Transcript for:
Notes on Alternate R3C1 Level Guide

out of curiosity how many people watching this video played The Rundown Alpha level way back in 2019 and for those of you who did play it how many of you managed to actually complete it for those of you who are unaware I'm asking this since this level here alternate r3c1 is a remake of the original r3c1 which that level was also a remake of the only level from rundown Alpha which was the very first rundown this game had ever seen now I didn't play that level myself since I only got started around rundown one but I heard that most people who attempted rundown Alpha failed many many many times over which is completely Fair seeing how you were a brand new player being dropped down into a c-tier mission for your very first expedition now thankfully fast forwarding to Alton r3c1 most of you who are attempting this level are probably not brand new to the game and even if you were you have something that players back then didn't have and that would be me to guide you along the way hello everyone Professor scaler here and welcome to the ultimate r3c1 level guide just like always we're starting off with the recommended Loadout and uh this one might look familiar to some of you because I'm recommending this time around you bring a bio tracker a my deployer and two mid to long range centuries so either burst and or sniper sentries and seafoam launcher has not been getting that much love in Rundown 3 but hey I feel like most of the levels you could do just without it and the few instances where you would want to see foam launcher a seafoam Grenada 2 will probably do the job just fine but when it comes to slow down I'm recommending the biotracker because in C1 you're gonna deal with a lot of enemies in some of these zones and not all the zones are all that well lit so having a bio tracker for that information can help out we have to deal with multiple Scouts we have to deal with a zone that is mostly covered in infectious fog and later in the level we're gonna have to deal with a charger air alarm as well as Chargers who will be sleeping in zones are not very well lit whatsoever so being able to actually know that there's a ton of enemy music from us instead of running head first into a wave of chargers can save us from a pretty sticky situation as for the my deployer we're going to be using this throughout the level mostly for the alarm doors as they will help out quite a bit especially since some of them we could just use a seafoam Grenada 2 to reinforce the doors to make more Amy's pile up on it but also it can help out a little bit for the ending of the level or maybe even the middle point of it if you walk into a room that has a ton of enemies and you accidentally wake it up or you just can't be bothered to sneak your way through so you just want to pull it just have the Emmys come after you shut a door behind you mine it and that mine will deal with most of the enemies for you just make sure you don't accidentally use a door that's crucial For an upcoming alarm if you decide to try something like this and then last but not least when it comes to centuries we want some extra Firepower for the alarms or in cases where we do wake-up rooms with a lot of enemies or even for the air alarm to help us deal with those Chargers as there will be a lot of them coming after us and I recommend either burst or sniper as we want sentries that are just in general good at dealing with enemies and also have somewhat decent rate of fires personally I lean a lot more to the burst entries for this level as I tend to position them in close to mid-range combat areas so sniper Sentry I feel like falls off a little bit in this level unless if you're either really active with the bio tracker and just tagging enemies as often as you possibly can or maybe you just position the sniper sentries a bit further back that way they have more time to actually shoot at enemies even though again I lean more towards burst but it's up to you and your team ultimately which one the centuries you wish to bring with you dropping down into level you'll see that your main objective is to collect a DNA sample from a specific Hsu and this Hsu will always be located either in zone 17 or Zone 20. and you and your teammates are going to be starting off inside Zone 12. in here there will be some enemies to deal with there will be some resources as well as fog repellers which I highly recommend you pick up as many stacks as you can get and there will be a terminal which I recommend you use to not only query that Hsu so you know which one of the two zones you have to go to but also use it to check Zone 10 and Zone 11 for a colored key card as you're going to need this key card in order to progress further into the level and it will always be in one of those two zones so make your way through deal with all that Dimension and then when you're ready head over to the Eastern side we'll be able to find the security doors to Zone 10 and 11 do the full team scan tied to whichever one the two you have to head into and then go into that zone as for Zone 10 and 11 they are pretty similar to each other there will be a singular Scout patrolling about it in one of the many different rooms there'll be quite a few enemies both Smalls and big so be cautious of them and there'll be resources for you to collect as well as that color key card so make your way through the Zone however you see best fit grab all those resources and the key and once you have all that leave the zone go back to Zone 12 and head to the Far Western side where you'll find the security door 2013. plug the color key card to the door and that will unlock it and now you have access to the class 4 alarm that's tied to the door but before we pull that we obviously want to set up a few defenses so as you can see with the map overlay there are two different possible spawn locations for these enemies and there are a few doors they could potentially go through but if we keep all four of them shut then the southern enemies will only ever go through this door to get into the room and the Eastern enemies will only ever go through this door right here so make sure those two doors are mined and then if you have a seafoam grenade or two seafoam the southern door as most of the time they will go for that one there but do not see from the Eastern door I find that most of my runs very few Emmys will ever actually come from the East so just simply mining the door will be good enough as for your sentries you can have one if not both of them on the catwalk in the room facing towards that southern door like you see me doing if you want to place both of them I would recommend two as there is a lot to refill in this level but once you have all your defenses set up activate the alarm get to work on the scans and once you fully finish this alarm door pack up that Eastern mine if it did not explode pack up your sentries