The Silent Cartographer (Level): Difference between revisions
→Part 3: Shafted
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== Part 3:Shafted == | == Part 3: Shafted == | ||
Now seriously, I am slightly scared here. Where did that Gold Elite go? | Now seriously, I am slightly scared here. Where did that Gold Elite go? | ||
Ah well, don't worry about it for now. Move down the hall to find an Elite tapping on his purple box. Probably playing Minesweeper on company time! Do his boss a favor and snap his lazy spine with a melee attack. | |||
The next area has a couple of workable strategies: there's three Grunts on the upper level, two awake and one snoring; three Grunts on the lower level, two patrolling and one asleep, an Elite, and two Grunts on a ledge above him. With that knowledge you have a couple options. You can simply pick them off one by one with your pistol from the doorway, but the Elite could prove a bit of a challenge. You could try and catch them all in a couple of rocket blasts; after all, it's not like you're gonna run out of rockets any time soon. My personal favorite is to kill them all without any of them seeing you, so I'll detail that, as it's the only strategy that requires a whole lot of thought. | |||
From the purple box, take a right turn. Head about halfway up the ramp and crouch. You should see a couple of Grunts patrolling. Wait for both of them to come to about your position and turn around. Then, once they're both headed the other way, crouch-walk up the ramp, sneak up on them and hit both of them in the back. I'd recommend the pistol melee, as it's faster. Odds are, there'll be another Grunt dreaming his little Grunty dreams up there. Whop him over the head too. If you stayed crouched through all of this, you are probably still hidden to the other Covenant. Just remember, if they see you, haul back to the doorway and use cover to kill them all—less classy, but also more alive. | |||
Now for the ground level. Head back down the ramp, remembering to crouch. Go through the little door-not the big, open gate, but the tiny little one next to the ramp. Walk just through it and crouch. The Grunts are patrolling around the central structure. Wait until they are both facing away from you, then quickly run out and hit the Grunt in back. Then duck behind the central structure so that the other Grunt doesn't see you. The sleeping Grunt should be right there. Melee him and head back to the door. When the last Grunt is headed away from you again, sneak up on him and assassinate him too. Then, head around back up to where the first three Grunts are, and look above the Elite. There are two Grunts there, neither of whom can see you. Plug them in the head, one bullet each. You'll want to do this very quickly, as the other Grunt will panic and run away if he's left for too long. That leaves just the Elite, who won't have any idea where you are and will be facing the dead Grunts. Drop down, run over, and introduce him to the magic of the pistol-whip. | |||
There are three Jackals in the hall ahead. Drop a plasma grenade into their midst and wait for the screams to stop. Corridor cleared. Down below, however, is a room with two Hunters and a crapload of Jackals. The room has an outer ring, with the Jackals, and an inner ring with the Hunters. Near the place where you come in, there is a tiny corridor from the outer ring to the inner ring. This corridor can be very handy. The Hunters won't shoot into it, and the Jackals won't go in there—sometimes they don't even see you there. In fact, you can sometimes lure each and every Jackal into its entrance and then plug them with you M6D. Once they're done, it's Hunter time. No need to waste rockets on 'em—this is where your pistol comes into play. | |||
Follow the path down to a completely empty space. Take a few seconds to have a look around, check cover, etc. You'll be having a good scrap here later. Also, know the two doors. The one on the left leads to an active camo, which you shouldn't take yet. The one on the right leads down to another hallway. There are three oblivious Grunts at the end. Headshot them all. The next room has six Grunts and an Elite. Get as many headshots on the Grunts as you can, then let the rest flee down the shaft. Drop the rocket for a second and grab a needler. Send shots down after the Grunts until they're all dead. The Elite, of course, won't be coming out to play, so find out where he's hiding, grab your rocket launcher, and drop an SSM on him. Oof. | |||
