For Atlas Rogues player, this is a guide about the Hyperbotics Stronghold, they are long and difficult missions compared to rest of those in game.
Introduction
In Atlas Rogues strongholds are long and difficult missions compared to rest of those in Rogues, compared to small maps and small amount of enemies strongholds hold vast area to move on and lot of enemies to conquer.
At the end of this strongholds you are faced with a final boss. This boss is different to every stronghold as well as it’s minions.
Currently there are 3 strongholds ( Hyperbotics, Evos and Omni ) each with it’s unique set of enemies, map and music to set the mood of gunning, cutting, disintegrating and blasting your way through to the final boss.
If you manage to defeat the boss you are handsomely rewarded by:
- 3 TP ( Talent points )
- 1 000 ISO
- 1 revive contract
- random exotic gear
- boss of this stronghold becomes playable character in future runs.
It will also make it easier for you to tackle The Reactor as the boss you defeat will not fight you. This still leaves other 2 to deal with but i am not here to tackle that.
Let’s move on to the next step!
How to unlock strongholds
How do i do that ?
Easy doing missions can award you intel ranging from 0% up to 30%, some recons can award intel too or you can buy it for ISO. Once you reach 100% on faction of your choosing you can start the stronghold mission.
Once you unlock the stronghold you can see it on your map ( picture above )
Enemies
Hyperbotics has 4 different minions ( one of them is only included in starting mission the
K9 Warhound )
The other 3 are Eliminator, Mekalite and Phalanx MK.II
Long range, high dmg enemy:
- Most common enemy you will meet in the stronghold, prides it’s self with high range, attack and moderate health. Armed with burst laser rifles and grenades they can take out your squishy and even tankier lancers with relative ease.
Burst rifle: Primary way of attacking, single target attack. ( 0 CD )
Grenade: Eliminator throws grenade capable of hitting multiple lancers ( 1 CD )
Long range support:
- Mekalites are the support of Hyperbotics and are really annoying to deal with even with their low health. They can heal or attack and have almost the same range as Eliminators and have passive dodge chance ( cause they fly ) which makes them strong in early stages where hitting them can be like hitting a person in a dream.
Energy ball: Primary way of attacking, single target. ( 0 CD )
Repair beam: Mekalite charges up and uses his energy ball to heal any ally of his. ( 2 CD )
Close range tank:
- MK.II are big beefy tanks capable eating your attacks, they are close range and do not do much dmg even when close but they can close the gap with their big health and drag your lancers out of cover aswell as attack in circle around them. ( keep your supports and attackers well away from him )
Chainsaw goes BRRR: Close range attack around him can hit multiple lancers ( 0 CD )
Chain Haul: MK.II launches his chainsaw that drags his target closer to him ( 3 CD )
How to fight them ( optional read )
With their long range and big damage it is no brainer to avoid getting in to conflict with them at all but most maps won’t help you with this and soo next best course of action is to break line of sight.
They have long range but they cannot shoot through solid objects ( cover like railings, small cubes basically anything you can shoot through they can shoot through ) big walls and other other object can server as a great cover and can force them in to moving in to better position for them.
Using this you can easily set up traps with Lockwood, Zuki , Nix or Helio to soften them up before finishing them.
Their grenades are really strong and they can use them often and they can go over walls. Eliminators will prefer to use grenades over their more damaging rifles if lancers are close together ( this can be used against them by forcing them to use weaker attack on your tanks ) ( still better to avoid it if possible since you will have to lancers really low on health ).
Mostly easy to kill ( if you can hit them ) but since there is rarely only 1 at any given time they like to gang up on a siingle target until it’s dead or heal an ally to full health. Since they have low health getting 1 or 2 solid hits from a firepower lancer can easily take them out.
They are easily avoided cause of their low movement range and and lack of abilities that could negate cover or go over walls. They are low priority when dealing with other types of enemy ( they can take priority over MK.II in normal situations )
MK.II is close range enemy and has lot of health that takes too long to kill and is waste of action as a good tank can force him to stay at place and unless it is the only threat should be just ignored compared to other Hyperbotics enemies. ( this can change depending on modifiers that increase his dmg, healing and armor )
Biggest threat of MK.II is his wanna be Scorpion hook that can expose your weakest lancer to unimaginable hell of pain as his chainsaw hook can YOINK lancers from long distance it is advised to put tanks in his line of sight ( this can also force him not to use it and just attack normally )
It has long cooldown which once he wastes it he becomes a joke ( unless again modifier that increases his dmg is present in that case he will be present as big threat )
The Boss – Meridian ( The big hammer and Heart)
Meridian is one of the unlockable characters of Atlas Rogue.
His role is that of a support.
Close range support with big hammer and power to protect him and his allies. Meridian prides himself in his diversity that goes beyond that of a most supports, capable of taking punishment as well as giving it with his assortment of-
Dawnhammer:
Smash a giant hammer in any direction, hammer deals damage at the end of it’s path and knockback any enemy away from the center of the circle.
Reforge:
Meridian heals target and himself, enemies near healed ally become Weak, more healing on wounded ally or self.
Boneshatter:
Meridian swings his hammer in a big cone dealing damage and slows down any enemy hit.
Solar Strike:
Meridian calls down his hammer on a location, dealing damage to all enemy in area of impact, enemies in the center are dealt extra damage.
Zenith:
Meridian consumes all energy to shield himself and his allies within area around him.
How to fight Meridian ( optional read )
Meridian having the highest hp and also strong attacks makes him one of the deadliest bosses ( but not the hardest stronghold ) as the area you fight him in his quite big and has cover. He also does not spawn lot of enemies during his fight compared to other bosses.
When fighting Meridian it is important to watch his Solar Strike as it effects big area and hits for a lot of HP ( it has long cooldown so he can’t spam it ) try not to cluster your support and firepower lancers together as it can bring them down to half health almost instantly ( it also launches your lancers when hit by it ).
Other abilities are not as threatning to us but do not forget he has access to them.
Some frotline lancers can easily take his attacks ( mainly well build Rask eats them for a snack ) which can be used to keep your firepowers and supports out of his reach ( make sure you have a good healer to keep your frontline/s alive )
Stronghold
Spawn area ( Room 1 )
Upon launching the stronghold mission you are faced with Meridian ( his dialogue not him in person ) and left in a small bottom area with enemies ready to attack you next turn.
is yours, enemies you will face in turn 1 are:
- 1 Makelite
- 1 Phalanx
- 2 Eliminators
Mekalite is fairly out of reach and only two threats are the Eliminator and MK.II
Attacking the Eliminator on the right first is advised as he has better view on your lancers and can attack you from his position, moving your lancers back in to the map can help you make him move his turn and to possibly lay a trap for him using ( Nix, Helio, Lockwood or Zuki ) abilities.
MK.II is very distant and most of his view is obstructed by big cube to your left, it is a solid wall so enemies cannot attack you through it ( grenades are exception ) his only attack worth worrying is his Chain Haul that can pull you out of the spawn area to the open making you target for Mekalite and Eliminator.
- Standing behind the cube makes you hidden from this as well as standing in any of the bottom corners of your spawn area.
Mekalite and second Eliminator are chilling this turn.
During enemy turn 1 you could see 4 new enemies about to spawn ( these will spawn during enemy Turn 2 and act in the same turn )
These enemies are-
- 2 Mekalite
( far right spawn behind the Eliminator in Trun 1 and second one far left )
- 2 Eliminators
( 1 on the left platform and 1 in middle )
MK.II is the next threat you need to isolate in this turn ( if you killed the Eliminator that is ) as he can get closer to you to use his Chain Haul at that distance which can result in a lancers death from Eliminators and Mekalites
If the Chain Haul is avoided or not used this round is fairly non combatant as other enemies will spend the round trying to get withing attack range.
Is where the real fight starts ( not much cover to hide behind and MK.II breathing down your neck ready for his fun ) at this point your frontline is gonna be needed and is the main way of getting through this.
Putting him up front can take most of the enemy attacks from your more vulnurable firepowers and supports. Shielding him, healing him to max health ( if needed ) to increase chances of him surviving this clash. ( if you belive your frontline can live without any shields or healing you can just put them on the more vulnurable ( closes to the nemy ))
In this turn forward you need to just kill any other enemy to progress.
Make sure to keep your distance with supports and firepowers and heal your frontline.
Once you finnaly kill all of the enemies ( preferrably with no casulties ) new room will open up with more enemies.
Stronghold ( room 2 )
of room 2
Upon killing the last enemy in the room 1, you are now faced with 5 more enemies about to spawn.
3 Eliminators ( 2 on right side 1 in back left in room 2 )
2 Mekalites ( both left side of room 2 one more in the back )
This is time to regroup and heal up.
Enemy turn will consist of moving up to you or attacking you ( try to put distance again )
Same as other turns heal up and kill enemies.
3 more enemies will spawn at the end of this turn –
- 1 Mekalite
- 2 Eliminators
( all 3 spawn in the back of room 2 )
Take it nice and slow you are out of the worst in room 1 and 2.
Turn 4+
After killing all of the enemies you are told to move to room 3 ( the boss room arena ), you can take as much time and turns before entering make sure your team is at full strength.
Once you enter you are about to fight the Last boss and his minions.
Boss Arena ( room 3 )
Before even entering the arena you need to have a plan how you approach Meridian and his minions.(this is were i will show how the full fight goes and you can adjust your strategy )
Upon entering you can see 3 spawning points, from top to bottom it is-
- MK.II
- Meridian
- MK.II
Ending Turn 1 will spawn Meridian and his two MK.II minions and they will start their action for Turn 1.
Turn 2 is were true fight starts, from here you can chose who will you go after first ( i recommend to focus on the closest MK.II first while blocking way for Meridian )
- again keep your distance and put your frontline up front ( enemies are not in big numbers frontlines can take worse hits )
Ending turn 2 will spawn another enemy-
- 1 Mekalite ( at the bottom )
Now you will have another enemy spawning-
- 1 Eliminator in the top
Proceed with your actions ( lay traps, heal allies, take up better position…).
Ending turn 3 will spawn the Eliminator
Another enemy will be ready to spawn-
- 1 Eliminator ( at the bottom of the map )
Another pair of enemies will spawn-
- 1 Mekalite ( top )
- 1 Eliminator ( bottom )
Still breathing ? Good cause you are not getting a rest.
After turn 6 another 3 more enemies will spawn in middle of arena-
- 2 Mekalites (top and middle one)
- 1 Eliminator ( bottom )
( don’t blame me i was the one testing up to turn 14 for this )
Last batch of enemies-
- 2 Eliminators ( they spawn at the place of Eliminators in turn 3 and 4 )
Those are the last enemies that spawn ( well kind of ) after this no enemy will spawn untill you kill all remaining ones and then only 2 Eliminators will spawn each time you kill previous ones.
That is how the entire fight progresses in the final room.
Final words
Strongholds are one of the hardest and longest missions you can do in Atlas Rogues and if you managed to clear one be proud of yourself.
If you got close but did not make it, don’t worry maybe next turn you get it.
That’s all we are sharing today in Press Any Button 100% Achievement Guide, if you have anything to add, please feel free to leave a comment below, and we’ll see you soon.
Credit to Hox