Updated Oct 10, 2026· 7 min read

Key takeaways

  • Firing both anchors from the same spot. Two anchors on one ledge give you a shorter line than one anchor placed high; stagger them vertically.
  • Carrying the cannon in the backpack. The slower deploy time is the difference between catching a falling teammate and watching them drop.
  • Cutting the rope on the way down. The rope is recoverable; cutting it early means re‑climbing the pitch for a second piton.
  • Starting the pitch with a partially drained bar. Resting at the Alpine checkpoint costs nothing.

The Anti Rope Cannon is a guaranteed reward, not a random drop: it comes from the Supply Cache at the top of the Caldera ascent, and the only way to open that cache is to anchor two pitons in the marked cracks on the north face and reel a rope between them. You need a tier‑2 rope tool (Rope Cannon or Grapple Hook), two pitons, one Energy Drink, and at least two free backpack slots before you start the climb — go in without those and you will burn the run on the last 30 metres.

What the Anti Rope Cannon actually does

Per the in‑game item card, the Anti Rope Cannon fires an anchor that holds a rope in place without you having to keep a hand on it. That single change is why it matters: a standard Rope Cannon gives you a line you must manage, while the Anti version holds two anchors at once, so one player can set a route and the rest of the team climbs it hands‑free. It is a traversal tool, not a weapon, despite the name.

What you need before you start

The cache route has four hard gates, and each one costs a specific item to pass. This is the checklist the in‑game item card and the official patch notes imply — nothing here is optional if you want the cannon on the first attempt.

Requirement Why you need it Where it comes from
Tier‑2 rope tool (Rope Cannon or Grapple Hook) The marked cracks only accept an anchor fired from a tier‑2 tool; a basic rope spool will not seat Tropics checkpoint vendor or the Alpine supply drop
2 × Piton One per crack. The second crack is what triggers the cache hatch Scattered on ledges in the Tropics and Alpine biomes
1 × Energy Drink Restores a full stamina bar mid‑climb; the final pitch is roughly 140 stamina units Any checkpoint restock
2 free backpack slots The cannon occupies two slots; if your pack is full the cache prompt will not appear Drop or consume anything you are not using
Full stamina at the Alpine checkpoint Resting at the checkpoint refills the bar for free — there is no reason to start the pitch tired Alpine checkpoint

The exact acquisition route, step by step

Step 1 — Reach the Alpine checkpoint without firing a single rope charge

Reason: the cannon’s cache sits above the Alpine, and the return leg is longer than the outbound leg. If you spend your tool’s charges on the lower biomes you will have nothing left to anchor with at the cracks, and the route cannot be down‑climbed without a line. Walk, jump, and use pitons on the early pitches instead.

Step 2 — Take the north face, not the main path

Reason: the main path continues toward the summit and skips the cache entirely. From the Alpine checkpoint, turn left toward the darker rock wall; the marked cracks are the two vertical seams roughly 8 metres apart, at about 35 metres of vertical height. They are visually distinct — a pale grey band against the darker rock.

Step 3 — Anchor the first piton in the lower crack

Reason: the lower piton is what gives you a resting point. Without it you are holding the wall with one hand while trying to place the second, and the stamina drain during that stretch is the single most common cause of a failed attempt. Place it, clip in, and let the bar refill before you move.

Step 4 — Fire the rope tool into the upper crack and place the second piton

Reason: the cache hatch is triggered by tension between the two anchors, not by the pitons alone. Once the rope is seated across both, the hatch on the ledge behind you opens. If the hatch does not open, the upper anchor is not seated — reel in and fire again rather than climbing further.

Step 5 — Claim the cannon and equip it, do not just carry it

Reason: an equipped tool deploys roughly 40% faster than the same item pulled out of the backpack. The Anti Rope Cannon’s whole advantage is setting two anchors quickly, and that advantage disappears if you have to open your pack first. Equip it in the tool slot the moment you pick it up.

Step 6 — Rope down, do not free‑climb the return

Reason: the descent is where most players lose the item. Falls drop you to the last checkpoint, and if the checkpoint is below the cache you have to redo the whole pitch — usually without a spare piton. Cut the rope only after you are standing on the checkpoint ledge.

A worked example: the 12‑minute cache run

Climbing drains roughly 4 stamina units per metre of vertical progress, and a full bar is 100 units. The pitch from the Alpine checkpoint to the cracks is about 35 metres, so a straight climb costs roughly 140 units — more than one bar. That is why the route is run in two stages: climb 20 metres (about 80 units), clip into the first piton, wait for the bar to refill, then cover the remaining 15 metres (about 60 units) with the Energy Drink held in reserve. Budget one Energy Drink per attempt and you will never be caught mid‑pitch with an empty bar.

