Warhammer: End Times - Vermintide

Warhammer: End Times - Vermintide

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(WIP) [1.11] Cata Onslaught Strategy Guide + miscellaneous
By VernonKun and 1 collaborators
There is a lack of guides for the Onslaught mod (part of the Quality of Life mod pack), especially for patch 1.11. Here I am trying to collect some suggestions after completing all maps on cata onslaught except Trial of the Foolhardy.

We will start by summarizing and elaborating the fragments in the 2 posts:
https://steamhost.cn/steamcommunity_com/app/235540/discussions/1/2626094424141538727/
https://steamhost.cn/steamcommunity_com/app/235540/discussions/1/2261314050781618252/
   
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Onslaught Mod Basic Changes
Maps and Difficulty
Below is the list of cata onslaught difficulty rank, from the most difficult ones on the top and easiest ones at the bottom, based of our experience of at least one successful run and several failed attempts on some maps. The maps are mostly ranked by the difficulty spikes, as it is usually the spike that causes a run to fail. So far we have only completed Trial of the Foolhardy onslaught on Nightmare, and I can only say it it is even more difficult than some maps on cata onslaught.
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Higher than all else:
- Trial of the Foolhardy, whole map
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Rank A:
- Castle Drachenfels, finale, drop and escape section (densest constant SV horde in the game while carrying statues, followed by 2 ogres, hyperdensity in escape section)
- White Rat, whole map (dense SV horde + horde + specials, 3 event ogres; a proper final map now :) )
- Summoner's Peak, 2nd and 3rd generator (double ogres in both events, presumably 1 extra ogre everytime the generator bar reaches 50%; SV horde + horde + specials while defending 3rd generator)
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Rank B:
- Reaching Out, Krench fight (bomb doesn't stagger Krench, specials can spawn, but the fight can be shortened by DPS builds)
- River Reik, boat fight (specials can spawn, but if they are killed the rest is similar to vanilla)
- Cursed Rune, finale (horde + SVs + specials + 2 separate ogres in open area without any supply)
- Reikwald Forest (very dense SV horde + horde in middle event, but the ammo crate can be utilized or the event can be rushed through using speed potion(s); finale spawns 3 ogres but they can be dealt with by usual method)
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Rank C:
- Supply and Demand, finale (dense constant SV horde + horde + specials while carrying sacks)
- Wizard's Tower, finale (dense constant SV horde + horde + specials while protecting wards)
- Man the Ramparts (ogre can be bombed off to cliff; dense constant SV horde + specials but they can be dealt with by conflagration staff)
- Dungeons (dark section can be difficult with increased enemies; some extra SVs and 2 separate ogres in finale)
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Rank D:
- Horn of Magnus, finale (very large SV horde, can be killed by strength potion bombs)
- Smuggler's Run (1 ogre in each gate room along with the event horde)
- Black Powder (double ogres; might run out of ammo if there is no ammo crate)
- Waterfront, finale (4 ogres that spawn a few seconds in between, might be overwhelming if the team doesn't kill them quickly enough)
- Wheat and Chaff (3 ogres might separate the team (because there is space) and thus trigger rush intervention; might run out of ammo if ammo crate is not found)
- Chain of Fire (1 ogre (2?) in finale that can be killed using ammo crate)
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Rank E:
- Garden of Morr (1 ogre in finale; plenty of supplies)
- Engines of War (ogre in middle event, possibly ogre(s) or SV horde in finale but not too difficult; might run out of ammo in finale but there are healing items)
- Enemy Below (1 ogre after escape section; plenty of supplies)
- Khazid Kro, middle event (SVs + horde followed by double ogres + horde)
- Courier (the open terrain makes specials more threatening but no custom event)
- Waylaid (no custom event; plenty of supplies)
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Rank F:
- Well Watch (no extra slave rats, guaranteed ammo crates for the 3 ogres; red trueflight will delete most of the enemies)
Recommended General Setups (Part 1)
The general requirements are that the melee weapons should have anti-SV ability, and the melee-ranged combo should have sufficient ammo sustain to deal with the numerous special threats. Horde kill speed is important to keep the team moving so we would recommend higher DPS weapons if other factors are similar.

Kerillian
- "The Hagbane" (Haste + Scavenger + Ammo Holder)
- Sword (Scavenger + Bloodlust / Regrowth + Killing Blow / stamina)
- Sword and Dagger (Bloodlust) (Regrowth + Scavenger)
- Glaive (Bloodlust + Berserking + Scavenger)
One of the strongest and most versatile setup for onslaught. Hagbane has the best consistent ogre DPS (Volley Crossbow requires headshots and reloads), top crowd kill and crowd control ability. When using light shots, it should be aimed at the lower body of the ogre to get double DOT. Hagbane can be fired near teammates when they get overwhelm, and release teammates from runners or packmasters in a horde. Hagbane won't run out of ammo when used correctly and this solves the ammo scarcity issue on onslaught. Hagbane can take advantage from hyperdensity hordes as you need the same amount of arrows but with more Scavenger procs. Charged shot can one-shot ambient clan rats in 3 seconds. Poison Flask trinket might increase its effectiveness against SV horde. The melee weapon should have Scavenger, but you can get away without it if the map contains many ammo crates. All melee weapons have decent anti-SV ability, with 1H Sword at the bottom but it has better trait combos.

Sienna
- "The Conflag" (Regrowth + Haste + Channeling Rune)
- Sword (Bloodlust / Regrowth / Killing Blow / Berserking / stamina)
- Mace (Killing Blow + Regrowth + Backstab) (Bloodlust + Dev. Blow + stamina)
- Ceremonial Dagger (Bloodlust + Improved Pommel + Dev. Blow)
- Poison Flask trinket
One of the strongest and most versatile setup for onslaught. Conflag plays similar role as Hagbane that trades ogre DPS for SV horde DPS, SV horde control and healing. It is one of the few ranged weapons that can stagger SV horde in a wide angle. The fire patch from maximum charge has a variety of tactical uses that excels in narrow places. Minimum charge can free teammates from runners instantly, kill packmaster quickly and stagger the rats surrounding the captured teammate. It can be placed at your feet in quick succession to stagger everything around you, so the survivability with Conflag is very high and you might not even need stamina trait on melee. It also hits infinite target so it deals with hyperdensity better when compared to Drakefire Pistols. Normal fireballs are good against faraway gunners and ambient rats. Poison Flask trinket will increase its DPS dramatically.
As for melee weapons, Bloodlust and Berserking can proc from the Conflag kills and make Sienna a lot more tankier. When used with Conflag I don't recommend Earthing Rune because it occupies one slot for other useful traits, and Conflag should heal the venting damage in no time. Regrowth Normal is by itself a better healing trait on 1H Sword and requires less mechanical nuisances than Bloodlust.
Mace can be taken if the team needs more melee anti-SV power, in which case I suggest taking Killing Blow since the normal attack has comparable SV damage to the charged attacks. Ceremonial Dagger is the worst melee DPS weapon in the game, but it has two niches: the push stab increases your movement speed to an average of 125%, and the first charged attack can be chained to itself to stagger horde and multiple SVs when combined with Dev. Blow. The high mobility and survivability can save some runs and it's useful on maps that requires rushing.
In general, the melee choices are weaker than Kerillian's, but the Conflag should do most of the jobs anyway.

