Detailed Safe Haven Score Guide (Updating)
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Detailed Safe Haven Score Guide (Updating)
Updated 5 years ago by Ruuj

Greetings fellow runners. I have seen some slight interest in Safe Haven Score runs and decided to make a detailed guide to how it works. I have a lot of time put into this run and know quite a bit about Safe Haven in general. Hope you enjoy it!

The following are the categories: Characters, Route, Maps, General, and Detailed Guide. This guide will assume you have at least some sort of map knowledge of Safe Haven.

Before we actually begin; I want to thank Bobbe, another score runner, for his insight into this stage and how to perform certain stages efficiently.

Here is a full-run video encase you don't want to read this entire thing.


Characters:

Amanda – Plays Aggressively Perks: Flamethrower Start. Has best blueprints. Tuner start. Downsides: No flare start. Forced to rely on loot RNG.

Details: Amanda is the best character in my opinion for Safe Haven. Score or Speed. Having the Flamethrower early game is very strong and allows you to play a little more aggressively if you have fuel to spare. Having the Molotov and Noisemaker blueprints, on top of the Pipebomb and EMP mine from Stage 1 makes her a very strong character choice. Allowing her to use every single component.

Strongest Early Game Character

Lingard – Plays Passively Perks: Stun Baton Start. Has second best blueprints. Has 2 Flares. Cons: No Flamethrower or Tuner.

Details: Lingard starts with 2 Flares. If you only get 1; reset your game until you get 2. It's a bug. Lingard has the Flashbang, Smoke Bomb and Medkit to start with. You have no means of defending yourself against the Alien; so stealth is your only defense. That said; if you can clip the EMP mine in Stage 1 and get the Pipebomb; you can spend every single component. Play very carefully and use stealth to your advantage to avoid the Alien.

Weak in Stage 2 and relies on the Alien RNG.

Has a back-up strat for Stage 3 instead of a Pipebomb; you can use the Stun Baton to stun the first 2 humans provided you get good RNG. Almost just as fast and requires no flare set-up!

Even with Lingard's shortcomings with not having the flamethrower early, she is in my honest opinion, the best character to use in Safe Haven due to having the Stun Baton.


Route: G = Gemini, B = Apartments G1 - More Score B2 - Score Token G3 - Easiest if done Properly G4 - Fastest G5 - Forced B6 - Forced B7 - Score Token G8 - Score Token B9 - Fastest B10 - Forced


Map: Includes General Layout + Loot Spawn locations. Thanks to Cliffs who addded in unmarked items and confirmed items onto the previous map.

http://i.imgur.com/gzcCVYA.png


General: Only take items from the cart if you absolutely need them. You get 0 points from taking them off the cart. Flares are probably the only item you should take off the cart besides Flamethrower Fuel, blueprints and Score Tokens. Each item gives you 50 points per pick-up, except scrap. Scrap only gives you 50 points if you grab the entire thing. There are a few items that do not give points; those are the item in the drawer at Gemini Generators and the items behind the Kitchen Counter along with the items in the Gemini Locker downstairs (Medkit, EMP Mine, Pipebomb all give 0 points; but the 2 components give points).

The Apartments Showers are only fully open in Stage 2, 6 and 7 during the route. The best time to loot the Apartments is during these stages. My personal recommendation is Stage 6 or 7 if you wish to use the G3 pipebomb strat, also you are guaranteed to have flamethrower fuel here as an added bonus, making it much safer. You can come back in Stage 7 and 9 to completely loot the map if you have problems.

Be careful with the northeastern most vent in the Apartments, as it is a dead end. The Alien will patrol in front of this vent constantly and eventually will end up going into it; if you sit in front of the exit too long. It has 2 items; so only go for this if you absolutely need too.

Gemini is a little different. You can loot almost the entire map in Stage 1 if you are bold enough. The small cafe is also completely safe so long as you don't make noise or get spotted. The Alien doesn't patrol into the cafe, but does patrol to the door. You can only loot the downstairs portion of the map after Stage 5, so proceed to do this in Stage 8.

Detailed: Imgur Album with locations for certain things: http://imgur.com/a/MbRR0

Stage 1 (G1)

The Following Items should be your top priority 2 Flares bare minimum 2 Pipebombs (you get 1 for free near the corpse in the Server Room)

The Flares are required for at least Stage 4. If you only get 1 Flare; use it for that and find a back-up strat for Stage 3. Lingard is the strongest Character for this section of the route due to having the Stun Baton and the Revolver for back-up encase you only find 1 Flare. The Pipebombs are required for Stage 4 and ideal for Stage 3, best to get them now when you have the time to actually loot. Plant a flare at the door to the Generator Room from the hallway near the cafe and immediately exit the level and ignore all loot on your way. Care for the Alien. Bind the Pipebomb to a key before you leave.

