How To Download Rebirth Island

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Brandi Wendelberger

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Aug 3, 2024, 10:34:50 AM8/3/24
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The Soviet base was established on the island in 1948 as a secret Soviet bioweapons facility which tests a variety of biological agents including anthrax, plague, brucellosis, and tularemia. During the Cold War, the base on the island was used by the Soviets to further develop the German biochemical weapon Nova 6. This was tested on livestock, primates, pigs and even humans. When the time was right, the Russians began shipping it to various cities. When this was near completed, the Soviets began evacuating the island, killing all non-essential personnel. CIA troops under the command of Grigori Weaver and Jason Hudson led an attack on the island to extract the Soviet allied, former Nazi scientist Friedrich Steiner for information about the numbers station. Despite collateral damage, Soviets began using Nova 6 against the advancing troops, leading to both sides fighting in HazMat suits.

At the same time, Mason had infiltrated the facility in an attempt to kill Steiner, killing all the scientists and enemies in his path. Getting to his target first, the CIA team was forced to only watch as Mason executed him. With Steiner dead, the CIA was forced to rely on Mason to uncover the location of the numbers station, and promptly extracts him from the island after Hudson incapacitates him with a pistol whip.

In the aftermath of the raid, the CIA had captured Vikhor Kuzmin, a high-ranking Soviet operative who was in charge of overseeing the production of Nova 6 on Rebirth Island. Despite the brutal interrogations handled by agent Russell Adler, Kuzmin refused to disclose any information, save for his name and rank. In retaliation for what Kuzmin's commanding officer Lev Kravchenko did to Weaver back at the Baikonur Cosmodrome, Adler stabbed out Kuzmin's left eye. Afterwards, Kuzmin was extracted by Kravchenko, who sent Kuzmin to be locked away in the Petropavlovsk Gulag for letting Rebirth Island fall.

Bioweapons is a three-story brick and steel building, one of the tallest on the north end of the island. From the main road, a set of double doors and an open garage leads into the loading area; a single door offers access to a workroom and the metal staircase leading to the upper floors. Operators can also head down into the basement, a small area stored with hazardous materials and a ripe location for ambushes.

The first floor has three rooms: the loading area, the main workroom, and the interior stairwell. The loading area looks out onto the Industry building and the street below; within, take the staircase down to the basement or enter the central workroom. Note the multiple exit points in the back of the room offering access to the concrete walkway, the exterior staircase, and the white shed and jetty.

The second floor features two adjacent supply rooms peppered with open windows proving the opportunity to eliminate enemies moving in toward the building. The exterior staircase is easily accessible here, great for getting out of sight in a pinch.

The third floor leads to the laboratory, a large area with more substantial cover than the floors below. There are two windows providing long views over the main road to the north and south, an ideal vantage point for sharpshooters looking to eliminate enemies on the move.

South of the station, a long stone staircase passes under an anti-aircraft gun and leads up to the bluffs overlooking the docked freighter and a helipad. Past the freighter, cannons line the shore all the way to the southern Stronghold.

North of the power station, massive concrete infrastructure slopes down to the shoreline toward a mid-sized two-story building connected via zipline to the roof of Industry. Head to the second floor and its balcony for a good mid-ranged vantage point or climb the ladder to the roof for a broader though more exposed view.

Jutting out into the water, the power room sits on an elevated concrete structure that offers commanding views along the Dock and over the main road passing nearby. Aside from a shack that can be used to ambush or escape enemy players, the single accessible room up here holds some power equipment, including a large white generator that nearly divides the room in two.

A small walkway overlooks the dangerous waters below, and a metal catwalk descends to the northern side of the structure. Jump into the water here to find an accessible pipe you can swim through to exit out onto the ground floor of the northern Dock. For an overland escape, use the zipline to quickly transition toward or onto the freighter.