Bardin
- "The Drake" (Regrowth + Haste + Channeling Rune)
- Axe (Bloodlust + Dev. Blow + Second Wind / Improved Pommel / Perfect Balance)
- Hammer (Killing Blow + Regrowth + Dev. Blow / Off Balance)
- 2H Hammer (Bloodlust + Dev. Blow + stamina)
- Pick (Killing Blow + Bloodlust + Swift Slaying)
- Great Axe (Bloodlust + Dev. Blow / stamina / Backstab / Swift Slaying)
- Axe and Shield (Bloodlust + Perfect Balance + Endurance) (Bloodlust + Improved Pommel + Dev. Blow / Swift Slaying)
Drakefire Pistols is another ranged weapon that excels at controlling stormvermins, but when compared to Conflag it is much weaker in other aspects: shorter effective range with both the normal shots and charged sattacks, and much lower ogre DPS. a maximum of 10 targets, unable to hit all 360 degrees, no tactical fire patch etc. But it still has a special role among all other ranged weapons, being a heat-based, crowd control, SV control, self-healing weapon that is easier to use in close range against hordes and SVs. It should serve reasonably well on all maps except the hardest ones that comes with hyperdensity horde. Beware that onslaught hordes are much denser than vanilla hordes, the charged blast might not hit everything in the effective cone. Also in maps that spawns more than 10 SVs mixed with horde, the Drakefire Pistols can't hold all of them and the team should plan to retreat.
On the other hand, Bardin's melee choices are stronger than Sienna's. 1H Axe, 2H Hammer, Great Axe and the red Pick are all good anti-SV melee weapons, and Bardin's 1H weapons benefit from more frequent dodges. Shields can be chosen if the team needs more crowd control and SV control.
Recommended General Setups (Part 2)
Saltzpyre
- Falchion (Bloodlust + Swift Slaying / Dev. Blow + stamina) (Regrowth + Swift Slaying + Backstab)
- Axe (Bloodlust + Dev. Blow + stamina)
- Volley Crossbow (Extra Capacity / Hail of Doom / Skull Cracker / Mastercrafted)
- Brace of Pistols (Rupture + Haste + Scavenger / Ammo Holder / Skull Cracker)
Volley Crossbow is valuable in maps that require killing ogres quickly. Outside of ogre fight it should still be used against threatening specials although you have to keep the ammo count in mind. Falchion is one of the best melee weapons for crowd kill, while the 1H Axe can be taken if the map has many SVs. Brace of Pistols is for SV horde damage, but beware of ammo count since Saltzpyre doesn't usually have melee Scavenger. Replenishment Skull trinket can be beneficial on him.

Kruber
- Executioner Sword (Killing Blow + Regrowth + Dev. Blow) (Regrowth + Berserking / Scavenger + Dev. Blow / stamina) (Bloodlust + Swift Slaying Normal + Dev. Blow / stamina)
- 2H Hammer (Bloodlust + Dev. Blow + stamina)
- Sword / Mace (Regrowth + Scavenger + stamina)
- Sword and Shield (Regrowth + Improved Pommel + Scavenger)
- Repeater Handgun (Extra Capacity / Scavenger / Haste / Ammo Holder / Rupture)
- Handgun (Mastercrafted + Skirmisher + Rupture / Ammo Holder)
Executioner Sword is one of the best melee crowd kill and control weapon that comes with decent traits. It shines especially in defending wells / wards / generators. Anti-SV damage is also decent with melee headshots, or when charged attack can be pulled off with the support of teammates.
2H Hammer is better for anti-SV, but it doesn't go well with Scavenger, and Bloodlust usually provides weaker healing.
Shields will come in handy in maps with huge SV horde, helping the team to survive or kill the SVs eventually.
1H Sword or 1H Mace can be used if you rely on Repeater Handgun to kill SVs, but melee Scavenger is recommended in that case.
Repeater Handgun is an all-rounder, but I see its value in killing multiple SVs quickly in a pinch. I suggest the trait combo Extra Capacity + Haste + Scavenger so you can unload on horde or SVs to gain ammo back.
Handgun can be used if you have good aim, but it has the inherent fire rate limitation that doesn't work so well when several specials spawn at the same time. It also has lower ogre DPS and worse ammo sustain than Repeater Handgun.

Sienna
- Bolt Staff (Bloodlust + Channeling Rune + Stability / Hail of Doom / Inspirational Shot)
- Beam Staff (Regrowth / Bloodlust + Hawkeye + Channeling Rune)
- Fireball Staff (Regrowth + Haste + Channeling Rune)
- same melee weapon choices
Bolt Staff is a good auto-aim weapon that doesn't have the ammo limitation of Trueflight and it's quite good against all specials and few SVs. It excels at killing runners in motion or both runners and globadiers behind obstacles. Inspirational Shot can be useful when the team spend more stamina to do crowd control. Wall hack can be used to scout the map and search for specials. The only issue is that it is difficult to lock onto the right target in a dense horde.
Beam Staff is another all-rounder that has top crowd control and crowd kill ability. The beam aim takes about 1 second to transit from shotgun spread to handgun spread and that might be too slow for quick sniping, but it's ok for low threat specials and it doesn't use ammo. Beam Staff is usually thought to be a good ogre DPS weapon in vanilla runs, but I find the situation in onslaught mode too messy for me to keep my beam on the ogre so it is not doing much ogre DPS for me. A better Beam Staff user might think otherwise.
Fireball Staff is similar to both Hagbane and Conflag, and it can also stagger multiple SVs in the charged explosion. The main critiques are the many mechanical flaws that prevents it to be used effectively, but it can achieve the same effect given a suitable map.
A melee weapon with decent crowd control is needed if you take Bolt Staff, preferably the 1H Sword. Other staves can be paired with any melee weapons.

Kerillian
- Trueflight (Hawkeye + Mastercrafted / Ammo Holder / Haste / Scavenger / Hail of Doom)
- Sword (Scavenger + Bloodlust / Regrowth + Killing Blow / stamina)
As a general setup, Trueflight is a bit weak because of low total ammo and it has higher efficiency only when shooting runners or globadiers behind obstacles. However Trueflight is the key in a few maps and that would be discussed in those maps.

Trinkets (notable mention):
- Potion Share
- Wine
- Replenishment Skull
- Poison Flask
- Escape Artist
- Bomb Duplicate
The usual choices for gas protection, heal share, bomb (gunnery) trinkets go without special mention. Potion Share has increased utility because strength potions are often used against multiple ogres and SV horde in onslaught mode, and the team might often find the occasional extra potions from Wine trinket helpful. Replenishment Skull is not vanilla and can be obtained only through the /giveitem command in VMF, but it helps some melee weapons that don't go well with Scavenger and increase weapon viability. Poison Flask increases the kill speed of many AOE weapons mentioned above. Escape Artist trinkets (-50% or -75% respawn time) can be used in finale with respawn points as fail-safe, or to recover from wounded state or to recover ammo. In view of how many ogre + huge horde situations there are, the team might need more bombs to clear the horde so Bomb Dupe trinket is also useful, although we haven't use it in our runs.

Stamina traits discussion:
https://steamhost.cn/steamcommunity_com/app/235540/discussions/1/1744520688770501224/
Depending on map; if there are chances for players to run alone or to clutch, Second Wind is the best bet. Otherwise in team play Perfect Balance / Improved Pommel seem to do better, as you need that push to knock off runner etc. Off Balance will help in maps with high SV count, especially when combined with Killing Blow on teammates.
Basic Skill Requirements
Target Prioritization
Handling Specials
Fighting Mixed Horde
Kiting
Assisting Respawn
Ogre Dance
Ogre Aggro Control

Practicing on Nightmare Onslaught
Map - Well Watch
Custom Events:
- A total of 3 ogres spawn in the ogre event at the same time.
- Number of slave rats spawned is the same as vanilla.

