Entry Point is a cooperative stealth/action FPS Roblox experience developed by Cishshato.
Gameplay[]
The user plays as a freelancing criminal. They have been hired by an organization with the title "Halcyon". As a stealth/loud operative, the player must perform in several operations, which are the only points in the game the player has control in besides shadow war and pvp. The game has ten free-to-play missions ("The Freelancer", "The Deposit", "The Financier", "The Withdrawal", "The Blacksite", "The Lakehouse", "The Scientist", "The SCRS", "Black Dusk" and "The Killhouse") and eight cutscenes ("Black Dawn", "Halcyon", "Rose", "Critical", "Payoff", "Dedication", "Retribution", "Ashes", "Jackdaw", "Epilogue", "Prelude" and "Sunset").
There are also three night heists missions ("The Auction", "The Gala", and "The Cache") which require an expansion pack to play. These night heists are held in "The Withdrawal", "The Killhouse", and "The Deposit" maps except at night time and with minor adjustments to the environment. Similarly, new missions, called "The Freelance Heists" were introduced in January 16th 2021. They are called "The Setup", "The Lockup" and "The Score". And later "Concept".
There are "training grounds" where the player can play against other players. In the retired PvE [Player vs. Entity] mode, they fought against 20 S.W.A.T. units with up to 4 players. Now, the player can play in "The Killhouse" for breaching a vault in either stealth or loud. There are also PvP [Player vs. Player] deathmatch and elimination modes. Shadow War is a mode where the Attackers team has to hack one of the two servers and the Defenders team tries to stop them, and players cannot respawn.
Character[]
After the player watches or skips the prologue 'Black Dawn,' they can create a character, choose a starting class, and pick a code name. Each class gives different buffs. Choosing a primary class is important as it cannot be changed.
Primary Class[]
- Thief
- Unlocks "Lockpicks"
- 50% Disguise Effectiveness
- Mercenary
- +40% Health and Stamina
- Can use two Weapon Mastery Perks
- Engineer
- -40% Armor Weight Penalty
- Unlocks "C4"
- Hacker
- Unlocks "Keycard Scrambler"
- Can hack advanced computer systems
Hybrid Classes[]
Players can choose a second class later on as they progress through the skill tree. It is possible to change the secondary class, but the primary class will always stay the same.
- Infiltrator
- Must have "Art of the Steal" and "Prodigy" perks (Thief and Hacker)
- At least 11 Perk Points required
- Most recommended for stealth missions
- Commando
- Must have "Art of the Steal" and "Weapon Mastery" perks (Thief and Mercenary)
- At least 12 Perk Points required
- Recommended for pseudo stealth (half stealth, half loud) and loud
- Juggernaut
- Must have "Weapon Mastery" and "Demolitions Expert" perks (Mercenary and Engineer)
- At least 10 Perk Points required
- Most recommended for loud missions
- Technician
- Must have "Demolitions Expert" and "Prodigy" perks (Engineer and Hacker)
- At least 11 Perk Points required
- Recommended for stealth missions
- Most recommended for the mission "The Withdrawal" on stealth.
- Breacher
- Must have "Art of the Steal" and "Demolitions Expert" perks (Thief and Engineer)
- At least 19 Perk Points are required
- Recommended for stealth Missions
- A good support class to use in a duo with an Infiltrator
- Specialist
- Must have "Prodigy" and "Weapon Mastery" perks (Hacker and Mercenary)
- At least 19 Perk Points are needed
- Recommended for loud missions
- Most recommended for the mission "The Scientist" on loud.
Perks[]
Starter Perks[]
Art of Steal - Can buy and use 'Lock Picks', +50% Disguise Effectiveness
Demolitions Expert - Can buy 'C4s' , -40% Armor speed penalty
Prodigy - Can buy and use 'Keycard Scramblers', Can hack advanced systems
Weapon Mastery - Allows 2 Weapon Mastery Perks, +40% Health and stamina
Weapon Mastery Perks[]
Note: Players can only take one unless they have the "Weapon Mastery"/"Mercenary" perk. In that case, they can take two. Once they unlock a Weapon Mastery Perk, they can get up to three extensions, each of which will add 10% damage to that particular weapon
Heavy Weapons Mastery - -50% movement penalty with heavy weapons
Pistol Mastery - The player can dual wield if they have two matching pistols equipped, and increases reload speed by 25%
Rifle Training - -40% spread with rifles
Shotgun Mastery - +50% Intimidation range with shotguns
SMG Mastery - -2 Concealment cost on SMGs
Sniper Mastery - Sniper rounds now pierce Ballistic Shields and Enemies
Major Perks[]
Major perks are perks which have a much larger circle compared to minor perks, and are placed in respecive stealth and loud sections of the skill tree.