and then you can head into Zone 13 itself inside of Zone 13 there are going to be a lot of enemies both Smalls and bigs as well as a single Scout patrolling about and the first half of the zone is almost completely covered in infectious fog so what I recommend you do is just simply pull that first big room so all the Emmys come to you do a thumb and then you can use fogger Pals to more safely Traverse through the first room so you're not getting a ton of infection look around for boxes of lockers as there usually will be a few of them in here and then just continue making your way west throughout the Zone once you keep making a way you'll find a terminal in room as well as a staircase I'll take you up above out of the Infectious fog and I would highly recommend that you use that terminal to check where all the resources and the color key card are inside of this Zone if you don't want to waste fog repels on the terminal by the way you could just simply hop on top of it slightly shimmy me down it and you should be able to actually access the terminal without gaining any infection whatsoever now once you have found out where everything is you can just continue using fogger powders if you have to backtrack a little bit through the Infectious fog or if everything is to the west of you or at least everything that you care about is to the west of you just go up the staircase scale the fog and then keep going through room by room deal with the enemies grab those resources and as you make it with you you'll get to the Far Western room and in there you'll be able to find three different security doors one to the South which leads to Zone 14 one to the Southwest which leads us on 15 and gives you access to Zone 16 and 17 and one to the north which leaves you zone 18 which also gives you access to Zone 19 and zone 20. now when it comes to these security doors the southwestern and the northern ones those are different routes you're only going to go down one of those two depending on where your Hsu is so if the Hsu is in zone 17 you're heading to the southwestern door if it's in zone 20 though you're heading to the northern one as for that southern door to Zone 14 this is an optional resource Zone that just simply has a full team scan tied to it but we need to unlock it by using the color key card that will always be located somewhere inside of this zone so if you want to go in there and get a ton of resources you need to make sure you get that key but before we head in there we need to deal with either Zone 15 or 18 as both of those security doors will have a class 5 alarm tied to them and we don't want to open up a new spawn location so as you can see with this map overlay there's only one possible small location for enemies so this door right here make sure you shut and mine it and if you have a seafoam grenade go on ahead and use it on that door as well when it comes to this middle door right here shut this and mind this we are using a funnel strategy so most of the time enemies should not go through the store but I found that even with a funnel strategy sometimes it'll just naturally run near the door which will cause them to lock onto it and then they'll break it down so we might as well be safe and having mine there to blow up any enemies that might try to do that as for the northern and the southern door this depends purely on which route you're taking if you're going to Zone 15 down to the Southwest you're leaving that Northern door open as that's the furthest one away from us and you're your centuries will be up there to deal with enemies and in the southern door you're going to want to shut if you're headed to the security door to zone 18 up to the north though you're going to be doing the inverse where you keep that North and door shut and the southern one is the one you're going to leave open and your centuries will be over there so once you have everything set up however you need to you can get to work on the scans and once you finish the alarm deal with and the Emmys are still left alive and then you kind of head into Zone 15 or 18 if you're skipping the resource Zone but if you're heading into it we're gonna head down there first so if you haven't already plug in the key card do the full team scan and then we can deal with the mess that is Zone 14 because there are a ton of resources inside Zone 14 but there's also a ton of enemies including a scout and this Zone only consists of two different rooms and the thing is the enemy density is so large that it's far hard to actually sneak your way through here I've tried many times over and over again to just sort of melee kill everything without letting anything wake up but that can actually be pretty difficult to do especially in the room that actually has the Scout in it so what I recommend you do is take advantage of the fact that we preserve some of those doors from earlier and we have some explosive minds and just simply pull the first room fall back to the near store in that Southeast Corner make sure the other two doors up north are shut and then just shut that door behind us as everybody gets into it place a mine or two on it and then we just let the enemies pile up on the door most of them explode and then we just have to shoot the few enemies that are still alive then when it comes to the second room we're just doing the same thing we're going to open up the door that divides the first and second room shoot to pull the room shut the door real quick place a mine on it and the mind will do with most of them if this is not possible though because one of those three doors in the previous room did get broke it down during that alarm then it's no big deal just make sure that you're falling back and letting Emmys come to you and you place down both of your sentries that we have four people and two centuries shooting at the large horde of enemies coming after you want to deal with all the enemies inside Zone 14 though you can go about collect all those resources and once you and your team are good to go head back to Zone 15 or 18 open up the security door and continue down your route when it comes to the two routes you'll be taking they are incredibly similar to each other really the only difference is being the room outs themselves so when it comes to Zone 15 and 18 you can expect to see a few more resources as well as sleeping Chargers and that's actually going to be the theme for the rest of the level every Zone you go into so 15 16 17 or 18 19 to 20 the only naturally sleeping enemies you will see will be small Chargers as well as a scout which will always be located inside Zone 16 or 19 and a Scouts that will be located inside Zone 17 or 20. so just make your way through Zone 15 or 18 deal with the Chargers grabbing the resources at the back end of it you'll find a security door two Zone 16 or 19. both of these are just going to be full team scans so do the full team scan head on inside