Green Maze (GM)
A.K.A Green Rooms (GR)
PLAYABLE CL: 11.5 - 12.0
Green Mazes are the second section of Caverns. They are darker than Yellow Mazes. You will know when you get to a Green Maze, because you will have a loading Screen.. That's your first tip-off. Green Maze has the same type of enemies as Yellow Maze, with the addition of Blood Bats. Blood Bats come in groups of 4. You can have 1-4 groupings of bats (if you have 4 groups, means you have a total of 16 bats in the room)
It's highly recommended you carry lots of

.
While these are both the "Deluxe" amps, the more the better, really..
If you have a Tank, you
need to be sure that you have a backup healer with Bandage or Wish, one attack and Tape. You have to be careful, sometimes you will steal aggro. If the backup healer DOES steal aggro, then the Tank becomes the backup healer.
Rings to Bring:
ALWAYS HAVE:
Healing:
Attacking:
Back-up if you don't have any above:
Buffs:
Other:
You need to have SOMEONE in the crew with Sweetheart. If you have a crew member who is Heal-Tanking, they need to have R4 SH at all times.
Debuffs:
Crowd Control: 
Quicksand is really the better control to use, as it's going to trap everything, and holds longer than tape.
Backup Control:
Tanks: Bringing a tank is a good thing to do in GM.


(

/

)
Also, please consider

as a swap in as well.
Generally, you want to rebuff EVERY room to prevent buffs from falling.. If your Buffs Fall and you cant keep up with them quick enough, you will die very quickly.
Enemies:
Female Vampires
HP: 8,675
Average Damage:
Control Over You: Sleep. (Control with Iron)
Control:
Backup:
Male Vampires
HP: 8,675
Average Damage: .
Control Over You: Sleep. (Control with Iron)
Control:
Backup:
Werewolves
HP: 11,563
Average Damage:
Control Over You: Rooting.
Control:
Backup:
Passive Chest
HP: 460
Average Damage: None
Control Over You: None
Control:
Backup:
Aggressive Chest
HP:
Average Damage:
Control Over You: N/A
Control:
Backup:
Big Dog
HP: 18,732
Average Damage:
Control Over You: Rooting
Control: N/A
Blood Bats
** Blood Bats Travel in Swarms of FOUR **
HP:
Average Damage: 200-259 (Depending on Buffs)
Control Over You:
Control:
Backup
Night Frights
HP: 18,732
Average Damage: 200-400 (depending on buffs)
Control Over You: Scare and Sleep.
Control: None. Bring Adrenaline and Knife to speed up killing. Best control you can have is a tank.
Tactical Approach To Fighting
So here's a general idea of what to attack first in G.R's.. This is based on Enemies.. It really really really depends on the layout of the room you're in!
1st: Bats - Have someone Kite your bats (Ensuring this person is a heal-tank and is able to keep them occupied) and then to break some of the bats of their obsession over your Kiter, use Quicksand to separate some bats, and knife/adrenaline as soon as you can for fast killing. Continue this action until all bats are gone.
2nd: Male Vamps - Knife/Adrenaline as quickly as possible. If being attacked by wolves, R4 tape to prevent more attacking than you can handle
3rd: Wolves - Tape or Scare your remaining Female Vamps IF they are attacking you, while you're trying to kill your wolves.
4th: Female Vamps - Easy kills after Knife/Adrenaline has been applied, provided you don't aggravate a Big Dog or Night Fright.
5th: Big Dogs & Night Frights - R4 Knife and Adrenaline. These generally should be the LAST enemies you fight in a room.
Also keep in mind that you will come across some chests. Depending on if they're an aggressive chest or not, really depends on the preference of the crew on when and where you decide to kill it.
HOWEVER.. If you enter a room, and are beside a Big Dog.. You want to attack the Big Dog FIRST.. as it roots you, and there's really no way of controlling it with tape or cat, etc.
What you attack is situational based on each room. You want to try and kill your bats first, as there are so many of them, and they're the fastest moving.. They may not have a lot of health.. but when you're being attacked by 3 swarms, which have 4 bats each.. their hits add up, and quickly.