Difficulty Spikes & Setup Orientation:
- Triple ogre fight with specials spawn at the base onslaught rate
- Auto-aim weapon Trueflight Longbow recommended. Specifically Trueflight Longbow with Haste trait will delete most of the enemies.

Guide:
Wells
Team only need to defend one well, so do not bother with first well at the beginning. Let it destroyed by slaves rats. Instead look for supplies, prepare for the well defense and triple ogre fight.

(Vernon: At the time Onslaught mod was designed, Haste doesn't give infinite ammo so this is probably the suitable difficulty.)

Successful Run Video:
Map - Garden of Morr
Custom Events:
- One ogre spawns when last chain out in the finale is being damaged. More specifically, damaging each chain should start the event sequence 1-4 in that order, and the ogre should spawn in event sequence 4. I am not certain and we need more runs to collect data.

Exploits:
- Various jump shortcuts that shorten the map.
- Rats won't target the players standing on the pillar railing between the gate and the right ladder.

Difficulty Spikes & Setup Orientation:
- Regular ogre in maze garden.
- One extra ogre fight at finale's last chain. Especially if chain breaks before ogre killed.

Guide:
Finale
After the three chains break do not break last chain instead damage a little if you want to fight ogre alone with couple of rats. This way you can easily kill him. If you break last chain quickly ogre will combine with gate horde and makes fight harder.

Successful Full Book Run Video:
Map - Smuggler's Run
Custom Events:
- One ogre spawns when the first gate is fully opened.
- One ogre spawns after sometime the second gate is opened.

Exploit:
- Before dropping down the the second gate room, a player can go on the right and jump onto the light on the wall. Rats and ogres cannot reach it.

Difficulty Spikes & Setup Orientation:
One extra ogre in both gate accompanied with horde and specials.

Guide:
Gates
In both gate extra ogre will come with horde. Team needs to careful while fighting ogre, horde and specials can easily interrupt the fight. Job distribution is important, taking aggro while team dealing other enemies.

Successful Run Video:
Map - Courier
Custom Events:
- None.

Exploits:
- In the valley, various tops of the hills are unreachable by rats.
- While dropping down the windmill, various places are unreachable by rats.
- Before the drop into the barrel section, players can stand on the tree roots and be ignored by rats.

Difficulty Spikes & Setup Orientation:
- Regular dark tunnel patrol spawn.
- Due to map's open terrain specials pose big threat throughout the map.
- Trueflight Longbow and Bolt Staff recommended for quickly killing specials.

Successful Run Video:
Successful Full Book Run Video:
Map - Waylaid
The Onslaught mod was not updated after the release of this map, so the events are not modified at all. Only the regular hordes during the mid-way are changed. I will try to make an update for it.

Custom Events:
- None.

Exploits:
- Rats' won't target the player standing on the bullhead decoration in the inn fight.

Successful Run Video:
Map - Enemy Below
Custom Events:
- If the players ring the bell, a total of 20 gutter runners will spawn at the same time. In addition, 4 runners will spawn every 90 seconds afterwards, up to 6 times.
- One ogre spawns when the players escape from the tunnel. The ogre can spawn at instant death spots.

Difficulty Spikes & Setup Orientation:
- Face patrols...
- Patrols are dangerous and they can catch you unaware while fighting enemies in narrow areas.
- Couple of cliffs needs pay attention.

Guide:
Finale
- Don't get separate while carrying barrels horde can be dangerous here.
- Same rule in escape section too: don't get separate and don't rush alone. Use bombs and potions if necessary.
- One extra ogre will spawn after tunnel escape. You can either kill him or rush to wagon. Killing him rather easy if all players are alive.

(Vernon: It might be difficult to get through the single-plank bridge when hordes and specials are spawning all the time. Don't linger around the ammo crate too much and use a speed potion if necessary.)

(Vernon: From the 3rd tome, the right tunnel with a chest is a notable dangerous place because it is full of rat spawn points, and a face patrol can spawn there.)

Successful Run Video:
Successful Full Book Run Video:
Map - Engines of War
Custom Events:
- One ogre spawns when all 3 barrels are placed in the middle event.
- There are 3 variants of finales, you can either get one ogre, a large mixed horde, or patrol sized SV groups.

Exploits:
- Cellar in the finale counts?

Difficulty Spikes & Setup Orientation:
- Face patrols / face ogre...
- Due to map's open terrain ogre, patrol and specials pose big threat throughout the map. They can easily combine with large horde.
- Ammunition might be problem especially in the finale. Scavenger trait and/or Replenishment Skull trinket are recommended.

Guide:
Middle Event
- After all barrels placed ogre will spawn with horde. It can spawn anywhere in the map depending on where you are.
- Placing last barrel into first doomwheel opposite the gate is recommended. This way you can control horde coming from the gate while fighting ogre.
- Make sure you collect every supply and ammo before placing last barrel.
- Ogre and horde can come from top so be careful to your surroundings.
- After ogre and horde killed don't forget to take ammo from crate one last time. Because there's no guarantee ammo after this event, so there might be chance to not finding enough ammo for the team.

Finale
- Finale have 3 variants but no matter what you get holding at bridge is best. Because enemies don't come from behind. You can easily control and kill them while they're trying to cross the bridge. Also respawn is near and can be utilized.
- If you don't have any ammo left when you reach finale you can kill yourself strategically to gain ammo from respawn.

Successful Run Video:
Map - Chain of Fire
Custom Events:
- When the lever is pulled the second time in the middle event, one ogre will spawn on top of a very huge mixed horde from all direction.
- One ogre spawns somewhere in the middle of the finale.

Exploits:
- Rats won't target players standing on the hill next to the ammo crate before the finale.
- The finale can be skipped completely by wall-jumping.

Difficulty Spikes & Setup Orientation:
- Couple of cliffs needs pay attention.
- Middle event; dense mixed horde, specials and extra ogre sometime later.
- Finale; very dense mixed horde, specials and extra ogre sometime later.
- Team coordination need it for middle event and finale.
- Potion Share recommended for middle event.

Guide:
(Vernon: Trees obscure sight in the starting area, try to avoid that portion of the map.)

Middle Event
- Difficult event because horde size is big and coming from all direction with specials.
- Team need to stick together and watch out specials.
- Shortly after lever pulled, extra ogre will come with horde. Killing him quickly important or take aggro and kite around to diverse his attention while team dealing horde.
- Careful to cliffs, ogre and SVs can push you.

Finale
- You don't have to stand on the pressure plate and hold there. Because this area rather dangerous very small to defend, event horde size is huge and coming from all direction, specials can easily blend in and attack from all side. Upon this extra ogre will come later, making it even more difficult to defend and ogre easily can push you either to cliffs or below.
- Instead when you step pressure plate return back to ammo crate quickly and fight there. You will have unlimited ammunition and extra heal items there.
- Killing enemies there really easy, because it will take time for them to come and have to climb some obstacles before reaching you.
- You can also climb onto rock stone and still grab ammo. It's even more easier to kill enemies there.
- Specials also easy to spot and kill because area is open and you can easily spot them in far away.
- When extra ogre come just unload all your ammunition, won't gonna give much trouble.
- Event horde will stop eventually, all you have to do now is go to pressure plate again and finish the map.

(Vernon: Players can jump from the beacon area to the ammo crate area directly with the expense of about 60 hp.)

