The Reaper: You and and a fistful of suffering.

The Reaper: You and and a fistful of suffering.

The Introduction:

Hello there, survivors! If you're reading this, you've happened to stumble upon a quick crash-course guide to get you up to speed with one of the newest tinker-toys FNIX has deployed to the islands. I'm here to give you a laydown of how killing the thing is going to work! So, buckle up, get your notepads, and get ready.

The Laydown:

So, here's what you need to understand, the Reaper is the biggest, baddest, toughest, and most dangerous enemy FNIX has produced so far, and the sole reason it was designed was to kick butt. You're human, you have a butt. The Reaper is going to try and kick it, you don't want that to happen.

Basically? Imagine a FNIX tank, then give it even better weapons, and even better armor, and a multitude of additional attacks which can all annihilate you in the span of a second or less if you're not careful. That's the Reaper. You're going to have to fight it.

So, the following sections will be covered in this guide, and the ToC will be adjusted so you can skip right to the ones you need to know. For now? This is what you'll be reading up on.

SPAWNING

This is going to cover all of the parts of what you need to do to get a Reaper to show its ugly mug on the map so you can go fight it and die a whole bunch.

FIGHTING

This is going to cover all the parts of what you need to do to not die a whole bunch when you finally end up engaging it.

AFTERMATH

This is going to cover all of the general tidbits that might be useful to know for the aftermath of a Reaper engagement.

SPAWNING:

So, for some reason unknown to all of us, you want to bring suffering and the physical manifestation of evil into this world and summon a Reaper. God have mercy on your soul, but by making this guide, I've agreed to help you, so that's what I'm going to do here.

A Reaper can only spawn if the following criteria are met in the specific region which it is going to spawn in:

The region must be at least level 20-21. (I am unsure which of the two it is and will gladly take a corrective here.)

Is that it? That's it. The region has to meet that level requirement through the Rivals system. As a result, you should not need the FNIX rising or Alpine Unrest DLC to get a Reaper to spawn in your game.

ADDITIONAL NOTE: The Reaper seems to have the best odds of spawning when a Rival is destroyed in a region meeting this criteria, so try the following steps:

1. Get region to level 25.

2. Destroy a top level rival.

3. The Reaper should spawn to replace the rival.

4. If #3 doesn't occur, repeat steps 1 and 2.

ONLY DESTROY ONE RIVAL AT A TIME SO YOU CAN GET BACK UP TO LEVEL 25 IN THAT REGION QUICKLY IF A REAPER DOESN'T SPAWN.

THE REAPER WILL ALSO SPAWN IF REGULAR MACHINES ARE DESTROYED, BUT DESTROYING RIVALS SEEMS TO HAVE THE HIGHEST CHANCE OF MAKING IT SPAWN.

FIGHTING:


The Reaper: You and and a fistful of suffering. image 25

So, you decided that bringing this abomination into the world wasn't enough. You want to fight and kill it, too! I can admire your gusto, but the only issue is that you better be ready to die to it, a lot...And I mean a LOT. The Reaper is fittingly named, and it happily sits up at the very top of the tree in terms of combat Generation Zero has to offer. It's a tank on steroids, and you should treat it accordingly!

If you're planning to fight a Reaper, consider bringing the following in your kit:

20-30 medkits (Regular/Advanced if possible, 30-50 medkits if you only have simples, more never hurts.)

5~ field radios (These will be invaluable to get players without adrenaline shots back into the fight quickly.)

10-30 adrenaline shots (If you're solo, still never hurts to carry these for emergencies between players.)

20+ flares/fireworks (Fireworks work great for distracting the reaper, flares for distracting other machines.)

1000+ rounds of ammunition for your respective weapons. (9MM, 5.56, 7.62, .50, etc.)

100+ rounds of ammunition for launchers. (HEDP shells.)

Things like grenades, landmines, fuel tanks, and other utilities are secondary, bring them if you want, don't expect miracles. Large fuel tanks, though, if placed in bundles of several or more and detonated underneath the Reaper, can do massive chunks of damage, especially to components.

THE REAPER IS IMMUNE TO EMP EFFECTS, DON'T EVEN TRY.

In the meantime, time to teach you the most importantly thing you'll need to know about the Reaper.

See those things boxed in green? Those are shield emitters. The issue with these is that they're a defense mechanism, and they power one of the most often used tools of the Reaper, which is, in this case, a shield that completely and utterly negates all damage dealt to it while it's active.

It has four of these, two on each side. They're your primary target, destroy them first. You'll know when the shield is active because the Reaper will have a red glow to all its parts and red electricity will be coursing all over its chassis. Wait for the red to go away, blast the emitters to high hell. Each one destroyed seems to reduce the efficiency of the shield, and with all four gone, it's disabled.

