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4-2

Other · infinity_3 · first-clear field guide

15ENEMY
FAMILIES
FIRST RUN14DIFFICULTY
SUGGESTED12HERO LEVEL
ENEMY HP297%BASE HEALTH
ENEMY DAMAGE265%BASE DAMAGE
01

Mission minimap

5 CONNECTED COMPONENTS

Each image is an independently scaled connected component from the selected baked navigation layer. Markers show authored encounter loci and objects, not a guaranteed runtime spawn roster.

Aauthored fixed Mutation Agent actorBboss pit with unknown tier because campaign-slot context is unavailableCCaptain boss pit on a non-X-4 campaign slotDDestructor boss pit on an X-4 campaign slotHhorde director anchor; roster selected at runtimeLDirector Spike locus; lieutenant-centered, not an Elite markerMauthored fixed enemy marker; not a monster tierOobeliskPplayer starting areaSdestructible stationary objectTnAteleporter n sourceTnBteleporter n destinationWDirector Wanderer locus; usually minions, roster selected at runtime
02

First-run enemy dossiers

HP + HIT ESTIMATES

Values apply the mission's first-run difficulty tuning to each enemy's base class. A rolled encounter can choose a subset of this roster; buffs, party size, critical hits, damage-over-time effects, and elite variants can change the live result.

MINION · CV 4

Citadel Specific One

CitadelSpecificOne
ENTITY →
EST. HP65.322 BASE
EST. HIT103.4–108.7DIRECT DAMAGE
MINION · CV 5

Laser Unit

CitadelBasicRanged
ENTITY →
EST. HP71.324 BASE
EST. HIT10.6–21.2DIRECT DAMAGE
IN-GAME DESCRIPTION

Charges up, then fires a piercing laser bolt.

IN DARKSPINIts ranked wind-up leads into a range-extended piercing projectile.

LIEUTENANT · CV 36

Citadel Special Two

CitadelSpecialTwo
ENTITY →
EST. HP237.680 BASE
EST. HIT23.9–39.8DIRECT DAMAGE
LIEUTENANT · CV 30

Reconstructionist

CitadelSpecialFour
ENTITY →
EST. HP356.4120 BASE
EST. HIT15.9–26.5DIRECT DAMAGE
IN-GAME DESCRIPTION

Ground slam knocks nearby heroes upward; when damaged, repairs itself.

IN DARKSPINIts phase chooses ranked self-repair while wounded, otherwise radial Ground Slam or close Piston Punch.

LIEUTENANT · CV 35

Shielded Grenadier

NomadShielder
ENTITY →
EST. HP237.680 BASE
EST. HIT8–15.9DIRECT DAMAGE
IN-GAME DESCRIPTION

Frontal shield blocks damage; lobs cluster grenades and knocks back close frontal heroes.

IN DARKSPINDirectional shield admission, cluster submunitions, and the close bash all use their recovered phases.

LIEUTENANT · CV 30

Pouncing Stalker

NomadBioSpecialTwo
ENTITY →
EST. HP237.680 BASE
EST. HIT21.2–42.4DIRECT DAMAGE
IN-GAME DESCRIPTION

Can close distance quickly with his leap attack.

Will resurrect if killed at the wrong time.

IN DARKSPINIt chooses the authored leap outside Swipe range and its persistent self-resurrection sign now consumes the first lethal hit, restores it at 40 percent health, and resumes combat once.

LIEUTENANT · CV 30

Ragetusk

NomadSpecialOne
ENTITY →
EST. HP356.4120 BASE
EST. HITNO SINGLE HIT PROFILE
IN-GAME DESCRIPTION

Charges and knocks heroes up; grows and deals more damage when nearby allies die.

IN DARKSPINThe existing charge and knock-up remain, while each nearby allied death now adds a bounded damage and body-size enrage stack.

MINION · CV 5

Caustic Stinger

VerdanthBasicSkeet
ENTITY →
EST. HP41.614 BASE
EST. HIT10.6–21.2DIRECT DAMAGE
IN-GAME DESCRIPTION

Circles its target and periodically darts in for a fast sting.