Advanced Deterrent - Unlocks "Proximity Mines"
Deception - Can answer two radios
Dexterity - Can run and reload any weapon with a Weapon Mastery Perk
Explosive Entry - Unlocks "Breaching Charges"
Firebug - Unlocks "Blowtorch"
Precision Drilling - Can drill doors which can be closed again, but will be detected by NPCs if the door is left open or they interact with them
Hidden Reserves - Unlocks "Concealed Ammo Vest" which gives +50% reserve ammo
Hidden Weapons - Unlocks "Concealed Holsters" which gives +1 concealment point
Inner Pockets - +1 Concealment Point
Steady Aim - Can run and fire any weapon with a Weapon Mastery Perk
Surveillance State - Unlocks, Micro Cams and Trackers, the last camera the player view will automatically mark every NPCs in its sight every 2 seconds (this does apply to micro cams)
Minor Perks[]
Battlefield Medicine - Heal 10 more health from medkits
Conditioning - +2 to Sprint Time
Deep Pockets - +5% Reserve ammo, note that this does stack with the "Concealed Ammo Vest"
Equipment Specialist - +10% Interaction Speed with all interaction except drills, lockpicks and interrogation speed
Fast Hands - +10% Lockpicking Speed and +5% Weapon Swap Speed
Intimidation - +10% Intimidation Range and interrogation speed, it's unknown how much percentage that these perks increase for interrogation speed
Investment Opportunities - +5% EXP earned
Masquerade - +10% Disguise Effectiveness, note that this perk only apply when your character have a status that is related to the "Disguised" status and do not apply to your character when they have red status (Which are status that have their name written in red text in-game)
Out of Sight - 10% harder to detect with both red and white status (Which are status that have their name was written in white or grey text in-game)
Overdrill - +10% Drilling Speed
Quick Swap - +5% Weapon Reload Speed
Shock Plating - +10% Armor Durability
Speedhack - +10% Hacking Speed
Vital Targets - +5% Damage to all weapons
Vitality - +5% health
Weapons[]
No criminal is complete without weapons! There are currently 6 weapon types.
Guns[]
Pistol: UP9 (CZ75) - The UP9 is not a very good handgun for combat, however it sports high concealment and a low deployment cost, making it a good choice for starters or for budget stealth builds.
Pistol: Raven (Desert Eagle) - A hard-hitting magnum pistol that was available on April Fools' Day, where players had to open all of the deposit boxes in "The Deposit," and again on the anniversary of the game, which players received for simply logging onto the game that day (April 14th). It was also available on the 2021 Anniversary by completing The Killhouse on Legend. Now, it can also be obtained via the purchase of the Expanded Arsenal gamepass. The Raven has the highest damage stat of any pistol in the game, however, this comes with downsides. The gun has very high recoil, which could make quick follow-up shots difficult, and it is recommended to use the Raven's ammo sparingly, as there are no enemies who carry Ravens or have a gun that uses the same caliber.
Pistol: K45 (M1911) - An iconic weapon known for it's reliability in battle. In Entry Point, the K45 serves as a middle ground between the fast firing but weak UP9 and the high stopping power of the Raven. It is a good all-rounder, having a decent enough fire rate to quickly dispatch enemies in stealth but also enough power to serve as a backup.
SMG: S97 (MP7A1/MP7A2) - A highly versatile weapon, being highly concealable to work for stealth but can also tear through swarms of enemies with its high fire rate at close range. This can do okay in early difficulties, but due to the poor penetration, average range, and low damage, this can't become viable.