Zone 16 and 19 pretty similar to each other more charges to deal with a single Scout we're telling about more resources to collect not really anything too special I need to take note of so just continue to make your way through and at the back end you will find the security door to Zone 17 or Zone 20 and this is where things get incredibly annoying in this level so these two security doors will have an error alarm tied to them and this Arrow arm will spawn in about three Chargers roughly every 20 seconds however approximately every minute that the air alarm goes on for another charger will be added to the wave thankfully though this only caps out at six Chargers so after a few minutes you're gonna have six Chargers roughly every 20 seconds although that is still incredibly annoying it's not a whole lot but Chargers are a bit tankier they are a lot faster than regular Strikers and Shooters they do more damage so you want to make sure that you get the rest of the level done as quickly as you can so what I recommend you do is before you activate that security door go to the doors that are tied to your room shut them and mine them that way the first wave will more than likely blow up to the mine maybe place on a few other mines throughout the rest of the room if you have an abundance of them and then you could also place down one or both of your sentries that way as Emmys are trying to come at you from behind they are getting shot down by the centuries then you and your team are going to sort of split up a little bit this is very situational at Zone 17 and 20 are quite a bit different from each other but I find that right the easier thing to do is just have two or three people focus on cleaning out all the enemies inside of the first room especially at that Scout if it is there as you do not want to wake it up while one or two people just sort of defend from behind then as the people who are heading into the Zone push further ahead The Defenders want to make sure that they are also slowly following behind them that way as they go further in they don't have to worry about waves spawning in front of them because if the Defenders are still all the way outside the wave could spawn off of them on top of the people who are heading further into the Zone which can then cause a bit of an awkward situation so make sure everybody is healed up as much as you can before you activate the door make sure ammo is distributed and once you and your team are good to go activate the security door do the full team scan and then just have some people go in and start dealing with the Emmys as quickly as they can either by melee or by shooting while some people defend and just work together as a team and look around there are resources inside the zone as well as a terminal that you could use to Ping the exact location of the Hsu it's actually pretty nice because inside Zone 17 that terminal is in the first room and so 20 it is in the second room if the Scout triggers or a bunch of charges wake up just make sure you're grouped up you're not isolating yourselves and just keep on going through eventually you'll be able to find either the Hsu or The Terminal you could ping the hsu's location and once you find the Hsu you can initiate the full team scan tied to it and as soon as you finish the scan your extraction scan will appear back at the beginning of the level in the first room you drop down into so you're going to want to finish the scan deal with any of the Chargers that are right there in your face pack up your sentries and just start making your way back to being at the level try to be as quick as you can because at this point you're probably getting five or six Chargers every 20 seconds which will drain your ammo quickly but make sure that if a wave spawns in front of you you're not just trying to run through it you actually blast your way through deal with the enemies and just keep on going just be careful because obviously you don't want the ones from behind catching up as you make your way through doors you can shut them behind you I do not recommend you mine them though as you don't want to kill the enemies because if you do there's a chance that they could respawn further ahead of you so just keep shutting doors behind you keep making your way through when it comes to the Infectious fog inside Zone 13 just run right through it don't bother trying to slow down instead of fog impellers and once you get back into Zone 12 go into your extraction area you can place on some mines place on your sentries and then get ready to hold out be warned though that the moment you step into the extraction scan it's going to cause a proper extraction alarm to initiate which will spawn in even more Chargers so at this point you're going to have a lot of chargers just constantly rushing you down so hold out there for a bit the scan thankfully does not take too long as long as everybody's there you have your sentries as well as a little bit of ammunition you should be fine and once you get the scan all the way up to 100 you are done and you have beaten alternate r3c1 and that's all there is to it alternate r3c1 is a remake of one of the few copycat missions from the original rundown 3 that I actually enjoyed quite a bit when I first played through the original R3 I was disappointed that many of the levels felt like easier versions of the rundown 2 levels however r3c1 didn't disappoint me like that even though it was a copycat Mission since there were a lot of differences between it and the original and fast forward to today and I'm still not disappointed by the alternate version of r3c1 as a lot of the Nostalgia moments from the original level are still present in the current one the chilling Screech after opening the class 5 alarm door the optional resource Zone filled to the brim with enemies which is a beautiful sight if you have the bio tracker and that terrifying charger error alarm at the end of the level that makes you really want to GTFO ASAP as always though thank you for watching this video all the way to the very end I do you hope that it was able to provide you with some assistance in beating this level if you have any tips or tricks this level that you want to share any questions for me or you just have something in general that you would like to say please do let me know down in the comments hit that like button if you enjoyed the video subscribe to the channel if you want to see more from me and if you want to join my lovely Community there's a link to my Discord down in the description as well as some other links you might be interested in among those links being one to the official GTFO merch store which as always I highly recommend you check out if your fellow gtf Enthusiast until next time we only have one more alternate rundown 3 level left to complete so make sure you and your team are fully prepared for it and hopefully I'll see you all in the next video [Music]