Assemble Walkthrough
From Dystopia Wiki


| Information | Changelog |
Objectives
| Punks | Corps |
| Shutdown The Production Line | Defend The Production JIP |
| Destroy The Bulkhead | Defend the laser controls |
| Open And Destroy Data Stores/Uplink | Keep the Data-Stores Closed |
Walkthrough
Attacking (Punks)
Objective 1: Shutdown The Production Line
The Punk team's first goal is to shut down the turret production line. The controls are located in Cyberspace, and can only be accessed through the Jack-in Point (JIP) in the production room itself. The JIP by the spawn pads lets deckers access a single node in the "cyber-church". Inside this node, the decker can enable the hallway turrets, open the exit to the spawn area, and open an alternative lower entrance to the production room.
To exit the spawn area if it is not decked open, two players must activate the nearby screens at the same time (by moving quickly, players can usually press both buttons on their own however). There are then two corridors leading to the production room, both of which also have ladders leading to the lower entrance. The left corridor also has a door leading to a back route, which lets you enter the production room from the side.
Shutting down the production line is a simple button-press in Cyberspace, requiring a single node to be hacked.
Objective 2: Destroy The Bulkhead
The Punks now need to complete another simple Cyberspace objective, with the JIP located near to their new spawn, at the top of a shaft used for testing a powerful laser. Enemies will be fighting their way upstairs and attempting to kill the Punk decker, as well as attacking him in Cyberspace, so Punks should defend the decker's body from outside as well as preventing the Corps from using their JIP at the very bottom of the shaft.
The Punk decker will need to bypass an ICE barrier and hack another node, and press a button to fire the laser and give them access to the next area.
Objective 3: Open And Destroy Data Stores/Uplink
There are two different ways to complete this objective. Both require getting a decker to the JIP at the far end of the new area, near to the enemy spawn. When the Punks reach this area, they should lock the nearby doors to force the Corps to take a longer route to reach them. The decker then has two options: by going directly ahead in cyberspace, he can initiate an uplink to steal the corporate data. For this to be successful, he must be defended without leaving Cyberspace for a full 60 seconds - a difficult task, and usually not recommended.
The recommended option is for the decker to use the jump-pads to either side of the node entrance, and press each of the 8 buttons to open the data stores in Meatspace. The rest of the Punks must then destroy them with their weapons - the stores may be closed again by Corp deckers, but your progress in destroying them will persist.
Defending (Corps)
Objective 1: Defend The Production JIP
This objective simply requires the Corps to defend a JIP on the lower level of the production room. Punks will be entering from the two corridors on the far side of the room, from the window to the right, and from the central lower exit if they hack it open. A Corp decker can disable the turrets in the corridors, and close the lower route, but the Punk deckers have a significantly shorter distance to travel to reach the node.
As soon as possible, a Corp decker should go to the objective node in Cyberspace and run encryption on it. Other than that, all that remains is to kill the Punks as they attack through Meatspace.
Objective 2: Defend the laser controls
Spawning at the very bottom of the laser shaft gives the Corps a large combat disadvantage, so they should attempt to fight their way to the top to be able to kill the Punk decker, and ideally prevent the Punks from reaching the JIP itself. A Corp decker should also use the JIP at the bottom of the shaft to attack the Punks in Cyberspace and slow them down, as well as running security programs on the ICE barrier guarding the objective. However it is very important that this decker is defended well, as it is very easy for enemies to leap down the shaft and attack them.
Objective 3: Keep the Data-Stores Closed
Again, the Corps now simply need to defend the JIP near their spawn. They should try and open the nearby doors when they spawn, so they can access the JIP quickly, but they should be kept closed the rest of the time so that the Punks' access to the JIP is limited - with the doors closed, the Punks will only have a few possible entrances from the front of the data storage room. The Corps only need to deck if the punks manage to open some of the data stores, in which case closing them as soon as possible to prevent further damage is very important.