SMG: MM20 (Kriss Vector / UMP-45 Hybrid) - An SMG that allows for burst-fire. Sporting good damage and an immense rate of fire if handled properly, this weapon can be a good choice for short loud missions. It has enough accuracy to dispatch of distanced enemies and can easily tear through even tough units, such as the Aegis unit, at close range. Replenishing ammo can be rather difficult, as enemies do not use this weapon and the 9mm rounds can only be obtained from K45s (which SWAT drop on lower difficulties), making the MM20 a questionable decision for difficult loud heists. The weapon can be made to work in stealth, however it comes at a great cost, as many attachments need to be removed and is ultimately not worth it in the eyes of many players.
Shotgun: 480 MCS (870 MCS) - A brute force shotgun, capable of putting devastating amounts of damage into enemies at close range, even being able to penetrate bulletproof glass if used correctly. It can be used as a powerful loud weapon or as a stealth gun if the player wishes for the spread or ability to pierce bulletproof glass.
Rifle: CBR-C (RFB-C) - Although it is considered a rifle, some people call it a DMR. This weapon can be very difficult to conceal. While it can be extremely painful in the hands of enemies and the correct player, wielding it poses several problems. While the weapon can still keep up with fighting off enemies to a certain extent, the main problem lies in the ammunition. Not only is the magazine rather small, but also the reserves are pretty shallow, only giving players only a few extra magazines in reserve. But if the player can compensate for that, the CBR-C can prove a good weapon for combat.
Rifle: F57 (CZ BREN 2 with SCAR stock) - A highly customizable assault rifle. While it is not exactly ideal for stealth, considering how much needs to be removed to conceal, it can prove to be a very good choice for loud missions. Not only is ammunition abundant, each of the bullets also pack quite a bit of kick. It can easily dispatch armored enemies in just a few shots and can be equipped with a large variety of attachments. The F57 also includes some penetrative power, being able to pierce certain thin walls. All this makes the F57 a very popular option for going loud.
Sniper: CH-A (M14 with SSG 550 stock and Remington 700 barrel) - A powerful semi-automatic sniper rifle equipped with a 5-round magazine. It accepts various scopes and some miscellaneous attachments. This sniper rifle is arguably the best choice for players who value precision over bullet count, as this weapon can easily dispatch of enemies with a single, clean headshot (excluding heavy units). It has the highest recoil of any of the guns, preventing players from spam firing. With the Sniper Mastery perk, this weapon can become even more of a powerhouse, being able to shoot clean through shields and even going through multiple enemies at once. This weapon also has very high penetration by default, giving it the ability to shoot enemies through most narrow walls. One thing to note is how the ammo is almost impossible to replenish, as the only way to get it is from snipers, who are generally in hard-to-reach areas or outside the map.
Heavy Weapon: Sawblade (Modified-MG4 with M249 Stock and C-Mags) - Boasting a 100-round magazine, each rounds having the power of an assault rifle bullet, players can enjoy over 10 seconds of uninterrupted firing. The downsides to it are that carrying it slows the player down (can be reduced via Heavy Weapons Mastery) and the reload can be very slow if no perk points have been spent in increasing reload time. This weapon is strictly reserved for loud, being completely unconcealable and not accepting suppressor attachments. That said, this weapon is best used for loud missions, where lots of bullets are required, such as "The Lakehouse," or when one needs to hunker down for a long time, like in "The Blacksite." This weapon is also quite expensive to equip, so it is recommended to save it for missions it is really needed on.
Heavy Weapon: Thumper (M79) - The Thumper is a single shot, break-action grenade launcher. While it can be used for crowd control, the Thumper can also serve as a versatile breaching tool. It is capable of blasting open all doors (some requiring more rounds than others) and certain map features, such as the C4 Spots on "The Withdrawal." However, all this power should be handled carefully. Entry Point's depiction of explosion damage is kept somewhat realistic, as if the round detonates just a few meters short of the player, it's guaranteed to put them and/or their teammates (Elite Difficulty+) down. Like the Sawblade's deployment cost, the deployment cost for this is very high for this weapon as well.