Successful Full Book Run Video:
Map - Waterfront
Custom Events:
- A total of 4 ogres spawn in the finale, with 5 seconds delay between each spawn. Condition for the next ogre spawn is either:
(i) there are less than 2 ogres in the map, or
(ii) 25 seconds have passed from the last ogre spawn.

Exploits:
- Rats cannot reach the players standing on the broken wooden floor above the stairs that leads to the basement near the plaza center. Ogres can still hit those players.

Difficulty Spikes & Setup Orientation:
- Multiple ogre with specials spawn at the base onslaught rate and horde occasionally.
- DPS build recommended for multiple ogre
- Potion Share trinket recommended for multiple ogre.

Guide:
Multiple Ogre Fight
- Despite 4 ogre spawn, 2 will show up simultaneously at first. You have enough time to kill these 2 ogre quickly before third and forth ogre come.
- Fighting ogres in the middle is important. Because area suitable for kiting, ammo crate always there, easy to control horde and respawn point is close.
- If team do not kill these 2 ogre quickly enough other 2 ogre will come later and fight will turn into multiple ogre fight. In that case rushing to ship might be good choice.
- Be careful to docks, ogres and SVs can throw you into river.

(Vernon: It is possible to use jsat's kite loop to kite until the boat has arrived. Also the 2 ladders can be used to mess up ogres pathing.)

(Vernon: Inventory box can be used to change equipment midway.)

Successful Run Video:
Map - Black Powder
Custom Events:
- A total of 2 ogres spawn in the ogre event at the same time.

Exploit:
- Rats won't target the player standing at the tip of the boat, but the player is vulnerable to runners or gunners. Good for Bolt Staff Sienna for the whole map, or for the ogre DPS dealer during the ogre fight.

Difficulty Spikes & Setup Orientation:
- Double ogre with specials spawn at the base onslaught rate and horde occasionally.
- DPS build recommended for double ogre.
- Fast respawn trinket might be good idea and can also be utilized for strategically gain ammo from respawn quickly.

Guide:
Double Ogre fight
- Easier than Wheat and Chaff triple ogre fight. But still team need to watch out other enemies while fighting against ogres. Ammo might be problem after fight so finding ammo crate is important.
- Be careful to cliffs and river, ogres and SVs can throw you.

(Vernon: At the beginning, it is better to look for supplies and ammo crates and prepare for the ogre fight, instead of carrying barrels. Also try not to get stuck by the ogres. If the team has an explosive bomb they can try to bomb off ogres to the river.)

(Vernon: If the team has an explosive bomb, waiting for the ogres at the middle bridge or luring them there allows the team to bomb 1 or 2 ogres into the river.)

Successful Run Video:
Map - Wheat and Chaff
Custom Events:
- A total of 3 ogres spawn in the ogre event at the same time.

Exploits:
- Rats won't target players standing on the side of the central hill, reachable from the cart, but Stormvermins at a certain spot can hit the players from below.
- Rats won't target players standing on the tip of the fences on the left of the left house.

Difficulty Spikes & Setup Orientation:
- Triple ogre for fight with specials spawn at the base onslaught rate and mixed horde.
- DPS build need it for triple ogre.
- Potion Share trinket recommended for triple ogre.
- Fast respawn trinket might be good idea and can also be utilized for strategically gain ammo from respawn quickly.

Guide:
Triple Ogre Fight
Most dangerous part in this map, team need to decide where to fight against them. Mixed SV horde and specials keep coming so killing them quickly without getting separated is important. Otherwise low DPS gonna make this part tag game by ogres.

(Vernon: At the beginning, it is better to look for supplies and ammo crates and prepare for the ogre fight, instead of carrying sacks. Also the team should find an arena for the ogres. I prefer the fields with the fences since you can jump over them to slow ogres down.)

(Vernon: Players with low ogre DPS should kite or ogre dance 1-2 ogres away.)

(Vernon: The team might want to refill ammo after the ogre fight. If there is no ammo crate, they can use the inventory box to refill.)

Successful Run Video:
Map - Khazid Kro
Custom Events:
- 2 ogres spawn after the gate is opened in the middle event at the same time.
- 1 ogre spawn after at least one player drops down the finale area.

Difficulty Spikes & Setup Orientation:
- Double ogre fight and specials in steam room
- Carrying barrels to reach tunnel objective within certain time limit against horde.
- Team coordination need it for steam room and finale.
- Potion Share trinket recommended for steam room and finale.
- DPS build recommended throughout the map.
(Vernon: Higher chance of getting regular ogres (or patrols) in narrow corridors so ogre DPS builds are definitely good for this map.)

Guide:
Middle Event Steam Room
- Despite having a double ogre fight, there is considerable delay between the ogre spawns and the arrival of the event horde, giving the team enough time to eliminate at least one ogre and severely damage another, making this event relatively easy among all other custom ogre events.

(Vernon: I suggest sticking close to each others in the middle event because it is easy to lose line of sight to teammates and they will get downed by runners or packmasters.)

(Vernon: There are two main vanilla strategies, either hold the entrance or hold a corner between the valve interaction objectives. I think holding the entrance is better because you cannot spot the many specials in the steam, especially later into the event.)

Finale
- The last ogre in the finale can be summoned with only one player dropping down. The team can resupply and heal up after the ogre is killed.
- Respawn point can be utilized if one of the players dies.

(Vernon: In the finale, getting to the furthest barrel objective down the stairs could be difficult if rats flow from the small entrances. Use bombs or AOE weapons to clear a path.)

Successful Run Video:
Map - Horn of Magnus
Custom Events:
- One ogre spawn in the middle barrel event.
(Vernon: I believe the regular ogre can spawn here too, albeit rarely. I haven't seen a double ogre fight yet but I also don't do enough onslaught runs.)
- 2 groups of 12 extra SVs each group spawn in different time in the finale, make a total of 24 extra SVs.

Difficulty Spikes & Setup Orientation:
(Vernon: Inn ogre or inn patrol is another difficulty spike that is already in the vanilla game.)
- One extra ogre accompanied with horde and specials in middle barrel event.
- High SV count in finale. Can be really dangerous with specials.
- Control build for SVs recommended in finale.
- Team coordination need it for middle barrel event and finale.
- Bomb trinket need it for finale.
- Potion Share trinket recommended for finale.

Guide:
Middle Barrel Event.
(Vernon: Barrel section seems to spawn infinite horde so it would be a very difficult fight if the ogre doesn't die quickly.)

Finale
- SVs biggest threat here they gonna come in numbers. Team have to careful their attacks especially overhead.
- Explosive bombs + strength potions is your number one friend. You have to use them against dense SVs otherwise you can get overwhelm by them.
- Team also need to watch out specials. Globadier can easily disrupt the place of the team might cause them to separate. Gutters and Packmaster can make player vulnerable against SVs attack if they grab.

(Vernon: Try to keep at least 2 explosive bombs and 2 strength potions for the finale. The team might need to throw 2 bombs (explosive or fire) for 1 group of 12 SVs + horde SVs, so be ready to pass the bombs to the bomb thrower who should have strength potion effect on.)

(Vernon: The finale is one occasion that Drakefire Pistols can't hold all the SVs, so be ready to retreat from the window if the SVs get close.)

Successful Run Video:
Map - Man the Ramparts
Custom Events:
- One ogre spawns when a player reaches the tent (that houses several items). The ogre usually spawn from behind and can be bombed off the ramparts with explosive bombs.
- One ogre spawns some time after all 4 chains are broken. A team rushing to the cart by ladder jump won't be able to see this ogre.

