Rodland of Pipes

Rodland of Pipes

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☣ Tips and Strategies ☣
By sneffero
This guide is made for anyone that doesn't know nothing about the game, its mainly about the maps cuz all the baddies are easy to counter (if you're not in the custom pipe with max difficulty 💀).
   
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Introduction
I made this because there is no other guide, and the furry inflation guy video didn't have 4 hours.
Important Tips!
👇👇👇

Always open the map when you start
The first thing you'll want to do when you finish all the probe locations is to get out, so when you enter a pipe, open up the map and remember where you're starting to know where to go when you're finished.

Speed is key
From pipe 2 and onwards there will be an heat counter in the top left corner, imagine its like FNAF 1. Some of your actions will make you consume more heat:

-Turning of your heat lamp (100% heat consumption)
-Holding the ping button on your probe (100% heat consumption)
-Testing a probe location (70% heat consumption)
-Using the probe or the map (40% heat consumption)

If your heat reaches 0% you have +- 15 seconds before you die of "hypothermia".

Flicking
When there are SSMIDs in the pipes they will be after you, and flicking is good to deal with them. To not be slow when you turn a corner and be face to face with Rodland or Crail, always after clicking to make any move, flick your cursor to one of the items in your hotbar (either the lamp or the probe), this will make more sense the harder the game becomes.

Remember the layout
If a pipe is too confusing or you're trying to clear it fast it is important to remember the layout and where the probe locations are. This is especially good for Classified Pipe 2 and Classified Pipe 4.

Don't be afraid of blood
When removing debris you may be surprised with a razor blade to cut your hand, but don't be scared by the menacing message that appears in your screen, just be aware that maybe Rodland will be nearby, maybe in a corridor or an corner.
Pipe 1-5
Pipe 1
Starting from the normal pipes, Pipe 1 is the most simple.

No SSMIDs present.

3 probe locations.


Pipe 2
Pipe 2 is where Rodland is introduzed, bigger layout but same probe count.

SSMID 4.1 - Rodland.

3 probe locations.


Pipe 3
Here is where Auger is introduced to us.

SSMID 4.1 - Rodland, SSMID 4.2 Auger

4 Probe locations.


Pipe 4
On this pipe and onward the crew is complete, being the first with the final member, Crail. Here you can find a photographic plate, but it is blank unless you use it to break eye contact with Crail.

SSMID 4.1 - Rodland, SSMID 4.2 - Auger, SSMID 4.6 - Crail.

5 Probe locations.


Pipe 5
Here is where you can unlock classified pipe 1, using the photographic plate from the last pipe and the 4 valves that are scattered by the map.

SSMID 4.1 - Rodland, SSMID 4.2 - Auger, SSMID 4.6 Crail.

5 Probe locations.



Classified Pipe 1
The first classified pipe, you just need to resolve an puzzle and move the valves in order to complete it, can you do it?


Answer: Each number corresponds to a sum of the line or column, so for example 8 is a sum of 4+4, 5+3, 6+2 or 7+1, you just need to do that until every number gets a right sum, and then put each value in the valves.
Classified Pipe 2
This pipe is one of the most fun, basically its an speedrun of collecting pieces of a map and you can move with no delay, but here is the catch, your heat meter goes down extremely fast.



The strategy I made for this pipe is memorizing the layout and the spawn points of the pieces. As you can see above it isn't a specific point that they can spawn, it's an area, so if you memorize every point and the path you need to take it's a walk in the park.


Video for an example of the pathing.

Classified Pipe 3-4
This pipes are together because of their unique feature of high volatility areas, in other words, special parts that are different depending from where you enter them, you will know when a part has high volatility when the walls look like water and the entrances open and close.

Tip for not dying to Auger: Every 1-2 minutes hold the ping button in your probe for 3 seconds, the sounds of the pipes opening and closing can be too loud to hear his breathing.

Classified Pipe 3
Simpler layout even with the crazy pipes.

SSMID 4.1 - Rodland, SSMID 4.2 - Auger, SSMID 4.6 - Crail.

5 Probe locations.


Classified Pipe 4
Here it's where the game will test all your skills as an operator for the CSMA, maze like layout, all enemies and probe locations scattered in every corner of the map.

SSMID 4.1 - Rodland, SSMID 4.2 - Auger, SSMID 4.6 - Crail.

5 Probe locations.

6 Comments
ZombieBoss 12 Jan @ 6:44pm 
true that
sneffero  [author] 12 Jan @ 2:35pm 
phantom is in the flyer but those are made by rodland or smth like that, so no official listing by the CSMA
ZombieBoss 9 Jan @ 5:09pm 
I mean isn't the phantom listed on one of the newspaper clippings found in pipe 2?
CaliberPlex 9 Jan @ 3:40pm 
Hey I made a guide recently and linked your guide through it as a reference for anyone who wants information on the classified pipes and the steps to unlocking them. Hope that's fine by you, but lemme know if you want the link removed.
sneffero  [author] 9 Jan @ 6:57am 
i guess the phantom is most likely to be SSMID 4.3, it just isn't in the list because CSMA don't know of their existence since the cause of death is listed as hypothermia. maybe SSMID 4.4 and 4.5 are the pipe modifiers (heavy energy and high volatility)
evdev 8 Jan @ 2:48pm 
i didn't realise crail is SSMID 4.6. could this be foreshadowing more ssmid's in the pipes than we've seen?