Team Fortress 2

Team Fortress 2

Not enough ratings
[Zombie Escape] Gris Guide for TF2
By FreedVoid
This is a guide for players getting through ze_gris in TF2.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Disclaimer: These strategies are subjective and written after multiple run throughs in TF2 - not CS. If there are better tactics, feel free to employ them (for example, you may want to defend in certain areas for a bit longer or a bit less or even hold at different positions). This guide just provides what I believe to be a good enough approach to get through the map with minimal losses so long as people listen.

Guide is currently for: ze_gris_skial_5

Some screenshots are not entirely accurate to the gameplay. Any holds, defensive spots, or warnings are still applicable to the general area, however.

*** Special thanks to Crocosnipe™ for helping with taking pictures! ***
General Notes
A leader is appreciated here - vc or not (so long as you place markers). This is most important for timing when to fall back, determining how to defend, and for guiding players through the boss.

Remind your team not to edge and make sure comms are clear.

The green/blue markers indicate where to fall back.

The phrase “on the timer” usually refers to the timer that periodically pops up for defenses, not the match timer on the top. The latter, if mentioned, will be referred to explicitly as such.

For the most part, always have one person trigger. Although the guide may refer to having survivors defend certain spots, one person may need to doorhug for triggers. That person may come back to defend though.

Always try to maintain max heavies - always good advice, but mainly for: Stage 1 final defense, Stage 2 boss and final defense, Stage 3 boss and final defense, Stage 4 boss and final defense, RTV1 zombie tp protection, and RTV2 dps.

The map is dark so use /flashlight or !flashlight in chat or sm_flashlight in console.
This command must be retyped every new round.

Healing has been nerfed, so DO NOT RELY ON TANKING. You need to learn to dodge!

Music
Most of this map is accompanied by music! So long as these videos remain up, you can find a playlist here

Individual songs:
Stage 1, 2, 3: Armored Core 3 Silent Line Soundtrack #18: Lapse Of Time
Stage 1 (Final Defense): Luxion High-Priestess @ 1:06
Stage 2 (Boss): Mahou Tsukai no Yoru Complete OST Disc 2 Track 8 - Flowery - Finality
Stage 2 (Final Defense): Mahou Tsukai no Yoru BGM - Five @ 0:28
Stage 3 (5th Defense to Boss): 【Nephesiel】逝きなさい、貴方の望む死を (Timidity++)
Stage 3 (Lasers): [Official] Dreadnought / Mastermind(xi+nora2r) [World Fragments] @ 2:04
Stage 4: Akihito - Finalize Void's Romantix Mix
Stage 4 (Final Defense): Felys
RTV 1 (Before Boss): ???
RTV 1 (Boss): 【PV】滅星蝕 セクエンス・アリア
RTV 2 (Boss): 島白 / shimajiro - 打鍵狂想曲 / daken kyosokyoku
Stage 1
Spawn
Survivors should fall back to the door. There is no real need to over defend as you can defend by the door or nearby at the next defense. Feel free to stall with a fast class.

1st Defense
(First Door)

After the door opens, survivors should fall a bit back and defend the entrance until 15 on the timer.



2nd Defense
(Platforms Room)

Survivors must jump across platforms. If someone falls, they can use the ramp near the beginning.

After the door opens, survivors should fall back enough from the opening to be able to defend the entrance until 15 on the timer.



3rd Defense
(Double Staircase)

Remind people to jump on white tiles. Most people should fall back to the side with the immediate stairs after the tile jump and not the side you have to make jump further down into. Those who do take the latter path should defend at the top before the jump to the left side. A block will occasionally move from the left side to right side and vice versa to ease jumps.

Survivors should defend both the left jump and right staircase (respective to the next green arrow door being at the left). Do not defend on the stairways as zombies can jump down on people.

Right side should fall back at 3 on the timer and the left side should fall back at 0 on the timer.



4th Defense
(Waiting for Descending Stairs)

Survivors should not fall all the way back aside from those triggering. Those triggering should be careful not to hug the edge as the descending stairs can crush you.

Defend somewhat near the entrance fallen back from (ze tp in front of this entrance). A good distance would be a bit back away from the first white light at the right. Slowly fall back as needed.

Hard fall back once the timer for the stairs pops up. It is a few seconds faster to take the jump than it is to take the lower path.

Make sure to crouch jump up the stairs!



