Delta Freya II

Delta Freya II is a very difficult mission involving lots of enemies, and some of the strongest bosses in the mod. It is generally considered the "Final Level" of Frackin' Universe. The mission is heavily influenced by the works of H.P. Lovecraft and John Carpenter, especially "The Thing" and the short story At the Mountains of Madness.

This mission is unlocked by finding a Tattered Grimoire in a secret area of the vanilla Glitch mission (Baron's Keep). You'll need a microsphere for this - pay attention to Esther's radio messages. You can then beam to Delta Freya II through S.A.I.L.'s interface, as with other instance missions.

Take Note: This can be a very difficult mission if not properly prepared. Take your time while doing the mission and read Every  codex you find. Some books have valuable crafting recipes used at an Elder Altar, while others give vital hints needed to solve the puzzles found within this mission.

The following are essential to surviving Delta Freya II:
 * Tier 6+ armour and weapons, the mission is rated tier 7 so come geared accordingly.
 * Breath. If your armour of choice does not have breathing built in, you will need either a breathing EPP or the rebreather augment.
 * Deadly cold immunity, or 60% cold resistance. Races which suffer penalties in cold biomes - Delta Freya II is considered an Ice Waste - may need further preparations beyond this list.
 * Multiple damage types. Some enemies are immune to one or more damage types, and many key enemies are broadly resistant to multiple damage types. Do not rely on a singular type of damage, or risk death. Silver weapons (including Penumbrite) are effective here, assuming they're upgraded sufficiently. Fire-element weapons, such as the omega hammer from the precursor dungeon, are also quite useful, as fire tends to be the least commonly resisted element against the enemies found here. Cosmic and shadow weapons tend to be highly ineffective
 * An explosive of some variety, to get past a blast door. The distortion sphere bomb is effective here.
 * Food. Unlike a lot of other instanced missions, you can starve on this mission.
 * Any light source. Growing a supply of Oonforta is great for this - the light they emit is rather bright and lasts a long time.
 * Some means to combat Madness and Insanity. 0 armour will quickly become fatal, and this mission is challenging enough without madness effects to contend with.
 * Jump and Microsphere techs are very useful.
 * A hookshot, grappling hook, jump techs, physics field etc. to cross platforms over a deep ravine.
 * Many healing items, the horrors within DFII are keen to prey on the unwary and unprepared.