6: Jarheads are priority targets, in the order of Sniper->Red->Blue->Shield. Take them out before they get a chance to move around.
Area 7: You need to work fast before you get overrun. Work your way towards the south from where you start, and focus first on taking out the Red Jarheads. Watch out for a few coming over the south wall.
Area 8: Stay up on the crates and ignore the Hollow Children. Focus on any Red Jarheads you can see. Two can spawn simultaneously in the NW, so watch for them. The Orochi minigun will tear up the Hollow Children quickly, and works well for camping the NW spawn. A shield actually hurts you here; nearly half the enemies you face will be melee types.
Area 9: This can be done without a shield. Initially, camp in the tower until you've taken out the Rapid Shooters. Once they're down, move to your camping positions. You need to have a Striker at the NW and SW spawns. Have a Heavy Gunner backing each one up from the crates.
Area 10: You definitely need a shield here. Two Sniper Jarheads will spawn on the buildings in each round: one in the SW, one in the NE. This makes camping the NW spawn too dangerous. The shield-bearer and a partner should take refuge in the tower, keeping the attention of enemies from the north. The south team can continue camping its area, but take care not to attract attention from bots on the north side. Take out the SW sniper ASAP at the start of each round. In a pinch, you can move to edge of the map by the subway entrances; the Sniper Jarheads cannot hit you there. Keep in mind that if the Sniper Jarhead hits you while you're in the orange, it's instant death. Make sure you're fully healed before engaging one.
Rocket Hercs are a serious threat to the tower team. When a Rocket Herc spawns in the NW, both teams should focus on taking it out before it reaches the ground. If it does, the tower team should move to the very top of the tower and stay there until the Herc is down. If you're cornered in the tower, you can wait until the Herc is near the burnt-out van outside. Carefully inch over to take potshots at its head while staying on the upper level. There's a bug of sorts with the top floor in that rockets cannot hurt you there if he's that close. In one match, I took over five near-direct hits to the railing in that area, and took no damage. If you've got a decoy grenade, throw it down so that it lands in the Herc's line of sight. If he can't see it, he won't shoot it.
If you have to leave the tower to get ammo during a round, you'll need to be able to roll off the second floor. Hit X just as your feet hit the ground to tuck into a roll. Otherwise, you'll stagger for a couple seconds, and risk getting downed or killed.
Outside Agro-Center:
The Invasion version of this map has the upper NE and SW and lower North and South sections walled off. There are spawns in each compass direction on the upper levels, with Hercs spawning in the North and South. Most Deadeyes spawn in the East and West.
Areas 1-7: Pair off at the North and South spawns. Shield bots come in through here often. Take them out before they land to save yourselves a lot of trouble. Enemies from the East and West spawns will split up after coming over, and will sprint to their next waypoint.
Areas 3-7: Rotate your teams counter-clockwise for the fifth round (S->E, N->W). If a Rocket Herc spawns, it's unlikely you will be able to destroy it before it gets over the barrier. This puts you at a safe distance to engage or avoid it.
Area 4: There is only an initial wave of eight Creepers. The rest of the area is mostly Shield Bots / Deadeyes plus one Minigun Herc on Rounds 17 and 18.
Area 6: I recommend bringing an extra frag grenade for round 29. On round 29, all enemies spawn at the east barrier. Bombard the area with grenades to take out the Jarheads quickly. Try to time your throws so each of your team's grenades hit separately.
Area 8: Everyone should gather at the east spawn, sniping the Rocket Hercs. Do this for rounds 45 and 50 as well.
Area 9: This can be completed without a shield, but you must be careful on how you pick your fights. The host should stay back and let the clients do most of the fighting.
Area 10: You'll need a shield. Everyone should be Heavy Gunners. You should take shelter in the lower outer hallway in the NE side (left of the elephant slides) or the SW side. The shield-bearer should be next to the stairs, but not on them. Your characters are right-handed, and these spots provide better cover. Camping the North or South spawns is too dangerous, as up to eight bots can spawn at once now. Most enemies will come from the upper levels, with the odd bot coming from the left as it patrols the level. On round 50, try to hold the eastern spawn initially, doing as much damage as you can do the Rocket Hercs as they come over the south wall. If you can take both out, you can camp the lower hallway as long as necessary.
Underground Garage:
There are four main spawns here, along with two small spawns on the upper level that are occasionally used by Assault Shooters and Simians.
For rounds 1-4 of Areas 1-3, you'll each take a spawn. On round 5, meet up and camp the north spawns in each of the vertical hallways. Starting from Area 4, start at these vertical hallway spawns until the initial wave of enemies are taken out. In Areas 5-8, try to have a Heavy Gunner and a Striker for each one. The group on the Eastern vertical hallway will be under a lot of pressure, but it is survivable. If a Herc gets over the wall on either side, move to the adjacent horizontal hallway and fight it from there. In Area 1, the Hercs will arrive via both East spawns. This is the only time one will arrive this way.