Exploits:
- Rats won't target players standing on the ruin of a door arc next to the third chest.
- Rats won't target players standing on the wall to the right of the entrance to the bell tower.
- Rats won't target players standing on top of the boxes next to the bottom chain.

Difficulty Spikes & Setup Orientation:
- Cliffs: ogre can be really dangerous.
- High SV count in finale. (Successful Run's Total SV Kill Count: 68)
- Anti-SV and Armor piercing weapons recommended for finale.
- Control builds recommended for finale.

Guide:
Chains
- Dense constant SV horde + specials make this area really dangerous. Don't rush, sticking together is key to success.
- Respawn point can be utilized if one of the players dies.
- Supplies are abundant don't hesitate to use them.
- Second ogre can be skipped.

(Vernon: Bombing the first ogre will make the run a lot easier, provided the team has explosive bombs. The player with bomb should stand on the stairs or in the tent, the ogre will often spawn from behind and chase the team to the stairs, so 1-2 bombs can blow it off the ramparts.)

(Vernon: Because of the length of the map, the team can try to restart until they have enough explosive bombs...)

Successful Run Video:
Successful Full Book Run Video (Redesigned):
Map - Dungeons
Custom Events:
- A total of 2 ogres spawn in the finale, with 7 seconds delay between the spawns.

Difficulty Spikes & Setup Orientation:
- Dark portion. Specifically regular ogre & patrol spawns can be really difficult due to hindered vision. Also patrols difficult to avoid because of narrow areas.
- Hindered vision in dark make specials even more dangerous.
- No respawn points or supplies other than what team carries during finale's survive section.
- 2 separate ogre in finale, there's possibility being become duo if first one not killed quickly.
- Team coordination need it for dark portion and finale.
- DPS build need it for finale.
- Potion Share trinket need it for finale.
- Bots can see in dark unlike humans. Bringing sniper bots for specials can be useful.

Guide:
Finale
- Specials big threat here, very difficult to spot them in dark and they can easily attack you without you even notice them.
- 3 SVs will come with horde they can be also deadly because of dark.
- Putting one torch to ogres spawn point important in order to see them easily. This also gonna make some specials easy to spot.
- Killing first ogre fast as possible important you have 7 seconds before second ogre spawns. It can be fatal if they become double.
- Kite strategy possible in the finale but risky because of dark.
- In escape section make sure stick together with the team and use speed potion if you have.

(Vernon: There is nothing humans can do with those specials in the dark. Maybe Trueflight and Bolt Staff would help to scout and kill the specials but we haven't try them in this map. Having at least one bot equipped with special sniping weapons might help because they have unhindered vision in the dark.)

Successful Run Video:
Map - Wizard's Tower
Custom Events:
- One ogre spawn in the middle gate room event.
- Number of slave rats spawned is the same as vanilla.

Exploits:
- In finale, if a player stand behind the chest on the top floor, the rats will pile up on the lower floor doing nothing. Not that it is useful for defending wards though.

Difficulty Spikes & Setup Orientation:
- Dense middle event enemies, they can come from various directions.
- Defending wards while fighting against constant SV mixed horde and specials.
- Team coordination need it for middle gate room event and finale.
- Control build recommended for finale.
- Bomb trinket recommended for finale.
- Potion Share trinket recommended for middle event and finale.

Guide:
Middle Gate Room Event
- After breaking chain 6 SVs will come, killing them quickly important because extra ogre spawns 30 seconds later.
- Just like in vanilla ammo crate really useful here. Hold at there but be careful to enemies, they can come from straight, left and right sides. If team do not pay attention enough to their surroundings event can be deadly. Especially be extra careful against SVs and specials.

Finale
- Finale can be finished like vanilla run strategy. Team only have to protect one ward.
- Depending on you luck you might find supplies in chests.
- Respawn point can be utilized if one of the players dies.
- SVs and specials big threat here. 4 SVs will come with horde. Team have to get rid of SVs quickly.
- Specials can be really deadly because team have to protect ward while fighting SV mixed horde, be watchful them.
- Gunners and Globadiers can kill other enemies while team protecting wards. This is especially useful against slave rats.
- When ward defense starts don't hesitate to use supplies this is the finale after all. Bombs and potion share can save the team from difficult situations.
- Ward waves can be difficult especially last wave, dense mixed SV horde and specials can combine and attack together from various directions.

Successful Run Video:
Map - Supply and Demand
Custom Events:
- A total of 6-8 extra globadiers spawn in the finale at the same time according to the source code of the onslaught mod, but it seems the 4 maximum number of specials still kicks in.
- One ogre spawn in the finale following the globadier spawns.
- Both of these spawns depend on the event progress although we don't have the source code for how that is calculated. I guess it depends on the position of the sacks and whether they are placed in the cart or not.

Difficulty Spikes & Setup Orientation:
- High SV count in finale. SVs can come from all sides because the finale is open space and can be really dangerous with specials.
- Carrying sacks to wagon in open space while fighting against constant dense horde, SVs and specials.
- One extra ogre in finale accompanied with dense horde, SVs and specials.
- Team coordination need it for finale.
- DPS build and control build recommended for finale especially against SVs.
- Anti-gas trinket recommended for finale.
- Potion Share trinket recommended for finale.

Guide:
Finale
- Extra ogre will spawn approximately 5 minutes later after chain door open.
- Respawn point can be utilized if one of the players dies. Fast respawn trinket can be useful here.
- Specials pose big threat here because the finale is open area.
- SVs also big threat especially while carrying sacks. They constantly coming with horde and they can easily surround the team.
- Don't fight ogre in below area. Enemies might surround you there instead fight above near wagon. This will slow down other enemies to reach you while fighting ogre.
- Careful to globadiers especially when ogre spawn. They seems to spawn below area.
- Speed potions can be useful for carrying sacks.

(Vernon: This finale has higher than average SV count among all onslaught maps. I have seen 7-8 SVs spawned in one group.)

(Vernon: When the team is moving, try to stick to walls or use tent jumps to delay specials. It is very easy to die to runners + SVs combo.)

(Vernon: Personally I don't like being at the far left corner with many long tables. Those obstacles just prevent you to dodge dance effectively.)

Successful Run VIdeo:
Map - Reikwald Forest
Custom Events:
- A total of 2 ogres spawn in the finale separately.
- One ogre spawn in the finale escape section at where the SVs stand.

Exploits:
- Many out of map jumps.
- Fake wall before the middle event.

Difficulty Spikes & Setup Orientation:
- Very high SV count in middle event. (Successful Run's Total SV Kill Count: 105)
- Possible unavoidable patrols in regular ogre & patrol spawn points.
- 3 separate ogre fight in finale accompanied with dense mixed horde.
- Team coordination need it for middle event and finale.
- DPS build need it for SVs and ogres.
- Potion Share trinket recommended throughout the map.

Guide:
From now on you're entering Rank B maps. I recommend playing some of the other maps first and getting used to cata onslaught before attempting these maps.

Middle Event
- More than 40 SVs will come while fighting against horde and specials. After sunset, SVs and specials will become difficult to notice among horde.
- Drop down middle event can be finish two different methods. Either team can rush through using speed potion(s) to skip event or killing every enemy while holding and going.
- Rushing method can be useful especially if there's no ammo crate there. Make sure head to cave's bridge entrance quickly and hold enemies there. SVs can easily be killed when they aligned.
- Holding strategy rather difficult. Ammo crate, DPS and Control build might need it otherwise very dense SV horde can overwhelm you.
- Do not hesitate to use supplies if you surrounded by very dense SV horde.

