Here you go Arc. Newbie Guide: The Swarm Overseers (Easy Company Newbie) Deadly perils await you should you survive the initial hordes. Whether by accident or design, certain infested organisms have undergone dramatic mutation, becoming powerful and rising as the leaders of the swarms. It is extremely important that the team band together to bring one of these special infested down, they can easily destroy lone players and even entire teams can wither under the devastation that they bring. Tartarus Also known as Tartar Suace, Tart and Fat Ass, he hatches from a specially mutated zombie egg laid by the zombie queen herself, Tartarus is a variant of the Devourer strain of infested. Having short life spans as typical of the family, Tartarus will only hatch once the Easy Company marines have started decoding the airlock doors where its egg was residing, causing the creature to wake. The creature appears as a bloated baneling like creature walking on stubby legs, but don't let that fool you. Tartarus possess the speed of its devourer and stalker cousins, allowing him to move monstrously fast and catching up to any unfortunate marine that strays too close to the monster. The marines' armor and low level doesn't allow any of them, even the tank, to stand up to Tartarus strong acid splash attack for long, and therefore it is absolutely necessary to try to not get hit too much this battle. Stalkers and a large amount of vision blockers sow confusion into this fight, try to stay together whenever possible. Abilities Spawn Banelings During the battle, Tartarus will occasionally spawn blindlings and banelings. Even the blindlings are dangerous during this boss battle, as a blinded marine is easy prey for the large amount of stalkers and Tartarus itself. Banelings should be avoided at all costs, their damage easily seriously injuring light marines and still significantly damaging even heavy ones. Hardened Carapace At some point during the battle, Tartarus will develop significant armor in the front of his body. This boost in armor coupled with a regeneration boost will decrease damage from the front, allowing him to outheal small arms fire from that direction. During this time, it is incredibly important for the team to coordinate, hitting Tartarus from the sides and back where he lacks armor. DPS classes should reposition themselves to the back, while the tank keeps Tartarus occupied with Taunt. Acidic Death All the remaining Banelings within Tartarus are released when he dies. This usually amounts to a large amount of blindlings with occasional parasites mixed in, and is therefore a source of free xp for the marines. Erebos Lord of the Banelings, Erebos is a failed attempt by scientists at creating a perfect mutation of the zombie virus. Breaking out of containment at Biodome B, it slaughtered the last of the scientists, bent on destroying the marines who were foolhardily killing the zombie eggs before they could mature into his minions. This battle tends to have the team less separated due to it occurring in the open space of the airlock rather than the debris strewn wreckage of the previous fight. Tanks may tank Erebos to a certain extent with an attentive medic, though they should still try to avoid the highly damaging spores. Flamethrowers should definitely be used in this fight, they are easily the most effective at dealing with this boss and the tank should be high enough level to keep Erebos busy. Do not use your starting Gauss Rifles, their low damage coupled with Erebos's high armor mean that they only deal 1 damage per shot, a waste of ammo and time. Abilities MEATeorites The flying creatures released from Biodome B following Erebos's breakout are assisting him in this battle, dropping spore bombs upon the players from very high up. These spore bombs are illustrated by red boxes, and it is important to avoid them, they deal high damage (though not lethal) and can stack ailments in a fight where mobility is important. The actual damage is dealt after the spore hits the ground, when the thing explodes (2 seconds after impact), so don't think you're safe from damage as soon as it falls on the ground. Erebos drops multiple spores at the same time, and it can be highly damaging if more than one falls on a marine, easily costing him a life. Escape When the battle turns against Erebos, he borrows and attempts to get away. He does this when he has about 20% health remaining, and it marks the end of this encounter with him. Shooting him after he burrows is just a waste of ammo, even "killing" him will not stop him from escaping. Erebos II The battle begins again, this time with Erebos fully in charge of his powers over banelings. The mutalisks have nearly all been killed in the mutalisk wave before the battle, and therefore no spores will. In this one, Erebos is the main danger. Like the previous battle, Erebos II is mostly faced in the openness of the airlock, though this time he unburrows at a random time and place. Staying together before he comes is a necessity, though he will always go towards the largest group of marines, he sometimes unborrows far away and won't hesitate to pick off a lone marine heading to activate the generators. Also like the previous battle, Erebos is best faced with flamethrowers, and after this battle, flamethrowers are usually dropped as the large amount of fliers released from Dome B reduce their effectiveness. Erebos II also has high ground sight, enabling him to see up cliffs with his psionic vision. This makes camping him on the small ramp to the right of the Muta ramp very hazardous, as the marines could be trapped there with Erebos hammering at them. Abilities Void Blast Erebos's psionic powers have almost completely regenerated, allowing him to launch void blasts as his regular attack. These blasts are completely unaffected by normal armor mechanics of damage reduction, meaning that the only protection an assault tank has against the creature is his taunt. Demolition tanks can still use TTD to good effect, the stun lock and the 45% damage reduction from I'm Your Father