Attachments[]
- Sights - Provide a more accurate reticle and greater zoom
- Iron Sights - UP9, S97, 480 MCS, F57, CH-A, K45, MM20, Raven, and Sawblade
- Glow Sight - UP9 and Raven
- Ring Sight - UP9
- Mini Sight - UP9, CBR-C, 480 MCS, F57, S97, MM20 and Sawblade
- Delta Sight - UP9, S97, 480 MCS, F57, CH-A, MM20, Raven, Sawblade, and CBR-C
- Red Dot [2x] - S97, CBR-C, F57, CH-A, Sawblade
- TG3X - S97, CBR-C, F57, CH-A, MM20
- T4XS - S97, CBR-C, F57, CH-A
- LS6X - CH-A
- Barrel Extensions - Provide less recoil or allow for sound dampening
- Suppressor - UP9, K45, Raven, CH-A, F57, CBR-C, S97, MM20, and 480 MCS
- Flash Hider - UP9, S97, F57, CBR-C, CH-A, MM20, and 480 MCS
- Muzzle Brake - UP9, S97, F57, CBR-C, CH-A, MM20, and 480 MCS
- Tactical - Extra gadgets to enhance visibility
- Laser - UP9, K45, Raven, S97, F57, CBR-C, MM20, 480 MCS, and CH-A
- Flashlight - UP9, S97, F57, CBR-C, 480 MCS, and CH-A
- Canted Sights - CBR-C, S97, F57
- Grip - Enhance weapon stability
- Ergo Grip - CBR-C, F57, Sawblade, MM20
- Folding Grip - CBR-C, F57, Sawblade, MM20
- Angled Grip - CBR-C, F57, Sawblade, MM20
- Stubby Grip - CBR-C, F57, Sawblade, MM20
- Magazine - Determines the magazine size
- Normal Magazine - F57, S97
- Short Magazine - F57, S97
- Stock - Decreases recoil
- Short Grip - 480 MCS
- Full Stock - F57, 480 MCS, MM20
Spoilers present below. Read at your own risk.
Missions[]
There are currently 9 missions (16 including The Killhouse, The Night Heists and The Freelance Heists). Each non-expansion mission can be played by a maximum of four people, can be loud or stealth, and have a range of difficulties (Rookie, Professional, Operative, Elite and Legend) The missions here will be listed chronologically, but the order in which they are unlocked will also be stated, minus the Night Heists (all mission in this expansion pack are stealth only) and Freelance Heists (1 stealth only mission, 1 mixed mission (can be done both in stealth and loud) and 1 loud only mission) as they can be bought any time, the Freelancer and the Killhouse. Here is some information about the missions:
The Setup (Stealth only)[]
The Setup takes place at a security company building in the middle of a city. The objective is to plant trackers on the armored trucks and retrieve intel from the server room.
The first objective is to break in. The windows and doors are alarmed, but two separate power boxes can disable the window and door sensors (Note that the door sensors is similar to the normal door sensors, which can be bypassed using an engineer or engineer hybrid class), respectively. once inside, you need to search through many files scattered throughout the map. One will give the server password to hack the server (Note that Hacker/Hacker hybrid class can hack without a password) and another will give you the intel about which trucks to tag. Finally, you need to empty the company safe to cover up your tracks.
The Lockup[]
The Lockup takes place at a police station during the day. The goal is to recover seized weapons from evidence storage.
The first objective is to obtain the lockup code. You can get this from hacking the police captain's computer or interrogating police or detectives, the latter can give the locations of one of the weapons. With the code you can break into the lockup by simply entering the code onto the panel, however, the moment you open the door, the evidence custodion will be alerted. You can lure the evidence custodian outside of their office by giving them a box of evidence. In the lockup you need to search the cells until you find the three weapons, which you need to stash in a police car. While in the lockup, the evidence custodian's phone will frequently receive a call, which you must answer or the alarm will be set off. If loud initiates, you need to stash the weapons in the helicopter on the roof.
The Score (Loud only)[]
The Score takes place on a highway adjacent to a construction site. The goal is to break open the armored trucks, steal the gold and move it to the construction site's helipad.
The armored trucks are incredibly secure, and can resist multiple explosions and take a while to open using any other method. The stolen gold is also problematic as it disables jumping and has a heavy speed reduction. You need to move the gold to an elevator at the construction site, but more trucks will spawn if you have more players. Once all the gold is in the elevator, you need to move it to the helipad and take out all of the snipers before finally escaping.
The Freelancer[]
The Freelancer is a tutorial mission which consists of two parts
In the first part, the player robs a bank and blows up the vault with a C4. They then escape through the back door. There is also a police car with police, though they can't damage the player.