IN DARKSPINNavigation-clipped circle movement alternates with the recovered Darting Attack.

MINION · CV 4

Menace Weed

VerdanthBasicHealer
ENTITY →
EST. HP71.324 BASE
EST. HIT5.3–10.6DIRECT DAMAGE
IN-GAME DESCRIPTION

Roots to channel healing near allies; otherwise fires rapid thorns.

IN DARKSPINThe ally-dependent phase selects its repeated six-unit heal aura or its ranked multishot Thorn Dart.

MINION · CV 4

Tentacler

VerdanthBasicPlunge
ENTITY →
EST. HP59.420 BASE
EST. HIT21.2–31.8DIRECT DAMAGE
IN-GAME DESCRIPTION

Causes spiky thorns to emerge from underneath a hero..

Damage can be avoided by staying mobile.

IN DARKSPINIt snapshots the hero’s position, warns there after one second, and damages only actors still inside the strict two-unit radius at 2.5 seconds.

LIEUTENANT · CV 35

Grappling Pulsar

VerdanthSpecialThree
ENTITY →
EST. HP415.8140 BASE
EST. HITNO SINGLE HIT PROFILE
IN-GAME DESCRIPTION

Pull victims are slowed, then struck with rapid melee attacks.

IN DARKSPINThe three-second Pulled modifier owns the forced-movement interval, then the phase uses the recovered nine-hit Fast Swipe while Puller cools.

MINION · CV 4

Reparatron

ZelemBasicRepair
ENTITY →
EST. HP53.518 BASE
EST. HIT10.6–18.6DIRECT DAMAGE
IN-GAME DESCRIPTION

Repairs nearby fallen robots, bringing them back to life if given enough time.

Can use its repair tools as melee weapons if given the opportunity.

IN DARKSPINIt resurrects an eligible nearby robot through the repair channel and otherwise attacks with Arc Welding melee.

MINION · CV 5

Pack Brawler

ZelemBasicPackMelee
ENTITY →
EST. HP71.324 BASE
EST. HIT15.9–23.9DIRECT DAMAGE
IN-GAME DESCRIPTION

Believes in the safety of numbers and will cower if alone.

Once an ally is nearby, will work up the courage to deliver a powerful melee attack.

IN DARKSPINIt cowers without a living ally inside the authored 20-unit check and admits its ranked melee when supported.

LIEUTENANT · CV 30

Hypno Mantis

CryosSpecialThree
ENTITY →
EST. HP297100 BASE
EST. HITNO SINGLE HIT PROFILE
IN-GAME DESCRIPTION

Lobs a small sleeping cloud, then closes on sleeping heroes for a melee swipe.

IN DARKSPINSleep Mushroom creates the three-tick radius-two cloud and close targets switch to Rez Melee.

LIEUTENANT · CV 30

Lightning Juggernaut

Boomer
ENTITY →
EST. HP297100 BASE
EST. HITNO SINGLE HIT PROFILE
IN-GAME DESCRIPTION

Attacks with energy damage when up close.

explodes upon death.

Charges its target, explodes upon death

IN DARKSPINFootprint-aware charge pursuit hands off to Smash at close range without rejecting that secondary melee phase, and death starts cast_explode before the recovered 1.3-second, seven-unit elemental-energy detonation at the defeated world position.

03

Loot intelligence

GLOBAL RULES
PROCEDURAL SYSTEM

Drops are rolled, not assigned to this map

Enemy drops use the global DNA, item, rarity, and medal rules. This mission does not carry a fixed per-enemy item table.

OPEN DROP PROBABILITIES →
04

Mission environment

RUNTIME CONFIG
Planet config
Sentios.LevelConfig
Rendering
DefaultRenderingConfig
Music
music_set_tech
Navigation
infinity_3!infinity_3.bfx
Physics
infinity_3!infinity_3.bin