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Content

Tracks

Length

0:15 — 3:00

A Track is a short, handcrafted combat course: enemies to take down, objectives to clear, an extraction to reach and four medal times to beat. We call it a Track, not a level, because it's a route to master — not a place to visit.

Anatomy

Track 12 · Short Cut

Three marked targets, one extraction, and a breachable wall that turns the long way round into a straight line — if you have the charge in hand and the nerve to stand next to it.

  • SpawnWhere the Run starts. The clock waits for GO.
  • EnemiesSame place, same reactions, every Run.
  • Marked targetsYellow diamonds: the objective for this stage.
  • Breachable wallPlace a charge, detonate, and the wall becomes a door.
  • CoverBlocks you can hide behind — or route around.
  • ExtractionThe last objective. Reach it and the clock stops.
Top-down plan of Track 12, Short Cut.
Isometric view of Track 12, Short Cut.

Objectives

Stages, then extraction.

Objectives come in stages joined by THEN. Clear the stage, the next one lights up; finish the last and reach extraction.

  • Eliminate marked targetsOnly the hostiles with a yellow diamond count.
  • Eliminate all hostilesNobody left standing.
  • Reach every checkpointTouch every yellow column, in any order you like.
  • Retrieve the packageGrab the item and carry it out.
  • Destroy hostile techRed targets. Bullets, frags or an EMP.
  • Reach extractionThe finish line. Always last.

Track 12Eliminate marked targets (3) · then · reach extraction

Lengths

Short on purpose.

Long enough to master. Short enough for one more try.

Sprint

15–30 s

Standard

30–90 s

Extended

90–180 s

Track rules

The Track decides the kit.

Some Tracks leave your loadout alone, some limit it, and some hand everyone exactly the same equipment. You always see the rules before the Run starts.

  • FixedOne exact kit. Everybody runs the same weapons, attachments and Utilities.
  • RestrictedYou choose, inside an allowed set.
  • OpenBring your own loadout. Choosing it is part of the puzzle.