5th Defense
(Above the Stairs)

After getting to the top of the staircase, survivors should turn around and shoot to protect those coming up until the stairs ascend.

After the stairs ascend, make your way down the staircase at the back and 50/50 split.

6th Defense
(Split Defense)

Survivors should create a sizable gap between themselves and the zombies so they don’t jump down and get stuck in them during the drop before the final defense. Top should try to defend near the second ascending staircase by the column and retreat with a pyro stalling or a demo to aoe stun. Bottom should defend a little ways away below this spot by another column but be careful for any zombies dropping down from the top path.

Top should fall back at 10 and bottom should fall back at 2. Shoot the cube to drop down.



FINAL DEFENSE
(White Gate)

Do NOT let a zombie get into the final room. Stall for as long as you can.

Survivors should try to defend and slowly fall back if needed. They may stall for as long as they can so long as one person makes it into the final room. A standard place to hold is the double ramps, but survivors should try to only go up the ramps nearing 20 on the timer. Walls will begin closing in on 19 on the timer. Once the timer is at 10, both survivors and zombies can no longer climb up the double ramps. Survivors may opt to hold here until 10 to have a safe fall back and maximize the amount of people living by the end. If struggling to hold on the double ramps, survivors must stall until 6 before they can run back.

Stage 2
Spawn
Survivors should fall back to the door. There may be a need to over defend with a fast class as, once the door opens, you will have to fall back somewhat a long way to the first defense.

1st Defense
(Platform after First White Tile)

Survivors should hold here until 0 at the timer.



On falling back, there will be two paths survivors must jump to:
  • Right side path - jump to the right then move down onto the middle path to the next defense
  • Parkour (pipe) path - jump on the pipes then strafe jump around a column to the next defense



2nd Defense
(Parkour/Three Way Defense)

Survivors must defend the stairways on the left, the path in the middle, and the pipes on the parkour path either on the paths themselves or from the door. If defending by the door, watch out for zombies on the parkour path that can jump onto the group.

Once the door opens, either fall back immediately onto the elevator or at least by 5 on the timer and defend from there.



3rd Defense
(Columns Defense)

Survivors should just fall back to the midpoint between the zombie tp (at the elevator fallen back from) and the next elevator. If zombie numbers are low, survivors can just defend by the elevator and airblast or shoot zombies off the nearby paths to teleport them back to the zombie spawn.

If defending at the midpoint, survivors should run back onto the elevator by 15 on the timer. If defending the sides by the elevator, run back at 5 on the timer. If already on the elevator, just hold.



BOSS
Survivors should move into the middle of the arena where the green arrow is. Once the sides collapse or as soon as it is distinguishable by the laser cage at the beginning, they should move to the right edge of the arena (respective to the area fallen back from). Engineers should stack dispensers there. IF PLAYERS STAY IN THE MIDDLE THEY WILL BE PUSHED OFF. This is due to the boss moving around with a chance of moving through the center and pushing things out of its way.

The boss will spawn above. Survivors must shoot the cube and not continue shooting the area the cube spawned from. Note that the cube will be moving around the arena afterwards. The boss’ lives are depicted as gray pillars with white tops by the zombie spectator area.

The boss will INSTAKILL if not killed in time.

* Directions in following attacks are respective to if you were to face the zombies

Attacks:
Laser Sweep
  • Cube will move to the top right edge of the arena and a laser will sweep across the arena from right to left and then halfway back again from left to right
  • Cube will pause for 1 second after firing laser before it sweeps
  • Dodge by jumping over lasers
  • A single sweep deals 20 damage

Laser Spikes
  • Cube will move to a corner of the arena and lasers will spawn from the cube in multiple directions
  • Dodge by strafing left/right, crouching, and/or jumping over lasers
  • A single laser deals 15 damage



Laser Spin
  • Cube will move to the middle edge of the arena by the zombies and will start spinning counter-clockwise with two lasers at opposite ends being fired out
  • Dodge by jumping over lasers
  • A single laser deals 20 damage



Laser Shockwave
  • Cube will move to the center of the arena and will fire rotating square shaped lasers
  • Dodge by jumping/crouching
  • A single laser deals 15 damage





Laser Bursts
  • Cube will move to the left edge of the arena and will teleport to different positions while firing bursts of lasers across the platform
  • Dodge by strafing left/right and unaligning yourself with the cube (lasers have big hurtbox)
  • A single laser deals 50 damage
  • Even when the boss is defeated, the laser bursts may still be active

FINAL DEFENSE
(Hallway of Arcs and Jumps)

Survivors just need to survive here, but try to defend as best as possible.

