It's a tough nut to crack for sure, but for players who have tackled and completed some of the missions in the sandbox beforehand, there will be features added to the mix, such as turrets and exploding barrels, that'll make things easier. The final battle sees players protecting a helicopter from waves of enemy troops for ten minutes. In essence, the very best players will be able to constantly extend their time in the sandbox and give themselves more opportunities to tackle increasingly distant side-missions, earn more skill points, grab more items (although you do have to speculate to accumulate as far as ammo goes), and earn more bonuses that come into play at the end. Those chasing high scores - there's a leaderboard - can aim for the best numbers by completing missions and discovering various locations on the map that grant time bonuses. The way that Ubisoft has put it together means that there's a snowball effect, with Ajay gathering strength through multiple attempts, until eventually he's powerful enough to tackle the final encounter and survive. You can also play co-op, and bring Hurk along for the ride, should you have an eager buddy. There's certain objectives that you can complete that are dotted around the mini-map (it's not a new area, rather a repurposed take on the game's second half) that grant the player bonuses come the end of the mission, but these bonuses don't carry over to the next game, so the player will have to complete these tricky missions time and time again, although it should get easier as your character - Ajay - gets stronger and stronger through repeat plays. This feature is made less punishing because the equipment you earn on your travels, and the skills you unlock as you level up, are retained by your character and return every time you start again in the tower (skills and crafted gear are retained, whereas equipment is how you left it when you died). There's a permadeath-like mechanic, whereby when a player dies they head back to the start of the mission. The player has to make their way to that spot, picking up gear and abilities as they go, giving them a better chance of surviving the final encounter against waves and waves of enemy soldiers. The premise is relatively simple: there's a helicopter extraction planned to take place in thirty minutes time, in a designated spot up in the mountains. It starts with the player, unarmed and minus all of their accumulated skills, waking atop a tower with villain Pagan Min chatting away in their ear. It's actually set at a certain point in the story campaign, not long after an encounter with the titular prison, and in this DLC we're exploring what happens thereafter. For a piece of DLC with the word "prison" in the title, there's very little in the way of locked doors and iron bars in this unique sandbox campaign.