Manor

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Manor
Screen shot of Manor
Author:
Tripwire Interactive
Trader:5 locations
Related achievements:
Lord of the Manor icon.Lord of the Manor
Duke of the Manor icon.Duke of the Manor
Emperor of the Manor icon.Emperor of the Manor

"Of all the places to crashland... The nearby 19th century manor house is a derelict - A home for squatters, and junkies. The paint-flecked walls and collapsed flooring is far from enticing. But it may a good place to take refuge and set up a defense. Because you can hear them coming , they tracked you here. The sound of murmuring is growing louder on the breeze...."

Manor, a map with limited positions to hold out. The company begins their mission beside their destroyed helicopter, the physical looks of the helicopter suggests that the landing wasn't very disastrous as nothing but the cockpit and propellers are damaged beyond repair and all players spawn with full health. They can then continue their unexpected mission through a cave to their left or a path to the ominous-looking manor. The manor has a reasonable amount of space for them to dig in and set-up defences but there are a few other more advisable defensive locations to camp.

Contents

Map layout

Trader locations

  • The left part of the cave, there is a boulder blocking the trader, about half-way through the cave.
  • Inside the basement of the manor.
  • The second floor of the manor.
  • Inside the "piano room" of the manor.
  • In an outdoor storage close to the pond.

Defensive positions

Tactics

  • Two of your team members should have long range weapons and two should have short range weapons. Go to the left of the front entrance of the manor. Look for a staircase leading underground. Weld the door shut. As the specimens walk down the stairs take them out with your long range players. Your short range will take care of any that get closer and keep an eye on the door behind you. Grenade launchers work well in this situation as it is easier to shoot the ground beneath the specimens. This tactic is risky, since you only have one route of escape, which will be welded shut and probably have a specimen or two behind it.
  • Holding the caves is a very good idea on this map. It gives you three exits if things get tough. On the easier waves, holding at the boat house area is possible, but be careful to keep your backs to the fence around the outside of the map. Moving too far away from these makes it more likely for specimens to spawn behind your defences. Your defences in both situations however, can be bolstered by placing a sharpshooter on the small wedge of a hill just outside the boathouse on your way into the caves along the rear fenceline. Your shooter may have to jump a few times to reach this spot but once he is there he has full command of the entrance to the caves, the fenceline, and the area surrounding the boathouse. As an added bonus, This spot is very hard to reach for most specimens. This natural crevice between two rock walls also funnels any happenstance specimens leaking through right into your crosshairs.
  • On the top floor of the house, opposite the doors there is a nice spot to defend in the back corner, up against the wall. Weld the door by the stairs to minimize the chance of getting overrun, and make sure there's a clear path towards the hole in front of you, because getting cornered here while reloading is a death sentence. Specimens spawn behind the door, and will primarily be going through it towards you, unless there's another squadmember closer to them. Specimens coming through the door and up the stairs can be easily cut down by your gunfire. This spot might become too dangerous as you progress onto the harder waves, but if you've got a few squadmates close by it should work until the Patriarch. Don't attempt to fight the Patriarch here, as it's too easy to get cornered and killed. Trying dropping down through the hole in the ceiling and retreating outside so you cannot be outmaneuvered.
  • On the main floor of the house, there is a short hallway leading between the manor's main entry point and the piano/trader room. This spot can easily be defended by as few as three people, as long as they are attentive. There are two weldable doors in this two room area- one connecting to the front room of the house, and one in the room with the ramp to the second story. By welding the ramp room's door shut, and leaving the front rooms door open, you create both a specimen funnel, and a safety area. Have one person focus their gunfire on the front room, the second person focus theirs in the piano room (sticking out of the curtains), leaving the third person free to run between the two, healing them and focusing on any specimen that spawn and come down the ramp from the second story. The reason this strategy works is that if one area becomes overrun, the other members have multiple means of escape- through the tunnels, out the front, or up to second story. Not recommended for the Patriarch.
  • staying a bit inside the cave entrance just across the boat house is an easy place to hold for support/demos. Most specimens swarm this entrance and occasionally something will come from the back. just keep your party toward the end near the boathouse to minimalize what ever comes from the back.

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Biotics Lab • Farm • Manor • Offices • West London • Foundry • Wyre • Bedlam • Waterworks • Icebreaker • Crash • Filths Cross • Departed
 
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