> For the complete documentation index, see [llms.txt](https://warframe-disruption.gitbook.io/disruption-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://warframe-disruption.gitbook.io/disruption-guide/documentation/kappa-apollo/kappa-tiles.md).

# Kappa - Tiles

## Intro

There are <mark style="color:violet;">several possible</mark> tiles for Disruption, but some stand out thanks to their <mark style="color:violet;">superior layout</mark>. Choosing the right tile provides optimal <mark style="color:violet;">enemy flow</mark> and allows for much smoother movement throughout the map.

That's why <mark style="color:violet;">rolling</mark> for a specific tile is so <mark style="color:violet;">important</mark>. Whether you're a speedrunner aiming for the fastest possible times or a casual player simply looking for more <mark style="color:violet;">consistent runs</mark>, the right tile can make a <mark style="color:violet;">significant</mark> difference.

***

## META tiles

Without exception, <mark style="color:violet;">Tile 7</mark> (referred to as *Ship*; see the *Tiles* section) is the current <mark style="color:violet;">meta</mark> pick. Its compact size provides an excellent <mark style="color:violet;">enemy flow</mark>, while its open layout makes movement much smoother.

There is, however, one <mark style="color:violet;">important</mark> mechanic to be aware of. On Tile 7, one of the two suspended ships—or, more rarely, both—can detach from their supports. When this happens, it provides a <mark style="color:violet;">significant advantage</mark>.

As you've probably guessed, this introduces a degree of RNG to the Ship tile. That said, you should never rely on it. It is entirely possible to achieve <mark style="color:violet;">excellent</mark> run times even if neither ship falls. It's simply a <mark style="color:violet;">quality-of-life bonus</mark>, not a game changer.

***

## Tiles&#x20;

Rooms 1, 4, and 8 are <mark style="color:violet;">viable</mark> when paired with Room 7. The remaining combinations aren't recommended due to their numerous <mark style="color:violet;">drawbacks</mark>.

{% hint style="warning" %}
However, even with two perfect tiles, achieving the best times still requires optimal room positioning and high-quality links.
{% endhint %}

* *<mark style="background-color:$info;">For tile 1, they all work, but if you want to really perform, try to avoid the top connection (according to the minimap screenshot below).</mark>*
* *<mark style="background-color:$info;">For 7 try to avoid the bottom left one.</mark>*
* *<mark style="background-color:$info;">For 8 avoid at all costs the bottom right one (“elbow”) and if you really want to achieve a good time, you want to avoid the top right one.</mark>*

<table data-view="cards"><thead><tr><th></th><th data-type="rating" data-max="5"></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td><h4>1</h4></td><td>4</td><td></td><td data-object-fit="fill"><a href="/files/G5aI2ncvzSmxbMLOVIDM">/files/G5aI2ncvzSmxbMLOVIDM</a></td></tr><tr><td><h4>3</h4></td><td>1</td><td></td><td data-object-fit="fill"><a href="/files/7qKooqFWliibHboXjQ37">/files/7qKooqFWliibHboXjQ37</a></td></tr><tr><td><h4>4</h4></td><td>3</td><td></td><td data-object-fit="fill"><a href="/files/lN5Z7Hq49aj7gb0NE6IV">/files/lN5Z7Hq49aj7gb0NE6IV</a></td></tr><tr><td><h4>6</h4></td><td>1</td><td></td><td data-object-fit="fill"><a href="/files/sY5HZ3qvJwCuE0hV8wfp">/files/sY5HZ3qvJwCuE0hV8wfp</a></td></tr><tr><td><h4>7</h4></td><td>5</td><td></td><td data-object-fit="fill"><a href="/files/gZOKRwCKLP1e1eqLVhva">/files/gZOKRwCKLP1e1eqLVhva</a></td></tr><tr><td><h4>8</h4></td><td>5</td><td></td><td data-object-fit="fill"><a href="/files/xSwBqNu5nUiaafvm06kP">/files/xSwBqNu5nUiaafvm06kP</a></td></tr></tbody></table>

***

<table data-view="cards"><thead><tr><th></th><th data-type="rating" data-max="5"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>1</td><td>4</td><td data-object-fit="fill"><a href="/files/YGxZoVLDBixs20GH1iuT">/files/YGxZoVLDBixs20GH1iuT</a></td></tr><tr><td>3</td><td>1</td><td data-object-fit="fill"><a href="/files/d4VVZQLofGSeFW5Paaw5">/files/d4VVZQLofGSeFW5Paaw5</a></td></tr><tr><td>4</td><td>3</td><td data-object-fit="fill"><a href="/files/UQEumq27qwD0Ay4cSUkD">/files/UQEumq27qwD0Ay4cSUkD</a></td></tr><tr><td>6</td><td>1</td><td data-object-fit="fill"><a href="/files/fXpWbNiwS3CQvaIw5GpR">/files/fXpWbNiwS3CQvaIw5GpR</a></td></tr><tr><td>7</td><td>5</td><td data-object-fit="fill"><a href="/files/xeYDqO6GDU7R3b4ftu0V">/files/xeYDqO6GDU7R3b4ftu0V</a></td></tr><tr><td>8</td><td>5</td><td data-object-fit="fill"><a href="/files/itaAkHhVC9r2FsxaBCwg">/files/itaAkHhVC9r2FsxaBCwg</a></td></tr></tbody></table>

***

## Link Optimisation

Even with a perfect <mark style="color:violet;">8-7 layout</mark>, efficient runs also depend on <mark style="color:violet;">high-quality links</mark>.

In this context, <mark style="color:violet;">link quality</mark> mainly comes down to <mark style="color:violet;">horizontality</mark>. Horizontal links make it much easier for <mark style="color:violet;">Cyte</mark> to pre-shoot incoming demolisher and their spawn locations, resulting in higher <mark style="color:violet;">KPM</mark> and faster demolisher kills overall.\
\
They also allow <mark style="color:violet;">Demolishers</mark> to move more freely, while making it much <mark style="color:violet;">easier</mark> for you to retrieve keys.

<mark style="color:$info;">Below is a ranking of the different link layouts based on their efficiency.</mark>

<table data-view="cards"><thead><tr><th></th><th data-type="rating" data-max="5"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td></td><td>1</td><td><a href="/files/j80Uuij8QEM7JXCsrYmI">/files/j80Uuij8QEM7JXCsrYmI</a></td></tr><tr><td></td><td>5</td><td><a href="/files/5O1Eql1xbqHxqRrcb9Ky">/files/5O1Eql1xbqHxqRrcb9Ky</a></td></tr><tr><td></td><td>2</td><td><a href="/files/ypA9QupX8Y4HEZFKYjwP">/files/ypA9QupX8Y4HEZFKYjwP</a></td></tr><tr><td></td><td>1</td><td data-object-fit="fill"><a href="/files/WfCkuXLEJaPCIszJDhBX">/files/WfCkuXLEJaPCIszJDhBX</a></td></tr><tr><td></td><td>2</td><td><a href="/files/yCqUrDw2zEazVMIskh9N">/files/yCqUrDw2zEazVMIskh9N</a></td></tr><tr><td></td><td>2</td><td><a href="/files/SSqvPmwMTAhy6zuiibkA">/files/SSqvPmwMTAhy6zuiibkA</a></td></tr><tr><td></td><td>3</td><td><a href="/files/LU6r09fTtOPx9vzKVFNd">/files/LU6r09fTtOPx9vzKVFNd</a></td></tr><tr><td></td><td>3</td><td><a href="/files/EmuXSC6mzHeRfQoBcpN8">/files/EmuXSC6mzHeRfQoBcpN8</a></td></tr><tr><td></td><td>3</td><td><a href="/files/hLAKmaarjse3640XOwhl">/files/hLAKmaarjse3640XOwhl</a></td></tr><tr><td></td><td>4</td><td><a href="/files/fUiTe7bR9Ewx6USq0B29">/files/fUiTe7bR9Ewx6USq0B29</a></td></tr><tr><td></td><td>4</td><td><a href="/files/1Y68QS1Tf83vDYxUjnwK">/files/1Y68QS1Tf83vDYxUjnwK</a></td></tr><tr><td></td><td>3</td><td><a href="/files/ItlqW4AtwRgF0zGhuuQP">/files/ItlqW4AtwRgF0zGhuuQP</a></td></tr></tbody></table>

***

## Between rounds

{% hint style="info" %}
See [Between rounds](/disruption-guide/documentation/basics/between-rounds.md) for the basics
{% endhint %}

Not all inter-round <mark style="color:violet;">regrouping spots</mark> are equally effective. While link quality is <mark style="color:violet;">important</mark>, positioning is just as crucial.

In addition to being the <mark style="color:violet;">best tile</mark> in the game, Tile 7 contains three small hidden rooms that serve as <mark style="color:violet;">exceptional</mark> regrouping spots between rounds.

<div data-with-frame="true"><figure><img src="/files/lce4AIMmkpRTsY5UD4MK" alt=""><figcaption></figcaption></figure></div>

These rooms are extremely <mark style="color:violet;">enclosed</mark>, making them ideal regrouping spots for refreshing buffs while also keeping you out of the enemies' <mark style="color:violet;">line of sight</mark>.

Once alerted, enemies will continue advancing until they reach the room, which can greatly improve the consistency of the <mark style="color:violet;">first key drops</mark>.

However, these rooms should only be used if you have the <mark style="color:violet;">appropriate link</mark> layout. Ideally, your next room should be located <mark style="color:violet;">above</mark> or <mark style="color:violet;">to the right</mark>, allowing you to transition smoothly into the next round.

***

## Dead Door

Each <mark style="color:violet;">main room</mark>, whether it's <mark style="color:violet;">Room 1</mark> or <mark style="color:violet;">Room 8</mark>, has several <mark style="color:violet;">links</mark>. Some of these links can become a <mark style="color:violet;">dead door</mark>.

A <mark style="color:violet;">dead door</mark> is a room link that is <mark style="color:violet;">completely sealed</mark>, making it almost impossible for <mark style="color:violet;">demolisher</mark> to spawn from that direction. Although it's rare, they can still spawn there, but they'll appear <mark style="color:violet;">very close to your position</mark>.

The concept of a <mark style="color:violet;">dead door</mark> is extremely powerful. It <mark style="color:violet;">reduces RNG</mark> by removing a potential spawn path, allowing for <mark style="color:violet;">more consistent</mark> and <mark style="color:violet;">more reliable pre-shots</mark> on <mark style="color:violet;">Demolisher</mark> spawns.

For <mark style="color:violet;">speedrunning</mark>, this is why the ideal setup is a <mark style="color:violet;">perfect tile</mark> with a <mark style="color:violet;">dead door</mark>.
