Broadcast Walkthrough

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Information Changelog

Objectives

Punks Corps
Defend Guard Post
  • Keep Fire Escape Raised
Capture Guard Post
  • Lower Fire Escape
Defend Interior Spawn
  • Control Door Lock Node
Capture Interior Spawn
  • Control Door Lock Node
Defend Broadcast Server
  • Control Firewall Ports
  • Keep Server Defences Up
  • Defend Router
Destroy Broadcast Server
  • Control Firewall Ports
  • Take Down Server Defences
  • Destroy Router

Walkthrough

Attacking (Corps)

Objective 1: Capture Guard Post

The Corp team's first objective is to capture the guard post in Meatspace. There are three ways to reach the guard post, with one needing to be toggled in Cyberspace first.

The first way is the direct route, down the street past the Punk spawn and into the Guard post. This route has the benefit of being the most direct routes, but it is also the most vulnerable due to it being so close to the Punk spawn and being out in the open.

The second way is through the sewers. The sewer entrance is located directly underneath the Corp spawn. This requires a Corp player with a Cyberdeck to jack into one of the Jack-In Points (JIPs) in the cyber café besides the Corp spawn and raise the sewer elevator. With the elevator raised, Corps can make their way through the sewers leading to the guard post and avoiding the openness of the direct street route. The sewer elevator can be toggled back by a Punk decker, preventing sewer access and killing anyone still on the elevator when it is lowered, so having a Corp decker keep an eye on the node in Cyberspace will prove useful.

The third way is through the back alley behind the cyber café. This is the fastest of the three routes and also the safest, and it can be tackled in two ways. Corps with Leg Boosters can jump over the fire escape and go straight into the guard post. Corps without them will have wait for the sewer elevator to be raised, as the fire escape can be lowered using a button in the sewers. The Punks can also toggle the fire escape as well, if they gain access to the sewers.

Once the Corps have made their way into the guard post they will encounter the Punks in close-quarters combat, so close range weapons have a distinct advantage over long range and explosive weapons. The Corps need to make their way into the JIP at the back of the guard house and then have a decker jack in and capture the objective by hacking the nearby node. Whilst the Corp decker is jacked in, the rest of the team should be protecting his Meatspace body by guarding the corridors leading to the JIP and the entrances to the guard house.

Objective 2: Capture Interior Spawn

For this objective the Corps must capture the Punk spawn inside the nightclub in Meatspace. The Corps must use a DNA Profiler machine to capture the spawn point; this takes time and can be cancelled by the Punks so it is important to guard the DNA Profiler. The room that the DNA Profiler is located can be locked and unlocked by both the Corps and the Punks in Cyberspace.

There are four ways for the Corps to get to this objective.

The first is for the Corps to use the elevator to reach the area for this objective; this has an obvious disadvantage as the Punks will be ready and waiting when you reach the bottom.

The second way is through the sewers. To reach this route drop down to the very bottom of the sewer entrance located just outside the spawn. Following this route will lead the Corps to a small bathroom next to the objective; this route has some of the disadvantages of the first as it is straight across from the Punks spawn point and is connected to the same area that the elevator leads to.

The third way is though the vents directly inside the spawn room. This also leads to the same area that the elevator leads to. This way is better suited to Corp light players taking Stealth due to the vents being small and having openings on both ends meaning that the Punks can easily spot any Corps in the vents.

The fourth and final way is through the street market in the back alley next to the first Corp spawn, below the guard post. Going straight to the end of the market, the Corps will see a ladder that leads into some vents. Following these vents will lead the Corps directly above the objective, with two destructible vent covers on either side where they can throw grenades and drop down. A good tactic to use is for a Corp player with a Cyberdeck to jack into the JIP in the guard post and lock the DNA room, so that other Corps can drop down from these vents into the objective. By doing this you will buy some time to capture the objective before the Punks unlock the door, and having the Corp decker defend the door control node in cyberspace will give the Corps even more time to capture.

After this objective has been captured it is a good idea to have a Corp decker lock the door to the DNA Profiler to prevent the Punks from recapturing the objective.

Objective 3: Destroy Broadcast Server

For this objective the Corps must destroy the Punks' broadcast server, but first they must lower the server defences in order to gain access to it.

