want your trap game to hard-carry the mid-rounds, taking the weight off your shoulders for a change in a zombies map? Reckoning’s C.A.S.T.E.R. Turret is an upgradeable laser trap that goes from “neat” to “nukes lanes” if you level it up properly and is fully automated.
Once activated, you sit back, put the feet up and read the daily newspaper.....well almost....but not quite.
We will need to keep activating them a certain number of times to progress through the 4 different levels it can be upgraded to. We of course want to get to the 4th level which is the ultimate zombie azz kicking turret.
C.A.S.T.E.R. = map trap with four tiers 1.0 to 4.0
Each upgrade of these traps boosts power and adds effects, however the activation cost climbs with each successful upgrade tier.
You’ll find four turrets around the facility- two in T1 Quantum Computing Core (one by the Aether elevator to Janus Reception; another on the NW door of the big fungus-covered computer room). There’s also a turret by Stamin-Up in T2 Dark Entity Containment—a strong funnel
Step-by-step....ohhh baby!
Upgrading version 1.0 → C.A.S.T.E.R. 2.0
Activate any C.A.S.T.E.R. turret five (5) times. Kills aren’t required for this first threshold. Listen for the Janus P.A. System: “Error: Memory full. Upgrade capacity to continue learning.”
Farm a “Hard Drive” drop from zombies (gold glow). Pick it up.
Take it to T1 Quantum Computing Core and insert at the Project Janus computer, which is where the station is where you interact with the purple brain. This starts a short lockdown sequence and you must defend the terminal until the upgrade completes.
What you get: You no longer take damage from the turret’s blasts. Works amazingly for running loops through its field of fire.
Upgrade 2.0 → C.A.S.T.E.R. 3.0
Activate the turrets 5 more times (total 10 activations so far), then collect another Hard Drive and repeat the insert/defend at the same terminal in Quantum Computing.
What you get: Wider/stronger shots and better lane coverage.
Upgrade 3 → C.A.S.T.E.R. 4.0
Activate the turrets 5 more times (total 15 activations), grab the Hard Drive, and do the same defend step once more.
What you get: Higher fire rate/damage and a chance to apply Brain Rot, zombie horde control skyrockets.
Tips
- Any C.A.S.T.E.R. turrets contribute to the activation count. You don’t have to stick to one unit in the one location.
- After each upgrade, activation cost increases. Remember to budget your Essence before a defend step.
- Trigger upgrades at round ends. Start the terminal, clear the trickle, finish the hold—way safer than mid-wave. Some players have reported a fast-travel “skip” that sometimes cancels the defend objective. Treat this however as inconsistent and likely to be patched.
- Co-op split: One teammate escorts the Hard Drive, one preps the zombie train (decoys/monkey bombs ready), one watches the terminal. Lockdowns are a cinch with team mate coordination. The Quantum Core area houses the “purple brain” computer.)
Why it’s worth it
By 4.0 UPGRADE the C.A.S.T.E.R. TURRETS will be chewing through zombie hordes, Brain Rotting them so much that they become your friend and invite you to their next birthday party, as well as letting you pass straight through the turrets energy beams without a scratch.
This turns several tight, awkward corridors into a zombies worst nightmare, chewing through them with ease as we watch one after another hit the deck.
If you’re speed running side-quests or just stabilizing rounds in the mid-teens/20s while teammates roam, this upgrade is for you!
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