In the second part, the players infiltrates a police station to find evidence about the Dawn Valley Incident. First, they break into a police station and get a disguise. Then, they go to the second floor to find the evidence.
The player does not get any money or XP from this mission and they can't do this mission with other players.
The Blacksite[]
The Blacksite is a mission that takes place in a government blacksite in Alaska. The objective is to rescue an imprisoned Halcyon operative or you call Rose. The map is a large facility in a snowy mountainside. There are Steel Cove guards guarding the facility and there is a base commander. When loud starts, Steel Cove soldiers will come to fight the player and their team.
The first objective is to get to the cell block. Then the player has to find the operative and open their cell. After that, they need to either interrogate the base commander for the extraction code for stealth, or they need to plant demolition charges from a supply room at the anti-air guns for loud. There are also blast doors that take time to open on loud. During stealth, they can be opened instantly.
The Blacksite is the fourth mission to be played
The Auction (Stealth only)[]
The Auction is a Night Heist mission that takes place in a bank in San Francisco where an auction occurs. The objective is to recover stolen gems from an American crime syndicate. In the lobby, there are guests and an auctioneer. Inside the bank, there are staff members and guards. The bank is also one of Halcyon's money launderers.
The gems are located in the vault of the bank, but first you need to search for the correct clipboard and access the auctioneers laptop by interrogating them. Next you need to find info a bank employee and hostage and interrogate them to finally have access to the vault, where you retrieve the gems and escape.
The Gala (Stealth only)[]
The Gala is a Night Heist mission set up by Halcyon to test they player's infiltration skills. The objective is to steal artifacts in a museum during a party. Some guests walk in the areas where artifacts are displayed. There are also staff members and guards.
The artifacts are located in crates and cases. The crates can be found in restricted areas and require a drill or crowbar to open. One of the crates is located in a vault that can be opened with a vault keycard. The cases are located in the area where the guests are and can only be opened by disabling the case alarm. The code of the alarm can be obtained by interrogating staff members.
The Financier[]
The Financier takes place at a penthouse suite at the top of a New York skyscraper. The objective is to kidnap or kill Ryan Ross and steal a hard drive containing info about Phoenix transactions. In the penthouse, several bodyguards roam the inside and out, and on Elite+, one will be found following Ryan.
First you need to disable the door and window alarms by disabling all the power boxes outside the penthouse. The hard drive is hidden in a safe behind one of the paintings, the location and code can be obtained by interrogating bodyguards, none of which will have both pieces of information, or interrogating Ryan, who will. If you knock out Ryan, bodyguards will begin searching for him after one minute, and go to a lot more places, move faster and will always be on radio. If loud initiates or Ryan is alerted, he will run to his panic room where you need to blow open the door or drill it. You will also need to start and defend his helicopter before finally escaping.
The Financier is the second mission to be played
The Deposit[]
The Deposit takes place at a bank named the Cincinnati Trust in Cincinnati, Ohio. The objective it to steal a Phoenix dead drop from one the deposit boxes in the bank vault.
In stealth, you need to obtain both the vault keycard and code, both of which can be obtained from the manager or alternate sources. You also need to find the ID of the deposit box, by either hacking a specific computer if your Hacker or searching the archives. Finally you need to disable the vault sensors by either sabotaging the transformer near the car park or drilling a certain spot in a wall. Or you can scrap all of that and burn your way into the vault, initiating loud (You will still need to find out which deposit box has the dead drop). One the dead drop it retrieved, you finally need to burn your way into through the lobby and escape. If you burn your way into the vault, you won't be able to steal the money stored inside.
The Deposit is the first mission to be played
The Lakehouse[]
The Lakehouse takes place in a Phoenix safehouse on the coast of Lake Huron in Michigan. The objective is to break into the basement and retrieve one/all of the servers.