Area 4: It may be safer to just flee the area rather than try to stand your ground against the Creepers. Get to a safe distance, then fight your way back in. On round 20, stick together until you've taken out the Hercs.
Area 9: The shield-bearer and two others (one with the minigun, if possible) should camp the ammo spawn. One player should camp the SW spawn. On round 45, two Rocket Hercs will arrive at the ammo spawn, and two Minigun Hercs will come from the east.
Area 10: The shield-bearer/minigun team moves to the spawn at the north end of the eastern vertical hallway. The shield player should get into position behind the outcropping just west of the spawn or against a wall support on the east side. Only melee types will come near you, but the minigun/shield will stop them in their tracks. One player should camp the far NE spawn. On round 50, two Rocket Hercs will spawn at the shield/minigun team's location. Near the end of each round, give the minigun user time to to back to the ammo cache, reload, and get halfway back to the spawn before finishing the last bot.
If you're covering a spawn and get overwhelmed, your best bet is to stay behind cover near the barrier. The enemy AI wants to keep some distance between you and it, so only melee types (Golem, Blue Jarhead, Hollow Child, Simian) will follow you back there. They will start chucking grenades after a while.
The videos below have links to each area and round 50 in the description when viewed directly on Youtube.
Complete wave 50 on ALL (3) Invasion Stages.
General Tips:
+Work as a full team.
+Use the Heavy Gunner class with perks to increase med-kits, ammo, health, defense.
+Conserve ammo. Available ammo has to last (5) rounds.
+Purchase a sniper rifle starting at wave 20
+Purchase (1) shield starting at wave 35 and (2) at wave 40
+Purchase holo/chaff grenades if you have enough money starting at wave 35/40
Check out the threads created by Strider-Cloud and King_Ubu for further INVASION tips and strategies.
- Shibuya Station
- Outside Aggro Center
- Underground Tunnel
The second is the choice of class, weapons and nanomachines. I recommend that all team members set the same settings:
Class: HEAVY GUNNER
Main class weapon: Light Machine Gun (cannot be changed)
Additional: Raow Sniper rifle (buy starting from wave 20-25, cost 650)
Grenades: Holographic (Decoy Grenades) or Claymore (directed explosion mine) starting from 35-40, two players take two grenades of one type, two of another type. Holographic grenades are useful as a bait for robots to shoot through your defensive perimeter or you are caught in crossfire, a claymore is useful when holding defensive lines when crowds of melee robots will approach you.
Starting from waves 30-35 you will need 1 shield (Shield), you can buy it in turn every next 5 waves, cost 1000. Starting from 46 and up to 50 on the Shibuya map, have 2 shields. The essence of the shield is that it stands slightly ahead of the group and takes on the role of bait, the enemies begin to shoot at it while the three remaining team members shoot the approaching robots. The shield does not protect you from a direct hit from a Hercules missile (a huge robot that appears every fifth wave), or from a grenade if it does not explode in front of the shield.
Nanomachines/SKILL:
- Medi-Pouch I +1 extra first aid kit
- Medi-Pouch II + 2 extras first aid kits (in total you can buy up to 5 first aid kits)
- Blast Protection -30% damage from explosives, can save you from instant death from the explosion of a grenade and Hercules rocket, provided that you are not caught in the epicenter of the explosion. Highly recommend! Yes, this skill will not always save you, but from instant death from delayed grenades, it will help you not die in half the cases.
- Armoriztion -20% damage from melee attacks (will help you avoid taking a lot of damage from black robot zombies and other enemies with strong melee attacks).
- Easy map - Underground Tunnel
- Average - Outside Aggro Center
- Difficult - Shibuya Station.
I also advise you not to buy any weapons or equipment at all for the first 10 waves, so that you can accumulate enough money for later waves. Starting from 11 you can take 1 first aid kit (from 30 to 50 always buy 3-5 first aid kits. On later waves you need to take up defensive positions and not run around the map in Rambo mode, as this will lead to a quick loss. I also recommend studying the points the appearance of enemies on the map, this is especially true at Shibuya Station, this way you can shoot enemies with a sniper rifle on the early approaches and finish them off at close range with a machine gun. At a medium distance, you should shoot with a machine gun in short bursts, this will greatly increase the accuracy of the fire. It is highly advisable to kill them. opponents like Hercules with a rocket launcher as far as possible from your defensive line. A little trick, when you shoot at an enemy like Hercules, while reloading, move out of his line of sight for a couple of seconds, then return to firing. So he will lose. you as a priority target, which will reduce the chance that you will get a direct hit from a missile while you are shooting.
And finally, always coordinate your actions with your partners, warn when melee robots are approaching, etc. Also, between waves you can leave 1 enemy alive for a short timeout.
Good luck!