Samdown - Chrysalis

Updated 5 months ago

Welcome To Samdown

This rundown is designed to test your skills as a team, your co-ordination and if you can work together... Otherwise you'll die together... Each expedition will have a unique factor that your team will have to beat whilst you do the Warden's bidding for each stage of it's ultimate plan.

Remember, Samdown is a HARD rundown. You need to be co-ordinated and resource efficient if you want to survive. It will take many attempts to beat the lower levels... Good luck, prisoners...

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The Weapons

Each weapon has been rebalanced to match the difficulty of Samdown. Most weapons have been modified to have penetration... because you will definitely need it... Each team member will need to think about their role in the team and what they want to provide utility wise. Here are some examples:

Precision

There are a few precision weapons in Samdown such as the DMR or the trusty Burst Rifle with Thermal Optics. With lack of penetration, they make up for it with accuracy and damage. These weapons are best for picking off enemies and supporting the team through thick and thin.

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Wave Clear

There are many choices for wave clear in Samdown such as the Techman machineguns and the newest edition Techman Autocannon that is made to decimate small waves in quick succession. However, the autocannon has a slow charge-up so time your shooting well. Wave clear will be crucial for success in Samdown as you'll need all the time you can get when you're in the middle of a security alarm...

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Boss killers

High accuracy and high damage. There are a few boss killing weapons in Samdown such as the Choke Mod shotgun or the Sniper rifle. Both snipers pack a punch with the addition of scope choice to suit your preference. Samdown is no stranger to boss enemies... Make sure you have a boss killer on the team when you encounter multiple of them at once...

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Samdown - Chrysalis

The Warden's plan will take some time... and a lot of preparation to achieve it's goal... It knows what it needs and its going to use you to get it...

Each expedition is split into Tiers ranging from Tier 1 to Tier 5. The higher the tier, the harder the expedition.

T1-C1 Security

The warden's plan starts here... In the upper levels of the complex. Prisoners will be dispatched to acquire a DNA sample to access the lower levels of Garganta. The prisoners will be in for a rough time, with limited ammo and resources... and it's only get worse the lower the Warden sends them into Garganta.

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T1-C2 Ensnare

Prisoners sent to a floor dedicated to sewage maintenance... Prisoners expendable and will be used to distract and ensnare large biomass readings in an adjacent zone for a future expedition...

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T1-C3 Fault

The Warden has detected a faulty reactor that is close to reaching critical meltdown... The prisoners have been dispatched to fix the reactor fault and bring the reactor back online before it's too late...

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T2-D1 Pinpoint

The prisoners will be sent to an overgrown section of the complex to acquire the co-ordinates for a depressurizer... High security lockdown detected in this sector of the complex... Prisoners will need to acquire sufficient ID's and find a way to remove the lockdown...

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T2-D2 Discourse

Prisoners sent to acquire a data sphere with the location of a neonatal vault... The Warden has detected a security mainframe error resulting in unstable alarms...

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T2-D3 Breathe

Fog Turbine required to navigate a lower level of the complex... Prisoners will be dispatched to acquire the turbine at any cost...

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T3-E1 Panopticon

Lower sector power offline... Prisoners dispatched to restart the reactor and power up the lower sectors of the complex for further exploration...

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T3-E2 Deadline

Prisoners will have 60 minutes to do the Warden's bidding... Vital DNA samples needed for the warden's plan must be acquired and extracted before the deadline is reached...

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T3-E3 Extirpate

The Warden has detected a massive cluster of biomass readings... The prisoners will be sent to beat impossible odds and eliminate the clusters before they grow even more... (Note: Seriously, this expedition is super hard... as well as super intensive for PC's and very time consuming... You will need a good PC and at least 2 hours if you want to beat this level)

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T4-E1 Cuna

Neonatal vault located... The Warden will send prisoners to break into the neonatal vault and acquire a neonate for its ultimate goal...

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T4-E2 Rebirth

Neonatal resuscitation required... Prisoners will be dispatched to boot up the reactor to power up and access the resuscitation equipment...

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T4-E3 Trespass

The contents of a high security cargo crate is needed for the Warden's plan... The prisoners will be sent in a highly volatile and unstable area to acquire the cargo and unseal it... Faulty air ventilation systems detected in this section of the complex...

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T5-E1 Crypt

Depressurizer needed for Neonate triangulated... Prisoners dispatched into a volatile part of the complex to depressurize the neonate for the FINAL stage of the Warden's plan...

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T5-E2 Respite

The FINAL stage of the Warden's plan is ready to commence... All objective stacks fulfilled... Prisoners will be sent deep into the complex to do the Warden's bidding one more time...

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Samdown - Access

Welcome to Samdown ACCESS... After completing the Warden's final plan for Chrysalis, the Warden has a new objective in mind... However, the prisoner's aren't alone down in the darkness of Garganta... A hidden presence will reveal itself and offer a way to escape the nightmare the Warden brings down on the prisoners every night... But escape will be almost impossible to achieve...

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T1-C1 - Blossom

The Warden has discovered a hidden sector in Garganta... The prisoners have been sent to this dangerous sector of the complex to gather rare samples for study...

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T1-C2 - Contact

Critical error has occurred... Prisoners sent to restart the Sector system Mainframe...

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T2D1 - Capacity

Prisoners sent to power up a generator cluster to access a vital part of the complex...

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T2D2 - Excavation

Prisoners sent to find the location of an Artifact that lies in a dangerous part of the complex... The WARDEN will do anything to get to it...

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T3E1 - Maintenance

A previous team of prisoners has failed to start-up a reactor... Prisoners will be sent in to complete the reactor sequence and power the sector...

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T3E2 - Forfeit

Multiple teams deployed to complete objective stack... Team B will distract and attract enemies away from Team A... Extremely low survival rate for both teams... Deployment deemed suicidal... (Note: This expedition is very hard... Your team must be co-ordinated and skilled otherwise a single mistake will most likely result in failure...)

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T4E1 - Forsake

Prisoners deployed to retrieve partial decoders to help decrypt the ARTIFACT's internal database... Volatile sector detected... Prisoners should expect dangerous combat conditions...

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T4E2 - Relinquish

Human presence detected in critical sector... Prisoners deployed to eliminate any potential threats encountered... (Warning: This is one of the hardest levels in Samdown. All prisoners will need to play extremely well...)

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