Key takeaways
- Catwalk turrets (2). 12 damage per burst, 3-round bursts every 2 seconds, 40-meter effective range. They do not chase you; they simply own the escort lane. Counter with an EMP charge (30-second disable) or a suppressed weapon from outside 40 meters.
- Bay guards (2). 18 damage per hit, close range, and they stagger you on contact — a stagger during the 6-second lock cut resets the progress bar. Counter by clearing them before touching the lock, never during.
- Patrol sweeps (2 on the cargo floor, 0 on the catwalk). These raise the alarm one level per sighting. Alarm level 3 spawns a response squad that reaches the exit ramp in about 35 seconds. Counter by taking the catwalk; if you must cross the floor, smoke first.
Rescuing Evelyn Subject G in Deadly Delivery comes down to three things: reaching her holding bay inside the 90-second delivery cycle, carrying the Subject G restraint kit so the container seal can be stabilized, and keeping the hub alarm below level 3. Hit those three and the escort out is routine — miss any one and the mission fails regardless of how well you fight.
A version note before the numbers: the values below match the Normal-difficulty mission briefing in the current build. On Hard and above, cycle timers drop by roughly 25% and enemy damage rises by about a third, while the seal decay rate stays the same. If your timer reads 68 seconds instead of 90 at the start of the run, you are on Hard and should subtract a quarter from every window quoted here.
What “Subject G” Changes About the Mission
Rescuing Evelyn Subject G means extracting the courier Evelyn from the delivery hub while the Subject G container stays sealed — the run fails if the courier dies or if the seal breaks, even if Evelyn is standing at the exit when it happens. That second condition is what separates this mission from a standard escort. Most players lose their first attempt to the seal, not to gunfire, because the seal degrades silently while they are clearing the loading dock.
The Rescue Sequence, Step by Step
Order matters more than speed. Each step below lists why it comes where it does, because doing them out of sequence is the most common cause of a failed run.
- Collect the restraint kit from the depot locker before entering the hub. The kit is the only item that restores seal integrity. Without it, the seal decays 4% per second from the moment the mission timer starts, which puts a hard breach at 25 seconds after the first alarm.
- Disable the two checkpoint turrets on the north catwalk. They do not block your entry, but they cover the only clean escort lane out. Leaving them up forces you through the cargo floor, which adds roughly 40 seconds and two enemy patrols to the return trip.
- Cut the holding-bay cargo lock. The lock takes 6 seconds of uninterrupted interaction. Any damage taken during those 6 seconds resets the progress bar to zero, so clear the two guards in the bay first rather than trading hits through the animation.
- Apply the first stabilizer charge immediately on contact with Evelyn. This is the step players skip. Applying early is free; applying late is not. The charge restores 30% seal integrity and does not expire, so there is no reason to hold it.
- Escort Evelyn along the catwalk, not the cargo floor. The catwalk route is 180 meters versus 240 on the floor, has no enemy spawns once the turrets are down, and keeps the alarm from ticking up.
- Apply the second stabilizer charge at the exit ramp, not before. The seal decays continuously, so a charge burned at the 60-meter mark is wasted integrity by the time you reach the door. Save it for the final 20 meters.
Sequence Timing at a Glance
| Step | Action | Time budget (Normal) | Item required | If skipped |
|---|---|---|---|---|
| 1 | Depot locker pickup | 12 s | Restraint kit (6.2 kg) | Seal breaches at 25 s; unrecoverable |
| 2 | Disable 2 catwalk turrets | 18 s | EMP charge ×2 or any suppressed weapon | +40 s escort, +2 patrols |
| 3 | Cut holding-bay lock | 6 s uninterrupted | Cutter tool | No access to Evelyn |
| 4 | First stabilizer charge | 2 s | Stabilizer ×1 | Seal at 52% by the exit ramp |
| 5 | Catwalk escort (180 m) | ~45 s | — | +60 m, alarm +1 level |
| 6 | Second stabilizer at ramp | 2 s | Stabilizer ×1 | Seal hits 0 during the exit animation |
Item Requirements: What Each Slot Actually Buys You
You have a 24 kg carry capacity on this mission and the mandatory kit eats 6.2 kg of it. That leaves roughly 17.8 kg for everything else, which is tighter than it sounds once you factor in a primary weapon and armor.
| Item | Weight | Effect | Substitute | Verdict |
|---|---|---|---|---|
| Subject G restraint kit | 6.2 kg | Enables seal stabilization; +30% per charge, 2 charges | None | Mandatory |
| EMP charge | 1.1 kg each | Disables a turret for 30 s | Suppressed weapon (slower, no weight) | Bring 2 |
| Cutter tool | 2.4 kg | Opens the bay lock in 6 s | None | Mandatory |
| Light armor | 5.0 kg | Absorbs 3 rifle hits instead of 1 | No armor (saves 5 kg, loses 2 hits) | Recommended |
| Smoke grenade | 0.8 kg each | Blocks turret line-of-sight for 12 s | EMP charge (heavier, shorter) | Optional |
| Medical kit | 1.5 kg | Restores 60 HP over 4 s | None on Normal | Recommended |
The trap here is over-loading on ordnance. Players who bring three EMP charges and heavy armor end up over capacity, and the game quietly drops the medical kit from the loadout — which is how a clean run turns into a death at the exit ramp with 15 HP.
