- How to play the Hot Dogs Horseshoes Hand Grenades 2 campaign: Facility is a single-player extraction roguelike, the game's central mode.
- The core loop: Set up gear, run procedurally generated levels, loot and shoot, extract chips and gear via pneumatic tubes.
- Stealth action: Approach carefully like MGS, but expect alerts that summon deadly response teams.
- Alternative modes: Free Play and Daily Runs let you skip extraction pressure entirely.
- First biome: The Bunker launches with about half a dozen levels, starting with Upper Reach.
What the H3VR2 Campaign (Facility) Actually Is
The campaign in Hot Dogs Horseshoes Hand Grenades 2 is called Facility, and it's the game's central mode: a single-player extraction roguelike. You wake up confused inside a giant, malfunctioning megastructure — a System Shock-style opener — with no memory and unrecognized security credentials. Your first companion, For Meat, is just as lost as you are. Your job is to descend through procedurally generated levels, loot and shoot your way forward, and slowly unravel what the Facility is and why everything is broken.
Video Highlights:
- Facility is a single-player extraction roguelike with procedurally generated levels
- Runs use pneumatic tubes to send valuable gear back to your hub mid-run
- Stealth action design inspired by MGS and modern Wolfenstein games
- The Bunker biome launches first, with more biomes planned post-release
- Raw Quest 3 capture shows exactly how the mode looks in-headset
Each run follows the same rhythm: set up your gear at the hub, optionally buy extra loadout items, drop in, loot and fight your way downward, and use pneumatic tubes at the end of each level to send your best loot home before moving on. Dying with gear still on you means losing it, so ship valuables out early and often.
Ways to Play: Campaign, Free Play, and Daily Runs
If full extraction pressure isn't your thing, every level can also be played outside the roguelike campaign.
| Mode | What It Is | Best For |
|---|---|---|
| Extraction Campaign | Roguelike runs with loot persistence, quests, and risk | Core progression, blueprint (chip) hunting |
| Free Play | Pick a level, pick a loadout, set options, dive in | Practice, relaxed shooting, score chasing |
| Daily Run | Fixed daily configuration, exactly one attempt, daily leaderboard | Competitive challenge |
In Free Play, you can enable ammo duplication (called spawn locking in H3VR 1) and open vendor, letting you grab any gun and drum mags from the item spawner and Rambo through a single level with a score at the end. Daily Runs work similarly but with a fixed setup — for example, a specific level at hard difficulty with a set loadout and eventual mutators.
Think of Free Play as the successor to Take and Hold from the first game. You get the full sandbox treatment without the extraction-campaign resource management.
Enemies and Factions You Will Fight
You're not alone down there. Several hostile factions patrol the Facility, each forcing different tactics.
SoSec
- Mall-cop tier security
- Won't shoot on sight
- Guard security nodes and equipment
- Sound the alert if provoked
Alert Response Team
- Deploys whenever an alert trips
- Better gear, stats, and training
- Beelines straight to you
- Deadly early or with light kit
Mechanoids
- Turrets: super hardened, most weapons can't dent them
- Weenies: floating drones in multiple variants
- Disabled by destroying Sec nodes in a room
Gray Dogs
- Corrupted sosig shells with nanite growths
- Erratic, zombie-like behavior
- Their own enemy progression line
Weenie variants deserve special attention because each one changes how you approach a room:
| Weenie Type | Behavior | Threat Level |
|---|---|---|
| Buffer | Floats with sosigs, grants damage resistance, auto-reloads, stat buffs | High |
| Sensor | Follows you and tries to trigger the alarm | Medium |
| Self-Detonating | Smart mine that floats toward you | High |
Tripping an alert carelessly — especially early in the campaign or when running a light loadout — will get you rolled by the Response Team. Suppressors, careful shooting near SoSec, and destroying Sec nodes quietly are your best friends.
Stealth, Security Gates, and Combat Puzzles
H3VR2 is best described as stealth action. You carefully approach spaces, take territory, clear rooms — until you trip an alert and it becomes a fight for your life.
