Compound Landlord
Come on in. Leaving is another story.
You don't chase enemies — you wait for them to come to you. A lair with the bounty, trip mines on the doors, a shotgun round the corner. Every creaking floorboard is your alarm clock.
💪 Strengths
- You hold the lair against a push
- Traps work while you reload
- A shotgun indoors is the shortest conversation
💡 Tips
- Don't hold to the bitter end: once you're surrounded and set on fire, it's time to leave
- Place trip mines one step past the doorway, not on it — they're harder to spot
- Listen: silence for too long means you're being flanked
🎒 Your loadout
-
Alert Trip Mines $30 -
Concertina Trip Mines $90 -
Poison Trip Mines $30 -
First Aid Kit $30 -
Fire Bomb $30 -
Regeneration Shot $105
Total: $774
🎴 Traits · 6 pts
The Slate holds the doors, the Bornheim covers you when the shotgun runs dry. Three kinds of traps cover every entrance, Poacher places them silently, Bulwark cuts the explosive damage they'll use to smoke you out.
🧰 Open in the builder📚 Read next
SlateConcertina Trip MinesPoacherHoldCamper / ratLairMapsLoot & containers
Other archetypes
Quiz text and archetype write-ups — showdown.com.ua. Trait and gear mechanics per the Hunt: Showdown 1896 Wiki (huntshowdown.wiki.gg), CC BY-SA 4.0. Just for fun, not an official Crytek classification.