(Vernon: The middle event is probably the darkest portion of all the maps, darkness maps aside. Combined with the dense horde and all the glasses you might not see the rats very well.)

(Vernon: I believe event horde is fixed, so you fight same number rats even if you rush to the exit, but fighting at the exit should be a lot easier.)

(Vernon: If there is an ammo crate, I believe that holding that corner and shoot will wipe out the hordes eventually.)

Finale
- Respawn point can be utilized if one of the players dies.
- Two separate ogre will come in finale. First one will spawn as soon as you enter the village. Turn back climb where you come from and deal with ogres there.
- Specials seems like non existent in finale. They still can spawn but don't attack much, especially if players in the village and escape section.
- After barrel put in and team reached pier (a.k.a. Wittgendorf Wharf) another ogre come where SVs stand. Careful to enemies coming from behind while dealing ogre.

Successful Run Video:
Map - Cursed Rune
Custom Events:
- A total of 2 ogres spawn in the finale separately.

Difficulty Spikes & Setup Orientation:
- No respawn points or supplies other than what team carries during finale's survive section.
- 2 separate ogre in finale's open space accompanied with horde, SVs and specials.
- Some cliffs needs pay attention.
- Team coordination need it for finale.
- DPS build recommended for finale.
- Potion Share trinket recommended for quickly killing ogre while kiting.

Guide:
Finale
- Enemies can come from every direction during survive section.
- From start to end team have to kite around whole quarry. Stick together while kiting is key to success.
- After The Casket taken first ogre spawns close to 15 seconds later. Killing ogre quickly really important otherwise team might get separated and this can make players vulnerable against horde and specials.
- Specials big threat here. While kiting team have to watchful against gutter and pack, they can grab you among horde.
- Don't stay in one place too long. Specials especially gas and horde might overwhelm you otherwise.
- Second ogre comes near end of quarry event.
- Escape similar to vanilla. Stick together, careful to SVs and specials. Don't forget to grab supplies along the way.

(Vernon: I was following jsat's strategy for this map where the whole team kite in loops to avoid getting stuck by ogre. In retrospect, we did get an ogre in front of the drop and that doesn't seem to be too threatening, so I guess traditional strategy of holding one place would work, and the team only need to move to open area when the ogre spawn.)

(Vernon: More details on kiting tactics: the drop will concentrate the chasing rat so it's the time for AOE weapons to DPS the horde. Rats can still come from the exit of the drop area so at least one player needs to make sure the way is clear.)

(Vernon: Comparing this finale to Dungeon's finale, the only difference is that there are no fixed spawn points for hordes, specials and ogres. If the ogres happen to spawn faraway, the usual ranged weapon spam should defeat them.)

Successful Run Video:
Map - River Reik
Custom Events:
- Extra ogre in Swamp (a.k.a. Will-o'-wisp Fen). The regular ogre or patrol can still spawn at this spawn point, so it is a potential double ogre / ogre + patrol fight.
- A total of 6 gunners and 1 globadier spawn on the coast after the boat set sail.
- Special spawns in boat fight:
- Boat wave 1 left: 2 gunners, 1 runner, 1 packmaster
- Boat wave 1 right: 2 gunners, 1 globadier, 1 packmaster
- Boat wave 2 left: 2 gunners, 1 runner; after a while 1 packmaster
- Boat wave 2 right: 2 gunners, 2 globadiers; after a while 1 packmaster
- Boat wave 3 left: 2 gunners, 1 globadier
- Boat wave 3 right: 2 gunners, 1 globadier, 1 packmaster; after a while 1 globadier, 1 packmaster
(Vernon: I believe if the rats' boat is connected by chains and the chains are broken, all the rats spawned by that boat will die.)
- Not a custom event, but 4 specials will spawn when the boat reaches the coast because of the special timer.

Exploits:
- Jump shortcut in the cave, but beware of sudden rat spawns.
- (Vernon: I believe the spot under the stairs on the boat can provide some cover from rats, but beware of SVs' AOE attacks.)

Difficulty Spikes & Setup Orientation:
- Possible unavoidable patrols in regular ogre & patrol spawn points.
(Vernon: If you use the jump shortcut in the cave, a patrol might spawn on top of you.)
- Due to map's open terrain specials pose big threat throughout the map. They can easily combine with large horde.
- Extra ogre in swamp area.
- No respawn points or supplies other than what team carries during boat fight.
- Mixed hordes, 4-6 specials spawn at once in boat fight.
- In boat fight bots do not attack chains and do not dodge gases. At least 3 human player recommended.
- Team coordination need it for swamp area and boat fight.
- Control builds and DPS builds need it for boat fight.
- Every player need to equip Anti-Gas trinket for boat fight.
- 1 player need to equip Potion Share trinket for boat chains.
- Strength potion golden resource for chain DPS. There are two crucial chains in boat fight that need to break immediately so minimum 2 strength potion required. Combining Potion Share with Wine trinket might come handy.
- Having bomb trinket great choice for boat fight. Careful to barrels when throwing bombs though.
- Armor piercing weapons great choice for chain DPS.
- Bolt Staff / Trueflight Longbow good choice for quickly killing specials in boat especially against Globadiers.
- Having weapons like Shields, Drakefire pistol and Conflagration staff are great choice for controlling multiple SVs in boat fight. You can also easily push them into river with these weapons. Dev. Blow great trait choice too for weak push melee weapons.

Guide:
Strength potion necessary for boat fight there's a possibility not be able to find enough when team reach boat. Unless situation is critical try to reserve some of it.

Swamp
When dropping down Swamp area extra ogre will spawn. This area fairly dangerous; foggy, open terrain and spawn point either for patrol or ogre. Fog can distort your sight against far enemies this makes specials even more dangerous, they can easily attack you in open terrain. There's possibility for patrol to come toward you while fighting ogre. This can be avoided if team go right side because patrol coming from left side.
(Vernon: Also players can't ping faraway stuff in the fog.)

Boat
Boat fight already hard without specials. Now with specials makes it even more challenging but with strategic use of strength potion and team coordination can overcome it. Breaking chains fast are top priority. If team only have 2 strength potion then use only to second and final chains. This will prevent horde combining each other. Also don't forget to pinging specials especially globadiers because they can easily blend in the boat. In barrel section, killing globadiers are top priority. While crowd control players dealing against SVs and horde, special hunter players have to get rid of globadier and other specials.

(Vernon: As the globadier can throw instantly and hide itself in the gas, players should spam ping all over the rats' boat for the special hunter to snipe it.)

(Vernon: Wave 2 right side spawns 2 globadiers so the team can consider killing those chains quickly by potions, if they have extra.)

(Vernon: In the boat fight, the rats can jump on the upper deck from their boat if some players are on the upper deck, but the rats don't do that if all players stay on the lower deck. The upper deck is a bad defense position because the rats can use both stairs or climb from the lower deck, combining the rats jumping from their boats they can easily overwhelm the team, and lock the team in a gas cloud. Therefore I suggest to avoid the upper deck altogether unless the team needs to go there for a moment for some breathing room. In vanilla runs, a player can bait the rats to the upper deck and jump down from the other sides of the stairs and carry barrels, but I am not sure about its effectiveness in onslaught.)