Read the Gate Beams
Blue vertical beams are alert gates — instant alert if crossed. Green diagonal beams are high-sec gates that trigger on weapons with full auto, removable magazines, or explosives. Red horizontal beams are kill beams — never pass through them directly.
Exploit High-Sec Rules
Low-tech weapons like breech-loaders can pass green high-sec gates without triggering alerts. Certain stealth builds benefit enormously from carrying older-style weaponry.
Find the Sec Nodes
Each secured room has one or more Sec nodes controlling its security systems. They can be hard to find or reach — search carefully.
Neutralize the Nodes
Either extract the relay inside a node or shoot it out with a powerful enough weapon. Once all nodes in a room are down, gates and turrets go dark.
Every secured room is effectively a combat puzzle with multiple solutions, and the best loot is often guarded behind the trickiest security configurations.
Use the pneumatic tubes at the end of each level to send unneeded high-value gear back to your hub. Exfiltrated chips act like blueprints, letting you manufacture those items back at base.
Bunker Biome Levels and the First Boss
The launch biome is the Bunker, with roughly half a dozen procedurally generated levels tied together thematically. More biomes are planned to be added for at least a year after release.
| Level | Layout & Difficulty | Key Features |
|---|---|---|
| Upper Reach | Starter level, introductory security | Tutorial-tier systems, ideal for eco runs to rebuild resources |
| Offices | Larger, more complex security puzzles | Mix of SoSec, response teams, gray dogs, mechanoids |
| Warehouses | Vertical procedural layout | Tall warehouses above, cargo containers over death pits; first boss |
| Level 4+ | Escalating challenge | Details withheld — discover them yourself |
The Warehouses boss works Tarkov-style: instead of waiting in a boss room, it stalks large portions of the level. Learn its routes and pick your engagement — long-range with a scoped rifle, or an ambush with stacked explosives. You must extract a key card from this boss to progress to level four, making it the game's first serious gear and challenge check.
If you're worried the whole campaign is CQB — don't be. By the time you reach level five, you'll want a scope. Sniper filtering (hold the forward trigger to stabilize the weapon) makes 500–600 meter shots genuinely achievable.
Pre-Run Checklist:
- Buy extra loadout gear within budget at the hub
- Check which gate types (blue/green/red) the level features
- Pack a low-tech weapon for high-sec green gates
- Locate and destroy Sec nodes before looting
- Send best loot home via pneumatic tubes each level
Accessibility and Precision Settings
Two filtering systems make the shooting feel dramatically better, and both are worth configuring before your first campaign run.
| Setting | What It Does | Recommendation |
|---|---|---|
| Controller Filtering | Removes micro-jitter from tracking and unsteady hands | Keep at least Standard for everyone |
| Elevated Filtering | Further stabilizes the aiming platform | Great for hand tremor or arm weakness |
| Sniper Filtering | Interpolates gun rotation toward zero while holding forward trigger | Essential for long-range shots |
Campaign FAQ
Q: How do I play the Hot Dogs Horseshoes Hand Grenades 2 campaign?
Select the Facility mode, set up your gear at the hub, and drop into procedurally generated Bunker levels. Loot and fight your way through each level, use pneumatic tubes to extract valuable gear and chips, and complete quests for characters you rescue along the way.
Q: Can I play without extraction-campaign pressure?
Yes. Every level is playable in Free Play mode with custom loadouts, ammo duplication, and open vendor options, similar to Take and Hold from the first game. There is also a Daily Run mode with one fixed attempt per day.
Q: How do I disable security gates and turrets?
Find and destroy every Sec node in a room — either extract the relay or shoot it out with a sufficiently powerful weapon. Alternatively, a high-level sec card can disable certain gates directly. Never touch red horizontal kill beams.
Q: Why do my weapons trigger green gates?
Green diagonal beams are high-sec gates that detect weapons with full-auto capability, removable magazines, or explosive function. Carrying low-tech weapons like breech-loaders lets you pass through without raising an alert.