Next comes the Silent Cartographer itself, along with an overshield—and two Elites who have been the bane of many overconfident Master Chiefs. Rockets work well here, but standard gunplay doesn't—these guys are careful, and they cover each other well. It's all too easy to be overwhelmed by one while you take on the other. Explosives are your friend, anyway. Once they're dead, move in, grab the overshield, and turn on the Cartographer. | |||
Whew. Now that's over with, it's time to get back to Echo 419. Turn around, head back over the two Elites (who are now dead) and head straight up the ramp. This should take you to the camouflage room, where the Jackals have taken up residence. Dislodge them with a grenade or rocket. Now, by jumping at the corner just right, you can get the active camouflage from the upper level. Cool. Now, time to make use of your invisibility. Run quickly out of this room and under the catwalk in the next room. There might be some Jackals on the ramp up, but as you're invisible, you can assassinate them easily. Hopefully, that leaves about four or five of them. Conserve ammo; just beat them all to death and move up as fast as you can. There are five more Jackals in this room, and by now your camo is probably gone. Use the pistol to snipe these guys from cover, or your rocket launcher if thy bunch up. That'll teach them. | |||
On the ledge leading up, however, is a pack of five Grunts and an Elite. Since the pistol isn't that effective in this situation, grab a plasma pistol and methodically kill them all. You're in no hurry, and there are five plasma pistols lying around. Hell, you could even go back down a ways and grab about ten more if you felt like it. But one or two should do the trick just as well. Once all six Covenant are dead, get the M6D back and head up the ramp, out of this godforsaken pit. | |||
On the next ramp leading up are no less than four Jackals. Take a moment to make them into Jackal paté with the rocket launcher. Don't worry if you're running low on rockets; there's a big stash up in the next room. Unfortunately, an Elite, four Grunts and three Jackals are challenging you for it. Use your last few rockets to scatter them and the pistol to pick off the stragglers. Stock up on ammo and health. | |||
The next room up has, again, three Jackals, four Grunts and an Elite. Oh well. You don't have much time to use up all that lovely ammo, so unleash it on these buggers. Try to save two rockets, preferably four, though. The Jackals are on the upper level, with the Grunts and Elite down below. Once you kill a few of the Covies, the Grunts will panic and run. Sometimes the Jackals even join them. Be sure they're all dead before you move on, because this next bit can be very unfun. | |||
Head back up the way you came, very, very carefully. That Zealot has showed up (where was he hiding when you came down?), and boy, is he pissed. Well, he'll be even more pissed when you introduce him to Mr. Rocket. Mr. Rocket is our friend. However, he'll soon find his relationship with the lovable Mr. R at an end when you whip out your pistol and finish him off. If you have a plasma grenade, that'll work even better, but he'll have time to charge you before he goes off. | |||
Whew. Now he's dead, the path is clear, right? Well, no, actually. There are no less than ''six'' Infiltrator Elites up top, and they can really take you by surprise. Luckily, that's all that's left, so you can spam rockets, grenades and even the Warthog turret on them. Or you could do it the professional hitman's way—six expertly aimed headshots with the pistol. As the Infiltrators don't have shields, this is an ideal opportunity for the M6D. Whatever. Just so as they die, you're fine. If you really find yourself in a mess, you have pretty much every kind of weapon in the game somewhere down the shaft to choose from. When there are six corpses littering the hall, you're done here. Assuming that yours is not one of them. | |||
Yay! All gone! Congratulate yourself. You've just scoured an island clean of alien scum. On to the Control Room! | |||
==Speed Run Walkthrough== | |||
As soon as you begin, go the opposite way around the island, until you reach the Warthog. Flip it over and get in it. Drive forward, and go to where the Covenant Dropship is dropping off the Jackals. Kill them and grab the Overshield.It is easier to kill the Hunters if you go to the wrecked pelican somewhere on the island and get the rocket launcher, just look around on the ground and you will find it. | As soon as you begin, go the opposite way around the island, until you reach the Warthog. Flip it over and get in it. Drive forward, and go to where the Covenant Dropship is dropping off the Jackals. Kill them and grab the Overshield.It is easier to kill the Hunters if you go to the wrecked pelican somewhere on the island and get the rocket launcher, just look around on the ground and you will find it. | ||