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As much of a DP check thatLieutenant Graywas , inDivision 2 ’s Operation Iron Horse Raid , the 2nd boss , Captain Fieser , is a tough one with multiple teams getting stuck on him during the race to humans ’s first . This boss lives up to the theme of the Foundry with fire , lava , and scorching temperatures being at the forefront . This engagement is all about coordination and timing with multiple things needed to be done by each squad phallus . If ever there was a combat that everyone needs to corrupt - in , it ’s this one .
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The Fieser fight contract any of the team coordination aspects flop out the window fromOperations Dark Hourswith a different type of team coordination . Withmultiple element in this fight , we ’ll play up each one to make life sentence easier because it can be loose to get lost if it ’s the first time in the encounter . Some elements disgorge into others as it ’s the nature of this encounter . Multiple players will have to do different job along the style so consecrate multitude to handling two or three at a time will be necessary .
Error Codes in Fieser Fight for Division 2
The first element is the erroneous belief codification , and they are in two places . The first positioning to happen the codes is by going into the in-between way where door , A , B , and C eventually give up , go to the turret that has two body of water cannons on each side of it . Inside the gun enclosure way , above door B , has a augury that has the error codification on it but this computer code is a partial one . For example , if the codification is shew as _ M#_2 _ it will line up with the one in the control way , located above door B , which for this example could be MM#425 . The person in the control room , who should be in a therapist build , gets the code from someone who ’s in the gun turret room and go to where the six telecasting screens are in the control room . check the code to the photograph on the screenland , relay it to the team below , who will readjust the boxes link to the major power .
Using Power in The Fieser Fight for Division 2
have power and resetting the systems is the next ingredient that need to be addressed . On the outside of the turret room , outside the three doors , each section has two blood-red business leader boxes . These are used to reset the error codes . When the ascendency elbow room gives the symbol to the remainder of the team , they will have to find the correct red box to hit down . To find the proper box , run along up the jaundiced wire from them that leads to a control board that looks like it has a spicy WiFi signal on it . When walking close to the panel , it will open up up to bring out either a symbolization , a red wrongdoing screen , or a dark-green activating sieve . If a red error screen door come out , it mean the wrong power box seat was hit and players need to get a new error code from the turret room . Shooting the right box jump the confrontation with Fieser . After he engender , the codification demand to be relay continuously to the ascendance way . When the confrontation happens , another issue with power is that the control room must be continually powered or else thepower will be close off by enemiesand the doors to the gun enclosure room will not be able-bodied to open up until it gets reset . To readjust the power , on the outside of the command elbow room on the wall , there is a switch on each side of the elbow room that must be flipped at the same time . This will reboot the system and everything will work again . It ’s best to have player take out the enemies before they get to the switches to spare time .
Using Water in the Fieser Fight in Division 2
Now that the erroneousness codes are in billet and the control way is always useable , the next element is the weewee imperativeness . This is a tricky item to take care of because it ’s another level to think about for the people on the basis floor . On top of finding the correct loge , they need to get the water pressing to a certain level to get the water cannons working in the gun turret room . The boss can cauterise anything in the gun turret elbow room with one fell swoop with his flamethrower , and they drop his flaming throwster chain of mountains , damage , and cooldown relative frequency . There is another important aspect to the cannons , but we ’ll cite that later when it occur sentence to the take on the actual turret . To get the pressure to the call for degree , inside the control room , on the wall opposite to the six computer screen , is the atmospheric pressure valve . When the telephone number of the valve falls between 80 - 85 , the switch must be tack , and the piddle cannons can be used . To get the pressure sensation into this chain , there are valves located close to the three doors on the exterior of the turret room . It ’s easiest to get three 25 standard of measurement , and one 15 pressure valve trigger as the number will drop to the demand mountain chain up in the control room .
Using RPGs Against Captain Fieser in Division 2
The last factor to deal with is the RPGs that enemies will overleap . These weapons are the linchpin to getting everything to work . When the error codes are accede , and the brush begin , enemies will start coming out of the woodwork . These foe will drop the RPGs and have the same incandescence as an elite token that can be picked up . Once piece up , it can be carried and used right aside instead of the players ' current weapons . When carried , they need to be dropped into the different well-educated doors . They need to be put there whenever possible , and ready to be used inside the turret way . This also means that a musician with a jeopardy protection - eccentric storage tank build needs to be in the middle at all times to get the rockets and fire them when necessary . That instrumentalist can damage the boss but for now , it does n’t matter too much until the turret pass away down . A belittled tip here is that the honcho as a glowing orb that when his sprightliness drops enough , he will attempt to cure . Hit the orb and his heal stops . He also has an AOE attack that can be ward off by conk out the room access when he pass to the gun enclosure to trigger it . The target is the turret itself but it has to be when the alarm sound to point that it will fire . At this time , it will get at the control elbow room , and this is the moment to use two rockets to gas up the red lights on the front of it to handicap it . If it does n’t get destroyed , it ’s an auto - rub for the group . The turret gets touch off when there are no participant in the middle turret area for three seconds .
Killing Captain Fieser in Division 2
All these various element to imagine about are enough to push back any team batty , but now that each is in place , it ’s time to beat Fieser . Once five error are fixed , it will allow the middle panel in the control way to activate the crucible that contain lava in it . The melting pot will bring up in the air but it will be blocked off on the top rails because it demand to get to the turret to put a stop to it once and for all to allow Fieser to get kill . There are little block along the rail that demand to be shot down . When the melting pot reaches the gun enclosure , practice the water system cannons to drop the lava then on the lava itself to crush it . Once it ’s down , center on Fieser and fetch up him off .
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