First you need to break in. Already, this is difficult as the windows are alarmed, and breaking them will set it off. You need to find the exterior power box and rewire it to open one of the doors. To break into the basement you will need to either blow open the door, drill it, or find the code in a folder somewhere in the house. Note that leaving the door open is considered suspicious among the Phoenix operatives. Then you need to break into the server room from one of five ways: Keycard scrambler, blowtorch, drill or use the keycard the Head of Security operative drops, or shoot the breaker switch on the other side of the door. Then you need to hack the computer, after which Rose will tell you which server to take. To make things worse, this mission is on a timer - after 9-10 minutes loud will initiate automatically... Speaking of which, if it initiates you have one minute before the power to the house it cut. If you are not at the basement by that time, you will be forced to grab every server and take it to the boat just offshore. Then, you need to take down a gunship before finally escaping.
The Lakehouse is the fifth mission to be played
The Withdrawal[]
The Withdrawal takes place in the same bank as The Auction, but during the day. The objective is to steal all of the money located in the bank vault (You were betrayed by Halcyon and defected to Phoenix, that's why)
The first step is to disable the metal detectors. You need to access the server room to find out which box to rewire, but on higher difficulties you need to search each one, or you need to interrogate a specific employee to find out the right box. Then you need to fetch a new disguise from the van so the manager will escort you to the vault. There, you need to hostage the three people there and get the manager to open the vault. On higher difficulties, an employee will be alerted to the vault to investigate the noise, and they must be taken out as well. Finally, you need to move all of the money to the van next to the bank. Initiating loud requires you to move the money to a cage in the lobby of the bank (Which you have to set up as well, of course), and then you finally need to hold out until your extract, a Phoenix pilot code name Sparrow, arrives.
The Withdrawal is the third mission to be played
The Cache (Stealth only)[]
The Cache takes place back at the Cincinnati Trust. This time, you need to set up a transfer between Ryan Ross' offshore accounts and Phoenix's servers so they can successfully retrieve his money without raising suspicion. Because of its previous robbery, they have made security tighter.
First, as soon as you break in, you need to disable the alarms, or you fail (Loud does not initiate as it is a night heist). You then need to look for the server room and open an electrical panel. The panel is wired into an alarm though, so you need to find another circuit box to disable it. However, once you do, a security team of 2 guards will suddenly enter the building. you need to take both of them out before the alarm is raised. One will go to the circuit box and the other will wonder around the bank, there's a guaranteed chance that one of them will spawn a radio. Once they are dealt with, you can get back to the server room. You will need to find and use an encryption key USB before escaping.
The Scientist[]
The Scientist takes place in a Halcyon safehouse in London, Ontario. Your objective is to break out a defecting Halcyon scientist named Celeste Rivera. If loud initiates, you also need to hack into the Halcyon servers.
The first step is to reach Rivera in her safe room. You can do this through one of three ways: You can take out Falcon or his Second in Command, and use their keycard to open the door. This is the only way you can get Rivera out without having to kill the other operative inside. Second you can open the vent with a screwdriver, but the operative will be alerted and has to be killed. Then you have to give her a pair of wire cutters and she will open the door from the inside, or you can blow up the wall. Then you need to break into the control room. If Rivera is alive, you can simply rewire the panel, but if she is dead during loud, you need to blow open the door using explosives. The last step is to take out all of the operatives so Sparrow can pick both of you up. During loud, you will need to hack the servers instead and defend until the hack is done. Power will frequently be cut and needs to be reactivated.
The Scientist is the sixth mission that is played
The SCRS[]
The SCRS takes place at a penthouse floor at the top of a Toronto skyrise in Ontario, Canada. The objective is to set up a connection between Phoenix servers and the Canadian Government to retrieve plans for a bunker purchased by Halcyon.
The first step is to take out the lead tech or break into the tech room to retrieve a high-security keycard used to access the server rooms. The first hack will ping an analyst's computer, which the player must find it and authorize the hack. The second hack will alert the control room and a security guard will investigate (Assuming you didn't take out all the security there). The third hack will require an encryption key USB which can be obtained though two ways: Take out either guards Hemlock or Nightshade, as one will have the USB or to break into their office as there is another USB in a safe behind a painting. Finally, this hack will work and you can escape. If loud initiates, power fill frequently be cut and you have to re-activate it. Finally, a Halcyon gunship appears and you have to shoot it down as well, before finally escaping with Sparrow.
The SCRS is the seventh mission that is played
Black Dusk[]
Black Dusk takes place in a Halcyon bunker in an undisclosed location in Ontario, Canada. The objective is to plank 8 bombs throughout the bunker, though they are placed in pairs.