How to use it without wasting the run

The cannon is strongest when it is used to pre‑place a route for the team rather than to rescue yourself. Fire the first anchor from a stable ledge, not mid‑climb, and leave the second anchor free for the moment the route actually gets hard.

Spec Anti Rope Cannon Standard Rope Cannon
Maximum anchor range 35 m 22 m
Rope deployed per shot 40 m 25 m
Deploy time 1.4 s 0.9 s
Simultaneous anchors 2 1
Recharge between shots 9 s 6 s
Backpack slots 2 1
Load units 4.5 2.0

Two anchors and a longer reach are the trade: you give up a slot, 2.5 load units, and 0.5 seconds of deploy time. For a team of three or four climbing a route together, that trade is almost always worth it. For a solo speed run where every slot counts, the standard cannon is still the lighter choice.

Common mistakes that cost a run

  • Firing both anchors from the same spot. Two anchors on one ledge give you a shorter line than one anchor placed high; stagger them vertically.
  • Carrying the cannon in the backpack. The slower deploy time is the difference between catching a falling teammate and watching them drop.
  • Cutting the rope on the way down. The rope is recoverable; cutting it early means re‑climbing the pitch for a second piton.
  • Starting the pitch with a partially drained bar. Resting at the Alpine checkpoint costs nothing.

Frequently Asked Questions

Can you get the Anti Rope Cannon solo?

Yes. Nothing in the cache route requires a second player — the two anchors are placed by you, and the tension trigger fires the same way. It is harder solo only because you have no one to hold a resting point while you place the second piton, so budget the Energy Drink and clip in early.

Does the Anti Rope Cannon carry over between runs?

No. Like other tools, it is tied to the run you picked it up in. If you fall or restart, you begin again without it and have to redo the Alpine pitch. This is the main reason the route is worth practising rather than improvising.

What happens if you cut the rope early?

The anchor stays in the wall but the line is gone, so you lose the route you built. On a descent that usually means free‑climbing, which is how most players lose the cannon they just earned. Reel the rope in instead of cutting it whenever the anchor is still above you.

Is the Anti Rope Cannon better than the standard Rope Cannon?

For team climbing, yes — the second anchor and the extra 13 metres of reach change what routes are possible. For solo play, the standard cannon’s lighter load and faster deploy are often the better pick. It is a situational upgrade, not a straight replacement.

Can you get more than one per save?

The cache can be opened again on a later run, but the cannon itself is a one‑per‑run item — you cannot stockpile it in a persistent inventory. If you want it for a specific climb, plan the cache route as part of that run.

Do you lose it if you fall?

You drop back to the last checkpoint and the tool goes with the failed run, so yes. Place a checkpoint as close to the cache as the route allows before you start the descent, and you will usually only lose a couple of minutes rather than the whole attempt.

R
Rachel Green
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FAQ

Can you get the Anti Rope Cannon solo?
Yes. Nothing in the cache route requires a second player — the two anchors are placed by you, and the tension trigger fires the same way. It is harder solo only because you have no one to hold a resting point while you place the second piton, so budget the Energy Drink and clip in early.
Does the Anti Rope Cannon carry over between runs?
No. Like other tools, it is tied to the run you picked it up in. If you fall or restart, you begin again without it and have to redo the Alpine pitch. This is the main reason the route is worth practising rather than improvising.
What happens if you cut the rope early?
The anchor stays in the wall but the line is gone, so you lose the route you built. On a descent that usually means free‑climbing, which is how most players lose the cannon they just earned. Reel the rope in instead of cutting it whenever the anchor is still above you.
Is the Anti Rope Cannon better than the standard Rope Cannon?
For team climbing, yes — the second anchor and the extra 13 metres of reach change what routes are possible. For solo play, the standard cannon’s lighter load and faster deploy are often the better pick. It is a situational upgrade, not a straight replacement.
Can you get more than one per save?
The cache can be opened again on a later run, but the cannon itself is a one‑per‑run item — you cannot stockpile it in a persistent inventory. If you want it for a specific climb, plan the cache route as part of that run.
Do you lose it if you fall?
You drop back to the last checkpoint and the tool goes with the failed run, so yes. Place a checkpoint as close to the cache as the route allows before you start the descent, and you will usually only lose a couple of minutes rather than the whole attempt.
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