Long Night of Solace (level)/Walkthrough: Difference between revisions
→Wait, I'm Sorry, You Want Me to do What!?
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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. | 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== |