Be aware that until the storyline fork, the responsibilities of the Primary Psi Ops will be the same in both the A and B guides. I have taken the time to blatantly mark the fork-point so you can quickly scroll to the relevant information. [hr] [align=center]Primary Psi Ops in Apollo A[/align] [hr] [align=center][/align] [hr] [align=center]Sec Team A[/align] [hr] The game's host should have ensured that you are in Sec Team A. This is because your Force Push ability will be invaluable with dealing with the early Agrons. With your Technician and any other allies you may have, concentrate on bringing the Agrons down one-by-one until all have fallen. Don't hesitate to drain your energy reserves on Force Push as the number of threats to you post-Agrons are few. After your team has slain the Huggers and done the do, provided that someone else is going to rescue B if they aren't confident about handling the Stalkers, grab your battle buddy and begin scouting. I will typically hit the locations guarded by devourers as Force Push is, once again, very useful in dealing with them. [hr] [align=center]Sec Team B[/align] [hr] If your host did not ensure you were part of Sec Team A, then your responsibility is simply to make sure no one dies. Use Force Push liberally and make sure the rocks outside the gate are broken. Don't kill your Pathfinder. [hr] [align=center]First Holdout[/align] [hr] Doesn't matter where you hold. Hopefully you have the L3 Grenade Launcher. If so, fire away and soak up as much experience as you can. You and the Technician have priority for early experience as the whole team wants and needs for you to have Inception by no later than post-Nazara. If you don't have the L3, grab a Pulse Rifle if no one is hogging and keep the Beastlings held back with generous use of Force Push. Your team should have enough firepower to handle the mobs, but the Beastlings can easily sneak through if you aren't careful. Always watch them and Force Push as needed. [hr] [align=center]Deimos: The Infested Marine with the Lame Human Name[/align] [hr] Firsties! Deimos wants to shoot you with his gun-arm-thing. Don't let him. Stay a good distance back from your tank too, as Deimos does have an AOE attack that will slow you. Hits at this point in the game will haunt you until the end and as few as 15 can cause you to end your game with negative double-digit rating. What happens next depends entirely on where your team is at this point. Your Pathfinder will want to jump the crap out of him at the start. Know how many jumps your Pathfinder has and count them down. After he's finished, your team should pour on the firepower. If your Technician has March of the Machines, just sit back and shoot. If your Tech does not have March of the Machines, you just became vital. Without MOTM, you will have to use Force Push to keep Deimos from obliterating your Tech. Be sure to aim your Force Push slightly behind Deimos to lessen the chance of catching your Tech in the blast and keep a close eye on your Pathfinder. When Deimos lays his eggs, stop pushing. Your Pathfinder should then assault jump the eggs to prevent them from spawning nasties and healing Deimos. Remember, Pathfinders turn blue just moments before jumping. With a little kill, Deimos should fall quickly and without hassle. [hr] [align=center]Second Holdout[/align] [hr] This is where life and death lie in your hands. This wave will be one of two things depending on your difficulty and luck. This will either be Agrons and Infested Marines, or Seekers and Infested Marines. Either way, by this point your team should have killed Seth and you should have the Stinger for now. Use Force Push on the mobs that approach you then immediately fire your Stinger. Using Force Push first will prevent the Infested Marines from shooting the rocket down. Once you attain Inception (which you should hopefully do at this point), pass the Stinger off to the next class that needs it, usually the Technician. Continue using Force Push to keep the mobs from overwhelming you and don't let any Infested Terran get near the team. I don't care if you're 5 terrain levels above them, they'll make swiss cheese out of you should a single Agron or just bad luck spot for them. [hr] [align=center]Nazara: Douchebag of Apollo[/align] [hr] This fight tends to get sloppy because there's so much going on. Your role in this fight is to ensure that no one dies. Depending on your team composition, you may or may not have the Stinger. Use it. Your Technician should have Kinetic Armor and/or March of the Machines and laughs at your puny little Stinger rockets. If you need to, just sting him directly. Trust me, it tickles him just right. Remember that March of the Machines now has lovely stop commands designed to eat your face off, and the poor Tech can't very well Crowbar the flying menace. Nazara needs to die fast lest he Assume Direct Control of an enemy, multiple times even, and force the team into a hasty and doomed retreat. Should your Technician not have March of the Machines for this fight, then things can get ugly. You will most likely burn through every shred of energy you have using Force Push to keep Nazara from tearing the team apart. Whoever has the stinger, be it you or anyone else, needs to time their stings to occur as soon as they see your Force Push. This will ensure that Nazara is stunned and at the greatest distance to the team possible in order to keep friendly fire minimal. As always, coordinate with your Pathfinder and be aware of when he's about to jump. If you kill him, he wont be happy. On Nightmare difficulty, Nazara's douchiness doesn't end with death. As soon as he dies, he releases a wonderful EMP blast that drains you and your team of all energy. Fret not! Just hold fire and start hoofin' it to the HAL Shutdown. You should have enough energy to Incept when the time is needed. [hr] [align=center]HAL Shutdown[/align] [hr] The only thing you need to know here is that this is your moment. Contrary to what some people will tell you, you should use Inception the exact moment the countdown timer begins. You will get to about 45 or so before Inception ends. It's better to have to Incept twice than to lose someone by waiting too long to Incept the first time. After the shutdown your team will gather for the impending waves. Someone should plant flares around and the Stinger and L3 should be spammed. Coordinate with your Pathfinder with dealing with enemies. Kithrixx and I will generally follow this rule. Assault Jump Close - Force Push Far WARNING! This is a one-hit-kill opportunity. Now is the time you should Mind Link. [hr] [align=center]Apoptosis: The Boss that Laughs at Aggro[/align] [hr] First of all, be aware that Apoptosis doesn't give two craps about who you are or where you are positioned. He's gonna pick someone, fly his happy ass over to them and start stacking Open Wound and eating their face off. If you are lucky, he likes the way your tank tastes and will proceed to duke it out with the bleeder. Your responsibilities in this fight are twofold. 1) You are to ensure all huggers die. Manually target huggers and nag your teammates until they do the same. 2) Panic button. You are the panic button in this fight. If Apop is overpowering your tank, or if he breaks aggro and starts chasing one of your squishies, you need to use Inception immediately. This will give the squishy time to escape and allow your tank to regain control of the flying asshole. This fight is almost always sloppy and many teams will wipe here because their Psi Ops stands there and twiddles her thumbs. Incept when needed and save your team. Force Push huggers and other nasties down the ramp if needed. Be alert and be the hero. [hr] [align=center]IVAX: Parasites, Agrons, Hulks, Slashers, and Everything Ability Thinks Will Kill You.[/align] [hr] Here it is very important that you coordinate with your Pathfinder. Kithrixx and I generally go by this rule: Assault Jumps Left - Force Pushes Right Whoever has the Stinger needs to be using it on the side of your Force Pushes. Despite what other people and guides may tell you, don't hesitate to use Inception if things get dire. The cooldown is long but not forever. By the time Slashers become an immediate threat, the cooldown should have expired. WARNING! This is a one-hit-kill opportunity. Now is the time you should Mind Link.