There are three gaps here that are difficult to see even with flashlight on. Remind others to jump.
  • 1st Jump - after 2nd arch
  • 2nd jump - after 2nd white tile after 1st jump
  • 3rd jump - after last arch
It may be hard to call out specific jumps, so if you are leading just remind survivors to jump where you do.

Survivors can either stall a jump until overwhelmed or just fall back to after the third jump and defend from there. If they get across, just survive until the final door opens indicated by the green flash. Survivors can safely fall all the way back at 5 on the timer but should be pulled in if near the last platform.

Stage 3 (pt.1)
Spawn
Survivors should fall back to the door. There is an elevator, so everybody needs to make it in time. Some survivors may need to over defend such that zombies do not enzyme by or into the elevator.

1st Defense
(4 Ramps and a Cube)

Survivors should immediately fall back up and climb up the 4 ramps. Zombies will tp near where fallen back from above a ledge. Defend the 4 ramps and don’t let zombies climb up to establish a safe distance for falling back.

Depending on which door opens or the strategy, survivors may fall back at 0 on the timer.



*** The strategy for the following defenses changes depending on which door opens. Coordination is key here. ***

2nd Defense [LEFT DOOR]
(Cube Defense)

Survivors should defend by the middle of the hallway until 15 on the timer then fall back. There is a zombie tp.

Survivors will have to split up here and DEFEND THE CUBE. Survivors lose if a zombie touches the cube.

Survivors must stay on level with the cube. Defend the cube a sizable distance away from it on the two paths to it. Fall back to the next level should the cube have made it far enough to not be hit from below by a zombie.

Zombies will progressively teleport to each new level where there is a white tile aside from the one at the very top. Once the cube has risen from that level, zombies will begin to tp.

Fall back at the green flash. The wall blocking the ladders will be climbable by then, but continue defending until then.



Once up the ladders, survivors should just RUN and jump to the RIGHT to get to the gate at the back.

2nd Defense [Right DOOR]
(Cube Defense)

Lots of bs can happen here. Change the strategy according to how the zombies are behaving.

Since there is no zombie tp, survivors can defend pretty much anywhere until the next door opens. It will take around 3 minutes after the door opens for the cube to reach this part’s ladder. Here are a few options.

Option 1:
If zombies are just chasing survivors, you should defend by the middle of the hallway for a duration of 2 minute after opening. Since this map usually follows the same timing, a good time to fall back would be 16:20 on the match timer so long as the survivors triggered as soon as possible for the 1st Defense.

Once by the ladder, fall back at the green flash. The wall blocking the ladder will be climbable by then, but continue defending until then.

Once up the ladder, survivors should just RUN and jump to the LEFT to get to the gate at the back. Note that there may be a zombie already at the gate since there was no initial zombie tp. Just push them out of the way.

Option 2:
If zombies are also aware of the tp, they may try to camp the gate. Survivors should try to split up here. One half has to continue defending the cube as the zombies can still come after it. The other half should move to the gate and either defend the stairs or from the sides of the stairs. Alternatively, most survivors can move to the gate with only a few moving back to defend the cube so long as they are capable enough. Continue defending until the next door begins opening.

Option 3:
Should the zombie tp be patched/fixed, follow the same procedure as the defense for the LEFT DOOR but take note of the multiple pathways zombies can take to the cube. The cube will advance through the pathways on the outer edge of this area. Survivors do not need to split, but do have to be by the cube to defend the multiple pathways leading to it.

Regardless of the defense and as a reminder, DEFEND THE CUBE. Survivors lose if a zombie touches the cube.



3rd Defense
(Huge Gate Hold)

Survivors should hold S on the gate and get ready to fall back. Once the white area is wide enough, survivors can fall back down the gate.

4th Defense
(First Half After TP)

The next door opens after approximately 1 minute 12 seconds indicated by a sound cue in the music.

As soon as the glass breaks, survivors must move forward. Zombies tp behind.

If there are few enough zombies with a good survivor to zombie ratio, survivors could probably defend the first gap after tp. Otherwise, fall back and defend at the top of the stairs.

