Ready or Not / Shooter / Stealth
Ready or Not No Good Deed Route: How to Clear Blackwood Pier
A practical No Good Deed route for entry, control, arrests, evidence, and cleanup before scoring runs.
walkthrough Jun 15, 2026 missionrouteNo Good Deed
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Quick Answer
Treat No Good Deed as a controlled route through pier crowd control, not a pure firefight. Split the map into entry, first safe room, secondary search, and evidence cleanup before pushing deeper.
Route Order
| Phase | What to do | Check |
|---|
| Entry | Mirror or slow-open the first door and identify civilians, suspects, or traps | If uncertain, wedge side doors so the rear stays controlled |
| Control | Use red/blue elements or co-op roles to hold two angles | When one player reloads or restrains, another keeps the angle |
| Arrest | Command first, then use flash, CS, pepperball, or taser to create compliance | For S rank, avoid turning surrendering suspects into incapacitations |
| Evidence | After restraint, check dropped weapons, corners, and small rooms | Do not leave evidence bags and TOC reports for memory later |
| Cleanup | Recheck doors, bodies, weapons, and civilians before ending | Wait for the proper end state instead of soft-completing early |
Loadout Notes
- Beginners should bring mirror gun, wedges, flash or CS before stacking only lethal weapons.
- Co-op teams need a restraint/evidence role so reports happen immediately after clears.
- On low-light or long-lane maps, agree on flashlight, NVG, and laser discipline first.
Common Mistakes
| Mistake | Fix |
|---|
| Everyone chases the same angle after entry | Split left, right, and second-line coverage |
| Moving on after a suspect falls | Report, confirm weapon state, and check restraint needs |
| Missing the last score point | Recheck small rooms, door backs, stair landings, and dropped weapons |
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