The Corps should first toggle the firewall ports in Meatspace by pressing the "Toggle firewall ports" button in the balcony on the dance floor. Corps can either take the elevator up from the spawn to the balcony or take the stairs on the dance floor. Doing this will make it easier for the Corp decker to pass through the tubes in Cyberspace. The Punks can also press this button, toggling it back and giving them an advantage in Cyberspace, so the Corps should aim to prevent them from doing this.

The Corp decker should then turn off the power to the elevator in the spawn allowing access to the rooftop above the dance floor. The decker can also turn off the ventilation to the dance floor, allowing Corps to take a shortcut from the roof directly to the entrance to the broadcast server (useful once the server defences are lowered). The Corps should then destroy the router in the shack on the roof; this will hinder the Punk deckers' ability to defend the server defence node in Cyberspace.

The Corp decker should now turn off the server defences, allowing the rest of the team to attack the server. They can now either make their way across the dance floor, past the Punk spawn and attempt to enter the Sever Room, or they can enter through the vents on the roof if the Corp decker has turned them off (usually avoiding much of the Punk defence). When attacking the server the Corps should note that explosives and melee weapons are useful tools of destruction.

Defending (Punks)

Objective 1: Defend Guard Post

The Punk team's first objective is to defend the guard post in Meatspace, and prevent the Corps from capturing it. There are three routes from which the Corps can attack.

They can first attack by going down the street and past the spawn. Long range weapons can keep them at bay and prevent them from getting past.

The second way they can attack is through the sewers, sneaking underneath the street and coming out at the sewer exit in the guard post, at the bottom of the stairs. A Punk with a Cyberdeck jacking into a JIP in the guard shack can prevent this from happening in Cyberspace by preventing the sewer bridge from being raised. Other Punks can also the guard the route in the sewers.

The third way is by the Corps lowering the fire escape in the alley near to the guard post or Corps with Leg Boosters, jumping over the fire escape and attempting to enter the guard post from there. Again a Punk with a Cyberdeck implant using the JIP in the guard shack can prevent the fire escape being raised by keeping control of the sewers, where the button is located. Other Punks can also guard the fire escape button in the sewers, or toggle the fire escape off if it has been toggled on. As for the Corps with Leg Boosters jumping over the fire escape, Punks guarding that entrance to the guard post will have to fend them off.

Having light players with the stealth implant make their way to the Corps cyber café JIPs and harassing the Corp deckers by either EMPing them or by continually killing their deckers will frustrate and slow the Corps down, allowing the Punk decker to keep control of the sewer elevator in Cyberspace more easily.

Objective 2: Defend Interior Spawn

For this objective the Corps will attempt to capture the inside spawn by using the DNA profiler and the Punks must prevent them from doing so.

The Corps will attempt to access the objective area by either using the elevator, coming in from the sewers, sneaking down the vents in the middle of the room or by locking the DNA profiler room and then dropping down into the room. The Punks decker should prevent the Corps from locking the DNA profiler door and ensure the door remains OPEN at all times. If a Punk decker is using a JIP other than the one in the spawn, protect their Meatspace bodies whilst they are in Cyberspace.

Objective 3: Defend Broadcast Server

For this objective the Corps will attempt to take down the server defences in Cyberspace and destroy the broadcast server in Meatspace. Punks must not allow this to happen.

The Punks can re-capture the inside spawn by using the DNA Profiler machine, but in the way is a thermal turret that needs to be destroyed before attempting to pass by. The DNA Profiler room door needs to also be unlocked by a decker before attempting to re-capture it.

The Corps will attempt to toggle the firewall ports in Meatspace by pressing the "Toggle firewall ports" button in the balcony on the dance floor. They will either take the elevator up from the spawn to the balcony or take the stairs on the dance floor. Keeping control of the firewall ports will impede the progress of enemy deckers, and make things easier for your own deckers. The Corps will also try to destroy the router in the shack on top of the roof; the Punks should aim to stop them from doing this as it will make it harder for the Punk decker to defend the server security in Cyberspace (until the router is destroyed, Punks are able to bypass the firewall entirely and get to the server defence node very quickly).

The Punk deckers should prevent the Corps from hacking the server security in Cyberspace, and from turning off the ventilation. The Punks should be very careful when they open and close the door into the broadcast server room, as a Corp player with Stealth can sneak into the Broadcast server room. This isn't as much of a problem if the server defences are online, but if they are not then it can be potentially devastating, as an unchecked Corp can quickly take down the broadcast server.

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