Survivors can fall back to the next door from this defense 1 minute after initial tp.



5th Defense
(Second Half After TP)

Just hold the jump with the cubes on the left and right until the green flash. Fall back into the gate when it happens.

Stage 3 (pt.2)
BOSS
Survivors should gather together and engineers should stack dispensers. The boss will spawn up top, above the upper four cubes. Survivors must shoot the sphere up top and not the cubes. The boss’ lives are depicted as gray pillars with white tops by the zombie spectator area.

You have around 2 minutes 30 seconds to kill the boss before the arena breaks, killing everyone.

Attacks:
2 Crystals
  • Two giant crystals will spawn on the ceiling with two gaps in between them
  • Dodge by running to areas on the platform aligned with the gaps between the crystals
  • INSTAKILL




Crystal Ring
  • Multiple crystals will spawn in a ring formation on the ceiling
  • Dodge by running to the center or outer edge of the platform
  • INSTAKILL




Laser Cage
  • Multiple lasers will be shot from the sphere up top with a single large gap
  • Dodge by moving to the gap between the lasers
  • A single laser deals 150 damage when coming outwards from center



2HU Bullets
  • Black balls will rain down from above in a spiral pattern
  • Dodge by strafing left/right
  • A single ball deals 15 damage





Top Laser Cubes
  • The four cubes up top will begin rotating counterclockwise and fire lasers
  • Dodge by moving within the gaps between the lasers
  • A single laser deals 30 damage




Bottom Laser Cubes
  • The four cubes within lower mid will begin rotating counterclockwise and fire lasers in an alternating pattern of low-high
  • Dodge by jumping/crouching in an alternating pattern
  • A single laser deals 40 damage



Zombie TP
  • The cube will shoot a white laser at a platform that will spawn to the side of the arena.
  • If the tp is near the survivors, try to shoot the zombies off and have any remaining pyros airblast them off. They will not teleport away if on the platform.
  • The tp lasts for about 3 seconds.


FINAL DEFENSE
(Hallway of Lasers)

Almost immediately after survivors are teleported to the final defense, zombies will spawn right behind them. Survivors must turn around and stall while slowly falling back if being overrun (can hold with one person doorhugging to ensure a win).

There are 9 lanes that vertical lasers will run down originating from the side being fallen back from. To dodge, just align yourself with one of the nine lanes and stay in between the gaps of the lasers. The lanes are differentiated by a white pattern or a transparent line, so use it to determine alignment. Lasers deal 130 damage.

Final door opens 40 seconds after initial tp.

Stage 4 (pt.1)
Potential Defenses
Throughout this stage, the survivors will be teleported to 2 random defense positions after the boss. There are 5 spots total, all of which revisit past areas. They are listed and described below for reference. For all defenses, survivors just need to defend and survive. Immediately after a tp, survivors should look around first and not move immediately as certain defensive spots may be harder to get to if different paths are taken. The leader should call out where to go or, at the very least, everyone should try and stick with a group.

Final Gate Defense
(Stage 1: Final Defense)

Survivors will be teleported into the second half of the final defense at stage 1 ( behind the first door of the area where survivors dropped down into). You do not need to be in the white gate in the back to teleport to the next area.

Survivors should defend by the area they teleported to if possible. Slowly fall back if needed or just fall back to the double ramps to hold for the duration of the defense.



Columns Defense
(Stage 2: 3rd Defense)

Survivors will be teleported to an elevator in the columns defense/3rd defense of stage 2.

Different approaches can be taken depending on the amount of zombies and how skilled the zombies may be. Survivors can either:
  • Push the zombie spawn and defend two lanes (both lanes from ze spawn) but that risks leaving unnoticed zombies to flank if survivors are too slow to get there.
  • Defend by center and push out. This means more lanes to defend but provides enough time to back up if needed.
  • Defend near spawn. This means there are only two lanes to defend and it allows survivors to shoot or airblast zombies off the nearby paths to teleport them back to their spawn, but survivors grouped together may get wiped if someone edges.



Double Staircase Defense
(Stage 1: 3rd Defense)

Survivors will be teleported to the area after the white tile jump/stage 1 3rd defense area.

Survivors should fall back to the path with the box platforms and not take the path with the big jump down onto the platform. Defend up the stairs with some people defending the left side jump and most others defending the right side. Survivors should not be defending on the right side staircases as zombies can jump down on them.



