OP3 run to unlock OP4:
First thing you’ll see is a Constructor. Pretty easy without trash running at you. After that, it’s an assortment of bandits and spider ants, culminating in a Constructor v3.0 plus trash at the gate to stage 2. It is possible to get overrun here. Krieg was the only class I had a rough time with here, of the 5 I’ve run it with (all except Gaige), as the rest of the classes have ways to create space or are Sal. Shouldn’t be bad.
Upon entry, 4 Bandit types will spawn below the bluff. Once you kill them and head into the valley section, a buuuuunch of midgets start spawning in and rushing you. They’re easy. Krieg will love the Bloodsplosion chain. Everyone else will mow them down.
As you round the corner toward the gate, you’ll get another Constructor with a mess of trash. Trash will continue spawning in for a bit after that. As long as you don’t let the Constructor stay up too long, you should be good to go.
Bandit waves, then double Scorches. This is an area where some people begin to struggle. If you don’t have a specific plan for the Scorches, you can run into trouble here. I’ve heard of a lot of people running out of ammunition trying to kill them. Shock and crits are generally the way to go.
From this run on, this is the Black Queen area. When you move in, trash starts spawning in aggressively. There will be a few coming at you at a time for awhile, including possible Centurions. I recommend making use of the stage 3 area to separate them and to limit the volume of incoming damage.
After a fair bit of trash, a single Black Queen spawns in. Her big nasty move is a web attack. It obscures your vision, slows you, and hurts pretty bad. After a little, she’ll make babies who’ll chase you around and be irritating. It is very easy to get overwhelmed here.
Now it’s a party! When you enter this stage, you’ll get Bandit spawn ins, 2 Boneheads, and a train with turrets on it will appear on top of the wall between Main and Garden side. Only one enemy will initially spawn at Garden side. I suggest going into that side, as before. There are two structures there which can be used for cover-- a small hut next to the garden, and a larger one on the opposite end of the space. I favor using the large hut for cover, but either works. Only one turret can hit you while you’re behind the hut, so I like to take that one out as soon as possible. If you get quick control of that space and pay attention to your mini map, you’re usually good to go. After the first 2 Boneheads are down, a third will spawn in Main area. No other big nasty late surprises.
Upon drop in, you’ll be greeted by a Constructor v3.0 and trash. Depending on the particular trash spawns, you may either have a very easy time, or a rough ride. As always with Constructors, a key is making sure it doesn’t stay up too long. If it floods the field and goes on the offensive, it can be ugly.
Entry spawn will be a lone Constructor v3.0 on the bridge. Very easy without the clutter. Get on it quick, you’re good to go.
Colesseum spawn will be Reeth + Wott immediately. No trash this time. Instead, killing one of these two triggers Rouf + Oney spawning in. KILL REETH FIRST. If you burn down Wott first, you’ll be left with the 3 Assassins who are actually dangerous, at the same time.
This is one of the areas where people frequently die. Killing Reeth immediately can smooth it out tremendously.
That’s right. You’re not done, yet! This is the first level at which the future home of Saturn(s) opens up, adding 3 more stages than previous runs have had.
First spawn ins will be… bait, really. You’ll get trash bandits to start, spawning far back. When you start killing them off, 2 spider tanks spawn in. When those drop, a third will spawn. You may play hit & run in the low area, or slow play it by kiting everything back up to high ground so that you can plink away at the spider tanks.
This one can be dangerous. You’ll get a Constructor v3.0 and aggressive enemies, right away. Think double Centurions and more. It can be tricky keeping the Constructor under control, depending on your class.
Note that the gate to stage 8 does close behind you, but the gate into stage 9 does not. This allows you a narrow space to retreat to. Pulling to the gate works great against nearly everything you’ll ever see in this area. The lone exception will be Rabid Skags, of course.
After the Constructor, there will be more clutter, but no big nasty surprises. You should cruise after the initial wave.
This area is deceptively dangerous, but this level isn’t so bad. You’ll enter into a low area, with some constructs in a medium sized space. At the far end of that is a narrow path up to a smallish high ground area. Note that there are an ammo vendor and 3 ammo crates up there.
When you first drop in, two badass Bandit types spawn in at the top of the path to high ground. I recommend trying to take that high ground. That will probably mean rushing the badasses. Once they’re down, a spider tank and more bandits start spawning in that low area. If you’ve stayed in that space, it is easy to get surrounded or ground down. If you took the high ground, you can just about sleepwalk through it.