Successful Run Video:
Map - Reaching Out
Custom Events:
- Krench summons 6 stormvermins each time on all difficulty, no change to cataclysm.
- Specials can spawn at the base onslaught rate during Krench fight.
- Explosive bombs no longer blow away nor stagger Krench.
- Some changes to Krench's moveset, probably making the vulnerable states shorter.

Exploits:
- One spot in the market is possibly ignored by rats.
- Krench fight can be triggered with players hanging at the lower end of the ladder.

Difficulty Spikes & Setup Orientation:
The Krench fight is the notable difficulty spike. Take anti-Krench ranged setups, potion share (and/or wine); melee anti-armor will help to deal with the summoned stormvermins. List of recommended anti-Krench ranged weapons:
- Trueflight Longbow (Hawkeye, Haste, Hail of Doom)
- Repeater Handgun (Extra Capacity / Ammo Holder / Haste / Hail of Doom / Mastercrafted)
- Blunderbuss (Mastercrafted, Targeteer, Hail of Doom)
- Grudge-raker (Extra Capacity, Targeteer, Hail of Doom / Mastercrafted)
- Brace of Pistols (Haste, Skull Cracker, Hail of Doom / Rapture)
Anti-SVs weapons are the usual ones: melee anti-armor, shields, drakefire pistols, conflagration staff
- Bots not good at fighting against Krench and give less DPS than humans. At least 3 human player with DPS builds are recommended.
- Strength potion is golden resource for quickly killing Krench. Combining Potion Share with Wine trinket might come handy.
- At least 1 player need to equip Bomb trinket for Krench fight.
- Explosive Bombs another great resource for Krench fight. So take Explosive Bombs instead of Fire Bombs. Combining bombs with Grenadier trinket might come handy.
- Poison Flask trinket good choice for extra Krench damage.

Guide:
Unless situation is critical or team have more than enough, don't waste any strength potions and explosive bombs till you reach Krench Fight. Because when you reach the Krench Fight, there's a possibility not be able to find enough necessary supplies for the team.

Krench Fight
- Explosive Bombs does not stagger Krench at any moment so don't rely on vanilla strategy. Instead use your bombs to summoned SVs. When strength potion is active bombs can easily wipe out summoned SVs; saving you ammunition, gives you room for DPS and prevents another quick summoning.
- Respawn point can be utilized if one of the players dies.
- Team also have to pay attention 3 things while fighting against Krench. Pot sharer player, specials and clans rats. If Pot Sharer don't have strength potion don't forget to give him/her quickly. Be vigilant against specials and kill them quickly. Gutter and Pack most dangerous. A lot of clan rats will spawn after summoning. They can interrupt you while fighting Krench so careful them.
- Be aggressive and always use strength potion. From first encounter to SV summoning is most important time for DPS. Team can easily reduce Krench health more than 50% within that time period.

Successful Run Video:
Map - Summoner's Peak
Custom Events:
- One extra ogre spawns each time the generator progress bar reaches 50%. (?) These become double ogre fights the first time the progress bar reaches 50% in the second and third generator fights. The number of ogres is unlimited, one extra ogre spawns every time the team starts the generator sequence all over again and reaches 50% progress.
- Number of slave rats spawned is the same as vanilla.

Difficulty Spikes & Setup Orientation:
- Defending generator while fighting against ogre(s), constant hordes, SVs and specials.
- Unlimited ogre fight.
- Cliffs can be really dangerous because of ogre(s).
- Team coordination need it for generator defense.
- Bots do not offer much assistance for generator defense, more humans better choice.
- Control build for generators and DPS build for ogres need it.
- At least 1 player need to equip Potion Share trinket for double ogre fight. Combining Potion Share with Wine trinket might come handy.
- Having Bomb trinket great choice for generator defense.
- Conflagration staff best choice for defending generator.
- Backstabbery trait great choice for ogre DPS.

(Vernon: Any long range AOE are good for this map, modded or not, because a lot of rats spawn from the portal ready to get hit by AOE. Hagbane, Conflag and Fireball Staff are good choices, while Hagbane has the best ogre DPS for the many ogres in onslaught.)

(Vernon: Faster Respawn trinkets (-50% or -75%) are useful for the third generator, since the team can't hold very long with fewer than 3 teammates, and players can die tactically to gain ammo.)

(Vernon: I wouldn't recommend trying this map on onslaught if vanilla still feels too hard for your team. You should try those long range AOE weapons in vanilla and they should make the map extremely easy, and try to do the same in onslaught mode.)

Guide:
Generators
- First generator relatively easy than other two. Only 1 extra ogre come when bar reaches 50% progress. Team can able to defend generator while fighting against ogre.
- Second generator on the other hand not easy. Players can only defend generator with range weapons and double ogre fight makes it really challenging.
- When double ogre come forget about generator you won't able to defend generator when ogres alive.
- Head to ammo crate to fight ogres. Be really careful to cliffs while going to ammo crate, wrong moves and ogre attack might cost your life.
- By the time ogres killed, generator might be cooled down by slave rats so you have to start again. But there might be chance to generator blown up depending on your situation.
- If you start again one extra ogre will come just like first generator. Team can kill it while control player defending generator.
- Get ready for third generator. This time no ammo crate here, but respawn point can be utilized. Just like second generator third also have double ogre fight.
- SVs also big threat here, they can combine with double ogres and horde. Try to kill them quickly as possible. 4 SVs can come together.
- Unlike second generator third generator is near and defendable during double ogre fight. This can prevent another ogre fight.
- If generator cooled down get ready for one extra ogre and careful to SVs.

(Vernon: If possible, try to keep the planks alive in the third generator fight to slow rats down. That can be done by spamming AOE at the portal to kill all the spawned rats.)

(Vernon: Ignited barrels can be placed next to generators to prevent rats from approaching it, a viable tactics for defending the third generator.)

Successful Run Video:
Map - Castle Drachenfels
Custom Events:
- Very huge constant SV mixed horde in the finale statue section.
- Two ogres spawn at the same time after a player drops down in the finale statue section.

Exploits:
- In the statue section, a player can stand on top of the statue slots and rats can't path to there.
- In the statue section, a player can stand on the two pillar bases behind the big statues and rats can't path to there.
- In the statue section if a player throws the statue from a certain angle and position, the statue may count for two slots simultaneously.

Difficulty Spikes & Setup Orientation:
- Very high SV count in statue section. (Successful Run's Total SV Kill Count: 89)
- Carrying statues while fighting against very dense SV horde, horde and specials.
- Double ogre fight after drop down below they can spawn anywhere.
- Hyperdensity horde during escape section.
- Team coordination need it for finale.
- Control builds for SVs and hyperdensity horde. DPS builds for SVs and double ogre need it.
- Potion Share trinket need it for finale and double ogre fight.
- Armor piercing weapons great choice for killing SVs quickly.
- Conflagration staff, Shields and Drakefire Pistol great choice for finale. But player also need anti-SV ranged weapons. Repeater Handgun/Pistol, Brace of Pistols and Trueflight Longbow (Hawkeye + Attack boon) great choice.

Guide:
This map's finale one of the hardest in this mod. Keep in my that before attempting.