Parkour Area Defense
(Stage 2: 2nd Defense)

Survivors will be teleported to the path that may be taken by jumping to the right of the stage 2 2nd defense (i.e. the non-parkour path).

Survivors should move around the corner and not drop down to defend both the path just after the corner and the area previously teleported from. This area allows survivors to defend the staircase and pyros to airblast zombies off the sides. Should it be decided to defend in this area, take care to remind other survivors to not drop down as they will have to walk all the way back up by taking the staircases near the elevator.



Split Defense
(Stage 1: 6th Defense)

Survivors will be teleported to the doors after taking the long staircase down in Stage 1 just before the split defense.

Survivors should take the left door and defend to defend near the second ascending staircase by the first column. So long as everybody shoots at the path around the corner, no zombies should get to you. There is an additional path to take at the bottom, but the zombies should not be fast enough to take the long way around and reach the survivors (potentially possible with scout enzymes). A few survivors can shoot at zombies down there just in case.



Stage 4 (pt.2)
Spawn
Have everyone fall back to the door. This is an elevator so everybody needs to make it in time. May need to over defend with those who know what to do (won’t get edged) so they don’t enzyme into the elevator.

BOSS [First Phase]
The boss should have 4 health bars, but these are hidden. If a healing source is available, try not to rely on it but use it when needed. The boss will INSTAKILL if not killed in time.

Attacks:
Circle
  • A single white circular ring will expand from the cube with a high pitch sound cue
  • Dodge by holding W
  • Falling deals 75 to 105 damage





Square
  • A single white square ring will contract into the cube with a high pitch sound cue
  • Dodge by holding S
  • Falling deals 75 to 105 damage





Triple Squares/Charging Squares
  • Multiple square rings will contract into the cube with a “charging” sound cue
  • Dodge by the following:
    • If not getting sucked in, hold S
    • If getting sucked in, hold S. After pull,
      hold W
  • Falling deals 75 to 105 damage


Laser Shockwave
  • Rotating, square shaped lasers will come out of the center of the arena below the boss.
  • Three types of lasers: 2 to jump over, 1 to crouch. One of the lasers to jump over is a middle laser that looks like one you can crouch under but actually can’t
  • Dodge by looking left and jumping/crouching
  • A single laser deals 15 damage

Zombie TP
  • The cube will shoot a laser at one of the surrounding platforms above the survivors
  • If the tp is near the survivors, try to run away and avoid zombies jumping down. Otherwise, defend
  • The tp lasts for about 12 seconds. Afterwards, all remaining zombies will tp away

2 RANDOM DEFENSES

BOSS [Second Phase]
Survivors can shoot the boss at the beginning (initial tp) and at the end (after attacks) to potentially carry over damage to the third phase.

The cube will fire lasers indicated by rings that appear randomly around the arena. This will last for ~17 seconds where the attack pauses and multiple rings will appear across the arena. After a long pause, multiple rings will appear again and the cube will fire at all of these positions at once.

Attacks:
Rando Rings
  • White rings will appear around the arena and go off a few seconds after appearing.
  • Dodge by moving outside the rings
  • One laser deals 40 damage





Sync Rings
  • White rings will appear around the arena and will all go off together after a few seconds.
  • Dodge by moving outside the rings
  • One laser deals 40 damage

2 RANDOM DEFENSES

BOSS [Third Phase]
The boss should have 10 health bars, but these are hidden. If a healing source is available, try not to rely on it but use it when needed. The boss will INSTAKILL if not killed in time.

Attacks:
Circle
  • A single white circular ring will expand from the cube with a high pitch sound cue
  • Dodge by holding W
  • Falling deals 75 to 105 damage





Square
  • A single white square ring will contract into the cube with a high pitch sound cue
  • Dodge by holding S
  • Falling deals 75 to 105 damage





Triple Squares/Charging Squares
  • Multiple square rings will contract into the cube with a “charging” sound cue
  • Dodge by the following:
    • If not getting sucked in, hold S
    • If getting sucked in, hold S. After pull,
      hold W
  • Falling deals 75 to 105 damage


2HU Bullets
  • The center of the arena will glow with several lights and rings of black diamonds will shoot out
  • Dodge by strafing left/right
  • One bullet deals 15 damage