The Control Center features a larger building connected to a smaller one via breezeway. The main building has a rooftop in plain sight of the Prison roof and lighthouse. When attacking enemies below, use the large radar structure and rooftop access point to cover your back. Note the ascender here, too, which can be used to descend from the roof should you need a quick escape.

Right in the center of things, the harrowing Prison is the main draw of Rebirth Island and the largest building on the map. There are numerous points of entry into the Prison via the paved walkway and various staircases and ramps. Some scattered ascenders and exterior ladders provide direct access to the roof.

The main cell block catwalk is easily accessible via several entryways and climbing spots, offering a strong view over the action below. Like the first floor, there are numerous open cells that serve as ambush points here.

Take the stairs near the front of the cafeteria to reach the infirmary above, consisting of a long central hallway with smaller rooms on either side all the way down. Note the descending staircase at the start of the hallway that leads to the main cell block catwalk and the ascending staircase at the end of the hallway that goes up to the roof.

The Prison basement features the showers and a small electrical room. The showers are accessible from several different exterior entry points, including a flight of stairs descending from the main cell block. Inside, a long half wall separates two troughs of shower stalls. The corner changing area gives some coverage from the otherwise open space. The electrical room serves as a hallway connected to the showers, a flash point for close-quarters combat.

The central roof is divided by four rows of skylights, with several openings providing access to the inner Prison. Also at center is a small ramp leading up to the tram platform which shuttles back and forth between here and the southern Harbor.

The southern Harbor stretches along the center of the southern shoreline between Chemical Engineering to the north and Factory to the south. A concrete walkway provides quick traversal across the area, with several smaller buildings giving the opportunity to disappear and set up a vantage point over the area. The lower tram platform sits between Harbor and Factory, offering a ride straight up to the Prison rooftop.

Sandwiched between the Factory tram line and the brick office building, the Harbor warehouse is defined by two floors that have no interior connection points. It is mostly barren with few cover pieces inside. Walk along the Harbor to find a recess created by four brick pillars and a staircase leading up to the first floor. You can also climb up a stack of crates nearby to reach the first floor through the open window.

A white brick hallway pierces through the first floor that aligns with the outer service road. To reach the second level, climb the stone staircase up from the dirt path on the north side, leading to a brick-walled office space with one window that looks out toward the communications office and the power station. From this room you can hop onto the roof, which is about level with the road and provides a great sightline into the tram while docked at the nearby station.

This two-story rectangular building sits between the Harbor warehouse and the power station. Both floors present mostly open spaces except for a couple side rooms and alcoves offering cover for an ambush. There are multiple viewpoints looking out from the building, making this an idea defensive location.

Just outside the communications office is the orange and black power station, a two-story structure with a turbine and generators that help power the island. The upstairs room is a confined space with blocked out windows, but the ground floor offers a bit more room to maneuver. Note the ladder near the turbine which descends into a water filled concrete pipe that you can swim through to multiple exit points, offering a great opportunity to reposition and flank unsuspecting enemies.

The second floor leads to a tight cluster of office spaces and restrooms. Access the L-shaped roof from the ladder that climbs up to the tower, taking the door at the first landing on the way up. This area provides good views within the greater Headquarters area while maintaining a lower profile compared to the top of the lighthouse.

This two-story command center offers great views of the surrounding Headquarters area as well as down toward the Living Quarters and Factory, the Prison rooftop, and for snipers, the distant Stronghold.

The first floor wraps around a central wall and a single staircase leads to the upper level, featuring a circular layout with several branching rooms. Several climbing points around the outside of the building offer direct access to this upper level, as well as some ladders leading up to the roof.

The Factory is the largest feature on the southwestern shoreline, a commanding three-story building and basement that all come together to encourage multi-level, close-quarters combat. Given the views toward Harbor and proximity to Headquarters, Factory sees plenty of traffic.

The roof is split into two pieces: a mostly flat blacktop with some scattered cover points and an entry back into the building, and a pitched roof offering higher views. Both sides offer great sightlines toward the shoreline below and are level with the stairs that climb up to the Headquarters and Prison.

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