keeps the Demo from dying. However, he is still tankable as an assuault with taunt and an attentive medic or medkits. The Void Blasts have a small amount of area of effect, making standing next to the tank dangerous during this fight. Summon Banelings Erebos will briefly turn blue, summoning his Baneling minions from afar. Banelings will pop up from the ground in a large circle from him, dealing large amounts of damage to marines straying away from Erebos. The Banelings have a very short life span and will explode after a few seconds, which may be good for the team staying close to Erebos. Do not forget that banelings "attack" on death and have a splash radius bigger than their attack radius, so marines may still be harmed when they die. Regenerative Carapace Erebos will form a regenerative carapace, encasing his body in an energy absorbing psionic shield. Any damage dealt to Erebos (of any kind) will regenerate his hitpoints instead. The ratio is approximately 3 hitpoints regenerated per one normally dealt, so it is imperative that you don't use any skills and attacks on him, he can easily regenerate to full through this ability if you're not careful. Eos the Zombie Queen You have seen them all. Every square foot of Apollo has been covered in the blood of zombies. Now you face your greatest challenge yet, a mutation created by Dr. Bergmann himself. Eos is a massive, slow moving zombie queen. She spawns before the Black Ops battle, but is invulnerable until Chapter 3 begins (after the Black Ops battle). Therefore, it is important to pick a place away from where the queen spawns, because even if she gets close to the marines, you won't be able to harm her until the battle actually begins. The battle begins when she takes damage. This is where the hitpoint bar appears and all her abilities are activated. Note that no one should be hit by the queen except the tank. Her talons deal a whopping 90 damage per hit (2 hits per attack), easily crushing light and medium classes. You are not alone in this fight. Charlie company has come to assist you. Groups of marines, corpsmen, marksmen and flamethrowers appear on the sides of the map, followed by Stryker heavy walkers and Abrams MBT a few minutes later. These are enormously helpful in dealing with hordes, especially the tanks. Each character that died before this fight also gain a soldier to control for the battle, and the superior micro skills of the player over the AI can help fight the zombie queen. Should the battle take too long, Charlie Company will withdraw from the battlefield and air support will rain down in a tactic called Broken Arrow. Avoid the airstrikes as you fight the queen, as they can easily kill allied marines (to the point that some people think that it is the marines who are being targeted). Should the queen still survive more precise artillery strikes are called down near the Queen's position. They don't usually hit her when she's running due to the high speed, but deal damage should she stop to lay eggs. After that, the marines are alone. Laser rifles should be used for the majority of this fight, as the queen has the highest armor in the game and therefore is most affected by the laser rifle's reverse armor rounds. The tank should use a crowbar, at least a c4 armor, and should stock up on a few medkits for the fight with the queen. Abilites Lay Eggs The queen will occasionally pause to lay a large amount of eggs on the ground. These eggs hatch almost immediately into a group of infested marines which dramatically boost Eos's firepower against the tank and squisher classes. Eos's speed is reduced to almost immobility while laying eggs, meaning that long range skills such as the commando's nuke can hit her no problem during this point, with the added benefit of taking out the infested marines. Infested marines pose a big problem during the battle, their fast attacks easily whittle down assault tank's hp (and stacks ailments) and therefore should be target fired. The eggs can be laid on high ground, giving the queen vision of such areas and allowing her to attack the marines. Be careful of this when you are close to the queen, even on high elevation areas such as the fort arms. Frenzy The Queen will go into a frenzy, gaining a massive 30% boost to her attack damage and an attack speed increase, but losing all of her armor. This means that normal guns are actually better against the queen during this time, but usually the frenzy lasts too short a time to matter. The increased damage is not really a problem for the tank if they see it, they can taunt, medkit, or have a medic heal them during this time. Shriek Two times during the battle, the Queen will let out a horrific shriek that stuns all marines, including Charlie company but not robots like the x1 or predators, in a large radius. The stun is not global, so if the queen is being kited it is possible to not be affected by it. Otherwise, it is a 7 second stun that can only be avoid through the use of the nanoshield ability by a medic or the TTD ability by a demo. In preparation, the tank should have the queen attacking him at all times and defensive measures such as sonic traps should be used. Run Away When the Queen gets to critical health levels it will attempt to run away. She leaves a visible blood trail as she moves at increased speed throughout the map. Her ability to climb single cliffs will impede the chase, but she will occasionally stop to lay eggs, allowing the marines to catch up. Be careful of the infested marines from this ability, and also be careful of getting close to the queen, she may attempt to strike back at any moment. Parasite Incubation When the Queen dies, a multitude of parasites comes out of her corpse. It is important to avoid these, their low threat priority and large amount means that they can easily ruin your run even at this point in the game. Kill them will area of effect spells, or simply run away and shoot. That is the last boss that Easy Company will face. The Dropship will come to extract them, and the ending cutscene will play. Good Game soldier.