Finale
- When team reach statue section top priority is getting statues fast as possible without losing any player in the process.
- 3 players have to control and kill SVs while other player carrying statues. Players have to get rid of SVs quickly otherwise other SVs keep coming and they can easily overwhelm the team.
- Team needs to stick together like glue and head to upper floor first. Left or right doesn't matter.
- Reason why going upper floor first is that team will easily run out of ammunition & supplies while dealing constant SV horde. After you placed 2 statues, going ground floor to get last statue and quickly getting some supplies on table can be life saver.
- Careful to statues 3 SVs might appear there. 1 or 2 SV hunter player is enough to kill them while others dealing against constant SV horde.
- Don't hesitate to use supplies like bombs and potion if situation is dire. There are lots of items in below, enough to kill ogres, players can grab them while 1 player taking aggro.
- After you get last statue in ground floor don't go where you come from take other side because constant SVs always be on your back.
- When you drop below 2 ogres will spawn. They can spawn anywhere in the map so be careful. Get ammo crate, some supplies and str pot if you don't have. Kill first ogre quickly as possible lest don't become duo.
- After you killed ogres kill other remaining horde and get some supplies.
- When gates open hyperdensity horde will come without crowd control weapons like shields, conflag and drakefire pistol they can overwhelm you. Key to success here is stick together and don't rush alone.
- You get 2 SVs in that hyperdensity horde so they don't give you a lot of trouble unlike statue section.
- Specials also biggest threat here Packmaster and Gutter can easily grab you without you notice them so be watchful to them.
- Speed pot and bombs very useful here but don't get separate while using speed.

(Vernon: In the statue section, specials is less of an immediate threat as they only spawn from downstairs. Globadiers are the most troublesome one so either avoid line of sight or kill them quickly.)

(Vernon: In the finale, rats including SVs can spawn on most walls. In the statue section, that means the team has to be careful not to get backstabs or halberds in the back. Spots without rat spawn points are:
- Inside upper level statue rooms and the area just outside.
- Far back center of the upper floor.
- Lower floor statue hall, but rats will flow in from the only 2 exits.
In the escape section, rats can spawn literally at your position and prevent you from moving. Note also that rats climbs up from a hole when they spawn, and climbing rats can't be staggered, so that makes a very dangerous situation of a non-stagger-able hyperdensity horde with mixed SVs. The team will have to quickly block and move away from the spawning rats. After the rats finished the climbing animation, try to deal with them with infinite-target weapons. Throw bombs if needed.)

Successful Run Video:
Map - White Rat
Custom Events:
- Huge constant SV mixed hordes on all floors.
- A total of 14 extra SVs spawn after the gate chain is broken.
- One ogre spawns a few seconds after a player enters the second floor and triggers the barrel event.
- A total of 2 ogres spawn on the top floor, one at each fixed ogre spawn point, with 3 seconds delay between the spawns.

Exploits:
- On the second floor, the spot inside the bell pillar seems to be ignored by rats.

Difficulty Spikes & Setup Orientation:
- Very high SV count in first floor (Successful Run's Total SV Kill Count: 47)
- Huge constant SV mixed hordes on all floors and they can come from every direction with specials.
- One ogre fight on second floor accompanied with constant SV mixed hordes and specials.
- Double ogre fight on top floor accompanied with constant SV mixed hordes and specials.
- Team coordination need it throughout the map.
- Control builds for SVs and horde. DPS builds for SVs, specials and ogre(s) need it.
- 1 player need to equip Pot Share trinket for double ogre fight.
- Unlike Castle's finale supplies are abundant and respawn points are close. Fast respawn trinket can be useful for this map.

(Vernon: Try to know where the respawn points are and where the team should stand to force players to respawn at a more convenient respawn point. On the second floor the team has to make the judgment of choosing a shorter path or a safer path to objectives / respawn points.)

Guide:
Get ready for true final ending, this map will test your skills even more. It's similar to Castle Drachenfels finale but this time whole map filled with constant SV mixed hordes.

Whole Map
- First floor can be finish two different methods. Either full team drop down and get to gate chain or only 1 player drop down while other 3 players wait for him/her to reach gate chain alone to break it.
- Second method rather risky because hordes and specials can grab you. If player manage to break chain killing 14 extra SVs rather easy compared to first method.
- First method similar vanilla strategy. Hold at gate chains this can be rather hard if players don't have control build.
- After gate open hordes will stop temporary get some supplies and head for second floor when you see "Destroy The Pillar Support" notification turn back and return to gate chain. An ogre will come accompanied with SV mixed hordes.
- Luring ogre(s) into ground floor's open space gives you easy kiting and controlling SVs, hordes, specials.
- After ogre killed hordes still keep coming till you put every barrel into pillars.
- When second floor cleared hordes will temporary stop again. Get some supplies especially str potion for upcoming double ogre fight.
- Go top floor damage chain a little then head to ground floor. Again fight ogres in open space.
- After ogres killed all you have to do now reach top floor again and break 4 chains. Hordes still keep coming. If any supplies left grab them on your way.

(Vernon: Strength potion bombs can be used to clear the SV horde on the first floor, and clear the hordes in ogre fight.)

(Vernon: In the ogre fights, job distribution is crucial. The team has to deal with SV mixed horde, specials in semi-open area, and the ogre(s) themselves. The situation would be less messy if one player can kite or ogre dance one ogre, while the other players grab the aggro of the other rats. The players should stay in sight of the other players if possible for the team to help each others.)

Successful Run Video:
Map - Trial of the Foolhardy (Nightmare)
This map on Nightmare Onslaught is probably much harder than the easier Cata Onslaught maps, e.g. Garden of Morr and Enemy Below.

Custom Events:
- Specials spawn at the base onslaught rate throughout the map.
- One ogre spawns when the team grabs the ingredient in the iceberg room.
- One ogre spawns when the team grabs the ingredient in the forest room.
- One ogre spawns when the team grabs the ingredient in the town room.

Exploits:
- Several iceberg tips and boxes are ignored by rats in the iceberg room.
- Several tree branches and the the railing of the bridge next to the arc are ignored by rats.
- The ingredient position is ignored by rats in the library room.
- The middle of the ladder is ignored by rats in the town room.
- In the central library, the ledge on the wall one floor below the respawn point next to the forest room is ignored by rats.

Difficulty Spikes & Setup Orientation:
- Extremely high SV count in portal rooms and finale survive section. (Successful Run's Total SV Kill Count: 256)
- Total 5 ogre fight (1 is double) while fighting against huge constant hordes, SV hordes and specials.
- Low supplies throughout the map.
- Better get familiar with the map on regular cata, for the SOP and respawn points etc.
- Any teammates dying would mean the team have to spend a lot of time waiting and going back to the central library.
- Due to low supplies on the map Bomb trinket and Potion Share not recommended. Instead Anti-special trinket (especially gas), Fast Respawn & Revive trinket / Poison Flask trinket / Swift Strider trinket / Taurus trinket / Replenishment Skull trinket much more better choice. Having 1 player equip Heal Share also good choice.

Successful Run Video:
Map - Trial of the Foolhardy (Cataclysm)
Successful Run Video:
Successful Run Video with exploits (VernonKun's POV):
Successful Run Video with exploits (MistLight's POV):
Miscellaneous (Other Difficulty Mods)
Deathwish
Stormvermin Mutation
3 Comments
qwerm 6 Sep, 2020 @ 8:47pm 
Ohh, that's pretty neat, that reminds me of the firefly staff, which i've only seen in action once for the same reasons
VernonKun  [author] 6 Sep, 2020 @ 7:11pm 
It's an unused trinket that can't be obtained in any legit in-game methods, but it can be spawned with the aid of VMF (Vermintide Mod Framework). Its effect is the same as the combination of 13% Scavenger trait and 13% Stability trait (for heat weapons).
qwerm 6 Sep, 2020 @ 4:42pm 
What is this Replenishment skull trinket you've been mentioning? I've been looking for it but can't seem to figure out what you're referring to.