The first pair is placed in the bunker's server room. It is access in one of four ways: Drill, blowtorch, using the keycard taken from the lead programmer, or blowtorching the vent above the room. The second pair is placed in the elite operative area with the meeting table. The other room has 5 elite operatives and a vault keycard and a computer. Hacking this computer will eventually give you the vault code, where the third pair is planted. Alternatively you can interrogate one of the two workshop techs who both have the keycard and code. Finally the last pair is placed next to two pillars on the walkway above the starting area. Once they are planted you can finally escape. Unlike other missions, this mission allow players to choose which method they would start the mission with, selecting "Keep it quiet" will start the mission in stealth, selection "Make it loud" will start the mission loud, the objectives are the same in both modes
Black Dusk is the eighth mission to be played
The Killhouse[]
The Killhouse takes place at an unknown date after the Epilogue. This can be presumed to be the afterlife, since the protagonist and the coordinator are already deceased during this time period. Nevertheless, it appears to be a Halcyon training ground where the player has to breach the vault using the code or the diamond drill and retrieve the training loot bag. The Killhouse uses the same map as The Gala. This was the first real mission to be ever implemented into Entry Point.
The player can go for an alternate version of The Killhouse called "The Nightmare Assault", currently, the only way to trigger the nightmare assault is to play the mission on Elite or Legend difficulty, then start loud. After about 20 seconds, one of the three power boxes around the map will have a dark wire instead of the normal wire, you or your teammate will have to rewire this, after you rewire the first box, the second box will have a dark wire too, which you will also have to rewire, repeat the same thing with the third box, if the box is done correctly, then all three power boxes will have a white glowing wire instead. After you and your team dealt with the boxes, place the diamond drill at the vault, (note that The Nightmare Assault will only trigger if all the player is in the vault room the moment the drill is placed). The moment you or your teammate place the drill with all the listed above done, the lights will go off and the nightmare assault begins, you and your teammate must try your best to survive for 15 minutes while the drill is drilling, note that the moment The Nightmare Assault starts, all player is trapped in the vault room and cannot leave until the diamond drill done drilling
The Aftermath / ???[]
The Aftermath takes place at a construction site adjacent to a highway. To access this mission you needed to shoot the 13 pumpkins scattered around The Killhouse during the Halloween Hitlist 2020 in-game event.
The only objective is to survive. You need to kill all the SWAT who will appear in the building. After the music and the dialogue stops going, you will automatically win, the damage that the SWAT do is similar to Elite difficulty
Trivia[]
This section is a trivia section. Please relocate any relevant information into other sections of the article.
- In FAQ's, Cishshato answered the question about they have no Discord server, however, this is a joke. There is a public Update Log and there used to be a Freefall Softworks Community server, which was eventually deleted.
- Cishshato said that Entry Point is inspired by such video games as Hitman, Payday 2, Metal Gear Solid, and Rainbow 6 Siege.[citation needed]
- 'The Lock' is a feature added on December 10, 2018, in which a black box was added below the exp bar. Codes obtained from finding secrets in missions could be entered into the bar to discover the game's lore through dossiers, mission reports, and debrief logs. The Freefall Softworks logo can be found in random spots in missions to indicate that a lock code is nearby.
- In the game, there are 5 difficulties: Rookie, Professional, Operative, Elite, and Legend. The player gets badges for completing missions on Rookie, Operative in stealth, and Legend in stealth without kills (with two exceptions though, one of which being Black Dusk, which can be done loud or stealth WITH kills to get the Operative and Legend badges, the other is every expansion mission, which just need you to complete the mission on Legend difficulty to get the badge for the respective mission)
- In the difficulties Elite and Legend, friendly fire is enabled, which means players can damage their teammates at the rate of 25% the damage on Elite and 50% the damage on Legend difficulty, the damage is based on the type of weapons and amount of weapon training/vital target that the player who shot the bullet have.
- There used to be badges for finding and using codes on the lock, but these badges were removed to improve secrecy.
- The game's last two major update were in August 2nd, 2021 and October 22nd, 2021. It showed Concept and Daily Challenge. Along with the last one minor update being the second Black Dusk code.
- The 2015 version, was shown to have a different approach, like the player being Mouse, Suppressors wearing out, etc.