Laser Rings
  • Multiple vertical white rings will be fired from the cube
  • Dodge by strafing left/right. Focus on ones coming at you
  • One ring deals 20 damage




Rando Rings
  • White rings will appear around the arena and go off a few seconds after appearing.
  • Dodge by moving outside the rings
  • One laser deals 40 damage





Sync Rings
  • White rings will appear around the arena and will all go off together after a few seconds.
  • Dodge by moving outside the rings
  • One laser deals 40 damage




Zombie TP
  • The cube will shoot a laser at one of the surrounding platforms above the survivors
  • If the tp is near the survivors, try to run away and avoid zombies jumping down. Otherwise, defend
  • The tp lasts for about 12 seconds. Afterwards, all remaining zombies will tp away


FINAL DEFENSE
(Elevators and Stairs)

Part 1
Survivors should split evenly here as they will keep this split for the duration of the defense. Defend the sides or stairs and slowly fall back if needed. Be on the elevators by 40 seconds after initial tp.



Part 2
Zombies will spawn on platforms circling around the survivors. Shoot at them and make sure they don’t jump on the survivor platforms.

* Elevators may break. That is, when the survivors reach the top they may glitch/fall through them. The survivors should jump when nearing the top. This section lasts for around 40 seconds as well, so look up nearing the end of this duration when close to the ring above.



Part 3
Slowly fall back while defending the spiral staircases and the cube. Teams must be split here as survivors lose if the zombies touch the cube. Both the elevator at the center and the cube will rise, but keep watch of the elevator especially as it will rise with the zombie tp.

This section lasts for around 40 seconds, so defend the final platform up top until the end if zombies are overwhelming. Afterwards, survivors will be brought to the end.

RTV 1
Spawn
Remind survivors to NOT RTV. This is a bonus stage that differs from previous stages.

Survivors should fall back to the door. This is an elevator so everybody needs to make it in time. Some survivors may need to over defend such that zombies do not enzyme by or into the elevator.

BOSS
The survivors do not need to shoot the boss. Just focus on surviving. The boss lasts for ~2 minutes 22 seconds timed to the music. The bosses attacks will always follow the same pattern listed below.

Attack Order:
  • Laser Pillars
  • Laser Cubes
  • Laser Shockwave
  • <2 Push/Pulls>
  • ZOMBIE TP
  • 2HU Bullets
  • <Varying # of Push/Pulls>
  • Laser Rings
  • <2 Push/Pulls>
  • Laser Rings + Floor Lasers

Since you do not need to shoot the boss, choose classes that can provide healing. A couple heavies for defense is fine, however what tends to kill most people are the pushes and pulls even with healing provided. If the survivors fail the first attempt due to zombie presence but have enough healing, try to get max heavies.

If there are medics willing to amp, it must be coordinated such that they don’t amp before push/pull or zombie tp sections. It is fine to amp during the start and middle of a non push/pull and tp section.

Attacks:
Circle
  • A single white circular ring will expand from the cube with a high pitch sound cue
  • Dodge by holding W
  • Falling deals 75 to 105 damage





Square
  • A single white square ring will contract into the cube with a high pitch sound cue
  • Dodge by holding S
  • Falling deals 75 to 105 damage





Triple Squares/Charging Squares
  • Multiple square rings will contract into the cube with a “charging” sound cue
  • Dodge by the following:
    • If not getting sucked in, hold S
    • If getting sucked in, hold S. After pull,
      hold W
  • Falling deals 75 to 105 damage


2HU Bullets
  • The center of the arena will glow with several lights and rings of black diamonds will shoot out
  • Dodge by strafing left/right
  • One bullet deals 15 damage




Laser Cubes
  • Four smaller cubes will spawn below the boss within the ring and fire lasers that cycle every half rotation
  • Dodge by jumping the first 2 lasers then crouching on the next 2 lasers. Repeat this pattern. Move to the right edge of the platform to adjust for timing
  • A single laser deals 20 damage

Laser Pillars
  • Pillars of light will spawn in rows around the cube and will move counter-clockwise
  • Dodge by strafing left/right
  • A single laser deals 40 damage





Laser Rings
  • Multiple vertical white rings will be fired from the cube
  • Dodge by strafing left/right. Focus on ones coming at you
  • One ring deals 20 damage




