Long Night of Solace (level)/Walkthrough: Difference between revisions

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===Wait, I'm Sorry, You Want Me to do What!?===
===Wait, I'm Sorry, You Want Me to do What!?===
Turn back to the door you came through, some baddies are going to show up to try and take their ship back. You are going to deny them this boon. Grenade and Needle fire will wipe most of them out. Your Energy Sword will take care of the rest. Use your Drop Shield to heal up if you need it and reload your Needle Rifle. head back up the hall. When you get back to where you faced those two Ultras before you'll face two more and an accompaniment of Grunt Ultras. take them out with the Needle Rifle and advance. For this next section in the Large Hangar, we will refer to the Pelican as right, the door you just came through as back and the door you originally came through as front. Immediately when you enter the Hangar there will be a group of [[Kig-yar|Jackals]], mixed Majors and [[Kig-yar Sniper|Snipers]] coming from back left, ground level. Grenade and Needle them. You should make quick work of this group because next group will come through from forward left ground level. This group is a mixed assortment of Grunts and an Elite Major. Next, is directly forward as the door opens toss two grenades at the door and kill everything that comes through. Retreat to the pelican and Swap out your weapon set for a DMR and a [[Sniper Rifle System 99 Anti-Matériel|Sniper Rifle]]. Use the DMR to take out the few Elite Majors on the top front area as you move back to the left and to where you came in from. When these are dead retreat into the small hallway you came into this section in. It will provide you with adequate cover and there's only one way for hostiles to get at you. Now there will be a great number of Elite Ultras with heavy weapons, ranging from [[Type-50 Directed Energy Rifle/Heavy|Concussion Rifles]] to a [[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]]. Aim across the bay at the far door, and attempt to take out the ones from across the bay first. Jorge will be doing damage and hopefully saving you a round or two. Ultras should still only require three rounds from the Sniper Rifle giving you six kills which is the majority of the enemies in the room. If you need it, directly in front of your little hallway is a Plasma Launcher. But with good sniper fire aided by Jorge, you can prevail quickly. Once this is over, steel your self cause the first step is a doozy.
Turn back to the door you came through, some baddies are going to show up to try and take their ship back. You are going to deny them this boon. Use grenades and headshots to take care of the attackers, an Elite accompanied by Grunts and Jackals. Your Energy Sword will take care of stragglers. Use the Drop Shield to heal up if you need it. Head back up the hall. When you get back to the gun battery, you'll run into an Elite or two with some more Grunts and Jackals. Rinse and repeat. You'll eventually get back to the main hangar, with a Plasma Launcher conveniently in front of you. The Pelican is on the right, the door to the bridge (where you found the Plasma Launcher) is the back, and the door to the original entrance (the comm relay) is the front. Immediately when you enter the hangar there will be a group of [[Kig-yar|Jackals]] and [[Kig-yar Sniper|Snipers]] coming from back left on the ground level. Toss some grenades to thin their ranks, mop up with DMR or Needle Rifle fire. The next wave will come through from the forward left, at ground level. This group is a mixed assortment of Grunts and an Elite Major. The third wave comes from the forward center door and consists of a mob of Grunts. Toss grenades to wipe out most of them, then mop up the rest. Use the DMR to take out the fourth wave, two Elite Majors coming from a door on the forward top left. When these are dead retreat into the small hallway you came into this section in. It will provide you with adequate cover and there's only one way for hostiles to get at you. Finding some place high up is also a good bet. The final wave consists of FOUR Elite Ultras, and at least two will be equipped with heavy weapons. There will always be one Ultra equipped with a [[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]]. If you're a talented sniper, pick up one of the Sniper Rifles to deal with the Ultras as the concentrate on Jorge. The free Plasma Launcher on the ground when you returned to the hangar also comes in handy if you picked it up and it still has ammunition. Some sneaking with the Energy Sword can be effective, but is also dangerous; if the Ultras spot you charging with the Sword too quickly, you will be gunned down in seconds. As always, the Noob Combo is effective. Once this battle is over (it may take a few tries), steel yourself cause the first step is a doozy.


==Legendary Notes==
==Legendary Notes==
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