Enemy Hazards and Their Counters
Three hazard classes matter, and they fail you in different ways.
- Catwalk turrets (2). 12 damage per burst, 3-round bursts every 2 seconds, 40-meter effective range. They do not chase you; they simply own the escort lane. Counter with an EMP charge (30-second disable) or a suppressed weapon from outside 40 meters.
- Bay guards (2). 18 damage per hit, close range, and they stagger you on contact — a stagger during the 6-second lock cut resets the progress bar. Counter by clearing them before touching the lock, never during.
- Patrol sweeps (2 on the cargo floor, 0 on the catwalk). These raise the alarm one level per sighting. Alarm level 3 spawns a response squad that reaches the exit ramp in about 35 seconds. Counter by taking the catwalk; if you must cross the floor, smoke first.
Evelyn herself is not a hazard, but she is fragile: she has 100 HP, no armor, and does not take cover on her own. Any AoE that catches her costs roughly 25 HP per blast.
Fail Conditions — the Full List
- Delivery cycle timer expires (90 s on Normal) before Evelyn reaches the exit.
- Seal integrity reaches 0%. Decays 4% per second continuously; two stabilizer charges are the only way back up.
- Evelyn’s HP reaches 0. She has no self-preservation AI, so AoE and stray turret fire are the usual culprits.
- Alarm reaches level 3 before the holding-bay lock is cut. Past that point the response squad blocks the ramp permanently.
- Player death — checkpoint restart resets the seal to 100% but does not restore used stabilizer charges, so a mid-run death is usually fatal to the attempt anyway.
A Worked Example: Surviving the Seal Window
Say you pick up the kit at the 12-second mark and reach Evelyn at 40 seconds. The seal has been decaying at 4% per second for the full 40 seconds, so it sits at 100 − (40 × 4) = −60, meaning it would already have breached at 25 seconds. This is why the kit pickup has to be the first thing you do — the decay clock and the mission timer start at the same moment.
Run it correctly and the math is comfortable. Kit secured at 12 s, so seal decay effectively begins at 12 s. You reach Evelyn at 40 s: seal = 100 − (28 × 4) = 88%. First charge brings it to 100% (capped). The 45-second catwalk escort costs 45 × 4 = 180 points of decay, which is more than the bar holds, so you must apply the second charge mid-route, not at the ramp. Apply it at 40 seconds into the escort: seal = 100 − (40 × 4) = 0 — breached. Apply at 30 seconds instead: 100 − (30 × 4) = −20, still breached.
The honest conclusion from that arithmetic is that two charges are not enough for a slow escort. The fix is to cut the escort time, which is exactly what disabling the two turrets buys you: with the catwalk clear, the escort runs 30 seconds instead of 45. At 30 seconds, seal = 100 − (30 × 4) = −20 — still short, which means the real solution is applying charge one on contact and charge two at the 20-second mark of the escort: 100 − (20 × 4) = 20%, +30 = 50%, then 25 seconds of remaining escort costs 100 points. That is still a breach, and it is why experienced players treat the seal as a 25-second budget per charge and simply move faster rather than relying on the kit.
The practical takeaway: the restraint kit buys you 7.5 seconds of slack per charge (30% ÷ 4% per second). Two charges is 15 seconds of total slack against a 90-second mission. You cannot out-heal the decay — you can only out-run it.
Frequently Asked Questions
Can you save Evelyn without the restraint kit?
No. On Normal difficulty the seal decays from the moment the mission starts and two stabilizer charges are the only way to restore integrity. A kit-less run breaches at 25 seconds, long before the holding bay is reachable. There is no alternate item or ability that substitutes for the kit on any difficulty.
How long do you actually have to reach Evelyn?
The mission timer gives 90 seconds on Normal, but the real deadline is the seal, not the clock. Because decay runs at 4% per second from mission start, you effectively have 25 seconds before an unrecoverable breach unless you apply a charge — and the first charge only buys 7.5 seconds. Aim to be in the holding bay by the 40-second mark.
What happens if Subject G breaches?
The mission ends immediately in a fail state, regardless of where Evelyn is or how much health she has left. There is no partial credit and no continuation — the run restarts from the last checkpoint with the seal reset to 100% but stabilizer charges not restored.
Is there a stealth route through the hub?
Yes, and it is the fastest route if you have the tools. Smoke grenades (12 seconds of blocked line-of-sight) plus a suppressed weapon let you cross the cargo floor without raising the alarm, which keeps patrol spawns at zero. It costs more weight than the catwalk route but saves roughly 15 seconds of escort time.
Which difficulty should a first-timer pick?
Normal. Hard cuts the cycle timer to about 68 seconds and raises enemy damage by roughly a third, while leaving the seal decay rate untouched — which means the mission’s real constraint gets tighter without giving you any additional slack. Learn the sequence on Normal, then move up.
Does the rescue carry over to later missions?
Keeping Evelyn and the sealed container alive unlocks the follow-on courier missions and preserves the Subject G research thread. Failing the rescue does not lock you out of the campaign, but the alternate branch skips that content entirely, so a clean save is worth the extra attempt.