Laser Shockwave
  • Rotating, square shaped lasers will come out of the center of the arena below the boss.
  • Three types of lasers: 2 to jump over, 1 to crouch. One of the lasers to jump over is a middle laser that looks like one you can crouch under but actually can’t
  • Dodge by looking left and jumping/crouching
  • A single laser deals 15 damage

Floor Lasers
  • Multiple lasers will move counter-clockwise on the floor used in conjunction with Push/Pulls and Laser Rings
  • Dodge by jumping over them
  • One laser deals 20 damage




Zombie TP
  • The cube will shoot a laser at one of the surrounding platforms above the survivors
  • If the tp is near the survivors, try to run away and avoid zombies jumping down. Otherwise, defend
  • The tp lasts for about 39 seconds. Afterwards, all remaining zombies will tp away



FINAL LASERS
(Cube and a Circular Platform)

Lasers are almost instakill (last survivor health buff allows you to survive 2 hits). Dodge by jumping/crouching.



RTV 2
Spawn
Remind survivors to NOT RTV. This is a bonus stage that differs from previous stages.

Survivors should fall back to the door. This is an elevator so everybody needs to make it in time. Some survivors may need to over defend such that zombies do not enzyme by or into the elevator.

BOSS
The survivors do need to shoot the boss. The boss will INSTAKILL in 4 minutes 2 seconds after the initial tp. As such, try to maintain high dps and shoot whenever you can.

The boss should have 14 health bars (same amount of health as the boss throughout all of Stage 4), but these are hidden. If a healing source is available, try not to rely on it, but use it when needed.

The boss will be using the same attacks it had been using previously but will now be combining them (e.g. Laser Pillars + Laser Cubes, Laser Rings + <Push/Pull>, etc.).

Attacks:
Circle
  • A single white circular ring will expand from the cube with a high pitch sound cue
  • Dodge by holding W
  • Falling deals 75 to 105 damage





Square
  • A single white square ring will contract into the cube with a high pitch sound cue
  • Dodge by holding S
  • Falling deals 75 to 105 damage





Triple Squares/Charging Squares
  • Multiple square rings will contract into the cube with a “charging” sound cue
  • Dodge by the following:
    • If not getting sucked in, hold S
    • If getting sucked in, hold S. After pull,
      hold W
  • Falling deals 75 to 105 damage


2HU Bullets
  • The center of the arena will glow with several lights and rings of black diamonds will shoot out
  • Dodge by strafing left/right
  • One bullet deals 15 damage




Laser Pillars + Laser Shockwave
  • Rotating, square shaped lasers will come out of the center of the arena below the boss. Additionally, pillars of light will spawn in rows around the cube and will move counter-clockwise
  • Three types of lasers: 2 to jump over, 1 to crouch. One of the lasers to jump over is a middle laser that looks like one you can crouch under but actually can’t
  • Dodge by looking left, strafing left/right, and jumping/crouching
  • A single laser (shockwave) deals 15 damage
  • A single laser (pillar) deals 40 damage

Laser Cubes + Rando Rings/Sync Rings
  • Four smaller cubes will spawn below the boss within the ring and fire lasers that cycle every half rotation. Additionally, white rings will appear around the arena and go off a few seconds after appearing
  • Dodge by jumping the first 2 lasers then crouching on the next 2 lasers. Repeat this pattern. Move to the right edge of the platform to adjust for timing. To dodge the rings, just move out of them along the edge
  • A single laser (cube) deals 20 damage
  • A single laser (ring) deals 40 damage

Laser Rings
  • Multiple vertical white rings will be fired from the cube
  • Dodge by strafing left/right. Focus on ones coming at you
  • One ring deals 20 damage




Quadruple Laser Spikes
  • The screen will flash four times. Every flash, a spinning cube will spawn firing constant lasers in different directions
  • Dodge by strafing, crouching, and/or jumping over lasers
  • One laser deals 40 damage



Zombie TP + Rando Rings
  • The cube will shoot a laser at one of the surrounding platforms above the survivors. Additionally, white rings will appear around the arena and go off a few seconds after appearing
  • If the tp is near the survivors, try to run away and avoid zombies jumping down. Otherwise, defend
  • The tp lasts for about 12 seconds. Afterwards, all remaining zombies will tp away

1 Comments
voyager 21 Nov, 2022 @ 8:02pm 
W Map W guide W visualization. make more :TheMessenger::Burn: