Tower Pack (Tower Pack DLC Level)

The Tower Pack is the single longest level, and with few contenders, the hardest level to date in the Metro Video Game Series, and is the centerpiece of Last Light's Tower Pack DLC. The player must fight their way through a combat simulator, battling humans and mutants with all of Metro's weaponry.

Overview
Gameplay for the Tower Pack is fairly simple; essentially, the goal is for the player to play defensively in a small area, outlasting all the enemies that appear in increasingly more difficult waves. This is, to say the least, easier said than done.

Beginning each level, the player must choose their preferred weapons (all free of charge) for the next encounter, and, for three of the five levels, choose additional difficulty modifiers that might affect play. Military grade rounds, granted for each kill and technical kill, have a special function in levels as the currency for purchasing in-level bonuses - either an ammunition resupply or AI soldiers who assist you in combat.

Score is an important part of the Tower Pack, if one is interested in their performance and the online global leaderboards. Score can be increased by the difficulty you are playing on, difficulty modifiers, as well as performance in-level, such as keeping additional gates sealed and performing technical kills. Technical kills include:
 * Distance kills (roughly over 20 meters, but may vary).
 * Headshots (on human opponents only).
 * Double-Kills (two kills within a second or two apart).
 * Multikills (three or more kills within a second or two apart).

Level 1 - Enter the Reich
Level 1, though simple once understood, begins by throwing a lot of information at the player, all at once, with little explanation; as soon as players spawn in, they are given 15 seconds to assess their battlefield before the first enemies spawn. The level is summed up best as a hall, the main feature of which, is a long trench that has several balconies leading across it, and staircase leading down to a shallow pool. The area will soon become host to a battle between the Captain and the simulated forces of the Fourth Reich. There is one place that enemies will spawn from at first: the archways at the far end of the hall, directly opposite where you first spawn and where the countdown timer and round marker resides. At the same time, however, the soldiers of the Reich will try to activate gate switches, which in turn create more areas for them to spawn from, making it easier for them to surround you. The act of activating a gate makes a loud alarm sound and a light above the switch, and takes roughly five seconds to complete. It can, however, be prevented if the player kills the soldier activating it.

Round 1
Round 1 is about as simple as things get in the Tower Pack; a large group of Nazis spawn in slowly and attack with Bastards. Players should keep in mind that while the Bastard is only somewhat accurate and has only a modest damage threshold, the shots are quite rapid. Several soldiers attacking at once have the overwhelming ability to slow a close-range player down dramatically, and make a sniping player's aim fly all over the place. After all the enemies of the first wave are dealt with, there will be a several second silence, signalling the half-way point of the round. Following this, a battle-cry is made by the simulated soldiers on the other side of their opening fog-gate, and the attack resumes. This second wave may be with a slightly higher spawn-rate or with slightly more enemies but the difference from the first wave is rather negligible.

Round 2
Round 2 begins with combat identical to that of Round 1, save for a somewhat increased spawn-rate of enemies. At the half-way point, however, armored soldiers with surprisingly accurate Shamblers begin marching in. These soldiers are remarkably deadly at close-range and, in some cases, have the ability to soak up twice the damage than the standard soldiers fought thus far, and seem to almost exclusively go after the player, avoiding cover. While you should certainly keep them in mind, they need not necessarily be prioritised, especially if the player is still armed with grenades.

Player Tips

 * In many ways, this level becomes very easy if the player is ready for each wave. Prevention is key when playing on any difficulty, but proper preparedness can make the level especially manageable when playing on the Ranger difficulties:
 * As soon as you spawn in, quickly switch to the Claymore Mines, and plant them in the two areas the enemies will be heading for: the upper left balcony, and the front right staircase that heads downwards. In these two areas are gate switches. Three claymores on the harder-to-defend left stairs (perhaps, one per level) and then two protecting the right switch guarantee that the player has a backup strategy should they need to reload or heal.
 * When the battle begins, take cover on the left side of the bridge you spawned in on, and make your own firing line to the two enemy entrances with a long distance weapon - preferably the Kalash. Open three or four shots towards an enemy's upper chest as they spawn in - this will net a long distance kill, as well as a headshot in most cases. If you are taking too much damage from oncoming fire, or must reload, retreat left slightly to the pillar and quickly perform your self-maintenance. Grenades can also be effectively thrown while ducking in and out of cover. From around the column, this strategy also allows the defending of the left stair switch, and the right stair switch. Replenish ammo at every break - at the mid point of the first Round, the beginning of the second, and the mid of the second.
 * On Ranger Hardcore, it is common for this strategy to net around 29,000 points, with an upper limit ranging around 35,000.

Level 2 - Nosalis Nightmare
For many players, regardless of how little trouble with Level 1 they had, this second level is a massive roadblock. To its credit, the level is generously large; the map is of another hall, like in Level 1, but with a very large opening area that splits off into another wet lower ground and huge balcony, that eventually join back together again in a much smaller back platform. Despite its size, however, there is not much room to maneuver when under attack by the level's enemies: Nosalises. Far more fearsome than their 2033 counterparts, Last Light's common Nosalises are intensely damaging, especially on the Ranger difficulties, and have an attack rate unmatched by any other mutant in the game. Unlike Level 1, the Nosalises of Level 2 already have a dozen places to spawn from at the front of the map, with only one extra - a large metal gate that can be defended from at a distance. In addition, this is the first level which includes extra modifiers: Darkness, which removes the ambient (yet not the Omni or Spot) lighting, and Huge, which adds another round to the battle. Regardless of preferred strategy, combat will have to be both long and close -range.

Round 1
While much of the level beyond it turns difficult quickly, Round 1 is quite merciful. Nosalises slowly spawn from the bright, front-area's piping, and quickly make their way to where the player is situated. As things pick up in the second wave, several more Nosalises spawn in at the same time - encouraging the player to plan and backpeddle.

Round 2
Round 2 is much like the first, though with the inclusion of Nosalises attacking the single gate at the front to break into the map. The spawn rate remains roughly the same through both parts of the round, though the player must also keep attention on the gate - lest they face an extra 10 - 15 Nosalises in each subsequent Round. The second wave of round two also sees the inclusion of irradiated green Nosalises, which, though speculated to be the same in vanilla Last Light, here have roughly 1.5x more health than their standard counterparts.

Round 3
Round 3 is when, for many players, the difficulty spikes. While temporarily not having to worry about the gate any more, this Round sees the inclusion of winged Nosalises. The winged Nosalises will begin to spawn in before the common Nosalises, in both parts of the round, at a high rate. Unlike the Nosalises before, these will stay high, climbing from pillar to pillar, before landing, staying put, and producing a sonic screech at the player. Not only is the screech annoying, slightly damaging and difficult to triangulate the source of, but as the regular Nosalises begin to spawn, its aggravating slowing effect exponentially multiplies the deadliness of even a single attacking Nosalises by allowing every one of its strikes to hit the player. What is more, playing in darkness makes winged Nosalises significantly harder to see from a distance, until they are already attacking the player. By this time, however, it may be too late.

Round 4
As a rule of thumb, if one has survived round 3, it is possible for them to survive round 4. The lengthy round 4's high spawn rates of both common and winged Nosalises is accompanied by Nosalises once again attacking the front gate, if it has not already been opened.

Round 5 (Huge)
Round 5 is a repeat of round 4 with nominal changes to Nosalises patterns or spawn rates. Like round 3, if one can survive past round 4, they can likely do so again in round 5. While the spawn rates of standard, green, and winged nosalises remain high, the round is, mercifully, only around two-thirds the length of round 4.

Player Tips

 * Knifing, especially when needing to reload, is the worst possible method of attack against a Nosalis. Even up close, the hit-dection on a knife requires the player to be quite accurate - and even then a single knife hit doesn't kill a Nosalises on ANY difficulty. Only if at the very end of a wave, and only if completely out of ammunition, with no chance of buying more, should the player use the knife.
 * Weapon selection is a very important part of the level. Nosalises are fast and hardy, but vulnerable at long range. Because of this, accuracy is important at a distance, and fire rate is important up close. Playing exclusively with your favorite weapons is not likely to get you very far, especially the harder difficulties:
 * The Kalash, for most players and strategies, is overall the best weapon of choice when combating Nosalis. It remains serviceable at long distances, as well as effective at close-range. Its only major drawback is that the player must dedicate a lot of time to managing ammunition, and must be extraordinarily conscientious to not fire military grade rounds too early. This later factor may become a significant issue for players on Ranger difficulties, when mid-firefight accidentally switching to military grade rounds, firing, then having to switch back to not waste them, can result in an infuriating death.
 * The Revolver is a strong choice for early waves, especially on the Ranger difficulties, as about 90% of the time, one shot is enough to kill a Nosalis. It does, however, rapidly outlive its usefulness as Nosalises spawn rates increase, making it next to useless at round 4 or 5, with the exception being as a finishing weapon for injured Nosalises.
 * The Ashot, though very attractive with its high damage output, chronically suffers like other shotguns from a low fire rate. These factors make it a good choice for early waves, and nice for when winged Nosalises decide to remain still, but render it a crutch as the waves and number of enemies increase.
 * The AKS-74U, though decent, suffers from a number of setbacks that keep it from being a prime choice: while its frequency of shots outmatch the Kalash, its fire rate and damage output are similar to that of the Bastard. The higher fire rate and lower damage threshold, however, make it inefficient against Nosalises on higher difficulties, save for when multiple ones appear close together. Along with the Kalash's first-person design, it again repeats the problems with one might have with firing off military grade rounds too early - ammunition must constantly be on the mind of players.
 * If one does not prefer the Kalash, or is playing on Ranger difficulties, the Bastard is likely the second or third best choice. While its damage output is less than stellar (still taking about a third of a magazine to kill a single Nosalis) and its accuracy is unimpressive, the Bastard greatly benefits from prominently displaying its ammunition directly in front of the player. What drawbacks the Bastard may have with its damage, may be in fact made up for with a high fire rate and intense spread, as the Bastard can effectively hold back up to three Nosalises in a magazine, with bullets chipping away at all of their health. Nosalises recoiling from its high fire rate give the player precious milliseconds for reloading. Ammunition is a concern here too.
 * With a high damage output, the four-barreled Duplet is a good choice for players playing on lower or standard difficulties, though it objectively loses value on higher ones. To understand why is in the mechanics of higher difficulties: the higher the difficulty level, the more the damage ratios are increased - everything dies faster on higher difficulties. When combating Nosalises on lower difficulties, one can waste a large amount of time, as well as automatic or Revolver ammunition when combating at close range, or they can expend a one double-shot from a Duplet to a Nosalis to rapidly kill it. On higher difficulties, the automatics and Revolver get more and more effective as they cause more damage and the Nosalises carry less health. This comes to the point where switching to a Duplet to exact extreme damage becomes very much overkill, detrimental to the player's efficiency as they perform the weapon's slow reload. If the player is solid on a weapon then deciding between the Duplet and the Ashot becomes an exercise in deciding the weapon-reload system they would rather have, once slowly every shot, or twice every two shots. Players should also keep in mind, that, with the overkill of the Duplet, ammunition may become a concern.
 * There is no single solid strategy to handling Level 2, as the inclusion of different enemy types can rapidly change the needs of a situation.
 * Round 1 is by far the easiest level on the Ranger Difficulties, on account of the Revolver being an instant-kill. Skilled players can stand and fire at Nosalises from the balcony with only the occasional Nosalis making its way all the way to the top in the first part, and switching off to a better close range weapon once three are in the front area at the same time. If things are going well, the player need not take ammunition from the cache.
 * Round 2 plays the exact same way. Waiting a second for three Nosalises to spawn at the gate, then throwing a single grenade can be a nice way to net an easy Multikill. Taking ammunition once the round is over is highly recommended.
 * Winged Nosalises are the ultimate challenge for the Revolver, as they move quickly and it takes two to three bodyshots to kill one. Stand near the front and combat the winged Nosalises until either standard Nosalis start spawning, or the winged Nosalises start attacking. As soon as that begins, back out of the situation as quickly as possible and retreat to the back. Throwing incendiary grenades in a decent method to occupy winged Nosalises at the back (who are easier to hit and slower to attack in general),  while the extra space is handy when combating standard Nosalises.
 * For the end of round 3, as well as for all of round 4 and 5, the strategy is the same. Keep forward if the situation is good, then duck back at the first sign of something going remotely wrong. Igniting the entire stage so that Nosalises come to you damaged is a strong strategy. While Claymores are essentially useless against fast-moving and hopping Nosalises, every one can be one less Nosalis to shoot at, and one less to overwhelm the player. Additionally: never hesitate to purchase more ammunition, unless on the last part of the last wave, as military grade rounds can make all the difference.
 * A score of 90,000 is uncommon but not unheard of for the five waves on Ranger difficulties.

Level 3 - Defenders
The third level shares a lot of similarities with the second, and thus, shares a lot of the same difficulties. For one, common, green, and winged Nosalises make full return with even higher spawn rates. The map itself is again, but for the last time, a long hallway - seemingly a large sewers cistern. Present are many Nosalis spawn points from small tunnels that lead into a large square. At the square are, an additional two gates that are to be protected. From sightly beyond them is a small but prominent balcony, and further beyond that, a long staircase that leads to the back wall. Unlike the last level however, this one has a significant factor that makes it easier in the long run: the player can spend military grade rounds to purchase AI soldiers to help them combat the Nosalises. This stage features both another Huge difficulty modifier and a new, "Horde" modifier that increases the number of enemies by about 1.2x - 1.5x.

Round 1
Round 1 begins quite simply, with about ten Nosalises slowly starting up from the water-logged pipes. At the half-way point, another ten with inclusion of green Nosalises also begin the trek to the player.

Round 2
Round 2 sees the first time of Nosalises attacking the gates (first left, then right), and the re-inclusion of winged Nosalises. While it is completely possible to survive the round without AI assistance, the sacrifice to save military grade rounds and soldier HP can easily be voided with a decrease in efficiency - resulting in unnecessary damage to the gates, and many retries.

Round 3
Round 3 begins with a mass of winged Nosalises. Nosalises attacking the gates (if they are not already destroyed), in the same fashion as round 2, soon ensue as do many common and green Nosalises. This is, by most accounts, the longest and hardest round.

Round 4
Sharing the same qualities of round 3, round 4 begins with common and winged Nosalises at the same time, and features an intense spawn rate that is only amplified when on the Horde modifier. On this round, or the round after it is likely that the player will some time have to give up on defending the balcony and make a break for the back.

Round 5 (Huge)
The only inclusion round 5 has is that of an overwhelming spawn rate to the common Nosalises. At this point, unless the player has yet to purchase the back squad, firing military grade rounds is highly recommended.

Player Tips

 * Sub-weapons again come in handy. The claymores should be used to protect soldiers (the ones at the balcony always seem to move towards the left). Grenades can be used to rapidly halt many enemies at a gate, or to detonate a close number of slow moving Nosalises (aim for where they should be in 5 seconds). Incendiary grenades should be used as a preventative measure; 3 - 5 can effectively halt all Nosalises attacking a gate.
 * When purchasing soldiers, the player is advised to get as many of them at once. They usually cover each-other well, and prolong each other's lives.
 * To augment this should be the player's position. While one might consider it to be a good idea to hide in or behind the line of soldiers, as they are there to prolong the player's life, walking slightly ahead of even the bottom soldiers is all around a better strategy. Nosalises will target the player more than they target the AI soldiers, so if the player stands first they will attract a majority of the Nosalises to them. To counter this, the AI soldiers will concentrate a majority of their gunfire in the area around the player - vastly making combat for the player easier while not having to worry about protecting the soldiers. As a rule of thumb, it is easier for the soldiers to protect the one player and kill off stray enemies, then for the player to protect a large number of scattered soldiers from an onslaught of enemies.
 * One should keep in mind that the heavy soldiers at the back can be very useful as backup snipers to protect the soldiers on the balcony, though should the soldiers at the front be killed, the heavies will become the prime target for the Nosalises.
 * Weapon selection is again an important part of this level, albeit slightly less so, as the newer inclusions make the choices of selection more obvious. While keeping comfortable with a weapon is important, the player should focus on a good close range late-rounds weapon, and a long-range early rounds weapon.
 * The Valve is a natural selection for the long range weapon, and is likely to be the best choice for use as such. Players ready to handle the lack of scope can find that it will one-shot-kill any Nosalis, from any distance, thus making it invaluable in the first two waves. This power, however, comes at a slow fire rate that makes it unwieldy in the later rounds when enemies spawn in quicker than it can fire.
 * The Lolife is the next on the list as a candidate for a long distance weapon. The night-vision scope is handy for early rounds, when enemies are constantly far away, but it becomes a very limiting factor at close range. The Lolife sacrifices the Valve's power for a much more reasonable fire-rate and magazine size, allowing it to be used to some level in later rounds. This does, however mean that ammunition is a concern for players.
 * The Kalash 2012, is by most means the best choice for close range combat. Far flung from the inefficiency it had in the vanilla campaign, when military grade rounds are constantly being given to the player for more ammunition it turns into a powerful choice. With a massive magazine that reloads quickly, high fire rate, and decent level of accuracy, the weapon's modest damage output can be very much excused. With the power to hold multiple enemies at bay and stumble attacking Nosalises it is a prime choice for close-range combat. The only concerns: reload frequently; obtain ammo at every opportunity; fire military grade rounds only when necessary.
 * Keep in mind that while the heavy squad at the back kills Nosalises quickly, they are not by any means infallible. They die surprisingly quickly, and, due to an AI issue, have an extraordinarily difficult time aiming at winged Nosalises directly above them.
 * Again, just in the round before it, reload and restock ammunition at every break. A situation in which running out of military grade rounds to buy ammunition is incredibly rare. It is fundamentally better to have to buy ammunition than to restart the level.
 * In similar vein, unless the situation is under control, do not make a compromise in your play-style for a weapon you have ammunition for, rather than the once that is most comfortable or effective for the given moment.

Level 4 - Blood-Red Square
A breather from Nosalises, level 4 returns again to Nazis - though with a very different arena than those that came before it. Unlike all the others, which were in the shape of a hall, the arena of level 4 is that of a large square not unlike a boxing ring. Prominent in the middle is a high rectangular platform with columns and modest protection all around it. The enemy spawn, identical in concept to that of level 1's, lies immediately to the front of it. The large platform has a set of stairs leading up to it, and several short and vulnerable catwalks that also lead to a higher balcony area that has a small view above the enemy spawn. All around the main platform, however, are closed gates - potential spawns for more Nazis armed with Shamblers - should the player allow an enemy to reach it. The arena is quite small, and, despite being high up, is difficult to defend from multiple vectors. All rounds in the level are quite similar to one another, keeping a moderate difficulty level through each wave. Because of this it can be considered one of the easiest levels of the Tower.

Round 1
Nazis in Round 1 once attack with Bastards and, from here on, can throw grenades. Though quick to kill, two or three Nazis firing at the same time is enough to kill off the player quite quickly. The player is advised to seek out nearby cover and keep an ear out for alarms should they need to reload or heal.

Round 2
Round 2 replays round 1, though with an increased spawn rate of Nazis.

Round 3
Round 3 introduces snipers armed with Preveds. Like those with Bastards, Nazis with Preveds come out of the frontal spawn. These snipers are very slow to fire, die quickly, and are very easy to notice due to their green nightvision and laser-sight. However, their damage output is enormous - two shots (sometimes even one) from a single sniper is enough to kill the player on higher difficulties.

Round 4
Round 4 is much the same as round 3, though there is an even greater spawn rate.

Round 5 (Huge)
Round 5, again, shares only slight differences to 4. Its additions, if any, does not seem to be an increase in enemy spawn rates.

Player Tips

 * Unlike the levels with the Nosalises, choosing the appropriate weapon is not mandatory for the player's survival in this level, even on Round 5. A good selection is available to the player after completing level 3.
 * The Shambler is a powerful shotgun, though with a slow reload speed. While these factors do not make it optimal for fighting a number of low-health Nazis, they do keep it on the table as a possibility. Sadly, this weapon would have been a better choice for Level 3.
 * The Hellbreath is a good choice of weapon. While designed to be anti-armor, it exerts huge amounts of damage, fires quickly, loses charge very slowly and reloads quick enough to be used in close range. If sniping, there are very little drawbacks to this weapon - though the disorienting scope may keep it best left as a secondary weapon if the player is planning on fighting the Nazis on the platform. One nice thing about the weapon is that running low on ammo for it is an uncommon occurrence.
 * The Preved is the next best thing to the Hellbreath, sharing the same place for any player's plans. It's lower rate of fire means that it too is optimal for long-range (even with the ironsights instead of scope).
 * Another automatic, the VSV's low fire rate and awkward night-vision makes it less than stellar against Nazis when on the platform. At the same time though, the VSV is designed to be a sniping weapon, and it does this best from the top balcony. If at the balcony, ammunition may occasionally be a point to note.
 * Like the first level, level 4 is entirely about prevention. An automatic, such as the Kalash or Kalash 2012, a sniping weapon, frequent purchases in ammunition and purchases of all AI allies make the level the easiest of the entire pack.
 * From the moment you spawn in, immediately run off the cinder blocks to the front left of the platform. At the base place all claymore mines so that the nearest two gates are protected. Though these landmines will likely all be used by the beginning of round 3, they give the player breathing room at the beginning. Following the mines, immediately run back up to the platform and keep by the cinder-blocks again. Aim by the doorways once again and duck behind the nearby pillar if the enemy starts becoming too much. From here you can reload and heal in relative safety, freely exiting to further fire upon spawning enemies, prevent a gate from opening, or throwing a grenade. This basic hide-and-shoot strategy can be used for all 5 rounds.
 * Reload frequently, replenish ammunition frequently. A medkit can also be found at the top where the snipers spawn.
 * Purchase the soldiers in the middle some time around round 2. Though these soldiers rarely fire and have the irritating habit of using the same column as you to timidly peek at the advancing enemy (effectively making you out of cover and useless to shoot), they are valuable for cannon fodder and distracting Nazis while you fire at them. Purchasing the rear heavy soldiers is a good preventative strategy, especially if the enemy has been able to open doors. They are sturdy against enemy fire and do respectable amounts of damage in return. The high-damage snipers at the top are most useful when many doors have been opened, on account of their general inability to target enemies at the front.

Level 5 - Last Stand
The final level of the tower is upon the player. Being only three rounds long, the journey is almost over. But the last hurdle is not a particularly easy one. The level is for one, amongst the smallest of the entire pack, simply including a large half circle with three gates, a gentle slope with several flats and then a minefield in the back. These features limit sniping and keep combat tight and very personal, which can be unfortunate when fighting the impending onslaught of Nosalises and Librarians. Players may find some solace in the fact that winged Nosalises do not make a return. Along with the mines, there is help, of course. Human AI partners return, with a vengeance, as the heavy troopers of this level are a far cry of those of the last two. These soldiers take an intense beating before dying, and one-shot Nosalises on most difficulties. If both are purchased they can almost single-handedly deal with the dangers of round 2. In addition to the soldiers and land mines in the front is the minefield in the back of the map, which actively acts as a shield for the player to hide and fire behind from when overwhelmed.

Round 1
In a sense, round 1 is the most difficult of the three, as it lacks AI partners to help aid against the large flow of Nosalises. There is little room to run from the Nosalises and backing up to the mine field is not recommended, though with the use of the mines at the front, effective weaponry, an a replenishment of ammunition.

Round 2
Round 2 is much like round 1, though with Nosalises now starting to attack the gates. Nosalis spawn-rates skyrocket and additional soldiers are more and more of a requirement for survival as time passes.

Final Round
The final round of the Tower Pack differs from every other round in every other level in that it has three waves, with the first seeing the inclusion of the nigh-invincible Librarians, who can instantly kill the player should they land a solid hit, and the second throwing the number of Nosalises on the field into overdrive. The final round, the climax of the Tower Pack, has all 3 gates blaring at once with Librarians smashing them down. Nosalises pour out from up top and from the tunnels - no conventional weapon is enough to hold them at bay. But then again, the player has never been limited to conventional weapons and tactics. Expect a galvanizing battle against all odds, making a last stand with allies, or a final withdrawal through fire.

Player Tips

 * Every time you pick up more ammunition, lay down all five claymore mines. Preferably do this around where the Human AI soldiers will spawn, in order to protect them.
 * Weapon selection is mostly a matter of preference for what to fight with for the first two Rounds, as the Gatling is obviously the choice for use at the end. Once again, it is wise to keep a short and a long (or at least a medium) range weapon.
 * The new additions to the player's arsenal includes the RPK-74, the larger, scarier cousin of the Kalash. This drum-fed automatic is essentially outmatches any other automatic in term of single-shot firepower. It is difficult to call a good choice for the mission however, as despite it's impressive damage threshold it's rate of fire is less than impressive. and drum size encourages an over-consumption of ammunition. One benefit: the player will not need to worry about spending military grade rounds with it.
 * The RPK is an acceptable mid-long range choice, though alternatives exist. Though slow firing, the Preved and Valve still remain powerful against Nosalises. Their shortcoming (note the Preved hinders movement speed) should be compensated with a good close range strategy.
 * The second new weapon is the Saiga, an automatic shotgun that fires buckshot out as if it were a semi-automatic rifle. While the weakest shotgun, the Sagia is a prime choice for the level, especially when in round 1 and 2. As it takes several shots to kill a Nosalis, it is primarily for combating multiple foes at once, though is a terrible choice for use against a Librarian.
 * If the player has not decided to use the Gatling by the end of the third round then things have gone extremely well. Firing a slurry of bullets that seemingly detonate against flesh the Gatling is the perfect tool to handle the horde of Nosalises and Librarians at the end. It's drawback of a low reload speed is compensated by wave to wave breaks, and it's look-speed penalty can be mostly negated by crouching. Players should note however, that movement speed is still hampered by the weapon, and if they need to flee the situation, they should do so sooner rather than later.
 * Keep in mind that this particular Gatling needs to be hand-wound in order to maintain its high rate of fire. Failure to re-wind the Gatling between waves will result in a fire rate that is too slow to stop the hordes of Nosalises and Librarians which assault the player in the final wave.

Victory
After completing the final level, the captain exits the simulator, and is greeted by a large and smiling audience. The grand total score of the player's efforts is shown on on another electronic board. Chook and Geek celebrate the captain's success, stating that there is no way the plug for the project could ever be pulled now.

Trivia

 * The hub room of the tower pack has a visible XYZ origin node. Such objects are common in software depicting 3D spaces, such as modeling, animating, and software development kit programs.
 * Players fond of Valve's Half-Life series may find the last round in level 5 to be particularly reminiscent of a scene in the second additional episode of Half-Life 2.
 * There is a known glitch in this level, in each round if you touch rapidly the buttons to put your mask on and off, the round will be considered complete. Usefull for trophy hunters.