FIRSTLY, FOR THE LOVE OF GOD, DO NOT SHOOT IT WHILE THE SHIELD IS ACTIVE, YOU'RE WASTING AMMUNITION, USE THAT DOWNTIME TO DESTROY ANY REINFORCEMENTS IT'S CALLED IN OR GET TO A BETTER VANTAGE POINT TO ATTACK IT. ANYBODY TELLING YOU ARMOR PIERCING NEGATES THE SHIELDS IS LYING TO YOU.

SECONDLY, THE REAPER CANNOT ATTACK WHILE ITS SHIELDS ARE UP, IT HAS TO DROP THEM TO SHOOT AT YOU.

Now, onto the attacks! There's a lot of these here, and I'll try to go over them quickly.

TICK BARRAGE:

It drops a cluster of apocalypse-class ticks from its back pod, this is rarely used, but the ticks are still a pain in the backside. Kill them ASAP or take out the pod after you handle the shields.

ROCKET BARRAGE:

It fires a massive swarm of irradiated rockets that do heavy damage and leave patches of radioactive waste behind for around 30~ seconds or so. Stay mobile when this attack is used, and watch for the noxious green clouds that indicate where the rockets hit.

HMG:

Simple. It opens up with the heavy MG mounted next to the rocket launcher. Unlike regular tanks, the HMG on the Reaper is pinpoint accurate, fires absurdly fast, and will be used at extreme distances. It also inflicts burning over time, which means that if you get hit even a few times, most of your health is going to vanish, or you're going to burn to death. Keep medkits handy and don't get shot.

STOMP:

Also simple. It stomps. This deals a ton of damage and if you're unfortunate enough to get caught in it you're probably going to die or nearly die.

THERMOBARIC BLAST:

Now we get to the most dangerous thing. This is the ace in the hole of the Reaper, and it enjoys using it a whole lot during these fights. You'll know when this is happening because it'll sound an alarm and start venting what looks like green gas from points all over its body.

When you see this? Hide. Run, hide, and get behind a piece of solid cover as fast as you can. Not machine bodies, not destructible environmental objects. Hard cover, trees, rocks, houses, hills and dips, you want to break line of sight, because if you're still directly visible when the blast goes off? You're dead. Full health doesn't matter, explosive resistance doesn't matter, you will die. The Reaper will also engage its shielding right before it detonates, which means it won't take any damage from this. Measuring means that, from the first siren to when the gas venting occurs, you'll have approximately ten seconds to get to cover. Make them count.

AGAIN, I CANNOT STRESS THIS ENOUGH, IF IT STARTS PREPARING A THERMOBARIC BLAST, GET TO COVER. EVEN IF YOU'RE SPRINTING DIRECTLY AWAY FROM IT FOR THE WHOLE WINDUP OF THAT ATTACK, YOU WILL STILL BE IN RANGE, AND YOU WILL STILL DIE. DON'T TRY TO OUTRUN IT, BREAK LINE OF SIGHT AND WAIT FOR IT TO GO OFF.

If you have it damaged enough, it might do a version of this attack where it's venting pink gas. If this happens, taking cover won't help, you need to kill it, now. This version of the attack ignores all cover and all objects, and it also seems to have a very high range. This also kills the Reaper most of the time as a self-destruct, but that's not good anyway. You want it dead before it gets a chance to get this attack off.

THE REAPER WILL ALSO CALL IN A POD OF FNIX RUNNERS FOR REINFORCEMENTS AFTER A THERMOBARIC BLAST. IF YOU MANAGE TO SURVIVE, MAKE KILLING THEM YOUR PRIORITY, YOU'LL GET OVERWHELMED IF TOO MANY PILE UP.

AFTERMATH:

You killed the Reaper if you're reading this, congratulations! Amidst all the loot, you can expect to find the following.

GUARANTEED (As in something on the categories of the loot table below will be what you find, either from one or a mix, not all of them):

1-2X experimental weapon.

1-2X 5-Crown weapon/attachment.

1X blueprint of random rarity.

Assorted loot. (Ammunition, consumables, adrenaline shots, crafting materials.)

NOT GUARANTEED:

Experimental sledgehammer. (The two experimental weapons are guaranteed, but the sledgehammer is only dropped by the Reaper so far and it is a rare chance.)

If you're officially done Reaper looting and Reaper-hunting, kudos to you! Enjoy your spoils of war, and remember, if you want to spawn another one, all you have to do is keep the region above level 20-21 and keep killing machines/rivals until another one comes.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2292476123					

More Generation Zero guilds