If you've been running Gleaming Depths for a bit, you already know the drill phase isn't about looking cool or padding your kill count. It's about keeping that hungry machine fed before it falls apart. A lot of players treat Raid Fuel Canisters like normal loot at first, then panic when they learn they can't stash them, show them off, or stockpile extras. They're mission-only, and they disappear when the raid ends. If you're the kind of player who likes to prep ahead of time—like buy game currency or items in EZNPC—this part can feel weirdly strict, because the run lives or dies on what you do in the moment.
What trips most teams up
The big shock is the carry limit. One canister. That's it. No stacking, no "I'll grab a couple while I'm here." So the whole encounter turns into a relay. People who normally anchor fights suddenly have to sprint routes, take corners, and decide when to just ignore enemies. And yeah, you'll see strong squads fail because everyone's doing the fun part—shooting—while nobody's doing the job. When the drill's health is sliding and the timer's yelling at you, it doesn't matter how clean your DPS looks on paper.
Learning the tunnels without wasting runs
The layout is the real boss. The tunnels are marked A through E, but knowing the letters isn't the same as knowing the paths. Canisters like to sit in annoying spots: behind barrels, on shelves you don't notice mid-fight, near mine carts where you'll overshoot the pickup and have to turn back. After a few runs, you start building a mental map: which turns are dead ends, where enemies love to spawn, and which corridor turns into a trap when Stalkers show up on both sides. The best habit is simple: on the first calm seconds, peek routes and call them out. Not a full tour, just enough so you're not guessing under pressure.
Roles that actually make it smoother
You don't need a fancy composition, but you do need jobs. First, keep one or two players near the drill to peel enemies off it. Second, pick runners—fast builds, light gear, folks who won't get stubborn about chasing kills. Third, have one floater who can swap between escorting a runner and cleaning up spawns that threaten the handoff. And here's the part people hate hearing: sometimes you skip a canister spawn if it's going to cost you a down in a chokepoint. A clean run is usually boring. It's short sprints, quick drops, and getting out.
Keeping it consistent run after run
Once your group stops fighting the encounter and starts running it, the chaos settles down. Call your tunnel letters, keep the drill defended, and don't turn every pickup into a last stand. If you're gearing up for more raid attempts and want to keep your loadout flexible, it can help to sort out your essentials early, including Fallout 76 Iteams that fit your build without weighing you down in those sprint-heavy phases.




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