Stage 2 (B2)

Ignore all loot that is not in your direct path and complete the objective as fast as humanly possible as if you idle too long, the flare will die out before you return. If you are afraid of the Alien, drop a flare in the hallway as you make your way to the apartments section. Currently I have no solid strategy for not making the Alien drop on your head or in front of you.

Stage 3 (G3)

Get your Pipebomb ready to go and proceed to the objective near the cafe. Careful of the camera! If the strat works perfectly, the humans should be gathering around nothing. Toss the pipebomb towards the back wall on the left side of the door to the Generator Room. It should kill all 3 of them if it is V2 (Which it should if you grabbed the V2 Blueprint off the Cart). Finish the objective and loot the bodies. If you are feeling extra bold; you can go for the objective first and then toss the pipebomb as they are slowly walking back to their positions. Saves a handful of points but slightly risky. Loot the map and clip the EMP mine if you haven't already. Set up the strat for Stage 4. IMPORTANT: PLACE PIPEBOMB FIRST! The duplication of flares will FUCK UP THIS STRAT!!

Back-up Strat (Lingard Specific): Use the Stun Baton/Revolver on the 2 more dangerous humans in the hallway and proceed to the objective. Deal with the final human after you finish the objective, carefully. Be careful of the camera on your way in!!

Stage 4 (G4)

Nothing changes here from the speedrun, please check the run above. Loot the bodies though. You can perform the Stage 5 Strat if you desire.

Update This stage has a new method to inflate your score. Enemies spawn in when the button is pressed on the Terminal, so to inflate your score by over 100, simply wait 5-7 seconds before entering the doors. This will inflate your score as the Androids will die to the bomb very shortly after the score starts to drop down.

Stage 5 (G5)

Stage 6 (B6)

Perform the objective as fast as possible, using a molotov if you wish (Seems to be easier to push the alien away) and loot the map. Be sure to loot the showers in the bunks, and if possible keep tabs on what items you missed so you can come back in Stage 7 to acquire the remaining items safely.

Stage 7 (B7)

This stage will make your break your run; depending on if you actually obtain this glitch or not. Perform the objective using either the jack, shotgun, or stun baton. Take note that the Jack or Stun Baton will drop the Alien and it WILL come after you. Be mindful of the revolver Security Guard with the woman that patrol the lounge areas and you should be fine. This stage is where Lingard is definitely the stronger choice, as with the discovered ranged Stun Baton glitch, it is significantly safer.

If you use Mouse wheel on the objective itself; you have a chance to get a double pick-up prompt and trigger 13k points instead of 6.5k~. This glitch is how the current top 3 runners have over 80k. It is currently unknown how the glitch is actually performed; however I have only obtained it with mouse wheel. Molotov in the cart and there are 2 pipebombs in some boxes you can loot. They give you 0 points; but you can use these to defend yourself if you need to. Loot the bodies and the storage room. Don't forget the noisemaker!

Stage 8 (G8)

Silent Run down the stairs and deal with the humans that are in your way, if necessary. You may need to use a noisemaker to attempt at keeping the Alien away from you if you are not playing as Lingard. The Alien will kill the humans on it's own, so carry on with looting out Gemini as it is significantly safer in this stage than in Stage 10 and the Alien is on rails for it's patrol pattern so long as you are down stairs in Gemini.

Stage 9 (B9)

This stage is finicky, as the Alien doesn't always immediately become attracted to the Noisemaker, if used. I will update this stage in the near future if I can find out a much more successful strategy to door break.

Use a noisemaker or flare near the door where you obtain the Ion Torch, bang on the wall to try and get the Alien's attention and silent run to the torch panel in the other room. Torch it off, and if you hear the Alien drop, wait a second or so to hear the door open, then pull the lever. When done correctly, the door should be locked open, allowing you faster access to the floor vent in stage 10. Use a molotov to shove the Alien out of the way.

Stage 10(B10)

This one doesn't change from the standard speedrun. Grab the Tuner, loot the body and proceed to the exit ASAP. Grab the tokens (4 in total) and finish the run. You do NOT get score for the second portion of Stage 10 in Safe Haven so you are free to be more passive. Clip the Keycard and proceed to exit the map. You are done!

Bonus: The Score Tokens can be duplicated in the same way as the objective in Stage 7.